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[Plugin] Giles World Object Handler

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.


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!

The log says something like "trOut_FesteringWoods_Neph_Column_B-23455 Destroying barricade" is there nothing you can do?
 
The log says something like "trOut_FesteringWoods_Neph_Column_B-23455 Destroying barricade" is there nothing you can do?
No, the loot targeter has nothing to do with it, nor does the combat targeter. Basically - DemonBuddy pays no attention to those objects at all. If they happen to be nearby when an attack is activated, they get destroyed. But there is nothing in DemonBuddy that intentionally attacks them, and so there is no way to make DemonBuddy ignore them instead!
 
No, the loot targeter has nothing to do with it, nor does the combat targeter. Basically - DemonBuddy pays no attention to those objects at all. If they happen to be nearby when an attack is activated, they get destroyed. But there is nothing in DemonBuddy that intentionally attacks them, and so there is no way to make DemonBuddy ignore them instead!
Damn it, well hopefullt they wont be a problem anymore with the new festering woods. I just have to cross my fingers, have done over 50 runs in festering woods and no stuck yet! Seems promising. Thanks anyway!
 
i just saw the bot get stuck on Bone Pile in Act 1 Champ farm. With the latest version
 
i just saw the bot get stuck on Bone Pile in Act 1 Champ farm. With the latest version
I probably need to increase the radius then, I know the "distance" can be really picky and sometimes lag can make the distance value given be longer than it actually is! Thanks for the report, I'll keep an eye on this and see if I can tweak it a bit. (I want to avoid making the distances too big, otherwise the bot will just start going out-of-the-way to attack things!)
 
v1.2.1 uploaded:
-- Numerous minor tweaks to weightings, formulas and code throughout to improve general functionality and speed.

Updated both Monster Priority Changer and World Object Handler, both to v1.2.1. Tried to reduce some function calls, tidy up the code, and some minor tweaks to values in both to generally make them work a little better. Nothing major, but I do strongly recommend updating to the latest version as always! :D

Edit: Further update before sleep! :)

v1.2.2 uploaded:
-- Now correctly takes gold-pickup radius into account when deciding to head towards large gold piles.
 
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Works really well, but I think you should add a section in the list where you can just manually add items you want it to ignore...
 
Works really well, but I think you should add a section in the list where you can just manually add items you want it to ignore...
I may yet add a config window for it with advanced settings, but for now think it's good having the simplicity and having everything done for you (like most of my plugins!). But giving me some idea of what you want to ignore/where/why will help me in any decisions about future config options (and may prompt me to decide it's something that should just always be ignored for everyone anyway) - as that may improve it for everybody then!
 
Thanks for the hard work and excellent plugins!

I'm trying to figure out how to edit this to include xp shrines (using this while levelling). This would be a nice option if you include a config page at some point.
 
Thanks for the hard work and excellent plugins!
I'm trying to figure out how to edit this to include xp shrines (using this while levelling). This would be a nice option if you include a config page at some point.

Hi - for now you can edit the code :D Find this;
Code:
            // Remove experience shrines, used shrines, or all shrines if bIgnoreAllShrines is true
            if (@thisobject is GizmoShrine)
                if (@thisobject.CommonData.GetAttribute<int>(ActorAttributeType.GizmoHasBeenOperated) == 1 || thisname.Contains("Enlightened") || bIgnoreAllShrines)
                {

Change to this;
Code:
            // Remove experience shrines, used shrines, or all shrines if bIgnoreAllShrines is true
            if (@thisobject is GizmoShrine)
                if (@thisobject.CommonData.GetAttribute<int>(ActorAttributeType.GizmoHasBeenOperated) == 1 || bIgnoreAllShrines)
                {

You'll now go for exp shrines too!
 
There are no exp shrines on inferno btw. There is one shrine that gives random buffs that can turn into exp shrine in a4, but I don't think it's worth excluding it.
 
There are no exp shrines on inferno btw. There is one shrine that gives random buffs that can turn into exp shrine in a4, but I don't think it's worth excluding it.
Have they removed them in a recent patch? I've seen a lot of exp shrines on inferno ("Enlightened" shrines), and it was a big complaint from people on the official Blizz forums (why have a useless shrine spawn on inferno!?).
 
Have they removed them in a recent patch? I've seen a lot of exp shrines on inferno ("Enlightened" shrines), and it was a big complaint from people on the official Blizz forums (why have a useless shrine spawn on inferno!?).

I've never once seen an XP shrine on Inferno other than those one or two special cases in A4. And I've been on inferno since week 1 and been playing pretty much every day since. Maybe the complaints were for those A4 special case shrines? (The A4 pool looking shrines give two random shrine buffs one of which can be XP.)

