should include the update time in your update logs.
The very first post, at the very very top, has a big timestamp as to when the last update happened
Hi,giles. Can you make a plugin for calculate the drop rate of items? or is there exist one?
get it , i need check the debug info in DB status bar. ty for your info!!
No, you don't. The stats file is always created automatically. The status bar debug info is purely for, well, debugging. Tracking down issues. Helping people who are having problems find out what the bot is "thinking". Don't enable it just for item stats. Item stats is already created. Just let your bot run and check the plugin folder, you will find many log files created with cool info in.
TYVM for awesome works
anyway, is it possible to make repair everytime when you make a new game?
cuz my bot sometimes get stuck when it need repair([GilesTrinity] Items may need repair, now running town-run routine with this)
I would rather fix the stuck issue, can you explain it more. Tell me the full process of events. Where it gets stuck, when, what act, did it visit the blacksmith when it got stuck, did it get stuck trying to enter the portal back into the map, what other plugins exist in your plugins folder, etc. etc. Details - however minor - are very important.
There is a bug with the Wizard using your combat routine. The spell Energy Armor sometimes fails to be cast. If the failure to cast occurs, the spell is not cast again for the rest of the run, or until death occurs. Death usually occurs because energy armor is a key skill for wizard survival.
I'll check that out.
giles greatly appreciate your work, great plugin, but I have a doubt, why do not you add the chests of Fields of Slaughter? many are farmando gold and I also like that my character caught, appears to some chests resplendent, most cost thanks
If you have SNO's of chests that aren't listed in the plugin, please give me them. I have a special SNO list in the plugin that extends the range of chests. Until then, you can simply go into your config and extend the range which your bot opens objects at. It will always open all chests if it gets close enough to them (set in the config), even if I don't have their chest SNO added. Having their chest SNO added just increases the range particularly for chests
it doesnt hold down the spells such as archon and arcane torrent. So it fires with a break in the middle and doesn't even use any of the arcane power. But sometimes i see it hold it down for both spells. What do you think is wrong?
There is no such thing as "hold LMB" in DemonBuddy. The only way I manage to get any beam-effect at all is by repeating the attack command as fast as possible - the moment the code goes off to search for targets/AOE's/picks a new ability again, that can be enough time (even if it's only a handful of milliseconds) for the beam to "switch off" again. It's a tricky one to fix without DemonBuddy having any form of LMB -hold-down effect
Stuff to add to ignore list for act 3. (Firewalls and stuff)
199998, 199997, 54952, 54515
Are they world objects to ignore (eg destructibles/containers/things the bot thinks are containers), or are they things that the bot tries to attack but which can never be attacked? Can you also confirm what each of the SNO's is please, I don't like to add SNo's to the public blacklist unless I've got a confirmation for each one!
Worked flawless until my monk hit 25 and I started playing my barb. He just hit 60 and wanted to see how well he survived. He is WW/Sprint spec'd and if I have full fury and the profile goes to teleport out, it will stop casting teleport and keep hitting sprint. Lol. Not sure if this is you or the a1 profile.
I'll try a full fix for this next release, but it involves some mess with checking your character's animation state. There isn't actually any variable/flag in the entire of DemonBuddy that says "Character wants to teleport to town" if it's reached the end of a profile section (I can control the town-return teleports for selling/repairing, because I replace that code, but not the teleport stuff that happens when you move to the next part of the profile) - so there isn't a super-simple way of checking if your character is actually teleporting to town or not. I've requested this feature a number of weeks ago in the Developers forum, but still no response (I have a few ongoing requests in the developers forum, no luck yet...).
Awesome work, as expected giles, jsut here to report a minor issue with health globes. As u said previously health globes got a bit higher priority now (1.4.4) which led to a situation where my bot was surrounded, and once he got to a low hp he stopped attacking as to attempt to pickup a health globe. Needles to say died unable to move due to being stuck by mobs. In prev versions i noticed he would stop for a sec to check for health globe, and if surrounded would continue attacking.
I'll keep playing. It's tricky to get the fine balance between trying to go for globes no matter what, and letting the bot get physically stuck trying to go for globes and dying. I'll get a great balance that satisfies everyone, eventually.
hey Giles ! 1.4.4 still have problem avoiding arcane . My bots stay on top arcane beam and fighting the elite even they are low hp. Btw thank for reducing cpu usage <3 I can run more bot per computer now.
I'm keeping an eye on avoidances, I haven't forgotten about them!
1) The bot tends to run towards stuff then ww away from them. --- Instead I propose having it run towards stuff, WW through them, Past them a small amount (roughly the width of like 1-1.5 tornados, then back through them again. This should increase the efficiency of the killing quite a bit. OR better yet would be if you could get the bot to do circles of tornadoes instead of straight lines as this would increase the surface area of tornado hits on elites quite a lot.
2) The other problem comes from walls and impassible terrain apparently. It seems as though the bot will WW into something impassible then stop doing anything for awhile. It would be nice if the bot could WW up to impassible terrain and then along it without getting stuck. It also generally seems to have trouble with anything and everything involving stairs. Would it be possible to have it WW between the top "flat" ground and the lower "flat" ground instead of having it trying to navigate to specific points on the staircase?
There's no simple way to pick a point on the map that actually picks out the correct Z-Height too - not without using CPU intensive path-finding (which causes large lags and slowdowns when used frequently, so is something I have entirely avoided - all my code to reach a monster, track monsters, backtracking, avoidance, etc. is all done without ANY pathfinding - just clever trickery!). I might think of a clever hack for dealing with height-differences when picking locations to try to whirlwind too though, you never know
Is there a way to make the bot just stash all the rares and not ID them? i want to ID them myself
You can use a plugin by haigent to keep particular items (valuable ones) unID. My plugin will automatically stash anything left UnID. You can find his plugin here in the plugins subforum - look for a thread by a forum user called "haigent"
-Bot is not focusing down the lowest HP elite unit until death(blue pack) I find my guy attacking whichever elite is closest in range so I damage each one and average amount until death rather then focus one. This means I constantly have increased affixes being planted on or around my ass i.e Arcane lasers, frozen balls.
-Also noticed if he has to chase ranged packs with 1 elite left he often comes across another pack. This creates problems as he doesn't focus the lower hp unit down so he is fighting affixes from that one unit as well as the newly discovered pack
I'll try and give EXTRA weight for low Hp *IF* the low HP mob is an elite, in a future release.