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[Profile] Brutal Key Farm

Some test runs on T4 Zerg

Code:
 removed timings, after reviewing the time-tracker code it was logging the min-time instead of elapsed time. any posting of [QuestTools][Timing]  zzz (yyy) took xxx are not valid
 
Last edited:
Code:
Exception during scheduling Pulse: IronPython.Runtime.UnboundNameException: global name 'ProfileSetting' is not defined

06:50:43.614 DEBUG IfTag Traceback (most recent call last):
  File "<string>", line 5, in Execute
NameError: global name 'ProfileSetting' is not defined

Your problem is that your plugins are either broken or not up to date because they don't understand what the ProfileSetting condition is, which is part of QuestTools. Do a fresh re-install (delete your plugins folder) and get latest versions. I use the GIT versions:

https://www.assembla.com/code/questtools/git/nodes/master?_format=zip

https://www.assembla.com/code/unifiedtrinity/git/nodes/master?_format=zip

thanks for the quick response. I did a clean install, as suggested, downloaded the 2 zips you linked, but same issue. log still shows UnboundNameException: global name 'ProfileSetting' is not defined.. "

Ill keep trying.
 
thanks for the quick response. I did a clean install, as suggested, downloaded the 2 zips you linked, but same issue. log still shows UnboundNameException: global name 'ProfileSetting' is not defined.. "Ill keep trying.

What version of DB are you running - you will need .190 build or newer.
 
Zerg still not attacking keywardens.
Tried fresh install, change settings.

-~-..-~-..-~-..-~->-> Async Found A3 Keywarden! PEW PEW
[QuestTools][BotBehaviorQueue] [A3 Keywarden] Tag QuestTools.ProfileTags.Movement.MoveToActorTag IsDone=False IsDoneCache=False LastStatus=Success

Any suggestion?

EDIT1: Only Works on A4 Warden.
EDIT2: Log Pastebin.com
 
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Zerg still not attacking keywardens.
Tried fresh install, change settings.

-~-..-~-..-~-..-~->-> Async Found A3 Keywarden! PEW PEW
[QuestTools][BotBehaviorQueue] [A3 Keywarden] Tag QuestTools.ProfileTags.Movement.MoveToActorTag IsDone=False IsDoneCache=False LastStatus=Success

Any suggestion?

EDIT1: Only Works on A4 Warden.
EDIT2: Log Pastebin.com

Yes very strange, to give you an idea.. there is a ToggleTargetting tag in there, after it finds the keywarden that should be working but for you isnt.

This part: the 1/11 is the LogMessage above, the 2/11 that its saying is complete is the ToggleTargetting tag that didnt work properly.


  1. 01:36:20.208 INFO Logger [QuestTools][BotBehaviorQueue] Triggered A3 Keywarden with 11 Behaviors to be run at next opportunity
  2. 01:36:20.241 INFO LogMessageTag -~-..-~-..-~-..-~->-> Async Found A3 Keywarden! PEW PEW
  3. 01:36:20.342 DEBUG Logger [BotBehaviorQueue] [A3 Keywarden] Complete 1/11
  4. 01:36:20.375 DEBUG Logger [BotBehaviorQueue] [A3 Keywarden] Complete 2/11


It should look like this


  1. [QuestTools][BotBehaviorQueue] Triggered A2 Keywarden with 11 Behaviors to be run at next opportunity
  2. -~-..-~-..-~-..-~->-> Async Found A2 Keywarden! PEW PEW
  3. ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:15
  4. [QuestTools][BotBehaviorQueue] [A2 Keywarden] Tag QuestTools.ProfileTags.Movement.MoveToActorTag IsDone=False IsDoneCache=False LastStatus=Success


And the tag IS in there.

Code:
            <!-- WHEN keywarden is found, move to it -->            
                <When condition="ActorFound(256040) and CurrentLevelAreaId == 93173" name="A3 Keywarden">
                    <LogMessage questId="1" step="1" output="-~-..-~-..-~-..-~->-> Async Found A3 Keywarden! PEW PEW" />
                    <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="150" killRadius="35" />                
                    <MoveToActor questId="1" stepId="2" pathPrecision="5" actorId="256040" interactRange="16" timeout="30" />


So i'm not sure whats going on :D why yours would just decide to ignore it.

