Hi Kevin, im here one more time Im here because i have readed and re-readed all code and i dont find why it looses cellars... I have noticed in rrrix complete questing bundle that he uses another command for that cellars, here is the code: Code: <If condition="IsActiveQuest(87700) and IsActiveQuestStep(27) and CurrentWorldId == 71150"> <TrinityUseOnce id="100"> <!-- Check for Musty Cellar - RNG #1 --> <MoveToActor questId="87700" stepId="27" x="2362" y="2813" z="27" actorId="176007" interactRange="10" maxSearchDistance="50" isPortal="True" destinationWorldId="80730" /> </TrinityUseOnce> </If> <If condition="IsActiveQuest(87700) and IsActiveQuestStep(27) and CurrentWorldId == 80730"> <!-- Inside Musty Cellar --> <SafeMoveTo questId="87700" stepId="27" x="144" y="86" z="0" /> <WaitTimer questId="87700" stepId="27" waitTime="1500" /> <SafeMoveTo questId="87700" stepId="27" x="144" y="146" z="0" /> <WaitTimer questId="87700" stepId="27" waitTime="1500" /> <MoveToActor questId="87700" stepId="27" actorId="175467" x="30" y="120" z="0" isPortal="True" destinationWorldId="71150" interactRange="10" /> </If> <If condition="IsActiveQuest(87700) and IsActiveQuestStep(27) and CurrentWorldId == 71150"> <TrinityUseOnce id="200"> <SafeMoveTo name="Damp Cellar" questId="87700" stepId="27" x="2366" y="2738" z="27" /> <!-- Check for Damp Cellar - RNG #2 --> <MoveToActor questId="87700" stepId="27" x="2292" y="2563" z="27" actorId="176007" interactRange="10" maxSearchDistance="50" isPortal="True" destinationWorldId="106752" /> </TrinityUseOnce> </If> <If condition="IsActiveQuest(87700) and IsActiveQuestStep(27) and CurrentWorldId == 106752"> <!-- Inside Damp Cellar --> <LogMessage questId="1" output="" /> <SafeMoveTo questId="87700" stepId="27" x="163" y="133" z="0" pathPrecision="5" /> <WaitTimer questId="87700" stepId="27" waitTime="1500" /> <MoveToActor questId="87700" stepId="27" actorId="175467" x="49" y="128" z="0" isPortal="True" destinationWorldId="71150" /> </If> <If condition="IsActiveQuest(87700) and IsActiveQuestStep(27) and CurrentWorldId == 71150"> <TrinityUseOnce id="300"> <LogMessage questId="1" output="" /> <SafeMoveTo name="Wooden Cart" questId="87700" stepId="27" x="2372" y="2514" z="27" /> <WaitTimer questId="87700" stepId="27" waitTime="500" /> <SafeMoveTo name="Queen Spawn" questId="87700" stepId="27" x="2128" y="2533" z="27" /> <WaitTimer questId="87700" stepId="27" waitTime="500" /> <SafeMoveTo name="Dank Cellar" questId="87700" stepId="27" x="2105" y="2486" z="27" /> <!-- Check for Dank Cellar - RNG #3 - Sarkoth --> <MoveToActor questId="87700" stepId="27" x="2072" y="2482" z="27" actorId="176007" maxSearchDistance="50" isPortal="True" destinationWorldId="106746" /> </TrinityUseOnce> </If> <If condition="IsActiveQuest(87700) and IsActiveQuestStep(27) and CurrentWorldId == 106746"> <!-- Inside Dank Cellar --> <LogMessage questId="1" output="Inside Dank Cellar" /> <SafeMoveTo questId="87700" stepId="27" x="124" y="107" z="0" /> <WaitTimer questId="87700" stepId="27" waitTime="1500" /> <SafeMoveTo questId="87700" stepId="27" x="114" y="158" z="0" pathPrecision="2" /> <MoveToActor questId="87700" stepId="27" actorId="175467" x="74" y="160" z="1" isPortal="True" destinationWorldId="71150" /> </If> As you can see there, he uses MoveToActor instead of UsePortal, i think this is because UsePortal is not so fine... Wish this helps
is there some kind of "rule" when to increase the Torment? with my current build / gear i run 8 games / hour and about 2 deaths / hour on T1. Safe to increase?
Big problem: I set my bot to Kamikaze Goblin (and tested priorize). Trash encounter to 1. He still priorizes Trash Mobs (Dark cellar) and even tps out while Goblin is alive. Any suggestions what I did wrong? sometimes he even misses chests (Dark cellar) my settings. View attachment 123157
Try to increase, if you die too much you decrease again. I could run T2 with deaths, but im running T1 w/o. Monk, about 550.000 dps, 600.000 Thoughness. Need better weapons Friend got TF the other day
just wanna say this is by the best legendary profile ive used, ill let it run for about 6-8 hours, atleast a leg an hour
Hey my monk doesn't do town runs when inventory is full, I posted a thread with logs and Tony said it's a profile issue. Anyone have this problem? http://www.thebuddyforum.com/demonb...55876-monk-not-going-town-salvage-repair.html Thanks.
i dont know how this issue can be connected with profile when bot dont go townrun all fine with my toons
I had this same problem, delete your trinity and compiled assemblies folders, re-copy trinity and open the bot, bot will do the other folder "compiled assemblies" for you. This solved it for me, wish it helps you
I am having trouble running this. I followed all the instructions, the bot window just keeps showing this text over and over with different amounts of time i have to wait. Chose Belphegor All-in-One as your combat routine [Trinity] Routine selected, starting bot Bot Thread Ended. Was this requested? Loaded profile [Legendary Road FULL v0.8] Chose Belphegor All-in-One as your combat routine InvalidWrapper is a match! Using InvalidWrapper for Combat (Priority: 0) InvalidWrapper is a match! Using InvalidWrapper for Buff (Priority: 0) Movement support for Invalid is not currently implemented. Behaviors created [Trinity] Bot Starting [Trinity] Note: Maintaining item stats from previous run. To reset stats fully, please restart DB. Waiting 3.3 seconds before next game...
Very new to Demonbuddy and diablo even and im confused as to why the bot keeps switching the difficulty to normal. I'd want it to be higher, i looked into this relating to "Yar" But i dont and dont plan on using yar at all. Any ideas?
You mean fix the leaving game after entering the hidden cellar at Adria's Hut. I have a fix for that. View attachment Daltyn.xml put this in your LEGENDARY ROAD FULL folder and replace the current one you have I hope this helps.