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[Beta] Demonbuddy daily beta builds

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Hi Nesox,

Getting an error using my Demonhunter, only QuestTools plugin enabled on a fresh install.

Code:
[13:15:35.530 V] [Belphegor All-in-One 1.0.1184.86] Error occured: Object of type 'System.Single' cannot be converted to type 'System.Int32'.
[13:15:35.530 D] System.ArgumentException: Object of type 'System.Single' cannot be converted to type 'System.Int32'.
   at System.RuntimeType.TryChangeType(Object value, Binder binder, CultureInfo culture, Boolean needsSpecialCast)
   at System.RuntimeType.CheckValue(Object value, Binder binder, CultureInfo culture, BindingFlags invokeAttr)
   at System.Reflection.MethodBase.CheckArguments(Object[] parameters, Binder binder, BindingFlags invokeAttr, CultureInfo culture, Signature sig)
   at System.Reflection.RuntimeMethodInfo.InvokeArgumentsCheck(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.Reflection.RuntimePropertyInfo.SetValue(Object obj, Object value, BindingFlags invokeAttr, Binder binder, Object[] index, CultureInfo culture)
   at System.Reflection.RuntimePropertyInfo.SetValue(Object obj, Object value, Object[] index)
   at Zeta.Common.Xml.XmlSettings.()
   at Zeta.Common.Xml.XmlSettings..ctor(String path)
   at Belphegor.Settings.DemonHunterSettings..ctor()
   at Belphegor.Settings.BelphegorSettings.get_DemonHunter()
   at Belphegor.Routines.DemonHunter.<DemonHunterMovement>b__5b(Object ctx)
   at Belphegor.Composites.SpellCast.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Belphegor.BelphegorPlayerMover.MoveTowards(Vector3 to)

Seems it's here, in Routines\Belphegor\Settings\DemonHunterSettings.cs:

Code:
        [XmlElement("VaultDistance")]
        [DefaultValue(0)]
        [Setting]
        [Category("Movement")]
        [DisplayName("Vault Distance")]
        [Description("The distance inbetween points before Vaulting")]
        [Limit(35, 100)]
        public float VaultDistance { get; set; }


        [XmlElement("VaultDiscipline")]
        [DefaultValue([COLOR=#ff0000][B]35f[/B][/COLOR])]
        [Setting]
        [Category("Movement")]
        [DisplayName("Vault discipline")]
        [Description("The discipline threshold for Vaulting")]
        [Limit(0, 100)]
        public [B][COLOR=#ff0000]int [/COLOR][/B]VaultDiscipline { get; set; }
 

Attachments

Nesox

Still having issues getting the advanceconversation to work. I must be doing something wrong.

This is the code Im trying to add it to

<While condition="ZetaDia.CurrentWorldId == 71150">
<ToggleTargeting questId="1" combat="false" looting="False" lootRadius="0" killRadius="0" />
<MoveTo x="2190.91" y="2526.047" z="27.31072" questId="1" pathPrecision="15" />
<MoveTo x="2194.844" y="2525.224" z="27.5659" questId="1" pathPrecision="3" />
<While condition="ActorExistsAt(209133, 2190.91, 2526.047, 27.31072, 100)">

<TalkTo actorId="209133" x="2185.109" y="2515.575" z="27.1" questId="1" />
 
try this:
PHP:
<AdvanceConversation questId="1" numTimes="10" statusText="Advancing boring conversation..." />

note: AdvanceConversation is for conversations without dialogs like when you are talking to Tyrael right before Iskatu in Act 4

Does that mean it wont work with Cow King? If not, can we look forward to an advancedialog tag in the future? Its the cow king Im trying to use this for.
 
No it should work for cowking, just add the AdvanceConversation tag.

try this.
PHP:
<While condition="ZetaDia.CurrentWorldId == 71150">
            <ToggleTargeting questId="1" combat="false" looting="False" lootRadius="0" killRadius="0" />
            <MoveTo x="2190.91" y="2526.047" z="27.31072" questId="1" pathPrecision="15" />
            <MoveTo x="2194.844" y="2525.224" z="27.5659" questId="1" pathPrecision="3" />
            <While condition="ActorExistsAt(209133, 2190.91, 2526.047, 27.31072, 100)">
  <AdvanceConversation questId="1" numTimes="10" />


It never interacts with cow king with that code. I tried keeping the code I had before and just adding the <AdvanceConversation questId="1" numTimes="10" /> after and that didnt work either. Would it help if I attached the profile so you could look at the whole thing? BTW thanks for helping with this.
 
