How do I do so with Object Explorer? I will do it as soon as the league mod is back.Use Object Explorer to find a mob bot sticks to. Post info here and Ill make plugin ignore it.
These will cause instant damage after dead (like this: https://www.youtube.com/watch?v=CKDacGmgqJw)
- [url]http://pathofexile.gamepedia.com/Special:Browse/DexMissionMonsterExplodesOnDeathCold1[/url]
- [url]http://pathofexile.gamepedia.com/Special:Browse/DexMissionMonsterExplodesOnDeathFire1[/url]
- [url]http://pathofexile.gamepedia.com/Special:Browse/DexMissionMonsterExplodesOnDeathLightning1[/url]
These will cause damage after some time (like this: [url]https://www.youtube.com/watch?v=8QLPIhzYYPI[/url])
- [url]http://pathofexile.gamepedia.com/Special:Browse/MonsterBloodlinesBeaconOnDeathCold[/url]
- [url]http://pathofexile.gamepedia.com/Special:Browse/MonsterBloodlinesBeaconOnDeathFire[/url]
- [url]http://pathofexile.gamepedia.com/Special:Browse/MonsterBloodlinesBeaconOnDeathLightning[/url]
Tormiasz
Making bot "avoid" something (i.e. stand still do nothing until mines explode) is not a trivial task.
Looting is done by LootItemTask and this task do not care if something dangerous lies near item.
You should add a task before LootItemTask which will constantly scan game objects for those mines. And here is the most tricky part: when mines are found you should calculate a point where distance to all mines is greater than X. Move to that point and wait until mine objects despawn.
Tormiasz
Making bot "avoid" something (i.e. stand still do nothing until mines explode) is not a trivial task.
Looting is done by LootItemTask and this task do not care if something dangerous lies near item.
You should add a task before LootItemTask which will constantly scan game objects for those mines. And here is the most tricky part: when mines are found you should calculate a point where distance to all mines is greater than X. Move to that point and wait until mine objects despawn.
var bot = BotManager.CurrentBot;
var currentTaskManager = (TaskManager)bot.Execute("GetTaskManager");
var avoidBearersTask = currentTaskManager.GetTaskByName("AvoidBearers");
if (!currentTaskManager.TaskList.Contains(avoidBearersTask))
{
var lootItemTask = currentTaskManager.GetTaskByName("LootItemTask");
if (lootItemTask != null)
currentTaskManager.AddBefore(new AvoidBearersTask(), "LootItemTask");
}
var bearermob = LokiPoe.ObjectManager.GetObjectsByType<Monster>().FirstOrDefault(t => LokiPoe.Me.Position.Distance(t) < 30 && t.IsDead && t.HasCurrentAction);
if (bearermob != null)
{ {
Log.InfoFormat("[Logic] Running away from {0} corpse", bearermob.Name);
Vector2i pos1 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 45, 40), 40);
Vector2i pos2 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 90, 40), 40);
Vector2i pos3 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 135, 40), 40);
Vector2i pos4 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 180, 40), 40);
Vector2i pos5 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 225, 40), 40);
Vector2i pos6 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 270, 40), 40);
Vector2i pos7 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 315, 40), 40);
Vector2i pos8 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 360, 40), 40);
Vector2i dodgepos = new Vector2i(9999,9999);
if (bearermob.Position.Distance(pos1) > 30)
dodgepos = pos1;
if (bearermob.Position.Distance(pos2) > 30 && LokiPoe.Me.Position.Distance(pos2) < LokiPoe.Me.Position.Distance(dodgepos))
dodgepos = pos2;
if (bearermob.Position.Distance(pos3) > 30 && LokiPoe.Me.Position.Distance(pos3) < LokiPoe.Me.Position.Distance(dodgepos))
dodgepos = pos3;
if (bearermob.Position.Distance(pos4) > 30 && LokiPoe.Me.Position.Distance(pos4) < LokiPoe.Me.Position.Distance(dodgepos))
dodgepos = pos4;
if (bearermob.Position.Distance(pos5) > 30 && LokiPoe.Me.Position.Distance(pos5) < LokiPoe.Me.Position.Distance(dodgepos))
dodgepos = pos5;
if (bearermob.Position.Distance(pos6) > 30 && LokiPoe.Me.Position.Distance(pos6) < LokiPoe.Me.Position.Distance(dodgepos))
dodgepos = pos6;
if (bearermob.Position.Distance(pos7) > 30 && LokiPoe.Me.Position.Distance(pos7) < LokiPoe.Me.Position.Distance(dodgepos))
dodgepos = pos7;
if (bearermob.Position.Distance(pos8) > 30 && LokiPoe.Me.Position.Distance(pos8) < LokiPoe.Me.Position.Distance(dodgepos))
dodgepos = pos8;
await Coroutines.MoveToLocation(dodgepos, 5, 700)
}
I don't know which build can stand in 5-10 of those (happened to me).Just get a better build. Problem solved.
