why not my char pickup all gold before teleport?
My farrets sometimes not have time anough to pick up all gold!
The bot should pick up all piles of gold above a specific value, I think it's 100 or something - below that and you only get it by ferrets, as the bot doesn't bother running over it.
Thing is, for now, you can do :
<PickupLoot>True</PickupLoot>
at the end of your profile, but it'll sometimes loot the corpse at the begining. That is, until we can get combatbehaviours working again. Once that is, profile should be money. Also, i'm working on the ferret cast, something in these last few versions seems to make it not want to cast like before. Sit tight.
Quote Originally Posted by moca View Post
after the bag is full, my bot teleport to town, get stucked and the disconnet message poped out.
I found out the problem is caused by identifying the rare stuff in bag. If i stop DB, identify them manually, then restart the bot, it will just go stash/sell just without stuck.
So is it a bug of new version DB or is it related to loot rules or profile?
Anyone fixed it already?
Anyone know how to fix it tks?
After the new patch a new Belpgor file is added that weirds out your movement its called 'BelphgorPlayerMover' remove this file from DB and your movement should go back to the way it was before the patch (Mine was triple using vault at the start and ruining my runs)
tags :)
[quote="kevilay, post: 580667"]Ok guys, I think i got the gold pickup issue fixed. I just added a small wait before summon ferret and before the last move to pickup.
Use this if you want to pickup loot:[CODE]
<Profile>
<Name>Carguy's Ultimate Sarkoth v1.3 - 0ms</Name>
<GameParams quest="72221" step="35" act="A1" difficulty="Inferno" resumeFromSave="True" isPrivate="True" numGames="-1" />
<Order>
<WriteReport />
<DisableCombat questId="1" stepId="1" />
<DisableLooting questId="1" stepId="1" />
<!--Vault 1-->
<UsePower x="1990.316" y="2623.536" z="29.94242" questId="1" powerId="111215" name="Vault 1" />
<MoveTo questId="1" x="1990.316" y="2623.536" z="29.94242" pathPrecision="3" />
<!--Vault 2-->
<UsePower x="1996.962" y="2589.192" z="27.09873" questId="1" powerId="111215" name="Vault 2"/>
<MoveTo questId="1" x="1996.962" y="2589.192" z="27.09873" pathPrecision="3" />
<!--Vault 3-->
<UsePower x="2019.214" y="2562.19" z="27.1" questId="1" powerId="111215" name="Vault 3"/>
<MoveTo questId="1" x="2019.214" y="2562.19" z="27.1" pathPrecision="3" />
<!--Vault 4-->
<UsePower x="2034.808" y="2541.074" z="27.1" questId="1" powerId="111215" name="Vault 4"/>
<MoveTo questId="1" x="2034.808" y="2541.074" z="27.1" pathPrecision="3" />
<!-- Checking for cellar entrance-->
<If condition="ActorExistsAt(176007, 2059.629, 2478.667, 27.02374, 15)">
<!-- Using Prep to recharge disc-->
<UsePower questId="1" powerId="129212" />
<!--Vault 5-->
<UsePower x="2058.809" y="2517.405" z="27.1" questId="1" powerId="111215" name="Vault 4"/>
<MoveTo questId="1" x="2058.809" y="2517.405" z="27.1" pathPrecision="3" />
<!--Vault 6-->
<UsePower x="2076.984" y="2493.537" z="27.1" questId="1" powerId="111215" name="Vault 4"/>
<MoveTo questId="1" x="2076.984" y="2493.537" z="27.1" pathPrecision="3" />
<!--Vault 7-->
<UsePower x="2063.827" y="2469.698" z="27.1" questId="1" powerId="111215" name="Vault 4"/>
<MoveTo questId="1" x="2063.827" y="2469.698" z="27.1" pathPrecision="3" />
<!-- Interact with cellar -->
<UseObject questId="1" x="2075.159" y="2498.607" z="27.1" actorId="176007" isPortal="True" destinationWorldId="106746" />
<!-- Inserting waitTimer might fix the not spawning ferrets bug-->
<WaitTimer questId="1" waitTime="150" />
<!-- Summon ferrets -->
<UsePower questId="1" powerId="133695" />
<!-- Inside Vault (1)-->
<UsePower x="107.8864" y="159.6786" z="0.1000003" questId="1" powerId="111215"/>
<MoveTo questId="1" x="120.093" y="151.7398" z="0.1000006" pathPrecision="3"/>
<EnableCombat questId="1" stepId="1" />
<EnableLooting questId="1" stepId="1" />
<!-- Inside Vault (2)-->
<UsePower x="118.1173" y="116.9228" z="0.1000003" questId="1" powerId="111215" />
<MoveTo questId="1" x="118.1173" y="116.9228" z="0.1000003" pathPrecision="3"/>
<WaitTimer questId="1" waitTime="350" />
<!-- After Sarkoth kill,Last move to grab gold before port -->
<MoveTo questId="1" x="119.1644" y="108.9403" z="0.1000006" pathPrecision="3"/>
</If>
<EnableCombat questId="1" stepId="1" />
<EnableLooting questId="1" stepId="1" />
<SecureTownPortal questId="1" distance="40" />
<LeaveGame reason="Run is OVARY!" />
</Order>
<KillMonsters>False</KillMonsters>
<PickupLoot>True</PickupLoot>