I am testing a new version that uses CombatSettings instead of ToggleTargetting, but ive been waiting for the next push to SVN before releasing since it requires changes to QuestTools. If you're on the latest files from GIT you can try it, see if that works. See Attached.

Latest Versions from GIT

https://www.assembla.com/code/questt...er?_format=zip

https://www.assembla.com/code/unifie...er?_format=zip
 

Attachments

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Yes very strange, to give you an idea.. there is a ToggleTargetting tag in there, after it finds the keywarden that should be working but for you isnt.

This part: the 1/11 is the LogMessage above, the 2/11 that its saying is complete is the ToggleTargetting tag that didnt work properly.


  1. 01:36:20.208 INFO Logger [QuestTools][BotBehaviorQueue] Triggered A3 Keywarden with 11 Behaviors to be run at next opportunity
  2. 01:36:20.241 INFO LogMessageTag -~-..-~-..-~-..-~->-> Async Found A3 Keywarden! PEW PEW
  3. 01:36:20.342 DEBUG Logger [BotBehaviorQueue] [A3 Keywarden] Complete 1/11
  4. 01:36:20.375 DEBUG Logger [BotBehaviorQueue] [A3 Keywarden] Complete 2/11


It should look like this


  1. [QuestTools][BotBehaviorQueue] Triggered A2 Keywarden with 11 Behaviors to be run at next opportunity
  2. -~-..-~-..-~-..-~->-> Async Found A2 Keywarden! PEW PEW
  3. ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:15
  4. [QuestTools][BotBehaviorQueue] [A2 Keywarden] Tag QuestTools.ProfileTags.Movement.MoveToActorTag IsDone=False IsDoneCache=False LastStatus=Success


And the tag IS in there.

Code:
            <!-- WHEN keywarden is found, move to it -->            
                <When condition="ActorFound(256040) and CurrentLevelAreaId == 93173" name="A3 Keywarden">
                    <LogMessage questId="1" step="1" output="-~-..-~-..-~-..-~->-> Async Found A3 Keywarden! PEW PEW" />
                    <ToggleTargeting questId="1" combat="True" looting="True" lootRadius="150" killRadius="35" />                
                    <MoveToActor questId="1" stepId="2" pathPrecision="5" actorId="256040" interactRange="16" timeout="30" />


So i'm not sure whats going on :D why yours would just decide to ignore it.

I am testing a new version that uses CombatSettings instead of ToggleTargetting, but ive been waiting for the next push to SVN before releasing since it requires changes to QuestTools. If you're on the latest files from GIT you can try it, see if that works. See Attached.

Latest Versions from GIT

https://www.assembla.com/code/questt...er?_format=zip

https://www.assembla.com/code/unifie...er?_format=zip


Thanks for quick answer. Seems work with files from git and 1.0.9.

EDIT: Found and killed all act warden.

Thank you!

EDIT2:

[Keys] Counts:
Act 1 => 13
Act 2 => 12
Act 3 => 13
Act 4 => 12
[Keys] Stats:
LF => 10,5
LQ => 12
M => 12,5
UQ => 13
UF => 14,5
IQR => 1
 
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BrutalKeyFarm1.09.zip zerg one is working right now, this is what I got.
[Keys] Counts:
Act 1 => 43
Act 2 => 42
Act 3 => 42
Act 4 => 31
[Keys] Stats:
LF => 20.3
LQ => 33.8
M => 42
UQ => 42.8
UF => 56.3
IQR => 9

every time when ACT1=ACT2=ACT3 no matter how many ACT4 keys I have it always ignore ACT4, when one of key drop from ACT1 or ACT2 or ACT3, it will run the rest of three ACT. this always keep my ACT4 keys lower than other three more than 10.
 
