So how can i fix this corrupted area explore %?
sometimes bot fails to click shrine and spams this message
[Logic] Now moving towards the Shrine 18450.
Bot is moving around shrine trying to click it but never does
The solution to trigger boss fights in corrupted areas is to move towards Unique mobs when in Corrupted areas and kill them. The actual bot itself cannot do that, it has to be implemented in the CR.
Any way someone can help me with an example of how to do this? Would be much appreciated.
Kinda like the item dropper routine,Any way someone can help me with an example of how to do this? Would be much appreciated.
private string[] _corruptedBosses =
{
"Beheader Ataguchu",
"M'gaska, the Living Pyre",
"Konu, Maker of Wind",
"Cintiq, the Inescapable",
"Curator Miem",
"Shrapnelbearer",
"Ossecati, Boneshaper",
"Haviri, Vaal Metalsmith",
"Coniraya, Shadow of Malice",
"Thornrunner",
"Inti of the Blood Moon",
"Simi, the Nature Touched",
"Kamaq, Soilmaker",
"Rima, Deep Temptress",
"The Sunburst Queen",
"Sheaq, Maker of Floods",
"Ch'aska, Maker of Rain",
"Shadow of Vengeance",
"Wiraq, the Impaler",
"Kutec, Vaal Fleshsmith",
"Atziri's Pride",
"Wiraqucha, Ancient Guardian",
"Mother of the Hive",
"Perquil the Lucky",
"Cava, Artist of Pain",
};
if (m.Rarity == Rarity.Unique && m.FullName.Contains(_corruptedBosses))
{
weight += 45;
}
Yeap, I'll try to get an example included soon after I get a few other things taken care of for the next version.
Dunno if that works. Might get a cast error, gotta find out tonight.
Ah, TY, got it, I'll try modifying Dom plugin tonight.The idea would be to always include unique mobs in targeting when in a corrupted area, but you'd also have to change the current path distance elimination check to force the CR to move to that mob. Right now the CR doesn't try to move towards far away mobs, because it results in combat loops, especially in small tight areas due to pathning twists and turns.
A plugin that works the same way as the dom one does, except for corrupted areas and moving towards non-dead unique mobs, pretty much solves the issue, and avoids the side effect of modifying the CR movement to try and handle the boss cases, as if you're not careful, you can cause some side effects as well.
Firstly, I start with a bit of the bad. It got stuck on The City of Sarn (wall issue) and for some reason it didn't trip a stuck detection or in instance too long detection ( is this implemented yet ?) Anyways, it could also be my filters but loot wise I don't seem to be picking up and selling rares as much so I will do some looking in on my end and see what it could be.
Secondly, the town inventory organizing needs a bit of work IMO, or even something just to disable it and stash. It popped a Arch strong box last night and spent 5 minutes in town sorting out which orbs go where when it could have just stashed it all. Besides that, the town stuff is VERY human like ( love how it doesn't stash every run )
Last but not least! Overall performance of the bot is fantastic, I need to do some tweaking and figure out how it all works ( next couple of days ) but overall this is starting to be a fantastic project. I couldn't believe the area transitioning it was doing and pretty much did act 1 all for me ( this made me very happy )! looking forward to things to come and that mapping example!
Ah, TY, got it, I'll try modifying Dom plugin tonight.
Did you ever try to modify that dom plugin? or could anyone help me with making a plugin to go for the boss in the library corrupted area... I don't really have much experience with this type of coding. It would be much appreciated.
This is about the only thing that didn't make it into the next version about to be deployed. The spawn rate of corrupted areas for me has been absurdly low, so it often takes hours for me to track down something to test. I did manage to find one tonight, but there won't be time to test the logic before the next build gets deployed. It'll hopefully come in the next few days though!