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[Profiles] Adventure Mode Bounties - Community Edition

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Hello, after several succesful runs, as I mentioned before, the same message popped up, again in Gardens of Hope Tier 2.

Exception when terminating bot thread. System.ArgumentNullException: Value cannot be null.
Parameter name: source
at System.Linq.Enumerable.Where[TSource](IEnumerable`1 source, Func`2 predicate)
at Trinity.MiniMapMarker.AddMarkersToList(List`1 objectives)
at Trinity.MiniMapMarker.<>c__DisplayClass2b.<DetectMiniMapMarkers>b__2a(Object ret)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.DecoratorContinue..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()

Hehe I got the same :p
 
Can you test something for me? I had the same problem and I did the following and the bug went away which well is strange because it shouldn't have. Anyway please test the following code for me to confirm this thanks:)


open the following file: [your_daemonbuddy_folder]/plugins/zBountyPlugin/act4/Gardens of hope 2.xml

Look for
Code:
<While condition="CurrentLevelAreaId != 109516">
<UseWaypoint waypointNumber="42" questId="1"/>
<WaitTimer questId="1" stepId="1" waitTime="7500"/>
</While>
Replace with
Code:
<While condition="CurrentWorldId != 219659">
<UseWaypoint waypointNumber="42" questId="1"/>
<WaitTimer questId="1" stepId="1" waitTime="2500"/>
</While>
<WaitTimer questId="1" stepId="1" waitTime="500"/>

I will check it too, since I got the same problem : )
 
Bug report:
On Act 4, Gardens of Hope 2, on the stairs (south) right after waypoint, bot is getting stuck trying to destroy corruption using eletrocute/frozen orb.
 
How and where do you add an inactive timer to counter the:

Exception when terminating bot thread. System.ArgumentNullException: Value cannot be null.
Parameter name: source
at System.Linq.Enumerable.Where[TSource](IEnumerable`1 source, Func`2 predicate)
at Trinity.MiniMapMarker.AddMarkersToList(List`1 objectives)
at Trinity.MiniMapMarker.<>c__DisplayClass2b.<DetectM iniMapMarkers>b__2a(Object ret)

?
 
Guys. i have a problem. I did a complete reinstall of everything. Everything is up to date but it still doesnt work for me. When i load the profile it says it has found it but when i start the bot and it is ingame it gives me this error in DB:

Failed to load profile: Element HaveBounty is not supported. Please check your XML and try again. (<HaveBounty questSNO="369900">
<TrinityLoadProfile nodelay="True" file="Dais.xml" />
</HaveBounty>) Line 19
System.Exception: Element HaveBounty is not supported. Please check your XML and try again. (<HaveBounty questSNO="369900">
<TrinityLoadProfile nodelay="True" file="Dais.xml" />
</HaveBounty>) Line 19
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)

But there is one strange thing. In the first post at the explanaition it says that you should turn on the BountyProfile plugin but when i go to my plugins it isnt even there.

Any help? Much appreciated.

Are your other plugins showing on DB? If not try restarting DB a few times, sometimes that works for me.

If it's just Bounty plugin that's missing: Delete all of the bounty plugin stuff you have. Create a new folder in your plugin folder and SVN checkout to the link posted on the front page. Go into that folder and copy the BountyProfile.cs file, and past it into the Trinity file. Then when you go to load your profile just load it out of the folder in plugins. This is how I have mine set up (There's a lot of different ways to get setup) and it works for me.
 
Female Wizard, silver spire cursed chest bounty, last bounty
just froze there and did nothing until i moved my character manually

ToggleTargeting, new values: Looting:True LootRadius:10 Combat:True KillRadius:15
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forced reset more than 5 times, finished!
ToggleTargeting, new values: Looting:True LootRadius:90 Combat:True KillRadius:90
ToggleTargeting, new values: Looting:True LootRadius:10 Combat:True KillRadius:15
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forced reset more than 5 times, finished!
 
I've done a full uninstall of DB beta, and reinstalled. I didn't change any options, and it still will not revive me upon a death.
 
Can you test something for me? I had the same problem and I did the following and the bug went away which well is strange because it shouldn't have. Anyway please test the following code for me to confirm this thanks:)


open the following file: [your_daemonbuddy_folder]/plugins/zBountyPlugin/act4/Gardens of hope 2.xml

Look for
Code:
<While condition="CurrentLevelAreaId != 109516">
<UseWaypoint waypointNumber="42" questId="1"/>
<WaitTimer questId="1" stepId="1" waitTime="7500"/>
</While>
Replace with
Code:
<While condition="CurrentWorldId != 219659">
<UseWaypoint waypointNumber="42" questId="1"/>
<WaitTimer questId="1" stepId="1" waitTime="2500"/>
</While>
<WaitTimer questId="1" stepId="1" waitTime="500"/>

Hey, Thx for the help ill test this now :)
 
h:\DB_CURRENT\BETA 1.1.1786.384-BOUNTIE\Plugins\BountyProfile\BountyProfile.cs

any one getting
Plugins\BountyProfile\BountyProfile.cs(229,40) : error CS0246: The type or namespace name 'Trinity' could not be found (are you missing a using directive or an assembly reference?)

