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[Plugin] Giles Monster Priority Changer

They those big random tornados (not the monsters that spin around)? If so I'll add them in for next version, but in the meantime you can save yourself problems with them again by opening the monsterpriority.cs code (in anything, even notepad) and you can add the SNO to the end of the blacklist, so you'd change this;
Code:
        private static readonly List<int> listActorSNOIgnoreBlacklist = new List<int> { 
            5840, 111456, 5013, 5014, 205756, 205746, 4182, 4183, 4644, 4062, 4538, 52693, 162575, 2928, 51291, 51292, 
            96132, 90958, 90959, 80980, 51292, 51291, 2928, 3546, 129345, 81857, 138428, 81857, 60583, 170038, 174854, 190390, 
            194263, 5482, 174900, 219702, 221225, 87189, 90072, 107031, 106584, 186130, 187265, 201426, 201242, 200969, 201423, 
            201438, 201464, 201454, 108012, 103279, 89578, 74004, 84531, 84538, 89579, 190492, 209133
         };

To this;
Code:
        private static readonly List<int> listActorSNOIgnoreBlacklist = new List<int> { 
            5840, 111456, 5013, 5014, 205756, 205746, 4182, 4183, 4644, 4062, 4538, 52693, 162575, 2928, 51291, 51292, 
            96132, 90958, 90959, 80980, 51292, 51291, 2928, 3546, 129345, 81857, 138428, 81857, 60583, 170038, 174854, 190390, 
            194263, 5482, 174900, 219702, 221225, 87189, 90072, 107031, 106584, 186130, 187265, 201426, 201242, 200969, 201423, 
            201438, 201464, 201454, 108012, 103279, 89578, 74004, 84531, 84538, 89579, 190492, 209133, 6318
         };

And re-run DB and you'll be ignoring them from now on! :D

Works like a charm, thanks!
 
Are you going to alter your monster priority when patch 1.04 hits? reason I ask is they are UPPING the random mob % drop of items. So for example if it were 4% chance of a regular mob dropping a rare, it will be 16% after the patch, so i think we will want to also kill as many REGULAR mobs as possible, instead of avoiding most of them? or maybe have an optional tick, or optional % or something user choice if possible?
 
Are you going to alter your monster priority when patch 1.04 hits? reason I ask is they are UPPING the random mob % drop of items. So for example if it were 4% chance of a regular mob dropping a rare, it will be 16% after the patch, so i think we will want to also kill as many REGULAR mobs as possible, instead of avoiding most of them? or maybe have an optional tick, or optional % or something user choice if possible?

People can just increase that normal mob range to like 50. It'll attack all normals within that range then with or without elites nearby. It'll still use attack radius set by routine/profile too (so if you set it to 50 and the profile says use a kill radius of 30, it'll cap at 30).
 
not sure why but sometimes when my barb is surrounded, he ll just stand still and not attack.. only after leaping, he ll start attacking agian, i dont know if its the combat routine, Demonbuddy or the plugin. I think its trying to attack a monster thats not in the range or something..
 
v1.5.6 uploaded:
-- More items added to blacklists, and priority lists tweaked a little.
-- "Kill Radius" for how far away to attack trash monsters can now be set all the way up to 80 (up from 50).
-- The "corrupted growths" in Act 4 now get a +100 priority raise if they are within 25 feet of your character.
-- Some very minor changes to code matching some of the new combat replacer plugin stuff.

IMPORTANT NOTE: This plugin is not compatible with my Combat Replacer plugin (which does the same thing this does and much more!). Only use this plugin if you want to use Belphegor/Generic/another custom CC.
You can check out the Combat Replacer plugin here.
 
it says it should have an xml file in the folder but there isnt one with the download...?
 
it says it should have an xml file in the folder but there isnt one with the download...?

XAML. And yes there is one. "GilesMonsterPriority.xaml". Right there in the archive. Alongside "GilesMonsterPriorityChanger.cs". They both have to be in the folder, and are both in the archive :)
 
with this patch will be a option to not ignore normal mobs? as soon as they will provide exp for paragon now :P
 
with this patch will be a option to not ignore normal mobs? as soon as they will provide exp for paragon now :P

You already can. Increase the kill radius in the config from 13 to anything you like. I'm personally going to be playing with 25 to see how that feels.
 
Does this routine deal with ranged mobs that poke at your char while you are trying to tp out? Cause sometimes my char will continue to tp even though there's a monster taking shots at him :(
 
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Act 3 Fallen Prophets don't seem to have any priority increase.
I literally sit and watch the bot attack the Fallen Grunts until I step in and move the toon myself.

Have I done something wrong; am I misinterpreting what the plugin does; or is this known?
 
Act 3 Fallen Prophets don't seem to have any priority increase.
I literally sit and watch the bot attack the Fallen Grunts until I step in and move the toon myself.

