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[Plugin] Giles Monster Priority Changer

on shielding/fast ranged mobs when your plugin tells it attack something else, it's sending it too far out of its way, and eventuallythe profile can't continue running because it's "stuck"

This is just down to the kill radius - it'll never go beyond the kill radius - but I could forcefully make it limit the radius it seeks out alternative targets if trying to "ignore" a currently-shielded mob perhaps?
 
Probably not related to this plugin, but just a general rant so perhaps the DB developers might put this in their priority list!

Saw my monk meetup with 2 packs of "horde" champions, basically I had the entire screen swamped with mobs. I think I went down to 0.3 attack per second or something :/ This attack speed thing is kinda a big issue especially when random dungeons are implemented, seeing how survivability is tied to to how fast you hit with loh.
 
Giles act 3 Prophets don't get higher priority.
keeps attacking the minions which re-create every few seconds.
 
Probably not related to this plugin, but just a general rant so perhaps the DB developers might put this in their priority list!

Saw my monk meetup with 2 packs of "horde" champions, basically I had the entire screen swamped with mobs. I think I went down to 0.3 attack per second or something :/ This attack speed thing is kinda a big issue especially when random dungeons are implemented, seeing how survivability is tied to to how fast you hit with loh.
Programmers are always looking for ways to improve their coding, meanwhile, you may purchase a better CPU to improve 'thinking time', no troll.
 
Giles act 3 Prophets don't get higher priority.
keeps attacking the minions which re-create every few seconds.

Which ones are prophets, are they the goblin-summoners that create new goblins?

what should i do to make my toon skip ALL the trash mobs?

Set trigger range for non-elite combat very low. Be careful - too low and mobs can "body-block you" without you attacking them making you get stuck. I wouldn't go lower than 6. Once an elite mob is within kill radius, targeting will always open up to every monster again. (won't ignore trash mobs while trying to fight elites, can cause issues).
 
I don't have a DH to test this with atm but it sounds like more of an issue with Belph than the plugin - have you tried using the latest test version of Belphegor? If it remains a major issue, I'll take a look at Belphegor and fan of knives and see if I can see why it's upset, but there's no real reason it should be - it just alters what targets are provided, it doesn't interfere with telling DB how to attack or not.

As for goblins - try setting them to "Prioritize" in the config - they'll be chased harder and for longer then. Also note that if they go out of your kill radius, they will get ignored (this was always the case even without the plugin) - if you have a routine that sets your kill radius very low, this could stop DB "seeing" them when they run far enough away from you.

I figured out what my problem was, you forgot to put that Kulleguy from Act2 Goblinfarmspot onto the blacklist his ID is 187265 (follower) and 105681 (voice version), doesn't bugs around now after I added him.


I have another suggestion for this plugin, currently ranged classes have a major problem with goblins, they just start attacking him the moment they see him, even if he is very far away, the result: -> he runs out of range because ranged class keeps attacking instead of following him -> ranged class stops following. Would it be possible to add something like:
If goblin is more than 20y away keep running towards him and only allow to cast attacks if goblin is less than 20y away from ranged class.
I think this would help a lot.
 
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hey giles just posted this in belph test thread, sorry to spam but maybe this is a better place for it...

For a cleave barb, can this plugin prioritize between (multiple targets together) vs (single targets). Say 3 on one side and 1 on another side, its better to hit the three first with cleave for essentially 3xdamage and 3xloh. This would only really be applicable to targets within melee distance as you dont want it to move if there is any target already in meelee range.

What do you think?
 
hey giles just posted this in belph test thread, sorry to spam but maybe this is a better place for it...
For a cleave barb, can this plugin prioritize between (multiple targets together) vs (single targets). Say 3 on one side and 1 on another side, its better to hit the three first with cleave for essentially 3xdamage and 3xloh. This would only really be applicable to targets within melee distance as you dont want it to move if there is any target already in meelee range.
What do you think?

It would slow down the process lot if it started calculating things like that, and atm my priority is speeding it up. I'm currently testing a new version of the plugin that cuts about 70% off the process time of Demonbuddy's target finding and makes combat in general a lot faster, by caching target data and using intelligence in when to update the target list or re-send the cached version. Also working on anti-stuck feature to blacklist monsters it tries targeting too long (eg a monster stuck behind solid obstacles which isn't engaged and you can't reach). Might still be a few days away at least, as it's quite a big change and already has needed me to update Belphegor code (I've sent them my Belphegor updates to incorporate), so when released will probably need people to download the newest Belphegor too (if it isn't in a new version of DemonBuddy itself by then) :D
 
It would slow down the process lot if it started calculating things like that

yeah thought it might be too much cpu. oh well!

