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Rift Bot - Yet Another Rifting Profile!

**PROBLEM**
When I load the script 'Rift Bot Explore' and start the bot, it posts this error in the log repeatedly.

'Failed to load profile: Element GetItemFromStash is not supported. Please check your XML and try again. (<GetItemFromStash questId="1" stackCount="5" actorId="323722" />) Line 29
System.Exception: Element GetItemFromStash is not supported. Please check your XML and try again. (<GetItemFromStash questId="1" stackCount="5" actorId="323722" />) Line 29
at ..(PropertyInfo , XElement , Object )
at Zeta.XmlEngine.XmlEngine.Load(Object obj, XElement element)
at ..(PropertyInfo , XElement , Object )
at Zeta.XmlEngine.XmlEngine.Load(Object obj, XElement element)
at ..(XElement , Type )
at ...(XElement )
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at ..(XElement , PropertyInfo )
at ..(PropertyInfo , XElement , Object )
at Zeta.XmlEngine.XmlEngine.Load(Object obj, XElement element)
at Zeta.Bot.Profile.Profile.Load(XElement element, String path)
at Zeta.Bot.Profile.Profile.Load(String path)
at Zeta.Bot.ProfileManager.Load(String profilePath, Boolean rememberPath)'

Full Log can be gotten here: https://dl.dropboxusercontent.com/u/83993567/4024 2014-09-12 13.35.txt

Also when ignoring above, the bot runs between the chest and Book (Identify Book) in Tristram, '[Trinity] No more space to pickup a 2-slot item, now running town-run routine. (TownRun)'. Inventory was empty and was not full. Maybe it's related to the problem above?...
 
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**PROBLEM**
When I load the script 'Rift Bot Explore' and start the bot, it posts this error in the log repeatedly.

*snip*

Full Log can be gotten here: https://dl.dropboxusercontent.com/u/83993567/4024 2014-09-12 13.35.txt

Also when ignoring above, the bot runs between the chest and Book (Identify Book) in Tristram, '[Trinity] No more space to pickup a 2-slot item, now running town-run routine. (TownRun)'. Inventory was empty and was not full. Maybe it's related to the problem above?...

Update your Trinity and QuestTools. They're outdated.
 
**PROBLEM**

Updating the files did help, like you suggested. But now a new problem has come up and spams the console.

'[QuestTools][SafeMoveToTag] Initialized questId="312429" stepId="2" x="569" y="724" z="-10" pathPrecision=5 MoveResult=Moved statusText=SafeMoveToTag: IsDone: False, PathPrecision: 5, StraightLinePathing: False, UseNavigator: False, X: 569, Y: 724, Z: -10, Position: <569, 724, -10>, PathPointLimit: 250, Timeout: 180, AllowLongDistance: False, QuestId: 312429, StepId: 2, QuestName: Quest Id: 4C46D, IgnoreReset: False, IsDoneCache: False, Behavior: null,
Exception during bot tick.System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000090, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.Actors.ACD.get_ActorSNO()
at Zeta.Game.Internals.Actors.ACD.get_ActorInfo()
at Trinity.Trinity.RefreshCacheMainLoop() in c:\Users\Julian\Desktop\DemonBuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 554
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\Julian\Desktop\DemonBuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 69
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\Julian\Desktop\DemonBuddy\Plugins\Trinity\Combat\TargetCheck.cs:line 123
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()

Exception during bot tick.System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000090, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.Actors.ACD.get_ActorSNO()
at Zeta.Game.Internals.Actors.ACD.get_ActorInfo()
at Trinity.Trinity.RefreshCacheMainLoop() in c:\Users\Julian\Desktop\DemonBuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 554
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\Julian\Desktop\DemonBuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 69
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\Julian\Desktop\DemonBuddy\Plugins\Trinity\Combat\TargetCheck.cs:line 123
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()

Exception during bot tick.System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000090, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.Actors.ACD.get_ActorSNO()
at Zeta.Game.Internals.Actors.ACD.get_ActorInfo()
at Trinity.Trinity.RefreshCacheMainLoop() in c:\Users\Julian\Desktop\DemonBuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 554
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\Julian\Desktop\DemonBuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 69
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\Julian\Desktop\DemonBuddy\Plugins\Trinity\Combat\TargetCheck.cs:line 123
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()'
Log Can Be Gotten Here: https://dl.dropboxusercontent.com/u/83993567/6588 2014-09-12 14.19.txt
 
Who would overwrite files to update them? That's just stupid ^^ I went to the plugins area got the latest ones.

