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[Plugin] Giles Monster Priority Changer

v1.5.2 uploaded:
-- Treasure goblins under certain conditions should no longer make your bot completely ignore other monsters for a period of time afterwards.


I was thinking maybe you could add ResetCache on PlayerDied or new game joined, this at least make sure player will not die repeatly.
 
I was thinking maybe you could add ResetCache on PlayerDied or new game joined, this at least make sure player will not die repeatly.

That isn't the cause of the problems - the cache force-resets at least a couple of times a second anyway (to ensure combat never feels horribly delayed) - down from DB's default of about 15 full updates from D3 client every second. Think the issues between 1.5.0 and 1.5.2 have just been because of all the new code I did and it being hard to test every circumstances happening myself! I'm fairly confident I've got all of the issues atm. I'd love to hear back from anyone who had problems with 1.5.0/1.5.1 (with it ignoring mobs and running right past them), to let me know if 1.5.2 has fixed everything or not for you! (always rule out a fresh DB install, other old plugins still in use that cause bugs etc. first though please :D).

wow 2 mins to fix that AMAZING!!!

Hah! Yes, I laughed when I posted the update and saw that almost at the same instant the fix was being uploaded, you'd spotted that exact problem! :D
 
The table I'll add into world object handler as a "large object" type (so it knows to break it from further away then other objects) - the pillar though, that's already a small object - does breaking it actually make the object be something you can walk-through? Or does it still remain as a physical obstacle after breaking (in which case there's nothing I can do with world object handler, that'd have to be a change in DB dungeon navigation or something to force DB to navigate around objects, something Apoc is planning for future version I believe).

"the pillar though, that's already a small object - does breaking it actually make the object be something you can walk-through?"
Yeah, you are right, after it's broken the bot can walk-through.
 
v1.5.3 uploaded:
-- Some changes to target priority selection and weightings, to help improve intelligence of target selections (and make future tweaks easier).
-- Some reduction in chances of your character "flip-flopping" for a moment or two between targets (can still happen briefly).
-- More weighting given to close-combat if your character is heavily surrounded and has no range abilities.
 
is this object or monster priority causing these issues happens often, and then happens every 2 seconds in Halls of Agony Level 3

Code:
[19:26:16.780 D] System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Zeta.Internals.Minimap.get_Markers()
   at Zeta.Internals.Minimap.get_CurrentWorldMarkers()
   at Zeta.CommonBot.Profile.Common.ExploreAreaTag.()
   at Zeta.CommonBot.Profile.Common.ExploreAreaTag.()
   at Zeta.CommonBot.Profile.Common.ExploreAreaTag.(Object ret)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..MoveNext()
   at (Object )
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..MoveNext()
   at (Object )
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..MoveNext()
   at (Object )
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..MoveNext()
   at (Object )
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..MoveNext()
   at (Object )
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..MoveNext()
   at (Object )
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..MoveNext()
   at (Object )
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..MoveNext()
   at (Object )
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.CommonBot.BotMain.()

nm this is a stupid nav server / explore issue....
 
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Is the 1.5.3 update the fix to when the bot seems to think what enemy to attack?

My monk died a few times last night and while observing it, i noticed he was like punching, pausing, punching again his enemies (elites!). That's how he basically fought the entire time. I initially thought it was lag LOL! Then I sat down and took control and killed them all with ease!
 
In newest version, it seems to give up on goblins way too fast. Having priority on should have him chase em down to almost worlds end, now any mob or destroyable object will change focus and the goblin gets away.
 
Is the 1.5.3 update the fix to when the bot seems to think what enemy to attack?
My monk died a few times last night and while observing it, i noticed he was like punching, pausing, punching again his enemies (elites!). That's how he basically fought the entire time. I initially thought it was lag LOL! Then I sat down and took control and killed them all with ease!

