• Visit Rebornbuddy
  • [A2 Inferno] Keywarden Hunt

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

    1. Magi

      Magi New Member

      Joined:
      Oct 12, 2012
      Messages:
      1,242
      Likes Received:
      7
      Trophy Points:
      0
      [A2 - Inferno] Keywarden Hunt - modified version of Meeki's Leoric Run


      What does it do?

      1. Black Canyon Mines
      2. Road to Alcarnus (if needed)
      3. Howling Plataeu (if needed)
      4. Stinging Winds (if needed)
      5. Oasis

      As soon as you receive NV5, it will warp to the Oasis to hunt for the Keywarden. Once Warden is killed, it will restart the game.

      Required Plugins

      - Linked KeyRun Plugin v1.4 for Trinity CE v1.7.1.3+ users
      - Unified Trinity CE Download

      Run the act2_start.xml to begin the profile.

      Happy hunting!

      ******************
      Changelog:
      Code:
      v2.5
      - Updated KeyRun to v1.4 for added support of Trinity CE, as well as Infernal Key detection!
      - Fixed game restarts if you DO NOT find warden
      - Additional MoveTo point in Oasis for hidden Warden spawn point.
      v2.4
      - Updated KeyRun to v1.3 - UPDATE YOUR PLUGIN!
      - Additional Trinity Checks and forced refresh of monsters/items for improved loot collection and premature warps
      - Preventative hooks for reloggers
      v2.2
      - New KeyRun plugin for advanced Keywarden Handling. Required for v2
      - Added some additional town warp fallbacks to reduce stucks
      
       

      Attached Files:

      Last edited: Dec 3, 2012
      tehuser likes this.
    2. crazynomad

      crazynomad New Member

      Joined:
      Jun 16, 2012
      Messages:
      8
      Likes Received:
      0
      Trophy Points:
      0
      Thanks Magi, for your efforts. Greatly appreciated!
       
    3. wtfisthis

      wtfisthis New Member

      Joined:
      Jul 29, 2012
      Messages:
      117
      Likes Received:
      0
      Trophy Points:
      0
      Awesome, was just looking for something like this for A2, thanks man.


      Edit: Getting stuck at Road to Alcarnus at this ledge spot on the south side
       
      Last edited: Oct 19, 2012
    4. archivist

      archivist New Member

      Joined:
      Sep 26, 2012
      Messages:
      9
      Likes Received:
      0
      Trophy Points:
      0
      Thank you, much appreciated
       
    5. crazynomad

      crazynomad New Member

      Joined:
      Jun 16, 2012
      Messages:
      8
      Likes Received:
      0
      Trophy Points:
      0
      I also got stuck there once. Hasn't been happening every game. Seen it happen only once though. Is there a parameter that detects those loops and moves on? The inactivity timer won't trigger it.
       
    6. archivist

      archivist New Member

      Joined:
      Sep 26, 2012
      Messages:
      9
      Likes Received:
      0
      Trophy Points:
      0
      Is anyone getting stuck in Road to Arcanus on the bottom middle?
      Using:
      DB 279
      Giles 1.6.3.1
      Rads atom 1.5.1
       
      Last edited: Oct 19, 2012
    7. wtfisthis

      wtfisthis New Member

      Joined:
      Jul 29, 2012
      Messages:
      117
      Likes Received:
      0
      Trophy Points:
      0
      Im definitely getting stuck there every game, I just did 10 more runs and got stuck there every time.
       
    8. crazynomad

      crazynomad New Member

      Joined:
      Jun 16, 2012
      Messages:
      8
      Likes Received:
      0
      Trophy Points:
      0
      Try turning off security randomization in radsatom. That function never worked for me and it fixed a lot of my errors.
       
    9. wtfisthis

      wtfisthis New Member

      Joined:
      Jul 29, 2012
      Messages:
      117
      Likes Received:
      0
      Trophy Points:
      0
      didnt work :/
       
    10. Stokoss

      Stokoss New Member

      Joined:
      Oct 5, 2012
      Messages:
      1
      Likes Received:
      0
      Trophy Points:
      0

      You can call me stupid, but I think that the profile doesn't exactly do what you claim.... I went through the code (which is just a copy from [A3 - Inferno] Champion-Hunting BigRed 1.3.6.3 from Ciggarc) and din't find any check whatsoever to see if your toon has 5 NV and so, to " warp to the Oasis"....It just complete the runs (with a guaranteed 5 NV buff untill it reaches the Oasis)

      It might be something in RadsAtom plugin, but I didn't find any option there also, so if you could enlighten me how I can save time by warping to the Oasis when I hit the 5 NV's, I would be very greatful!

      :)
       
    11. Magi

      Magi New Member

      Joined:
      Oct 12, 2012
      Messages:
      1,242
      Likes Received:
      7
      Trophy Points:
      0
      Hmm, was working well for me yesterday, got a key too. I think it depends on the monster layout. I ran through it a few times and it worked, but I got stuck once. I changed the path precision and we'll see if that does anything. I'll run it a few times and see what happens. It seems to be the southern part that it gets stuck, which if that is the case, perhaps I'll just remove that map point.

