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Magi's Keywarden Hunt Continued - Last Updated: 03/17/2014

Few things...

1)Super awesome of you to make this the same exact day that i start playing again... lol ty so much man

2) Im not very code savy... if i sound stupid please tell me

THE REAL
1) Is there any particular reason he goes to the cemetery instead of fields of misery for Act 1? every single time im needing act 1. it TP's to cemetary and gets stuck. i have to manually run across the bridge and it takes over and does everything.. do i have a setting wrong? this is what it says..

Code:
ToggleTargeting, new values: Looting:True LootRadius:80 Combat:True KillRadius:35
Using Waypoint Waypoint_Town-110 Number:6
[Trinity] [TrinityMoveTo] Started Tag; x="2096.331" y="1500.119" z="0.05657427"  name="Bridge end" questId="1" stepId="0" worldId="71150" levelAreaId="72712"
[Trinity] [TrinityMoveTo] tag finished: Within path precision x="2096.331" y="1500.119" z="0.05657427"

i have the exact same problem.
Thanks for profile anyway
 
Few things...
2) Im not very code savy... if i sound stupid please tell me
Don't worry about it.

1) Is there any particular reason he goes to the cemetery instead of fields of misery for Act 1? every single time im needing act 1. it TP's to cemetary and gets stuck. i have to manually run across the bridge and it takes over and does everything.. do i have a setting wrong? this is what it says..
I didn't create the profiles, so I would be the wrong person to ask to be honest. However, I looked through the hundreds of pages of existing posts and it does appear that this TP was chosen for efficiency. Essentially what the Act 1 profile does is visit all known spots where the Keywarden could be located, starting at the very bottom. Running from the Cemetery puts you right at the bottom of the map. Teleporting directly to the Fields of Misery waypoint however, puts you more or less in the middle, causing quite a bit of backtracking that can be avoided by running in from the Cemetary. While it would be possible to rearrange all the POIs the bot visits, I am not sure whether that is worth my time, considering that it will likely result in a longer run overall and that the problem with running in from the Cemetary is a DemonBuddy bug of the current stable version that has already been fixed in Beta and that will eventually become the stable version soon. Personally I run DemonBuddy Beta anyways, so I never actually experienced it. I suggest to give the current DemonBuddy Beta version a try. If it doesn't fix that issue either, I will gladly give it another look.

2) Idk if its trinity broken or what... But no matter if i set "min group size" to like 10. he attacks all minions while looking for the keywarded.. is there something you can set or change so he just goes running finds the keywarden and kamakazis it checks for a key.. (other loot) of so picks it up and logs.. if not... logs. something super quick and simple like that?
I have added a feature to the new version of the plugin that allows you to toggle combat off until the Keywarden is found. It is currently in testing and will likely be released later today or tomorrow.

Just want to say thank you for updating this awesome profile, I used it allot pre 2.0 to farm keys and do ubers.
Thank you for your kind words. You are very welcome :).

i have the exact same problem.
I suggest switching to DemonBuddy Beta until the navigation fixes have made their way into the stable version.
 
Don't worry about it.


I didn't create the profiles, so I would be the wrong person to ask to be honest. However, I looked through the hundreds of pages of existing posts and it does appear that this TP was chosen for efficiency. Essentially what the Act 1 profile does is visit all known spots where the Keywarden could be located, starting at the very bottom. Running from the Cemetery puts you right at the bottom of the map. Teleporting directly to the Fields of Misery waypoint however, puts you more or less in the middle, causing quite a bit of backtracking that can be avoided by running in from the Cemetary. While it would be possible to rearrange all the POIs the bot visits, I am not sure whether that is worth my time, considering that it will likely result in a longer run overall and that the problem with running in from the Cemetary is a DemonBuddy bug of the current stable version that has already been fixed in Beta and that will eventually become the stable version soon. Personally I run DemonBuddy Beta anyways, so I never actually experienced it. I suggest to give the current DemonBuddy Beta version a try. If it doesn't fix that issue either, I will gladly give it another look.


I have added a feature to the new version of the plugin that allows you to toggle combat off until the Keywarden is found. It is currently in testing and will likely be released later today or tomorrow.


Thank you for your kind words. You are very welcome :).


I suggest switching to DemonBuddy Beta until the navigation fixes have made their way into the stable version.

Iam using the latest beta.
And this problem only occur when you already have a key in stash. If youre out of keys it works again until you find a key.. Etc
 
Thanks for your reply... and yeah, I was sooo happy thinking that the beta version would fix it... (nope) Until that issue is fixed.. how would i edit the code to make him teleport to Field of misery instead of cemetery .. He may or may not take longer.. but its Alot better than him being stuck in cemetery
 
Iam using the latest beta.
And this problem only occur when you already have a key in stash. If youre out of keys it works again until you find a key.. Etc

I accually took this into consideration.. (i have no idea why that would effect it) but i just put all my keys in my bag... and protected thoes 3 slots.. and it is now running fine...

My only issue is now if i die.... instead of respawning on himself.. it goes to nearest checkpoint how can i change this?
 
I accually took this into consideration.. (i have no idea why that would effect it) but i just put all my keys in my bag... and protected thoes 3 slots.. and it is now running fine...
I have dozens of keys of all types in my stash, still I can't reproduce the problem you and dizzeenr1 are experiencing using DemonBuddy v1.1.1718.357, Trinity 1.8.7, and QuestTools 1.5.8. I could understand if the bot got stuck on the town map, where the stash actually matters since the bot will look into it to count the keys, but I can't see any way how having an item in your stash could interfere with navigation outside of town.

Anyways, great you found a workaround that works for you.
 