It needs to be loaded after trinity (or at the same time), because it uses trinity. rename the folder with the letter z at the start, or put it in a sub folder of /trinity/
 
For some reason, on the hellrift 2 clear quest, he keeps resetting the quest, leaving hell rift 2 going to hellrift 1, then porting back up to hell rift 2, after a few seconds, resets it again

it also does not appear to be looting all the yellows while doing the bouties, all the other profiles, looting works fine, does this have it's own set of looting rules?

also,teleporting to gardens of hope 1, on a brand new game, this appears and spams the log:

Game joined, Resetting profile caches.
Act 4 Bounties
[Trinity] Loading new profile.
Loaded profile Gardens of Hope 1 Kill 100 and boss
Using Waypoint. Number:41
[BountyProfile] Don't have an active quest. Assume we have completed it.

Exception when terminating bot thread. System.ArgumentNullException: Value cannot be null.
Parameter name: source
at System.Linq.Enumerable.Where[TSource](IEnumerable`1 source, Func`2 predicate)
at Trinity.MiniMapMarker.AddMarkersToList(List`1 objectives)
at Trinity.MiniMapMarker.<>c__DisplayClass2b.<DetectMiniMapMarkers>b__2a(Object ret)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.DecoratorContinue..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()
 
Last edited:
Ran for 8 hours. Woke up to find it still running. All things appeared in order. Not sure if timer triggered at all or not.. DB was reporting 4GPH, but only 13 caches in stash. So it was either skipping out on Tyrael because of town runs, or it pathed for a long time a bunch of times without any work.

Still solid exp, gold, and 1lph. If it was stuck pathing then those numbers would increase measurably. Just curious about the caches..
 
Female Wizard, silver spire cursed chest bounty, last bounty
just froze there and did nothing until i moved my character manually

ToggleTargeting, new values: Looting:True LootRadius:10 Combat:True KillRadius:15
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forced reset more than 5 times, finished!
ToggleTargeting, new values: Looting:True LootRadius:90 Combat:True KillRadius:90
ToggleTargeting, new values: Looting:True LootRadius:10 Combat:True KillRadius:15
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forcing grid reset!
[Trinity] Visited all nodes but objective not complete, forced reset more than 5 times, finished!

open the following file: [your_daemonbuddy_folder]/plugins/zBountyPlugin/act4/Dais.xml

Look for
Code:
			<AWTrinityExploreDungeon questId="1" stepId="2" until="ObjectFound" objectDistance="300" actorId="368169" boxTolerance="0.55" boxSize="15" ignoreMarkers="False">
Replace with
Code:
			<AWTrinityExploreDungeon questId="1" stepId="2" until="ObjectFound" objectDistance="300" actorId="368169" boxTolerance="0.45" boxSize="15" ignoreMarkers="False">

Should solve your problem.
 
Hi, great profile! :)

I mostly do act 4 runs because the act 1 profile doesn't work very well for me.
I have noticed that everytime the bot finishes the last bounty (#5), then it should TP back and talk to Tyrial, right?
But if the bag is full or something like it just reached it's slot cap (settings in trinity), then it will prioritize salvaging/selling rather then talking with Tyrial.
After it's done clearing the bag, DB thinks it's finish, and forgets to talk to Tyrial, and just resets the game......

If you didn't know, happend a lot to me, because it would always do Diablo last, and he drops lots of loot, that sometimes would fill my bag.
 
gotteshand ! Luckily gardens of hope 2 came right after I added ur code and this first time demonbuddy gave those errormessages: ....at System.Delegate.DynamicInvoke(Object[] args)... at Zeta.Bot.Pulsator.(Delegate , Object[] ).... etc BUT the bot seems to run it even its giving the error msgs, so it seems to work for me :)
 
Hi, great profile! :)

I mostly do act 4 runs because the act 1 profile doesn't work very well for me.
I have noticed that everytime the bot finishes the last bounty (#5), then it should TP back and talk to Tyrial, right?
But if the bag is full or something like it just reached it's slot cap (settings in trinity), then it will prioritize salvaging/selling rather then talking with Tyrial.
After it's done clearing the bag, DB thinks it's finish, and forgets to talk to Tyrial, and just resets the game......

If you didn't know, happend a lot to me, because it would always do Diablo last, and he drops lots of loot, that sometimes would fill my bag.

Maybe until it's fixed disable picking up yellows/whites/blues.
But it's odd because that doesn't happen to me. If it is full it'll salvage and THEN go and speak to Tyrael.
 
gotteshand ! Luckily gardens of hope 2 came right after I added ur code and this first time demonbuddy gave those errormessages: ....at System.Delegate.DynamicInvoke(Object[] args)... at Zeta.Bot.Pulsator.(Delegate , Object[] ).... etc BUT the bot seems to run it even its giving the error msgs, so it seems to work for me :)

looks like fixed here too , 3 runs and still running.
 
a4 seems to be the only profile that does NOT pickup all the yellows, some are , some arent.
 
But if the bag is full or something like it just reached it's slot cap (settings in trinity), then it will prioritize salvaging/selling rather then talking with Tyrial.
After it's done clearing the bag, DB thinks it's finish, and forgets to talk to Tyrial, and just resets the game

I definitely think this is happening a lot after talking to others who ran this last night. Most reasonable explanation for low caches. I pick/sell rares, which fills me up quicker, but was also happening to people who ignore rares. This run is heavy on crafting materials, gems, and leg mats.
 
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