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Rift Bot - Yet Another Rifter!

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Then the only thing i can tell you is to do a clean install of DB and plugins. that almost always fixes everything. I just did this not 5 minutes ago. Riftbot does show up for me. sooooo.....

yup tried that too. no worky. lol. oh well. using the original version of this before this thread was made.. working alright for me.
 
A summary of what was done during TBF down

Now Rift Bot is rift-plugin-free. Need Trinity .25!
Full now takes portals
Rework on all logs
A number of hard maps optimized and tested
Some other things I forget. check commit message for details
 
Perfect bot haven't had any issues yet, just a question, is there a way to make the bot use blood shards so if i go afk and it just keeps farming i wont be wasting blood shards from not being able to pick them up?

No. DB have no idea what is BS.
 
or put a safeguard on the end that teleports to town, re-enters rift, explore till fullexplored on the first level only and call it quits if that doesnt spawn a guardian (which it should 99% of the time). In that way you maintain the overall speed and will not have to worry about to time it takes to back-track and what not to fully explore the first level unless this specific condition is met. DyingHymn let me know if you want help on this project and maybe we could just merge into one profile and colaborate. (send me a PM or something or I will hit you up on it)

Good idea. Will implement
 
DyingHymn, hi :)
Thx for the Rift Bot. Great job!

Can you give me a link to the newest version of QuestTools plz? I can't find it...
 
New rev up. Now bot will go to explore the first level if fully explore the last level still cannot spawn the boss. Please test and see it works or not. Very rare cases though.
 
As to collaboration, I would say the main logic of rifting is currently pretty stable. Now what is needed for community support is to report (or test to be better) hard maps with bot always stuck at some location or have miles-long backtrack. Small backtrack is allowed and frankly speaking almost cannot be resolved. By small backtrack I mean come back and forth in the same small area of the map (a big room for instance).
 
More maps:

View attachment 126006

@DyingHymn: You have .25 of Trinity?

Is it to hard to see where I put the dots on the map?

@Oksehode has done a very good job in reporting multiple maps with bad boxing. This format is preferred if you find something but cannot (or don't know how to) test a new working size/tolerance.

btw, flip-flop between two points not resolvable.
 
Hey, which XML will do just the rift + boss?

There is common / explorecommon / explorefull / full..

Edit: NVM. Didn't see the Readme. Going to test it out :)
 
DyingHymn, Trinity .25 has a lot of issues. Is there anyway to get your profiles for .24 atm? Currently .25 is have a lot of issues with destructible objects. For instance, in act 4 zones, it will walk up to the big destructible objects and just stand next to them no matter what you have your settings on. Or sometimes it will just stand still and attack the air likes it's stuck on something.
 
when on the "tower of the damned" style levels, bot fails to complete them and spits this error. this happens when it is close to the portal to the next floor but we are above it and cannot reach it, as on these levels the portals are always down a spiral staircase.
Code:
Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
   at QuestTools.MoveToMapMarker.RefreshActorInfo()
   at QuestTools.MoveToMapMarker.<CreateBehavior>b__a(Object ret)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   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.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.()
 
DyingHymn, Trinity .25 has a lot of issues. Is there anyway to get your profiles for .24 atm? Currently .25 is have a lot of issues with destructible objects. For instance, in act 4 zones, it will walk up to the big destructible objects and just stand next to them no matter what you have your settings on. Or sometimes it will just stand still and attack the air likes it's stuck on something.

You can check out an earlier version of the profile. eg. r22. However with this version you cannot use Full as there is a problem with taking portals.
 
when on the "tower of the damned" style levels, bot fails to complete them and spits this error. this happens when it is close to the portal to the next floor but we are above it and cannot reach it, as on these levels the portals are always down a spiral staircase.
Code:
Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.

Have to say it is a Trinity issue. For such kind of cases stop and run will work. For afk use gold timer. Not able to fix this.
 
Can this be changed to explore all available levels regardless of whether the boss is dead or not? What I mean is - clear level 1, move to level 2, clear level 2, move to 3 (if available) etc.

There are good reasons for that. As you know, mf is higher in rifts. Many times on torment 2 or 3, I haven't found anything until the rift guardian and didn't get anything off the guardian either (not even a forgotten soul), only to find 2-3 legendaries afterwards in the same rift (we didn't close it after the guardian was dead)
 
Can this be changed to explore all available levels regardless of whether the boss is dead or not? What I mean is - clear level 1, move to level 2, clear level 2, move to 3 (if available) etc.

There are good reasons for that. As you know, mf is higher in rifts. Many times on torment 2 or 3, I haven't found anything until the rift guardian and didn't get anything off the guardian either (not even a forgotten soul), only to find 2-3 legendaries afterwards in the same rift (we didn't close it after the guardian was dead)

readme
 
Had a rift breaking issue lately, rarely after going down a level (or entering the rift), instead of having the white/blue-ish "up" icon on minimap, I get the yellow/orange-ish "down" icon. Then the bot thinks he found the portal to next level and takes it. After that he's all confused and gets stuck there

I noted 2 areas where it happened:
- Between town and levelAreaId 347196 - X1_LR_Level_01
- Between LevelAreaId 330531 - X1_LR_Level_01 and levelAreaId 275923 - X1_LR_Level_02

Have no idea whtat is a down or up icon. btw pure numbers means nothing to me.

edit: Bot use markerID to take portal. He is not aware of anything yellow or blue

edit2: What I can think up of up/down icon is, play out of minimap = yellow, teammates out of minimap = blue, clan buds out = greenish blue

edit3: I know what you mean by up/down. Use latest release and test. If still happens, screenshot+log.
 
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