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zerg key farm (very fast version)

Good Job mrbubbel! Although I did find some bugs.

Just tested your profile for ~2 hrs, and it gets stuck really really much. as for A1 - A2 they are horrible. It is faster by hand then your script because it gets stuck to often( no harm intended )
Also I noticed that most of the time the profile does not recognize if the warden is killed, which result in exploring the entire location.
in A2, I saw it completely miss the warden, exploring entire FOM and then ending up in the Drowned temple.

Besides this, gonna let it run for the night and see what we end up with ^^
 
Good Job mrbubbel! Although I did find some bugs.

Just tested your profile for ~2 hrs, and it gets stuck really really much. as for A1 - A2 they are horrible. It is faster by hand then your script because it gets stuck to often( no harm intended )
stucks are not a profile issue in this case. what does get stuck mean? profile uses qt explorer and it works the same way with any profile. if it gets stuck once in a while thats not a profile issue and it happens rarely.

Also I noticed that most of the time the profile does not recognize if the warden is killed, which result in exploring the entire location.
this cannot happen. im very sure you misinterpret things.

in A2, I saw it completely miss the warden, exploring entire FOM and then ending up in the Drowned temple.
yeah this is a bug and i cant fix it (because i suspect its a bug with qt) or dont know how to fix it.
 
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stucks are not a profile issue in this case. what does get stuck mean? profile uses qt explorer and it works the same way with any profile. if it gets stuck once in a while thats not a profile issue and it happens rarely.
Buddyme sells a Profile and plugin. 4 $ is the best i ever spend on a Profile. + fast Support and Updates
 
Nothing but i hate ppl they dont respect the work of the Profile creator. I mean they make this for free and in their freetime. It is only a suggestion for ppl.
well you quoted me and its totally unrelated :D
but doesnt matter
 
i got a problem with repair items. bot just cycle tp from location to town.
 
overall working great,

but is there anyway to make it more consistent on Field of Misery? I'm going to say at least 50% of the time my dh gets knocked out of range by the keywarden and then he just townportals back to town without killing him
 
Is there another way to confirm kills? My guy gets knocked back out of screen by the act 1 keywarden and then just says keywarden's dead then tps out.
 
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Hi
This is by far the best keywarden profile. I get few problems and might be me doing something wrong.
This i have noticed on act 1 and 4:
[KeyRun] ========== KEYWARDEN OUT OF RANGE ============
[KeyRun] Let's move to the location we last saw him ...
Using town portal
and than remakes. this is not always but what is going on?
they other thing is sometimes it leaves the key and just TP. Wanted to increase DB->BOT->Loot Radius and see if it helps but this is changed back each time to 50 by the profile.
 
What QuestTools setting do you use for this? (Force move)

And does CombatDisable work here? It seems only to work on Elemental detection..
 
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overall working great,

but is there anyway to make it more consistent on Field of Misery? I'm going to say at least 50% of the time my dh gets knocked out of range by the keywarden and then he just townportals back to town without killing him
Is there another way to confirm kills? My guy gets knocked back out of screen by the act 1 keywarden and then just says keywarden's dead then tps out.

yeah i would need to add that to the plugin. def the next thing ill try to add when i got nothing else to do :)
if you are playing seasons you can use the new set wrists that make you immune to knockbacks.
 
Hi
This is by far the best keywarden profile. I get few problems and might be me doing something wrong.
This i have noticed on act 1 and 4:
[KeyRun] ========== KEYWARDEN OUT OF RANGE ============
[KeyRun] Let's move to the location we last saw him ...
Using town portal
and than remakes. this is not always but what is going on?
they other thing is sometimes it leaves the key and just TP. Wanted to increase DB->BOT->Loot Radius and see if it helps but this is changed back each time to 50 by the profile.
wrong profile

What QuestTools setting do you use for this? (Force move)

And does CombatDisable work here? It seems only to work on Elemental detection..
generally i am using WeightedNearestMinimapUnvisited. but they all seem to work good.
 
Hey mrbubbel,

i noticed that the GSR command is in the wrong place you putted it here:
Code:
		<If condition="ActorExistsAt(255704, Me.Position.X, Me.Position.Y, Me.Position.Z, 300)">
			<LogMessage questId="1" stepId="1" output="---------- Found ----------" />
			<MoveTo questId="1" actorId="255704" pathPrecision="25" />
			<ToggleTargeting questId="1" combat="True" looting="True" killRadius="0"/>
			<GSRZerg isZerg="false" />

But it has to be here (atleast for me my crus. doesnt change the gear):
Code:
		<If condition="ActorExistsAt(255704, Me.Position.X, Me.Position.Y, Me.Position.Z, 300)">
			<GSRZerg isZerg="false" />
			<LogMessage questId="1" stepId="1" output="---------- Found ----------" />
			<MoveTo questId="1" actorId="255704" pathPrecision="25" />
			<ToggleTargeting questId="1" combat="True" looting="True" killRadius="0"/>

It is in every single profile just saying.
 