<WaitTimer questId="1" waitTime="100" />
</Profile>
<Profile>
<Name>Carguy's Ultimate Sarkoth v1.3 - 0ms</Name>
<GameParams quest="72221" step="35" act="A1" difficulty="Inferno" resumeFromSave="True" isPrivate="True" numGames="-1" />
<Order>
<WriteReport />
<DisableCombat questId="1" stepId="1" />
<DisableLooting questId="1" stepId="1" />
<!--Vault 1-->
<UsePower x="1990.316" y="2623.536" z="29.94242" questId="1" powerId="111215" name="Vault 1" />
<MoveTo questId="1" x="1990.316" y="2623.536" z="29.94242" pathPrecision="3" />
<!--Vault 2-->
<UsePower x="1996.962" y="2589.192" z="27.09873" questId="1" powerId="111215" name="Vault 2"/>
<MoveTo questId="1" x="1996.962" y="2589.192" z="27.09873" pathPrecision="3" />
<!--Vault 3-->
<UsePower x="2019.214" y="2562.19" z="27.1" questId="1" powerId="111215" name="Vault 3"/>
<MoveTo questId="1" x="2019.214" y="2562.19" z="27.1" pathPrecision="3" />
<!--Vault 4-->
<UsePower x="2034.808" y="2541.074" z="27.1" questId="1" powerId="111215" name="Vault 4"/>
<MoveTo questId="1" x="2034.808" y="2541.074" z="27.1" pathPrecision="3" />
<!-- Checking for cellar entrance-->
<If condition="ActorExistsAt(176007, 2059.629, 2478.667, 27.02374, 15)">
<!-- Using Prep to recharge disc-->
<UsePower questId="1" powerId="129212" />
<!--Vault 5-->
<UsePower x="2058.809" y="2517.405" z="27.1" questId="1" powerId="111215" name="Vault 4"/>
<MoveTo questId="1" x="2058.809" y="2517.405" z="27.1" pathPrecision="3" />
<!--Vault 6-->
<UsePower x="2076.984" y="2493.537" z="27.1" questId="1" powerId="111215" name="Vault 4"/>
<MoveTo questId="1" x="2076.984" y="2493.537" z="27.1" pathPrecision="3" />
<!--Vault 7-->
<UsePower x="2063.827" y="2469.698" z="27.1" questId="1" powerId="111215" name="Vault 4"/>
<MoveTo questId="1" x="2063.827" y="2469.698" z="27.1" pathPrecision="3" />
<!-- Interact with cellar -->
<UseObject questId="1" x="2075.159" y="2498.607" z="27.1" actorId="176007" isPortal="True" destinationWorldId="106746" />
<!-- Inserting waitTimer might fix the not spawning ferrets bug-->
<WaitTimer questId="1" waitTime="150" />
<!-- Summon ferrets -->
<UsePower questId="1" powerId="133695" />
<!-- Inside Vault (1)-->
<UsePower x="107.8864" y="159.6786" z="0.1000003" questId="1" powerId="111215"/>
<MoveTo questId="1" x="120.093" y="151.7398" z="0.1000006" pathPrecision="3"/>
<EnableCombat questId="1" stepId="1" />
<EnableLooting questId="1" stepId="1" />
<!-- Inside Vault (2)-->
<UsePower x="118.1173" y="116.9228" z="0.1000003" questId="1" powerId="111215" />
<MoveTo questId="1" x="118.1173" y="116.9228" z="0.1000003" pathPrecision="3"/>
<WaitTimer questId="1" waitTime="350" />
<!-- After Sarkoth kill,Last move to grab gold before port -->
<MoveTo questId="1" x="119.1644" y="108.9403" z="0.1000006" pathPrecision="3"/>
</If>
<EnableCombat questId="1" stepId="1" />
<EnableLooting questId="1" stepId="1" />
<SecureTownPortal questId="1" distance="40" />
<LeaveGame reason="Run is OVARY!" />
</Order>
<KillMonsters>False</KillMonsters>
<PickupLoot>False</PickupLoot>
<WaitTimer questId="1" waitTime="100" />
</Profile>
After the new patch a new Belpgor file is added that weirds out your movement its called 'BelphgorPlayerMover' remove this file from DB and your movement should go back to the way it was before the patch (Mine was triple using vault at the start and ruining my runs)
This is my first time running Sarkoth script (just hit 60 only), had a little bit of hiccups at the start but things seem to be running smoothly now:
Carguys 1.3b - 0ms (from page 61 of this thread)
Demonhunter.cs (from page 59 of this thread)
Combat Behaviours 1.0.0.3
Icools Sarkoth Helper V1.0
NotificationOKClick 0.5
Unstucker v2.0.5
237GF/24 PR/140MF
335k per hour over around 100 runs so far.
Everything seems to be working great so far, just wanted to say a big thanks to Carguy and the others out there being very helpful to solve problems.
I have a slight problem and was wondering if anyone was the same. When I need to repair, the bot runs to the Tashun the Miner Merchant towards the top of the screen, activating a checkpoint in town along the way. Afterwards the bot is unable to resume games again from the Old Ruins/Old Tristam Road checkpoint, thus messing up the whole routine. Does anyone else have this problem? How do you get around it?
Prior to running sarkoth script, I start the quest at 2.1 The Legacy of Cain > Begin Quest, run to the Old Ruins/Old Tristam Road to get the checkpoint saved, then start the bot.
why not my char pickup all gold before teleport?
My farrets sometimes not have time anough to pick up all gold!