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[Bot] (Beta) DungeonBuddy - A Dungeon bot.

OK, I'm very happy :D this is working again, thanks so much. I just completed The Fall of Theramore and ...

This all brings me back to my post in this thread 6 days ago about the Fall of Theramore scenario (for which I do not believe I saw a response) and the bots not moving ahead to Jaina Proudmore to begin Stage 4 or the Final Stage. Please review that post, linked here:

http://www.thebuddyforum.com/honorb...a-dungeonbuddy-dungeon-bot-97.html#post966574

I'm not uploading additional info because after the run that finished minutes ago, everything was the same. Everything went fine except as described so I intervened.

Let me know.

I fixed this and several other scenarios recently but I need to make some changes before I can upload the scripts.
 
Hello, i was woundering if by any chance there is a possibility that the bot dont pass on the loot because i have better gear on myself, because im farming pve gear and im full pvp and its passing on loot that i need because it says that the gear that im currently using is better
 
Can you please make the automatic setting for vendoring something below rare please? I've changed it in the past, but the setting went back and now I have to wait until January to use Blizzard's item restoration system to get back my entire PVP set as well as a bunch of other stuff it sold.
(I had to use their system earlier this month for a same reason.) How about setting it to only vendor common, setting it to rare is just silly. :-(
 
More problems with Logic.
Make a casting check before moving. Add a time left vs distance formula. Too many times I am casting a critical heal and then he stutter steps one spot and someone dies.
If there is movement during combat then make him actually go closer than desired range.. so if the tank tweaks.. he doesnt have to stutter step places.

Movement like this needs is to be handled by the script. Any specific encounter that you're referring to?
There are some encounters where the healer (or anyone) needs to stop whatever they're casting and move else they'll be eating dirt. An example is 'Dark Blaze' ability from the Lilian Voss boss in Scholomance.
I agree, stutter type movement should be avoided if possible. Personally I would like to see some sort of support from combat routines that allows for casting instant abilities while moving. Currently if I allowed a combat routine run while moving to avoid stuff it will try to stop and face target most of the time. I can't let that happen. On the other hand, the combat routine has no way of knowing the bot is moving away from something important and it shouldn't resist.

Any chance you can add a variable to let people turn it off? It also does not work if the tank doesnt return to entrance also.. Then you are stranded with out the tank and it will go into a obvious bot death loop, or just afk at the door. Both are serious issues. So if you could add a bool for me.. I would appreciate it. In my humble opinion.. this feature is only useful if the whole party is a bot. Otherwise people are going to wonder why you are an idiot at the zone in when you were already with the group.
I'll consider it.
 
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Can you please make the automatic setting for vendoring something below rare please? I've changed it in the past, but the setting went back and now I have to wait until January to use Blizzard's item restoration system to get back my entire PVP set as well as a bunch of other stuff it sold.
(I had to use their system earlier this month for a same reason.) How about setting it to only vendor common, setting it to rare is just silly. :-(
Changed allready, will be in next release. sorry of the inconvenience.
 
anybody got botanica working on farm, was just missing entrance/exit points by looks of it. Put my own from some other profiles. seems to be working. But it couldnt find the entrance without being right infront of it. this might be a problem when going to vendor etc?
 
Is there anyway to have the bots leave the instance group when the instance is complete and not que for the next one straight away?

Its really a problem.
 
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Hi,

Crossposting this here, since I've posted in the TuanHA Monk thread too.
Tried running the brewmaster in Dungeonbuddy today but the chr doesn't start doing anything.

As you might see I've cleared out the mesh directory, and it throws an exception the first time it tries to download it. Then it downloads it ok and loads it.
Then is just sits there... and I got kicked.

edit: Tried with Singular and its able to complete the Stromstout Brewery, so it must be something with the CR.
As a side note, it would be nice if the bot stopped targeting the monkeys after reaching 40, atm it will run after them when they flea.

