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[Plugin] Giles World Object Handler

GilesSmith

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Joined
Jun 2, 2012
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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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i'll be first to post here, ty for your plugins it helps alot
downloading your new one ^_^
 
So you finally were VERY bored after 14H sweeeeet LOL thanks for this again Gilles
 
Edit: Oops, deleted this post by accident! Was just changelogs for 1.1 and 1.2 I think!
 
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Giles, I ran v1.1.1 for a while, and I noticed that character started to whack graves, stones, containers, etc.. I then reverted to the previous version and it started ignoring them again.
 
Giles, I ran v1.1.1 for a while, and I noticed that character started to whack graves, stones, containers, etc.. I then reverted to the previous version and it started ignoring them again.

Really? Oh! Everything in range, or only if it happened to run right past? Should ignore the graves altogether though... double-check for me would you and then I'll see if I can sort that! :D
 
Hey! love the idea of the plugin, though im afraid its not working quite as intended :/

In core of arreat my char runs about 10 laps around the bone piles (this is for like 50-60% of the piles, and always the ones that is in his path), before the blacklist after 10 secs lets him keep going, I have tried a temporary solution by lowering this blacklist-timer to 1 sec, but he still runs around them for 10 seconds, isnt that wierd? :P (even tried a clean install of db and pasted the edited plugin without success ( editing "Blacklist.Add(@thisobject, BlacklistFlags.Loot, TimeSpan.FromMinutes(1.0));", on the two places i've found the blacklist-thingy)). Also, sometimes he opens a container, but that is a much lesser problem!

All I want is for my char to loot shrines and gold. And absolutely nothing else, and ofcourse as effective as possible.

Hope you got time to take a look at this. And a big thanks for taking your free time to write plugins and sharing them with the community!!

Cheers!
 
Hey! love the idea of the plugin, though im afraid its not working quite as intended :/
In core of arreat my char runs about 10 laps around the bone piles (this is for like 50-60% of the piles, and always the ones that is in his path), before the blacklist after 10 secs lets him keep going, I have tried a temporary solution by lowering this blacklist-timer to 1 sec, but he still runs around them for 10 seconds, isnt that wierd? :P (even tried a clean install of db and pasted the edited plugin without success ( editing "Blacklist.Add(@thisobject, BlacklistFlags.Loot, TimeSpan.FromMinutes(1.0));", on the two places i've found the blacklist-thingy)). Also, sometimes he opens a container, but that is a much lesser problem!
All I want is for my char to loot shrines and gold. And absolutely nothing else, and ofcourse as effective as possible.
Hope you got time to take a look at this. And a big thanks for taking your free time to write plugins and sharing them with the community!!
Cheers!

The plugin was more designed for long inferno runs rather than a short farm area like this, but I definitely intend to add customisations and a proper "config" window in a future update to let people choose what things to ignore/not ignore, and at what range.

Right now it intentionally goes for breakables within a certain, short range, just to prevent the bot getting stuck trying to run against a breakable forever. Likewise it'll open lootable containers (like chests) that it almost runs on-top of. Until I add configurations and stuff, you can, for now, force it to ignore all breakables and containers by editing this bit of code;
Code:
                GizmoDestructibleLootContainer destructibleLoot = @thisobject as GizmoDestructibleLootContainer;
                if (destructibleLoot != null)
                    if (destructibleLoot.Distance > 11f)
                        bKeepThis = false;
                // Remove containers more than 5 feet away
                GizmoLootContainer containerLoot = @thisobject as GizmoLootContainer;
                if (containerLoot != null)
                    if (containerLoot.IsOpen)
                    {
                        Blacklist.Add(@thisobject, BlacklistFlags.Loot, TimeSpan.FromMinutes(10.0));
                        bKeepThis = false;
                    }
                    else if (containerLoot.Distance > 4f)
                        bKeepThis = false;

To look like this;
Code:
                GizmoDestructibleLootContainer destructibleLoot = @thisobject as GizmoDestructibleLootContainer;
                if (destructibleLoot != null)
                    bKeepThis = false;
                GizmoLootContainer containerLoot = @thisobject as GizmoLootContainer;
                if (containerLoot != null)
                    bKeepThis = false;

^^ This will just tell it to ignore everything that is considered as a breakable container (eg bone piles), or an "openable" container (eg corpses & chests).

