What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

[Plugin] Giles Combat Replacer

The leap thing is the biggest problem for my undergeared barb, he almost never died using belph simply because leap was essentially a 'take 0 damage' ability that was up a lot of the time, but with this one he just... doesn't leap very much.
More specifically, he doesn't seem to leap if the mob he's attacking is still in melee range. The actual attack speed is far superior with yours though, which is why i'm still using it even if my shitty barb dies a bit more often
 
Last edited:
sometimes the ww barb doesnt spin at all.. it just bashes.. no idea why, full rage. it was against those electric field mobs that go invisible in act 2.. he just stand there and bashes health slowly going down. doesnt whirlwind.. they were illusionists.

exactly the same happened to me too
 
Not sure if it's just me but has anyone noticed that the combat routine would just stop after awhile, takes a 2 min pause, then restarts back up again. In the meantime, I'm just sitting there taking hits from trash mobs. It doesn't loot/move/attack. If I switch back to belghor, this doesn't happen with the same set of plugins (minus the combat replacer).
 
Last edited:
Ive actually noticed that sometimes everything stops...but Im not sure if its the combat routine as you should still be going from waypoint to waypoint even if combat routine stops working. So Im thinking the issue may be with db or with the profile/plugin stopping working for some reason.
 
Ive actually noticed that sometimes everything stops...but Im not sure if its the combat routine as you should still be going from waypoint to waypoint even if combat routine stops working. So Im thinking the issue may be with db or with the profile/plugin stopping working for some reason.
That happens to me every once in a while even with Belph. I suspect its a bug in DB.
 
looks like right now there are issues with the nav server, so any issues of this kind right now are probably due to that.
 
looks like right now there are issues with the nav server, so any issues of this kind right now are probably due to that.

Yeah the nav server is going crazy tonight/today - randomly stop-starting, with disconnection failures. *grumbles*
 
Exactly what I am experiencing too, Nav server timing out very often since tonight. No routine//profile//plugins combo can make for it sadly :(

Code:
[21:11:29.616 D] Generating path to Festering Woods #21 - <236.2045, 566.014, 20.1>
[21:11:50.766 D] Could not connect to nav server!
[21:11:50.766 D] System.Net.Sockets.SocketException (0x80004005): Une tentative de connexion a ?chou? car le parti connect? n?a pas r?pondu convenablement au-del? d?une certaine dur?e ou une connexion ?tablie a ?chou? car l?h?te de connexion n?a pas r?pondu 188.165.14.154:810
   at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
   at System.Net.Sockets.Socket.Connect(EndPoint remoteEP)
   at System.Net.Sockets.Socket.Connect(IPAddress address, Int32 port)
   at (Object , IPAddress , Int32 )
   at Zeta.Navigation.DefaultNavigationProvider.(Vector3 dest)
[21:11:50.766 D] Waiting for path request to finish...

That said, Giles I'm sure you can do something about it. You could make it defend Itself atleast can't you? :P
 
Last edited:
Ah so that explains, I even had DB crash on me tonight which hasn't happened to me before..... I guess I'll just leave it be and wait till tommorow. Other than that, these combat routines are working really well. Nice job once again Giles.
 
uhmmm,, the routine is perfect, however, the bot keep attacking HYDRAS when on party, and also some NPC's on act 2 and other npcs as well ....
 
v0.3.1 uploaded:
-- Lot of work done on avoidance - should now be very fast and very accurate (I'm not saying it's perfect, but hopefully a lot better than it was for people!).
-- Leap, Furious Charge, Earthquake, Call of the Ancients and Slow Time abilities should now be more reliably cast while your character is performing rapid-attacks.
-- A number of other changes to the code/techniques throughout the plugin that should help smooth a number of things out.


Exactly what I am experiencing too, Nav server timing out very often since tonight. No routine//profile//plugins combo can make for it sadly :(
That said, Giles I'm sure you can do something about it. You could make it defend Itself atleast can't you? :P

Sadly not - when DB is trying to connect to the nav-server it locks everything else out - the combat routine doesn't even get a chance to see if there's targets around. That's something DB will need to fix (backup to at least allow combat when the nav server is playing up). Somebody go make a thread suggesting it, I think the DB guys are already fed-up of my bug-reports/developer requests ;)

uhmmm,, the routine is perfect, however, the bot keep attacking HYDRAS when on party, and also some NPC's on act 2 and other npcs as well ....

