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[A1-3 Inferno] KeyHuntinn

Could you please make A1 into a separate profile? I've found one for A2 and 3 that I particularly like but there isn't any good A1 profiles around.
 
my game crashes randomly with the 2.0 profile, any idea why?
 
Do i need all waypoints to be able to run this keyhunt + all quests done ?:) i guess i do but still want to confirm that. Ive noticed that bot runs at act where i have all waypoints +quests and dont even start a game where i only have 1st and last quest at act1. thx :)

btw is it even worth trying to obtain hellfire ring at 38,5 plvl ? :)
 
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Hey, just wondering if you were able to combine A3 keyhuntinn with Tinnkaizer?
Right after the Tinnkaizer run is over, it heads straight for the keywarden
 
I'm trying to run this, but it doesn't select an MP, even if I do have it set to the correct quest with the MP that I want. Any help?
 
I'm trying to run this, but it doesn't select an MP, even if I do have it set to the correct quest with the MP that I want. Any help?

You can set MP in the Bot settings (main DB window > Settings Arrow > Bot)
 
Is it possible to modify the second act?
Three times in a row bot couldn't fine keywarden in Oasis and this is a little problem in my opinion :P

//Edit
In Oasis after entering location bot i going to the spot that have a chance for this rare merchant. It stands in front of wall for some time - can I edit profile somehow to prevent this?


BTW, is there any way to edit this profil in a way that bot will port back to town and exit game after killing keywarden rather than running to clear entire location? ;>
 
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Can someone please tell me how to use this profile with a different MP other than 0. Whenever a new game is loaded it reverts back to zero. Thank in advance.
 
Can someone please tell me how to use this profile with a different MP other than 0. Whenever a new game is loaded it reverts back to zero. Thank in advance.

1: make sure you have enabled monster power
2: read tinnvec's post made 2 before this one:

' You can set MP in the Bot settings (main DB window > Settings Arrow > Bot) '
 
I'm having problems with this profile.

1. It often happens that the character dies after killing a warden (for example in A1 the poison leftovers from the walking trees) and doesnt go back to pick up the key.
So it goes like this:
- the bot finds the warden
- other mobs are arround (walking trees)
- the bot kills the warden and the walking trees
- the warden drops a key
- the bot dies from poison from walking trees
- the bot revives, teleports to town and leaves game without going back to pick up the key

2. it also often happens, that the bot "can not find" the warden. It happened today, that the warden in A1 was "in range" as his mortar/fireball was attacking my minnions (WD) but the bot walked away and missed him.

Both problems happen quite a lot, i notice it as i watch the bot most of the time.
 
Noticed during a run of A3 on Skycrown Battlements that it got up to one of the quest torches you light and just ran around it in circles nonstop until I stopped the bot and started a new run. Not sure if this is a DB issue or a profile issue but wanted to report on it anyway. Everything else seems to run smooth so far, just waiting on a key to actually drop so I can make sure it loots properly. >.<
 
Also noticed that while running act 2 when it gets to oasis it runs down a path on the southern end and tries to keep opening a door. Eventually it moves on, but its a complete time waste and sometimes it does it while mobs pound on you.
 
In act 2 the profile assumed that I killed the key warden.
I died for him.

[14:06:31.823 N] Player died
[14:06:31.823 N] [KeyRun] ========== DIED BEFORE KILLING KEYWARDEN - RETURN TO WARDEN LOCATION ============
[14:06:31.823 N] ProfileOrderManager.OnPlayerDied, Resetting caches.
[14:06:31.835 N] Clicked revive button
[14:06:35.065 N] Sokahr killed
[14:06:38.172 N] Using town portal
[14:06:44.068 N] Townportal successfull, we are in town!
[14:06:44.624 N] Act 2 Done
[14:06:44.801 N] ========== Grid segmentation resetting!!! ============
[14:06:45.881 N] Loaded profile KeyHuntinn - Act Picker

[14:23:36.936 N] Player died
[14:23:36.936 N] ProfileOrderManager.OnPlayerDied, Resetting caches.
[14:23:36.936 N] [KeyRun] ========== DIED BEFORE KILLING KEYWARDEN - RETURN TO WARDEN LOCATION ============
[14:23:36.940 N] Clicked revive button
[14:23:40.165 N] Sokahr killed
 
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Development on this has been pretty much at a stand still as I'm busy with Tinnkaizer, AutoSkilled, School, Work, Working for school, and working for a startup. If anyone would like to give up one day a week to give to me (I really need 8) then I might have more time to put in to this script.

That being said, Magi put together a great version of this, and I suggest you all check that one out:
http://www.thebuddyforum.com/demonb...-a1-a3-inferno-keywarden-hunt-randomized.html
 
Also noticed that while running act 2 when it gets to oasis it runs down a path on the southern end and tries to keep opening a door. Eventually it moves on, but its a complete time waste and sometimes it does it while mobs pound on you.


This thing ^^
 
"Key number based runs issue explanation: The new condition functions that Nesox added and I use for this don't currently return stack count, so 1 key or 50, it all looks like 1 to that function. So if you just let bot run as normal, it will correctly choose acts until you have at least one of each key, at that point it will always think the keys are equal (since they all look like 1) and will pick from random all acts. The other possible solution involves unstacking the keys so bot will count them correctly, but this requires maintenence, as keys will automatically be stacked. Hopefully a future update from Nesox will resolve this issue."

Could a POSSIBLE solution for this be to make the bot NOT stash the keys until it has 1 of each? That way it would always keep an equal amount of each (sort of). Once it has at least one of each, it would stash it, randomize next run, pickup a key, randomize between the two left, pickup key, choose last one, pickup key, and THEN stash all 3. Basically, prevent it from stashing until it has all 3 and make it count keys from inventory instead of stash... Is it possible? Not an elegant solution, but still... Probably works.
 
Also noticed that while running act 2 when it gets to oasis it runs down a path on the southern end and tries to keep opening a door. Eventually it moves on, but its a complete time waste and sometimes it does it while mobs pound on you.


Mine does this a lot, and repeatedly, I rarely farm any a2 keys when I need them =(
 
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