So something like this? Wrote in notepad lol
Code:var bot = BotManager.CurrentBot; var currentTaskManager = (TaskManager)bot.Execute("GetTaskManager"); var avoidBearersTask = currentTaskManager.GetTaskByName("AvoidBearers"); if (!currentTaskManager.TaskList.Contains(avoidBearersTask)) { var lootItemTask = currentTaskManager.GetTaskByName("LootItemTask"); if (lootItemTask != null) currentTaskManager.AddBefore(new AvoidBearersTask(), "LootItemTask"); }
And the task logic.
But i don't know how to check if the mob is casting the bearer skill.Code:var bearermob = LokiPoe.ObjectManager.GetObjectsByType<Monster>().FirstOrDefault(t => LokiPoe.Me.Position.Distance(t) < 30 && t.IsDead && t.HasCurrentAction); if (bearermob != null) { { Log.InfoFormat("[Logic] Running away from {0} corpse", bearermob.Name); Vector2i pos1 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 45, 40), 40); Vector2i pos2 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 90, 40), 40); Vector2i pos3 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 135, 40), 40); Vector2i pos4 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 180, 40), 40); Vector2i pos5 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 225, 40), 40); Vector2i pos6 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 270, 40), 40); Vector2i pos7 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 315, 40), 40); Vector2i pos8 = ExilePather.WalkablePositionFor(getPointOnCircle(bearermob.Position.X, bearermob.Position.Y, 360, 40), 40); Vector2i dodgepos = new Vector2i(9999,9999); if (bearermob.Position.Distance(pos1) > 30) dodgepos = pos1; if (bearermob.Position.Distance(pos2) > 30 && LokiPoe.Me.Position.Distance(pos2) < LokiPoe.Me.Position.Distance(dodgepos)) dodgepos = pos2; if (bearermob.Position.Distance(pos3) > 30 && LokiPoe.Me.Position.Distance(pos3) < LokiPoe.Me.Position.Distance(dodgepos)) dodgepos = pos3; if (bearermob.Position.Distance(pos4) > 30 && LokiPoe.Me.Position.Distance(pos4) < LokiPoe.Me.Position.Distance(dodgepos)) dodgepos = pos4; if (bearermob.Position.Distance(pos5) > 30 && LokiPoe.Me.Position.Distance(pos5) < LokiPoe.Me.Position.Distance(dodgepos)) dodgepos = pos5; if (bearermob.Position.Distance(pos6) > 30 && LokiPoe.Me.Position.Distance(pos6) < LokiPoe.Me.Position.Distance(dodgepos)) dodgepos = pos6; if (bearermob.Position.Distance(pos7) > 30 && LokiPoe.Me.Position.Distance(pos7) < LokiPoe.Me.Position.Distance(dodgepos)) dodgepos = pos7; if (bearermob.Position.Distance(pos8) > 30 && LokiPoe.Me.Position.Distance(pos8) < LokiPoe.Me.Position.Distance(dodgepos)) dodgepos = pos8; await Coroutines.MoveToLocation(dodgepos, 5, 700) }
I don't know which build can stand in 5-10 of those (happened to me).
