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Rift Bot - Yet Another Rifter!

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sometimes the bot just crash the game ... dunno why

Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.Logic.OrderBot.(Object )
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
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.()


Exception when terminating bot thread. System.Exception: Richiesta ReadProcessMemory o WriteProcessMemory completata solo parzialmente, at addr: 000000E0, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.Actors.DiaObject.get_SceneId()
at Zeta.Game.Internals.Actors.DiaObject.get_CurrentScene()
at Zeta.Game.ZetaDia.get_CurrentLevelAreaId()
at Zeta.Game.ZetaDia.get_IsInTown()
at Trinity.TownRun.TownRunTimerFinished()
at Trinity.Trinity.GetTreeSharpRunStatus(HandlerRunStatus rs)
at Trinity.Trinity.HandleTarget(Object ret)
at Trinity.Trinity.<HandleTargetAction>b__61(Object ctx)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Decorator..()
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.()
 
Just fyi,
EZUpdater didn't actually update to the lastest one (e.g. Explore Pandemonium Fortress with 9/15/0.45) even though i kept spamming check for update in its config (and restarting DB) for the last 15mins.
I actually fixed it by deleting the files under EZUpdaterStorage and got it fixed.
 
Code:
[Rift Bot] Explore Bastion's Keep @ 20/30/0.3
[Trinity] TrinityExploreDungeon Started
[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!

The bot just stood there for a min or two and repeating grid reset.

Edit: Worked fine on the 2nd run, will report back if it happens again
 
Last edited:
Code:
[Rift Bot] Explore Bastion's Keep @ 20/30/0.3
[Trinity] TrinityExploreDungeon Started
[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!

The bot just stood there for a min or two and repeating grid reset.

Edit: Worked fine on the 2nd run, will report back if it happens again

ya I'm getting the same thing
 
Code:
Short (medium)#1 Level 2
Marker Hash: 1938876093, Distance: 9.894087, Position: <303.0258, 600.2885, 1.596355>, Closest Portal Loc: <303.0258, 600.2885, 1.596355> [g_Portal_Arch_Blue-37860]
Marker Hash: 1938876093, Distance: 62.01604, Position: <374.6516, 594.7214, 23.79706>, Closest Portal Loc: <0, 0, 0>
[2CA33364] GizmoType: PortalDestination Name: Start_Location_0-37863 ActorSNO: 5502 Distance: 2.876538 Position: <309.9799, 597.6746, 0> Barracade: False Radius: 6.631498
[2CA26524] GizmoType: Checkpoint Name: Checkpoint-37858 ActorSNO: 3795 Distance: 3.616218 Position: <316.2838, 599.2021, 0> Barracade: False Radius: 17.49286
[2CA2B6C8] GizmoType: Portal Name: g_Portal_Arch_Blue-62331 ActorSNO: 176000 Distance: 12.08020 Position: <303.0258, 600.2885, 1.596355> Barracade: False Radius: 20.18645

Short (medium)#2 Level 3
Marker Hash: 1938876094, Distance: 12.45136, Position: <303.0258, 600.2885, 1.596355>, Closest Portal Loc: <303.0258, 600.2885, 1.596355> [g_Portal_Arch_Blue-62331]
Marker Hash: 1938876094, Distance: 12.45136, Position: <303.0258, 600.2885, 1.596355>, Closest Portal Loc: <303.0258, 600.2885, 1.596355> [g_Portal_Arch_Blue-62331]
[2CA49808] GizmoType: PortalDestination Name: Start_Location_0-62341 ActorSNO: 5502 Distance: 6.278678 Position: <309.9799, 597.6746, 0> Barracade: False Radius: 6.631498
[2CA1C1DC] GizmoType: Checkpoint Name: Checkpoint-62337 ActorSNO: 3795 Distance: 1.725274 Position: <316.2838, 599.2021, 0> Barracade: False Radius: 17.49286
[2CA2B6C8] GizmoType: Portal Name: g_Portal_Arch_Blue-62331 ActorSNO: 176000 Distance: 12.54095 Position: <303.0258, 600.2885, 1.596355> Barracade: False Radius: 20.18645

