Tinnvec
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[A1-3 Inferno] KeyHuntinn v2.0
KeyHuntinn is a compilation of champion hunting runs that I've strung up and tweaked so that they all play together nicely. I've also made the profile require no plugins what so ever, but still recommend Unified Giles.
What it Does
Instructions
Load the file for the act you wish to start in (ie. A1_Start_KeyHuntinn.xml for Act 1)
Required DemonBuddy version
1.0 r1206 Build 283 and later
Recommended Plugins
http://www.thebuddyforum.com/demonb.../91188-unified-trinity-community-edition.html
Required Quests
The champion hunting profiles were originally made by the CIGGARC guys and their threads can be found in the following links:
Run Setup
Changelog
KeyHuntinn on Github
All my work comes with the "Beerware License". If you enjoy my work and see me out one day, just buy me a beer as thanks. You could even donate to my beer fund if you like.
Known Issues
If you die during a key warden battle, it decides you killed it... and you move to the next section (thanks cfong)
Key number based runs issue explanation: The new condition functions that Nesox added and I use for this don't currently return stack count, so 1 key or 50, it all looks like 1 to that function. So if you just let bot run as normal, it will correctly choose acts until you have at least one of each key, at that point it will always think the keys are equal (since they all look like 1) and will pick from random all acts. The other possible solution involves unstacking the keys so bot will count them correctly, but this requires maintenence, as keys will automatically be stacked. Hopefully a future update from Nesox will resolve this issue.
Possible benefit to this bug: You actually wouldn't have to edit any files if you want to force a certain act. Simply unstack one key from each act you don't want to run, this will make the key number for those acts look larger, thus forcing the act you want because in 1 stack, just looks like 1 key. Just an interesting thought I had
KeyHuntinn is a compilation of champion hunting runs that I've strung up and tweaked so that they all play together nicely. I've also made the profile require no plugins what so ever, but still recommend Unified Giles.
What it Does
- At 5 NV, switch to the key warden area for current act
- When Bot finds and kills key warden, it will end run for the next game
- Next act is chosen by lowest key count (see known issues about this)
Instructions
Load the file for the act you wish to start in (ie. A1_Start_KeyHuntinn.xml for Act 1)
Required DemonBuddy version
1.0 r1206 Build 283 and later
Recommended Plugins
http://www.thebuddyforum.com/demonb.../91188-unified-trinity-community-edition.html
Required Quests
- Q9.3 - Chamber of Suffering
- Q8.3 - Soulstone Chamber
- Q7.3 - Kill Azmodan
The champion hunting profiles were originally made by the CIGGARC guys and their threads can be found in the following links:
Run Setup
Code:
Act 1
[INDENT]NV1 - Leoric's Manor + Leoric's Hunting Grounds (2 versions)
NV2 - Festering Woods (2 versions)
Key - Odeg - Fields of Misery[/INDENT]
Act 2
[INDENT]NV1 - Mine (2 versions)
NV2 - Alcarnus (2 versions)
NV3 - Howling Plateau
NV4 - Desolate Sands
Key - Sokahr - Oasis[/INDENT]
Act 3
[INDENT]NV1 - Core
NV2 - The Skycrown Battlements
NV3 - Battlefields with Barracks
Key - Xah'Rith - Stonefort[/INDENT]
Changelog
Code:
v2.0 Removal of Long version
[INDENT]Removed Long version, profiles on CIGGARC haven't been maintained, and I don't want to maintain this many files on my own
Fixed typo for missing .xml[/INDENT]
v1.9 Re-release
[INDENT]Removed final Trinity tags from A3[/INDENT]
v1.9 No Plugins, Partial Key Basis, Long Version
[INDENT]Removed need for GilesTrinity, Changing from 'Required' to 'Recommended'
Added Long version
Both version now try to choose the act to run based on keys you have. See 'Known Bugs' for details about why this only partially works for now
Small change to key warden detection, may help with Odeg issues[/INDENT]
v1.8 Less Plugins
[INDENT]Removed need for RadsAtom entirely[/INDENT]
v1.7 Small fixes
[INDENT]If statement added to festering woods
Back to old Oasis for Sokahr (also includes the small lower right loop fix)[/INDENT]
v1.6 Better NV handling
[INDENT]Now uses internal DB tags for NV detection, this fixes the known bug with towning
Back to old Festering Woods
Different Fields of Misery, seems to be running much better
No more looping warden runs, now exits with a message that he was not found
More logging, watch the logs for info
Now picks next act randomly from 2 acts (excluding current) to avoid running the same act over and over[/INDENT]
v1.5 Key warden Improvements
[INDENT]Fix for force tp at start of key warden file (no more re-running whole profile if you die at key warden)
Leave game after key warden death
Randomly random act switching[/INDENT]
v1.3 Towning improvements
[INDENT]Now only forces tp at beginning of key warden profiles, this is required for going straight to[/INDENT]
v1.2 A2-3 Improvements
[INDENT]Howling Plateau added to A2 NV run
Add core to A3 NV run
Rearrange A3 NV run for more efficiency[/INDENT]
v1.1 - Act 2 Improvements
[INDENT]Added 2 versions of mine profile to A2, increasing the nv gather profile count to 3
Removed random dungeons Vault of teh Assassin and Forgotten Ruins to increase reliability and streamline runs
Fields of Misery stuck fix from CIGGARC forums, as shown by DavidKDean[/INDENT]
v1.0 - Initial version
[INDENT]Runs 2 NV Gather profiles and Key Warden Profile per act
Act 1 NV1 and 2 have 2 possible runs each
Act 2 NV1 has 2 has 2 possible runs[/INDENT]
KeyHuntinn on Github
All my work comes with the "Beerware License". If you enjoy my work and see me out one day, just buy me a beer as thanks. You could even donate to my beer fund if you like.
Known Issues
If you die during a key warden battle, it decides you killed it... and you move to the next section (thanks cfong)
Key number based runs issue explanation: The new condition functions that Nesox added and I use for this don't currently return stack count, so 1 key or 50, it all looks like 1 to that function. So if you just let bot run as normal, it will correctly choose acts until you have at least one of each key, at that point it will always think the keys are equal (since they all look like 1) and will pick from random all acts. The other possible solution involves unstacking the keys so bot will count them correctly, but this requires maintenence, as keys will automatically be stacked. Hopefully a future update from Nesox will resolve this issue.
Possible benefit to this bug: You actually wouldn't have to edit any files if you want to force a certain act. Simply unstack one key from each act you don't want to run, this will make the key number for those acts look larger, thus forcing the act you want because in 1 stack, just looks like 1 key. Just an interesting thought I had
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