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[Profiles] Adventure Mode Bounties - Community Edition

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Hello I dont seem to find these alpha thingy xzjv made....and what doe it do? i would be most gratefull if someone could link me up
If you use the SVN there will be a folder named "Alpha".

Whats different in the alpha? Why is there no post about any of this?
There was but honestly I wish there was a new thread since the creator of this one seems to be inactive. That way information like this could be on the first page. The alpha uses some experimental code to utilize map markers. I'm using it right now and it's working quite well even though there is a lot of potential still.
 
Testing Alpha = Act 1 Zerg right now, I'll report back in a few hours, keeping it totally Afk on T1.
 
There is a marker for the door, but the navigation code has issues at the moment in dungeons and in this map in particular demonbuddy is often not finding a valid path to the marker (same thing happens with MiniMapMarker class and TrinityExplore POI investigation so its not my code). I think the only way it can work is to run to the marker until it breaks, then explore to get into a different position then try to run for it again.



Im aware of something going on with the chest bounties, it seems like something changed in DB/Trinity/QT and now blacklisted items are still being automatically interacted with, that or the blacklist was actually fixed to be localized to the profiles.



Zerg turns combat off, which means it wont even kill goblins its literally not attacking. The profile are all set to 5 radius until the same point at which the zerg profiles turn combat back on. However, as I've said before trinity just ignores all the stuff. I have a fix pending on assembla if rrrix chooses to merge it, which adds additional combat settings. 1) so you can choose to either use Trinity or DB/ToggleTargetting for TRASH kill radius (trinity still controls everything else). and 2) a checkbox so you can disable the automatic increase of kill radius to 120 for long range monsters.

Can you just start a new thread please, so it can be organized and give better feedback to your project.

Listing step-by-step instructions on setting it up, and how to run it efficiently for Act 1 bounties.


PLEASE start a new thread, this would be best way to gather feedback and keep things organized.
 
i got this error and bot finished why it happends?

[ExploreDungeonTag] New Nav Target: <401.25, 471.25, 0>
Generating path to UNKNOWN - <401.25, 471.25, 0>
Successfully generated path from {X=197,Y=126} to {X=188,Y=160} in 00:00:00.0006551 with 35(3) hops
Client path generated.
Generated path to <401.25, 471.25, 0> () with 3 hops.
Start/Stop Button Clicked!
Stopping the bot.
Session lasted for: 00:30:12.9965056
CurrentBot.Stop()
Bot Thread Ended. Was this requested?
Navigator.Clear()
Navigator.Clear
TreeHooks.Instance.ClearAll()
Chose Trinity as your combat routine
Replaced hook [RoutineCombat] 28e60805-a379-49d9-be2d-17c223d23127
OnStop event
OnStop Event Invoking
ProfileOrderManager.OnBotStop. Resetting caches.
Resetting current behavior.
 
just downloaded new alpha gonna run it and qwatch some movies letcha know if any errors or sucks

first bounty doesnt port to town after completed...
bounty kill braluk grimlow
 
Last edited:
Using Alpha Act 1, it just stops working when it telleported into Cathedral Level 1. Literally just stopped moving, and is doing nothing.

This is all RED text in the DB client
System.Exception: Element EndChildren is not supported. Please check your XML and try again. (<EndChildren when="ObjectiveMarkerFound" distance="1000">
<TrinityExploreDungeon questId="1" stepId="2" boxTolerance="0.30" boxSize="12" objectDistance="100" until="ExitFound" exitNameHash="356899046" ignoreMarkers="True">
<PriorityScenes>
<PriorityScene sceneName="Exit" />
<PriorityScene sceneName="_ButcherLair_" />
</PriorityScenes>
</TrinityExploreDungeon>
<MoveToActor questId="1" stepId="1" actorId="158944" interactRange="20" pathPrecision="5" pathPointLimit="250" isPortal="True" destinationWorldId="78839" />
</EndChildren>) Line 26
at ‚..(PropertyInfo , XElement , Object )
at Zeta.XmlEngine.XmlEngine.Load(Object obj, XElement element)
at ‚..(XElement , Type )
at ‚...(XElement )
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at ‚..(XElement , PropertyInfo )
at ‚..(PropertyInfo , XElement , Object )
at Zeta.XmlEngine.XmlEngine.Load(Object obj, XElement element)
at Zeta.Bot.Profile.Profile.Load(XElement element, String path)
at Zeta.Bot.Profile.Profile.Load(String path)
at Zeta.Bot.ProfileManager.Load(String profilePath, Boolean rememberPath)
This is white text that follows.
Checking if we have all bounties complete
[Logger] Bounties Complete count:3
[Logger] Bounty X1_Bounty_A1_Highlands_Northern_Kill_Reggrel (369253) unsupported or invalid.
[Logger] Bounty X1_Bounty_A1_LeoricsDungeon_Kill_Butcher (347032) unsupported or invalid.
Leaving game, reason: done.
Profile completed
Number of games completed: 2
Last run acquired 84506 gold.
[Trinity] New Game - resetting everything
Waiting 1.5 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment1, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
Loaded profile ALPHA Act 1
GameChanged. Clearing actors
ProfileOrderManager.OnGameJoined, Reloading profile.
Loaded profile ALPHA Act 1
Game joined, Resetting profile caches.
ToggleTargeting, new values: Looting:True LootRadius:50 Combat:True KillRadius:5
Loaded profile Kill Cathedral Level 1
Using Waypoint. Number:2

Using, Newest SVN profile - DB Release(.359), Trinity (1.9.1), and newest questtools
 
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