Short (super short)#1 Level 1
Marker Hash: 1877684886, Distance: 6.641794, Position: <543.0258, 840.2885, 1.596355>, Closest Portal Loc: <543.0258, 840.2885, 1.596355> [g_Portal_Arch_Blue-110351]
Marker Hash: 1877684886, Distance: 6.641794, Position: <543.0258, 840.2885, 1.596355>, Closest Portal Loc: <543.0258, 840.2885, 1.596355> [g_Portal_Arch_Blue-110351]
[2CA1FE04] GizmoType: PortalDestination Name: Start_Location_0-110358 ActorSNO: 5502 Distance: 2.162613 Position: <549.9799, 837.6746, 0> Barracade: False Radius: 6.631498
[2CA28BD0] GizmoType: Checkpoint Name: Checkpoint-110356 ActorSNO: 3795 Distance: 6.661992 Position: <556.2838, 839.2021, 0> Barracade: False Radius: 17.49286
[2CA1F120] GizmoType: Portal Name: g_Portal_Arch_Blue-110351 ActorSNO: 176000 Distance: 6.808267 Position: <543.0258, 840.2885, 1.596355> Barracade: False Radius: 20.18645

Short (super short)#2 Level 3
Marker Hash: 1938876094, Distance: 8.385182, Position: <543.0258, 840.2885, 1.596355>, Closest Portal Loc: <543.0258, 840.2885, 1.596355> [g_Portal_Arch_Blue-77920]
Marker Hash: 1938876094, Distance: 8.385182, Position: <543.0258, 840.2885, 1.596355>, Closest Portal Loc: <543.0258, 840.2885, 1.596355> [g_Portal_Arch_Blue-77920]
[28C24540] GizmoType: PortalDestination Name: Start_Location_0-77921 ActorSNO: 5502 Distance: 1.924815 Position: <549.9799, 837.6746, 0> Barracade: False Radius: 6.631498
[28C2498C] GizmoType: Checkpoint Name: Checkpoint-77922 ActorSNO: 3795 Distance: 7.098039 Position: <556.2838, 839.2021, 0> Barracade: False Radius: 17.49286
[28C240F4] GizmoType: Portal Name: g_Portal_Arch_Blue-77920 ActorSNO: 176000 Distance: 8.51765 Position: <543.0258, 840.2885, 1.596355> Barracade: False Radius: 20.18645

Coordinates seem to be persistent... depending on what version of the warden map we get.. the super short version and short version each always have the same portal coordinates.
I can't confirm it for the large version yet as I have yet to run into it again but that means its viable but also means we have to make a script for each of em~_~
 
Consistently reaching the Portal stone without spawning the rift guardian. Needs constant supervision to unstuck, open doors, REexplore rift levels the bot more or less skipped by finding the exit too soon and reloading when the bot decides to just stand.

I don't know what happened, this used to work well. It was even relatively AFKable. Now it needs 24/7 attention to keep going.
 
sometimes the bot just crash the game ... dunno why

Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.Logic.OrderBot.(Object )
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
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.()


Exception when terminating bot thread. System.Exception: Richiesta ReadProcessMemory o WriteProcessMemory completata solo parzialmente, at addr: 000000E0, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.Actors.DiaObject.get_SceneId()
at Zeta.Game.Internals.Actors.DiaObject.get_CurrentScene()
at Zeta.Game.ZetaDia.get_CurrentLevelAreaId()
at Zeta.Game.ZetaDia.get_IsInTown()
at Trinity.TownRun.TownRunTimerFinished()
at Trinity.Trinity.GetTreeSharpRunStatus(HandlerRunStatus rs)
at Trinity.Trinity.HandleTarget(Object ret)
at Trinity.Trinity.<HandleTargetAction>b__61(Object ctx)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Decorator..()
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.()

Many people with this problem...
 
