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R-Rift - rrrix's BETA Rifts

Try both fix's but still after 1 -2 rift Bot stay in town and don't begin new one.

qt -3.1.1
trinity 2.2.0
 
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The profile itself works fine for me, but I do have some other problem. I tried to limit the grift level to around 20 via the disable combat option in trial rifts, but it does not work. Does it have something to do with me playing demon hunter and theres sentries all over the ground? Maybe the sentries somehow triggers combat again after the combat is disabled?
 
hello all.

i don't usually write here but i do know this db forum.

anyways, none of the above fixes work. after 9 hours again today i come back and see my character in act 5 idle in town with the same messages

[Entering the Rift]
[Entering the Rift]
[Entering the Rift]
[Entering the Rift]
[Entering the Rift]
[Entering the Rift]
[Entering the Rift]
[Entering the Rift]
[Entering the Rift]
[Entering the Rift]
[Entering the Rift]
[Entering the Rift]

-tried / tested all the R-Rifts xml's mentioned here which works for 2% of the ppl here
-checked and double checked if everything is up to date and it is
-tried the wizard fix "no success"
-reinstalled the whole DB "no success" either
-XZJV profile isn't working "same issue"




what was the priority fix for this patch ? how about a Rollback to where everything was working ? considering we all payed for this.....
or maybe have the mods/admins create a Rift XML.... since its pretty much the update that messed everything up. so assuming they would
pretty much have a better understanding of whats going on since there is something in that patch that broke other things and leaving many ppl clueless
as to what it is.

thanks

ill keep looking at this forum till there is a true working fix. i guess ill be patient tho a bit disappointed like most of us with that issue
 
hello all.

what was the priority fix for this patch ? how about a Rollback to where everything was working ? considering we all payed for this.....

If they rollback as you suggested, people will whine about DB not being able to run with the latest Windows patch. If they improve/patch, people will whine because...well for the sake of whining I guess.
You do realize you did not pay for "this", right? By "this", I mean the actual profiles such as this one, and plugins and other bells and whistles that is/was written by kind and sharing individuals in their own private time. What you paid for is a bot that will do the things as promised on their sales site. And trust me, nowhere does it say you are paying for a rift.xml profile :P
That being said, if you did install the visual studio 2013 redist. package as suggested in the update notes, and you re-install DB as is without any plugins, you should be in better shape to see what is "messed up" and why.

Try to run this after a clean install if you want:View attachment R-RIFTtest.xml

I am sure Rrrix will look into this when he has a chance, but please do remember that he is doing it in his private time, and sometimes real life does get in the way of playtime as well :)
 
The profile itself works fine for me, but I do have some other problem. I tried to limit the grift level to around 20 via the disable combat option in trial rifts, but it does not work. Does it have something to do with me playing demon hunter and theres sentries all over the ground? Maybe the sentries somehow triggers combat again after the combat is disabled?

Not sure if it is your problem, but the waves are different from the keys, right? :) So, if you set it at say 4 waves, it will create a lvl 11 key (?oh dear forgot the real lvl now, but hopefully you will get the gist of what I am trying to say). So maybe you had it set to 20 waves which would equate to a really high lvl grift key :)
But yes, I have noticed the sentries do indeed interfere a bit, but play around with the number of waves and see if that helps any.
 
Try both fix's but still after 1 -2 rift Bot stay in town and don't begin new one.

qt -3.1.1
trinity 2.2.0

Did you check/enable "allow profile restart and reload" in the Questtools plugin?
 
If anyone is curious what i changed is that i added a wait until the portal closes. I am not sure why but the profile started finishing and restarting with the new DB/QT, could have been the quest step changes that nesox made, or something else not sure. This seemed to have fixed it for me but jubis was still having issues.

Code:
	<!-- If portal is closing, wait until its finished -->
	<WaitWhile condition="ZetaDia.IsInTown 
			and (not HasQuest(405695) or IsActiveQuestAndStep(405695,-1)) 
			and (not HasQuest(337492) or IsActiveQuestAndStep(337492,-1)) 
			and ActorExistsNearMe(364715,200) and CurrentAnimation(364715,'OpenWorld_LootRunObelisk_B_dead_02')" />

THANK YOU SIR! Running great now.
 
