razzysnazzy
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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.
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.
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.
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;
}
Much appreciated, I'm currently running it to see if it builds up all 5 acts, if not I will keep at itIll test it right away, thanks for your effort![]()
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.Mathew You boosting people for rl cash and cant spare some $$ to let somone do it??