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Build for Bloodlines?

spaceguy911

Member
Joined
Oct 29, 2014
Messages
38
Hey....There's a lot of Magic mobs that now drop elemental orbs that explode upon death. There's mechanics that allow only one monster per blue pack to be attacked (Phylateral Link or something)...

Anyone know a decent build for this new HC league?

Thanks
 
If anyone runs across these mobs while botting, and is able to do something with them and not die:
* Stop the bot
* Move really close to the mobs that have the Bloodline
* Tools -> Object Explorer
* Refresh -> Monsters -> (whatever monster you see that has the Bloodline; if there's more than one, please try to do as many as possible) Monsters are sorted by distance, so the close ones are near the top.
* Copy and paste the "Extra Info" into a file and attach or paste on gists and send me the link.

I'll checkout the data and add in detection for the bot to not target the ones that cannot die.

For the orbs, once the objects are found (I'll need to find some first), having logic in your CR to not stand around them before they expose should be easy enough; the bot will just walk towards the location it enterend the area in when it's close to them. However, being able to survive them is still equally important, as there's a lot of cases where that type of logic might fail.
 
Code:
_28: 0x0
BaseComponentPtr: 0x37421F68
WorldPosition.X: 8983,695
WorldPosition.Y: 4027,174
WorldPosition.Z: -279,1784
ModelLength: 27,17391
ModelWidth: 27,17391
ModelHeight: 91,67843
_30: -203,125
_34: -294,8034
Name: Cannibal
Rotation.X: 2,251258
Rotation.Y: 2,251258
Rotation.Z: 0,07471085
_70: 0x1
_7C: 0x380000
_80: 0x0
_84: 0x2
TerrainHeightAt: -187,5
_8C: First: 370760B0
Last: 370760F0
End: 370760F0
Allocator: 0
_9C: First: 23DC3380
Last: 23DC3388
End: 23DC3388
Allocator: 0
_AC: First: 0
Last: 0
End: 0
Allocator: 0
_BC: First: 0
Last: 0
End: 0
Allocator: 20
_CC: 0x238FD358
_D0: 0x161E8B0
_D4: 0x3133AAC0
_D8: 0
_DC: 0
_E0: 0x0
_E4: 0x0
_E8: 0x1000000
_EC: 1
Model Size (Map): 2.49999990844727, 2.49999990844727, 8.43441543579102
Health: 0/49 (0%)
Mana: 56/56 (100%)
Energy Shield: 0/0 (0%)
Actor Flags: Dead (00000040)
Pathing To: {833, 375} ({0, 0})
Stats: 
	MainHandWeaponType = 14
	OffHandWeaponType = 14
	MovementVelocityPosPct = 60
	MaximumLife = 49
	MainHandAttackSpeedPosPct = 20
	OffHandAttackSpeedPosPct = 20
	MainHandBaseWeaponAttackDurationMs = 1995
	OffHandBaseWeaponAttackDurationMs = 1995
	MainHandMinimumAttackDistance = 4
	OffHandMinimumAttackDistance = 4
	MainHandBaseMaximumAttackDistance = 5
	OffHandBaseMaximumAttackDistance = 5
	MonsterAttackCastSpeedPosPctAndDamageNegPctFinal = 20
	MainHandMaximumAttackDistance = 5
	OffHandMaximumAttackDistance = 5
	CombinedAllDamageOverTimePosPct = 30
	MonsterDropHigherLevelGear = 1
	ItemDropSlots = 1
	MaximumPhysicalDamageReductionPct = 75
	BaseEvasionRating = 53
	BaseMaximumLife = 17
	BaseMaximumMana = 200
	ManaRegenerationRatePerMinutePct = 100
	BaseMaximumEnergyShield = 0
	EnergyShieldRechargeRatePerMinutePct = 2000
	EnergyShieldDelayNegPct = 50
	ResistAllElementsPctPerEnduranceCharge = 15
	MaximumFireDamageResistancePct = 75
	BaseFireDamageResistancePct = 0
	MaximumColdDamageResistancePct = 75
	BaseColdDamageResistancePct = 0
	MaximumLightningDamageResistancePct = 75
	BaseLightningDamageResistancePct = 0
	MaximumChaosDamageResistancePct = 75
	BaseChaosDamageResistancePct = 0
	MovementVelocityPosPctPerFrenzyCharge = 3
	MaxEnduranceCharges = 3
	MaxFrenzyCharges = 3
	MaxPowerCharges = 3
	MaximumMana = 56
	ManaRegenerationRatePerMinute = 56
	EvasionRating = 53
	MainHandAccuracyRating = 19
	OffHandAccuracyRating = 19
	BaseAttackSpeedPosPctPerFrenzyCharge = 20
	IntermediaryMaximumLife = 17
	PhysicalDamageReductionPctPerEnduranceCharge = 15
	MaximumBlockPct = 75
	BaseCastSpeedPosPctPerFrenzyCharge = 20
	MaxViperStrikeOrbs = 4
	MaxFuseArrowOrbs = 5
	CriticalStrikeChancePosPctPerPowerCharge = 200
	BaseCriticalStrikeMultiplier = 130
	MainHandCriticalStrikeMultiplier = 130
	OffHandCriticalStrikeMultiplier = 130
	SpellCriticalStrikeMultiplier = 130
	ChanceToHitPct = 95
	ChanceToEvadePct = 95
	SecondaryCriticalStrikeMultiplier = 130
	MainHandLocalAccuracyRating = 19
	OffHandLocalAccuracyRating = 19
	BaseNumberOfTotemsAllowed = 1
	BaseNumberOfTrapsAllowed = 3
	BaseNumberOfRemoteMinesAllowed = 5
	BaseMaximumFireDamageResistancePct = 75
	BaseMaximumColdDamageResistancePct = 75
	BaseMaximumLightningDamageResistancePct = 75
	BaseMaximumChaosDamageResistancePct = 75
	NumberOfTrapsAllowed = 3
	NumberOfRemoteMinesAllowed = 5
	NumberOfTotemsAllowed = 1
	MovementVelocityCap = 128
	IntermediaryMaximumLifeIncludingChaosInnoculation = 17
	ManaRecoveryPerMinute = 56
	TotalBaseEvasionRating = 53
	AttackSpeedPosPctPerFrenzyCharge = 20
	CastSpeedPosPctPerFrenzyCharge = 20
	MaxCorruptedBloodStacks = 20
	MonsterLevelScaleMaximumManaAndManaCostPosPctFinal = -72
	MaxCorruptedBloodRainStacks = 20
	MaximumDodgeChancePct = 75
	MaximumSpellDodgeChancePct = 75
Current Auras:
	Name: Necrovigil, InternalName: bloodlines_necrovigil, Description: The souls of your fallen pack members protect you, IsInvisible: False, IsRemovable: False, Charges: 0, TimeLeft: 10675199.02:48:05.4775807, BuffType: 26, CasterId: 18766, OwnerId: 0
Rarity: Magic
Implicit Affixes:
	Level: 1, Category: MonsterSlainExperience, InternalName: MonsterMagic1, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 250, Max: 250, Stat: 10, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: MaximumLifeIncreasePercent, InternalName: MonsterMagic2, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 187, Max: 187, Stat: 125, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: MonsterDroppedItemQuantity, InternalName: MonsterMagic3, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 600, Max: 600, Stat: 12, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: MonsterDroppedItemRarity, InternalName: MonsterMagic4, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 200, Max: 200, Stat: 11, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: MonsterDamage, InternalName: MonsterMagic5, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 30, Max: 30, Stat: 25, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: MonsterSlainFlaskCharges, InternalName: MonsterMagic6, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 250, Max: 250, Stat: 465, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: MonsterDoesNotFlee, InternalName: MonsterMagic7, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 50, Max: 50, Stat: 521, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: MovementVelocity, InternalName: MonsterMagic8, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 10, Max: 10, Stat: 181, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: MonsterSpeedAndDamageFixupRarity, InternalName: MonsterMagic9, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 20, Max: 20, Stat: 882, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: MonsterHighLevelDrops, InternalName: MonsterMagic10, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 1, Max: 1, Stat: 2078, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
Explicit Affixes:
	Level: 1, Category: MovementVelocity, InternalName: MonsterFastRun1, DisplayName: Swift, IsHidden: False, IsPrefix: True, IsSuffix: False, Stats: Min: 50, Max: 50, Stat: 181, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
	Level: 1, Category: Bloodlines, InternalName: MonsterBloodlinesNecrovigil1, DisplayName: Necrovigil, IsHidden: False, IsPrefix: False, IsSuffix: False, Stats: Min: 50, Max: 50, Stat: 2576, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0
Walk Triangles:
Projection Triangles:
Dword0: 22429188
Dword4: 924484256