Hey mrbubbel,

i noticed that the GSR command is in the wrong place you putted it here:
Code:
		<If condition="ActorExistsAt(255704, Me.Position.X, Me.Position.Y, Me.Position.Z, 300)">
			<LogMessage questId="1" stepId="1" output="---------- Found ----------" />
			<MoveTo questId="1" actorId="255704" pathPrecision="25" />
			<ToggleTargeting questId="1" combat="True" looting="True" killRadius="0"/>
			<GSRZerg isZerg="false" />

But it has to be here (atleast for me my crus. doesnt change the gear):
Code:
		<If condition="ActorExistsAt(255704, Me.Position.X, Me.Position.Y, Me.Position.Z, 300)">
			<GSRZerg isZerg="false" />
			<LogMessage questId="1" stepId="1" output="---------- Found ----------" />
			<MoveTo questId="1" actorId="255704" pathPrecision="25" />
			<ToggleTargeting questId="1" combat="True" looting="True" killRadius="0"/>

It is in every single profile just saying.
yeah right it should be above <ToggleTargeting questId="1" combat="True" looting="True" killRadius="0"/>
im not using gsr atm so thanks didnt think about that.
 
mrbubbel,

Quite often when fighting the key warden on Act1 and Act4 bot starting to spam "killed" massege even when the boss is still alive.
It leading to portal casting, and actual key warden skipping.

I looked in to code, and found this.
While the part of "killed" triger looks like this in Act1 and Act4 profile:

<If condition="ActorExistsAt(255704, Me.Position.X, Me.Position.Y, Me.Position.Z, 300)">
<LogMessage questId="1" stepId="1" output="---------- Found ----------" />
<MoveTo questId="1" actorId="255704" pathPrecision="25" />
<ToggleTargeting questId="1" combat="True" looting="True" killRadius="0"/>

<WaitTimer questId="1" waitTime="1600" />
<WaitTimer questId="1" waitTime="1600" />
<LogMessage message="---------- Killed ----------"/>

The same part looking slight different in Act2 and Act3 profile:

<If condition="ActorExistsAt(256022, Me.Position.X, Me.Position.Y, Me.Position.Z, 300)">
<LogMessage questId="1" stepId="1" output="---------- Found ----------" />
<MoveTo questId="1" actorId="256022" pathPrecision="25" />
<ToggleTargeting questId="1" combat="True" looting="True" killRadius="0"/>

<While condition="ActorExistsAt(256022, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 300)">
<MoveTo questId="1" actorId="256022" pathPrecision="25" />
<WaitTimer questId="1" waitTime="1500" />
</While>
<LogMessage message="---------- Killed ----------"/>

So while i have no such trouble (like i explained earlier) in Act 2 and Act 3 - i tried to change Act 1 and Act 4 code to look a like the Act 2 and Act 3 code. But no luck.
Now when in Act 1 or Act 4 it kill's the boss (finally it's not skipping the kill after all) character just stays in place and in waittime of "1500" triggers reiterated (i not getting the "killed" massage, character not using town portal).

Also when doing Act 1 and Act 4 it can kill the Key Warden and skip looting it (just using town portal and skipping loot).
Any suggestions?
 
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mrbubbel,

Quite often when fighting the key warden on Act1 and Act4 bot starting to spam "killed" massege even when the boss is still alive.
It leading to portal casting, and actual key warden skipping.

I looked in to code, and found this.
While the part of "killed" triger looks like this in Act1 and Act4 profile:



The same part looking slight different in Act2 and Act3 profile:



So while i have no such trouble (like i explained earlier) in Act 2 and Act 3 - i tried to change Act 1 and Act 4 code to look a like the Act 2 and Act 3 code. But no luck.
Now when in Act 1 or Act 4 it kill's the boss (finally it's not skipping the kill after all) character just stays in place and in waittime of "1500" triggers reiterated (i not getting the "killed" massage, character not using town portal).
there is a reason act 1 and 4 are different. since the 2.1 demonbuddy update it doesnt work like before anymore. the actor (keywarden in a1 and a4) is still there although you killed him. so i had to change it the way it is now.
but as said in my last posts ill try adding something else the next time i have nothing else to do or im bored. hopefully it will fix that. until then make sure your dps is good to kill them quickly :).

Also when doing Act 1 and Act 4 it can kill the Key Warden and skip looting it (just using town portal and skipping loot).
Any suggestions?
add some waittimers after "killed".
 
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thanks mrbubbel for this working profile.

i went to bed 32 mix of keys and work up at 96 mix of keys. in total gain 64 keys in 7 hours in t6.
 
key

where can I download the finished result ? and working please give the link
 
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