suhteevah
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A 1-4 Keywarden Farm Profile! ADVENTURE MODE
So I had been searching around looking for a good key farming profile, and couldn't really find any that were working as of Ros so I hobbled together this pack to learn about making profiles, thanks to these guys for Original Profiles by Fallen, kunstprodukt, Lebenharvest Thanks for Points + Code! This will farm A1-4 stash the keys and start back at the beginning. Acts 1-3 feature new movement code, and A4 has been adjusted.
I have too many keys!/Wheres the Plugin!!
Currently there is no options to choose what act you want to do or anything fancy like that. If you have too many of one acts key your going to have to adjust your scripts manually, although its very easy. The very last line in the file contains what script it will load next, just change that final line of code to suit your needs. For instance if you have a lot of A2 keys you would adjust your Misery.xml to load Stone.xml instead of Oasis. If that's too confusing post and I'll assist. Updating/Having a working key management system is the end goal for this project, just going to take a little bit of time. I want to make the bot use adventure mode and do all keywardens in one game then make a new game rinse and repeat, as soon as I learn how to work adventure mode with the bot expect that from me.
So I had been searching around looking for a good key farming profile, and couldn't really find any that were working as of Ros so I hobbled together this pack to learn about making profiles, thanks to these guys for Original Profiles by Fallen, kunstprodukt, Lebenharvest Thanks for Points + Code! This will farm A1-4 stash the keys and start back at the beginning. Acts 1-3 feature new movement code, and A4 has been adjusted.
I have too many keys!/Wheres the Plugin!!
Currently there is no options to choose what act you want to do or anything fancy like that. If you have too many of one acts key your going to have to adjust your scripts manually, although its very easy. The very last line in the file contains what script it will load next, just change that final line of code to suit your needs. For instance if you have a lot of A2 keys you would adjust your Misery.xml to load Stone.xml instead of Oasis. If that's too confusing post and I'll assist. Updating/Having a working key management system is the end goal for this project, just going to take a little bit of time. I want to make the bot use adventure mode and do all keywardens in one game then make a new game rinse and repeat, as soon as I learn how to work adventure mode with the bot expect that from me.
Please post bug reports and how it works in the comments I will try and update it and fix it as best as I can, but as I stated earlier this is kind of a learning experience for me, and hopefully you will see more community contributions from me soon.
No Mass Control on Chantress!!
!!IMPORTANT!! Disable ALL profile reloading in Quest tools !!IMPORTANT!!
Crank up free bag slots for town run, it seems to be having issues at the moment. I have mine set on 4.
I can't really seem to find it atm, but recently I was reading either the beta release thread or somewhere in the trinity sub-forums, but tldr. It will never be fixed as this is how the bot functions. Combat is handled completely separately from movement, and thus if were in combat the whole time when we get near the KW it will never trigger that were in combat with it. Once again this is by design, and never will change thus I need to start writing my plugin.
TLDR:its broke and it aint gonna get fixed ever
Info about my setup in case
Current Demon Buddy Version:Latest Beta
Current Trinity Version:1.8.17
Recommended Plugins
http://www.thebuddyforum.com/demonb...6-plugin-buddystats-stats-remote-control.html
http://www.thebuddyforum.com/demonbuddy-forum/plugins/155211-plugin-armory.html (for now at least with everyone gearing up)
http://www.thebuddyforum.com/demonbuddy-forum/plugins/trinity/152028-ezupdater-plugin-updater.html
Adventure Mode
Adventure Mode features a modular system similar to the campaign system, but you can stay in the game for all 4 keywardens.
I used to recommend not afking these profiles, I revoke that recommendation I feel they are in a usable state.
If you want campaign mode of this hit me up, I'm taking it down as I don't maintain it anymore and thus it is in a unusable state in my opinion. If someone requests I can update it, but atm I'm focusing on adventure mode.
Code:
Changelog
Adventure Mode:
1.22 Adjusted some boxsize in act 1-3 to prevent KW misses
1.21 Contains some extra wait timers before/after waypoints there were issues when the bot wasn't taking them
Added in a bunch of checks to the code to make it more "sane" although it seems to have made it less
Cleaned up some of the code
Campaign:
1.42 Added some ignorescene to A1 to prevent leaving FoM (thanks Faebs)
1.41 removed one of the ancient relics (increased attack radius)
1.4 A1-3 Have been rewritten with new code to allow it to leave immediately after killing the keywarden
Trimmed Massive amounts of code from A1-3
Adjusted some boxsize/tolerance in A3/4 to improve them A4 was a little too botlike for me sorry
1.3 added tags to A2 to nail down stucks (obselete)
added some wait timers to try to avoid leaving behind rares/keys
1.2 features new code to hopefully refine a2 more
1.1 removed the dungeon logic to prevent attempting to load missing files
removed dune dervish blacklisting uncomment if you need it still was causing stuck issues
beginning attempting to refine a2 movement feels "buggy" and "botlike"
1.0 fixed stone.xml loading the wrong profile at the end of the profile
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