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General Combat Routine [Current: 0.0.1.1] - Picking up where Old Routine left off

ty for fix but 0.0.1.4 still spams discipline for me
I'm checking for a buff with name "Discipline Aura". Are you using a non-English localization?

Does anyone know if Aura.Name is localized?

Edit: Copy/paste this over the DevTab plugin's Execute method, activate Discipline in PoE, then click "run code" on the DevTab plugin. Post the resulting Aura-related info dumped into ExileBuddy's logs.

var auras = LokiPoe.Me.Auras;
foreach (var aura in auras)
{
Log.Info(aura);
}
 
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using english, buff is called "discipline aura"

what do i copy/paste into dev tab?
 
i am a code noob so took a long time to work out where to paste it but i got there!

[HIDE][Aura]
BaseAddress: 0x46193048
SubInfo: 0x4E349B90
Name: Discipline Aura
InternalName: player_aura_energy_shield
Description: Grants additional Energy Shield
CasterId: 1571
OwnerId: 0
BuffType: 30
TimeLeft: 10675199.02:48:05.4775807
MaxTimeLeft: 10675199.02:48:05.4775807
Charges: 1
IsInvisible: False
IsRemovable: True[/HIDE]
 
i am a code noob so took a long time to work out where to paste it but i got there!

[HIDE][Aura]
BaseAddress: 0x46193048
SubInfo: 0x4E349B90
Name: Discipline Aura
InternalName: player_aura_energy_shield
Description: Grants additional Energy Shield
CasterId: 1571
OwnerId: 0
BuffType: 30
TimeLeft: 10675199.02:48:05.4775807
MaxTimeLeft: 10675199.02:48:05.4775807
Charges: 1
IsInvisible: False
IsRemovable: True[/HIDE]

did this changed recently? "Discipline Aura" lol, HasAura("Discipline") should work... wut
 
Fix usage of the Discipline aura, which was failing because Skill.IsConsideredAura and Skill.AmIUsingConsideredAuraWithThis fail for Discipline

Skill.IsConsideredAura is not for auras, but rather skills that can be considered auras due to casting mechanics:

/// Is this skill considered an aura due to casting mechanics?
/// Currently: herald_of_ash, herald_of_ice, herald_of_thunder, arctic_armour.

Likewise with AmIUsingConsideredAuraWithThis, which is just a wrapper for HasConsideredAuraFrom:
/// Checks to see if the passed skill is a considered aura and if it's effect are currently cast.

"Considered Aura" is simply any non-aura skill (according to the game) that has the same casting mechanic as an "aura". Tempest Shield used to be in that list until it changed, and AA used not to be in that list until it changed as well. Skills change a lot, so its possible some mechanic for another change and went unnoticed, but the effects should be obvious and they can be fixed when reported.

To know if a skill is an aura or not, there's a bit of logic you need to do that is shown in OldRoutine with the aura logic. First thing to check is tags for "aura", that will let you know if the base skill itself is an aura or not. Then, you need to check various stats to make sure you're getting a castable aura, as an aurified curse will not have an aura tag, since its a curse skill, but has a stat attached to it letting you know its now used as an aura, and so on.

Anyways, hopefully that clears that issue up!
 
Skill.IsConsideredAura is not for auras, but rather skills that can be considered auras due to casting mechanics:



Likewise with AmIUsingConsideredAuraWithThis, which is just a wrapper for HasConsideredAuraFrom:


"Considered Aura" is simply any non-aura skill (according to the game) that has the same casting mechanic as an "aura". Tempest Shield used to be in that list until it changed, and AA used not to be in that list until it changed as well. Skills change a lot, so its possible some mechanic for another change and went unnoticed, but the effects should be obvious and they can be fixed when reported.

To know if a skill is an aura or not, there's a bit of logic you need to do that is shown in OldRoutine with the aura logic. First thing to check is tags for "aura", that will let you know if the base skill itself is an aura or not. Then, you need to check various stats to make sure you're getting a castable aura, as an aurified curse will not have an aura tag, since its a curse skill, but has a stat attached to it letting you know its now used as an aura, and so on.