That sounds like lag, or the combat routine. 1.5.3 will if anything at all make combat faster (so I dread to think how slow it might have been without) - though I won't rule out a mis-install/compatibility issue. Have you tried with a clean fresh install of latest DB in a new folder, and then just my plugins (no others), and select Belphegor combat option, and tried to see how it fights? Then untick (disable) monster priority changer and compare. You can actually disable it mid-fight - so you can start a fight with elites, see how quick it attacks, then while the bot is still running, disable monster priority changer and see if it makes any difference either way. Let me know how you get on!

My barb is using only revange with it no frenzy at all

This plugin does not control combat, nor does it decide which combat abilities to use or how to use them. It only controls what targets the combat routine receives (and in what order and how fast). Issues with combat lie with Demonbuddy, and the combat routine you use. Try the latest test version of Belphegor or a fresh install of DemonBuddy, and play with the settings in the combat routine. If you still can't get combat working how you want, post in the appropriate combat routine thread. Good luck!

In newest version, it seems to give up on goblins way too fast. Having priority on should have him chase em down to almost worlds end, now any mob or destroyable object will change focus and the goblin gets away.

Yes, I agree, and this is a bug with the latest version, and only with the treasure goblin prioritize option - I will fix that hopefully with an update later today :D
 
Hey Giles, the lag problem while facing many monsters has been annoying me for weeks, especially at the beginning of the a1 champion profile, when 10+ mobs stacks at a very narrow space(on the leoric floors), the bot stopped using frenzy anymore and only wait for revenge to be available, meanwhile the fps would drop drastically, from 30(which i set as background fps) to lower than 5.
I tested check and uncheck your monster priortyty changer, when the plugin is unchecked, the game would be little bit smoother but not much like back to 10fps and 1 frenzy swing per second and still laggy.
I think there is a resource consumption issue when there are too many mobs in melee range, and seems both your plugin and the belphegor routine are related.
I'm using fresh install with only your 3 plugins enabled along with the latest(and also tested some old version) belphegor beta.
my computers are
1. I7 920 OC 4G+18g ram+5870 1g
2. 3770k OC 4.5G +16g ram+7950 3g
each of them is running 6 bots with currently cpu usage around 30%-60%, i don't care if if would be 80%, but pls help to make my barbar attack faster....
 
If it's only that one spot (lots of mobs in a very enclosed space like in that corridor in Leoric's), and it's generally smooth/good almost everywhere else, then I wouldn't worry about it - it's the nature of DB trying to path-find a small impossible space because of all the mobs blocking everything, and doing line-of-sight and can-reach-target checks on them all, again in a confined space where that's not viable. In future I might see if I can do any "special tweaks" to help improve this a little bit from the target-provision end, but really this is down to the very core of Demonbuddy itself and the way it reads units from D3 memory and checks for path-finding and line-of-sighting, something I don't control in this plugin (the more complicated Belphegor gets, the more this issue will become noticable in this spot, though).
 
v1.5.4 uploaded:
-- The "Prioritize" option on Treasure Goblins now correctly allows your bot to chase them almost to the ends of the earth again.
-- More speed tweaks and optimizations.
 
That sounds like lag, or the combat routine. 1.5.3 will if anything at all make combat faster (so I dread to think how slow it might have been without) - though I won't rule out a mis-install/compatibility issue. Have you tried with a clean fresh install of latest DB in a new folder, and then just my plugins (no others), and select Belphegor combat option, and tried to see how it fights? Then untick (disable) monster priority changer and compare. You can actually disable it mid-fight - so you can start a fight with elites, see how quick it attacks, then while the bot is still running, disable monster priority changer and see if it makes any difference either way. Let me know how you get on!
I tried it again as you suggested and there really was a bit of difference in the speed my monk attacks. My DB is a new install, so it can't be that?

I loaded the A1 champ profile, watched the bot with your plugin and it was as usual attacking like its supposed to (choosing when to throw).

