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[Plugin] Giles Monster Priority Changer

^^ That "8" can be anything, it's how many feet away from your character a white mob must be before your character starts attacking white mobs rather than carrying on running. (the f doesn't stand for feet by the way, that's just coincidence, the f is for "float" :P). Try 6-8 - smaller than that can have problems with monsters that have a very large hit box being close to you (I think distance is calculated from the center of your hitbox, to the center of the monster hitbox).
Exactly what I wanted, thanks!
 
Sometimes it starts ignoring ranged elites (usually shielding ones) after running some distance away from them, especially with sprint.

Goes something like this:
- spots ranged elite, engages;
- mob shields, barb sprints away;
- mob goes the opposite side to gain distance as per default monster AI;
- distance between barb and mob grows, barb continues on it's waypoints, elite lags too far behind and is lost.

Can we "sticky" the unkilled elites (and unlooted corpses) if temporarily going for other mobs and/or waypoints?

The "unlooted corpse" part happens with the delayed death animation mobs (like the fat ones). If barb runs away from the corpse during it's death animation, sometimes it gets out of loot range before the drops become visible.
 
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Sometimes it starts ignoring ranged elites (usually shielding ones) after running some distance away from them, especially with sprint.
Goes something like this:
- spots ranged elite, engages;
- mob shields, barb sprints away;
- mob goes the opposite side to gain distance as per default monster AI;
- distance between barb and mob grows, barb continues on it's waypoints, elite lags too far behind and is lost.
Can we "sticky" the unkilled elites (and unlooted corpses) if temporarily going for other mobs and/or waypoints?
The "unlooted corpse" part happens with the delayed death animation mobs (like the fat ones). If barb runs away from the corpse during it's death animation, sometimes it gets out of loot range before the drops become visible.

Not without over-riding the kill/loot radius, which would interfere too much and could cause some serious stuck issues. Am afraid the going out of range is just the nature of DemonBuddy - and down to profiles/routines/settings tab radius config. Can just be bad luck that a "fast" mob, and/or a ranged mob, happens to run outside of the kill radius and then gets "forgotten about" - would happen with or without this plugin (less so with I find). I think it best leaving the kill/loot radius changes to the profiles themselves, and endure this as just one-of-those-things. While there's probably a way to nut*****er in a forced target that's beyond the kill radius without altering the kill radius, I would imagine this could cause it's own issues within Db.
 
Sometimes it starts ignoring ranged elites (usually shielding ones) after running some distance away from them, especially with sprint.

Goes something like this:
- spots ranged elite, engages;
- mob shields, barb sprints away;
- mob goes the opposite side to gain distance as per default monster AI;
- distance between barb and mob grows, barb continues on it's waypoints, elite lags too far behind and is lost.

Can we "sticky" the unkilled elites (and unlooted corpses) if temporarily going for other mobs and/or waypoints?

The "unlooted corpse" part happens with the delayed death animation mobs (like the fat ones). If barb runs away from the corpse during it's death animation, sometimes it gets out of loot range before the drops become visible.

This will be fixed soon in a not so far away version of act champion hunting!
 
I'm not sure if this could be done in DB, but you are likely the person to do it if it can be ;)

For certain maps, there is a max cap of # of elites in an area. Would it be possible to code it such that the bot skips to the next area after killing a certain amount of elite? (Generally 3-4 max in an area)
 
Giles, act 1 there are those stupid trees that drop plant bombs.

i saw a few times he sticks to the elites not giving care for the tree, ending in his immediate death from 50 tree bombs in one spot.
- i guess im not the only one experiencing this, can rais their priority maybe?
 
I'm not sure if this could be done in DB, but you are likely the person to do it if it can be ;)
For certain maps, there is a max cap of # of elites in an area. Would it be possible to code it such that the bot skips to the next area after killing a certain amount of elite? (Generally 3-4 max in an area)

Is there? I did not know this :O Hmmm. I haven't ever played with trying to influence the current profile/routine that is running, from a plugin, but this should be possible. I like to leave all the routine/profile stuff to Radonic (and 5avage, and others helping out in the Act 1 champ farming thread) - but if he finds this to be the case AND thinks that working on a plugin to handle this might genuinely remove a lot of time, then I'll look into this some more if nobody beats me to it first :D

Giles, act 1 there are those stupid trees that drop plant bombs.
i saw a few times he sticks to the elites not giving care for the tree, ending in his immediate death from 50 tree bombs in one spot.
- i guess im not the only one experiencing this, can rais their priority maybe?
Hehe, I've never died to the tree bombs yet, they don't do much damage with high enough resist - but you are right, it would make sense to take out the trees quickly so the plant bombs don't stack up while you kill the elites. I will give them a little extra priority weight in the next update I release!
 
Not a big fan of public profiles due to how easy they are to spot for blizzard :/ Written all my profiles myself from scratch so from a personal perspective, I would much rather it be a plugin lol, I'm sure the other people who write their own profiles feel the same way

PS : Using 5 of your plugins now, good job ;)
 
hmm when I use this My monk only tries to attack while nothing is there ... will send you log later gtg now
 
hmm when I use this My monk only tries to attack while nothing is there ... will send you log later gtg now
I use with both a monk and barbarian without any problems. You could try a clean install of DB, make sure there is nothing in your combat routines that has been changed/broken. Let me know if you still have problems even with a clean install - but there shouldn't be any problem at all. All this plugin does is tell Db which targets are and are not valid, it can't "invent" targets that aren't there, and it doesn't tell DemonBuddy what to actually do with those targets (eg how to attack them or what abilities to use on them), that's all still down to DB & the CC routines.
 
