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ExilebuddyBeta Developers Testing/Feedback Thread

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Has the TspExplorer been removed and replaced? I was still having some trouble with bot not picking up all loots in the last version. Thanks!

Not yet. It's still in ExilebuddyBot, but BossFarmBot uses a different explorer that caters more specifically to boss farming logic.

The setting for a boss run isn't in from what I can tell. This is a fresh download after I deleted what I had in the folder. http://puu.sh/ax4zn/424491f024.png - Am I missing something?

You have to switch to "BossFarmBot" on the main screen. It's a separate bot from ExilebuddyBot. Once you do, you'll have a settings tab for it.
 
Hi im just trying a bit around with the BossFarmBot. (trying to do someone for dominus)
And i dont know how to get the area id for it? i couldnt find something in the object explorer and just to look at the bot isnt not possible anymore as it isnt written beside the are names.
(sry for my bad english)

friendly regards
 
Holy cow. I just did merciless merveil on my RF as a test run and it did it perfectly. It even picks up shrines before killing everyone on its way there. I can't wait for a quest bot as well so I can hit go on my bot and do the entire a1n on its own.
 
Hi im just trying a bit around with the BossFarmBot. (trying to do someone for dominus)
And i dont know how to get the area id for it? i couldnt find something in the object explorer and just to look at the bot isnt not possible anymore as it isnt written beside the are names.
(sry for my bad english)

friendly regards

The BossFarmBot only currently supports Merveil and Brutus in Act 1. More bosses will be added over time, as this release is just the first look at the BossFarmBot people have been waiting a while for. As long as it looks mostly working, some improvements can be made and it can be organized better and handle more bosses later.

Holy cow. I just did merciless merveil on my RF as a test run and it did it perfectly. It even picks up shrines before killing everyone on its way there. I can't wait for a quest bot as well so I can hit go on my bot and do the entire a1n on its own.

Good to hear! There's still some improvments to be made, and some design issues to handle, but I think it's off to a good start with the new Beta design.
 
all is great, but we really should help out push with developing these quests and etc, he himself has to so much already. Plus if you know a little bit about proramming, it's pretty simple.
 
all is great, but we really should help out push with developing these quests and etc, he himself has to so much already. Plus if you know a little bit about proramming, it's pretty simple.

So would you set the first good example to share your "mapping" or other plugins?
 
I'm not gonna quote you again; I'm sensing a contradiction.
 
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thx pushedx for the hardwork, I just tried the latest beta , really loving it, a huge improvement so far, wait to see how long I could survive with this =)
 
#860 was just built. This version fixes quite a few bugs reported, so thanks everyone for your continued testing and feedback. :)

The minion/cast bug was my fault. Upon further testing, I came to realize I did something silly with the logic and overwrote the cached living data with the dead corpse data. If minion logic didn't actually execute, the other skill logic that came after minions was now using the info for the last dead corpse, which made it look like it was targeting the zombies. Oddly enough, I did not notice this issue on my main summoner, but after making a new witch and testing with only fireball/raise zombie, the problem was very obvious (and puzzling because it was firing in random directions, so I thought it was input related at first).
 
My thoughts on Boss Farm.

It doesn't open Strongboxes on the way, certain strongboxes are worth to open even if you are just farming, forcing the bot to open those and to kill Wealth / Inner Treasure(maybe its already in), should be mandatory.

Also another tweak on the Merveil, you could open a portal just before entering Cavern of Wrath, so it would work something like:

1st run : WP to Cavern of Wrath -> Find Cavern of Anger-> Open a Town Portal -> Create and enter Cavern of Anger -> Find Boss Room -> Kill Merveil -> Southern Forest -> WP to Town

After that : Enter the Portal back to Cavern of Wrath -> Create and enter Cavern of Anger -> Find Boss Room -> Kill Merveil -> Southern Forest -> WP to Town

The only thing that can ruin this logic is if on the bossrun you have to go to town because your Inventory is full. And I see 2 ways of circunventing that. One is to have a boolean variable that tells us if we have Portal up to do a faster run, if we do we use it, if we don't we act as 1st run. Second approach is to make it loot the best items until you're full and leave loot on the ground. Personally I prefer first option.

Also ability to ignore monsters until certain conditions are met such as Magic Monsters, Rares, Uniques, loot, Boxes, a lot of monsters that we can AoE down fast.
 
It doesn't open Strongboxes on the way, certain strongboxes are worth to open even if you are just farming, forcing the bot to open those and to kill Wealth / Inner Treasure(maybe its already in), should be mandatory.

This is currently by design, but adding in support for this with the new setup will be easy. :D All it takes is re-adding the ChestPoi, then changing the chest inclusion filter to include the strong boxes you want. A small change would be needed for the explorer, so it works on moving to the strongbox rather than the final exploration destination, because while the bot is moving to the strongbox, the entity can disappear, and then it goes back to going to the boss area, then sees the strongbox again, and you get an infinite loop. This is actually a current issue with shrines that I ran into tonight, because I didn't change the shrine poi/explorer to handle it, but I will soon.