/veggy
 

Attachments

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I fixed this and several other scenarios recently but I need to make some changes before I can upload the scripts.

OK, glad to know. You're doing a great job so thanks a million for it all! :)

If you can take a look at the Crypt of Forgotten Kings and avoid that wiping "Deathforce", that'd be cool too. ;)

I'm having a lot of fun with my 3-man teams in scenarios thanks to your work which is really coming along. :cool:
 
Is there anyway to have the bots leave the instance group when the instance is complete and not que for the next one straight away?

Its really a problem.

Are you queuing with a party of less than 5 ?
In next release the party mode 'Leader' and 'Followers' will leave instance party if there are others in the instance party before queuing.
To make this work I had to add a new setting called 'Leader Name' where the followers can specify the name of the leader.
 
anybody got botanica working on farm, was just missing entrance/exit points by looks of it. Put my own from some other profiles. seems to be working. But it couldnt find the entrance without being right infront of it. this might be a problem when going to vendor etc?
Because botanica entrance is floating bot wouldn't be able to access any vendors. Optionally the script could hearth to a town in same zone if bags are full or repair is needed and then fly back.
 
View attachment 75722View attachment 75722attached is a log, short version is type initializer exception error when loading DB. cleared/removed wow cache. this same setup worked fine last night, now throwing exception on all accounts I try with.
It appears the folder 'Dungeon Scripts' inside the Honobuddy folder either got removed or renamed. Try re installing HB.
 
Highvoltz is there any chance you will be able to add LFR queueing and botting into the next release?

Its 370 easy VP each week.
 
This is not a bug report tho. just thought that people might want to know it :)

Dungeon: Stormstout Bewery
Works just fine as DPS :) at normal mode atleast.
I was surprised that it actually also used the barrels at the first boss!
takes the fizzy bubbles and flies etc, at the last boss.
Good job guys! No problems detected thus far(all bosses down)

CC used: Singular
Class used: Druid(Feral)
 
I agree with the combat routines should be more adaptable.. but lets face it.. we are working with a limited talent pool these day. So unless Singular can be brought up to speed, it is doubtful we will see that any time soon and any fashion that is called reliable. As for the suggestion, it was more about a basic combat basis. Some encounters require movement or it is insta-gib, which is understandable. I am thinking the method should be pretty easy Movement(WoWPoint point, bool forcemovement) Then invoke the formula to wait if not force because of insta-gib etc. Like critical and non critical movement. Then put a max range on that and let it go. I also like moving closer than the desired range if the toon has to move in combat and it is not a forced move. This would give more lee way after the movement to be in the right spot for a longer period of time. This of course does not really effect melee. It is more a healer / ranged improvement.
The requirements when to move imo should still be handled by script.
The avoidance system that DungeonBuddy uses is very flexible. It will run out of anything it's trying to avoid and also try to path around it.
Example if you want to only avoid a certain object if not casting a spell or if there's more then 1 sec left on cast you simple do something like this.
Code:
            AddAvoidObject(ctx => !(Me.IsCasting && Me.CurrentCastTimeLeft <= TimeSpan.FromSeconds(1)), // Condition
                10,// Radius
                1337);// ID of object (WoWHead ID)

An example of avoiding a fast moving object traveling in a straight line. (this simply steps out of the path.
Code:
            AddAvoidObject(ctx => !(Me.IsCasting && Me.CurrentCastTimeLeft <= TimeSpan.FromSeconds(1)), // Condition
                10,// Radius
                o => o.Entry == 1337, // Object Selector
                o => Me.Location.GetNearestPointOnSegment(o.Location, o.Location.RayCast(30, WoWMathHelper.NormalizeRadian(o.Rotation)))); // Location Selector - selects the location to avoid. this returns nearest point in path of object.
An example of avoiding a missile's impact location. Missiles are not found in object manager so I need to use an 'AvoidLocation'. Hint: Could be use to avoid siege weapon fire in BGs once system is implemented in HB core.
Code:
AddAvoidLocation(ctx => !(Me.IsCasting && Me.CurrentCastTimeLeft <= TimeSpan.FromSeconds(1)),                10, // Radius
                m => ((WoWMissile)m).ImpactPosition, // Location selector. Argument is an object for the collection returned from 'CollectionSelector' or null if 'CollectionSelector' is null.
                () => WoWMissile.InFlightMissiles.Where(m => m.SpellId == 12345)); // Collection selector, can be any collection of objects that you want to work with.

