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[Profiles] Adventure Mode Bounties - Community Edition

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Many posts suggests how to fix this above yours.

Side note: I'm just experimenting with when the town run happens and forcing a TP back to collect will let you know.

Yeah, I'm also experimenting to try and make this finally work. Unfortunately, it takes like 20 minutes to even GET to be able to do one test at it. It sucks.
 
Checking if we have all bounties complete
[BountyProfile] Bounties complete returned null.
[BountyProfile] Bounty X1_Bounty_A4_GardensOfHope_Event_Juggernaut (369900) unsupported or invalid.
[BountyProfile] Bounty X1_Bounty_A4_GardensOfHope_Kill_AspectPain (357129) unsupported or invalid.
[BountyProfile] Bounty X1_Bounty_A4_HellRift_Kill_Sledge (364336) unsupported or invalid.
[BountyProfile] Bounty X1_Bounty_A4_Spire_Kill_Pyres (349278) unsupported or invalid.
[BountyProfile] Bounty X1_Bounty_A4_Spire_Kill_Diablo (349288) unsupported or invalid.

just updated the svn none of it works any help? everything was working 3 minutes ago :(

System.Exception: Element HaveBounty is not supported. Please check your XML and try again. (<HaveBounty questId="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)

other one has this
 
Alright, please update to to rev98 and if he does not want to turn in the quest at the end, please let me know with a log. It worked when I just tested it, but who knows about it with you guys.

@moneyorlove, please delete BountyProfile if it exists, and update Trinity.
 
trinity 1.8.19, and I was wondering about ez updater because it keeps putting the bounty plugin back in... and about the error it is upon game creation 316611, which is usually when you do not have the quest for it
My friend as well got this error: It happened while opening with crusader, but after running script with another class it works fine when loading with crusader.... have no reason why but it made it work by switching character

edit typos xD
 
I realize I don't have a log here, I've been watching it for the last 5 games and it only tried to not turn in on this last one. Scenario was my bags were full after completing the last bounty, it was forced to town run. I'll update and watch it again, sorry for lack of proper logs. :)

Forced townrun initiated! Reason:Request from: ForceTowunRun tag
[Trinity] Looks like we are being asked to force a town-run by a profile/plugin/new DB feature, now doing so.
Using town portal
Townportal successfull, we are in town!
[Trinity] Bounties Complete count:5
~Bunch of Salvage Stuff Here~
[Trinity] TownRun complete
Leaving game, reason: No more bounties that we can do. Resetting game.
Last run acquired 338926 gold.

EDIT: It did it again before updating, it's always after the Silver Spire 2 cursed chest. Really updating this time and will watch.
 
Last edited:
Alright, please update to to rev98 and if he does not want to turn in the quest at the end, please let me know with a log. It worked when I just tested it, but who knows about it with you guys.

@moneyorlove, please delete BountyProfile if it exists, and update Trinity.

Will test now, had good results with having the town run tag right before the turn-in so it's all contained within <ActBountiesComplete act="A4"> - basically does the town run then talks to tyrael
 
I realize I don't have a log here, I've been watching it for the last 5 games and it only tried to not turn in on this last one. Scenario was my bags were full after completing the last bounty, it was forced to town run. I'll update and watch it again, sorry for lack of proper logs. :)



EDIT: Did it again before updating, it's always after the Silver Spire 2 cursed chest. Really updating this time.

Yes this just happened with me, was full when completing bounty, went back down, didn't TP back up to talk to tyrael
 
I'll see if I can reproduce the bags full on completion and just leaves. The only thing I can think of is the town run overrides all other inputs, while it's doing the town run the bot believes it's met the conditions so upon porting back after town run the script automatically finishes and leaves.

<MoveToActor questId="1" stepId="1" actorId="114622" x="379" y="422" z="0" /> This particular line supposedly should work along with other checks which is why I had experimented with the forced town run and added it right before this line since there's no need for the bot to port back to wherever it ported from. Out of the 5 runs it cleared it bags and claimed the cache with no problems.
 
Act 1 does 1 bounty on average and then gets messed up by the townrun bug. so annoying. I only need act 1 bounties -_-
 
98 seems to have fixed the problem I highlighted, in the exact same spot I reproduced it twice before. (Bags Full at end of bounty in Silverspire Chest Bounty, goes to town, does it's thing and goes back to Silverspire and leaves game) This time it went back to town and turned in.
 
Bot gets stuck at following...

DB - PID:6140 - Silver Spire 1 Kill 100 and boss Silver Spide 1.xml

[Trinity] Your bot got stuck! Trying to unstuck (attempt #10 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="121579"

Even when the bot "isnt stuck" it still acts as if it is. I let it run like a headless chicken into the walls for 25 minutes before i manually stopped and rebooted.
 