Have I done something wrong; am I misinterpreting what the plugin does; or is this known?

same for me, cause of this act 3 with this plugin is currently not possible. no discussion.

just deactivate it, works way better right now

edit:

I also have way less death per minute without this plugin. when your character gets surrounded it won't do anything
but just getting floored cause it tries to run to a specific mob. lol.
 
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same for me, cause of this act 3 with this plugin is currently not possible. no discussion.

just deactivate it, works way better right now

edit:

I also have way less death per minute without this plugin. when your character gets surrounded it won't do anything
but just getting floored cause it tries to run to a specific mob. lol.

I think all we need would be to add the SNO of Fallen Prophets to dictActorSNOPriority:

// Hashset for priorities, like the skeleton summoner cos it keeps bringing new stuff
private static readonly Dictionary<int, int> dictActorSNOPriority = new Dictionary<int, int> {
{495, 91}, {496, 91}, {6572, 91}, {139454, 91}, {139456, 91}, {170324, 91}, {170325, 91}, // Wood Wraiths
{365, 31}, {4100, 31}, {4152, 31}, {4153, 31}, {4154, 31}, {4738, 21}, {5387, 46}, {5388, 46}, {5389, 46}, {6035, 21}, {6052, 21},
{6639, 31}, {166452, 31}, {176907, 31}, {5212, 71}, {5395, -16}
};
// 5387, 5388, 5389 = skeleton summoners
// 6639 = summoning wretched mothers
// 166452 = totems that summon goatmen
// 495 & 496 & 6572 & 170324 & 170325 & 139454 & 139456 = poison trees (wood wraiths)
// 4152, 4153, 4154 = hive flesh pit flyer summoners
// 4738 = Pestilence hands
// 365 & 4100 = fallen shaman goblin summoner
// 176907 = skeleton summoning totem/machine
// 6052 = dark berserkers (very damaging hit)
// 6035 = dark summoner (summons helions)
// A list of all known SNO's of treasure goblins/bandits etc.

I don't know yet where one can find out the SNO's of monsters. Can anyone help?

edit:

So after some debugging, it seems that the plugin is setting the priority correctly higher for fallen prophets, IF they are in the monster list. The list is aquired by DB:

List<GilesUnitWithWeight> listMain = ZetaDia.Actors.GetActorsOfType<DiaUnit>(false, false).Where<DiaUnit>(IsValidActor).Select<DiaUnit, GilesUnitWithWeight>
(x => new GilesUnitWithWeight { diaThisUnit = x, iThisWeight = 0, bThisElite = bHadElite, bThisRare = bHadRare, bThisUnique = bHadUnique, bThisMinion = bHadMinion,
bThisTreasureGoblin = bHadTreasureGoblin, iThisDistance = iHadDistance, iThisHitPoints = iHadHitPoints, iThisActorSNO = iHadActorSNO }).ToList<GilesUnitWithWeight>();

Often the shamans (aka prophets) are not turning up in this list. I tried setting the kill range and the plugins range (trigger range for non elite comb) very high (kill range 100, plugin range 80). After that the shamans are more often part of the list and are more often considered as a priority. You might want to increase the priority of the shamans and at the same time add the SNO for siege wall monsters:

{4100, 31} --> {4100, 46}
{91111,31}

91111 = siege wall monster

Combined with increased range bot is doing better. Its not a good fix, I hope Giles finds something better. At the end it all depends on what mobs DB is returning into the listMain.
 
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Excelent plugin, GilesSmith.

Here comes my contribution: add these act 3 forge things to the blacklist. Otherwise, if you do any run on act 3 with mob range > 12 (i'm using 30, to kill more mobs) it gets stuck on them forever (these forges i'm talking about are the skull shaped who breath fire, they are "unattackable")

The ID is 185391. Adding it solves the problem.
 
I think all we need would be to add the SNO of Fallen Prophets to dictActorSNOPriority:



I don't know yet where one can find out the SNO's of monsters. Can anyone help?

edit:

So after some debugging, it seems that the plugin is setting the priority correctly higher for fallen prophets, IF they are in the monster list. The list is aquired by DB:



Often the shamans (aka prophets) are not turning up in this list. I tried setting the kill range and the plugins range (trigger range for non elite comb) very high (kill range 100, plugin range 80). After that the shamans are more often part of the list and are more often considered as a priority. You might want to increase the priority of the shamans and at the same time add the SNO for siege wall monsters:

{4100, 31} --> {4100, 46}
{91111,31}

91111 = siege wall monster

Combined with increased range bot is doing better. Its not a good fix, I hope Giles finds something better. At the end it all depends on what mobs DB is returning into the listMain.



Good stuff.. I'm going to try all this right now.
I'd have gone to the trouble myself, but have had next to no time to look into it.
 
Giles,

I'll have to say. Your code is beautiful. I'm a stickler for well written code and this code is primo. The layout is so easy to read and everything just makes sense. I about have a heart attack when I open someones .cs file and everything is jumbled up and difficult to read. Major Props.
 
When using this plugin, bot won't attack Heart of Sin after killing Cydea,
Do you know why?
 
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