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[A1] New Bounties

WiN

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[A1] Profiles for New Act 1 Bounties

The new Act 1 bounties have now been integrated into the Act 1 Adventure Mode Bounty Profiles based upon the excellent Act 1 bounties from this post (credit: xzjv, kyriakos, Fujiyama, sychotix, creation85, tenshin). These are my first profiles - feedback appreciated - but please be kind! I will try to update the profile as soon as a problem is found - this is a community effort - so please test and help out for the good of the community. It takes a lot of hours of watching the bot to see where the bugs occur - or other unusual occurrences - so all help is greatly appreciated.

Assembla SVN Link: https://www.assembla.com/code/act1-bounties-community-edition-2-2/subversion/nodes/2/trunk
Checkout SVN URL: https://subversion.assembla.com/svn/act1-bounties-community-edition-2-2/

**These Profiles do NOT currently work with BuddyMe Fork 2.8.4 v 10xx due to some compatibility issue - Use Regular Trinity Instead**

Instructions:
  1. Save the attached zip file to your pc (or grab the version from SVN above)
  2. Unzip the profile pack
  3. Load the act1.xml file from the Profile directory

Configure Trinity Settings:
  • Set Minimum trash mob pack size to 1 (VERY IMPORTANT)
  • Combat > Misc > Uncheck "Extend trash-kill range after combat"
  • Items > Scoring/TownRuns > Check "Open Horadric Caches"
  • Items > Scoring/TownRuns > Set "Free Bag Slots in Town" to 30
  • Advanced > Check "Enable Gold Inactivity" and set slider to 150
  • Advanced > Check "Enable Trinity Unstucker"
(courtesy of xzjv)

This profile pack has been running for 48 hours - Monk (dashing strike) 24 hours - Demon Hunter (m6 and natalyas) 12 hours - Barbarian and resulted in over 400 caches (if you find the bot is quitting the game before collecting the items from opening the cache then turn off cache opening - store them in your bag until later) - using Trinity 2.8.x


Code:
r1.13 - Adjusted the InteractRange on Triune Reborn to 2
r1.14 - Switched to updated versions of the following bounties:
clear_clan_of_the_mooncave, clear_crypt_of_the_ancients, clear_den_of_the_fallen, clear_khazra_den, clear_scavengers_den, clear_warriors_rest
provided by xzjv (the following settings apply in the clear zone: trashPackSize="1" trashPackClusterRadius="30" nonEliteRange="100" to ensure all mobs are killed)
r1.15 - added in zerg mode index file and routes from original Act1 bounties (untested)
r1.16 - revised Templar Inquisition logic to double triple check each survivor and an offset around each - to compensate for dashing monks who go out of range too quickly
r1.17 - updated CurrentLevelId detection in Templar Inquisition to no longer allow the ID to be 19953 - originally included due to a report that the bounty could occur in this zone - but I have run it 200+ times and it never has. Reduced the interact attempts back down to 2 for Queens Dessert
Change Log Hidden Below - Click SHOW to see latest changes.
[HIDE]
Code:
r1.01
- reduced the boxSize to try to stop the bot yo-yoing between 2 identical Actor Ids
- reduced second interactRange to 8 to try to get closer second time around
- added setNodesExploredAutomatically tag (doesnt work because the explore is redeclared)
- fixed incorrect waypoint for wortham (thanks hae)
- added scene ignore for leorics (thanks sychotix)

r1.02
- added IgnoreScenes to the Templar Inquisition to stop it leaving the area (thanks Xenetron) - hasnt solved problem

r1.03
-blacklisted the Cow!? that pops out of the cocoon in The Queens Dessert

r1.04
- The Queens Dessert - blacklisted the Bounty_Pingers which seemed to be dragging the bot back and forth between identical Pingers
- The Queens Dessert - added ignoreGridReset to stop the bot re-starting the explore everytime an Actor was found
- The Queens Dessert - add a MoveToOffset once the actor was found to look around the area for hidden spider

r1.05
- The Queens Dessert - reduced the interactAttempt value which seems to have completely solved the clicking on Actor problem - who knew!? (thanks BuddyMe)
- The Queens Dessert - optimized pathing and boxSize for faster exploring

r1.06
- The Triune Reborn - reduced the interactAttempt value for 100% clicking - still blacklist this until there is a fix for leaving the zone
- Templar Inquisition - reduced the interactAttempt value for 100% clicking - still blacklist this until there is a fix for leaving the zone

r1.07
- Templar Inquisition - added extra CurrentLevelAreaId to stop bounty clashing with other bounties in the same world (thanks Fujiyama)

r1.08
- Templar Inquisition - typo fix

r1.09
- Templar Inquisition Manual SafeMoveTo version which is now afk-able

r1.10
- Triune Reborn Manual SafeMoveTo version which is now afk-able

r1.11
- Templar Inquisition - added a reload profile to the end of the loop so the bot will run around a second time if he missed any villagers on the first attempt
- Templar Inquisition - rewrote the Villager detection when 2 are close together to stop any flip-floping between them
- Triune Reborn - added a reload profile to the end of the loop so the bot will run around a second time if he missed any monuments on the first attempt
[/HIDE]

Tested and working using Demonbuddy 1.1.2262.403, 404 and Trinity 2.7.x, 2.8.x
 

Attachments

Last edited:
Thanks. I was trying to do some improvements to the profiles... but I was getting really odd results. (specifically with the templare inquisition... it just wouldn't click it!)

