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Bot dances in Bonespire talisman damage

alphatree

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Hi,

I am having an issue where if the bot sees a talisman mob w/ bonespire he usually kills it, and then will go stand/dance around in the lingering bonespire cast (The spikes out of the ground). Sometimes this lasts anywhere from 2-5 seconds even after the mob is dead, which causes me some unwanted deaths because it deals so much damage.

Anyone else having the same issue, or know of a fix?
 
as far as I know, there is no fix. There's no ground based damage detection / moving as it is very complicated to code how it should react. That's my understanding anyway. Best to build with armour in mind to mitigate the damage long enough or have lots of seething pots for it to chug. Most flask plugins will only use a normal health pot once per time interval, but seething it will chug
 
The strange part is that the bot will actually run to where the bonespire spell is coming from.. I have watched him sometimes walk into a cornor just to stand on the spell. It almost seems like its detecting it okay, but decides its best to stand in it
 
This behaviour is strange and I cannot imagine why it would want to do this, the bonespire spell is somehow registering as a mob to approach, if it is purposely running towards it. On ground effects are not registered though, which is why you can't tell your bot to get out of the nastycaustic cloud or burning/shock ground.
 
If you have this issue, please attach a full log.

The default code has no code for avoiding the bone spikes, but the API EB provides exposes everything you need to code such logic if you were inclined. I had a post in the General forums about this as well in one of the Talisman topics.

I ask for a log because it sounds like something is causing the bot to think the bonespire objects are actually enemies, which shouldn't be the case in stock EB. I can double check of course, but I've never seen my bot run into them and stay, thinking it was a monster (since they destroy my character too).
 
If you have this issue, please attach a full log.

The default code has no code for avoiding the bone spikes, but the API EB provides exposes everything you need to code such logic if you were inclined. I had a post in the General forums about this as well in one of the Talisman topics.

I ask for a log because it sounds like something is causing the bot to think the bonespire objects are actually enemies, which shouldn't be the case in stock EB. I can double check of course, but I've never seen my bot run into them and stay, thinking it was a monster (since they destroy my character too).

Below is a log of the bot dying to the bonespire talisman effect. It stands on top of the ground effect and trying to attack 'a nearby mob' as seen at the end. No other mobs were around.

View attachment Exilebuddy 1676 2016-02-21 12.45.txt
 
I have seen this and died to this a lot of times in EV builds (thanks death logger plugin for all the screenshots!) same applies to Curses that move around on the ground - the bot follows them standing in them and trying to kill them. THe logs show:

Code:
2016-02-24 16:50:08,377 [11] DEBUG CustomLogger (null) - [TrackMobTask] Moving to the monster at {468, 643} distance: 54
2016-02-24 16:50:08,702 [11] INFO  CustomLogger (null) - [LatencyTracker] HighestLatency: 42
2016-02-24 16:50:08,823 [11] DEBUG CustomLogger (null) - [TrackMobTask] Alive monster is nearby, this is our 1/25 attempt to kill it.
2016-02-24 16:50:09,195 [11] DEBUG CustomLogger (null) - [TrackMobTask] Alive monster is nearby, this is our 2/25 attempt to kill it.
2016-02-24 16:50:09,490 [11] DEBUG CustomLogger (null) - [TrackMobTask] Alive monster is nearby, this is our 3/25 attempt to kill it.
2016-02-24 16:50:09,825 [11] DEBUG CustomLogger (null) - [TrackMobTask] Alive monster is nearby, this is our 4/25 attempt to kill it.
2016-02-24 16:50:10,141 [11] DEBUG CustomLogger (null) - [TrackMobTask] Alive monster is nearby, this is our 5/25 attempt to kill it.
2016-02-24 16:50:10,473 [11] DEBUG CustomLogger (null) - [TrackMobTask] Alive monster is nearby, this is our 6/25 attempt to kill it.

Let me know if there is something more I can switch on logging wise to give you more info.
 
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