Stats: 
	MainHandWeaponType = 14
	OffHandWeaponType = 14
	MovementVelocityPosPct = 60
	MaximumLife = 49
	MainHandAttackSpeedPosPct = 20
	OffHandAttackSpeedPosPct = 20
	MainHandBaseWeaponAttackDurationMs = 1995
	OffHandBaseWeaponAttackDurationMs = 1995
	MainHandMinimumAttackDistance = 4
	OffHandMinimumAttackDistance = 4
	MainHandBaseMaximumAttackDistance = 5
	OffHandBaseMaximumAttackDistance = 5
	MonsterAttackCastSpeedPosPctAndDamageNegPctFinal = 20
	MainHandMaximumAttackDistance = 5
	OffHandMaximumAttackDistance = 5
	CombinedAllDamageOverTimePosPct = 30
	MonsterDropHigherLevelGear = 1
	ItemDropSlots = 1
	MaximumPhysicalDamageReductionPct = 75
	BaseEvasionRating = 53
	BaseMaximumLife = 17
	BaseMaximumMana = 200
	ManaRegenerationRatePerMinutePct = 100
	BaseMaximumEnergyShield = 0
	EnergyShieldRechargeRatePerMinutePct = 2000
	EnergyShieldDelayNegPct = 50
	ResistAllElementsPctPerEnduranceCharge = 15
	MaximumFireDamageResistancePct = 75
	BaseFireDamageResistancePct = 0
	MaximumColdDamageResistancePct = 75
	BaseColdDamageResistancePct = 0
	MaximumLightningDamageResistancePct = 75
	BaseLightningDamageResistancePct = 0
	MaximumChaosDamageResistancePct = 75
	BaseChaosDamageResistancePct = 0
	MovementVelocityPosPctPerFrenzyCharge = 3
	MaxEnduranceCharges = 3
	MaxFrenzyCharges = 3
	MaxPowerCharges = 3
	MaximumMana = 56
	ManaRegenerationRatePerMinute = 56
	EvasionRating = 53
	MainHandAccuracyRating = 19
	OffHandAccuracyRating = 19
	BaseAttackSpeedPosPctPerFrenzyCharge = 20
	IntermediaryMaximumLife = 17
	PhysicalDamageReductionPctPerEnduranceCharge = 15
	MaximumBlockPct = 75
	BaseCastSpeedPosPctPerFrenzyCharge = 20
	MaxViperStrikeOrbs = 4
	MaxFuseArrowOrbs = 5
	CriticalStrikeChancePosPctPerPowerCharge = 200
	BaseCriticalStrikeMultiplier = 130
	MainHandCriticalStrikeMultiplier = 130
	OffHandCriticalStrikeMultiplier = 130
	SpellCriticalStrikeMultiplier = 130
	ChanceToHitPct = 95
	ChanceToEvadePct = 95
	SecondaryCriticalStrikeMultiplier = 130
	MainHandLocalAccuracyRating = 19
	OffHandLocalAccuracyRating = 19
	BaseNumberOfTotemsAllowed = 1
	BaseNumberOfTrapsAllowed = 3
	BaseNumberOfRemoteMinesAllowed = 5
	BaseMaximumFireDamageResistancePct = 75
	BaseMaximumColdDamageResistancePct = 75
	BaseMaximumLightningDamageResistancePct = 75
	BaseMaximumChaosDamageResistancePct = 75
	NumberOfTrapsAllowed = 3
	NumberOfRemoteMinesAllowed = 5
	NumberOfTotemsAllowed = 1
	MovementVelocityCap = 128
	IntermediaryMaximumLifeIncludingChaosInnoculation = 17
	ManaRecoveryPerMinute = 56
	TotalBaseEvasionRating = 53
	AttackSpeedPosPctPerFrenzyCharge = 20
	CastSpeedPosPctPerFrenzyCharge = 20
	MaxCorruptedBloodStacks = 20
	MonsterLevelScaleMaximumManaAndManaCostPosPctFinal = -72
	MaxCorruptedBloodRainStacks = 20
	MaximumDodgeChancePct = 75
	MaximumSpellDodgeChancePct = 75
MagicProperties: (Magic)
	MonsterSlainExperiencePosPct = 250
	MonsterDroppedItemRarityPosPct = 200
	MonsterDroppedItemQuantityPosPct = 600
	DamagePosPct = 30
	MaximumLifePosPct = 187
	BaseMovementVelocityPosPct = 60
	MonsterSlainFlaskChargesGrantedPosPct = 250
	MonsterChanceToNotFleePct = 50
	MonsterRarityAttackCastSpeedPosPctAndDamageNegPctFinal = 20
	MonsterDropHigherLevelGear = 1
	CannotDieAndDamagePosPctNearPackCorpse = 50

Blue Pack with the Necrovigil.