It's not really designed for parties :P But hopefully that's quite easily fixable - but you'll have to do a bit of leg-work for me!

What I need are the "Actor SNO's" of any hydra-heads being attacked, and any NPC's in act 2 that are being attacked - and I can make it blacklist these objects. How can you get that data? Simply make sure the bot is running (ie is "Started" - can be done with an empty combat-only profile like [url]http://pastie.org/4554824[/url] this one or just your regular routine/profile) - get your character very close to the object (hydra head or NPC) in question, and then in DemonBuddy, go to the info dumping tab, and click "Dump Ractors" - not that this button sometimes freezes DB for a moment, and has even been known to crash DB, but usually it works ok. You'll get a list in the log of EVERY single object within range of your character, sorted by the distance from your character - you should be able to pick out the correct lines based on their names (eg see mention of the NPC name or hydra name etc.) - send me those lines (which will contain actor SNO numbers)! :D
 
Sounds great! I'll let you know how the leap change works... as soon as the navigation servers stop murdering my poor innocent barbarians
I think I have an idea though..
We need to buy them some more reliable guinea pigs to power their nav server!
 
i have posted this on other thread in support...

[15:13:29.295 D] Waiting for path request to finish...
[15:13:29.417 D] Generating path to Trying to reach target - <2900.025, 2145.663, 0.09999999>


if only DB fights mob while waiting for the client to regenerate path / waiting for the lag nav server to go away atleat for a while... the bot would not be this crippled.. atleast the DB is left there to fight mob and not just standing in the center of the mob.... hope the devs fix how the DB client react to NAV server lag...


maybe i should make a request....
 
Last edited:
hey Giles, v0.3.1 sounds great, cant wait to get to home to test it out :D

one question, are u planning to implement some features to "adjust" the avoidance handling, perhaps like its actually in belphegor?
would really be great if their would be options to activate or deavticate special sorts of avoidance, for example ignore plague avoidance but activate arcan, but arcan only under 50% hp :D
a combination of the avoidance handling in belphegor and ur "fast attack" routine would be the best ever :D
this would really allow me to use it in act2 with my actual gear
thanks 4 all ur hard work
 
Giles:
Tested out 0.3.1 for around 30 minutes.
Works much better than your last version! Not sure how avoidance is supposed to work but my barbs aren't dying so... so far so good!
Gonna let them run all night tonight and see if they keep up the 0 death streak!

Thanks for the great work you put in!

edit* leap seems to be working MUCH MUCH better now too!
 
Seems to be a problem in 0.3.1 with avoiding normal monsters not in path (It goes after them)

A lot smoother now though ;) Also, drop rates of trash mobs are getting upped 4x in 1.04, so the part about it not avoiding trash monsters might not be important after all.
 
0.3.1 runs very well compared to previous version (and Belph).
Just watced my barb plow through Act2 twice, with only 1 death due to having 3 champ packs at the same time.
With previous version and Belph he would have at least 4-5 deaths per run.

Giles, you sir is a legend!
 
Ran it through a few act 1 champ hunts and it's been working flawless except it stopped spamming eq after awhile. It comes back on for some elite packs then others it doesn't cast.
 
Last edited:
Ran it through a few act 1 champ hunts and it's been working flawless except it stopped spamming eq after awhile. It comes back on for some elite packs then others it doesn't cast.

Got same problem with WotB. It seems to only use it on Rares and not on Champions.
 
Last edited:
Do you got serios talent or have the DB team just been slacking? Basicly you have done a better job in 3 days then they have done in a half year and your not getting paid - wtf? What I am trying to say is that this is amazing. No death on a only medicore geared monk so far on act 2 (only been running 30 mins, but feels good).

A small bug: vs. goblin as a monk fist of thunder should normally teleport multiply times. It doesn't seem to be doing this which basicly means the goblin surrives since I cannot catch it.

Edit: After 20 mins additional watching I can say that the lagg seems totaly gone, I had expected some improvements but now it even gives better fps than belphagor. I can't even see small fps drops or anything atm.
 
Last edited:
Back
Top