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[Plugin] Giles Monster Priority Changer

GilesSmith

New Member
Joined
Jun 2, 2012
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1,564
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THIS PLUGIN IS OLD AND HAS BEEN ABANDONED.
IT IS REPLACED BY "GILES TRINITY".
IT IS NOT COMPATIBLE WITH GILES TRINITY.


Click HERE to access the Trinity forums for information, guides, and download link

DO NOT USE THIS OLD PLUGIN WITH GILES TRINITY - DELETE THIS BEFORE USING TRINITY.




Attachments left for legacy/archive purposes only. Please don't post any more bugs/problems with this plugin. There will be no more updates for it.
 

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You are definitely the best contributor out there <3
Good job.
 
hey gile.. just wanna say.. u r the best.. better than buddy team themselves... more useful updates
 
Thanks man! I'm running two of your plugins now, I'll add this one to the mix when I get home.
 
Can we get a version without prioritising monsters by type (getting stuck behind massive walls of summoned mobs while trying to reach that summoner killed me more times than helped), with just killing elites/skipping white mobs intact?
 
Can we get a version without prioritising monsters by type (getting stuck behind massive walls of summoned mobs while trying to reach that summoner killed me more times than helped), with just killing elites/skipping white mobs intact?
Sure, well, I'll tweak it to allow for clearing mobs in-front of a summoner before going for the summoner if you are a melee class perhaps (I don't think ranged classes would have this issue?), perhaps even check if the melee class has something like "Leap" to reach the back of the crowd or not? But I'll certainly be working on this some more, this is just the early first version to try and improve some of the combat targeting mechanics :D

Next version should be a lot faster/smoother too, and cause less "lag".
 
Besides massive lag sometimes and the problem above, I'd like to say your plugin is awesome. You're awesome too, woohoo!

Keep doing the awesome job, sir :)
 
v1.1 uploaded:
-- Large speed optimizations to the whole combat routine. DB should now run much smoother with my plugin.
-- Melee characters give much more weight to monsters closer to them, to stop running around as much (Barbarians with Leap don't mind distance as much, and range characters will still give some weight to nearby targets).
 
Have a slight problem (still works just slows down the run). When I run into a mob that is a ranged mob, but has melee minions and has the affix invulnerable minions, my barbarian will focus the shielded minions instead of running after the caster in the back who can actually be damaged. Is this something I messed up when installing it?

edit: I am running A1 champion packs and my kill / loot radius is 40 kill, 50 loot.
 
Have a slight problem (still works just slows down the run). When I run into a mob that is a ranged mob, but has melee minions and has the affix invulnerable minions, my barbarian will focus the shielded minions instead of running after the caster in the back who can actually be damaged. Is this something I messed up when installing it?
edit: I am running A1 champion packs and my kill / loot radius is 40 kill, 50 loot.

I'll try and improve the weights but I encounter this too, I think it's just a "bad luck combination of affixes"! Having leap helps a bit, and maybe 50 kill radius (though 40 should be absolutely plenty). This plugin WON'T go after invulnerable minions (or at least it shouldn't ever) - it only goes after shielded mobs that have taken at least some damage, to try and avoid completely invulnerable ones. If you do see it stuck on invulnerable mobs that have full hp, let me know please! (check their HP first).
 
I'll try and improve the weights but I encounter this too, I think it's just a "bad luck combination of affixes"! Having leap helps a bit, and maybe 50 kill radius (though 40 should be absolutely plenty). This plugin WON'T go after invulnerable minions (or at least it shouldn't ever) - it only goes after shielded mobs that have taken at least some damage, to try and avoid completely invulnerable ones. If you do see it stuck on invulnerable mobs that have full hp, let me know please! (check their HP first).

They were invulenrable mobs with full HP. I think it was because the caster was > 40 yards away and they were right there. Just bad luck. I am going to try leap and see if it helps speed up my runs and cause less issues to occur.
 
They were invulenrable mobs with full HP. I think it was because the caster was > 40 yards away and they were right there. Just bad luck. I am going to try leap and see if it helps speed up my runs and cause less issues to occur.

Had this happen to me too - attacking invulner minions. Luckily mine was melee so the minion head eventually came over and the barb switched to it and killed it.

Would it be possible to also correct the behavior of the bot attempting to pick lowest current hp monsters no matter what? A lot of situations I would get surrounded by illusionist elites and the bot would try to target a normal mob far away, and end up dying due to it being "stuck" and just standing there.
 
Currently, it's ignoring elites if far away (however, still somewhat in screen). Using latest version.

I have Kill radius at 50, and it would skip elites within 50 yards (the elites are actually in the screen even when running in a 4:3 aspect ratio). Does not actively engage.
 
Ok that's great info, sounds like the "weighting" I have given distance is too low at large distance - shielded mobs should always be lowest priority compared to anything else that is within kill radius. I'll put an update in when I get home tonight to make sure shielded never get targetted if there is *SOMETHING* within kill radius (eg the "daddy mob" that owns the invuln minions).

Hajkfas: As for picking lowest current hp - do you think distance should have MORE weight for very close range? I could make it "guarantee" it went for monsters standing right next to you no matter what - eg if a monster is full health 3 yards away and a monster is at 10% remaining health 15 yards away, go for the full health one... if not, then if you have some healths & distances in mind I can adjust weightings to try and get the balance right. I think we just need the "perfect" (it'll never be perfect :P) balance of weight between distance, and health remaining, and think it should depend on your class too.
 
i was using this with goblin farm profile.. and sometimes i think it thinks goblin is not an elite.. it just walks by
 
it thinks goblin is not an elite.. it just walks by
This happened to me as well, definitely well within kill radius.

Also to give feedback, there is a noticeable delay when the monsters are a mixture of normals and elites. It is as if the bot is 'thinking and deciding' which to attack. Without the plugin the bot attacks monsters much faster. Is there something we can optimize in this regard?
 
This happened to me as well, definitely well within kill radius.
Also to give feedback, there is a noticeable delay when the monsters are a mixture of normals and elites. It is as if the bot is 'thinking and deciding' which to attack. Without the plugin the bot attacks monsters much faster. Is there something we can optimize in this regard?

Hmmm, should be going for treasure goblins within kill radius, but I may have missed some names for them. I'll see if I can find some more treasure goblins and check their "backend" names!

As for the speed - to be honest mine runs smoother *WITH* the plugin than without :O I find default DemonBuddy gets very very laggy with lots of monsters on-screen, especially with corridors/obstacles nearby and elites. I've tried to improve this as much as I can - I'll certainly look into ways of caching data to try and make it even faster, but I don't think it can get much quicker without some core changes to DB!
 
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