OK did this

- <While condition="ZetaDia.CurrentWorldId == 71150">
<ToggleTargeting questId="1" combat="false" looting="False" lootRadius="0" killRadius="0" />
<MoveTo x="2190.91" y="2526.047" z="27.31072" questId="1" pathPrecision="15" />
<MoveTo x="2194.844" y="2525.224" z="27.5659" questId="1" pathPrecision="3" />
- <While condition="ActorExistsAt(209133, 2190.91, 2526.047, 27.31072, 100)">
<TalkTo actorId="209133" questId="1" />
<AdvanceConversation questId="1" numTimes="10" />

And it didnt work either. It starts talking to cow king, but never advances I feel like an idiot because I cant get this to work
 
I see a feature in the changelog

Is now possible to loot in combat, can be enabled in the settings tag "Enable combat looting" setting.

Will disabling it allow my toon to finish combat before attempting to loot? Cos up til now, my toon has been trying to loot while in combat, sometimes causing deaths.

p.s. I use GilesTrinity.
 
Nesox for the love of god, can you fix the teleport to town stuck issue? I know it was introduced in a version prior to 1.5 release, and whenever the bot got stuck teleporting to town (no bar on top of bot) he would just move a little after 11 sec and recast tp. This is such an important issue, i know there is a inactivity timer based on gold pickup, but that can lead to serious problems when reloading current profile (azmodan, cydea, core without checkpoint) and the rads atom inactivity doesnt seem to trigger on this one. I left my bot to see what will happen and even after expiring the 30 min nv buff he was till going for good 10 mins until finally i got kicked from game due to inactivity...
 
Last edited:
Been getting a ton of these lately using Belphegor:

Code:
[05:28:32.691 D] System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.Internals.Actors.DiaUnit.get_HitpointsCurrent()
   at Zeta.Internals.Actors.DiaUnit.get_IsDead()
   at Belphegor.Helpers.CombatContext.<get_UnitPositions>b__7(DiaUnit u) in c:\db\Routines\Belphegor\Helpers\CombatContext.cs:line 88
   at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
   at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
   at Belphegor.Utilities.PositionCache..ctor(IEnumerable`1 positions) in c:\db\Routines\Belphegor\Utilities\PositionCache.cs:line 14
   at Belphegor.Helpers.CombatContext.get_UnitPositions() in c:\db\Routines\Belphegor\Helpers\CombatContext.cs:line 86
   at Belphegor.Helpers.Clusters.GetClusterCount(DiaUnit target, CombatContext context, ClusterType type, Single clusterRange) in c:\db\Routines\Belphegor\Helpers\Clusters.cs:line 34
   at Belphegor.Routines.Barbarian.<BarbarianCombat>b__19(Object ctx) in c:\db\Routines\Belphegor\Routines\Barbarian.cs:line 151
   at Belphegor.Composites.SpellCast.Tick(Object context) in c:\db\Routines\Belphegor\Composites\SpellCast.cs:line 103
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Decorator..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Sequence..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Decorator..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.CommonBot.BotMain.()

Debugging in VS kept bringing me here, and showing all the properties of DiaUnit as throwing NullReferenceExceptions.

Code:
        internal PositionCache UnitPositions
        {
            get
            {
                return _unitPositions ?? (_unitPositions =
                    new PositionCache(
                        ZetaDia.Actors.GetActorsOfType<DiaUnit>().Where(u => [COLOR=#ff0000]u.IsValid && !u.ActorSNO.IsSNOContainedInFollowerBlacklist() && u.IsACDBased && !u.IsDead[/COLOR]).Select(
                            u => new PositionCache.CachedPosition { Position = u.Position, Radius = u.CollisionSphere.Radius })));
            }
        }
 
Using latest beta and still trys to attack the fetishes out of the legendary dagger "The Gidbin". Is it just me or is it db related?
 
