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  • ExilebuddyBeta #914/#915 Feedback and Discussion

    Discussion in 'Archives' started by pushedx, Sep 23, 2014.

    1. Urgent2009

      Urgent2009 Member

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      I don't know if this works for every case but I too used to get a lot of exceptions. I than moved everything that could throw an exception into a 'try' and 'catch' block and let the bot go to next tick if an exception occured. It solved the bot stops but there is a chance it could go to an infinite loop where it always throws an exception, you gotta watch that out.
       
    2. WhereIsMyMind

      WhereIsMyMind Member

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      Perfect, thank you for your time.

      Yes, in Beyond league.

      I will clean things up a little in the CR and also start working on checking for beyond portals as I expect that is what happened.. bot spawned a hellish beyond rare just after opening a strongbox.

      WIMM
       
    3. Jalockin

      Jalockin Member

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      Hi PushedX,

      I think you misunderstood my post. I know the CR isn't incorporated with boss kills and so on, but that was not what i was trying to say. the bot is not exploring 100% of the corrupted area but only about 95% and in some cases the last 5% is the area where the boss is located. So what I'm saying is that the bot should explorer 100% of the corrupted area before leaving and not leave at 95%.
       
      Last edited: Sep 25, 2014
    4. darkbluefirefly

      darkbluefirefly Community Developer

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      Do you have the log data for the exploration?
      When the bot gets to the corrupted area, read the debug info and press TAB in game so you can see the map.
      Chances are, the bot does explore the corupted to 100%, then goes on to next task.

      From push's post at https://www.thebuddyforum.com/exilebuddy-forum/178338-basicgrindbot-guide.html
      The order of tasks matters, as the bot will execute tasks in order until one of them returns true, signalling no other task should execute.

      6. CombatTask (using a fixed radius)
      .....
      29. ExploreTask
      30. ExplorationCompleteTask

      What happens, I think, is ExploreTask finishes, when at 100% for corrupted area. then returns true, ExplorationCompleteTask then kicks in and does it's thing of, ExplorationCompleteBehaviour[1-5], either portal/transition/etc from the BasicGrindBotSettings.
      Now as you can see, combat task cannot execute because ExplorationCompleteTask is blocking it from executing, when ExplorationCompleteTask finishes, then CombatTask cna execute.

      Now to fix this, I believe you would have to have a plugin;

      - Plugin checks if in corrupted area
      - If true, check what type it is
      - We have a set of corrupted areas and the boss names of such areas.
      - Similar to Dominus plugin, we tell the bot to stick around until boss is killed
      - When boss is dead, return to regular tasks.

      Probably is what can happen,when (if) I finish the transfer items plugin, I'll see about trying to get something working,
      Installed VS last night and made my life so much simpler because with access to Object manager api, so much easier to program logic.
       
    5. cyberbot

      cyberbot Member

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      Pushedx, could you put back the link at which you can see the item names and types for the item filters? Thanks.
       
    6. darkbluefirefly

      darkbluefirefly Community Developer

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    7. cyberbot

      cyberbot Member

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    8. darkbluefirefly

      darkbluefirefly Community Developer

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      My girlfriend wouldn't mind.
       
    9. Urgent2009

      Urgent2009 Member

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      :d
      .
       
    10. Jalockin

      Jalockin Member

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      It is somewhere in the log.... but when I see the bot doing it the "live" log (don't know what to call it) says 97.**% and it runs to the exit, and the boss is in the last room it didn't bother to run into - is the a word or something i can search for in the log to easier find the section?
       
    11. darkbluefirefly

      darkbluefirefly Community Developer

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      Yea it's deff the task ExploreTask ending and going to ExplorationCompleteTask, since combat never gets called until ExplorationCompleteTask finishes.
       
    12. TurboNerd

      TurboNerd New Member

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      there seems to be an issue with the gem leveler plugin, sometimes if i forget to wipe it's "to level" list before rearranging gems on my char or whatever it will not fully clear the list when i hit remove all the next time, even removing the gems themselves i cant get them to disappear off the list without deleting the settings file for it and starting over.

      also i've verified that gold pots are set as a lootable object to ignore but every so often i notice the bot breaking them, not a huge deal and i'll make a note of which of my logs it is next time i see it happen to upload it but it's mostly one of those things that would be nice if it was fixed but it's not a big enough deal to worry about over some of the other stuff you're fixing/adding.
       
    13. darkbluefirefly

      darkbluefirefly Community Developer

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      click refresh, or close buddy and restart it. Press Clear all, and add all again.
      You have to remove all from list before you start moving the gems around. Just something that can be fixed latter.
       
    14. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      Try clicking Refresh Skills after you rearrange the skill gems and see if that fixes the issue. If not, and you can replicate the bug, please post a step-by-step process of what you're doing and I'll check it out.

      That's working as intended. The "HandleBlockingChestsTask" is executing to break chests close by the player to avoid getting stuck. You can remove the task via code (place this in the Start function of a pluign or routine):
      Code:
      TaskManager.Remove("HandleBlockingChestsTask");
      
      But then, you're more likely to get stuck behind those chests when they are setup in clusters in the middle of the road.
       
    15. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      The bot is correctly exploring the entire map. It doesn't need to move to the center of each of our navigation nodes for the objects in that cell to be known, because the client receives data from a certain range away.

      If you run a corrupted area, and manually stop the bot after it completes exploration, you should be able to open the Object Explorer and see the boss object listed. The logging doesn't show 100% in the output, because it's outputting before exploration is complete. If exploration is completed, it can't output the current completion percent, because it's not actually running.
       
    16. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      That stuff is now accessible though the scripts we provide. Please see the "Exilebuddy Tools" section in The "Dev" Tab: Runtime Development Using CodeDOM.
       
    17. Mangodash

      Mangodash New Member

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      The bot sometimes gets target on one of my flasks and then he just stands there until i move the mouse for him. i play windowed 800x600 resolution and a ranged class .. i increased the max range to 40 might be that so im gonna reduce it to 35 again what is default


      Edit - obviously says that it can overlap GUI if i set to high. sorry im just being stupid
       
    18. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      To resolve that issue, please see the Gui Overlap section of the ExampleRoutine Guide :).
       
    19. Jalockin

      Jalockin Member

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      ah ok i understand, in that case it's a waste of time running corrupted areas before a plugin exist to make sure the corrupted area is complete. Good to know :)

      Oh another thing..... Bot seems to have stopped using vaal skills, my bot is using Vaal Haste, and have been using it for quite some time and now after .914 it does not use it anymore, in the other version I have done nothing to the CR and I have done nothing to the CR in .914, but i guess i have to edit something to get it to use vaal haste again.
       
    20. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      Yes, based user feedback that was changed so you have to trigger Vaal Auras though separate logic rather than the default aura logic:
       

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