Anyways, hopefully that clears that issue up!

Can you have my babies.
 
Version 0.0.1.5 has been uploaded with the following changes:

Fixes:
  • Fix pathfinding's calculation of possible alternate points in line of sight of the target, which was failing due to a misplaced integer cast
  • Fix pathfinding's skipping of possible alternate points due to failed raycast

Improvements:
  • Avoid combining Raycast and CanObjectSee checks since CanObjectSee just internally calls Raycast

Edit: Basically, this fixes the vast majority of how we avoid face-checking monsters.
 
Skill.IsConsideredAura is not for auras, but rather skills that can be considered auras due to casting mechanics:



Likewise with AmIUsingConsideredAuraWithThis, which is just a wrapper for HasConsideredAuraFrom:


"Considered Aura" is simply any non-aura skill (according to the game) that has the same casting mechanic as an "aura". Tempest Shield used to be in that list until it changed, and AA used not to be in that list until it changed as well. Skills change a lot, so its possible some mechanic for another change and went unnoticed, but the effects should be obvious and they can be fixed when reported.

To know if a skill is an aura or not, there's a bit of logic you need to do that is shown in OldRoutine with the aura logic. First thing to check is tags for "aura", that will let you know if the base skill itself is an aura or not. Then, you need to check various stats to make sure you're getting a castable aura, as an aurified curse will not have an aura tag, since its a curse skill, but has a stat attached to it letting you know its now used as an aura, and so on.

Anyways, hopefully that clears that issue up!
This is very useful information - it does help greatly, thank you! Is there any more of similar documentation available? I've been mostly shooting in the dark and making educated guesses on how some of LokiPoe functions so far.
I hadn't realized PoE differentiates between auras and pseudo-auras, either.

I've kept the "aura" and "vaal" tag checks as a means of identifying aura skills; I'd just been having issue determining if they're active once cast.
 
i am a code noob so took a long time to work out where to paste it but i got there!

[HIDE][Aura]
BaseAddress: 0x46193048
SubInfo: 0x4E349B90
Name: Discipline Aura
InternalName: player_aura_energy_shield
Description: Grants additional Energy Shield
CasterId: 1571
OwnerId: 0
BuffType: 30
TimeLeft: 10675199.02:48:05.4775807
MaxTimeLeft: 10675199.02:48:05.4775807
Charges: 1
IsInvisible: False
IsRemovable: True[/HIDE]
Is anyone else around you supplying Discipline aura, by chance? It might get confused if the source of the Discipline buff is a player other than yourself.
 
Currently i am getting stuck on some boxes that have been opened and trying to travel to mob. Or is that related to your player mover?
Also having issues with shrines, receive the shrine but then try to shield charge through it over and over and over.
 
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can you maybe use the aura code from oldroutine?
That's what I started with, which is why it's so annoying that Discipline isn't working :P

Currently i am getting stuck on some boxes that have been opened and trying to travel to mob. Or is that related to your player mover?
Also having issues with shrines, receive the shrine but then try to shield charge through it over and over and over.
Honestly, it could be either one or both. Could you share what settings you're using in General Combat Routine and a full log with the issue?
I'll probably end up having to extend what logging is done and add a "debug logging" checkbox for these scenarios.
 
I've uploaded version 0.0.1.6. Here's what changed:

0.0.1.6:
Improvements:
  • Slight optimization to skill discovery
  • Add basic support for use of Vaal Discipline - it will trigger when under 40% energy shield, if available
  • Move some Monster queries from Tick() to Logic() to avoid unnecessary FPS loss
Fixes:
  • Correct range-based movement logic so that it gets closer if outside MaxRangeRange instead of MaxCombatRange

I still haven't figured out why Discipline is having issues, but I also haven't forgotten about it.
 
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