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Exilebuddy Release/Beta Revision Guide

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pushedx

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This thread will now detail our new development branch of Exilebuddy Release and Beta. This is our new Exilebuddy code. It's not perfect yet, but it should address a lot of issues that were happening before. Please read the "Things to know" section first.

Things to know:
  • Feb 13th: Please enable "Always Highlight" in the UI options. If you don't the bot will have issues with some interactions.
  • A certain amount of "babysitting" will be required with Exilebuddy for the short term. It is our goal to reduce this as much as possible, but it will take time and a lot of testing.
  • A lot of areas have issues now that we have to work out from new pathfinding code.
  • "Move" needs to be on your action bar. If it is not, the bot will not move.
  • You need to enable "Key Pickup". It's under Options -> UI.
  • Doors seem to have problems with the new system. We're working on fixing that.
  • The bot can get stuck on certain walls. We're working on fixing that and adding better stuck detection.
  • The API has received major reworks and updates.
  • Boss farming and support for certain areas support has been temporarily dropped as we build things back up. We're working on adding support for everything.
  • The map visualizer is new and still has some bugs when trying to run the bot at the same time. It's more for debugging right now.
  • Areas with triggerable blockages, such as sewers before you open the wall, give the bot issues again. We have to re-fix that problem.
  • Incinerate now works! Similar skills do also, but require the correct CR logic.
  • You should set a ranged "Destroy Chest Ability". 30 is a good distance to start with.
  • Shrines are supported! But there is no logic to handle the two most annoying shrine types that causes the bot to get stuck fighting endlessly. We haven't come across them yet.
  • Skill gem leveling plugin needs to be rewritten to avoid the bugs it currently has.
  • The gui is a bit outdated now with some settings and stuff. For now, we're trying to make sure the flagging issues are fixed for good.

Downloads:
Release
Beta

Guides, Resources, etc...

This section will eventually be moved into its own thread and contain a lot more for users.

BuffDefinitions (1.0.6.3) - The "Id" field is the "internal name" to use when checking to see if your character has a particular de/buff on it.
BaseItemTypes (1.0.6.3) - This csv formatted file contains the metadata/name pairs for all in game items.

Currently Unfixed Issues:
  • Doors are not fixed yet. Fixing them properly with the CR involves changes that break the expected behavior of the bot. Not quite ready to do that in GB7 yet.
  • The pathfinding bug where your character locks up is still present. There's no temp fix, as dropping the RD pathfinding makes the bot useless.
  • Various struck issues still happen. Fixing this is not simple due to the reason why they happen in the first place.
  • Boss farming is not in yet. A lot of code needs to be rewritten to make it "usable", but even so, without doors fixed and the pathfinding lockup bug, it'd not work well in most areas people want to farm.

Release

#33 [01 Mar 14 13:12] - Beta changes #743 - #758
#32 [15 Feb 14 13:25] - Beta changes #731 - #742
#31 [07 Feb 14 22:44] - Beta changes #727 - #730.
#30 [04 Feb 14 22:43] - Beta changes #721 - #726.
#29 [01 Feb 14 20:43] - Beta changes #719 - #720.
#28 [31 Jan 14 05:44] - Beta changes #710 - #718.
#27 [20 Jan 14 21:50] - Beta changes #700 - #709.
#26 [11 Jan 14 02:02] - The "new" Exilebuddy that we're working on.

Beta

[Upcoming Versions]
  • We're working on trying to rewrite the input/movement logic to fix some random stuck issues as well as the random casting problems. A lot of the current bot problems revolve around these things one way or another.

#759 [Next Version]

#758 [27 Feb 14 17:54]
  • Added error logging for when a bound action key is not bound and the bot needs to use it.
  • Added basic discharge logic to the CR.

#757 [25 Feb 14 12:00]
  • Various api updates and cleanups.
  • Logic added for future boss run support, but the bot doesn't have enough logic right now to do them correctly.

#756 [24 Feb 14 12:00]
  • CharacterSettings and GrindBotSettings old code restored since a lot more has to change to get reloading to work without causing all sorts of side effects.
  • RenderComponent updated to use Vector3 rather than each individual field for things like position, rotation, size.