Having the bot move further then it needs to only makes sense when avoiding stuff that moves. It's a little tricky adding this but it can be done since you can dynamically specify the radius of an avoid via the radius selector.

/// <summary>
/// Runs away from a unit or object if within range.
/// </summary>
/// <param name="canRun"> The condition to run. </param>
/// <param name="leashPointSelector"> The leash center point selector. Unit location if null </param>
/// <param name="radiusSelector"> The distance to run </param>
/// <param name="leashRadius"> The max distance to run from leash. </param>
/// <param name="objectSelector"> The object selector. </param>
/// <param name="locationSelector"> </param>
/// <returns> </returns>
protected void AddAvoidObject(
CanRunDecoratorDelegate canRun,
Func<WoWPoint> leashPointSelector,
float leashRadius,
Func<WoWObject, float> radiusSelector,
Predicate<WoWObject> objectSelector,
Func<WoWObject, WoWPoint> locationSelector = null)
/// <summary>
/// Run away from location.
/// </summary>
/// <param name="canRun"> The condition. </param>
/// <param name="radiusSelector"> The max distance to run. </param>
/// <param name="locationSelector"> The location selector. </param>
/// <param name="collectionSelector"> Optional collection of objects that are passed as args to LocationSelector </param>
protected void AddAvoidLocation(
CanRunDecoratorDelegate canRun,
Func<WoWPoint> leashPointSelector,
float leashRadius,
Func<object, float> radiusSelector,
Func<object, WoWPoint> locationSelector,
Func<IEnumerable<object>> collectionSelector = null)
Hi,
edit: Tried with Singular and its able to complete the Stromstout Brewery, so it must be something with the CR.
As a side note, it would be nice if the bot stopped targeting the monkeys after reaching 40, atm it will run after them when they flea.

/veggy

I'll check it out.
 
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Summary: Missing/wrong mesh, starts running straight ahead and trying to get through the big gate at the center.
Class: 86 Monk
CustomClass: Singular
Role: Tank
Queue Type: Random Normal
Party Mode: No
Dungeon: Temple of the Jade Serpent

Cleared out the mesh folder and checked that it downloaded it correctly.
 
This is not a bug report tho. just thought that people might want to know it :)

Dungeon: Stormstout Bewery
Works just fine as DPS :) at normal mode atleast.
I was surprised that it actually also used the barrels at the first boss!
takes the fizzy bubbles and flies etc, at the last boss.
Good job guys! No problems detected thus far(all bosses down)

CC used: Singular
Class used: Druid(Feral)

Do you have any issues at the rabbit boss? None of mine run from the spinning attack and they die.

Also getting there is hard to watch - group gets bogged down in all the little rabbits.

I'm running 5 bots...and I think each role has it's own individual issue tho.

Can anyone confirm so I know if I have my own issues or if this is limitation of a 5 man team?

Oh yeah seeing it use the barrels and the hammers = awesome :)
 
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Do you have any issues at the rabbit boss? None of mine run from the spinning attack and they die.

Also getting there is hard to watch - group gets bogged down in all the little rabbits.

I'm running 5 bots...and I think each role has it's own individual issue tho.

Can anyone confirm so I know if I have my own issues or if this is limitation of a 5 man team?

I've been running it successfully 5-7 times today as a tank without too many issues. Only issue is the thank is running after fleeing monkeys on the first boss after reaching 40 kills.
 
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