@strepie

what i and everyone els payed for is for a software that is working. there for, any contributed hacks "xml's and plugins" made for it from other modders should work also =)

but please, don't mind what i said before about this, i did not mean anything in a negative way at all my friend.


the file you have posted before (post #977) that made the bot go BACK into the portal and wait for the timer to end was partially working.
after a some runs he did again stayed in town "happens randomly and rarely... good file ty"

so to make it simple i just added the xp timer to 120 seconds. so when ever it happens, game will simply restart and everything working fine again.
i know this may sound way too simple compared to all you ppl hard work into file edits, but hey... it works for the time being and that's what counts hehe
 
Not sure if it is your problem, but the waves are different from the keys, right? :) So, if you set it at say 4 waves, it will create a lvl 11 key (?oh dear forgot the real lvl now, but hopefully you will get the gist of what I am trying to say). So maybe you had it set to 20 waves which would equate to a really high lvl grift key :)
But yes, I have noticed the sentries do indeed interfere a bit, but play around with the number of waves and see if that helps any.
Your suggestion works like a charm. It does indeed says "Disable Combat At Level..." on questtools. It never occurs to me that the setting is based on waves. I've been stuck on this for the past 2 days. Thank you very much:):):)
 
You could also probably just uncomment the leavegame tag at the bottom

<!-- Leave Game Option -->
<!--<LeaveGame questId="337492" stepId="-1" reason="Run is done" />-->
 
Can anyone give normal Rift xml - couse my english terrtible and it's hard to my to change your scripts.
 
Can anyone give normal Rift xml - couse my english terrtible and it's hard to my to change your scripts.

Well...you only need ONE profile for all your rifting needs, and it is R-RIFT.
xzjv that you see around here always offering friendly help and advice, wrote this really neat little tool called "Questtools" with rrrix, that you will see in your plugins folder. If you click on "config", you will see "rift control" , and there you can change what kind of rifts you want to do with R-RIFT.XML (Rrrrix's and xzjv's rift profile from 1st message in this forum).
If you make sure that "NORMAL" is in the top slot, R-RIFT will only run normal rifts forever and ever until you stop it.
If you change it to "GREATER", then "TRIAL" then NORMAL in last slot, R-RIFT will run Grifts until all the keys are used, then it will run a normal rift to collect a key, and will proceed to do a trial and again the grift.

So, to recap...please read the update notes that Nesox posted, and make sure you have visual studio 2013 redist. package installed. He provided a link for it.
Then, click on the config tab of QuestTools and configure the "Rift Control" tab to your preference. NORMAL in top slot if you only want to run normal rifts.
Voila!
 
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xzjv are you directly working on questtools or just helping? because it would be really great if the trial combat menu was redesigned. There's the actual wave number and there's the grift key number, WAVES COMPLETED is like the most confusing shit ever, nobody uses that measurement. That's not even reliable because completing a wave slower will affect the rank.
 
no one has issues on not able to talk to orek when closing portal?

edit: nevermind... i fixed it
 
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no one has issues on not able to talk to orek when closing portal?

edit: nevermind... i fixed it

Yeah it's pretty bugged on trials if you die inside them. But it's still complete so a remake is not really wasting that much. I use the test.xml
 
xzjv are you directly working on questtools or just helping? because it would be really great if the trial combat menu was redesigned. There's the actual wave number and there's the grift key number, WAVES COMPLETED is like the most confusing shit ever, nobody uses that measurement. That's not even reliable because completing a wave slower will affect the rank.

I changed the wording after lumc's post; next version will say waves instead of level.
 
i answered some of it in your other thread about these issues https://www.thebuddyforum.com/demon...handling-health-globes-rift-trials-rifts.html

The gist of it is, QT shouldn't be doing anything except counting which wave of monsters you are on. You can have a look for yourself the file is located here := db\Plugins\QuestTools\Helpers\RiftTrial.cs

Sounds like Trinity combat issues to me. I think Monk is just having some issues there's a whole bunch of 'pause' related posts in the Trinity forums related to monk.

This below is the part in R-Rift for handling Trials. You could maybe put some special movement in there, like if you're a DH/Wiz and wanted to start towards the bottom of the area where it is safer. But Trinity will take over and do what it wants.

Code:
    <!-- Tiered Rifts: Trial -->
    <!-- LevelArea: p1_TieredRift_Challenge, Id: 405915 -->
    <While condition="CurrentLevelAreaId == 405915 and IsActiveQuest(405695)">
      <WaitTimer questId="405695" stepId="13" waitTime="1000" />


      <SafeMoveTo questId="405695" stepId="1" x="280" y="278" z="-11" pathPrecision="5" pathPointLimit="250" statusText="" />
      <WaitTimer questId="405695" stepId="1" waitTime="1000" />


      <TownPortal questId="405695" stepId="9" />
      <!--<SafeMoveTo questId="405695" stepId="9" x="272" y="256" z="-11" pathPrecision="5" pathPointLimit="250" statusText="" />
      <MoveToActor questId="405695" stepId="9" actorId="406207" interactRange="9"
                      name="p1_g_Portal_TieredRiftChallenge-63667"  isPortal="True" destinationWorldId="-1" pathPrecision="5" pathPointLimit="250" statusText="" />
      <WaitTimer questId="405695" stepId="9" waitTime="500" />-->
    </While>
 
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