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  • [A2 Inferno] Keywarden Hunt

    Discussion in 'Archives' started by Magi, Oct 19, 2012.

    1. billybobbotter

      billybobbotter New Member

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      Awesome, I will take the appropriate steps to fix this and report back if issues still arise :).
       
    2. billybobbotter

      billybobbotter New Member

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      my only issue now is that my D3 freezes quite frequently, so not being able to use a relogger is kind of an annoyance, but this is a great profile. Watched it run a few times and since i have ~20 A3 keys and ~4 A2 keys it will be doing A1 for a while, so no surprise there. I will have to run this when I am around and able to notice when D3 freezes if reloggers don't work well with it. I haven't tried, but even if they just resume the profile its better than taking the risk of my d3 staying frozen for hours if I run it while I sleep.
       
    3. devadam

      devadam New Member

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      dont pick loot dont pick key

      whyyyyyyy
       
    4. xxtorturedxx

      xxtorturedxx New Member

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      Having issues picking up the key after it drops. Warden goes down, bot TPs and leaves game. If I pause it and pick up the key, it leaves, tries to start a new game, and then d3 crashes... I'm not a code guru but it seems to me the problem is with the combat routine. If I choose generic, I get a key but the bot continues to run until the end of the oasis profile then goes inactive.. I tried the act 1 version and it seems to miss 1 out of 4 keys. I used a fresh download of DB and only have the addons that came with the script. Any suggestions?
       
    5. Magi

      Magi New Member

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      man, wish I could replicate the key issue. Of all the times I've watched, I've missed one key out of 200+ keys (I may have missed more perhaps when not watching).

      Key pickup is definitely based on combat routine, and I've been using Trinity from the get go. For those of you who missed a key, does it pick up ANY loot from the warden or just leaves his loot entirely? If he isn't picking up any loot from the warden, perhaps it isn't treating him like an elite. I used to force Wardens to be treated as Bosses, though sometimes you'd get stuck chasing them down.

      I'm talking with another member who is helping me out with this. I'm going to give him a custom trinity file with forced boss status for wardens to see if this fixes the issue. For him, it missed the loot entirely. That would suggest it isn't being treated as an elite. Will report back on this...

      If you would like to participate, please PM me and I'll send you the latest unified trinity with my custom boss tags for wardens.

      Billybob - for reloggers, I could probably write something custom for those users (or anyone really), if your NV is 0 when loading any of the profiles besides the very first map, have it force a reload of the first profile. This should fix it in case you crash, relog in and your character is in Alcarnus or Oasis with no NV, it will just reset it.

      Actually, that's an easy fix. I'll put it in and shouldn't have any impact on non-reloggers.
       
    6. Magi

      Magi New Member

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      UPDATE to loot issue --

      I possibly have a fix for this. Doing some tests now but it looks promising. I've requested some changes to Unified Trinity and once they are in place, I will release this publicly assuming I didn't make anything worse. I've confirmed Keywardens are treated as elites. No need for boss SNOs. That isn't the problem.

      Here is what I think is happening when looting does not occur (if you've experienced differently or the same, please comment to confirm or trash my theory):

      You kill the warden and are immediately drawn away to finish fighting. You finish the fight out of the vicinity of the uber corpse. At this point trinity may or may not go back on it's own depending on how long it's been since you killed the warden or how far you are away. Here, my script comes in currently and should walk you back to the corpse (or last known position of the warden which should be close).

      At this point, I think the problem starts. I don't believe Trinity refreshes on it's own when you reach the corpse, and you just warp out regardless of my 3 second wait timer before warp, thus missing the loot.

      Solution:
      I've put further *Trinity* wait timers in, including town run wait timers so that doesn't screw things up. Once trinity is done doing whatever it needs to do, my script will walk you to the warden corpse if it is further than 10ft out. THEN, I tell Trinity to force refresh the monster/object list at the corpse. This *should* be a sure fire win.

      My first test, I killed the warden (no key, bummer) but I was out of range. I walked back to the corpse, and at this point my character ALWAYS warped out now that I think about it. This time, he walked to the corpse, paused for a moment, then went and picked up a rare item it didn't pick up after killing and partially looting the warden corpse (was drawn out by some enemy fire).

