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  • Rift Bot - Yet Another Rifter!

    Discussion in 'Archives' started by DyingHymn, Apr 17, 2014.

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    1. zept0r

      zept0r Member

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      It so often goes to next area when the actual area is just like 50% explored, so when it reaches last area it has not enough mobs to get the "boss" spawned and quits the portal.... somewhat annoying to me :(
       
    2. DyingHymn

      DyingHymn New Member

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      That is the nature of rifting profile. Doing a full explore for clearing and then another one to find the exit is even less efficient due to backtracking.

      In fact when I was rifting manually, I will go search for portal instead of planning an easy route to cover as much area as possible. Maybe my playstyle is not good?
       
    3. Jeof

      Jeof New Member

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      Sure thing. Here you go. I will try the R9 version and will let you know
       

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      Last edited: Apr 18, 2014
    4. DyingHymn

      DyingHymn New Member

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      The attachment is invalid. Upload and press Done. No need for an inline one.
       
    5. Jeof

      Jeof New Member

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      Edited my previous post. See if it helps
       
    6. DyingHymn

      DyingHymn New Member

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      I see the problem. It is related with interactRange attribute of MoveToMapMarker. I will upload a new fix for this.

      Thank you for your report! Esp. the screenshot!
       
    7. DyingHymn

      DyingHymn New Member

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      r10 up. Hopefully finally solve this problem.
       
    8. Jeof

      Jeof New Member

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      Thanks! Will try and will let you know if any problem arises
       
    9. ariesdmo

      ariesdmo New Member

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      Hey, I'm getting this error. How to fix? my trinity is on .23

      Compiler Error: error CS1660: Cannot convert lambda expression to type 'Zeta.TreeSharp.Composite' because it is not a delegate type
      Compiler Error: error CS0117: 'Trinity.XmlTags.TrinityExploreDungeon.TrinityExploreEndType' does not contain a definition for 'RiftComplete'
      Compiler Error: error CS1660: Cannot convert lambda expression to type 'Zeta.TreeSharp.Composite' because it is not a delegate type
      Compiler Error: error CS0117: 'Trinity.XmlTags.TrinityExploreDungeon.TrinityExploreEndType' does not contain a definition for 'RiftComplete'
       
    10. DyingHymn

      DyingHymn New Member

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      Version not correct. Redownload Trinity and make sure using DB beta.
       
    11. Dotfix

      Dotfix New Member

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      Currently running r10 (not the full), with a fresh install of DB beta. Everything is updated pretty much to their newest version.

      I'm getting this issue in my first level on a rift I just started. It has cleared everything and once it reached the entrance to level two, it decided to backtrack it's now re-exploring everything again.

      This is the message I'm getting in DB: [Trinity] Visited all nodes but objective not complete, forcing grid reset!

      Here's a screenshot of the map:
      imgur: the simple image sharer






      On a side note, I've noticed the bot sometimes skips chest if combat arises just before it's about to open it. Is there a way to make it prioritize chests over combat? Opening a chest is like killing an elite when it comes to legendary drops. It's foolish not to prioritize it IMO.


      E: Happening again in level 4 now. Same error message, different map though.
       
      Last edited: Apr 18, 2014
    12. DyingHymn

      DyingHymn New Member

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      This is the problem addressed in r11. It has been released and try it out!

      Chest handling is implemented by Trinity.
       
    13. Dotfix

      Dotfix New Member

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      Alright, I'll give it a go :)

      Another problem I faced in r10 which I suspect is a trinity issue as well was this:
      imgur: the simple image sharer


      Basically an elite pack and the boss was behind that door and the bot was just spamming abilities instead of opening the door to actually kill it.

      Secondly, on the same map, I experienced the bot getting stuck because it wouldn't destroy this object:
      imgur: the simple image sharer

      This was the error I received in DB: [Trinity] Your bot got stuck! Trying to unstuck (attempt #1 of 10 attempts) Act="OpenWorld" questId="312429" stepId="2" worldId="288800"
      [Trinity][Performance] Execution of the block NavigateTo took 1509.66ms.


      I let it wait 1 minute before I decided to take care of it myself. I suspect that's a trinity flaw as well.
       
    14. chocho

      chocho New Member

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      still stuck when reach 500 shards ? :)
       
    15. DyingHymn

      DyingHymn New Member

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      Both issues related with Trinity. I also encountered the first issue once.
      The second issue can be (non-elegantly) fixed by using gold inactivity timer.
       
    16. DyingHymn

      DyingHymn New Member

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      No, bot will skip looting blood shards.
      Until plugins for spending shards out we can't do anything.
       
    17. Dotfix

      Dotfix New Member

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      Alright.

      Using r11, I'm being presented with this issue:
      imgur: the simple image sharer


      It's running back and forth between where the arrow is on the screenshot and the entrance.

      After 3-4 minutes of doing that, it finally managed to continue but it started to backtrack again once it reached the entrance to level 4.
       
    18. DyingHymn

      DyingHymn New Member

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      Unfortunately this is a Trinity explore issue. Can you give me the LevelAreaId of this map if possible? I may try to see whether I can do anything to it.

      Sorry to say that a majority of the backtracks are Trinity explore issues. Either with an improper box point or with an improper parameter setting.
       
    19. solokazama

      solokazama New Member

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      @DyingHymn
      Could you add townrun at start of profile? So inventory will be almost always not full so problem with boss loot will be solved

      like:

      <If condition="Me.IsInTown ">
      <ForceTownRun questId="1" />
       
      Last edited: Apr 18, 2014
    20. DyingHymn

      DyingHymn New Member

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      Good point. I will add ForceTownRun in the next release.

      However, I heard that ForceTownRun sometimes may be ignored by DB/Trinity. Will test it out.
       
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