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[2.0.2] A Royal Audience

753m/hour
16 games/hour
0 death.

Don't understand how u can have 1.2B/hour.

My barb is 270k dps unbuff, 1,8M hardn
 
That weighting.cs file, when I try to open DB, it won't even load the trinity plugin at all... Says file cannot be read? Using latest one 1.8.9

I'm running the non-combat profile at the moment, it seems quicker than the combat version...
 
Don't know if anyone could use, but I did some editing to profile, cause sometimes mine was stucking if some monster was leaved behind after exiting the Palace. I also fixed in the begining, bot was talking to Tyrael several times. I'm doing 17games/h with my monk with 950-1B xp/h and about 1.4M gold/h. Using Trinity 1.8.8 (for Dashing Strike with Monk, in 1.8.9 is not working.) and Explosive Palm build.
View attachment A Royal Audience UP.xml
 
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Don't know if anyone could use, but I did some editing to profile, cause sometimes my was stucking if some monster was leaved behind after exiting the Palace. I also fixed in the begining, bot was talking to Tyrael several times. I'm doing 17games/h with my monk with 950-1B xp/h and about 1.4M gold/h. Using Trinity 1.8.8 (for Dashing Strike with Monk, in 1.8.9 is not working.) and Explosive Palm build.
View attachment 121975

ty! will test! and report back after couple runs later on. doing something else atm

edit 1: so far so good! 20 runs smooth as hell! very nice!! over 1B xp/h :) easy! t6
 
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what do i have to set that it wont kills destructables without reason?

i already set skip destructibles unless stuck
but it still kills some

and character still gets stuck quite often between mobs :(
 
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This UP version is working really nicely for me. I added teleport to end

<UseTownPortal questId="78264" stepId="9" />
<WaitTimer questId="78264" stepId="9" waitTime="200" />

<If condition="Me.IsInTown">
<LeaveGame questId="78264" stepId="9" reason="Done." stayInParty="True" />
</If>
 
This UP version is working really nicely for me. I added teleport to end

<UseTownPortal questId="78264" stepId="9" />
<WaitTimer questId="78264" stepId="9" waitTime="200" />

<If condition="Me.IsInTown">
<LeaveGame questId="78264" stepId="9" reason="Done." stayInParty="True" />
</If>
Oho, good ideia, I'll add here too.
 
If I die in the first section and revive, and kill the mobs and try to get out of that place, the bot gets stuck...

========== Grid segmentation resetting!!! ============
Exception when terminating bot thread. System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000198, Size: 12
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.Actors.DiaObject.get_Position()
at QuestTools.MoveToActor.WithinInteractRange()
at QuestTools.MoveToActor.<CreateBehavior>b__30(Object ret)
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Wait..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
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.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.Bot.BotMain.()
 
wat build are you barbs using to get 1b xp/h? i only get 600-700
is this on Torment 6?
 
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I was having some stucks in mobs, them I put Dashing Strike (Monk) and activated on Trinity tu use to movement. No more stucks. Don't know if other classes has something like this, it was the only solution I found.
 
what do i have to set that it wont kills destructables without reason?

i already set skip destructibles unless stuck
but it still kills some

and character still gets stuck quite often between mobs :(

in trinity under objects "force ignore destructables" :)

ur welcome
 
when i force ignore destructables the character always runs at the bottom of the line and gets stuck in one of the objects and dies
 
Combat Version: Runs to the Circle, kill everything. Runs to the sewers, kill everything not working ,bot skips circle mobs and enter the sewers to log out
 
Thank you Hitsuomy for the UP version, works like a god damn charm. The previous one that faebs uploaded was working with 75% efficiency, if you can somehow improve it even further. The only problem remains: in the sewers entrance room, there are
scaled maguses, I think it is the name for the lightning serpent faggots in that room. If the script can black list those mobs, it would be great, because my bot is wasting too much time killing just 3 of them everytime. Single target dps sucks when
you got full aoe build as barb.

PS: Actually I've just now noticed those 3 lightning faggots are being ignored. Very good and awesome job god bless you dude <3.
 
Ok, this is the last one I'm uploading.
- This Version has the waypoint usage at the end of the Script.
- I had a weighting.cs prepared for Trinity 1.8.9. I had major issues with this profile with this trinity version. So I switched back to 1.8.9


Note: I added some Moves on the way to the demon machines. Because I run this with +~40% Movement Speed I often lose Trash on the way there and Demonbuddy does some backtracking to kill those mobs (Costs a lot of time).
If you dont like this behavior just remove this part of the profile:

<!--THIS PART IS USEFUL BECAUSE SOMETIMES MOBS STAY BEHIND AND TRINITY DOES BACKTRACKING-->
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="438" y="547" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="440" y="575" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="438" y="547" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="523" y="544" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="523" y="578" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="523" y="544" z="0" straightLinePathing="True"/>
<!--THIS PART IS USEFUL BECAUSE SOMETIMES MOBS STAY BEHIND AND TRINITY DOES BACKTRACKING-->


eVERYTHING works great except at the very end my char doesn't go into the sewer, it just stands there and gets killed....

When it revives, it gets stuck.
 
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