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ExilebuddyBeta #899 Feedback and Discussion

The bot seems to ignore Righterous Fire being on the bars.. could you please fix it treat is as an aura to cast automaticly (It does cast Vitality , Purify of Fire and Grace without any problems fromt he bars)
 
The settings for where to keep scrolls/shards in the basic grindbot settings wont change from their initial values on a clean install, nor does the "randomize locations" work. Whenever i try to change the x/y values as soon as i click out of the box it goes back to what was there before.

Thanks for reporting.

I forgot to add the click handler for the button, so that's why it does not change anything. That will be fixed in the next version.

The second issue is strange, but might be related to why the plugins broke. I've reworked the gui logic so they should handle the conversion correctly now (it was working for the last beta just fine, so not sure why it's not for 1.2+).
 
The bot seems to ignore Righterous Fire being on the bars.. could you please fix it treat is as an aura to cast automaticly (It does cast Vitality , Purify of Fire and Grace without any problems fromt he bars)

ExampleRoutine doesn't have any logic for RF, so that's why it doesn't cast it.

Exit the bot, and replace your ExampleRoutine.cs file with this one and see if it works: https://gist.github.com/anonymous/ca947b618cfe4671cfc9

That will be included in the next build.
 
One question, do I need to leave Toggle Highlight key as default bind or can I change it?
 
chicken is working, but the auto-login doesn't appear to be. even though I have auto-login turned on, the log said:
[MainCoroutine] AutoLogin returned None.
 
ExampleRoutine doesn't have any logic for RF, so that's why it doesn't cast it.

Exit the bot, and replace your ExampleRoutine.cs file with this one and see if it works: https://gist.github.com/anonymous/ca947b618cfe4671cfc9

That will be included in the next build.

Assume i rename that file to ExampleRoutine ? (thats what i did)

And gladly it seemed to cast all auras i had slotted.. and immedietly when engaging mobs it activated RF so thanks for fast reply pushedx it seems to be working great!
 
Pushedx have their been any changes to the itemfilter since the masters update? Just wondering if the itemfilter I made for the previous stable release will work with the beta ?
 
One question, do I need to leave Toggle Highlight key as default bind or can I change it?

You can change it to almost anything, and it'll work fine as long as it's bound. The only keys we have hard coded are the keys the client does (Ctrl for new instances, for example, Esc, and Space Bar for closing certain GUIs). As long as you don't bind it to overlap with a hard coded key, it should still work all the same.

chicken is working, but the auto-login doesn't appear to be. even though I have auto-login turned on, the log said:
[MainCoroutine] AutoLogin returned None.

I'll double check into this. The only known issue I saw post 1.2 is that you can't set the Gateway though the API anymore, due to changes in the client. Fixing that is on the todo list still, but normal login and character selection should work fine. I will note, character selection will take longer than before, depending on how many characters your account has.

Pushedx have their been any changes to the itemfilter since the masters update? Just wondering if the itemfilter I made for the previous stable release will work with the beta ?

I'm not actually sure if a Release filter would work with the Beta filter. Release was so old at the time, I honestly don't remember if anything changed between the time I updated the filters for affixes and fixed a few GUI bugs. I know the filter name changed, but other than that, you'd just have to rename the filter, drop it in and see if it works.

Assume i rename that file to ExampleRoutine ? (thats what i did)

And gladly it seemed to cast all auras i had slotted.. and immedietly when engaging mobs it activated RF so thanks for fast reply pushedx it seems to be working great!

Yeap, good to hear!
 
There is an issue with specifying coordinates for scrolls and fragments. Modifying the .json doesn't alter the coordinates upon loading. Setting the .json to read-only removes all flexibility with grind locations. I know that it has just been ported over but in the old beta(s) (prior to 1.2) it was impossible to enter in desired coordinates and you had to resolve to randomizing location otherwise editing the .json and setting it as read only.

GaHFYmc.png


I am not sure if strongbox prefixes and affixes have been documented yet in the API but if you would mind making them available, if they exist, it would make it possible to easily create an interrupt to identify a strongbox and determine if it was dangerous, such as freeze/ice nova.

The current routine could use some logic tweaking as it seems to pause when logic relating to totems, cursing, summoning and vaal auras.

