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Looking For an Avoid AOE Damage Plugin and Keep Ranged Players Ranged while in Battle

z3rocool

Member
Joined
Sep 16, 2016
Messages
73
Not sure if I'm the only one that has problems with this or it's just another endless issue with HB3, but I find that when I'm doing PVE quests and I have to fight bosses only to see that my toon just stands at melee range and takes constant damage without moving and eventually dies. This is utterly broken logic if you ask me, but hey maybe people like get killed this way. So with that in mind a plugin that "Actually" kites damage as the boss puts it out would make great sense and a great plugin for people that AFK during bot sessions.

Examples of this are ranged toons tend to stand at arms length from enemy NPC's without moving regardless of how much manage is being taken, with no attempt to kite or move away.

While I know there is an option in singular that claims to "Kite" .. it actually doesn't do anything, and if it's kiting it's in a totally other sense than what I'm looking for.

Willing to Pay a community developer to make this.
 
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What would be the solution? If HP drops below X% then move? If HP drops X% in within X seconds then move? Always stay max range?

They are really just questions as well, no sarcasm there (sometimes it's hard to read the no sarcasm).

Remember too that Questing profiles can already do this. Many profiles have avoidance built into them. Many do not. If you are referring to, let's say, the World Quests profiles, I could see how this would be useful. If you are just talking about every day questing, I am not sure.

It's really up to the combat routine to say how far (or close) you should be. Plugins that interfere with movement (during combat) can have weird side effects.

Example of one, inside of the "[N-Quest] Demon Hunter Start Zone [Echo].xml" in the official HB Quests package:

Code:
<CustomBehavior File="Hooks\Avoid" AvoidName="SpiritOfWoe1" Command="Add" ObjectId="97634" Radius="5" />
<CustomBehavior File="Hooks\Avoid" AvoidName="SpiritOfWoe2" Command="Add" ObjectId="97629" Radius="5" />

It adds a hook to avoid Spirit of Woe and specify the object ID and radius. You could easily add those into whatever profile you were looking for. My guess is, it would be a lot of work to code in every mob you come in contact with.

Edit: I also looked at Singular and it looks like the Kite.cs, while mostly in tact has some commented out code where it does not look like it's doing full kiting anymore.

Code:
start = DateTime.UtcNow;
// TODO: FIXME: CanNavigateFully
// This whole thing can be replaced by mesh sampling.
failNav = false;
// failNav = !Navigator.CanNavigateFully(Me.Location, ptDestination);
spanNav += DateTime.UtcNow - start;
 
Last edited:
What would be the solution? If HP drops below X% then move? If HP drops X% in within X seconds then move? Always stay max range?

They are really just questions as well, no sarcasm there (sometimes it's hard to read the no sarcasm).

Remember too that Questing profiles can already do this. Many profiles have avoidance built into them. Many do not. If you are referring to, let's say, the World Quests profiles, I could see how this would be useful. If you are just talking about every day questing, I am not sure.

It's really up to the combat routine to say how far (or close) you should be. Plugins that interfere with movement (during combat) can have weird side effects.

Example of one, inside of the "[N-Quest] Demon Hunter Start Zone [Echo].xml" in the official HB Quests package:

Code:
<CustomBehavior File="Hooks\Avoid" AvoidName="SpiritOfWoe1" Command="Add" ObjectId="97634" Radius="5" />
<CustomBehavior File="Hooks\Avoid" AvoidName="SpiritOfWoe2" Command="Add" ObjectId="97629" Radius="5" />

It adds a hook to avoid Spirit of Woe and specify the object ID and radius. You could easily add those into whatever profile you were looking for. My guess is, it would be a lot of work to code in every mob you come in contact with.

Edit: I also looked at Singular and it looks like the Kite.cs, while mostly in tact has some commented out code where it does not look like it's doing full kiting anymore.

Code:
start = DateTime.UtcNow;
// TODO: FIXME: CanNavigateFully
// This whole thing can be replaced by mesh sampling.
failNav = false;
// failNav = !Navigator.CanNavigateFully(Me.Location, ptDestination);
spanNav += DateTime.UtcNow - start;

Well I would like to see that if a spell is being cast that does X amount of damage the toon would move, there has been times i see the toon just stands in the damage and dont move or even attempt to move. I think you're right when you say it would have to be Routine based, the routine would have to have this written into the code. With that being said I suppose I will have to get a developer to either add this to their routines as an option, or have a developer make me custom routines similar to TA but with logic for damage, especially for ranged toons that are prone to death easily while using an AFK bot for questing and daily quests.
 
There's no way to detect incoming damage. Having said that, you can detect "bad stuff" on the ground that you are standing in. You can also detect when someone is targeting you and casting something on you. All of this already exists for Questing profiles (to move out of damage), but it's coded in 1 by 1. There's no way that I know to automatically know you are standing in something that is "bad", know the radius and walk out of it. Pretty sure each "bad stuff" id would need to be coded individually and then you may as well add it to the Questing profile (assuming you are doing a questing profile).

If you are talking about PvP, that is a different picture. There are a finite amount of abilities to look for and a combat routine could (not easily) add them all in to dodge. It would be a crazy pvp routine to which that person would then have a lot of money.
 
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