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[Plugin] MapRunner

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Clonkiy
Thats probably because your "affix ignore list" is too big. You should farm rare maps only with strong character that can complete nearly any map (1-2 ignored affixes).

I will look more closely at Twinned Dry Peninsula Map in next update.

lyvewyre
That should be implemented as a separate plugin. MapRunner is for running maps. Doing random pauses is completely different logic.

Thanks for the response, figured that would be the case. I guess whoever does it would have to code in a logic that would be able to detect when maprunner has finished though? Is there a flag that gets set? Otherwise I'm not sure how it would know.
 
Thanks for the response, figured that would be the case. I guess whoever does it would have to code in a logic that would be able to detect when maprunner has finished though? Is there a flag that gets set? Otherwise I'm not sure how it would know.
Currently no. But Pushedx said that new act4 version will have some plugin communication stuff.
 
Think found a small loop in the plugin. When you cast a portal up in eternal labs, and there are no other portals up (to map) bot just goes into infinite loop going to town and then back to labs then town again. <- happens since bot uses waypoint rather than existing teleport to go to labs, so the TP will never disappear.
 
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Think found a small loop in the plugin. When you cast a portal up in eternal labs, and there are no other portals up (to map) bot just goes into infinite loop going to town and then back to labs then town again. <- happens since bot uses waypoint rather than existing teleport to go to labs, so the TP will never disappear.
Plugin will never cast portal in Eternal Lab by itself. And it cannot properly analyze player interference. Just don't do that :)
 
I apologize for not correctly written
Skill to use the portal, instead of constantly spending teleport scrolls to the city.

I understand this is Problem main module, but there may be any code for this?
 
I apologize for not correctly written
Skill to use the portal, instead of constantly spending teleport scrolls to the city.

I understand this is Problem main module, but there may be any code for this?

There's actually no behavior/plugin to perform that kind of action

// EDIT //

And no one will actually spend time to code it until a4 comes out
 
i am new to map botting - which "minimum requirements" are important?
Level/life/damage? How many maps/chisel should i collect before first attempts? Is a hideout a "must have" ?
I already collected a few lvl 66 maps and chisel, but never tried ;)
 
i am new to map botting - which "minimum requirements" are important?
Level/life/damage? How many maps/chisel should i collect before first attempts? Is a hideout a "must have" ?
I already collected a few lvl 66 maps and chisel, but never tried ;)

depends on your build, and your ability to take down things fast.

Basically, Resists > Life > Damage.

You can run maps without using chisels, but you need to have atleast i would say 20-30 maps before running smoothly.

Hideout is an option, but it could also avoid some city flags (paranoia).

Blacklist everything that could "slow down" the clear speed, for a melee-physical build you need to avoid Armored, for example, arc build > no resists lightning etc etc.
If you can't stand bosses, blacklist "Twinned".

Always have some transmut/augm/alts orbs to modify affixes, and start running "Magic" maps, if your build/gear is strong enough just go for rares.

An avg "worth" clear speed could be between 8-12mn.

The plugin is a 1click2go, set things up, press start, have fun
 
just 2 Questions :
- is ist possible to add Explore Percentage to the settings ? (for some Farm stuff (like Vaales Museum maps) i would love to make the bot run immediately to the boss.
- in this case the Bot ran to the Boss room but made a Portal right in front of the candle that it couldnt interact with it anymore (see Pic). is this a Maprunner Problem or the basicGrindbot ?

Code:
2015-03-10 13:51:01,535 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 769
2015-03-10 13:51:01,495 [14] WARN  Logger (null) - [MapExplorationTask] Explored percent: 91%. Its time to go to the boss room.
2015-03-10 13:51:02,587 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 751
2015-03-10 13:51:03,689 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 721
2015-03-10 13:51:04,848 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 711
2015-03-10 13:51:05,888 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 649
2015-03-10 13:51:07,066 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 573
2015-03-10 13:51:08,207 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 503
2015-03-10 13:51:09,276 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 441
2015-03-10 13:51:10,459 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 373
2015-03-10 13:51:11,647 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 318
2015-03-10 13:51:12,655 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 250
2015-03-10 13:51:13,676 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 186
2015-03-10 13:51:14,754 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 160
2015-03-10 13:51:15,860 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 109
2015-03-10 13:51:20,322 [14] DEBUG Logger (null) - Adding location ["Stairs"][19958] = {931, 477} for area [0xBF4C4F2]
2015-03-10 13:51:20,349 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 86
2015-03-10 13:51:21,473 [14] DEBUG Logger (null) - [AreaTransitionTask] Moving to area transition at {883, 594} distance: 27
2015-03-10 13:51:21,669 [14] DEBUG Logger (null) - [InteractWith] Now attempting to highlight 31143.
2015-03-10 13:51:21,857 [14] ERROR Logger (null) - [InteractWith] The target highlight has been lost.
2015-03-10 13:51:21,859 [14] ERROR Logger (null) - [AreaTransitionTask] Fail to interact with Loose Candle.
2015-03-10 13:51:21,863 [14] WARN  Logger (null) - [MapExplorationCompleteTask] Now finishing the map run.
2015-03-10 13:51:21,873 [14] DEBUG Logger (null) - [CreatePortalToTown] Now opening the inventory panel.

ygzpacgn51.jpg
 
druzil
How can I command a bot to go straight to the boss room if it does not know where it is? Bot should first explore the map to find it.
About error. Are you using old plugin version? In 1.5.4 I've changed it to do 5 interaction attempts.
 
druzil
How can I command a bot to go straight to the boss room if it does not know where it is? Bot should first explore the map to find it.
About error. Are you using old plugin version? In 1.5.4 I've changed it to do 5 interaction attempts.

Even if it was "doable" it's not allowed by the buddyproduct dev rules. Anything that don't look like a human behavior is prohibited (like hacks of any sort can do/provide)
 
i think its not human behavior when you try to completely Clear a map like corrupted museum an only enter the Boss room afterwards.

when i do that manually i just try to find the boss room as fast as possible.

currently i tried to set
private const int PercentToCheck = 10;
in MapExplorationTask to 10, but it still tries to find the room only after 90% :(
 
druzil
How can I command a bot to go straight to the boss room if it does not know where it is? Bot should first explore the map to find it.
About error. Are you using old plugin version? In 1.5.4 I've changed it to do 5 interaction attempts.

thanks for answering.
ahh, ok, trying that version now. havent upgraded it because i dont chisel my maps and didnt care about that fix.
 
thanks for answering.
ahh, ok, trying that version now. havent upgraded it because i dont chisel my maps and didnt care about that fix.
Chisel fix was in 1.5.5.
1.5.4 was a "stability" patch. You can read it in path notes.
 
ohh, while im on it :
is it possible to ignore Some Maps when upgrading to higher maps ?
 
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