      Let me see on the precision.

      As for not warping on NV5, make sure you have RadsAtom 1.5.1

      There is a single extra line of code in the XML, a new tag, Keyrun. It should be right after the <ORDER> tag. You'll see it on all my profiles except for the first and last profile. Your info pane should also say something like:

      [09:46:40.656 N] [RadsAtom] - Keyrun enabled. The keyrun profile is: 7_HandBananna_Oasis_Meeki-Update.xml

      If you're not seeing this, check your plugins. I've noticed sometimes if you're interrupted on TP by an enemy, it might not TP again.
       
      Last edited: Oct 19, 2012
    12. Magi

      Magi New Member

      Joined:
      Oct 12, 2012
      Messages:
      1,242
      Likes Received:
      7
      Trophy Points:
      0
      Ok I think I figured out what everyone's issue is. For some reason when you reach NV5 before Oasis, it doesn't TP you, it just loads the Oasis profile..and if you hit NV5 before the Oasis, it's almost always in the Stinging Winds and just drives you South and gets stuck.

      This has been FIXED! Moving on to Act 3. Download the revised files from the OP.
       
      Last edited: Oct 19, 2012
    13. humble

      humble New Member

      Joined:
      Sep 22, 2012
      Messages:
      41
      Likes Received:
      0
      Trophy Points:
      0
      Great and fast work man
       
    14. tehuser

      tehuser Member

      Joined:
      Aug 23, 2012
      Messages:
      151
      Likes Received:
      0
      Trophy Points:
      16
      its weird, but i got 0 deaths per hour and everytime i get in Dahlgur Oasis, i got either 3 or 4 NV stacks
      seems to work ok though cuz when i get to 5 stacks, the bot tries to TP and take the wp to dahlgur oasis
       
    15. Dyeb16

      Dyeb16 New Member

      Joined:
      Sep 24, 2012
      Messages:
      10
      Likes Received:
      0
      Trophy Points:
      0
      same issue
       
    16. Magi

      Magi New Member

      Joined:
      Oct 12, 2012
      Messages:
      1,242
      Likes Received:
      7
      Trophy Points:
      0
      Let me look into this and get back to you guys.

      Update - Yes if you receive NV5 inside the Oasis, the keyrun still fires (even though I didn't include it in that profile's XML)...which basically means it restarts itself.

      I've messaged Ciggarc about the XML tag to see if there is a manual override...I did try inserting the keyrun XML tag with a blank profile (so it fails to load) which kind of fixes the issue...though I'm not confident in that solution, more of a hack. You're all welcome to try it if you want and see how it works for you.

      I'm hopeful I hear back from Ciggarc or someone about a manual override.

      In most instances I've encountered, I'm usually NV4-5 before hitting the Oasis and if I grab NV5 in the Oasis, it's typically at the beginning so it doesn't delay too much, but would like to optimize this.

      Been spending more time trying to figure out how to restart on the death of the keywarden :)

      Update 2 - Heard back from Ciggarc, manual override to come in the next release! Will implement once new version is released and this should fix this issue.
       
      Last edited: Oct 20, 2012
    17. coud_gw

      coud_gw New Member

      Joined:
      Aug 29, 2012
      Messages:
      32
      Likes Received:
      0
      Trophy Points:
      0
      Not working for me, i launch the profile.
      My caract wait in town and stay behind the TP :s

      I need to launch somethink ?
       
    18. Magi

      Magi New Member

      Joined:
      Oct 12, 2012
      Messages:
      1,242
      Likes Received:
      7
      Trophy Points:
      0
      OK, official word on this:

      The new RadsAtom keyrun tag which is supposed to warp you to town on NV5, doesn't always warp it seems, however it still loaded the keywarden profile (Oasis in this case). So what would happen is you would be walking around Alcarnus with the Oasis profile and get stuck.

      So, for all of my profiles (A1-3), I had to add a manual TP to town so this wouldn't happen. This ensures when you get NV5, the correct profile is loaded and working in the right area.

      This does however, force a restart upon death or NV5 in Oasis. I've got 2 workarounds which I'm testing. Should have a fix for this for all profiles soon.
       
    19. tehuser

      tehuser Member

      Joined:
      Aug 23, 2012
      Messages:
      151
      Likes Received:
      0
      Trophy Points:
      16
    20. Magi

      Magi New Member

      Joined:
      Oct 12, 2012
      Messages:
      1,242
      Likes Received:
      7
      Trophy Points:
      0
      Cool, nice touch! Just watched my toon only get *2* NV from the first 3 profiles, going into the oasis still needing 3 more elites...ugh. I'll probably toss this into the group once DB figures out how to authenticate.
       

    Share This Page