Also another tweak on the Merveil, you could open a portal just before entering Cavern of Wrath, so it would work something like:

1st run : WP to Cavern of Wrath -> Find Cavern of Anger-> Open a Town Portal -> Create and enter Cavern of Anger -> Find Boss Room -> Kill Merveil -> Southern Forest -> WP to Town

After that : Enter the Portal back to Cavern of Wrath -> Create and enter Cavern of Anger -> Find Boss Room -> Kill Merveil -> Southern Forest -> WP to Town

You could, but I don't think that's a great idea in terms of botting. Making crazy good efficient runs seems like it'd open the doors for even faster detection for people that are boss farming a lot. Also, it's not really needed if you clear the boss faster than the first instance expires, since the bot will already know where the entrance is. In that case, you just add some time running back.

However, adding logic to do that shouldn't be that hard, and some changes to stashing logic to ensure you always keep a clear inventory are easy enough. I'll look into adding that soon. If you do have a full inventory, you have to take the portal then, and then re-run through the first area if it's expired (if you're boss farms are going fast enough, it won't be). That's not really an issue though, since trying to squeeze out most bot runs per any time interval is not really useful with server sided metric tracking.

Also ability to ignore monsters until certain conditions are met such as Magic Monsters, Rares, Uniques, loot, Boxes, a lot of monsters that we can AoE down fast.

This is already in place though targeting. It requires you to change the logic though, as there's no way to provide a way to handle all the logic someone has access to though the GUI in any sane way. If you look at CombatOnInclusionCalcuation, that's what it currently does to determine what is in the combat target list the CR processes.
 
What I like so far.
Bot does misc tasks, while doing main task.
IE, it will identify and move scrolls/curreny etc, while its killing shit, that basically chews off downtime for the bot when in town. Awesome shit, and it's farming merv like so nicely. It does die, but neverless gets the job done.
 
Beta #862 was just built. Some more issues were fixed pertaining to BossFarmBot. Unless there are any other critical issues, BossFarmBot is done for now in terms of dev time. I won't be adding the portal before the instance or adding in chest logic, because it changes the nature of the bot a bit. It's doable, but not worth the time right now with other things that need to be done.

In the future, it'd be nice to find a way to integrate everything together, but that raises the complexity of the code too much for the time being.
 
Beta #862 was just built. Some more issues were fixed pertaining to BossFarmBot. Unless there are any other critical issues, BossFarmBot is done for now in terms of dev time. I won't be adding the portal before the instance or adding in chest logic, because it changes the nature of the bot a bit. It's doable, but not worth the time right now with other things that need to be done.

In the future, it'd be nice to find a way to integrate everything together, but that raises the complexity of the code too much for the time being.

So with you being done with BossFarmBot ( IE not adding other bosses to farm ) does that mean you will be working on mapping now ?
 
So with you being done with BossFarmBot ( IE not adding other bosses to farm ) does that mean you will be working on mapping now ?

I hope so

It's not practical to cover every single use case, at least we have an example of how to run bosses now :-)
 
So with you being done with BossFarmBot ( IE not adding other bosses to farm ) does that mean you will be working on mapping now ?

Yes! There is a basic MapBot implementation I am working on that will be done the same way as BossFarmBot. The goal is to have the basics in place at least for users to see and understand how it works, and then time can be spent later adding more features and improving it.
 
The bossfarming works perfectly, cant wait for piety setting to be updated.
I have also notice some minor issue with the bot ( Not sure if its desync)
My RF build running in catacombs would have below two issues:
1. "fail to cast default attack/Infernal Blow on *Enemy*" happens about 10% of the time
2. Running round the corner, the bot will go back and forth for 3-4 times before proceeding/move on to the next node (My setting problem?)

If anything I did wrong can fix this please do kindly let me know! :)
 
Yes! There is a basic MapBot implementation I am working on that will be done the same way as BossFarmBot. The goal is to have the basics in place at least for users to see and understand how it works, and then time can be spent later adding more features and improving it.

I mean, I'm no coder but shouldn't mapping just be a one time shot ? it only needs to go to one place and make map, take it, clear go to stash rinse repeat in new instance ? unless dead ?
 
The bossfarming works perfectly, cant wait for piety setting to be updated.
I have also notice some minor issue with the bot ( Not sure if its desync)
My RF build running in catacombs would have below two issues:
1. "fail to cast default attack/Infernal Blow on *Enemy*" happens about 10% of the time
2. Running round the corner, the bot will go back and forth for 3-4 times before proceeding/move on to the next node (My setting problem?)

If anything I did wrong can fix this please do kindly let me know! :)

1. Just how the client works. Sometimes skills fail to cast due to you being stunned, desync, or they just don't cast right away. When playing normally, you don't notice it because you're not checking each action, so everything seems fine, but when botting and you check each action, you'll see it. In Release, it didn't check this, so it would get stuck at times trying to cast a skill when the client wouldn't let it.

2. This is normal. It's just the pathfinding avoid wall logic that sometimes makes more movement nodes than it should, so the bot ends up doing silly things like that. There's no way to fix it really, it's just something we have to work with.

I mean, I'm no coder but shouldn't mapping just be a one time shot ? it only needs to go to one place and make map, take it, clear go to stash rinse repeat in new instance ? unless dead ?

Getting to a point where the logic can be implemented as easily as it can now with the new design was most of the battle. There's always a lot of little of little things to handle though. Most things are easier said than done. :D
 
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