Necrovigil
When a monster dies, it leaves a green area on the floor. Other necrovigil monsters cannot die whilst stood in it.
Monster Affixes - Path of Exile Wiki

Problem here is that EB will kill the first, and keep trying killing the others, but mostly they are standing over the green circle, making them unkillable, so EB stands there attacking for 10 min . . .
 
Can you check the "Other" tab for objects to see if that green area on the floor exists? Detecting if a mob has 'bloodlines_necrovigil' is easy enough, but if there's another object it's conditionally protected from, I also need to know that.
 
Once i meet they again, i ll check if there is an "entity" . . . (My reasoning is that, there should be an entity, the mobs only are invulnerable when they are standing on top of the green circle . . . )
 
There is nothing in other, when the green circle is in the ground.

But, while refreshing, EB gave me errors, maybe related due an unknown entity?


Code:
[HandleAct1Progress] We Have Not Killed Mervail, Setting The Cavern Of Anger Next Location
[QuestPlugin] Update Via Tick With Invoke
[Remove] Now removing [HandleAct1Progress].
[HandleAct1Progress] Remove HandleAct1Progress success.
[LootItemTask] The current item to loot is [8466] Orb of Augmentation at {632, 696}. We have been on this task for 00:00:00 and have been attempting to interact for 00:00:00.
[LootItemTask] Now moving towards the item 8466 because it is 71.63116 away (can see).
[StuckDetection] {625, 647} => 25
[StuckDetection] bounds: {0, 22}
[StuckDetection] TimeInInstance: 00:03:20.1302986
[StuckDetection] TimeInArea: 00:03:20.1308029
[QuestPlugin] Bot is Not Running, Starting.
[Stop] Now requesting the BotThread to stop.
[BasicGrindBot] OnStop
[Chicken] Stop
[GemLeveler] Stop
[LowFpsHelper] Stop
[QuestPlugin] Stop
[Scheduler] Stop
[StuckDetection] Stop
[ExampleRoutine] Stop
[Application_DispatcherUnhandledException] Unhandled exceptionSystem.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException()
   at Loki.Game.Utilities.ComponentInformation.(String )
   at Loki.Game.Utilities.ComponentInformation.(String )
   at Loki.Game.Utilities.ComponentInformation..()
   at BotGui.Windows.ObjectExplorerWindow.ShowObjectInformation(NetworkObject obj)
   at BotGui.Windows.ObjectExplorerWindow.TvObjectsByType_OnSelectedItemChanged(Object sender, RoutedPropertyChangedEventArgs`1 e)
   at System.Windows.RoutedPropertyChangedEventArgs`1.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
   at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.Controls.TreeView.OnSelectedItemChanged(RoutedPropertyChangedEventArgs`1 e)
   at System.Windows.Controls.TreeView.ChangeSelection(Object data, TreeViewItem container, Boolean selected)
   at System.Windows.Controls.TreeViewItem.Select(Boolean selected)
   at System.Windows.Controls.TreeViewItem.OnGotFocus(RoutedEventArgs e)
   at System.Windows.UIElement.IsFocused_Changed(DependencyObject d, DependencyPropertyChangedEventArgs e)
   at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
   at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
   at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
   at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
   at System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
   at System.Windows.DependencyObject.SetValue(DependencyPropertyKey key, Object value)
   at System.Windows.Input.FocusManager.OnFocusedElementChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
   at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
   at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
   at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
   at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
   at System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
   at System.Windows.DependencyObject.SetValue(DependencyProperty dp, Object value)
   at System.Windows.Input.FocusManager.SetFocusedElement(DependencyObject element, IInputElement value)
   at System.Windows.Input.KeyboardNavigation.UpdateFocusedElement(DependencyObject focusTarget)
   at System.Windows.FrameworkElement.OnGotKeyboardFocus(Object sender, KeyboardFocusChangedEventArgs e)
   at System.Windows.Input.KeyboardFocusChangedEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
   at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
   at System.Windows.Input.InputManager.ProcessStagingArea()
   at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
   at System.Windows.Input.KeyboardDevice.ChangeFocus(DependencyObject focus, Int32 timestamp)
   at System.Windows.Input.KeyboardDevice.TryChangeFocus(DependencyObject newFocus, IKeyboardInputProvider keyboardInputProvider, Boolean askOld, Boolean askNew, Boolean forceToNullIfFailed)
   at System.Windows.Input.KeyboardDevice.Focus(DependencyObject focus, Boolean askOld, Boolean askNew, Boolean forceToNullIfFailed)
   at System.Windows.Input.KeyboardDevice.Focus(IInputElement element)
   at System.Windows.UIElement.Focus()
   at System.Windows.Controls.TreeViewItem.OnMouseLeftButtonDown(MouseButtonEventArgs e)
   at System.Windows.UIElement.OnMouseLeftButtonDownThunk(Object sender, MouseButtonEventArgs e)
   at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
   at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
   at System.Windows.UIElement.OnMouseDownThunk(Object sender, MouseButtonEventArgs e)
   at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
   at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
   at System.Windows.Input.InputManager.ProcessStagingArea()
   at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
   at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
   at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
   at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
 