As for the triune problem, you should be able to tell TrinityExploreDungeon to ignore the scene that leads to Leoric's Hunting Grounds.

I'm not sure, but the MoveToActor problem (bouncing between two) MIGHT be able to be solved by using something like
Code:
<TrinityExploreDungeon questId="1" until="ObjectiveFoundOrBountyComplete" ignoreMarkers="False" pathPrecision="60" boxSize="45" boxTolerance="0.01" objectDistance="45">
					<Objectives>
						<Objective actorId="430733" endAnimation="Prisioner_Stake_idle" interact="True" />
					</Objectives>
					</TrinityExploreDungeon>

But I was having a TON of trouble with it actually clicking them, so I gave up.
 
for those of u that dont want edit the profile by urself:

View attachment Royal.zip

All credits to the original makers and WIN!



then choose profile Royal > Acts > A1 > act1.xml

Also never rename your profile name than the original ones
 
Last edited:
The clicking problem is a Trinity one I think - maybe the shape of the objects? No Clue - DyingHymn mentioned it happens in the new Act 4 bounties he made in a post.
I tried changing the interactRange="25" down to 1 and up to 40 - no joy - I tried adjusting all of the pathPrecision="60" boxSize="45" boxTolerance="0.01" objectDistance="25" variables also no joy - I know mostly it is pathing but i thought maybe something to do with the way the bot approaches the Actors.
 
Last edited:
Thanks Win.

i had a prob with tele to wortham surviors, i stole the waypoint script from another profile. but i have found it doesnt click on quest items. any thoughts, thanks HAE
 
for those of u that dont want edit the profile by urself:

View attachment 175493

All credits to the original makers and WIN!


Ps: the zip file must change name back to .7z (use 7zip) before extraction (this forum only allows uploading of .zip files thats why i had to change file type=)

then choose profile Royal > Acts > A1 > act1.xml

Also never rename your profile name than the original ones

Be nice for us lazy people, if you would upload the correct attachment!
 
The clicking problem is a Trinity one I think - maybe the shape of the objects? No Clue - DyingHymn mentioned it happens in the new Act 4 bounties he made in a post.
I tried changing the interactRange="25" down to 1 and up to 40 - no joy - I tried adjusting all of the pathPrecision="60" boxSize="45" boxTolerance="0.01" objectDistance="25" variables also no joy - I know mostly it is pathing but i thought maybe something to do with the way the bot approaches the Actors.

This is correct, its not just quest items, its having issues with doors and shrines and pools as well.
 
Oh my god you fix it so fast!!!!!!
Thanks!!!!!!!
 
Last edited:
@Queens Dessert:

1st Quest Point

[Trinity] Blacklisting a monster because of possible stuck issues. Monster=Cow_B [95263] Range=16 health %=1 RActorGUID=801505339
[Trinity] Blacklisted Target, Returning Failure

an repeat it a many times run forward and then back to the COW
 
Anyone got an workíng attachment for us pleebs who can't figure out how to merge the two files? :)
 
[QuestTools][<MoveToObjectiveRoutine>d__1] Error: Could not find Objective Marker! questId=1 stepId=0 pathPointLimit=250 interactAttempts=20 interactRange=25 pathPrecision=40 x="0" y="0" z="0"
ToggleTargeting, new values: Looting:True LootRadius:50 Combat:True KillRadius:45
Looking for Villagers
[QuestTools][ExploreDungeonTag] ExploreDungeon Started

I got this after he tried to interact with the first of the templars for the Inquisition bounty.
It still activated it, but kicked into ExploreDungeon mode after and started killing everything instead of zerg :(
 
So I go to the Folder:

Profiles > Bounties > Acts > A1
Than I copie all 4 Files in there
and
than I open the act1.xml and add this?
Code:
<!-- =================================================================================================
 =================================================================================================
  ================================================================================================= -->
		
	[color=green]<!-- The Queens Dessert -->
	<If condition="HasQuest(432784)">
		<LoadProfile file="432784_the_queens_dessert.xml" />
	</If>
	
	<!-- Wortham Survivors (434378) -->
	<If condition="HasQuest(434378)">
		<LoadProfile file="434378_wortham_survivors.xml" />
	</If>

	<!-- The Triune Reborn (432293) -->
	<If condition="HasQuest(432293)">
		<LoadProfile file="432293_the_triune_reborn.xml" />
	</If>

	<!-- Templar Inquisition -->
	<If condition="HasQuest(430723)">
		<LoadProfile file="430723_templar_inquisition.xml" />
	</If>	[/COLOR]
		
		
		<!-- 1	The Old Ruins =============================================================-->
    
	<!-- The Cursed Hold -->

WOW working like a clock :) :rolleyes:
 
Last edited:
I've changed my xml and added the new bounties but the bot seems to just perform the bounties and at the end it doesn't talk to Tyrael so I don't receive the Hordraic box... how can I fix this?
 
Free Villagers in the Weeping Hallow doesn't seem to work, unless it literally walks over them, it will just explore and explore and explore...
 
The clicking problem is a Trinity one I think - maybe the shape of the objects? No Clue - DyingHymn mentioned it happens in the new Act 4 bounties he made in a post.
I tried changing the interactRange="25" down to 1 and up to 40 - no joy - I tried adjusting all of the pathPrecision="60" boxSize="45" boxTolerance="0.01" objectDistance="25" variables also no joy - I know mostly it is pathing but i thought maybe something to do with the way the bot approaches the Actors.

You need to add the object id to the datadictionary.cs I think - but yes, atm it doesn't work becuase it won't click them
 
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