Enchanted Flight 2 breaks the bot. Besides that, everything is running smoothly. Nice job.

[Trinity] TrinityExploreDungeon Started
[Trinity] Rift portal exit marker within range!
[Trinity] Rift is done. Tag Finished.
Loaded profile Rift Bot Common/Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
Loaded profile Rift Bot Optimized Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
[Rift Bot] Explore Boneyards @ 20/30/0.5
[Trinity] TrinityExploreDungeon Started
[Trinity] Rift portal exit marker within range!
[Trinity] Rift is done. Tag Finished.
Loaded profile Rift Bot Common/Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
Loaded profile Rift Bot Optimized Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
[Rift Bot] Explore Boneyards @ 20/30/0.5
[Trinity] TrinityExploreDungeon Started
[Trinity] Rift portal exit marker within range!
[Trinity] Rift is done. Tag Finished.
Loaded profile Rift Bot Common/Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
Loaded profile Rift Bot Optimized Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
[Rift Bot] Explore Boneyards @ 20/30/0.5
[Trinity] TrinityExploreDungeon Started
[Trinity] Rift portal exit marker within range!
[Trinity] Rift is done. Tag Finished.
Loaded profile Rift Bot Common/Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
Loaded profile Rift Bot Optimized Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
[Rift Bot] Explore Boneyards @ 20/30/0.5
[Trinity] TrinityExploreDungeon Started
[Trinity] Rift portal exit marker within range!
[Trinity] Rift is done. Tag Finished.
Loaded profile Rift Bot Common/Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
Loaded profile Rift Bot Optimized Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
[Rift Bot] Explore Boneyards @ 20/30/0.5
[Trinity] TrinityExploreDungeon Started
[Trinity] Rift portal exit marker within range!
[Trinity] Rift is done. Tag Finished.
Loaded profile Rift Bot Common/Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
Loaded profile Rift Bot Optimized Explore
ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
[Rift Bot] Explore Boneyards @ 20/30/0.5
 
Hello, been running the package from Oksehode (1st page of thread) with the new Profile from SVN for the last 20 hours and it is running like a charm : ))

It entered around 65-70 rifts and completed most of them. It got stuck in Pandemonium fortress maps, and the Southern Highlands, where it did not explore even the 30% of the map and then got stuck at a corner, idling... In the Tower of the Damned also it would not enter the gateway to the next level.
Also, it got stuck a couple of times exploring random maps, but I know these are the toughest to navigate through...
Other than that, it is great for me :D

Thank you guys, keep up the great work!!!
 
Last edited:
You have to update the profile within the package if you want the newest revision. Other than that, it works nicely.
 
getting alot with rev .26, although rev .24 also have, but much lesser
[Trinity][Performance] Execution of the block NavigateTo took 1009.12ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 1010.86ms.
[Trinity][Performance] Execution of the block HandleTarget took 1030.10ms.
[Trinity][Performance] Execution of the block NavigateTo took 1011.98ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 1012.75ms.
[Trinity][Performance] Execution of the block HandleTarget took 1014.19ms.
 
getting alot with rev .26, although rev .24 also have, but much lesser
[Trinity][Performance] Execution of the block NavigateTo took 1009.12ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 1010.86ms.
[Trinity][Performance] Execution of the block HandleTarget took 1030.10ms.
[Trinity][Performance] Execution of the block NavigateTo took 1011.98ms.
[Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 1012.75ms.
[Trinity][Performance] Execution of the block HandleTarget took 1014.19ms.

Replace this file:
View attachment NavHelper.cs

(DB folder)/Plugins/Trinity/Movement
 
Most of the times bot will stop from exploring just before the exit and backtrack all the way back. Happens every times in the Royal Crypts and Stonefort sometimes.
 
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