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[Profiles] Adventure Mode Bounties - Community Edition

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so or i start act V ( today rotation ) he leave because he not find a quest or he tp core of arrea again
BountyProfile] Active Bounty returned null during timer_tick, hope that is OK
Blah
[BountyProfile] Initializing cache!
[BountyProfile] Active Bounty returned null during init, hope that is OK
Leaving game, reason: No more bounties that we can do. Resetting game.
Last run acquired -30645 gold.
[Trinity] New Game - resetting everything
Waiting 5.9 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment1, Quest: 101758, QuestStep: 1, ResumeFromSave: False, IsPrivate: True]
Loaded profile Act 1 - Loader
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Act 1 - Loader
Game joined, Resetting profile caches.
========== Grid segmentation resetting!!! ============
[BountyProfile] Refreshing Cache!
[BountyProfile] Active Bounty returned null during timer_tick, hope that is OK
Blah
Loaded profile Clear Khazra Den Bounty
Loaded profile Clear Khazra Den Bounty
We are in act 5, teleport to core of arreat
Using Waypoint Waypoint-53 Number:38
========== Grid segmentation resetting!!! ============
[Trinity] TrinityTownPortal started - clearing area, waitTime=2500, startHealth=554294
[Trinity] Town Portal timer finished
Stopping the bot.
Chose Trinity as your combat routine
Bot Thread Ended. Was this requested?
 
When going to town for selling stuff DB want to run out from the front gate instead of taking the portal back. (might be db or trinity stuff hehe)
And some odd behaviour for 'Khazra Den'. It enters then takes portal then taking wp back to the zone and doing it propper.
Got this msg 2x
"[BountyProfile] Something went wrong, active bounty returned null. Assuming done."
 
even if i start manually from act 1 :

[BountyProfile] Initialized.
Setting up Trinity Logging
[Trinity] Initialized v1.8.18
[EZUpdater] Enabled
[EZUpdater] Starting EZUpdater Thread
[QuestTools] Plugin v1.5.21 Enabled
[BountyProfile] Enabled.
[Trinity] OnEnable start
[Trinity] Loading Global Settings, You can use per-battletag settings by removing the Trinity.xml file under your Demonbuddy settings directory
[Trinity] Configuration file loaded
[Trinity] ENABLED: Trinity v1.8.18 now in action!
Current bot set to Order Bot
Loaded profile Clear Khazra Den Bounty
Chose Trinity as your combat routine
Loaded profile Clear Khazra Den Bounty
Chose Trinity as your combat routine
[Trinity] Bot Starting
Loaded profile Clear Khazra Den Bounty
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Clear Khazra Den Bounty
Game joined, Resetting profile caches.
========== Grid segmentation resetting!!! ============
========== Grid segmentation resetting!!! ============
[Trinity] Starting up Generic Cache Manage thread
[Trinity] Starting up Generic Blacklist Manager thread
We are in act 1, teleport to core of arreat
Using Waypoint Waypoint_Town-612 Number:38
Stopping the bot.
Chose Trinity as your combat routine
Bot Thread Ended. Was this requested?
 
@kurt83
You should read the first post and do exactly what it says, dont run with alot of plugins that can interfear with this.
I'm running with Trinity, QuestTools and BountyProfile.

Edit: Oh and start in adventure mode..
 
Neither my plugin nor profiles have anything to do with Core of Arreat. If you can't figure out what is causing it, please do a fresh install of demonbuddy.

@HB1835D72, I've noticed that too. I don't know why it is only doing it on the Khazra Den. I am going to look at the profile to see what is up.

And does it not automatically start in adventure mode? Does it not switch modes when I do this?
Code:
<GameParams quest="101758" step="1" act="OpenWorld" difficulty="Normal" resumeFromSave="False" isPrivate="True" numGames="-1"  />
 
yeah it start to adventure mod ...
i have fresh install and only
trinity last version
db beta last version
plugin bounty
 
Bounty: Clear the Khazra Den.

