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Dynamically find dungeon exits

dildozer

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I was looking at writing a rift killer profile today and ran into some issues. I could pretty easily detect whether a rift was already open, open one if needed, and enter. However, once inside it looked like I was going to have to tailor a large number of sub profiles to cover every rift type. I also haven't been able to figure out if the DB Beta update can detect rift quests/completion like it can bounties.

Is there a way to use TrinityExploreDungeon to find ANY exit and then take it? The exit hashes progressed sequentially so I could sort of get around the problem for awhile but it wouldn't handle stopping/starting at all. I also couldn't get UsePortal to work consistently as some rifts had portals, some arch entries, etc... and the bot would definitely get in range of the exit and then just stand there and trigger the stuck routine.

Anyone have thoughts on how to make it interact with the variety of possible exit portals or to have it explore to the first exit it finds without specifying a hash?
 
As an update, I've figured out that the worldIDs are consistent for what level of a rift you are in. Now my problem is that there is no way to determine if the rift quest is complete, I can fullyexplore each level for now. Also <UsePortal> is inconsistent about going to the level portal via markerHash so sometimes the bot is getting stuck in a corner doing nothing.

Profile attached for reference. Only covers 5 levels deep as I did not run into 6+ during the time I worked on this tonight.
 

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As an update, I've figured out that the worldIDs are consistent for what level of a rift you are in. Now my problem is that there is no way to determine if the rift quest is complete, I can fullyexplore each level for now. Also <UsePortal> is inconsistent about going to the level portal via markerHash so sometimes the bot is getting stuck in a corner doing nothing.

Profile attached for reference. Only covers 5 levels deep as I did not run into 6+ during the time I worked on this tonight.

Each rift area/world has its own boss imo, so you could just make a plugin to check if it has been killed (don't know if it's possible tho) and while it's false, keep running.

EDIT: and for the portal issue, you'll have to use the Actors cache and retrieve the id by it's name.
 
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