Act 1 does 1 bounty on average and then gets messed up by the townrun bug. so annoying. I only need act 1 bounties -_-

... are you using an updated version of DemonBuddy? The townrun bug in act 1 should have been fixed in the latest version.

Also, Act 1 is not stable. If you really are in a hurry, start making some yourself. It is a lot of work, and Act 4 is my priority right now. The reports for Act 4 seem to be that it is turning in the cache every time, so I think this is a good sign. I will probably go back to working on Act 1 soon.
 
Code:
Attempting to repair all items
Opening stash
Opening stash
[QuestTools] worldId changed from 172909 to 219659 - a4dun_Garden_of_Hope_Random
[QuestTools] levelAreaId changed from 92945 to 109516 - A4_dun_Garden_of_Hope_02
[QuestTools] Change(s) occured at Position x="1984" y="2462" z="15" 
[Trinity] TownRun complete
[Trinity] Loading new profile.
Loaded profile Act 4 - Loader
Act 4 Bounties
Checking if we have all bounties complete
[Trinity] Bounties Complete count:5
Seems like we have 5 complete
Going back to town to turn it in.
[Trinity] TrinityTownPortal started - clearing area, waitTime=2500, startHealth=340716
[Trinity] Town Portal timer finished
Lets make sure we are actually in the right town
Attempting to interact with Tyrael
[GameUI] Clicking UI element Conversation Button (700547072)
[QuestTools] worldId changed from 219659 to 172909 - a3dun_hub_keep
[QuestTools] levelAreaId changed from 109516 to 92945 - A3_Dun_Keep_Hub
[QuestTools] Change(s) occured at Position x="378" y="419" z="0" 
[Trinity] Clicking UI element Conversation Button (700547072)
[Trinity] Clicking UI element Conversation Button (700547072)
[Trinity] Clicking UI element Conversation Button (700547072)
Should have interacted with him by now.
Leaving game, reason: No more bounties that we can do. Resetting game.

Definitely working now :) The check added will port you back to claim cache before resetting yay!
 
Just did a run on act 4 and it went "almost" flawlessly. On the Silver Spire 2 level when he searched for the Aspect of Terror boss, the bot didn't run close enough for him to spawn and I had to move him myself.
 
Code:
Opening salvage window
Attempting to repair all items
Opening stash
Opening stash
[Trinity] TownRun complete
Checking if we have all bounties complete
[Trinity] Bounties Complete count:5
Seems like we have 5 complete
Going back to town to turn it in.
[Trinity] TrinityTownPortal started - clearing area, waitTime=2500, startHealth=254011
[Trinity] Town Portal timer finished
Lets make sure we are actually in the right town
Attempting to interact with Tyrael
[Trinity] Clicking UI element Conversation Button (152756224)
[Trinity] Clicking UI element Conversation Button (152756224)
[Trinity] Clicking UI element Conversation Button (152756224)
[Trinity] Clicking UI element Conversation Button (152756224)
[Trinity] Clicking UI element Bounty Reward Dialog (1350012928)
[Trinity] Clicking UI element Conversation Button (152756224)
[Trinity] Clicking UI element Conversation Button (152756224)
Should have interacted with him by now.
Leaving game, reason: No more bounties that we can do. Resetting game.
Last run acquired 90229 gold.
[Trinity] New Game - resetting everything
Waiting 6.3 seconds before next game...

EDIT::
Read two posts above. Says it's been fixed. Will check for update. Thanks!
 
Last edited:
Just did a run on act 4 and it went "almost" flawlessly. On the Silver Spire 2 level when he searched for the Aspect of Terror boss, the bot didn't run close enough for him to spawn and I had to move him myself.

Playing with the boxes will probably take a while >.< It sucks.
 
Playing with the boxes will probably take a while >.< It sucks.

Yup unfortunately the explore dungeon logic isn't very good. The box tolerance was too high, so the bridges were not treated as explorable.

There should be 2 things the Demonbuddy devs need to do.

- The bot should treat a larger area around your bot to be explored. That would let us use small box sizes without walking every inch of the dungeon.
- The bot should use pathfinding to figure out if it is trying to walk through a wall because it assumes adjacent boxes are connected.
 
I usually use 25/0.01 as my default size/tolerance. It's a good balance between not backtracking and being able to discover new scenes.

@Gorm, the bot already does raycast all the paths, and will never try to walk through a wall.
 
[Trinity] Loading new profile.
Failed to load profile: Element HaveBounty is not supported. Please check your XML and try again. (<HaveBounty questId="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 questId="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)
Profile completed
Number of games completed: 1
[Trinity] Loading new profile.
Failed to load profile: Element HaveBounty is not supported. Please check your XML and try again. (<HaveBounty questId="369900">
<TrinityLoadProfile nodelay="True" file="Dais.xml" />
</HaveBounty>) Line 19
....

I got revision 99
 
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