Giles, from your experience with DB's combat system, do you think it would ever be feasible for it to play a WW barb properly?
Thinking once random dungeons become supported and the bot can bot say Act3, WW barbs would prob have the best chance on dying the least.
 
Giles, from your experience with DB's combat system, do you think it would ever be feasible for it to play a WW barb properly?
Thinking once random dungeons become supported and the bot can bot say Act3, WW barbs would prob have the best chance on dying the least.

I have a nearly fully automated WW rotation, but I can't get it to fully automate. There are other specs that are viable, they just aren't as fast.
 
Giles, from your experience with DB's combat system, do you think it would ever be feasible for it to play a WW barb properly?
Thinking once random dungeons become supported and the bot can bot say Act3, WW barbs would prob have the best chance on dying the least.

Definitely. I think it might need DB changing how their core combat behavior tree works a bit though - I don't think with the current combat behavior tree, any CC will work brilliantly with it. The core behavior trees would need some changes I think to allow more "unusual" skill uses. But the potential is definitely there to be done!
 
v1.4 uploaded:
-- The plugin must now be ENABLED to work. You can now DISABLE the plugin normally (you do not have to remove from the plugins folder to disable!).
-- The trees in Act 1 that lay poison bombs now given extra priority weight.
-- A config window has been added to the plugin, with two asked-for tweaks. The recommended defaults button will put settings back exactly as I use them myself.

IMPORTANT: This plugin can now be disabled and enabled like any plugin. It will now only work if it is ENABLED (ticked in the plugins tab of DemonBuddy)! :D

New config window sample:
HT4OH.jpg


I strongly recommend keeping trigger range value at default. Setting trigger range too low can get your bot stuck trying to run through normal mobs. Setting too high can cause your bot to get stuck trying to reach far-off mobs. Note that if an elite mob is present, then the bots Kill Radius is used as usual.

Treasure goblins set to ignore means they will ALWAYS be ignored. Setting to Normal means they will be treated as a normal grey mob (with a slight priority weight). Setting Prioritize means they can over-ride your trigger range and are treated like elite mobs with a high priority weight. Tweak this value based on how quickly or not your character can kill treasure goblins.
 
v1.4 uploaded:
-- The plugin must now be ENABLED to work. You can now DISABLE the plugin normally (you do not have to remove from the plugins folder to disable!).
-- The trees in Act 1 that lay poison bombs now given extra priority weight.
-- A config window has been added to the plugin, with two asked-for tweaks. The recommended defaults button will put settings back exactly as I use them myself.

IMPORTANT: This plugin can now be disabled and enabled like any plugin. It will now only work if it is ENABLED (ticked in the plugins tab of DemonBuddy)! :D

New config window sample:
HT4OH.jpg


I strongly recommend keeping trigger range value at default. Setting trigger range too low can get your bot stuck trying to run through normal mobs. Setting too high can cause your bot to get stuck trying to reach far-off mobs. Note that if an elite mob is present, then the bots Kill Radius is used as usual.

Treasure goblins set to ignore means they will ALWAYS be ignored. Setting to Normal means they will be treated as a normal grey mob (with a slight priority weight). Setting Prioritize means they can over-ride your trigger range and are treated like elite mobs with a high priority weight. Tweak this value based on how quickly or not your character can kill treasure goblins.
Marvelous job!!!!
 
Still attacking goblins :x even though I changed the setting :)
Can you double-check the setting is "saved" by quitting, DB, re-loading, and checking the plugin config - see if the changes you made got saved? And what setting have you set, Ignore or Normal - and is the bot still going for goblins like crazy (chasing halfway across the world even if nothing else is nearby), or attacking them more like a normal mob (ie only when a mob or an elite is near).
 
v1.4 uploaded:
-- The plugin must now be ENABLED to work. You can now DISABLE the plugin normally (you do not have to remove from the plugins folder to disable!).
-- The trees in Act 1 that lay poison bombs now given extra priority weight.
-- A config window has been added to the plugin, with two asked-for tweaks. The recommended defaults button will put settings back exactly as I use them myself.

IMPORTANT: This plugin can now be disabled and enabled like any plugin. It will now only work if it is ENABLED (ticked in the plugins tab of DemonBuddy)! :D

New config window sample:
HT4OH.jpg


I strongly recommend keeping trigger range value at default. Setting trigger range too low can get your bot stuck trying to run through normal mobs. Setting too high can cause your bot to get stuck trying to reach far-off mobs. Note that if an elite mob is present, then the bots Kill Radius is used as usual.

Treasure goblins set to ignore means they will ALWAYS be ignored. Setting to Normal means they will be treated as a normal grey mob (with a slight priority weight). Setting Prioritize means they can over-ride your trigger range and are treated like elite mobs with a high priority weight. Tweak this value based on how quickly or not your character can kill treasure goblins.

Just tested with DB185, trigger range value at default then changed to 3, all fight mobs faraway, reverted to 1.3.
 
So I've been trying to figure out why my monk is attacking more slowly/casting more slowly (delay between attacks/casts). This plugin is it. Not sure why, but if I disable it, character makes decisions/attacks much more quickly.
 
Anyway to retain prioritizing invuln mobs/goblins/shielders but entirely remove ignoring normal mobs? I mow through them anyways and it gives me spirit - I've also noticed a huge decrease in legendary drops after using this plugin.
 
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