Edit: Here is a screenshot of the A4 shrine.
Cirmr.png

(Un-cropped) http://i.imgur.com/8bdNW.png
 
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I've never once seen an XP shrine on Inferno other than those one or two special cases in A4. And I've been on inferno since week 1 and been playing pretty much every day since. Maybe the complaints were for those A4 special case shrines? (The A4 pool looking shrines give two random shrine buffs one of which can be XP.)

Hmm, I think they've removed them perhaps! Unless senile dementia has kicked in at only age 30 (and I'm not ruling the possibility out), I'm sure I saw Enlightened shrines in act 1 inferno only a couple of weeks ago (when I first made the early version of this plugin). Oh well, I'll keep an eye out - if they're definitely never appearing, I'll remove that exp-shrine check from the code (though it does no real harm leaving it in, either!) :D
 
Nice plugin but I noticed it is not possible to disable it normally ...

can't you do it like this ?...
Code:
		public void OnDisabled()
		{
			LootTargeting.Instance.Provider = new DefaultLootTargetingProvider();
			Log("LootTargetingProvider reset to default");
		}
		public void OnEnabled()
		{
			// Replace default TargetingProvider with my version
			Zeta.CommonBot.ITargetingProvider newTargetingProvider = new GilesLootTargetingProvider(LootTargeting.Instance.Provider);
			LootTargeting.Instance.Provider = newTargetingProvider;
			Log("Replaced LootTargetingProvider");
		}
 
If I want to pick gold up then I shouldn't use this and stick with your i61-63 rule sets?
 
Giles, as you may know already, the shrines that we find in the wilds greatly help us. However, currently our bot homes for monsters first, and when there aren't any more monsters in the radius, it finally takes the buff from the shrine. (The bot can potentially touch the shrine first if the kill radius is small and way point is right on top of the shrine, such as Warrior's Rest.) I wonder if you can fiddle something into this plugin so that it homes for the shrine first before combat. Many battles against the elites would have much different results with the buffs.
 
Giles, as you may know already, the shrines that we find in the wilds greatly help us. However, currently our bot homes for monsters first, and when there aren't any more monsters in the radius, it finally takes the buff from the shrine. (The bot can potentially touch the shrine first if the kill radius is small and way point is right on top of the shrine, such as Warrior's Rest.) I wonder if you can fiddle something into this plugin so that it homes for the shrine first before combat. Many battles against the elites would have much different results with the buffs.
Ive shut all shrines off. They suck, makes you stuck and takes up time. The bot is better off without them.
 
Nice plugin but I noticed it is not possible to disable it normally ...
can't you do it like this ?...
LOL how stupid of me :D I actually use a similar method to add/remove stuff for my stash replacer and item stat tracking, but just didn't try it for the loot-targeting/combat targeting stuff - for some reason I didn't think it'd be as simple as;
LootTargeting.Instance.Provider = new DefaultLootTargetingProvider();
And didn't think to test it! This seems to work great, thanks for the code, I'll stick that into the combat and world object replacer plugins for their next versions, nice one!

If I want to pick gold up then I shouldn't use this and stick with your i61-63 rule sets?
This picks up gold, but it only walks towards piles larger than 300. I can't imagine anybody that is inferno farming for valuable items wanting their bot to spend a lot of extra time running after piles with the equivalent of pennies in - however there will be a config version coming out "before too long" (in the coming week) that will let you change the minimum gold-pile size :)

Giles, as you may know already, the shrines that we find in the wilds greatly help us. However, currently our bot homes for monsters first, and when there aren't any more monsters in the radius, it finally takes the buff from the shrine. (The bot can potentially touch the shrine first if the kill radius is small and way point is right on top of the shrine, such as Warrior's Rest.) I wonder if you can fiddle something into this plugin so that it homes for the shrine first before combat. Many battles against the elites would have much different results with the buffs.
With JUST this plugin, no - right now DemonBuddy still acts as the sort of "master" - and Demonbuddy doesn't let the loot targeting pick anything up until the combat targeter tells it there is nothing nearby. Two possible ways for me to allow looting things that are very close/clicking shrines right next to you mid-combat would be either to combine my world object handler and combat target changer together, and trick DemonBuddy into thinking there are no monsters to target until a shrine has been clicked if there was one right next to you... or to work on editing the "Master" behavior tree to allow loot weight to be compared with monster weight to decide what to go for first (something I'd like to do but haven't looked at properly yet). For now, we have to make do! And as Radonic says, it's very tempting to disable shrines altogether anyway ;)
 
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