There is nothing in other, when the green circle is in the ground.

But, while refreshing, EB gave me errors, maybe related due an unknown entity?

That's just from an entity that despawned and EB tried to re-read the info from it. That gui is really old now, and is in need of a revamp.

I'll try to find some mobs of those types myself to debug it, but there's no ETA for it.

Short term, what you can do is modify the targeting to simply ignore all mobs that have that buff. That might be the solution since if the mob has the buff, you can't attack it, and if it doesn't have the buff, you can because it's not standing in an area where it's protected.

Try this, replace the CombatTargetingOnInclusionCalcuation function in ExxampleRoutine with:
Code:
private bool CombatTargetingOnInclusionCalcuation(NetworkObject entity)
        {
            try
            {
                var m = entity as Monster;
                if (m == null)
                    return false;

                if (AreaStateCache.Current.IsBlacklisted(m))
                    return false;

                // Do not consider inactive/dead mobs.
                if (!m.IsActive)
                    return false;

                // Ignore any mob that cannot die.
                if (m.CannotDie)
                    return false;

                // Ignore mobs that are too far to care about.
                if (m.Distance > (_currentLeashRange != -1 ? ExampleRoutineSettings.Instance.CombatRange : 300))
                    return false;

                if (m.HasAura("bloodlines_necrovigil"))
                {
                    Log.ErrorFormat("[CombatTargetingOnInclusionCalcuation] {0} ({1}) has bloodlines_necrovigil!", m.Name, m.Id);
                    return false;
                }
            }
            catch (Exception ex)
            {
                Log.Error("[CombatOnInclusionCalcuation]", ex);
                return false;
            }
            return true;
        }

I added in the error logging so you can verify or at least notice it after running.
 
thanks for updating exilebuddy!

did anyone think about a solid build for 1.3 botting?
was thinking about 1h+shield molten strike, worked perfect on hardcore league(the one before forsaken masters) last time but they lowered the block chance so im not sure about that one anymore.
 
thanks for updating exilebuddy!

did anyone think about a solid build for 1.3 botting?
was thinking about 1h+shield molten strike, worked perfect on hardcore league(the one before forsaken masters) last time but they lowered the block chance so im not sure about that one anymore.

this is what i usually do. or wings of etropy cleave
 
That's just from an entity that despawned and EB tried to re-read the info from it. That gui is really old now, and is in need of a revamp.

I'll try to find some mobs of those types myself to debug it, but there's no ETA for it.

Short term, what you can do is modify the targeting to simply ignore all mobs that have that buff. That might be the solution since if the mob has the buff, you can't attack it, and if it doesn't have the buff, you can because it's not standing in an area where it's protected.

