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[Profiles] Adventure Mode Bounties - Community Edition

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My diablo got stuck as well. It entered the diablo map i.e. the stairs where you can't tp back to town. and sat there. It crashed so I didn't get what it said, but that's what it did. Using DB beta 405 trinity 1.91 QT 2.0

Also if there's a set of Versions I should be using i.e. a compilation of some sort that works 100% and very well, and possibly skips trash on bosses/chests bounties I'd be interested to know what it is.


DB 405 is fucked safemoveto does not work! Stay with 404...
 
I am having problems with clear hell rift the bot will just walk up to the portal and not go through.
 
I am having problems with clear hell rift the bot will just walk up to the portal and not go through.

instal previus version of DB Beta and dont update it with todays patch, its working perfect in act4 for me
 
Sorry to the developers of this profile! It was working flawlessly, then DB updated. Jeeze feel bad for you guys.

Anyways, wont start Chest Quests anymore, I have to Manually hit ever single one.

Again sorry guys. Finally had a working act1, then this. Yikes.
 
Thanks for these! Only complaints are as follows

- Backtracking is horrendous, bot runs through the same discovered areas 3 or more times.
- Kamikaze Treasure Bandits doesn't work, if another enemy is near by the bot will prioritize it instead
- Wont click on Chest Quests or reflective pools.

Thanks again for all the hard work for these!
 
Ya I had found another folder that I use db in with version 404, 1.91 Trinity QT 2.0 and it works flawlessly in a4.
 
Same issues with act 4
[SafeMoveTo] Move Failed: !
after zoning into boss fights. If i take over and move the bot there and start the engagement dialog it works after.
 
Same issues with act 4
[SafeMoveTo] Move Failed: !
after zoning into boss fights. If i take over and move the bot there and start the engagement dialog it works after.

that was introduced with the latest DB, seems like people are looking into it.
 
Just checked in a major Update to ACT1

* no longer going to town before using way-points,
* added a no combat version - to use just run act1_zerg.xml from the root directory.
* updated all of the profiles, some just for zerg support/way-points, some re-writes, some fixes etc.
 
X:\Profiles\BountyProfiles\Acts\A4

Rakanoth Stuck issues

<If condition="CurrentWorldId == 109513">
<SafeMoveTo questId="1" stepId="1" pathPrecision="10" x="357" y="648" z="0" />
<TrinityExploreDungeon questId="1" stepId="2" boxTolerance="0.07" boxSize="25" until="ExitFound" exitNameHash="739323140" ignoreMarkers="False" objectDistance="150" ></TrinityExploreDungeon>
<MoveToActor questId="1" stepId="2" actorId="161276" isPortal="True" destinationWorldId="166640" />

Izual Stuck Issues

<If condition="CurrentWorldId == 121579">
<SafeMoveTo questId="1" stepId="1" pathPrecision="10" x="583" y="245" z="0" />
<TrinityExploreDungeon questId="1" stepId="2" boxTolerance="0.07" boxSize="25" until="ExitFound" exitNameHash="1038619951" ignoreMarkers="False">
<PrioritizeScenes>
<PriorityScene sceneName="Exit" />

just add the bold lines hope it helps

Can't find those exact lines.

Rakanoh, bot stands there still 4 ever. And Azmodan, bot gets stuck in the pillars just before entering the fight.
 
Just checked in a major Update to ACT1

* no longer going to town before using way-points,
* added a no combat version - to use just run act1_zerg.xml from the root directory.
* updated all of the profiles, some just for zerg support/way-points, some re-writes, some fixes etc.

well the idea is good but disabling combat completely is a little bit too much.

on t1 the wallers or large mob groups get me stuck and my guy would simply die.

maybe get an option like

if stuck NUKE everything until no more stuck


edit: map marker is not being used at the moment, right?
 
well the idea is good but disabling combat completely is a little bit too much.
on t1 the wallers or large mob groups get me stuck and my guy would simply die.
maybe get an option like
if stuck NUKE everything until no more stuck
edit: map marker is not being used at the moment, right?

no markers yet, it requires updates to QuestTools.
 
Just checked in a major Update to ACT1

* no longer going to town before using way-points,
* added a no combat version - to use just run act1_zerg.xml from the root directory.
* updated all of the profiles, some just for zerg support/way-points, some re-writes, some fixes etc.
do i need to use trinity 1.9.1?
 
I'm also having the issue where safemoveto doesn't work, using Gotteshands viking a4 since I couldn't get the community edition to work (thank you both for sharing your hard work). I see he said we had to stay with DB 404 and I checked my DB folder but I couldn't find it, anyone know how to fix that issue or go back to DB 404?
 
I'm also having the issue where safemoveto doesn't work, using Gotteshands viking a4 since I couldn't get the community edition to work (thank you both for sharing your hard work). I see he said we had to stay with DB 404 and I checked my DB folder but I couldn't find it, anyone know how to fix that issue or go back to DB 404?

DB just got updated to 406 !
 
I'm also having the issue where safemoveto doesn't work, using Gotteshands viking a4 since I couldn't get the community edition to work (thank you both for sharing your hard work). I see he said we had to stay with DB 404 and I checked my DB folder but I couldn't find it, anyone know how to fix that issue or go back to DB 404?

406 is out, should be fixed. Tried it?
 
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