![UPG1vRN.jpg](http://i.imgur.com/UPG1vRN.jpg)
The plugin is better than it's name, I swear.
DangerDodger is a plugin that allows the bot to kite monster and dodge dangerous spells. I have tested this plugin for almost a week now it have not had a single deaths from Storm Bearers (according to DeathLogger).
The plugin is surprisingly simple and effective. I hope you enjoy.
Obviously, I would not recommend using it on a melee character.
Description of the UI
General
Step Length: The distance the bot will walk when kiting.
Monsters
Monster Danger Radius: This represents how close a monster has to be to the character to start kiting. If no monster is withing this distance, we won't kite.
Monster Pack Size: The amount of monster near (radius 60) your character required to start kiting if Kite Monster Packs is selected.
Monster Kiting Cooldown: The timeout between each kiting step. This timeout allows your bot to cast attacks and whatnot, instead of just kiting endlessly.
Kite Monster Packs: Checking this will make the bot kite monster packs.
Kite Rare Monsters: Checking this will make the bot kite rare monsters.
Kite Unique Monsters: Checking this will make the bot kite unique monsters.
Spells
Dodge Exploding Beacon: Checking this will make the bot dodge exploding beacons created by dead magic monsters who have the Flame/Frost/Storm Bearers mod.
Dodge Bonespire: Checking this will make the bot dodge the ground DoT spikes created by monsters possessed with the Bonespire Talisman.
Step Length: The distance the bot will walk when kiting.
Monsters
Monster Danger Radius: This represents how close a monster has to be to the character to start kiting. If no monster is withing this distance, we won't kite.
Monster Pack Size: The amount of monster near (radius 60) your character required to start kiting if Kite Monster Packs is selected.
Monster Kiting Cooldown: The timeout between each kiting step. This timeout allows your bot to cast attacks and whatnot, instead of just kiting endlessly.
Kite Monster Packs: Checking this will make the bot kite monster packs.
Kite Rare Monsters: Checking this will make the bot kite rare monsters.
Kite Unique Monsters: Checking this will make the bot kite unique monsters.
Spells
Dodge Exploding Beacon: Checking this will make the bot dodge exploding beacons created by dead magic monsters who have the Flame/Frost/Storm Bearers mod.
Dodge Bonespire: Checking this will make the bot dodge the ground DoT spikes created by monsters possessed with the Bonespire Talisman.
Contributing
You can contribute to this project via it's github repository.
https://github.com/Buddyfu/DangerDodger
Follow the steps included in the Readme and create a Pull request once you are done.
Here is an example of a Pull Request:
https://github.com/Buddyfu/DangerDodger/pull/1
If for some reason or another I become inactive, you can always continue your project off your own fork and invite other developers to fork your fork.![Smile :) :)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png)
https://github.com/Buddyfu/DangerDodger
Follow the steps included in the Readme and create a Pull request once you are done.
Here is an example of a Pull Request:
https://github.com/Buddyfu/DangerDodger/pull/1
If for some reason or another I become inactive, you can always continue your project off your own fork and invite other developers to fork your fork.
![Smile :) :)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png)
TODOs
Add the ability to dodge with movement skills.
The easiest way to do this would be to make this plugin compatible with Alcor75PlayerMover.
It is not currently compatible with Alcor75PlayerMover because I user Coroutines.MoveToLocation() for movements.
I think that Alcor75PlayerMover is only compatible with PlayerMover.MoveTowards(). However, this method does not seem to work when the bot is busy. I often saw the bot stopping the movement to start attacking when using it.
My bot does not use movement skills so this is not a priority for me at the moment.
Add the ability to dodge bosses attacks.
I will work on that soon™.
Add the ability to dodge exploding monsters (Alira's Martyr, Carrion Minion and Unstable Larvae).
I will work on that soon™.
Make the bot dodge spells forwards
At the moment, the bot will run away from Bonespire's spikes. While running away from the spikes, in most cases, the bot will also be running away from the monster casting the spikes. This can be troublesome in small environments with many doors and walls, where the bot would simply not be able to reach the monster casting the spike and be in stuck waiting for the monster to finally come close enough.
A way to fix this problem would be to make the bot dodge forwards. The bot would get outside the radius of the spikes while also positioning himself closer to the monster casting them. This require additional logic.
As a summoner, this is a not a priority for me. My minions have an easy time finding enemies even when my character cannot.
Others
If you have suggestions or ideas, feel free to post them. You can also code them yourself!![Big Grin :D :D](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png)
The easiest way to do this would be to make this plugin compatible with Alcor75PlayerMover.
It is not currently compatible with Alcor75PlayerMover because I user Coroutines.MoveToLocation() for movements.
I think that Alcor75PlayerMover is only compatible with PlayerMover.MoveTowards(). However, this method does not seem to work when the bot is busy. I often saw the bot stopping the movement to start attacking when using it.
My bot does not use movement skills so this is not a priority for me at the moment.
Add the ability to dodge bosses attacks.
I will work on that soon™.
Add the ability to dodge exploding monsters (Alira's Martyr, Carrion Minion and Unstable Larvae).
I will work on that soon™.
Make the bot dodge spells forwards
At the moment, the bot will run away from Bonespire's spikes. While running away from the spikes, in most cases, the bot will also be running away from the monster casting the spikes. This can be troublesome in small environments with many doors and walls, where the bot would simply not be able to reach the monster casting the spike and be in stuck waiting for the monster to finally come close enough.
A way to fix this problem would be to make the bot dodge forwards. The bot would get outside the radius of the spikes while also positioning himself closer to the monster casting them. This require additional logic.
As a summoner, this is a not a priority for me. My minions have an easy time finding enemies even when my character cannot.
Others
If you have suggestions or ideas, feel free to post them. You can also code them yourself!
![Big Grin :D :D](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png)
Changelog
Version: 0.0.1.0
Github hash: b23f433859b366d43a9d42ab46285c77c3fd15ac
Date: 24/02/2016
Comment: Initial version of the plugin
Github hash: b23f433859b366d43a9d42ab46285c77c3fd15ac
Date: 24/02/2016
Comment: Initial version of the plugin
[video=youtube;x2-MCPa_3rU]https://www.youtube.com/watch?v=x2-MCPa_3rU[/video]
Attachments
Last edited: