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[A1-3 Inferno] KeyHuntinn

how to make that character is not teleported to death?
YEa really help about this isue.its retarded to die at crypt of the ancient and do all the way from drowned temple back again.we need when we die the bot to continue from where he spawns..
 
About death and restarting the profiles, I currently have it setup to tp back to town at the beginning and end of every run because of consistency issues.

For the NV gathering areas, I'm sure we could probably remove the tp to town at the beginning to help smooth out runs where you die, but the harder part is the key warden profiles. The way RadsAtom is handling the key profile is that as soon as it has 5 stacks, it loads and runs the key profile. Without a tp to town at the beginning of the profile, the bot can't continue correctly. That being said, however, I can probably put in some logic to say that if we're not in the area we're supposed to be when we respawn, then go to town, otherwise, continue on.

These things being said, the latest db added a whole bunch of new tags, so I'll probably be making a big overhaul on the script soon to use these, and maybe come up with something that will handle death a little better.

About the randomization of start point, I love the idea and will include it in the next release, thanks for the suggestion!
 
Updated the random ACT pick to work better, if anyone wants it.
You can download it here.
Where some errors when randoming and not starting a new game after keywarden.
Should work, like it suppose to now

Edit: Uploaded new version, fixed a type error
 

Attachments

Last edited:
I keep getting this problem where it would get 5 stacks and would try to load the keywarden xml. It would port back to town and then just stands there and DB would show that it is trying to load the next profile after the current map instead. It would fail to load and just loop it over and over. For example if it got 5 stacks in howling plateau it would show that it's trying to port back to town and log says it will load the keywarden profile. But once it gets back to town it starts trying to load desolate sands and the bot will be stuck in town indefinitely. This happens so often it's driving me nuts.
 
I keep getting this problem where it would get 5 stacks and would try to load the keywarden xml. It would port back to town and then just stands there and DB would show that it is trying to load the next profile after the current map instead. It would fail to load and just loop it over and over. For example if it got 5 stacks in howling plateau it would show that it's trying to port back to town and log says it will load the keywarden profile. But once it gets back to town it starts trying to load desolate sands and the bot will be stuck in town indefinitely. This happens so often it's driving me nuts.

Yeah, this is a RadsAtom error, I hope a new version will be released to help with this. In the mean time, I'm using less of rads profile tags in the latest version i'm developing
 
New version posted, only small improvements, but a bigger release is on the way very soon with random acts and (hopefully) leaving game after killing warden
 
is there a way to make this so that immediately after killing the KW it ends the profile, rather than exploring the rest of the map


Edit: also is there a way to not tp to town and end game when there has been more than like 2-3 deaths.
 
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is there a way to make this so that immediately after killing the KW it ends the profile, rather than exploring the rest of the map

As I stated barely 2 posts above, that is coming in next version

New version posted, only small improvements, but a bigger release is on the way very soon with random acts and (hopefully) leaving game after killing warden
 
ya i just got DB today just noticing things now that dont make a lot of sense, like dying to KW, with 5nv and it triggers the game to end because i died to much
Edit:ok so i found where to change the game end procedure depending on how many deaths, i just changed it to 10 as I barely die, i could have commented out the entire block of code pertaining to how to handle deathtrip 2 but that seemed uneccesary

also while watching my deaths closely i see that my char is greyed out and and still tried to walk around. i find that odd as opposed to a typical death where i just get a pile of rocks with a cross.
 
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ya i just got DB today just noticing things now that dont make a lot of sense, like dying to KW, with 5nv and it triggers the game to end because i died to much
Edit:ok so i found where to change the game end procedure depending on how many deaths, i just changed it to 10 as I barely die, i could have commented out the entire block of code pertaining to how to handle deathtrip 2 but that seemed uneccesary

also while watching my deaths closely i see that my char is greyed out and and still tried to walk around. i find that odd as opposed to a typical death where i just get a pile of rocks with a cross.

first of all, the death handling is done by radsatom, I would edit your settings for that first. Secondly, I wouldn't just comment out blocks of code from plugins in the hopes that it will do what you want, more than likely (as with rads) there is a setting. Finally the greyed out character is a rare bug in db itself.

This thread was made to support the profile I made rather than answer every question about demon buddy that everyone can't figure out.
 
Is there a way just to run ACT2 key farming? I have plenty of ACT1 and ACT3 keys...
 
stuck in A1_NV1(a,b):

If you die in leorics hunting grounds, you respawn in the courtyard (71150), but the profile assumes you are in the manor (75049)

should probably add an "if" in the begining ... if you are in 71150, you can skip the manor waypoints, and go directly to courtyard waypoint sequence.

ie.

Code:
       <If condition="not Zeta.ZetaDia.CurrentWorldId==71150">
            <!-- Leorics Manor -->
            <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="30" killRadius="30" />
            <MoveTo questId="1" x="370.0969" y="364.3543" z="12.94672" name="Manor #1" />
            <MoveTo questId="1" x="334.6541" y="435.7069" z="26.7041" name="Manor #2" />
            <MoveTo questId="1" x="372.3104" y="462.2404" z="26.60042" name="Manor #3" />
            <MoveTo questId="1" x="348.1025" y="534.7822" z="26.30818" name="Manor #4" />
            <MoveTo questId="1" x="429.9407" y="538.0175" z="26.30819" name="Manor #5" />
            <MoveTo questId="1" x="464.4722" y="582.8935" z="26.30818" name="Manor #6" />
            <MoveTo questId="1" x="370.2798" y="647.0622" z="3.325293" name="Manor #7" />
            <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="60" killRadius="60" />
            <MoveTo questId="1" x="340.6444" y="652.0143" z="3.239972" name="Look blizzard" pathPrecision="1" />
            <MoveTo questId="1" x="276.5247" y="612.0922" z="3.239971" name=",im a human" pathPrecision="1" />
            <MoveTo questId="1" x="431.4394" y="627.2319" z="3.239975" name="with a brain" pathPrecision="1" />
            <MoveTo questId="1" x="369.9667" y="676.8906" z="3.239972" name="made out of metal!" pathPrecision="1" />
            <MoveTo questId="1" x="367.9908" y="761.2645" z="3.240645" name="Manor #FinalStep" />  
            <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="80" killRadius="60" />    
            <UseObject questId="1" stepId="1" levelArea="1999568897" actorId="176536" isPortal="True" destinationWorldId="71150" x="369,8021" y="779,1453" z="3,733951" />
            <WaitTimer questId="1" waitTime="50" />
        </If>
 
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Is there a way just to run ACT2 key farming? I have plenty of ACT1 and ACT3 keys...

You should be able to edit the "continue" tags to be only the A3 stuff, should be pretty simple

stuck in A1_NV1(a,b):

If you die in leorics hunting grounds, you respawn in the courtyard (71150), but the profile assumes you are in the manor (75049)

should probably add an "if" in the begining ... if you are in 71150, you can skip the manor waypoints, and go directly to courtyard waypoint sequence.

ie.

Code:
       <If condition="not Zeta.ZetaDia.CurrentWorldId==71150">
            <!-- Leorics Manor -->
            <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="30" killRadius="30" />
            <MoveTo questId="1" x="370.0969" y="364.3543" z="12.94672" name="Manor #1" />
            <MoveTo questId="1" x="334.6541" y="435.7069" z="26.7041" name="Manor #2" />
            <MoveTo questId="1" x="372.3104" y="462.2404" z="26.60042" name="Manor #3" />
            <MoveTo questId="1" x="348.1025" y="534.7822" z="26.30818" name="Manor #4" />
            <MoveTo questId="1" x="429.9407" y="538.0175" z="26.30819" name="Manor #5" />
            <MoveTo questId="1" x="464.4722" y="582.8935" z="26.30818" name="Manor #6" />
            <MoveTo questId="1" x="370.2798" y="647.0622" z="3.325293" name="Manor #7" />
            <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="60" killRadius="60" />
            <MoveTo questId="1" x="340.6444" y="652.0143" z="3.239972" name="Look blizzard" pathPrecision="1" />
            <MoveTo questId="1" x="276.5247" y="612.0922" z="3.239971" name=",im a human" pathPrecision="1" />
            <MoveTo questId="1" x="431.4394" y="627.2319" z="3.239975" name="with a brain" pathPrecision="1" />
            <MoveTo questId="1" x="369.9667" y="676.8906" z="3.239972" name="made out of metal!" pathPrecision="1" />
            <MoveTo questId="1" x="367.9908" y="761.2645" z="3.240645" name="Manor #FinalStep" />  
            <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="80" killRadius="60" />    
            <UseObject questId="1" stepId="1" levelArea="1999568897" actorId="176536" isPortal="True" destinationWorldId="71150" x="369,8021" y="779,1453" z="3,733951" />
            <WaitTimer questId="1" waitTime="50" />
        </If>

This stuff is all already included in the latest version that will be out later today
 
re: act3 only...

Heheh there should be a way to detect how many keys you have, and run the profile for the keys you have the least of :)

This stuff is all already included in the latest version that will be out later today

AWESOME. Thank you :)
 
This is a great profile! Thanks for the continued updates to it as well!
 
Stuck in Fields of Misery. running DB .281 Giles 1.6.3.4 modded, Rads 1.5 modded, newest version of profiles

[23:17:20.852 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:17:20.867 D] Successfully generated path from {X=416,Y=938} to {X=428,Y=898} in 00:00:00.0012921 with 41(7) hops
[23:17:20.867 D] Client path generated.
[23:17:20.867 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 7 hops.
[23:17:25.197 D] Navigation reached current destination. Within 5.358236
[23:17:25.197 D] Navigator.Clear
[23:17:25.220 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:17:25.231 D] Successfully generated path from {X=427,Y=899} to {X=428,Y=898} in 00:00:00.0000553 with 2(2) hops
[23:17:25.231 D] Client path generated.
[23:17:25.231 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 2 hops.
[23:17:25.325 D] Navigation reached current destination. Within 2.539068
[23:17:25.325 D] Navigator.Clear
[23:17:25.354 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:17:25.361 D] Successfully generated path from {X=428,Y=898} to {X=428,Y=898} in 00:00:00.0000021 with 2(2) hops
[23:17:25.361 D] Client path generated.
[23:17:25.361 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 2 hops.
[23:17:25.455 D] Navigation reached current destination. Within 0.702004
[23:17:25.455 D] Navigator.Clear
[23:17:25.481 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:17:25.490 D] Successfully generated path from {X=429,Y=897} to {X=428,Y=898} in 00:00:00.0000152 with 2(2) hops
[23:17:25.490 D] Client path generated.
[23:17:25.490 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 2 hops.
[23:17:25.588 D] Navigation reached current destination. Within 0.9332419
[23:17:25.588 D] Navigator.Clear
[23:17:25.611 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:17:25.622 D] Successfully generated path from {X=428,Y=898} to {X=428,Y=898} in 00:00:00.0000025 with 2(2) hops
[23:17:25.622 D] Client path generated.
[23:17:25.622 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 2 hops.
[23:17:25.715 D] Navigation reached current destination. Within 0.7027019
[23:17:25.715 D] Navigator.Clear
[23:17:25.745 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:17:25.775 D] Successfully generated path from {X=429,Y=897} to {X=428,Y=898} in 00:00:00.0000156 with 2(2) hops
[23:17:25.775 D] Client path generated.
[23:17:25.775 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 2 hops.
[23:17:25.845 D] Navigation reached current destination. Within 0.5376508
[23:17:25.845 D] Navigator.Clear
[23:17:25.900 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:17:25.907 D] Successfully generated path from {X=428,Y=898} to {X=428,Y=898} in 00:00:00.0000021 with 2(2) hops
[23:17:25.907 D] Client path generated.
[23:17:25.907 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 2 hops.
[23:17:25.975 D] Navigation reached current destination. Within 0.1800116
[23:17:25.975 D] Navigator.Clear
[23:17:26.027 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:17:26.037 D] Successfully generated path from {X=429,Y=897} to {X=428,Y=898} in 00:00:00.0000167 with 2(2) hops
[23:17:26.037 D] Client path generated.
[23:17:26.037 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 2 hops.
[23:17:26.108 D] Navigation reached current destination. Within 0.1799206
[23:17:26.108 D] Navigator.Clear
[23:17:26.158 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:17:26.167 D] Successfully generated path from {X=428,Y=898} to {X=428,Y=898} in 00:00:00.0000036 with 2(2) hops
[23:17:26.167 D] Client path generated.
[23:17:26.167 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 2 hops.
[23:18:25.818 N] [GilesTrinity] Your bot got stuck! Trying to unstuck (attempt #7 of 15 attempts)
[23:18:25.818 D] (destination=<2245, 1070, 0.1>, which is 0.1001359 distance away)
[23:18:25.980 D] Navigation reached current destination. Within 5.361826
[23:18:25.980 D] Navigator.Clear
[23:18:26.081 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:18:26.091 D] Successfully generated path from {X=427,Y=900} to {X=428,Y=898} in 00:00:00.0000345 with 3(2) hops
[23:18:26.091 D] Client path generated.
[23:18:26.091 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 2 hops.
[23:19:01.310 N] [GilesTrinity] Your bot got stuck! Trying to unstuck (attempt #8 of 15 attempts)
[23:19:01.310 D] (destination=<2245, 1070, 0.1>, which is 50.77831 distance away)
[23:19:19.509 D] Navigator.Clear
[23:19:19.509 D] [GilesTrinity] Clearing old route and trying new path find to: <2245, 1070, 0.1>
[23:19:19.509 D] Generating path to original destination - <2245, 1070, 0.1>
[23:19:19.566 D] Successfully generated path from {X=391,Y=879} to {X=428,Y=898} in 00:00:00.0009728 with 39(7) hops
[23:19:19.566 D] Client path generated.
[23:19:19.566 D] Generated path to <2245, 1070, 0.1> (original destination) with 7 hops.
[23:19:20.605 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:19:20.626 D] Successfully generated path from {X=400,Y=883} to {X=428,Y=898} in 00:00:00.0004940 with 30(7) hops
[23:19:20.626 D] Client path generated.
[23:19:20.626 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 7 hops.
[23:20:43.560 N] [GilesTrinity] Your bot got stuck! Trying to unstuck (attempt #9 of 15 attempts)
[23:20:43.560 D] (destination=<2242.5, 1070, 0.1>, which is 20.72486 distance away)
[23:20:46.542 D] System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaGizmo.get_HasBeenOperated()
at Zeta.CommonBot.Profile.Common.UseObjectTag.(DiaObject )
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.<GetEnumerator>d__0.MoveNext()
at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
at Zeta.CommonBot.Profile.Common.UseObjectTag.()
at Zeta.CommonBot.Profile.Common.UseObjectTag.(Object )
at Zeta.TreeSharp.PrioritySelector..()
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.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.CommonBot.BotMain.()
[23:21:10.634 D] Navigator.Clear
[23:21:10.634 D] [GilesTrinity] Clearing old route and trying new path find to: <2242.5, 1070, 0.1>
[23:21:10.634 D] Generating path to original destination - <2242.5, 1070, 0.1>
[23:21:10.644 D] Successfully generated path from {X=383,Y=876} to {X=428,Y=897} in 00:00:00.0012976 with 46(6) hops
[23:21:10.644 D] Client path generated.
[23:21:10.644 D] Generated path to <2242.5, 1070, 0.1> (original destination) with 6 hops.
[23:21:12.579 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:21:12.589 D] Successfully generated path from {X=388,Y=881} to {X=428,Y=898} in 00:00:00.0010504 with 42(8) hops
[23:21:12.589 D] Client path generated.
[23:21:12.589 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 8 hops.
[23:22:43.705 N] [GilesTrinity] Your bot got stuck! Trying to unstuck (attempt #10 of 15 attempts)
[23:22:43.705 D] (destination=<2242.5, 1070, 0.1>, which is 21.08143 distance away)
[23:22:49.769 N] [GilesTrinity] Your bot got stuck! Trying to unstuck (attempt #11 of 15 attempts)
[23:22:49.769 D] (destination=<2242.5, 1070, 0.1>, which is 31.51599 distance away)
[23:22:53.556 D] System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaGizmo.get_HasBeenOperated()
at Zeta.CommonBot.Profile.Common.UseObjectTag.(DiaObject )
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
at System.Linq.OrderedEnumerable`1.<GetEnumerator>d__0.MoveNext()
at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
at Zeta.CommonBot.Profile.Common.UseObjectTag.()
at Zeta.CommonBot.Profile.Common.UseObjectTag.(Object )
at Zeta.TreeSharp.PrioritySelector..()
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.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.CommonBot.BotMain.()
[23:23:05.053 D] [GilesTrinity] Clearing old route and trying new path find to: <2242.5, 1070, 0.1>
[23:23:05.053 D] Navigator.Clear
[23:23:05.053 D] Generating path to original destination - <2242.5, 1070, 0.1>
[23:23:05.062 D] Successfully generated path from {X=388,Y=888} to {X=428,Y=897} in 00:00:00.0013172 with 41(8) hops
[23:23:05.062 D] Client path generated.
[23:23:05.062 D] Generated path to <2242.5, 1070, 0.1> (original destination) with 8 hops.
[23:23:06.063 D] Generating path to Interact with object - <2243.831, 1070.652, 0.2>
[23:23:06.078 D] Successfully generated path from {X=398,Y=887} to {X=428,Y=898} in 00:00:00.0008206 with 32(7) hops
[23:23:06.078 D] Client path generated.
[23:23:06.078 D] Generated path to <2243.831, 1070.652, 0.2> (Interact with object) with 7 hops.
 
Stuck in Fields of Misery. running DB .281 Giles 1.6.3.4 modded, Rads 1.5 modded, newest version of profiles

There is a new version of this run that I've included in the upcoming update that *should* fix any FoM stucks. Just running some final tests before I release it
 
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