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[Plugin] Escape Desecrator \ Arcane

I think this plugin is very much needed. For us who don't use the Belgor combat routine, we really need this.

For the new version, it doesn't seem to be working though. It doesn't move at all. Logs:
[21:52:28.820 N] Try run from affixe...
[21:52:32.740 N] [DebuffsEvasion 0.6] Cant find new position to run from affixe.
[21:52:32.740 N] [DebuffsEvasion 0.6] Pathing succesfull. MoveToMob = True. Moving character from <1162.881, 3770.513, 80.14815> to <1253.655, 3832.629, 80.1>, distance beetwen vectors: 109.992 distRadius = 51
[21:52:32.740 N] [DebuffsEvasion 0.6] distance from end position to mob: 130.3802
[21:52:32.740 N] [DebuffsEvasion 0.6] Set KillMonsters to false.
[21:52:33.590 N] [DebuffsEvasion 0.6] Set KillMonsters to true.
[21:52:33.590 N] [DebuffsEvasion 0.6] Something stoping us, our attemp to move away failed.
[21:52:33.590 N] [DebuffsEvasion 0.6] We need move from affixe, but retryInterval not rdy or we cant move away from current position.
[21:52:33.780 N] [DebuffsEvasion 0.6] Using HP potion
[21:54:06.346 N] Using Waypoint Waypoint_Town-7609 Number:6
[21:54:49.157 N] Try run from affixe...
[21:54:49.424 N] [DebuffsEvasion 0.6] Pathing succesfull. MoveToMob = True. Moving character from <2106.154, 1803.91, 0.1190917> to <2109.327, 1816.041, 0.6034967>, distance beetwen vectors: 12.54799 distRadius = 4
[21:54:49.424 N] [DebuffsEvasion 0.6] distance from end position to mob: 5.656854
[21:54:49.424 N] [DebuffsEvasion 0.6] Set KillMonsters to false.
[21:54:49.664 N] [DebuffsEvasion 0.6] Set KillMonsters to true.
[21:54:49.664 N] [DebuffsEvasion 0.6] Something stoping us, our attemp to move away failed.
[21:54:49.664 N] [DebuffsEvasion 0.6] We need move from affixe, but retryInterval not rdy or we cant move away from current position.
[21:54:51.664 N] [DebuffsEvasion 0.6] Using HP potion
[21:54:51.664 N] [DebuffsEvasion 0.6] We need move from affixe, but retryInterval not rdy or we cant move away from current position.
[21:54:51.753 N] Logging out
[21:54:51.772 N] Player died, Resetting caches.
 
Thanks. Anyway, did you want I have continued to update and improve my plugin?

Hi Outside. I think you should keep updating your plugin. Nuok's one built in to Belphegor is notr working so great. It just stands in plague and doesnt move for 4-5secs

Yours was working much better. Please continue!
 
okay, thanks. I`l continue update this, ETA for new update 05.08.2012
 
yeah looks like with latest build of db this pluggin can get buggy some times and not work. Would love an update. If we can get an update to make it more stable I will be sure to donate.
 
v 0.7 released. Note that this version have NEW BETA things, so i cant say that it 100% better than 0.6.1, just try and write here about it.
v 0.6.1 have 534 downloads, and only ~10-15 feedbacks. Guys, i need more feedbacks on new implemented items.
 
BTW I love your plug in. Sorry if I havent mentioned this already. Downloaded new version, will let you know how it goes on my monk. Thanks dude.
 
seems to be working pretty well right now on new build. There is sometimes some random not moving away from afixes, but not sure if that is just a hickup in db or the plugin. Im thinking db as I get other weird hickups from time to time that effect other plugins. So Im thinking that part is db issue. Only time I really get screwed is when I get boxed in. Not sure if there is anything you can do about that though.
 
would it be possible to add in use health shrine within a certain distance if at a certain percentage of health?
 
Thanks for the update. I will test later to see if it fixes the issues with the newest DB. =]
 
Except by a single wall run try that I had to step in (was caused on a random dungeon) its working pretty awsome for 6h or so.

Does it check pos of the arcane ball? Remember I used to die alot on older versions due to him running along with the arcane instead of the other side lol :p
 
no, i still cant check arcane lasers (beams), becouse DB core dont see it. As soon as devs implement this, i`l add this to plugin
 
no, i still cant check arcane lasers (beams), becouse DB core dont see it. As soon as devs implement this, i`l add this to plugin


The plugin is working better than before with 0.7. Still dying to tree poison or arcane on over half of the runs. (I have 900 resist/34k hp) What is it currently doing if arcane beams are not detected? Is it just the ball?
 
The plugin is working better than before with 0.7. Still dying to tree poison or arcane on over half of the runs. (I have 900 resist/34k hp) What is it currently doing if arcane beams are not detected? Is it just the ball?

If I not wrong atm, the plugin doesn't actually detect any of the spells, he checks for monster affixes and when hp get lowers then the set near the affix he will run a predefined routine, but for arcane I still see allot him doing that (running along with the laser) or just sitting on top of it.

If DB could check the "static" value of the spells and do a pixel-search on it(move away), we can get a perfect working plugin.

Please correct me if I wrong :p

Any way to get better performance of it on small places? To prevent all those arcane deaths...
 
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Is there any way to add the sand wasp projectiles from Act 2? Only thing that is really hurting me atm, other than elites of course.
 
.7 works pretty well other than the fact it tries to sit on top of Arcane. Seems like others are having the same issue. Kills and speed is fine other than that.
 
new version of db broke pluggins. Need an update to address the new version of db =(
 
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