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Np, I assume that code block worked than as I said I never tested it just quickly modded it.
 
Np, I assume that code block worked than as I said I never tested it just quickly modded it.

The code block didn't work for me, I just used my old files from Season 4. And then I removed the thing so it leaves the game.

I think the reason your codeblock doesn't work, is because it says Enya instead of mine it says Tyrael. Idk where Enya comes from or who it is? it is the name in a different language or ?
 
Not sure where it comes from, looking at the file i copy and pasted that from before modding it shows Enyo (T Y R A E L). Somehow it got changed after the fact in the file i listed if you open it with notepad dose it say (T Y R A E L) or enyo or enya? kinda odd that it did that. But basically i just deleted a few lines so you can try just deleting the same lines from your file and see if it works. But if the season 4 one is working for you no need to. Thou I think a season 4 one will have less supported bounties.

Edit: added (T Y R A E L) where the forum changed the word to enyo.
 
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odd looking at what i just posted i had wrote T Y R A E L (without spaces) and this forum changed it to tyrael. Don't no y but ya if you want to test it just delete those lines lol kinda a odd bug? i guess so the forums changing one word to another.
 
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ye sounds weird ! well the S4 one I use, is only this .txt file that I replace, that shouldn't make a problem with bounties? I mean, its just the coroutine for turning in bounties, right?

test: tyrael Tyrael :)
 
I will test it with typing Tyrael instead :) and Report back if it works ! :)
 
Ya that text file is only for turning in the bounties and there targets are in a diff coroutine so if you got the s5 version of the otherfile than it is no difference than the s5 version. Thou if they ever change tyreals id (they do sometimes to mess with bots) than you would need to update to the new one but in your case that wont matter as you dont want them to interact anyways.

As a heads up if your typing it its written in all caps, donno if the input is case sensitive.
 
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Hey any1 have working edited file to not turn in quest? i edited as said on this thread but it turns in quest, and then it gets stuck trying to talk to tyrael again and again and again.
 
Each profile has at the end of it

<LeaveGame reason="Done"/>.

If you get rid of this line the bot wont leave the game it will just end up confused and not able to do anything bare in mind your inactivity timers would still be ticking so I would suggest turning them of so you don't get kicked from that.

As a note I haven't tried or bothered testing if that will work but should but don't care enough to help you beyond that.

Hmm, pretty weird, this worked for me last week, but now it's somehow not working anymore. To delete this part. :S weird !!
 
Under Demonbuddy/plugins/Adventurer/Coroutines find CompleteActbountiesCoroutines.cs

near the bottem you will have,

private async Task<bool> InteractingWithEnyo()
{

if (await _interactionCoroutine.GetCoroutine())
{
if (!ZetaDia.ActInfo.AllQuests.Any(q => q.Quest == BountyHelpers.ActBountyFinishingQuests[_act] && q.State == QuestState.InProgress))
{
State = States.Completed;
return false;
}
var Enyo = ActorFinder.FindUnit(Enyo);
if (Enyo == null)
{
Logger.Error("[CompleteActBounties] Couldn't detect Enyo. Failing");
State=States.Failed;
return false;
}
if (Enyo.IsFullyValid() && Enyo.CommonData.MarkerType == MarkerType.Exclamation)
{
return false;
}
State = States.Completed;
}
return false;
}

This is what tells the bot at the end of a given act to interact with tyreal and turn in the quest.
If you instead tell the bot this step was done without it doing anything the bot will move on without turning in. to do that this will prob work thou not testing it as dont got the time:.

private async Task<bool> InteractingWithEnyo()
{

if (await _interactionCoroutine.GetCoroutine())
{
if (!ZetaDia.ActInfo.AllQuests.Any(q => q.Quest == BountyHelpers.ActBountyFinishingQuests[_act] && q.State == QuestState.InProgress))
{
State = States.Completed;
return false;
}
}
return false;
}

This will tell the bot that you completed the turn in but skips the searching and finding tyrals so it move onto the next step marking the act as done. Again never tested it so might not work mod as needed.

Has anyone had success with this? I can't seem to get mine to work.
 
Is there another method someone would know of? I'd really like if this was a thing, would be extremely helpful.
 
Mathew You boosting people for rl cash and cant spare some $$ to let somone do it??
 
Ok so I have been playing with this for a few hours, from what I can see:

> 'Something' calls the CompleteActBountiesCoroutine.cs (haven't started down this branch yet).
> As soon as it is called, it starts a town run, goes to hand it in. I experimented with removing the Interacting with Tyreal section. And just have the Moving to Tyreal section mark as Completed.
Code:
private async Task<bool> MovingToTyreal()
        {
            if (!await NavigationCoroutine.MoveTo(TyrealPositions[_act], 2)) return false;
            _interactionCoroutine = new InteractionCoroutine(Tyreal, new TimeSpan(0, 0, 20), new TimeSpan(0, 0, 1));
            [B]State = States.Completed;[/B]
            return false;
        }
>> As soon as I did this, the coroutine accepted the act was finished, but wouldn't move to the next act. Something kept realising that the quest was available, and calling the subroutine.

Can anyone with knowledge of adventurer suggest some code to prompt it to move to the next section please??
(Also, why do the forums replace Tyreal with Enyo ???)

J
 
Standby, think I have it, just bug testing so I don't release crap code :P
 
Edit: Matthew has apparently solved this, will post solution when available.
 
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Mathew You boosting people for rl cash and cant spare some $$ to let somone do it??
No, I didn't sell any bounty bags. I only do this to boost my main and my group. I let them run while we do speeds. :)
 
Ok so where was your code, I can go through and try fix it??
 
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