#755 [23 Feb 14 12:00]
  • CharacterSettings and GrindBotSettings finally fixed to correctly re-load on a new character/account.
  • PoiType.Stash and PoiType.Withdraw no longer close blocking windows if the stash window is already open.

#754 [22 Feb 14 12:00]
  • Pathfinding updated some, so new bugs might appear. Please report anything that doesn't seem normal as usual.
  • Added Registry.DontUseSmartLedgeFarming so users can opt to not do smarter farming for exploration reasons.
  • GrindBotSettings.Instance.GrindZoneId uses replaced with Registry.GetGrindZoneId() to allow for logic that changes the grind zone id.
  • BotEvents.TriggerExplorationComplete() re-added into GB7.
  • Registry.UserGetGrindZoneId added to allow users to specify logic for changing the grind zone id.
  • A GrindZoneChanger plugin will be posted as an example of using the new experimental logic. As with the runtime item filters, this is just for testing in beta and might be removed in future versions. Please see this post.
  • Reverted Loose Candle logic to try and fix a reported bug. More specific testing will be done soon.
  • Internal pathfinding changes to try and fix the random lockups from pathfinding (random lockups from skills will still happen, though as those have not all been fixed)
  • Random issues in town where the bot doesn't close the vendor window or other blocking windows should now be fixed.

#753 [21 Feb 14 12:00]
  • Added support for Tree Roots and Ancient Seal quest object interaction.
  • Minor internal input updates.

#752 [20 Feb 14 14:24]
  • Internal pathfinding api updates for obstacle tracking and removal.
  • The bot should now call aura logic each time it goes back into an area rather than once per area.
  • Added experimental runtime filters. Please read this post. Normal bot item filters should not be affected in any way.

#751 [19 Feb 14 16:18]
  • Fixed usages of ToLower to ToLowerInvariant to fix conversion issues. This fixes the problem the previous two commits were trying to.

#750 [19 Feb 14 12:11]
  • Item withdrawing logic has been rewritten to be simpler than before to try and fix a bug. If any new bugs appear as a result, please report them!
  • Registry.ItemsToWithdraw logic removed.
  • NeedsToWithdrawFromStash simplified to checking id/tp scrolls based on if they are in our inventory right now or not.
  • Stash/Withdraw split into 2 pois.
  • WithdrawItems logic rewritten to be much simpler than before.
  • GrindBotState.SkipWithdrawing state variable added so the bot knows when it doesn't need to withdraw anymore.

#749 [19 Feb 14 10:41]
  • Removed Item caching to fix an obscure currency bug. One more bug still to fix related to it.

#748 [19 Feb 14 10:04]
  • Fixed a bug where the bot would get stuck in town trying to id something when you didn't have any id scrolls left.
  • Fixed a bug where the bot would try to open the stash when id'ing when it was already opened.
  • Debugging code added to GetTotalItemQuantityInInventory to try and track down a bug.

#747 [18 Feb 14 12:34]
  • Changed the generic interaction code to try and fix various npc interaction issues and out of town issues. If the bot seems to mess up more now, please report this so we can adjust this set of code changes.

#746 [18 Feb 14 12:00]
  • The input clipping range has been reduce to 1/4 of the original value for the sides of the screen, and removed for the top of the screen. The bottom of the screen is still the same.
  • AreaTransitions now try to interact with the label rather than the renderable object, now that the input clipping has changed.
  • Fixed a bug where an obstacle is added for a TriggerableBlockage when it's no longer blocking. This should fix the issue where cleared blockages still block.
  • A temporary door work around has been added. The bot will now force open doors within a specific range (DoorOpenDistance in settings). This might cause issues with longer ranged characters or under certain scenarios where there is a pack of mobs guarding a door. Because of this, areas with doors are still considered unsupported, and the problem is unfixed, so you should try to bot in areas that don't give the bot as hard a time until the issue can be properly fixed.

#745 [17 Feb 14 12:00]
  • Added double click input functions and fixed the spelling of a few of the single click.
  • Fixed a stashing bug where the bot wouldn't think you had anything to stash because it checked against the stash filters (which are really Do Not Sell filters).