[Keys] Counts:
Act 1 => 44
Act 2 => 44
Act 3 => 44
Act 4 => 33
[Keys] Stats:
LF => 23.4
LQ => 35.8
M => 44
UQ => 44
UF => 56.4
IQR => 8.3
[QuestTools][WhenTag] Initializing 'A4 Key' with condition=ActorExistsAt(364697, Me.Position.X, Me.Position.Y, Me.Position.Z, 400)
[QuestTools][WhenTag] Initializing 'A3 Key' with condition=ActorExistsAt(364696, Me.Position.X, Me.Position.Y, Me.Position.Z, 400)
[QuestTools][WhenTag] Initializing 'A2 Key' with condition=ActorExistsAt(364695, Me.Position.X, Me.Position.Y, Me.Position.Z, 400)
[QuestTools][WhenTag] Initializing 'A1 Key' with condition=ActorExistsAt(364694, Me.Position.X, Me.Position.Y, Me.Position.Z, 400)
[QuestTools][ShuffleTag] Random Shuffling 4 tags
>~>~- STARTING ACT2 KEYRUN
[QuestTools][WhenTag] Initializing 'A2 Keywarden' with condition=ActorFound(256022) and CurrentLevelAreaId == 57425
Using Waypoint. Number:23
Actor Found Waypoint6
 
every time when ACT1=ACT2=ACT3 no matter how many ACT4 keys I have it always ignore ACT4, when one of key drop from ACT1 or ACT2 or ACT3, it will run the rest of three ACT. this always keep my ACT4 keys lower than other three more than 10.

Mmm, will look into it. Mine is showing something similar

Keys] Counts:
Act 1 => 41
Act 2 => 41
Act 3 => 41
Act 4 => 31
[Keys] Stats:
LF => 22.3
LQ => 33.5
M => 41
UQ => 41
UF => 52.3
IQR => 7.5


For next version i have updated the timing stuff in QuestTools, and have some data to show.

bkf1.png


[Trinity] ------ Equipped Legendaries: Items=13, Sets=2 ------
[Trinity] Item: HandCrossbow: Helltrapper (271914) is Equipped
[Trinity] Item: Ring: Ring of Royal Grandeur (298094) is Equipped
[Trinity] Item: Boots: Illusory Boots (332342) is Equipped
[Trinity] Item: Bracer: Nemesis Bracers (298121) is Equipped
[Trinity] Item: Ring: Stone of Jordan (212582) is Equipped
[Trinity] Item: Quiver: Bombadier's Rucksack (298171) is Equipped
[Trinity] ------ Set: Embodiment of the Marauder : 5/6 Equipped. ActiveBonuses=3/3 ------
[Trinity] Item: Chest: Marauder's Carapace (363803) is Equipped
[Trinity] Item: Helm: Marauder's Visage (336994) is Equipped
[Trinity] Item: Legs: Marauder's Encasement (336993) is Equipped
[Trinity] Item: Gloves: Marauder's Gloves (336992) is Equipped
[Trinity] Item: Shoulder: Marauder's Spines (336996) is Equipped
[Trinity] ------ Set: Blackthorne's Battlegear : 2/5 Equipped. ActiveBonuses=2/3 ------
[Trinity] Item: Amulet: Blackthorne's Duncraig Cross (224189) is Equipped
[Trinity] Item: Belt: Blackthorne's Notched Belt (224191) is Equipped
[Trinity] ------ Active Skills / Runes ------
[Trinity] Skill: Vault Rune=Acrobatics Type=Spender
[Trinity] Skill: Bolas Rune=Freezing Strike Type=Primary
[Trinity] Skill: Companion Rune=None Type=Spender
[Trinity] Skill: Multishot Rune=Arsenal Type=Spender
[Trinity] Skill: Sentry Rune=Polar Station Type=Spender
[Trinity] Skill: Cluster Arrow Rune=Maelstrom Type=Spender
[Trinity] ------ Passives ------
[Trinity] Passive: Tactical Advantage
[Trinity] Passive: Hot Pursuit
[Trinity] Passive: Ballistics
[Trinity] Passive: Awareness
 
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hey i can get this script to work it makes a game and just stands there at home this is the error im getting in the bot

System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.ProfileOrderManager.(ProfileBehavior , Boolean )
at Zeta.Bot.ProfileOrderManager.(Boolean )
at Zeta.Bot.ProfileOrderManager.(Object , EventArgs )
at Zeta.Bot.GameEvents.[](EventHandler`1 , Object ,  )
 
every time when ACT1=ACT2=ACT3 no matter how many ACT4 keys I have it always ignore ACT4, when one of key drop from ACT1 or ACT2 or ACT3, it will run the rest of three ACT. this always keep my ACT4 keys lower than other three more than 10.