Try this, replace the CombatTargetingOnInclusionCalcuation function in ExxampleRoutine with:
Code:
private bool CombatTargetingOnInclusionCalcuation(NetworkObject entity)
        {
            try
            {
                var m = entity as Monster;
                if (m == null)
                    return false;

                if (AreaStateCache.Current.IsBlacklisted(m))
                    return false;

                // Do not consider inactive/dead mobs.
                if (!m.IsActive)
                    return false;

                // Ignore any mob that cannot die.
                if (m.CannotDie)
                    return false;

                // Ignore mobs that are too far to care about.
                if (m.Distance > (_currentLeashRange != -1 ? ExampleRoutineSettings.Instance.CombatRange : 300))
                    return false;

                if (m.HasAura("bloodlines_necrovigil"))
                {
                    Log.ErrorFormat("[CombatTargetingOnInclusionCalcuation] {0} ({1}) has bloodlines_necrovigil!", m.Name, m.Id);
                    return false;
                }
            }
            catch (Exception ex)
            {
                Log.Error("[CombatOnInclusionCalcuation]", ex);
                return false;
            }
            return true;
        }

I added in the error logging so you can verify or at least notice it after running.

This code just makes it stand there when there are necrovigil mobs, is it possible to make it so that it ignores and keeps going?
 
This code just makes it stand there when there are necrovigil mobs, is it possible to make it so that it ignores and keeps going?

That code makes it ignore the mobs, but if you're using a plugin that attempts to track more mobs, the plugin will not removed mobs of the same type.

Can you please disable OverworldAreaTweaks when testing, and see if it's actually fixed with that code? Or send me a full log and I'll tell you if there's another plugin that needs to be disabled as well.

Edit: Try this code instead
Code:
private bool CombatTargetingOnInclusionCalcuation(NetworkObject entity)
        {
            try
            {
                var m = entity as Monster;
                if (m == null)
                    return false;

                if (AreaStateCache.Current.IsBlacklisted(m))
                    return false;

                // Do not consider inactive/dead mobs.
                if (!m.IsActive)
                    return false;

                // Ignore any mob that cannot die.
                if (m.CannotDie)
                    return false;

                // Ignore mobs that are too far to care about.
                if (m.Distance > (_currentLeashRange != -1 ? ExampleRoutineSettings.Instance.CombatRange : 300))
                    return false;

                if (m.HasAura("bloodlines_necrovigil"))
                {
                    Log.ErrorFormat("[CombatTargetingOnInclusionCalcuation] {0} ({1}) has bloodlines_necrovigil!", m.Name, m.Id);
                    AreaStateCache.Current.Blacklist(m.Id, TimeSpan.FromHours(1), "bloodlines_necrovigil");
                    return false;
                }
            }
            catch (Exception ex)
            {
                Log.Error("[CombatOnInclusionCalcuation]", ex);
                return false;
            }
            return true;
        }
 
Now that bloodlines/torment are together for the 1 month league I'll be trying this out..will post how it goes.
 
I must disagree with Pushedx. There is no need to completely blacklist Necrovigil mobs. Bot can easily kill them one by one when they go out of "immunity circle".
Necrovigil and Phylacteral Link should be treated same as CannotDie or Divine Shrine (i.e ignore them as long as they are immune to damage).

Code:
private bool CombatTargetingOnInclusionCalcuation(NetworkObject entity)
        {
            try
            {
                var m = entity as Monster;

                if (m == null)
                    return false;

                if (AreaStateCache.Current.IsBlacklisted(m))
                    return false;

                // Do not consider inactive/dead mobs.
                if (!m.IsActive)
                    return false;

                // Ignore any mob that cannot die.
                if (m.CannotDie)
                    return false;

                // Ignore any mob near Divine Shrine
                if (m.HasAura("shrine_godmode"))
                    return false;

                // Ignore Phylacteral Link
                if (m.HasAura("bloodlines_invulnerable"))
                    return false;
                
                // Ignore Necrovigil
                if (m.HasAura("bloodlines_necrovigil"))
                    return false;

                // Ignore mobs that are too far to care about.
                if (m.Distance > (_currentLeashRange != -1 ? ExampleRoutineSettings.Instance.CombatRange : 300))
                    return false;
            }
            catch (Exception ex)
            {
                Log.Error("[CombatOnInclusionCalcuation]", ex);
                return false;
            }
            return true;
        }
 
Last edited:
Can I have a list of bloodlines to avoid? I will simply portal to town and start a new instance.
I might also just log on bloodlines that has been tormented.

wimm
 
ExVault's code has been working well for me, at least for necrovigil and phylac. We will probably need to incorporate this into the next season.
 
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