all that other stuff sounds epic though. You need access to db source so you can fix that too ;P
 
It would slow down the process lot if it started calculating things like that, and atm my priority is speeding it up. I'm currently testing a new version of the plugin that cuts about 70% off the process time of Demonbuddy's target finding and makes combat in general a lot faster, by caching target data and using intelligence in when to update the target list or re-send the cached version. Also working on anti-stuck feature to blacklist monsters it tries targeting too long (eg a monster stuck behind solid obstacles which isn't engaged and you can't reach). Might still be a few days away at least, as it's quite a big change and already has needed me to update Belphegor code (I've sent them my Belphegor updates to incorporate), so when released will probably need people to download the newest Belphegor too (if it isn't in a new version of DemonBuddy itself by then) :D

Can't wait for this, imo more important than random dungeons to me ;) No act 2/3 dungeons when my bots hit for 1/4 of their attack speed :/
 
v1.5 uploaded:
-- New "target caching" - now caches the target list and tries to intelligently evaluate when to update this. Reduces processing time of target provider by 60-80%!
-- Various other optimizations and tweaks, such as variable caching for values like "is elite" "is minion" for monsters, which help processing speed.
-- Attempts to blacklist a monster that it has tried targeting too long without damaging to minimize bot getting "stuck" attacking an impossible-to-reach monster.
-- Many dungeon-based objects added to the ignore blacklist to prevent bot trying to engage things like firewalls - this list will be added to over time as dungeon profiles evolve (dungeon object list provided by Radonic & others in IRC, thanks!).
-- Goblin Shaman in Act 3 given extra priority weight.

IMPORTANT NOTE: This target caching is a whole new feature I have developed for this plugin, and while I am finding it to work extremely well, it may still have unknown issues. If you find combat is simply not working as well as before/you have serious problems (and have tried a clean install of DB etc. already) - be prepared to go back to v1.4.4 which is still available for download. The new target caching code though should work extremely well for everybody, will intelligently update the target cache as necessary, and literally knocks off between 60-80% (depending on your typical routines/profiles) of processing time for target provision - you should notice combat to be a lot faster, especially with repeated attacks (eg a barbarian's frenzy attacks on the same target). Please post feedback and let me know how you find this new update - there will likely be further (more minor) improvements to help shave a little bit more time off again based on testing & feedback!
 
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Just installed 1.5 loving it so far. It's definitely attacking faster with my frenzy barb, especially when doing lots of hits against champs/elites.

By the way, I think you should be on the dev team giles and all of your stuff should be hardcoded into DB. :rolleyes:
 
1.5 makes my bot not attack anything. Just run around and dieing. I am using the Generic profile.
 
1.5 makes my bot not attack anything. Just run around and dieing. I am using the Generic profile.
Can you try with Belphegor and post-back? If it does the same in Belphegor then it likely either isn't installed correctly, or you need to try a completely clean install of DemonBuddy (in a blank, new folder - not simply over-riding the old folder over and over), or you are using some sort of batch-launcher/relogger/command-line-tool/.bat file to load DB - which has problems atm as DB tries to start a routine before loading plugins if launched in this manner (a known bug due to be fixed in a future DB update "soon"). Let me know how you get on with any of that!

Note that there's no reason this would work any differently with generic than Belphegor though - it is ultimately just a provider of targets - the "output" it sends to the combat routine is no different to the output default DB sends - it just handles the creation (and now the caching - which default DB definitely doesn't do) and ordering of that list very differently and more intelligently :D
 
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Works fine with Belphegor. Reinstalled it and working with generic.
 
yeh im getting the no attack as well. it works fine for awhile but then eventually after it dies and starts a new game it just keeps walking without attacking back.

reinstalled everything. same issue

EDIT:using belph
 
OMG Giles, this is truly excellent, really brings my dude to the next level. You are a BEAST
 
yeh im getting the no attack as well. it works fine for awhile but then eventually after it dies and starts a new game it just keeps walking without attacking back.
reinstalled everything. same issue
EDIT:using belph
Using any reloggers to open DB? Can you list your other plugins you use? Which version of DB are you using? Have you tried using the latest "test" version of Belphegor and overwriting the Belphegor that comes with DB with it (it's available in the combat routines sub-forum)? Does this happen with 1.4.4 too or only 1.5? Any other info you can give me would help, thanks! :D

OMG Giles, this is truly excellent, really brings my dude to the next level. You are a BEAST
Great to hear others are finding the speed increase works well, I should be able to speed it up a bit more once I iron out any kinks, though any other changes won't be as noticable as this first one (but will just help smooth out any other minor bumps)! :D
 
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