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[A1 Inferno]FallenDev's, Bossqwerty-spiced FoM zorked edition -> MP10 E-skipping

zorked

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First of all: I copied a lot of stuff from FallenDev, rrrix and Bossqwerty. So, all credits go to them, they're awesomesauce and stuff, you know... ;)

FallenDev's FoM zorked edition.

needed:
-Trinity
-A1 Q10.1 active

Recommendations:
-MP10
-Elite skipping
-WW/Rend Barbs(it's what I am running)

***Combat/Misc***
-Trigger range for Trash Combat: 50 (a higher value could result in a more clean FoM map but cause a tad bit more backtracking and the occasional WotB drop)
-Min Trash Count: 7 (you could even set this number higher but it could result in Barbs skipping Zombie-packs in Decaying)
-Trashpack Cluster Radius: 25

-Be sure to avoid the Treepoison at all costs. Trees are blacklisted and will spawn quite a bunch of poisonous IPH-devouring ... well ... poison.



You should pick "Fallen_START.xml" as the starting profile(Should also work for YAR). Profile loads either on bot startup or when a Decaying Crypt is finished. It then does a Townrun. If the bot could not find a Decaying Crypt, no Townrun is triggered. This combination ensures that it does not do a townrun every run but at least once in a while so that the inventory is never full, triggering those silly in-run Townruns that result in deaths due to blacklisted Mobs. (I'd rather have an InventoryCheck in the TrinityTownRun tag that provides the number of free slots in the bag to determine wether to do a TR or not. But for now I've got to live with this workaround.)

The FoM Profile itself is quite simple. It enters FoM directly via Portal(not Through the Cemetery), does a single loop around the map, checking for possible Decaying Crypt entrance spawns and enters if possible. If it does not find a Decaying Crypt, it steers the bot to the Cemetery, starting a new run.

The loop is designed to attract as few Trees as possible, while checking Decaying Spawns relatively fast(since that's where the item drop density is highest).

Trinity Townrun fix:

Since I removed the dice rolling for a Townrun on start, here is the quick and dirty townrun fix that triggers a townrun if your inventory is 2/3 full and you are in town.
Code:
 // Check for no space in backpack
                    Vector2 validLocation = Trinity.FindValidBackpackLocation(true);
                    if (validLocation.X < 0 || validLocation.Y < 0[B] || (Trinity.Player.IsInTown && validLocation.Y >= 4)[/B])
                    {
                        Logger.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "Inventory full or half full in town, now running town-run routine.");
                        if (!LastTownRunCheckResult)
                        {
                            LastTownRunCheckResult = true;
                        }
                        Trinity.IsReadyToTownRun = true;

                        Trinity.ForceVendorRunASAP = true;
                        // Record the first position when we run out of bag space, so we can return later
                        TownRun.SetPreTownRunPosition();
                    }
The bold part for the above code is added in the TownRun.cs file in your Trinity plugin folder.


Please bear in mind that this is my first profile. :)

Now, have funsies with this zorkified FoM.
 

Attachments

Changelog:


v1.6.2
-big guy in Crypts added to the blacklists
-toggle targeting before and after DC entering to prevent a lot of bad stuff
-hopefully fixed the entering DC bug (double fixed I think :P )
-added resumeFromSave="False" for noobs to auto pick the correct Act/Quest (should also fix the DC entering bug)
v1.6.1
-TrinityUseOnce tag ID fixed.
-Crypt entrance Grid reset trigger set
-Max Deaths at Waypoint set to 2 ... after first DC check to 1
-Alternative route for the northern waypoint in FoMnormal
-Small bugfixes
v1.6.0
-altered some exploreDungeon values for Crypt lvl 1 (thanks to immortalhz)
-commenting out roll the dice on Start
-Checking only South and East in Crypt lvl 2 then logging off
-alter original post so that it's clear to start with Quest 10.2
-mention townrun Trinity Fix in main post (Townrun.cs)
-FoMnormal should not step into Farm or Treeevent anymore
-altered the loop in FoMnormal for less backtracking
v1.5.4
-added pillar and trap to blacklist (DC lvl 2)
-when in Decaying lvl 1 and startfile is loaded, load DC profile instead
-blacklisted DC to FoM Portal for those who have problems with that...
v1.5.3
-Even more crypts in maximum Crypts by straight logging off, when no crypt can be found (thanks to immortalhz for the suggestion)
-Removed north west moveto in Crypts lvl 2 to lengthen WotB uptime (no mobs there :) )
-DC lvl 2: now North->East->South->restart FoM
-Added a Kickstart Profile for YAR/RYAR to reduce DB-starting problems
-Townrun randomizer
-Another DC skip protection
-Northern fence stuck prevention moveto tag
-Code cleanup
v1.5.2
-enter DC fix for normal version
-load DC profile fix for normal version
-another DC stuck prevention
-white chest blocking stuck prevention added
v1.5.1
-QuestTools no longer needed :D thanks zakne11 for the hint!
v1.5
-Waypoint to town for maximum Decay (huge overhaul - thanks to rrrix for the idea :) )
-QuestTools now required for maximum Decay!
-Changed dungeon check moveto tags to not skip crypts
-few minor fixes
v1.4
-removed Female Zombie from blacklist to prevent deaths in Decaying lvl 2
-removed Blacklists from maximumDecay starter file
-World ID check on entering Decaying
-FoM profile active in Decaying -> Load Decaying
-Decaying profile active but still in Fom? -> load FoM
v1.3
-Added Warden to the Blacklist
-Tree Chest blacklisted in normal version / Description added
-Added some "lost in Decaying" prevention
-optional Decaying lvl 2 event (not really profitable, best to keep it commented out)
-optional FoM Bat event (susceptible for stucks)
-Single Folder for all versions. Different Starting Files for normal and Maximum Decay version
v1.2
-Optional "tree chest" skipping (delete comment arrows around blacklist tag to skip chest)
-Maximum Decay edition released :)
-Decaying death loop fixed
-Log messages ordered
-Files renamed
v1.1
-added Maximum Deaths while searching for Decaying (2 Deaths) to prevent deathloops
-switched up reload profile handling tags to support the Games/hour feature in DB
-May have fixed a reload loop issue after game crashes (has to be tested though)
-"Death on Bridge" death loop drop out
-general cleanup
v1.0
-release :)
 
