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[Profiles] Adventure Mode Bounties - Community Edition

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When i try load the profile i get this error message:

Code:
System.Exception: Element RefreshBountyCache is not supported. Please check your XML and try again. (<RefreshBountyCache />) Line 12
   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)
Any suggestions? I'm running the latest update of SVN and the latest demonbuddy

RefreshBountyCache is a tag from the plugin itself, are you sure that you copied the latest BountyProfile.cs into your Plugins/Trinity folder?
 
Oh okay, i missunderstood, i just had the BountyProfile.cs in my plugin folder and not in the Trinty folder, thank you so muck guys, appriciated :)

EDIT: It does work, just that it resets the game some times then after it works :P
 
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Ok thanks :)
Just a quick question. Im pretty new to plugin development to Trinity, so if i add a counter in for example the BountyProfile.cs, could i have methods inside this class that i can call from profile? For example getCompleted() or resetCompleted() ?

You can edit the plugin however you want. It is possible to create tags, just like I have, and call them through the profile. The problem with that is that not everyone else will be able to use those tags unless I implement it into the SVN version. Honestly, I don't see a problem with the way the tags are currently. Although I believe I am going to need another tag to check if we need to turn in a bounty.
 
Issue: Bags full. When bags are full it will not sell in A1. instead it will go to the gates.

Sadly ive only gotten the king profile. none of the others have popped up for me.
 
You can edit the plugin however you want. It is possible to create tags, just like I have, and call them through the profile. The problem with that is that not everyone else will be able to use those tags unless I implement it into the SVN version. Honestly, I don't see a problem with the way the tags are currently. Although I believe I am going to need another tag to check if we need to turn in a bounty.
Okay. I didn't mean to edit you're plugin, it was just a question regarding how these method calls works, since i want to learn the basic and try out basic plugins :)
 
Issue: Bags full. When bags are full it will not sell in A1. instead it will go to the gates.

Sadly ive only gotten the king profile. none of the others have popped up for me.
If you don't want this to happen, set it only to loot legendary's.
 
Alright so, first time running this it hopped into Fields of Misery and spun around in circles doing nothing endlessly until I stopped right, right next to the waypoint.
Second and Third time I ran it, I got a ton of errors, reloading the profile.xml made it start up and work properly again.

Fourth time it hoped into Halls of Agony and did it flawlessly, then left the game after teleporting back to town.
From there, it started the 5th run on it's own and went into Fields of Misery and did the run flawlessly yet again.

So I'm not sure if the first time didn't work because waypoint position or what, but the second time it did Fields of Misery it worked perfectly.

As a side question, does it leave game if it doesn't have any bounties left that it knows how to do? Because it only did Halls of Agony on the first run it worked, but on the current run it's doing as I type this it's done 2 so far without leaving.

Also amazing work so far, you got something pretty solid working so fast! :)

Edit: Southern Highlands: Help Guodro (or whatever it was) it killed the bottom staff of the event, but kept walking up to the north one and doing nothing for a bit, would teleport back to town then waypoint back to Southern Barrens, over and over until I helped it finish manually. I let it sit for a few minutes to see if it would correct itself, but that specific thing seems to be bugged.
 
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Alright so, first time running this it hopped into Fields of Misery and spun around in circles doing nothing endlessly until I stopped right, right next to the waypoint.
Second and Third time I ran it, I got a ton of errors, reloading the profile.xml made it start up and work properly again.

Fourth time it hoped into Halls of Agony and did it flawlessly, then left the game after teleporting back to town.
From there, it started the 5th run on it's own and went into Fields of Misery and did the run flawlessly yet again.

So I'm not sure if the first time didn't work because waypoint position or what, but the second time it did Fields of Misery it worked perfectly.

As a side question, does it leave game if it doesn't have any bounties left that it knows how to do? Because it only did Halls of Agony on the first run it worked, but on the current run it's doing as I type this it's done 2 so far without leaving.

Also amazing work so far, you got something pretty solid working so fast! :)

Edit: Southern Highlands: Help Guodro (or whatever it was) it killed the bottom staff of the event, but kept walking up to the north one and doing nothing for a bit, would teleport back to town then waypoint back to Southern Barrens, over and over until I helped it finish manually. I let it sit for a few minutes to see if it would correct itself, but that specific thing seems to be bugged.

Yeah, I have the Gharbad thing noted in the first post. I just tested it and it does not destroy them unless you are using something like firewalkers or using something like the Demon Hunter's Vault (Action Shot).

Anyone know how to force attacking objects?

EDIT: Also, got it to spam the null reference exception again. Seems to be in TownRun.cs, so nothing I can do about it.
 
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Yeah, I have the Gharbad thing noted in the first post. I just tested it and it does not destroy them unless you are using something like firewalkers or using something like the Demon Hunter's Vault (Action Shot).

Anyone know how to force attacking objects?

EDIT: Also, got it to spam the null reference exception again. Seems to be in TownRun.cs, so nothing I can do about it.

I don't know much about scripting for DB, but I do believe they have health bars, couldn't it be killed the same way mobs are killed/handled?

Edit: Just had it create a game, lag super bad for a few seconds then leave saying it didn't have any bounties left to do, but it never even used the waypoint to check what was active.
 
i think you'd better code act 4's profiles firstly cuz all the act4's bonus box possibly drops all the legs which are exclusive for adventure mode and the number of scene are quite small.
 
i think you'd better code act 4's profiles firstly cuz all the act4's bonus box possibly drops all the legs which are exclusive for adventure mode and the number of scene are quite small.
Honestly I'm running this right now and it's mostly working for Act 1 without much trouble at all. He mind as well finish it first before moving to another. But I would agree that Act 4 should be the next to be worked on for that reason you mentioned, that way while they are all getting worked out we can still bot all night for a chance at all the legendaries. :P
 
I don't know much about scripting for DB, but I do believe they have health bars, couldn't it be killed the same way mobs are killed/handled?

Edit: Just had it create a game, lag super bad for a few seconds then leave saying it didn't have any bounties left to do, but it never even used the waypoint to check what was active.

You don't need to check the waypoint to what the bounties are.
 
NoWayLol, that would be a problem with DB's pathing. As long as the bot can get unstuck, i'm not even remotely worried about that right now.
 
NoWayLol, that would be a problem with DB's pathing. As long as the bot can get unstuck, i'm not even remotely worried about that right now.
Ah alrighty, yeah it gets stuck there endlessly was the only reason I mentioned it, I let it sit for 2-3 minutes straight to see if it would eventually get unstuck but it doesn't.
 
Ah alrighty, yeah it gets stuck there endlessly was the only reason I mentioned it, I let it sit for 2-3 minutes straight to see if it would eventually get unstuck but it doesn't.
Might this be the same problem i had? I had problem with shrines. Might be the same problem at the same spot :p
 
New plugin version in an attempt to get it turning in bounties if it completes all 5. This part of the code is mostly untested however, but if anyone notices it working... let me know? =P The one time that I actually completed all 5, apparently the DB's API returned null.

EDIT: Also removed the cursed bellows profile. Gave me trouble twice in a row and even stopped my DB somehow.
 
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Going pretty well on a couple test runs, Except it never finishes all 5. :P I hope that this keeps going in the right direction, Id love for the bot to collect bounty bags that i can later open myself :)

great work so far.
 
Testing with newest update.. I will post stats in a couple of hours.
 
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