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[Profiles] Adventure Mode Bounties - Community Edition

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I'm having issues with it, just wanted to report. DB keeps creating a new game, only to leave it immediately with two messages. One being "Blah" (Assuming mid-dev-randomlog), and "Leaving Game, No more bounties that we can do." or something. It was starting the game in Act 3 Bounties, if that helps.
Currently there are profiles for very few bounties, so it's fully possible that the games you created did not include any of the supported ones.
Could you keep trying for a while and see if it eventually gets one it can do?
(Or manually crate games until you get skeleton king or khazra den, then start the bot to make sure it goes to work.)
 
this is pretty exciting. can't wait to see how quickly people can come up with profiles for this.
 
It's a bit different from making normal questprofiles, but once you understand the basics of how the bounties work, it doesn't seem to be too bad.
I've done a couple now, going to try and get a large portion of act 1 done tonight.
 
I'm having issues with it, just wanted to report. DB keeps creating a new game, only to leave it immediately with two messages. One being "Blah" (Assuming mid-dev-randomlog), and "Leaving Game, No more bounties that we can do." or something. It was starting the game in Act 3 Bounties, if that helps.

You forgot to change game mode from campaign to adventure :D
 
Good stuff man.

My ideas are similar, but i'm actually pushing to get the DB API to more natively support the bounty logic (e.g. so we can use any existing profile tag with questId/stepId), rather than to have to re-design every single profile behavior to accommodate bounties. Some things to be weary of: ZetaDia.ActInfo.ActiveBounty is slow to read from memory, and when it's done it actually returns NULL on purpose (e.g. instead of State==Completed).

I would also like a native way to identify which bounty is associated with a Waypoint, but I suppose that's not critical if we're going to script every single one of them.

We're also looking to see if can support "every" bounty without having to write a profile for each - having it smart enough so it knows where to go and what to do - that's one's a little more complex though :)
 
Good stuff man.

My ideas are similar, but i'm actually pushing to get the DB API to more natively support the bounty logic (e.g. so we can use any existing profile tag with questId/stepId), rather than to have to re-design every single profile behavior to accommodate bounties. Some things to be weary of: ZetaDia.ActInfo.ActiveBounty is slow to read from memory, and when it's done it actually returns NULL on purpose (e.g. instead of State==Completed).

I would also like a native way to identify which bounty is associated with a Waypoint, but I suppose that's not critical if we're going to script every single one of them.

We're also looking to see if can support "every" bounty without having to write a profile for each - having it smart enough so it knows where to go and what to do - that's one's a little more complex though :)

Perhaps this should be another "collaboration" type of thing, between all of you developers. No sense in having multiple profiles that do the same thing. Bouncing ideas off each other, to get it right quicker, stuff like that :)
 
You forgot to change game mode from campaign to adventure :D

lol no I didn't, I'm not that stupid.. The bot even tried opening the map (Plenty of visible Bounties to be had) before it decided to leave.
 
P.S.

More updates for bounties stuff will come next week in Demonbuddy.

DB .372 was just the first of many... Performance will be improved for reading the bounty info (it's terribly slow right now), and, probably new features too.
 
Good stuff man.

My ideas are similar, but i'm actually pushing to get the DB API to more natively support the bounty logic (e.g. so we can use any existing profile tag with questId/stepId), rather than to have to re-design every single profile behavior to accommodate bounties. Some things to be weary of: ZetaDia.ActInfo.ActiveBounty is slow to read from memory, and when it's done it actually returns NULL on purpose (e.g. instead of State==Completed).

I would also like a native way to identify which bounty is associated with a Waypoint, but I suppose that's not critical if we're going to script every single one of them.

We're also looking to see if can support "every" bounty without having to write a profile for each - having it smart enough so it knows where to go and what to do - that's one's a little more complex though :)

Yeah, I would have changed DB's base logic if I could =P Honestly, there are only like 5 different kinds of bounties, which really would mean that is the best solution.

Just gotta work with what I've got now. New profiles to come soon, and now that it is confirmed that the check for bounties is indeed the reason it runs so slowly, I am going to write my own caching system for that.

P.S. If you guys are creating profiles as you say, POST THEM! =P That way we don't create the same profiles and can have a wider range of supported bounties.
 
Yeah, I would have changed DB's base logic if I could =P Honestly, there are only like 5 different kinds of bounties, which really would mean that is the best solution.

Just gotta work with what I've got now. New profiles to come soon, and now that it is confirmed that the check for bounties is indeed the reason it runs so slowly, I am going to write my own caching system for that.

P.S. If you guys are creating profiles as you say, POST THEM! =P That way we don't create the same profiles and can have a wider range of supported bounties.

Maybe make a list in the first post of supported bounties. So we can make some that are not supported.
 
New plugin has been made to cache the bounties and only request new information every second, fixing(hopefully) the lag problem with AWTrinityExploreDungeon. Please make sure that you actually USE the new version by putting it in your trinity folder.

EDIT: One bug fixed, another appears =P I think caching may have created a bug when it is searching for a game with bounties we know how to do. Gotta add another tag that forces the cache to update.

EDIT2: Fixed! New plugin again. New tag as well, <RefreshBountyCache/>
 
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Thank you for great work.

I wonder if this profile is completely AFKable now.

Could someone post legendary drop rate, gold/ exp rate log please?
 
Legendaries and gold/exp are too relative to your gear and luck to be posted yet. Also, I would not classify this as being afkable yet. Many of the profiles have still yet to be tested thoroughly. It is getting there though. Hopefully we can get act 1 completely profiled soon.
 
EZUpdater probably does not put the plugin in the right place, but I have no idea how that plugin works.
 
on Townruns it runs to the chest (akt1), then it stucks at the gate in Town Akt 1.
When i start profile it starts in akt5 an ports to the bounties, all fine. But @Town run i get stuck @ the gate in Akt1
 
does the ezupdater version updates the plugin also or do i need to use that svn stuff again?

It should update by itself, if it does not, just go --> DB -- > Plugins --> EZUpdater "Config" -- Click the check for updates! just remember that if Trinity is being updated you will need to replace the bounty.cs again, since EZUpdater deletes that file whenever trinity is updated.

--
Also, EZUpdater places the plugin in the plugin dir, but as i stated in the above lines it doesn't copy/replace the bounty.cs .. so that part needs to be done manually.
 
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With both plugins enabled, the character doesn't even attack efficiently and stands there and attacks every 5 seconds. After disabling the Bounty dumper plugin it acts normal. Not sure whats going on.
 
on Townruns it runs to the chest (akt1), then it stucks at the gate in Town Akt 1.
When i start profile it starts in akt5 an ports to the bounties, all fine. But @Town run i get stuck @ the gate in Akt1

Pretty sure that is a problem with either Trinity or DB. I don't have any control over townruns.

Also, it isn't that big of a deal updating it. The plugin doesn't update every revision. The updates keep flowing in right now because the plugin/profiles were started yesterday =P They will slow in time when it becomes more stable or rrrix/nesox releases something that makes this obsolete.
 
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