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DominusFight Plugin Example

i havent had any problems with the plugin getting to dominus and killing him except for that small death before new instance thing I fixed.
Is there any way to make this ignore all monsters on the way to dom and JUST kill the bosses + dominus? For more speedy runs

You can do this though CR modifications for targeting. If you look at CombatTargetingOnInclusionCalcuation, you could do something like:
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;

                // Ignore all mobs if we're not in "The Upper Sceptre of God".
                // This is not reccomended, but, if it works, it works. If not, you'll want to look into
                // just checking m.Distance < 30 or something smaller than combat range so far mobs are ignored.
                if (LokiPoe.CurrentWorldArea.Name != "The Upper Sceptre of God")
                {
                    return false;
                }

                // Pretty much ignore all mobs when we don't know about either Dominus form.
                // This is pretty rough, but something to consider starting from when trying to speed up runs.
                var dom = LokiPoe.ObjectManager.GetObjectByName<Monster>("Dominus, High Templar");
                if (dom == null)
                {
                    dom = LokiPoe.ObjectManager.GetObjectByName<Monster>("Dominus, Ascendant");
                    if (dom == null)
                    {
                        return false;
                    }
                }

            }
            catch (Exception ex)
            {
                Log.Error("[CombatOnInclusionCalcuation]", ex);
                return false;
            }
            return true;
        }

You'd have to do some tweaking or come up with better logic to avoid getting blocked by mobs, since ignoring all monsters can lead to massive desync or other stuck issues, but that's the general idea of how you go about it.

There still seem to be problems with the corrupted area. When the plugin is enabled, the bot does not know how to leave the corrupted area since the "ExplorationComplete" is blocked. If I disable going to corrupted areas, the bot will still get stuck at the entrance to the corrupted zone like before.

To fix the bot being unable to leave the corrupted area with the plugin, add this to the top of Execute:
Code:
if (!LokiPoe.CurrentWorldArea.IsOverworldArea)
                    return false;

I'll update the code and post soon with that. The other issue of the bot getting stuck around the Area Transition is known and not fixed yet.
 
Last edited:
Okay so, after watching the bot today, it keeps resurrecting in town after it dies fighting dominus.
I've switched the new instance death thing to 999, so I know the bot didnt die 999 times.
What else can i do? sometimes it resurrect in town, sometimes at check point (which it should to finish the run)
 
Okay so, after watching the bot today, it keeps resurrecting in town after it dies fighting dominus.
I've switched the new instance death thing to 999, so I know the bot didnt die 999 times.
What else can i do? sometimes it resurrect in town, sometimes at check point (which it should to finish the run)

Please send me a full log. The bot should resurrect to the checkpoint as long as the option is available, but it's possible another plugin is interfering with that logic, so your resurrect to checkpoint is failing (I've seen one report of this already).
 
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