      Gonna watch it a little more but I'm thinking this could be the ticket! (as I write this, it did it again. walked to corpse, paused. And picked up some more stuff I didn't initially pick up. Sweet!)

      Oh, and fixed the relogging/loading wrong profile too!. If you load a middle of the road profile and have NV0 (good assumption for a relog, it will restart the act from the beginning)
       
    7. JoshYoJoshYo

      JoshYoJoshYo New Member

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      Any solutions for killing the warden when you have a full inventory and it goes to town to do a town run but leaves and makes a new game instead? Lmk~~
       
    8. Magi

      Magi New Member

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      Normal my bot would go back during those town runs as it happens often when killing the warden, however this new update does wait for trinity to finish doing what it's doing, including town runs and I've watched it specifically do a town run on the warden and NOT fire my "warp home and quit" function until after town run process has been completed. Should fix your issue.

      Just trying to figure out this function with killing the warden and then dying right after. Thought I had it working but I think my corpse check might be firing during the death screen before you click revive and it's thinking you've reached the corpse after dying. pita.
       
    9. PwnageCo

      PwnageCo Member

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      every time i run this profile when i get a full inv the bot gets stuck no matter what it will try and make a new game but because the bot DOESNT start in town it will get stuck running to the top left of the map over and over and over again
       
    10. Magi

      Magi New Member

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      when you get a full inventory your bot gets stuck? stuck where? It should TP to town, perform town run, warp back to where you came from, and continue.

      I've got a new version coming shortly here, but trying to understand what your bot is doing. A log would be helpful.
       
    11. Magi

      Magi New Member

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      Updated to v2.4
       
    12. carasage

      carasage New Member

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      Hi Magi,

      Love all your Profiles for the Key Hunt.. but for some reason I am experiencing two issues reported similarly by others:

      1) After Warden death, loot + key is not being picked up. It TPs and Leaves Game.
      2) When inventory is full, it TPs and exits game, starts next game... since it starts in the Bazaar it attempts to ID all items then moves to the N/E corner of bazaar looking for merchant / stash.. getting stuck.

      I am using latest v2.4 and have tried restarting D3 and DB...
       
    13. Magi

      Magi New Member

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      i would attempt to use rrrix's trinity file, I am currently using it and he's fixed trinity's looting issues I believe as well as a lot of other stuff. It is based off Unified and I think unified will be migrating to it. You will need a modified keyrun version to work with it:

      Link to rrrix's custom trinity file

      Link to my custom keyrun for rrrix's trinity file only


      Give those a whirl, I think it will fix your issue. The town run will likely need some extra hooks in place for Bazaar because DB interprets that as "in town" when it shouldn't be. I might peg Nesox about it as well and see if he can fix in DB.
       
    14. partyhat

      partyhat New Member

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      "[09:20:14.559 N] Failed to load profile: Element KeyRunForceTownWarp is not supported. Please check your XML and try again. (<KeyRunForceTownWarp />) Line 12"
       
    15. Magi

      Magi New Member

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      Update your keyrun plugin, this was a new tag I added to force a teleport at the very beginning instead of walking back because DB by default cannot TP from there because it wrongly assumes you are in town.
       
    16. Dralleballe

      Dralleballe New Member

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      For me this routine starts in town, by the sewer entrence. It runs up to the top corner(since the gate is closed) and stays there. Ive got the latest giles and keyrun plugins. When i use the 2.4 routine it wont work at all, he just stands still. When i use the older version it works on some occassions. If i manually teleport from the top corner in town, it will start and work for 1 run tho. Any thoughts?
       
      Last edited: Nov 24, 2012
    17. Magi

      Magi New Member

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      There is a forced teleport at the very beginning on the latest profiles, no more walk routine. Post a log so I can see what the problem is. Ensure you are running the latest of everything.
       
    18. partyhat

      partyhat New Member

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      I am using the 2.4 (the newest version)
       
    19. Magi

      Magi New Member

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      post a log, something is interfering with the forced warp. Any other plugins running?
       
    20. partyhat

      partyhat New Member

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      View attachment 7468 2012-11-24 09.19.txt
      RadsAtom, GilesTrinity, BuddyStats.

      Edit: All your other ones work for me (A1, A3 at least) just this one isn't.
       

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