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[Plugin] MapRunner

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Hi ExVault, but I'm not saying to return map when X monsters are remaining, I mean when the bot is doing a map, and have to go to town to sell or put items in stash because it's full, and returns to the map, it have a % of map explored and starts again because the bot thinks that it's in new map or something, and have to check all the map again to get the % explored had before (I think this issue it's only with maps that have many areas). And I'm asking if there's anything that can be do to say the bot when returns from selling/stashing that he has already explored % of that map.
Please read carefully what I wrote. We are talking about same thing.
 
Please read carefully what I wrote. We are talking about same thing.

Maybe I misunderstand what you was saying (as I said my english it's not my first language)
I'll explain what bot:
I'm in Museum map for example (this map have 2 areas, the big one and the boss area)
The bot starts cleaning the big area and in the log you can read ; 76% of area explored (or something like that, right now I don't remember)
when the bot is in this point, have to go to the city and sell/stash because it's full
when he come back to the Museum map, it starts again with the explored area (5%...10%...25%...) and have to explore another time all the area he already explored and not fighting mobs (because there are no mobs he killed before going to town) and when he reaches 9x% of map explored or 100% (don't remember) he change the area to the boss area and fight with him, and after killing the boss writes /remaining to know how many monsters are left.
I don't know if this what you meant with the /remaining command but I think he only do this after killing the boss (but I don't want to make it before killing it, I want the bot not to explore all the area he explored when he returns from town)
And I don't know if this happend too with normal maps (only 1 big area).
I hope I explain a little bit more and if you refer that before I'm sorry!
 
Maybe I misunderstand what you was saying (as I said my english it's not my first language)
I'll explain what bot:
I'm in Museum map for example (this map have 2 areas, the big one and the boss area)
The bot starts cleaning the big area and in the log you can read ; 76% of area explored (or something like that, right now I don't remember)
when the bot is in this point, have to go to the city and sell/stash because it's full
when he come back to the Museum map, it starts again with the explored area (5%...10%...25%...) and have to explore another time all the area he already explored and not fighting mobs (because there are no mobs he killed before going to town) and when he reaches 9x% of map explored or 100% (don't remember) he change the area to the boss area and fight with him, and after killing the boss writes /remaining to know how many monsters are left.
I don't know if this what you meant with the /remaining command but I think he only do this after killing the boss (but I don't want to make it before killing it, I want the bot not to explore all the area he explored when he returns from town)
And I don't know if this happend too with normal maps (only 1 big area).
I hope I explain a little bit more and if you refer that before I'm sorry!
My plugin does not do /remaining check in maps with boss rooms. Please ensure that you do not have another remaining check plugin enabled!
As for explored area (5%...10%...25%...) - it is standard BasicGrindBot task, I can't change it, sorry.
 
Hello ExVault,

Thanks you very much for this, this motivated me to bot again (I had to stop due to ban hammer), but definitly will try this.

Edit : Works like a charm, but I got an anoying bug

Bot taking fine the first tp, but if he die, he'll try this

http://i.imgur.com/S8ra7gv.png , and he simply fail, disconnect cause stuck, coming back and doing infinite loop with this =(

Code:
[WaitForAreaChange] We have been waiting 00:00:05.9890477 for an area change.
[WaitForAreaChange] We have been waiting 00:00:06.0968325 for an area change.
[WaitForAreaChange] We have been waiting 00:00:06.2052754 for an area change.
[WaitForAreaChange] We have been waiting 00:00:06.3109146 for an area change.
[WaitForAreaChange] We have been waiting 00:00:06.4144127 for an area change.
[WaitForAreaChange] We have been waiting 00:00:06.5219190 for an area change.
[WaitForAreaChange] We have been waiting 00:00:06.6292608 for an area change.
[WaitForAreaChange] We have been waiting 00:00:06.7314436 for an area change.
[WaitForAreaChange] We have been waiting 00:00:06.8326973 for an area change.
[WaitForAreaChange] We have been waiting 00:00:06.9358633 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.0421435 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.1446595 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.2492265 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.3588079 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.4625208 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.5640104 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.6739189 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.7830096 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.8841839 for an area change.
[WaitForAreaChange] We have been waiting 00:00:07.9942072 for an area change.
[WaitForAreaChange] We have been waiting 00:00:08.1039848 for an area change.
[WaitForAreaChange] We have been waiting 00:00:08.2136515 for an area change.
[WaitForAreaChange] We have been waiting 00:00:08.3152287 for an area change.
[WaitForAreaChange] We have been waiting 00:00:08.4197224 for an area change.
[WaitForAreaChange] We have been waiting 00:00:08.5320936 for an area change.
[WaitForAreaChange] We have been waiting 00:00:08.6398656 for an area change.
[WaitForAreaChange] We have been waiting 00:00:08.7428730 for an area change.
[WaitForAreaChange] We have been waiting 00:00:08.8478922 for an area change.
[WaitForAreaChange] We have been waiting 00:00:08.9505867 for an area change.
[WaitForAreaChange] We have been waiting 00:00:09.0551986 for an area change.
[WaitForAreaChange] We have been waiting 00:00:09.1579351 for an area change.
[WaitForAreaChange] We have been waiting 00:00:09.2602907 for an area change.
[WaitForAreaChange] We have been waiting 00:00:09.3663240 for an area change.
[WaitForAreaChange] We have been waiting 00:00:09.4674659 for an area change.
[WaitForAreaChange] We have been waiting 00:00:09.5757735 for an area change.


etc

Edit #2 : Disabling CustomPlayerMover fixed the problem, anyway to do not leep slam in laboratory?
 
