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[Profiles] Adventure Mode Bounties - Community Edition

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Open Trinity\Helpers\Composites.cs and change the following line:

Code:
new Decorator(ret => Trinity.Player.IsInTown && DateTime.UtcNow.Subtract(lastCheckedForHoradricCache).TotalSeconds > 30,

to:

Code:
new Decorator(ret => Trinity.Player.IsInTown && DateTime.UtcNow.Subtract(lastCheckedForHoradricCache).TotalSeconds < 0,

This is a temporary fix until Rrrix can put in a UI option or something. What this does is makes the check for Horadric Caches always return null since the check can never be less than 0 seconds.
 
Would there be any way to have the bot spend blood shards also when amount gets above 400 or around there? Something like:
- Do normal town run to clear inventory
- Go to Kadala and buy whatever it's configured to buy until inventory is full
- Start the "town run" routine to salvage/stash the items
- Repeat until blood shard count is <20 (or below item cost for)

And same with horadric caches, open the ones we have in inventory after the bot finishes the salvaging/stashing. Shouldn't need to stash/salvage anything again at that point, it can just be dealt with next time bot has a full inventory.

If someone figures the Kadala code, I'm sure the Rift Bot would make good use of it as well :D

Asides from that, I have to say Act4 farming goes pretty well, not many things I can think of that would need improvements on that one, so thanks to all who contributed to it!
 
anyone know how to get the bot to stash caches in another tab once tab 4 is full? after tab 4 is full it just loops trying to sell things
 
The first time this was uploaded, it woked for me but now as soon as i get into a game it says game is finished and just afks
did a fresh instal and same shit
 
anyone know how to get the bot to stash caches in another tab once tab 4 is full? after tab 4 is full it just loops trying to sell things
I have exactly same problem, any idea how to fix?

Problem with DB, not this profile. Just empty out your 4th tab and move all your shit to another tab. Unless you're afk for like 8 hours+ I don't think it will be able to fill it.
 
I have a dummy question, does this mean if we use trinity .20, then we don't need to enable BountyProfile right?

Edited: work perfectly!
 
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Mine is not stashing the caches anymore..... it's opening them - very annoying.
and when it gets working again can the devs please let the bot treat caches like legendaries and stash from the beginning....
 
If you are getting tag errors, then you need to either do a fresh install, delete the bounty plugin, or update trinity.

As for ANYTHING to do with caches, that is in Trinity. I did not write it, nor do I have any control over when it happens.
 
@sychotix

After Trinity .20 the bot keeps wandering aimlessly after the bounty is done until the dungeon is fully explored.

I tried to add the new rule StayAfterBounty="False" which is in the rev 66 Trinity files, but it does nothing.
If you are getting tag errors, then you need to either do a fresh install, delete the bounty plugin, or update trinity.

As for ANYTHING to do with caches, that is in Trinity. I did not write it, nor do I have any control over when it happens.

Anything on this?

I'm running latest rev 105.
 
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bot seem to work fine but i get this message every time causes the bot to lagg so hard that i just die everytime:


at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()

Exception when terminating bot thread. System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Collections.Generic.Dictionary`2.Resize(Int32 newSize, Boolean forceNewHashCodes)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
at Trinity.NavHelper.FindSafeZone(Vector3 origin, Boolean shouldKite, Boolean isStuck, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 265
at Trinity.NavHelper.FindSafeZone(Boolean isStuck, Int32 stuckAttempts, Vector3 dangerPoint, Boolean shouldKite, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 181
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 159
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Combat\TargetCheck.cs:line 121
at Trinity.Trinity.<ReplaceTreeHooks>b__152(Object ctx) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Helpers\BotManager.cs:line 23
at Zeta.TreeSharp.Decorator.CanRun(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.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.Bot.BotMain.()

[Trinity][Behavior] System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Collections.Generic.Dictionary`2.Resize(Int32 newSize, Boolean forceNewHashCodes)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
at Trinity.NavHelper.FindSafeZone(Vector3 origin, Boolean shouldKite, Boolean isStuck, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 265
at Trinity.NavHelper.FindSafeZone(Boolean isStuck, Int32 stuckAttempts, Vector3 dangerPoint, Boolean shouldKite, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 181
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 159
at Trinity.Trinity.HandleTarget(Object ret) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Combat\HandleTarget.cs:line 205
Exception when terminating bot thread. System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Collections.Generic.Dictionary`2.Resize(Int32 newSize, Boolean forceNewHashCodes)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
at Trinity.NavHelper.FindSafeZone(Vector3 origin, Boolean shouldKite, Boolean isStuck, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 265
at Trinity.NavHelper.FindSafeZone(Boolean isStuck, Int32 stuckAttempts, Vector3 dangerPoint, Boolean shouldKite, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 181
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 159
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Combat\TargetCheck.cs:line 121
at Trinity.Trinity.<ReplaceTreeHooks>b__152(Object ctx) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Helpers\BotManager.cs:line 23
at Zeta.TreeSharp.Decorator.CanRun(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.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.Bot.BotMain.()