Nesox,

Still cant get the advanceconversation tag to work with cow king. I did what all the things you suggested. How would you add in the TalkTo tag to <AdvanceConversation questId="1" numTimes="10" /> ?

Sorry to keep bugging you, just really want to use this tag and I have posted in developers forums and everything and no one is answering, so Im assuming no one knows
 
One thing that I find really terrible in design is the amount of backtracking DB does when doing random dungeons... I mean sure, the odd backtrack is fine but backtracking through visited cells repeatedly needs to be improved.

Oh there's an undiscovered cell ahead, let's backtrack to the start then back to the undiscovered cell and waste 5 minutes. DB could have just walked through the door and avoided the entire backtrack... sigh.
 
New build up!
Changelog .95

  • Now adds extra weight on cells that are occupied by, chests, destructibles forges etc. should prevent the bot from getting stuck on them when generating paths.
  • AcceptConfirmation tag added, can be used to click the "OK" button when doing Act switches etc.
    - Example usage: <AcceptConfirmation questId="1" pauseTime="2000" />
    - "pauseTime" amount of time in milliseconds the bot will pause for after clicking the confirmation [default value: 2500]
  • TalkTo tag now completes properly after interacting with a unit.

Nesox,

Do you think the TalkTo issue is what was causing problems with advanceconversation for me? Should this fix things for me?
 
I think there might be a memory leak in .95
I've seen my bots stop several times, log is showing "System.OutOfMemoryException" and DB taking like 600MB of my ram.
 
So, after the last couple of BETA updates I noticed my bot getting stuck after vendoring.
the log goes in a loop like so:
Code:
[01:53:56.820 D] Waiting for path request to finish...
[01:53:56.880 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:56.950 D] Waiting for path request to finish...
[01:53:57.040 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:57.090 D] Waiting for path request to finish...
[01:53:57.130 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:57.160 D] Waiting for path request to finish...
[01:53:57.330 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:57.370 D] Waiting for path request to finish...
[01:53:57.460 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:57.510 D] Waiting for path request to finish...
[01:53:57.550 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
And I have to manually start everything again.

Anyone else having this issue?
 
So, after the last couple of BETA updates I noticed my bot getting stuck after vendoring.
the log goes in a loop like so:
Code:
[01:53:56.820 D] Waiting for path request to finish...
[01:53:56.880 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:56.950 D] Waiting for path request to finish...
[01:53:57.040 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:57.090 D] Waiting for path request to finish...
[01:53:57.130 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:57.160 D] Waiting for path request to finish...
[01:53:57.330 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:57.370 D] Waiting for path request to finish...
[01:53:57.460 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
[01:53:57.510 D] Waiting for path request to finish...
[01:53:57.550 D] Generating path to Town Portal (Possible) - <379.0132, 421.9469, 0.3321455>
And I have to manually start everything again.

Anyone else having this issue?

Yes i have also seen my bots idle in town often until gold inactivity timer restarts the game. I think this started happening with beta build .89 (the one that moves when town portal fails). It's still happening with #285.
 
Can confirm memory problems in .95

Code:
[02:48:18.428 N] DemonbuddyBETA v1.0.1195.95 started
[02:48:20.219 N] Logging in...
...
[02:52:25.211 D] System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1.set_Capacity(Int32 value)
   at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
   at System.Collections.Generic.List`1.Add(T item)
   at Zeta.Pathfinding.PathFinder.FindPath(Point startPoint, Point endPoint, Boolean includeDiagonals, Int32 maxMilliseconds, Boolean allowPartialPaths)
   at Zeta.Navigation.DefaultNavigationProvider.^A(Vector3 ^B, Boolean ^C, Single ^D)
   at Zeta.Navigation.DefaultNavigationProvider.^A(Vector3 ^B, String ^C, Boolean ^D)
   at Zeta.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.CommonBot.CommonBehaviors.^A.^A(Object ^B)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.^A.^A()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.^A.^A()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.^A.^A()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.^A.^A()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.^A.^A()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.^A.^A()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.^A.^A()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.^A.^A()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.CommonBot.BotMain.^A()
 
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