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zerg key farm (very fast version)

dont die then i guess. i dont have a quick fix and i dont spend any time on d3 atm.

Here we go. So that's the problem when my bot occasionally/unpredictably crash as "DB not responding". Why don't you make it reset the game when it dies?

Im running this profile with Crusader + gearswap to Swiftmount + Illusory boots on T6. Any suggestion on Trinity setting or gear requirement for me?
 
Here we go. So that's the problem when my bot occasionally/unpredictably crash as "DB not responding". Why don't you make it reset the game when it dies?

Im running this profile with Crusader + gearswap to Swiftmount + Illusory boots on T6. Any suggestion on Trinity setting or gear requirement for me?
you can change the on death behavior in the demonbuddy settings to logout.
 
Hi Mrbubbel, thanks for your fast reply. I'm trying that too, but still "demonbuddy has stopped working" keep happening. I'm really frustrating now and don't even know what's going on. I will attach my logs, may be this is my last hope.

I'm using DB Stable 384. Qt 3.0.6 + Trinity 2.2.0
 

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so when i use this is it suppose to finish the bounty or am i doing something wrong? i was hoping it only kills key warden and continues to next act?
 
Yoyo Guyz!

So.. I'm testing this profile and now i am using "Keyfarm V2" with the last version of DB. I'm using also Trinity and QuestTool. I've changed something in the "Combat routine" to make my char killing mobs instead just running away :D ( cause he would have died many many times! And i need also exp :P ) and it works ALMOST perfectly.

Act 1, Act 3 and Act 4 work perfectly but I ve usually some troubles with Act 2.. Cause my hero, after have killed the KeyW, is not teleporting away but he keeps exploring -.-

So Bubble are u sure that the Act2 code is totally right? I've tried to take a look but i haven't find a solution yet...

Cheers :P
 
so when i use this is it suppose to finish the bounty or am i doing something wrong? i was hoping it only kills key warden and continues to next act?
no its not supposed to do that and it doesnt do that.
Yoyo Guyz!

So.. I'm testing this profile and now i am using "Keyfarm V2" with the last version of DB. I'm using also Trinity and QuestTool. I've changed something in the "Combat routine" to make my char killing mobs instead just running away :D ( cause he would have died many many times! And i need also exp :P ) and it works ALMOST perfectly.

Act 1, Act 3 and Act 4 work perfectly but I ve usually some troubles with Act 2.. Cause my hero, after have killed the KeyW, is not teleporting away but he keeps exploring -.-

So Bubble are u sure that the Act2 code is totally right? I've tried to take a look but i haven't find a solution yet...

Cheers :P
yep act 2 is working the same way all other acts are working.
 
Hi Mrbubbel, thanks for your script. Problem: Bot goes too quickly after the death of the boss and not pick up the key. The key is dropped, but the bot is too early to go to another place.
 
The only issue i seem to have with any of the zerg key runs are if they get trapped by monsters, I'm using DH and using vault but it doesn't always work in time. Would love to see a feature some how change to fighting if stuck
 
The only issue i seem to have with any of the zerg key runs are if they get trapped by monsters, I'm using DH and using vault but it doesn't always work in time. Would love to see a feature some how change to fighting if stuck

Having the same issue with crusader. Is there a way to make crusader cast Akarats champion all the time? Even when not near mobs? I want it to cast even when OOC. It just dies so fast when it's not up, it just tries to run by everything and dies.

I've tried using this code but it still won't cast it OOC.

private static bool CanCastAkaratsChampion()
{
return CanCast(SNOPower.X1_Crusader_AkaratsChampion);
}
 
Working well so far. Nice that it detects key count and goes for the least collected key.

Code:
System.InvalidOperationException: The calling thread cannot access this object because a different thread owns it.
   at System.Windows.Threading.Dispatcher.VerifyAccess()
   at System.Windows.Threading.DispatcherObject.VerifyAccess()
   at System.Windows.Media.Visual.VerifyAPIReadWrite()
   at System.Windows.Media.VisualCollection.Clear()
   at Demonbuddy.TerrainVisualHost.ResetBackground()
   at Demonbuddy.TerrainVisualHost.<.ctor>b__0(Object s, EventArgs e)
   at Zeta.Bot.GameEvents.[](EventHandler`1 , Object ,  )

I get this often, any idea?

Code:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000001C, Size: 4
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.Actors.DiaActivePlayer..()
   at Trinity.CacheData.BuffsCache.UpdateBuffsCache() in c:\Demonbuddy\Plugins\Trinity\Cache\CacheData.Buffs.cs:line 94
   at Trinity.CacheData.BuffsCache.<.cctor>b__4(Object sender, EventArgs args) in c:\Demonbuddy\Plugins\Trinity\Cache\CacheData.Buffs.cs:line 21
   --- End of inner exception stack trace ---
   at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
   at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
   at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.Delegate.DynamicInvokeImpl(Object[] args)
   at System.Delegate.DynamicInvoke(Object[] args)
   at Zeta.Bot.Pulsator.(Delegate , Object[] )

The error above was displayed after exiting the game. Working well so far in every act.
 
Last edited:
This is working fairly well for me, with a couple of notable exceptions.

Mainly - It does not seem to recognise when it has killed the keywarden in Act II, instead it continues to search the map until it triggers the gold/xp timer. This happens on 9 out of 10 runs for Act II.
(It used to also abandon dropped keys, but I fixed that by extending the wait times in the scripts)

To a lesser extent, it has the same issue in Act I where it will not recognise the death of the warden and instead continue to explore the full map after killing the mob.
 
Quick Question: Where can i find the logs generated from this profile? The logs of how many keys i've earned/acts?

Thanks.
 
Hi, before all : I'm French.

I'm ALWAYS stuck in Oasis at the corner stairs of the mine door.
He's stuck here and die... and die again, after some time and restart, I'm disconnected from the game due to innactivity if no monsters are here.
Same things happen reguraly in Silver Spire but at random places (Often at circles things with pillars or after killing the keywarden), but not so often than the oasis.

How I can fix this ? I can't leave my computer because of that (I've to do a tiny click to go down and all is ok) ^^

I'm putting the log here.

The log contain Oasis stuck and after boss kill in Silver Spire.
Thank in advance
 

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