Same here:

==== Misc Statistics =====
Total tracking time: 25h 22m 58s
Total deaths: 17 [0.670000016689301 per hour]
Total games (approx): 358 [14.1000003814697 per hour]
Total Caches Opened:0
Total XP gained: 13076.26953125 million [515.159973144531 million per hour]
Total Gold gained: 14254.51953125 Thousand [561.580017089844 Thousand per hour]

Act 1 => 107
Act 2 => 107
Act 3 => 107
Act 4 => 89
 
Last edited:
Same here:

==== Misc Statistics =====
Total tracking time: 25h 22m 58s
Total deaths: 17 [0.670000016689301 per hour]
Total games (approx): 358 [14.1000003814697 per hour]
Total Caches Opened:0
Total XP gained: 13076.26953125 million [515.159973144531 million per hour]
Total Gold gained: 14254.51953125 Thousand [561.580017089844 Thousand per hour]

Act 1 => 107
Act 2 => 107
Act 3 => 107
Act 4 => 89

same here

Act 1 => 490
Act 2 => 490
Act 3 => 490
Act 4 => 430
 
same here Act 1 => 490
that is a shit load of keys lol

I think the low counts on A4 are an artifact of the way i'm checking against median. For example:

[Keys] Counts:
Act 1 => 43
Act 2 => 42
Act 3 => 42
Act 4 => 31
[Keys] Stats:
LF => 20.3
LQ => 33.8
M => 42
UQ => 42.8
UF => 56.3
IQR => 9

this would ignore A1 and do all 3 acts since they're not above median (42). So the lowest count doesn't get a chance to catch up.
 
Are you guys using the zerg version? If I use the zerg version it teleports and returns to town even though the warded is attacking the toon.

edit:

and what difficulty you guys recommend?
 
Last edited:
what im doing wrong?

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Reflection.TargetInvocationException: Obiekt docelowy wywołania zgłosił wyjątek. ---> System.Exception: Ukończono tylko część żądania ReadProcessMemory lub WriteProcessMemory, at addr: 0FBDEF18, Size: 312
w GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
w GreyMagic.MemoryBase.ReadMarshaled[T](IntPtr addr, Boolean& wasRead)
w GreyMagic.MemoryBase.Read[T](IntPtr addr)
w Zeta.Game.Internals.SNO.SNORecordWorld.ReadRecord()
w Zeta.Game.Internals.SNO.SNORecordWorld..ctor(IntPtr ptr, SNOTable table)
--- Koniec śladu stosu wyjątków wewnętrznych ---
w System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
w System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
w System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
w System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
w System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
w Zeta.Game.Internals.SNOTable.GetRecord[T](Int32 snoId)
w Zeta.Game.ZetaDia.get_WorldInfo()
w QuestTools.Navigation.QTNavigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast, Boolean useNavigator) w d:\DIABLO 3\Demonbuddy 1.1.2169.384\Plugins\QuestTools\Navigation\QTNavigator.cs:wiersz 48
w QuestTools.ProfileTags.Movement.SafeMoveToTag.Move() w d:\DIABLO 3\Demonbuddy 1.1.2169.384\Plugins\QuestTools\ProfileTags\Movement\SafeMoveToTag.cs:wiersz 165
w QuestTools.ProfileTags.Movement.SafeMoveToTag.<MainCoroutine>d__1.MoveNext() w d:\DIABLO 3\Demonbuddy 1.1.2169.384\Plugins\QuestTools\ProfileTags\Movement\SafeMoveToTag.cs:wiersz 125
--- Koniec śladu stosu z poprzedniej lokalizacji, w której wystąpił wyjątek ---
w System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
w System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
w Zeta.Bot.ActionRunCoroutine....()
--- Koniec śladu stosu wyjątków wewnętrznych ---
w Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled)
w Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
w Buddy.Coroutines.Coroutine.Resume()
w Zeta.Bot.ActionRunCoroutine.Run(Object context)
w Zeta.TreeSharp.Action.RunAction(Object context)
w Zeta.TreeSharp.Action..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Common.HookExecutor.Run(Object context)
w Zeta.TreeSharp.Action.RunAction(Object context)
w Zeta.TreeSharp.Action..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Common.HookExecutor.Run(Object context)
w Zeta.TreeSharp.Action.RunAction(Object context)
w Zeta.TreeSharp.Action..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Bot.BotMain.()
 
what im doing wrong?

