Do it yourself, don't ask to be spoon fed. Add push to skype, try to code the plugin and ask him for help. He's really helpful. My bots are mapping.. the api is there, and it's pretty simple too...is there any ETA about the map farming yet? i am checking the forum for 4-5 months now and still havent a map farming ?
is there any ETA about the map farming yet? i am checking the forum for 4-5 months now and still havent a map farming ?
Hit the nail on the head there.The current goal for map logic is before 1.2 is released, which is less than a month away now. Fully automatically map farming should be possible right now in Beta in terms of API support. I have a few examples of the logic piecies in ExampleBot if any devs wanted to play with it.
The reason why Beta doesn't have map logic we provide yet, is because most of the bot has been rewritten over the past 4-5 months, and things are still changing.
The whole purpose of this Beta rewrite is to setup the project so people can dev with it more easily, have it support more things than Release did, and overall require less dev work to maintain and add new functionality to compared to Release. I.e., when the new 4 month leagues are announced, and GGG has more crazy game mechanics we have to handle, we should be able to handle them more easily now than before.
As a result, adding new large features such as automatic map farming, since the bot does support map farming, you just have to handle the creation manually, gets pushed back, like boss farming and quests, because if we add those things too soon, and the core code has to change, we then have to rewrite it all again. Since dev time is a limited resource, and a lot of time has to go into general bot maintenance to keep it running, it's better for us to not add features to the bot we can't let users change or update to meet their needs.
So, when map logic is added sometime soon over the next few weeks, it won't be perfect, but it'll provide users enough to make the changes they need to it, as opposed to being stuck with whatever logic we otherwise would have in the bot, which users couldn't modify, and thus be stuck with.
Is there any way to add Trap logic support to ExilebuddyRoutine?
I caught the bot in a back and forth loop flipping between take_corrupted_area and movement, is there some sort of way I can generate some logs or some sort of dump of the map to report?
Name: aura | ExecutionStopwatch: 00:00:00.0143440 | TotalExecutionCount: 283 | SuccessfulExecutions: 0 | FailedExecutions: 283
Name: combat | ExecutionStopwatch: 00:00:11.4695614 | TotalExecutionCount: 283 | SuccessfulExecutions: 141 | FailedExecutions: 142
Name: take_coruppted_area | ExecutionStopwatch: 00:00:00.0031336 | TotalExecutionCount: 142 | SuccessfulExecutions: 0 | FailedExecutions: 142
Name: explore | ExecutionStopwatch: 00:00:10.5813359 | TotalExecutionCount: 142 | SuccessfulExecutions: 142 | FailedExecutions: 0
Name: buff | ExecutionStopwatch: 00:00:00.0002833 | TotalExecutionCount: 6 | SuccessfulExecutions: 0 | FailedExecutions: 6
Name: aura | ExecutionStopwatch: 00:00:00.0148944 | TotalExecutionCount: 279 | SuccessfulExecutions: 0 | FailedExecutions: 279
Name: combat | ExecutionStopwatch: 00:00:11.4927103 | TotalExecutionCount: 279 | SuccessfulExecutions: 139 | FailedExecutions: 140
Name: take_coruppted_area | ExecutionStopwatch: 00:00:00.0031553 | TotalExecutionCount: 140 | SuccessfulExecutions: 0 | FailedExecutions: 140