#744 [17 Feb 14 03:26]
  • Fixed a bug where the bot didn't close blocking windows and would get stuck on the new inventory management features.

#743 [16 Feb 14 12:00]
  • Currently unused gui options disabled (waypoint after bot run, combat range, loot range).
  • Added the ability to not stash shards to prevent stash from filling up with small stacks of currency. The gui has a configurable option as well as the inventory location you'd like them to be placed.
  • Re-added logic for TP/ID scroll filling from stash.
  • It seems WPF has refresh issues where the gui does not redraw. This seems to happen time to time when the bot gui is changed. If this happens just minimize and restore the gui window or drag it off screen to force a Windows refresh.
  • Added mouse clicking input functions for testing of various stuck issues. They are in the Input class (ClickLMB, ClickMMB, etc...)
  • LokiPoe.ClientWindowHandle is now public so people can use the window handle.
  • Added ExilePather.DisableUpdate for debugging with some users that are getting stuck all the time. When set to true, the RD pathfinding does not update at all for the current area.
  • Waypoints no longer create new instances to areas that are not the final grinding zone. This is to make the behavior consistent with area transitions. A gui option to always make new instances will be added soon.
  • TriggerRandomTownRun updated to trigger a town run when called for GB7.

Archive 1 (#700 - #742)
 
thanks for the changelog and the update on the flagging issues :)

i really appriciate that you communicate with us and i dont really mind waiting even if it takes longer then expected :)

but its always nice to have a very raff estimate thanks again for everything you do <3 great job and i really really like the smoothness of this product it is superior in any aspect :)
 
The thing that has to be repaired fast is fact that if bot mets skeleton shrine he' ll stay there for ever grinding those skeletons.
 
So this beta build should not get flagged like the older versions on EB?
 
Trying to get Grindbot.7 to work.

Bot explores and kills one mob then just stands in place.

Exile routine on cruel ledge

Code:
Added new hook [BotBehavior] 972eb2e5-d55e-4a83-91cd-22e46fb7a7f3
Registering buffs.
Registering curses.
Registering summons.
Registering totems.
Registering traps.
Registering main abilities.
? Registered Infernal Blow
POI set to Type: Monster, Location: {897, 1260}, Distance: 8, Name: Monster
Ignoring Sage's Robe [7006] from loot targeting. (No Filter Match)
Ignoring Lunaris Circlet [7A0B] from loot targeting. (No Filter Match)
Error during bot tick: 
System.NullReferenceException: Object reference not set to an instance of an object.
   at GrindBot7.GrindBot.ClearCurrentPoi()
   at GrindBot7.GrindBot.DetermineCurrentPoi()
   at GrindBot7.GrindBot.Pulse()
   at Loki.Bot.Pulsator.Pulse(PulseFlags flags)
   at Loki.Bot.BotMain.()
 
652 is up but requires a clean download again or it'll crash on startup.

Still suffering from the same "kill something then stand around" issue as last build though. Also seems to have a lot of trouble opening doors.
 
652: feedback:

i used the bot for about 10 minutes the cs is shit for my build but logic is working flawlessly may need to speed up targeting. for better survival as melee,

bugs: used quicksilver flask and crashed on me
stood around checking on items on the ground no fire next mob or move function. how do i know this the mouse over item was poping up on my screen with a axe and a blue armor.

im waiting till i can use a spectral throw heavy build and this bot build is half done as for features and needs.. good work pushedx and apoc thanks for the release
 
I expect they are with family enjoying the 2 weeks holiday most Europeans enjoy this time of year.

WIMM
 
Yeah, probably.
Meanwhile bot is detectable and, as Tweety said, better waiting some months before using it.

m.
 
Any bot is detectable in a sense. A bot will always behave differently then a human player. But this bot is not easily detectable if so no one would use it. I personally used another bot before this one and was banned 3 different times but since I got this one and started botting a little smarter I have had zero bans and only tons of success.
 
bcain1787,

please teach us the ways master. nah, srly, why does EB and PoE hate me so much?

WIMM
 
Bump!

We're ready for you guys to give this another try. The bot is not perfect or amazing yet, but we're working towards that. Please let us know of any further flagging issues or bans from using Exilebuddy.
 
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