Simple solution: instant flasks with 100 ms between use.3 of those can keep you alive from 20 explosions.Ofc capped resi and around 4k hpYeah that's why I want to ignore them. Killing is not a problem. The problem only occurs when the bot is running to their bodies for loot. Bot enter the rings, they explode, bot dies. I don't know how many HP you would need to stay in this and how many the gear would cost. That's why everyone is trying to improve the bot. Rather than getting tanky build and do no damage I would improve the bot logic. "Get better build" is not helping with anything at all.
Thats why you get a paypal account via another country.I will try
Problem is that in my country (Ukraine) paypal does not accept incoming payments![]()
Standard league.
Max map level 71
The bot was doing 68-70 maps no problem.
I had 5 tabs of maps, got down to 3 tabs.
I didn't remember seeing the bot run any of the 71 lvl maps, but i was like ok... maybe i didn't have many...
so i raised the limit from 71 to 75...
The bot went in stash, took a map, went to the device...
made portals, bot went inside the portal, then bot instantly leaves back to the hideout, repeats.... goes back back into my stash, takes another map....
so i just wasted around 2 tabs of lvl 71-75 maps....
any idea on why the bot is doing this?
Went inside my guild stash, and pulled out a few t1 maps..
Bot had no problem running them, then when it game to T4 + it just did the same thing. goes in, comes back out, makes a new map...
really realllyyy sad.
i even took reflect off my ignore list, thinking maybe there was a bug or something.
but nope same issue over and over and over again.
Bot Log below.
Edit: changed from texas server to DC
portals open faster, bot starts moving quicker after portals are opened, and the bot isn't just doing the same stupid crap, its actually running the maps now.
must be a server sided issue thats causing the bot to do such evil things.
What will more stash tabs do?Still won't save the additional managing required.Buy More stash tabs.
What will more stash tabs do?Still won't save the additional managing required.
P.S. Always love your troll comments![]()
Um, that "shouldn't" happen at alllater in the day European servers get slower opening the map portals, i saw this happening many times now.
At hideout, start bot, Bot goes stash to get a map, bot uses the map on device, portals are getting opened but bot already going back to stash to get a new map.
Any fix for this? any way he waits more 2 or 3 seconds, that would solve the problem.
Just set min map amount to something big like 30 or 40.ExVault can i suggest that you add 1 more map selling option?So the thing is me and my friends are farming only low lvl maps and because of the map selling option having only max lvl selling,we kinda run out of low lvl maps.But without that selling option we are getting stuffed with shit tons of maps(ofc bot runs out of space).So we kinda need an option to sell maps for example 70+ and keep all the low lvls ofc.It would be great if you make it.No more map manual managing will be needed
Edit:We have option to sell ignored maps,can you make an option to sell maps with ignored mods?Those are my suggestions to improve the plugin,ofc if you cant add them its np.MapRunner works great![]()
Its a rare bug when portals to previous map despawn so long that maprunner thinks they are ones to a newly opened map.Um, that "shouldn't" happen at all
There are various checks, Can you post a log of this happening?
Ok, You don't have any portal scrolls in your inventory, but you have a portal gem.
You need to turn off FillTpScrollStacks, go to Settings => OldGrindBot => Scroll down to "FillTpScrollStacks" and uncheck it. Should stop that recursive portal scroll searching loop.
Ops Edit - Forgot to mention why this may be happening.
Mainly it's because you have 0 portal scrolls in your inventory.
Case 1 - if you did not have a portal gem, what would happen is, you would logout and log back in, indefinitely until you ran out of maps, the bot logs out so it can get to town to withdraw portal scrolls from stash.
Case 2 - You have your ExplorationCompleteBahaviour[1-5] on use Portal, and the rest Auto. It will default to use Portal to get to town so it can grab portal scrolls from stash.