Last edited:
zamup
Hello. Thanks for kind words.
To disable CustomPlayerMover in Eternal Lab you should add
Code:
if (LokiPoe.CurrentWorldArea.IsMapRoom) canLeapSlam = false;
to line 244 in CustomPlayerMover.cs

Or here is the edited file.
View attachment CustomPlayerMover.cs
 
Hello ExVault,

Thanks for your fast reply.
Your plugin is really awesome
 
I'll update the CustomPlayerMover example included with the bot in the next version to avoid that issue.
 
Due to the last patch note, that possible to add an option to vaal orby map?
 
Update
- Reworked area transition logic. Removed unnecessary overhead.
- Now bot does not care about back transitions in boss room maps. Dungeon Map, Shrine Map bosses can be done now.
- Now bot will reset all blacklisted monsters after taking area transition. This solves mob ignoring problem in maps where rooms are close to each other (Tropical Island, Orchard).
- Problem with area transition highlighting is probably gone (I did not encounter it while testing).

About Crematorium:
This map differs from other multilevel maps:
- It does not have back transitions.
- It is looped (last level has transition to 1st level).
All this can be done though. I've adjusted AreaTransitionTask to properly traverse the Crematorium... and then reverted all back because I did not like the resulting code.
Basically, task should do 2 checks everytime we are in the multilevel map:
- If map is Crematorium - do not scan for back transitions.
- If map is Crematorium - always scan for Megaera nearby because she is the only flag of map's end.
or task should count levels we have passed... Anyway this is too much for one map. Map that nobody will ever run because of boss. Crematorium is permanently banned now. I don't think that anybody will care.
 
Forgot to tell: Pushedx has changed standard ExplorationTask so it does not reset in Eternal Lab. Now bot will spend significantly less time in map after town run. Thanks Pushedx :)
 
A user reported an issue to me about the logic for TrackMobs that was based on the code I made. OverworldAreaTweaks will be getting an update in the next version to fix a combat cycle issue that results from two mobs being on opposite sides of the player, and the distance between them bounces back and forth, causing the bot to loop back and forth. This was avoided in the other bot tasks, but it can happen in the plugins because it doesn't commit to a position, but rather tries to travel to the closest mob.

Here's the new OverworldAreaTweaks that shows the change in the logic (right side): https://www.diffchecker.com/kyb08k6d

I'll do the same thing for CorruptedAreaTweaks as well.
 
pushedx
Thanks for informing me! I will update that task according to your changes.
 
A user reported an issue to me about the logic for TrackMobs that was based on the code I made. OverworldAreaTweaks will be getting an update in the next version to fix a combat cycle issue that results from two mobs being on opposite sides of the player, and the distance between them bounces back and forth, causing the bot to loop back and forth. This was avoided in the other bot tasks, but it can happen in the plugins because it doesn't commit to a position, but rather tries to travel to the closest mob.

Here's the new OverworldAreaTweaks that shows the change in the logic (right side): https://www.diffchecker.com/kyb08k6d

I'll do the same thing for CorruptedAreaTweaks as well.


Hello pushedx, and thanks for this fix.

e:/ nvm

Also ExVault, thanks for the update!
 
Last edited:
pushedx
Thanks for informing me! I will update that task according to your changes.

I'm going to make one more change as well:

if (myPos.Distance(kvp.Value) > 15)

will now be:

if (myPos.Distance(kvp.Value) > 50)

The idea was to not check the position too far away, since mobs move, and you don't want to check the position while being outside a good sync radius. However, 15 is too small, because movement in this game is not precise, so around objects like shrines, it's possible the point to get in range of, can't be moved to, and as a result the bot will stop. Making the range a lot larger should avoid that issue, but still not have the undesired side effect of removing the location from eliminating the position from being too far away.
 
I'm going to make one more change as well:

if (myPos.Distance(kvp.Value) > 15)

will now be:

if (myPos.Distance(kvp.Value) > 50)

The idea was to not check the position too far away, since mobs move, and you don't want to check the position while being outside a good sync radius. However, 15 is too small, because movement in this game is not precise, so around objects like shrines, it's possible the point to get in range of, can't be moved to, and as a result the bot will stop. Making the range a lot larger should avoid that issue, but still not have the undesired side effect of removing the location from eliminating the position from being too far away.
I've already tested greater distances. Its not the case because of inactive mobs (statues, water elementals). Task should move character into activation range or you will stuck. I am using 20 range in my modified task, its enough to activate mobs.
50 is way to big, what if user have combat range lower than 50?
 
Hm, I got issue with boss


My BossRoomMaps.txt
Code:
Crypt Map
Dried Lake Map
Dunes Map
Dungeon Map
Grotto Map
Orchard Map
Overgrown Ruin Map
Tropical Island Map
Untainted Paradise
Arcade Map
Arsenal Map
Cemetery Map
Mountain Ledge Map
Sewer Map
Thicket Map
Wharf Map
Ghetto Map
Mud Geyser Map
Museum Map
Reef Map
Spider Lair Map
Springs Map
Vaal Pyramid Map
Catacomb Map
Overgrown Shrine Map
Promenade Map
Shore Map
Spider Forest Map
Tunnel Map
Bog Map
Coves Map
Necropolis Map
Pier Map
Underground Sea Map
Villa Map
Arachnid Nest Map
Colonnade Map
Dry Woods Map
Strand Map
Temple Map
Labyrinth Map
Mine Map
Waste Pool Map
Canyon Map
Cells Map
Dark Forest Map
Dry Peninsula Map
Gorge Map
Maze Map
Residence Map
Underground River Map
Bazaar Map
Necropolis Map
Plateau Map
Academy Map
Crematorium Map
Precinct Map
Shipyard Map
Shrine Map
Courtyard Map
Palace Map

He just skipped Shrine boss
 
Last edited:
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