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Reflection.TargetInvocationException: Obiekt docelowy wywołania zgłosił wyjątek. ---> System.Exception: Ukończono tylko część żądania ReadProcessMemory lub WriteProcessMemory, at addr: 0FBDEF18, Size: 312
w GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
w GreyMagic.MemoryBase.ReadMarshaled[T](IntPtr addr, Boolean& wasRead)
w GreyMagic.MemoryBase.Read[T](IntPtr addr)
w Zeta.Game.Internals.SNO.SNORecordWorld.ReadRecord()
w Zeta.Game.Internals.SNO.SNORecordWorld..ctor(IntPtr ptr, SNOTable table)
--- Koniec śladu stosu wyjątków wewnętrznych ---
w System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
w System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
w System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
w System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
w System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
w Zeta.Game.Internals.SNOTable.GetRecord[T](Int32 snoId)
w Zeta.Game.ZetaDia.get_WorldInfo()
w QuestTools.Navigation.QTNavigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast, Boolean useNavigator) w d:\DIABLO 3\Demonbuddy 1.1.2169.384\Plugins\QuestTools\Navigation\QTNavigator.cs:wiersz 48
w QuestTools.ProfileTags.Movement.SafeMoveToTag.Move() w d:\DIABLO 3\Demonbuddy 1.1.2169.384\Plugins\QuestTools\ProfileTags\Movement\SafeMoveToTag.cs:wiersz 165
w QuestTools.ProfileTags.Movement.SafeMoveToTag.<MainCoroutine>d__1.MoveNext() w d:\DIABLO 3\Demonbuddy 1.1.2169.384\Plugins\QuestTools\ProfileTags\Movement\SafeMoveToTag.cs:wiersz 125
--- Koniec śladu stosu z poprzedniej lokalizacji, w której wystąpił wyjątek ---
w System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
w System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
w Zeta.Bot.ActionRunCoroutine....()
--- Koniec śladu stosu wyjątków wewnętrznych ---
w Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled)
w Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
w Buddy.Coroutines.Coroutine.Resume()
w Zeta.Bot.ActionRunCoroutine.Run(Object context)
w Zeta.TreeSharp.Action.RunAction(Object context)
w Zeta.TreeSharp.Action..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Common.HookExecutor.Run(Object context)
w Zeta.TreeSharp.Action.RunAction(Object context)
w Zeta.TreeSharp.Action..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Common.HookExecutor.Run(Object context)
w Zeta.TreeSharp.Action.RunAction(Object context)
w Zeta.TreeSharp.Action..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Bot.BotMain.()

Yeah, when you cant run a SafeMoveTo tag... just delete everything and start fresh with latest

DB Beta https://www.thebuddyforum.com/demonbuddy-forum/179173-beta-demonbuddy-beta-builds.html

and then get latest plugins from GIT

https://www.assembla.com/code/questt...er?_format=zip

https://www.assembla.com/code/unifie...er?_format=zip
 

that is a shit load of keys lol]

I have made 250+ HFA on both my DH accounts, now Im saving up to make another 150+ HFA on each, meaning I have collected almost 400x4x4x2 (=12400) keys on two of my bots :) BUT, have I gotten a perfect HFA? Nope.....some rare few good ones, some decent and MANY MANY MANY MANY crappy..

F*** Blizzard for such a random crappy game...
 
Excuse me, I need one help! I had 1000 keys of act 1,3,4 and only 150 keys of act 2 before using this profile. But when i started to use this profile, my hope was that the boot would have analyzed this fewer number of keys of the act 2 and would have made only the act 2.. But this do not happened. What is the problem?
 
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