Name: explore | ExecutionStopwatch: 00:00:10.5812922 | TotalExecutionCount: 140 | SuccessfulExecutions: 140 | FailedExecutions: 0
Name: buff | ExecutionStopwatch: 00:00:00.0002957 | TotalExecutionCount: 6 | SuccessfulExecutions: 0 | FailedExecutions: 6
Name: aura | ExecutionStopwatch: 00:00:00.0144960 | TotalExecutionCount: 281 | SuccessfulExecutions: 0 | FailedExecutions: 281
Name: combat | ExecutionStopwatch: 00:00:11.5347400 | TotalExecutionCount: 281 | SuccessfulExecutions: 140 | FailedExecutions: 141
Name: take_coruppted_area | ExecutionStopwatch: 00:00:00.0031045 | TotalExecutionCount: 141 | SuccessfulExecutions: 0 | FailedExecutions: 141
Name: explore | ExecutionStopwatch: 00:00:10.5485147 | TotalExecutionCount: 141 | SuccessfulExecutions: 141 | FailedExecutions: 0
Name: buff | ExecutionStopwatch: 00:00:00.0002559 | TotalExecutionCount: 6 | SuccessfulExecutions: 0 | FailedExecutions: 6
Name: aura | ExecutionStopwatch: 00:00:00.0146250 | TotalExecutionCount: 281 | SuccessfulExecutions: 0 | FailedExecutions: 281
Name: combat | ExecutionStopwatch: 00:00:11.3638958 | TotalExecutionCount: 281 | SuccessfulExecutions: 138 | FailedExecutions: 143
Name: take_coruppted_area | ExecutionStopwatch: 00:00:00.0034942 | TotalExecutionCount: 143 | SuccessfulExecutions: 0 | FailedExecutions: 143
Name: explore | ExecutionStopwatch: 00:00:10.7458237 | TotalExecutionCount: 143 | SuccessfulExecutions: 143 | FailedExecutions: 0
Name: buff | ExecutionStopwatch: 00:00:00.0002469 | TotalExecutionCount: 6 | SuccessfulExecutions: 0 | FailedExecutions: 6
the bot seems consider zombies as mobs and try to kill them
the bot seems consider zombies as mobs and try to kill them
using System;
using System.Linq;
using Loki.Game.Objects.Items;
using Loki.Utilities;
using log4net;
using Loki.Game;
using Loki.Bot;
public class MyClass
{
private static readonly ILog Log = Logger.GetLoggerInstanceForType();
public void Execute()
{
using (LokiPoe.AcquireFrame())
{
foreach (var item in LokiPoe.PlayerInventory.Main.Items)
{
if (item.Map != null)
{
var map = item.Map;
Log.DebugFormat("{0} (Level {1})", map.Name, map.Level);
}
if (item.Shield != null)
{
var shield = item.Shield;
Log.DebugFormat("{0} - BaseChanceToBlock: {1}", shield.Name, shield.BaseChanceToBlock);
Log.DebugFormat("{0} - ChanceToBlockValue: {1}", shield.Name, shield.ChanceToBlockValue);
}
if (item.Weapon != null)
{
var weapon = item.Weapon;
Log.DebugFormat("{0} | BaseAttacksPerSecond: {1} | BaseCritialStrikeChance: {2} | BaseMinPhysicalDamage: {3} | BaseMaxPhysicalDamage: {4} | BaseWeaponType: {5}", weapon.Name, weapon.BaseAttacksPerSecond, weapon.BaseCritialStrikeChance, weapon.BaseMinPhysicalDamage, weapon.BaseMaxPhysicalDamage, weapon.BaseWeaponType);
Log.DebugFormat("{0} | AttacksPerSecond: {1} | CritialStrikeChance: {2}", weapon.Name, weapon.AttacksPerSecond, weapon.CritialStrikeChance);
Log.DebugFormat("{0} | MinDps: {1} | MaxDps: {2}", weapon.Name, weapon.MinDps, weapon.MaxDps);
}
if (item.Armor != null)
{
var armor = item.Armor;
Log.DebugFormat("{3} - BaseArmor: {0} | BaseEvasion: {1} | BaseEnergyShield: {2}", armor.BaseArmor, armor.BaseEvasion, armor.BaseEnergyShield, armor.Name);
Log.DebugFormat("{3} - Armor: {0} | Evasion: {1} | EnergyShield: {2}", armor.ArmorValue, armor.EvasionValue, armor.EnergyShieldValue, armor.Name);
}
}
}
}
}
ExilebuddyBETA.exe
log4net.dll
GreyMagic.dll
System.dll
System.Core.dll