U0KVMVw.gif


There was an issue in .898 (I'm not sure if thats the case still), but the explore function tries to pathnav on the mesh but is unable to as the building is in the way.

wMB8qJZ.png
 
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Just want to post about how prompt pushed is with his replies and fixes for whatever is reported with the bot, great work, can only lead to good things in the long run with the buddy bot, thanks and keep it up, nevermind the nay-sayers =)
 

1st issue will be fixed for the next version. I have no idea why that's no longer working like it used to, but I added in a WPF converter for the property so it should allow for changes correctly now.

2nd issue most likely is from a 250ms delay added to FinishCurrentAction in trying to figure out an issue with the Library instance not getting reset. My worry was the ProcessHookManager was breaking, but that is not the case it seems now, so I need to go back and remove a lot of debugging changes.

3rd issue, is currently a known issue that has no short term fix (it is going to be looked into though after more big issues are taken care of). The core problem is movement in general (resulting directly from how the client works), but the only way it can be attempted to be solved is though pathfinding and raycasting logic changes for the area itself. The pathfinding is working exactly as it should (although being able to stay far away from walls would be extremely helpful), but there's no way to precisely move in this game, because the client has its own local pathfinding system that affects movement, and the way movement actually has to be done (move the cursor, then click). Couple that with the way the client handles mapping the cursor to the ground to generate move actions (which is buggy under some very specific scenarios, namely small stairs in certain rotations in Docks), their system creates all sorts of issues for general movement in tight spaces or areas where there are building overhangs, because there's no way to correctly determine how you should move.

Right now, it's not a top priority to address, because I could spend days trying to find something that works "better", but it'd never be perfect and it'll still have issues due to the way the game works, and at this point in Beta, there's a lot more that could be done in that time that would help progress the project a lot more. That's on top of also needing to make area specific adjustments for Docks, which is a totally different issue, but of the same nature.
 
[OpenChestTask] The current chest to open is [26426] Urn at {766, 1091}. We have been on this task for 00:00:00 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 26426 because it is 540.2817 away (can't see).
[OpenChestTask] The current chest to open is [26426] Urn at {766, 1091}. We have been on this task for 00:00:00.3488514 and have been attempting to interact for 00:00:00.
[OpenChestTask] Now moving towards the chest 26426 because it is 500.1974 away (can't see).

getting this issue while he stutter walks, step step stop step step stop
 
Code:
        private WorldItem BestAnimateWeaponTarget(int maxLevel)
        {
            var worldItems = LokiPoe.ObjectManager.GetObjectsByType<WorldItem>()
                .Where(wi => !_ignoreAnimatedItems.Contains(wi.Id) && wi.Distance < 30)
                .OrderBy(wi => wi.Distance);
            foreach (var wi in worldItems)
            {
                var item = wi.Item;
                if (item.IsIdentified &&
                    item.RequiredLevel <= maxLevel &&
                    !item.IsChromatic &&
                    item.SocketCount < 5 &&
                    item.MaxLinkCount < 5 &&
                    item.Rarity <= Rarity.Magic &&
                    (item.IsClawType || item.IsOneHandAxeType || item.IsOneHandMaceType || item.IsOneHandSwordType ||
                     item.IsOneHandThrustingSwordType || item.IsTwoHandAxeType || item.IsTwoHandMaceType ||
                     item.IsTwoHandSwordType))
                {
                    _ignoreAnimatedItems.Add(wi.Id);
                    return wi;
                }
            }
            return null;
        }

Daggers and Staves are missing.

Code:
(item.IsDaggerType || item.IsClawType || item.IsOneHandAxeType || item.IsOneHandMaceType || item.IsOneHandSwordType ||
                     item.IsOneHandThrustingSwordType || item.IsTwoHandAxeType || item.IsTwoHandMaceType ||
                     item.IsTwoHandSwordType || item.IsStaffType))

Animate Weapon still seem a bit buggy, sometimes works sometimes does not.
 
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I'm using the basic item filter and the bot stash rare ID? I need to change something in the filter for it to work? or it's not working atm
 
Chicken plugin is freezing the game. Life at 0 and game is froze
 
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