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ACT 2 - Lieutenant Vachem Quest

you need his helper plugin to disable / enable attacking monsters, otherwise you will attack the nagas when they are still people infinitely.

It's not quite afkable yet, and in NM it's only 17k exp / run (which takes 1.5-2mins).
Compared to ZK normal, you get 10.5k exp / run (which takes 1min).

They are pretty close to equal, and ZK is afkable (and more money too).
 
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Fixed your cage problem, and added another MoveTo at the very end to grab the topmost disguised naga in-case it didn't aggro for the fight.

Ran 80 runs no issues, always opened cage. The trick was to add a MoveTo to directly infront of the cage, and then invoke UseObject with interactRange = 4.5 (the correct cage is within 4.2)

EDIT: Still not quite perfect, run #94 it grabbed the wrong cage. We need to wait until API is in place to check the gizmo interact field, or at the very least allow name checking (Locked Cage).


Kill Radius: 35
Below is the fixed profile (albeit in Nightmare):

First run failed at cages :(.
 

hello ,
i'm using this now whole day did modifications , but i can't get it that it skip that dialog when entering the commandpost
so as i'm not trying to leech only i want to share my version .
Credits to Newk ! nice job on the plugin mate !!
I hope u like the my modifications when i got it fully working then i try remove also the timers i dont think it will be really needed at some point :p
Note: and as you can see i try every tag to try skip that dialog :) ( before ppl start qqing that i put that many in a line :p )
Note: there is this minor issue it keeps spamming in the log at some point when we enter the commandpost
added log from DB in attachment :

Here the Plugin aswell : http://www.thebuddyforum.com/attach...act-2-lieutenant-vachem-quest-plugin.zip.html
 

Attachments

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Newk can't you make the plugin do that skip thing , or am i doing something wrong here ?
 
Found a fix I think, been running it for a while without problems.

To those interested, if you first check if the person inside the cage is present:

<If condition="ActorExistsAt(80980, 163.9662, 169.2451, 0.1, 10)">

And then try to use the cage
<UseObject questId="93396" stepId="30" actorId="185284" x="163.9662" y="169.2451" z="0.1" interactRange="10" />

The cage you checked for will be the one it tries to use first. Atleast that is my impression.
Found this out when trying to add using the cages in the Magda Boss Quest, also interactRange seems utterly useless ;P
 
Newk can't you make the plugin do that skip thing , or am i doing something wrong here ?

I think you can, but you would have to find something that could check if a conversation / chat bobble is actually present, and I don't know how to check for that ( Have not tried though )
 
just tried it with the new release. the bot takes the portal to 2.2 and then stops and does nothing at all
[18:34:24.291 D] Generating path to UNKNOWN - <1344.466, 273.7822, 167.8057>
[18:34:24.291 D] Waiting for path request to finish...

it spams that line over and over
 
just tried it with the new release. the bot takes the portal to 2.2 and then stops and does nothing at all
[18:34:24.291 D] Generating path to UNKNOWN - <1344.466, 273.7822, 167.8057>
[18:34:24.291 D] Waiting for path request to finish...

it spams that line over and over

Yea, mine started doing that aswell. Pretty sure it's a server navigation problem, but i'll try to see if there is something that can be done.
 
the problem is he tries to open doors wtf? the one that is untargetable

[01:33:10.301 D] Generated path to <162.2834, 151.7155, 0.1> () with 6 hops.
[01:33:11.402 V] Opening door caOut_StingingWinds_Khamsin_Gate-400

and sticks there, once he should just get out and in.
 
I think the problem is that your computer loads too slowly when you exit Command Post, so I can't really test if this works, but I think I know what the problem is.

Try version 1.3 (uploading in a sec)
 
probably man, im with 2 diablos atm, using the edit version Roflkoptor that just waits dialog, seems to work fine.
 
1.3 seems not to work as well but its because when i enter, i hit one vase and dont get to activate the event, so he fails to identify to rejoin i guess thats why
 
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