Hope that helps, but I will definitely look into adding proper configurations for this to make it easier for people :D
 
Really? Oh! Everything in range, or only if it happened to run right past? Should ignore the graves altogether though... double-check for me would you and then I'll see if I can sort that! :D
The ones that we happen to run past on top. Small breakable objects. I may have misquoted graves, I cannot remember 100% now. Unfortunately there are a lot of those in the latest Champions version, but with all the refinements in these plugins there are less and less stucks.
 
Omg, that's exactly what i've spent x amount of hours trying to get to work properly. Best solution for highest GPH was simply turning off looting and going with high pickup, but i wanted him to pickup the shrines for increased GF, and now, thanks to you, I'll be able to sleep well again :D

I love you!!!!

Thank you for being my god :D
 
Duude :D The bot keep looting a corpse in CotA with you plugin on. :P You want me to RAnchor the corpse or can you do it yourself?

Edit: Is there any way you could add
trOut_FesteringWoods_Neph_Column
to be completly ignored? They are one of the things that make you always stuck in festering woods.
 
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Duude :D The bot keep looting a corpse in CotA with you plugin on. :P You want me to RAnchor the corpse or can you do it yourself?
Edit: Is there any way you could add
trOut_FesteringWoods_Neph_Column
to be completly ignored? They are one of the things that make you always stuck in festering woods.

Yeah give me the name of the corpse(s) like "trOut_FesteringWoods_Neph_Column" - though I could probably just do a string match on the word "corpse" I imagine that'd catch them all. I still want it to open chests if you happen to run *RIGHT* next to one though, cos I think that looks more like a real player then (if a player happened to run RIGHT past a chest, he'd usually click it I'm sure!?).

What is "trOut_FesteringWoods_Neph_Column" <- Is that an attackable loot that the bot purposefully tries to attack but can't? Or an object that the bot gets stuck behind and we *NEED* it to attack, to break?
 
Yeah give me the name of the corpse(s) like "trOut_FesteringWoods_Neph_Column" - though I could probably just do a string match on the word "corpse" I imagine that'd catch them all. I still want it to open chests if you happen to run *RIGHT* next to one though, cos I think that looks more like a real player then (if a player happened to run RIGHT past a chest, he'd usually click it I'm sure!?).

What is "trOut_FesteringWoods_Neph_Column" <- Is that an attackable loot that the bot purposefully tries to attack but can't? Or an object that the bot gets stuck behind and we *NEED* it to attack, to break?
trOut_FesteringWoods_Neph_Column is the broken pillars in festering woods. You can break them but you cant walk across them if you have hacked one down and the bot keeps wanna "destroy the barricade"
 
Ohh i found out why it loots corpses, its because the bot walk ontop of them. Thats OK for now i guess. Maybe you could do a complete ignore on them just because you cant get something from them.
 
trOut_FesteringWoods_Neph_Column is the broken pillars in festering woods. You can break them but you cant walk across them if you have hacked one down and the bot keeps wanna "destroy the barricade"

Ahhh ok, so the idea is to NEVER break the columns right?
 
They should just put you on the payroll and have you work directly inside the core..
 
if a player happened to run RIGHT past a chest, he'd usually click it I'm sure!?
Not the silver chests. Gold chests are worth clicking but hidden in obscure locations.

Similar to manual-farm players don't pick up loot below i63 in order to progress.
 
v1.2 uploaded:
-- Some optimizations and caching to help reduce DB lag.
-- Now ignores all destructibles unless they can cause a physical block to your character, then they will be destroyed if within a specific range.
-- All containers are ignored unless they have a physical presence, in which case your character will open if passing within close range.
-- Other minor tweaks and improvements to the code structure throughout.

trOut_FesteringWoods_Neph_Column is the broken pillars in festering woods. You can break them but you cant walk across them if you have hacked one down and the bot keeps wanna "destroy the barricade"
I checked these columns out - they aren't actually considered loot and so aren't affected by the loot targeter. Your character will only destroy them "by accident" (aoe damage), like tables/furniture etc. - can't avoid it!
 
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