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[Plugin] CancelLogout in combat

Doesnt work for me either using DHSarkothv1.1Final5VaultEdit with modified no teleport but logging out
 
it'd be great if it could do a check for portals too. I know you mentioned it'll cancel if you get hit by a mob while tping anyway...but the thing is, glass cannons like DHs can sometimes get one shotted...so makes it kind of irrelevant :P.

PLEASE add functionality for doing a check while tping.
 
it'd be great if it could do a check for portals too. I know you mentioned it'll cancel if you get hit by a mob while tping anyway...but the thing is, glass cannons like DHs can sometimes get one shotted...so makes it kind of irrelevant :P.

PLEASE add functionality for doing a check while tping.
+1 for TP support, will be great.
 
Can one of you link me your sarkorth profile, ill test tp out ty.
 
Im using this profile - http://www.thebuddyforum.com/demonb...ard-sarkoth-class-specific-release-farix.html
And this plugin with it - http://www.thebuddyforum.com/demonb...ugins/55890-plugin-icools-sarkoth-helper.html

The problem: When casting TP and getting hit by any mob character is standing still to death. Is there any option to toggle combat after TP interruption?

+1 on option to toggle combat after TP interruption to clear out the mobs and then safely TPing out. :D
 
Yo yo...okay.

Here is the problem, we can't detect what spell the player is casting; well I can't seem to find anything in the API that say the player is casting "Use Town Portal." So, here is the alternate solution:

SafeTownPortal Tag : This introduces a combat behaviour that watches for enemies when using the town portal, if enemies are detected, then combat mode is enabled. Once combat is done, the town portal spell is re-casted. Note, that you don't need CancelLogout plugin to be Enabled to use this, as the combat behaviours are loaded regardless of enabling CancelLogout.

How to use the SafeTownPortal Tag? Instead of having <UseTownPortal questId="1"/> in your profile xml file, replace it with <SafeTownPortal questId="1" />

Please test and let me know how this works out for you.
 
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it works... doesn't tp when it detects any nearby mobs around. BUT! it just stands there. it waits for the mob to attack it first before retalliating. then tp out after mobs are wiped out. if u can fix that problem. then this plugin will be really awesome. xD

EDIT: oh btw when the tp is channeling and there's mobs around coming at you, it doesn't stop channeling and just goes on. just want to let you know.
 
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it works... doesn't tp when it detects any nearby mobs around. BUT! it just stands there. it waits for the mob to attack it first before retalliating. then tp out after mobs are wiped out. if u can fix that problem. then this plugin will be really awesome. xD

EDIT: oh btw when the tp is channeling and there's mobs around coming at you, it doesn't stop channeling and just goes on. just want to let you know.


You probably have another plugin fucking with it. IE icools or sarkoth wait.
 
it works... doesn't tp when it detects any nearby mobs around. BUT! it just stands there. it waits for the mob to attack it first before retalliating. then tp out after mobs are wiped out. if u can fix that problem. then this plugin will be really awesome. xD

EDIT: oh btw when the tp is channeling and there's mobs around coming at you, it doesn't stop channeling and just goes on. just want to let you know.

okay.

Hmm thats wierd, I am not seeing the issue of the bot stalling before attacking on detection. I can force the bot to move closer to the mob if it detects mobs nearby if that will help?
 
okay.

Hmm thats wierd, I am not seeing the issue of the bot stalling before attacking on detection. I can force the bot to move closer to the mob if it detects mobs nearby if that will help?

hmm..that can help a bit man. but lemme wait for carguy's reply.
 
hmm..that can help a bit man. but lemme wait for carguy's reply.

Icools is probably preventing you from attacking. Try to disable it once.
Problem is though, you will attack mobs on the way to the TP area. Basically, it's a problem of the plugin's not playing nice with each other.


anyway, EMC, I think i saw something earlier along the lines of - Zeta.Internals.Actors.AnimationState.channeling or something similar. Can you do anything with that?

Also, if you feel REALLY ambitious, you could implement your own tags like superr; they worked really well with the profiles i've created so far.

http://www.thebuddyforum.com/demonb...ehaviour-combatbehaviour-lootbehaviour-7.html .... or just figure out why the hell his :

ProfileManager.CurrentProfile.KillMonsters = false

isn't working.
 
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Icools is probably preventing you from attacking. Try to disable it once.
Problem is though, you will attack mobs on the way to the TP area. Basically, it's a problem of the plugin's not playing nice with each other.


anyway, EMC, I think i saw something earlier along the lines of - Zeta.Internals.Actors.AnimationState.channeling or something similar. Can you do anything with that?

yea dude i kinda tested it with Icools off, and yes it started to attack mobs along the way lol. well. i can waste a few seconds and wait for the mobs then kill em, as long as i dont pay many repair fees. i can wait for further updates from EMC. xD thanks guys.
 
yea dude i kinda tested it with Icools off, and yes it started to attack mobs along the way lol. well. i can waste a few seconds and wait for the mobs then kill em, as long as i dont pay many repair fees. i can wait for further updates from EMC. xD thanks guys.

can you try the latest (1.1.0.2) and see if that fixes the issue. Thanks.
 
No dice on the new version. Like i said, its just too much plugin interference. EMC. Any chance you could just implmenent some combat / nocombat tags like secure town portal?
 
I'm having a problem with it killing "Pile of Bones" and "Infernal Cocoon" in the Core of Arreat. It will interrupt the town portal to just inch towards either of these, but usually before it walks far enough it will start using the town portal again. This is on a Barbarian, and I'm using the user defined abilities combat class which doesn't usually break either of these.
 
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