wanna to see this solution for slots and townruns in next versions!
i need it for my profile too:rolleyes:
 
The difference is in the route. I don't discover every corner of the map to save time and produce a few more iph. I think you'll find 3 to 5 elites each run.

I guess it should not be worse for you. But you have to try for yourself ;)
 
nice profil, about 10% more efective then rixxx version of fom, 900-1000 iph at monks 6-8 mp
 
I'm getting 2460 IPH with this profile. I've only used it for 31.2 hrs. It is good.
 
Wow, 2460 iph? May I know your dps unbuffed? ^^
 
it is possible to skip tree chest event? its really deadly for monks there
 
it is possible to skip tree chest event? its really deadly for monks there
Today I won't be able to spend too much time on this. But maybe later in the evening I'll be able to get the ID and blacklist the chest.

Or could anyone else help with this? A quick google search did not produce the chest ID :)
 
I'm getting 2460 IPH with this profile. I've only used it for 31.2 hrs. It is good.

provide your 24h log first

i too see 2500+ in db window while farming
but really your ihp no more than 1200
 
so just need to scan ids when see it?
I guess so. But since I am at work I can't test anything. (Also my DB crashes quite often when I try to log/scan ids so your help would be greatly appreciated :) )
 
saw place can be on 2 or more places at now gather information from 1


1st loaction
33bof0z.jpg


no activated form of event tree

[16:19:38.080 N] [QuestTools] Object ActorSNO: 217479 Name: WoodWraith_Unique_A_Static-431 Type: ServerProp Radius: 28.27 Position: x="2287" y="820" z="0" (2287, 820, 0) Animation: WoodWraith_Neutral_Dormant_A Distance: 23.0 has Attributes: TeamID=1, BuffVisualEffect=1, ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,


[16:19:38.405 N] [QuestTools] Object ActorSNO: 6583 Name: WoodWraith_Static_pose_01_A-428 Type: ServerProp Radius: 16.92 Position: x="2292" y="682" z="2" (2292, 682, 2) Animation: Invalid Distance: 161.8 has Attributes: ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,



chest
[16:19:38.611 N] [QuestTools] Gizmo ActorSNO: 62860 Name: TrOut_Fields_Chest_Rare-460 Type: LootContainer Radius: 6.21 Position: x="2287" y="832" z="0" (2287, 832, 0) Distance: 11 Animation: trOut_fields_chest_Rare_idle AppearanceSNO: 77834 has Attributes: Level=63, TeamID=1, HitpointsCur=981668463, HitpointsMax=981663744, HitpointsMaxTotal=1065353216, ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,


2nd location
2a7smlh.jpg


no activated form of event tree

[19:55:16.100 N] [QuestTools] Object ActorSNO: 217479 Name: WoodWraith_Unique_A_Static-474 Type: ServerProp Radius: 28.27 Position: x="1807" y="580" z="0" (1807, 580, 0) Animation: WoodWraith_Neutral_Dormant_A Distance: 20.0 has Attributes: TeamID=1, BuffVisualEffect=1, ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,

19:55:16.406 N] [QuestTools] Object ActorSNO: 6583 Name: WoodWraith_Static_pose_01_A-484 Type: ServerProp Radius: 16.92 Position: x="1844" y="438" z="0" (1844, 438, 0) Animation: Invalid Distance: 167.7 has Attributes: ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,

chest
[19:55:16.554 N] [QuestTools] Gizmo ActorSNO: 62860 Name: TrOut_Fields_Chest_Rare-475 Type: LootContainer Radius: 6.21 Position: x="1807" y="592" z="0" (1807, 592, 0) Distance: 9 Animation: trOut_fields_chest_Rare_idle AppearanceSNO: 77834 has Attributes: Level=63, TeamID=1, HitpointsCur=981668463, HitpointsMax=981663744, HitpointsMaxTotal=1065353216, ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,


looks like chest got same sno, will try add black list and see it works
 
great profile, went from 90mil exp -> 105mil and 1200iph to 1500+
as a barb i like the tree chest event for the quick NV stack, he doesnt stay to fight the big tree anyway
keep up the good work zork!
 
maybe solution will be ignor all mobs for 10-15 seconds or something

saw bots stack sometimes at fence close to wasp cocons event
 
i know the solution about town runs only if you have near full inventory! its simple but stupid
but it works for myself

for example bot get 13 items with oathis profile
we create anothe the same prof with name Oasis-2
and after oasis-1 bot doing oasis-2 (put the profile name into <LoadProfile file="XXXXXXXXX"/>)

but Force TownRUn only in Oasis-1

so it will be townruns in the beginning of the profile only once from 2 runs =)

if we reach 1/3 of inventory per run - creat 3 profiles =)
 
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