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[A1-3 Inferno] KeyHuntinn

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
  • 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
  1. Q9.3 - Chamber of Suffering
  2. Q8.3 - Soulstone Chamber
  3. 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The champion hunting profiles were originally made by the CIGGARC guys and their threads can be found in the following links: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
 

Attachments

Last edited:
also testing, will report back in about 8 hours.

I was wondering, is it possible to make monster power level to lets say act 3 = 1, act 2 = 2 and act 1 = 3 ? :) since my char aint that good so i have to make it to zero :(

Ty for sharing
 
also testing, will report back in about 8 hours.

I was wondering, is it possible to make monster power level to lets say act 3 = 1, act 2 = 2 and act 1 = 3 ? :) since my char aint that good so i have to make it to zero :(

Ty for sharing

I would also like to know if this is possible in the profile tags. Anyone know?
 
Hey, great compilation for key collection.

Just wondering why A2 is set up the way it is. (Could be ease of creation).

But I would think it would be faster to go: Sewers > Black Canyon > Road to Alcarnus > Desolate Sands if need be > Key Warden.

The thing is desolate sands champ packs are very spread out and generally just ends up a lot of running.

I will try and work on creating my own profile with the above layout, but ya, just wondering. Thanks.
 
Thanks for the positive feedback everyone!

brising87 said:
Just wondering why A2 is set up the way it is. (Could be ease of creation).

But I would think it would be faster to go: Sewers > Black Canyon > Road to Alcarnus > Desolate Sands if need be > Key Warden.

The thing is desolate sands champ packs are very spread out and generally just ends up a lot of running.

I'm totally open to making these runs more efficient, so I'll start working on A2 a little more. I never really hunted there by hand, so as much info as you can give me about pack density is helpful. The same really applies to the other acts too, just because I have it set up this way doesn't mean its the best heh.

Twinca said:
I was wondering, is it possible to make monster power level to lets say act 3 = 1, act 2 = 2 and act 1 = 3 ? since my char aint that good so i have to make it to zero

As far as I am aware, this isn't possible yet, but something I'm interested in looking into as well; Xah'Rith is a bitch with his frozen bodies

EDIT:

How do you guys feel about the additional areas (vault of the assassin, forgotten ruins) in act 2? Since I am lengthening the nv gathering of a2, I'm starting to think that vault of the assassin is not needed and may help smooth runs since it is a random. Forgotten ruins is a little different, it may be found before you run in to the key warden and should you get stuck, bot may leave game, so I'm thinking hard about removing this.

On the other hand, if your'e a fan of longer runs, it may be a good idea to keep these in to keep run time up. Another note with that, what about champ hunting after key wardens? Again, I'm kind of a fan of longer runs, though currently, I'm barely running over 1 game/hour so still its not a big concern.

In any even, let me know what you guys think!
 
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There is a bad stuck on FoM #20 > #23 as well (Fields of Misery - Act I). I found a fix on the ciggarc fourms.

<MoveTo questId="1" x="2131.725" y="458.1083" z="0.1" name="FoM #20" />
<MoveTo questId="1" x="2131.725" y="458.1083" z="0.1" name="FoM #21" />
<MoveTo questId="1" x="2072.387" y="469.429" z="0.1" name="FoM #22.1" />
<MoveTo questId="1" x="1961.413" y="485.4483" z="0.1" name="FoM #22.2" />
<MoveTo questId="1" x="1920.435" y="372.7823" z="0.1" name="FoM #22.3" />
<MoveTo questId="1" x="1865.47" y="222.6739" z="0.1000001" name="FoM #23" />
 
There is a bad stuck on FoM #20 > #23 as well (Fields of Misery - Act I). I found a fix on the ciggarc fourms.

Thanks! I had thought I was having nav server issues, I'll make sure this works in about 2 minutes, heh, almost ready to hunt odeg on this round

EDIT:

Looks great, thanks again!
 
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looks good so far. Minor stuck at desolate sands right after going up the steps and there's this big bolder... But unstucker got through and so far 2/2 for keys running at mp3. Maybe 3/3 tonite.
 
Why would he add Act 4? Do you even do your research on hellfire rings before posting. Go run Act 4 yourself.
 
v1.1 is a GREAT improvement! (not that v1 was terrible!). I might have some suggestions a little later if your interested.
 
Mine gives up and logs out when it dies. And when it has only lets say 3 stacks it still attacks the keywarden guy. So is there anyway i can change the behavior on the bot on deaths? My guess are that it is the RadsAtom plugin that prevents it from keep moving on after death? it just goes into another game and do the whole thing over again... any1 got a solution? Otherwise the profile works perfect doesnt get stuck or anything
 
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Mine gives up and logs out when it dies. And when it has only lets say 3 stacks it still attacks the keywarden guy. So is there anyway i can change the behavior on the bot on deaths? My guess are that it is the RadsAtom plugin that prevents it from keep moving on after death? it just goes into another game and do the whole thing over again... any1 got a solution? Otherwise the profile works perfect doesnt get stuck or anything

What do you have set up in RadsAtom. That isn't a profile behavior but a DB/Plugin behavior.
 
very good script...I have a question
you're working for Act 4?

To the first part, thanks! And the second, I porbably won't write an A4 part just because you only need to find that plan once. My advise, search the forums for a combat profile that will do the fighting for you while you wander about act 4.

Mine get suck in desolate sands behind a rock

Things like this do happen, I've not experienced a stuck like that that either giles unstucker or unstuckme couldn't get out of in 1-2 tries. If you have a dump of the location, send it over to the boys at CIGGARC, these are just their scripts tweaked to run for keys.

v1.1 is a GREAT improvement! (not that v1 was terrible!). I might have some suggestions a little later if your interested.

Thank you again, and I'm always interested in improvements!

Mine gives up and logs out when it dies. And when it has only lets say 3 stacks it still attacks the keywarden guy. So is there anyway i can change the behavior on the bot on deaths? My guess are that it is the RadsAtom plugin that prevents it from keep moving on after death? it just goes into another game and do the whole thing over again... any1 got a solution? Otherwise the profile works perfect doesnt get stuck or anything

Well yes, I've noticed this when I tried to push my mp too high. I could get through the regular elites just fine, but might die 2-3 times on the key warden, causing radsatom to leave the game. You have a couple options. You could remove the death and leave game counters, so that no matter how many times you die, it would stay in the game and keep your nv stacks. Or you could lower mp level until you don't die (or increase your gear if you're at mp0 now). I would personally go for the second option, as less deaths leads to smoother, more efficient runs. 100% extra mf does no good to a dead man heh.
 
Thank you that helped i changed the Foldername to RadsAtom and i could change the config fine :P
 
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