Exception when terminating bot thread. System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Collections.Generic.Dictionary`2.Resize(Int32 newSize, Boolean forceNewHashCodes)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
at Trinity.NavHelper.FindSafeZone(Vector3 origin, Boolean shouldKite, Boolean isStuck, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 265
at Trinity.NavHelper.FindSafeZone(Boolean isStuck, Int32 stuckAttempts, Vector3 dangerPoint, Boolean shouldKite, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 181
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 159
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Combat\TargetCheck.cs:line 121
at Trinity.Trinity.<ReplaceTreeHooks>b__152(Object ctx) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Helpers\BotManager.cs:line 23
at Zeta.TreeSharp.Decorator.CanRun(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.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.Bot.BotMain.()

Exception when terminating bot thread. System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Collections.Generic.Dictionary`2.Resize(Int32 newSize, Boolean forceNewHashCodes)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
at Trinity.NavHelper.FindSafeZone(Vector3 origin, Boolean shouldKite, Boolean isStuck, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 265
at Trinity.NavHelper.FindSafeZone(Boolean isStuck, Int32 stuckAttempts, Vector3 dangerPoint, Boolean shouldKite, IEnumerable`1 monsterList, Boolean avoidDeath) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Movement\NavHelper.cs:line 181
at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshObjects.cs:line 159
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Combat\TargetCheck.cs:line 121
at Trinity.Trinity.<ReplaceTreeHooks>b__152(Object ctx) in c:\Users\Dion\Documents\Demonbuddy\Plugins\Trinity\Helpers\BotManager.cs:line 23
at Zeta.TreeSharp.Decorator.CanRun(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.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.Bot.BotMain.()
 
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System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.Exception: Nur ein Teil der ReadProcessMemory- oder WriteProcessMemory-Anforderung wurde abgeschlossen, at addr: 00000224, Size: 4
bei GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
bei GreyMagic.MemoryBase.Read[T](IntPtr addr)
bei Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
bei Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
bei Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
bei Zeta.Game.Internals.Actors.ACDItem.get_ItemLegendaryItemLevelOverride()
bei Zeta.Game.Internals.Actors.ACDItem.get_Level()
bei Zeta.Bot.ItemStatistics.(Object , ItemLootedEventArgs )
--- Ende der internen Ausnahmestapelüberwachung ---
bei System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
bei System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
bei System.Delegate.DynamicInvokeImpl(Object[] args)
bei System.Delegate.DynamicInvoke(Object[] args)
bei Zeta.Bot.GameEvents.(Delegate , Object[] )
 
Act 4 has been working flawless for several days now. Been running it nonstop. Is the gameplan to do all the acts and have the bot do each one? This is one of the best profiles ive seen.
 
@ Sychotix,
Thank you for great profile.

I get this town portal freezing problem. Look at the log

[Trinity] Bounties Complete count:5
Seems like we have 5 complete
Going back to town to turn it in.
[Trinity] TrinityTownPortal started - clearing area, waitTime=2500, startHealth=420476
[Trinity] Town Portal timer finished

I checked act 4 Loader xml and increased waitTimer over 5000. Then I see this waitTimer=2500 in trinity log and the bot frozen because timer finished before actually the game activate town portal. I guess it was laggy.

Where is this waitTimer located to control going back to town? Which file? Bot freezes after finishing all bounties in Silver Spiral 2 and try to go to town, then, it freezes.

Please tell me where I should look for this waitTime=2500. There was no waitTime=2500 in act4 loader xml because I changed before this "waitTime=2500" appeared. So I assume it came from other file.
 
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@Oksehode, no. After the bot finishes clearing the map, it should continue like normal (I think).

@Lzaisgoed, system out of memory would probably be a problem on your side. Don't have so many things open at once. It is possible that there is a leak somewhere, but that is not within my profile.

@xwozone, Honestly I don't see act 3/5 happening for a very long time, if ever =P I am working on Act 1, and I know there are two people working on act 2, but the sheer amount of work that it takes to make profiles for an ENTIRE act is just ridiculous.

@stud4fun, if you think the wait timer is the problem, then make the town portal tags like... <TrinityTownPortal waitTimer=5000 /> or something like that.
 
@Oksehode, no. After the bot finishes clearing the map, it should continue like normal (I think).

@Lzaisgoed, system out of memory would probably be a problem on your side. Don't have so many things open at once. It is possible that there is a leak somewhere, but that is not within my profile.

@xwozone, Honestly I don't see act 3/5 happening for a very long time, if ever =P I am working on Act 1, and I know there are two people working on act 2, but the sheer amount of work that it takes to make profiles for an ENTIRE act is just ridiculous.

@stud4fun, if you think the wait timer is the problem, then make the town portal tags like... <TrinityTownPortal waitTimer=5000 /> or something like that.

I can't find " TrinityTownPortal waitTimer" in your entire file at all.

It was written like this ; <WaitTimer questId="1" stepId="1" waitTime="2500 (variable value)"
There is no such tag as "TrinitytownPortal waitTimer"

Or am I missing something?

When bot use town portal to return to town, does individual profile xml file control the timer or is there a command in Trinity itself( .18 or whatever version) to control town portal waitTime?
 
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I can't find " TrinityTownPortal waitTimer" in your entire file at all.

It was written like this ; <WaitTimer questId="1" stepId="1" waitTime="2500 (variable value)"
There is no such tag as "TrinitytownPortal waitTimer"

Or am I missing something?

When bot use town portal to return to town, does individual profile xml file control the timer or is there a command in Trinity itself( .18 or whatever version) to control town portal waitTime?

Because I am using the default values that Trinity has. You do not need to specify attributes if they have a default value.
 
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