It found the cave (successully), fought some mobs (only some), then went out, went around Field of Misery, went into the cave again, fought some mobs and (accidentally) left one in there then teleport back to town.

Well, after teleporting back to the Khazra Den again, it finished the bounty quest. Thanks god. lol.
 
And does it not automatically start in adventure mode? Does it not switch modes when I do this?
Code:
<GameParams quest="101758" step="1" act="OpenWorld" difficulty="Normal" resumeFromSave="False" isPrivate="True" numGames="-1"  />

Well i dont know if it changes but i just do it for the sake of it :P Might not be an issue, but it definitely doesnt change the difficulty, im running it at T1 :P
 
Yeah, the detection for it being cleared isn't 100%, although it works almost every time. It is setup in a way that if the bounty doesn't complete, it will continue to do it over and over again until it does. Might be a problem later on, but helps a bunch with how finicky DB's API is for bounties right now.

Kurt, you also want to be using QuestTools. Not sure if it is required, but probably.

And yeah, the difficulty there doesn't matter. It is overridden by DB's setting.
 
Got a new issue though with the "The Cursed Bellows" (369789.xml). It goes to Halls of Agony lvl 3 and just tps back to town and uses the wp to HoA lvl3 again over and over and over.
 
The creator probably forgot to update the waypoints. Go to the correct waypoint, click QuestTools, click UseWaypoint and tell me which waypoint number it is at.

Also, I have no idea why the khazra den acts so weird =/ At least it works though.
 
Bounty: Clear the Khazra Den.

It found the cave (successully), fought some mobs (only some), then went out, went around Field of Misery, went into the cave again, fought some mobs and (accidentally) left one in there then teleport back to town.

Well, after teleporting back to the Khazra Den again, it finished the bounty quest. Thanks god. lol.

I've found that all the "Clear X" stuff works better if you make sure that trinity does not ignore trash mobs, and set the "minimum trash pack size" to 1.
 
<UseWaypoint questId="312429" stepId="2" waypointNumber="17" name="Waypoint-21636" statusText="" />
May that be it ?
 
Yes you do pootn. And that is probably true ohman47. Do you know if there are tags for that in TrinityExploreDungeon?
@HB, yup. Looks right. Thanks. I'll update the SVN version with the new waypoint numbers.

EDIT: Probably was actually the levelareaID being incorrect.
 
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Loaded profile Act 1 - Loader
Game joined, Resetting profile caches.
========== Grid segmentation resetting!!! ============
========== Grid segmentation resetting!!! ============
[Trinity] Starting up Generic Cache Manage thread
[Trinity] Starting up Generic Blacklist Manager thread
[Trinity][Performance] Execution of the block TargetCheck took 463.98ms.
[BountyProfile] Refreshing Cache!
[BountyProfile] Active Bounty returned null during timer_tick, hope that is OK
Blah
[BountyProfile] Initializing cache!
[BountyProfile] Active Bounty returned null during init, hope that is OK
Leaving game, reason: No more bounties that we can do. Resetting game.
Last run acquired 0 gold.
[Trinity] New Game - resetting everything

Get this every time using latest beta build with trinity .17
 
How many times did you test it frost? =P That means you had bad RNG. We don't have a profile for every bounty yet.
 
@Sychotix:
Sometimes the cache returns null for the active bounty, resulting in the exploredungeon quitting.
For some of my profiles, what I've done is to tell it to explore until it finds the portal, then MoveToActor to use it.
Problem is, if the exploredungeon terminates early, the move command results in an infinite stuck in a random corner.

Any idea what could be causing this? Or possible workaround for now?

EDIT:
Actually it only seems to happen after _activeBounty is null inside timer_tick.
EDIT2:
Nevermind, that's bound to happen.
The problem most likely lies in calling the exploredungeon instantly upon entering the dungeon, so that the currentbounty is not updated from the cache yet.
Will try adding a delay and see the results.
 
Last edited:
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