Thought their wasn't much of a different between the compilation and the ones from the legitimate source. I did change the settings as your first post suggests. I shall give the compilation a try out.
 
Who would overwrite files to update them? That's just stupid ^^ I went to the plugins area got the latest ones.

Thought their wasn't much of a different between the compilation and the ones from the legitimate source. I did change the settings as your first post suggests. I shall give the compilation a try out.

You wouldn't believe how many who actually do this..
Actually the compilation includes Trinity 2.1.18 and QuestTools 2.1.22. They have new features and fixes that is not included in the .zip from the Trinity/QT thread.
 
It works beautifully ^^

Shall donate when payday comes in!
 
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I know you said you wouldn't answer questions about behavior, but there is nothing to change on my end to make my WD summon zombie dogs after revive on corpse. She will summon when she first starts the rift, but not after a death. I don't know how to post a log to pastebin, etc, but I've checked all settings and nothing. I did a total clean install of DB, Trinity, QT, and RiftBot. Anyone have any ideas or help please?
 
I know you said you wouldn't answer questions about behavior, but there is nothing to change on my end to make my WD summon zombie dogs after revive on corpse. She will summon when she first starts the rift, but not after a death. I don't know how to post a log to pastebin, etc, but I've checked all settings and nothing. I did a total clean install of DB, Trinity, QT, and RiftBot. Anyone have any ideas or help please?

Yes, this was a recent change in WD combat logic in Trinity where Summon Zombie Dogs won't occur during battle or aoe/kite before death evasions, etc. It also won't be used off cooldown when the dog is alive.

You can either edit the WD combat file yourself, or post in the Trinity thread/section for help/assistance on how to do this. I suggest requesting a setting for "spam zombie dogs off cooldown" in the WD combat tab in trinity as well.
 
Yes, this was a recent change in WD combat logic in Trinity where Summon Zombie Dogs won't occur during battle or aoe/kite before death evasions, etc. It also won't be used off cooldown when the dog is alive.

You can either edit the WD combat file yourself, or post in the Trinity thread/section for help/assistance on how to do this. I suggest requesting a setting for "spam zombie dogs off cooldown" in the WD combat tab in trinity as well.

Thank you so much! I was driving myself nuts on how to fix this! I will post to the Trinity section to ask how to edit this, as I don't want to bug anything out by guessing at it.
+1 to you :) (Not sure how to actually give reputation on here just yet)
 
RiftBot Compilation v1.5 Revision 454 is out!

  • Updated with Trinity 2.1.19
  • Fixed a few issues with some of the waypointed levels.
 
can I get some help, the bot runs back n forth confused on what to do with legendary plans if I have them checked or unchecked to not pick them up it just gets stuck in a loop standing over it
 
Has anyone experienced a large cut in ticks in DB when upgrading to the latest version of compilation? When I upgraded from rev445 to the latest, my ticks were cut from 16 to about 8. Not sure what the culprit is. I'm thinking it's GearSwapReloaded, even though it's disabled, but I can't remove it from the folder without an error being thrown.
 
Has anyone experienced a large cut in ticks in DB when upgrading to the latest version of compilation? When I upgraded from rev445 to the latest, my ticks were cut from 16 to about 8. Not sure what the culprit is. I'm thinking it's GearSwapReloaded, even though it's disabled, but I can't remove it from the folder without an error being thrown.

Nope. I made the change back to Trinity's standard setting. High TPS caused some people with slower computers to disconnect from the game.

If you want to change it back, just replace this file with the current one in Plugins/Trinity/Helpers
View attachment BotManager.cs
 
Anyone else experiencing the problem of the bot sitting idle when legendary plans are on the floor weather I have it checked to pick them up or not it still gets stuck.

Its not finishing rifts because of this my main concern otherwise working great.
 
You know what would be the most awesome thing, if you could make the bot use up hes bloodshards=) id love u forever kappa
 
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