I turn your plugin off and see the bot attack with no mercy! It was throwing all kinds of crazy combos. I turn the plugin back on, now it looks like its thinking again, like 1-2 punch, pause (enemy hits), 1 punch, pause (enemy gives another one), 1-2 punch in a cycle. In this manner, the bot is bound to die since there's a ton of arcane, dots on the floor and my LoH is not being efficient any longer with the kind of pausing he does.

Does anyone else notice this? I think I've been watching my bot too much that's why I take notice?! LOL!
 
I tried it again as you suggested and there really was a bit of difference in the speed my monk attacks. My DB is a new install, so it can't be that?

I loaded the A1 champ profile, watched the bot with your plugin and it was as usual attacking like its supposed to (choosing when to throw).

I turn your plugin off and see the bot attack with no mercy! It was throwing all kinds of crazy combos. I turn the plugin back on, now it looks like its thinking again, like 1-2 punch, pause (enemy hits), 1 punch, pause (enemy gives another one), 1-2 punch in a cycle. In this manner, the bot is bound to die since there's a ton of arcane, dots on the floor and my LoH is not being efficient any longer with the kind of pausing he does.

Does anyone else notice this? I think I've been watching my bot too much that's why I take notice?! LOL!

same problem notice..same char used....lol.....sometimes..near death..i just off the pluggin...just to make the bot go crazy again...it helps..but the purpose of boting..is to left it be alone...

well hope this pluggin could be updated and be more efficient in the future....a severely less number of hits with LOH is useless when it comes to too many poison tree and arcane sentry..
 
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Edit: I'm working on some optimizations, particularly for monks. I may be able to have something out tonight, but will need some people that have a very sharp eye for watching their combat-speed who can test things for me first.
 
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I have also seen combat lag come and go randomly. Haven't done any troubleshooting with plugins so it could be belph/db/giles/anything really.

I use a 2hander so slow attacking anyways, but there are some obvious times where it sits and thinks in the thick of battle for a good second with no actions. This must be very obvious to those using 2x1handers + frenzy.

Maybe you guys with consistent problems can record a screen capture video to show giles?
 
I have also seen combat lag come and go randomly. Haven't done any troubleshooting with plugins so it could be belph/db/giles/anything really.

I use a 2hander so slow attacking anyways, but there are some obvious times where it sits and thinks in the thick of battle for a good second with no actions. This must be very obvious to those using 2x1handers + frenzy.

Maybe you guys with consistent problems can record a screen capture video to show giles?
Noticeable for my monk w/ thunderclap and 2x atk speed haha!

Sent Giles pm, I'll test that out for ya! Right now, I disabled this plugin and the bot is its usual relentless self. :)
 
v1.5.5 uploaded:
-- Fixed slowdowns a number of users had with the new caching system with a new "sticky-target" system when providing cached data.
-- Now even faster than before (including for the above mentioned users!).
-- No longer tries to target poison trees, withermoths etc. that have not yet sprung from the ground (and so are not yet attackable).
-- More monsters added to blacklist and priority lists, to make combat a bit smoother throughout all acts.
-- Changed target weighting & selection system, to make it easier to really customize/tweak things in future (and help speed it up a little).
 
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v1.5.5 uploaded:
-- Fixed slowdowns a number of users had with the new caching system with a new "sticky-target" system when providing cached data.
-- Now even faster than before (including for the above mentioned users!).
-- No longer tries to target poison trees, withermoths etc. that have not yet sprung from the ground (and so are not yet attackable).
-- More monsters added to blacklist and priority lists, to make combat a bit smoother throughout all acts.
-- Changed target weighting & selection system, to make it easier to really customize/tweak things in future (and help speed it up a little).


Giles,

Definitely a noticeable speed-up with my monk using thunderclap and barbarian using frenzy with v. 1.5.5. Thanks so much for all of your efforts and timely updates! Your contributions to this community have been invaluable.
 
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