I just published a new version (3.32) of the profile and the plugin. The following things have been changed:

Code:
Version 3.32 released on 3/19/2014:
Added an option available under "Plugins/Config" that allows the bot to ignore most of the mobs encountered during a run until the Keywarden is found. 
Trinity may interfere here, depending on your settings. Specifically, using Trinity default settings, the bot will still attack champion packs and Elite 
mobs it finds during the run. In most cases, this is a desired behavior, since certain abilities may otherwise kill you or cause the bot to become stuck. 
However, if you don't want the bot to even kill champion packs, make sure to also enable the skip champion/elite option in Trinity.

Added an option available under "Plugins/Config" that allows to override the default Keywarden HP death threshold. Thresholds specified within profile 
XML files are ignored from now on. The threshold is used by the plugin to determine whether or not a Keywarden is dead. The default is set to 350000. 
However, if you regularly do hit for more than 350000 you may have to increase the threshold. Otherwise the plugin will miss the Keywarden dieing and 
will not abort the run once the Keywarden is dead. 

Fixed a bug in the profile XML files that could cause the bot to stop completely in case a Keywarden was found but somehow ran out of range before 
the bot was able to catch up or in case the mob kill was missed due to an improper threshold.

As always, your feedback is highly appreciated :).
 
What is most important to people running this profile is to get as many keys as fast as possible. So its cool that you put in the the ignore mobs mode. I'll give that a try later today, but to that end, i think the pathing could be optimized to check the main areas first and only then start looking in the obscure places. The vast majority of the time he is in open areas so overall this should get you more keys.
 
What is most important to people running this profile is to get as many keys as fast as possible. So its cool that you put in the the ignore mobs mode. I'll give that a try later today, but to that end, i think the pathing could be optimized to check the main areas first and only then start looking in the obscure places. The vast majority of the time he is in open areas so overall this should get you more keys.
I may add a feature that logs the waypoint the Keywarden was found. Combining the results of others may add up to a statistical significant amount of data that allows ranking the waypoints. However, that will be quite a bit of work and will require a lot of time. Plus, it means almost completely rebuilding the profiles.
 
There's no way to just add a line of code to the code that says *****keywarden found****** to also not the cords? That would be awesome and sounds easy enough:? But what do I know...

Sent from my HTCONE using TheBuddyForum mobile app
 
There's no way to just add a line of code to the code that says *****keywarden found****** to also not the cords? That would be awesome and sounds easy enough:?
Just logging the data is trivial, yes. The hard part is then taking all the data and generating a better (weight based?) route from it and ultimately testing that route :).
 
I see.... Well I feel if you were to at least get that data.. someone would take that.. take a jpeg of each act and put a dot in each spot. then just way point a new file.. Start act / Travel to (X) / Follow Waypoints / only fight when keywarden is found. / Clear everything that trailed with you.. / TP / Repeat / Profit

Unless it turns out that his waypoints where he spawns is truly super random.. then time wasted ..=p
 
Has anyone gotten a hellfire ring from using this? By this I mean you farmed keys using this and then got all the body parts with your keys.

I don't get what your saying? You farm keys with this.. You turn 1 key from each place into a machine. With that machine you spawn a portal where you have a chance to get 1 of 3 body parts. Once you get all 3 you craft a ring... So yes from using this you will most likely get a ring??

Sent from my HTCONE using TheBuddyForum mobile app
 
I don't get what your saying? You farm keys with this.. You turn 1 key from each place into a machine. With that machine you spawn a portal where you have a chance to get 1 of 3 body parts. Once you get all 3 you craft a ring... So yes from using this you will most likely get a ring??

Sent from my HTCONE using TheBuddyForum mobile app

3 keys make 1 machine. 1 Machine will open 1 of 3 portals, Each portal Has a chance to drop 1 of 3 body parts. Yes you can make a Ring but the ring may have bad stats. so it make take 30+ machines to get what all 3 body parts. on T1 25% t6 50% drop chance. where Monster power 10 before patch 2.0 had 100% drop
 
[KeyRun] ========== KEYWARDEN FOUND ============
[KeyRun] WARDEN HP: 1.392045E+07
[KeyRun] ========== KEYWARDEN OUT OF RANGE ============
[KeyRun] Let's move to the location we last saw him ...
[KeyRun] ========== KEYWARDEN FOUND ============
[KeyRun] WARDEN HP: 1.389794E+07
[KeyRun] ========== KEYWARDEN OUT OF RANGE ============
[KeyRun] Let's move to the location we last saw him ...
[KeyRun] ========== KEYWARDEN FOUND ============

Then my guy just kept running around the map away from him... I Am doing this on Torment 1... this was for the warden act 1
 
I got the error 316611... whats wrong?
Are you sure the character you try to do the key runs on has the necessary quests unlocked? The error usually indicates, that the particular quest step the profile tries to open is not available to you.

every time i got to enable the keyrun plugin it crashes
This usually indicates a problem with either the WPF XAML or the WPF Framework itself. Can you make sure you have exactly 4 files in your KeyRun plugin directory, one of which is KeyRun.xaml? If not, please download the archive from the first post again and replace all your KeyRun plugin and KeyHunt profile files using the files from the archive. If this still doesn't work, make sure you have the .NET framework version 4.5.1 installed and fully updated.
 
Then my guy just kept running around the map away from him... I Am doing this on Torment 1... this was for the warden act 1
The Act 1 Keywarden can be a bit problematic due to the fact that it is constantly rooting and running away. In previous versions, the profile would have just stopped there, essentially causing the bot to do nothing. Now, the bot will continue the run, which in many cases will cause it to run back up to the Keywarden eventually. Anyways, I will see if I can make the catch up behavior for fleeing Keywardens more reliable in the next version.
 
any way of including q4 KW to get the plan as well? thanks for the contribution!
 
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