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[Beta] Demonbuddy beta builds

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new plugins working fine for me with .486 beta

mby its not released still

just tested my two plugins with .485
all works fine
 
Last edited:
New build up.

Changelog 487

  • General
    • The "Load Profile" dialog now set's the filter properly. ( only shows *.xml files now. )
    • The bot settings window should no longer stop appearing when clicking the button after running the bot for a while.
  • API
    • CPlayer
      • HeroName property added.
      • ActorSnoId property added.
      • LevelAreaSnoId property added.
      • HeroClass property added.
      • Level property added.
      • ParagonLevel property added.
      • TradingPlayerACDGuid property added.
      • TradingPlayer property added.
    • ACDItem
      • GemQuality property now returns a enum of type 'GemQuality' instead of a integer.
      • Using the "altSlot" argument with the GetStatChanges method works again.
      • GetSkillDamageIncrease added, can be used to get the amount of skill damage an item grants.
    • DiaActivePlayer
      • JewelUpgradesMax property added.
      • JewelUpgradesUsed property added.
      • JewelUpgradesLeft property added.
    • DiaPlayer
      • GetSkillDamageIncrease added, can be used to get the total amount of skill damage increase a player has for a certain power.
    • DiaUnit
      • PetCreator property added.
    • BnetHero
      • HighestAct property added.
      • PvPRank property added.
      • ParagonLevel property added.
      • TimePlayed property added.
 
Worked fine until i updated to 487.
Trinity does not show up in plugins

Compiler Error: e:\01 BUDDY\NYTT\Plugins\Trinity\Reference\ItemRanks.cs(10,7) : warning CS0105: The using directive for 'Zeta.Game.Internals' appeared previously in this namespace
Compiler Error: e:\01 BUDDY\NYTT\Plugins\Trinity\Cache\RefreshItem.cs(63,35) : error CS0266: Cannot implicitly convert type 'Zeta.Game.Internals.Actors.GemQuality' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: e:\01 BUDDY\NYTT\Plugins\Trinity\Cache\RefreshObject.cs(106,30) : warning CS0168: The variable 'ex' is declared but never used
Compiler Error: e:\01 BUDDY\NYTT\Plugins\VaultRunner 1.0.0\GreedEvents.cs(11,7) : error CS0246: The type or namespace name 'Trinity' could not be found (are you missing a using directive or an assembly reference?)
Compiler Error: e:\01 BUDDY\NYTT\Plugins\VaultRunner 1.0.0\GreedEvents.cs(23,17) : error CS0246: The type or namespace name 'Trinity' could not be found (are you missing a using directive or an assembly reference?)
 
Not working mate... Trinity does not show as a plugin... so bot is fighting like a bitch, just pissing around.

PS. I do not post much, but this time the update actually screw everything out. Had to go back to an older build
 
Worked fine until i updated to 487.
Trinity does not show up in plugins

Compiler Error: e:\01 BUDDY\NYTT\Plugins\Trinity\Reference\ItemRanks.cs(10,7) : warning CS0105: The using directive for 'Zeta.Game.Internals' appeared previously in this namespace
Compiler Error: e:\01 BUDDY\NYTT\Plugins\Trinity\Cache\RefreshItem.cs(63,35) : error CS0266: Cannot implicitly convert type 'Zeta.Game.Internals.Actors.GemQuality' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: e:\01 BUDDY\NYTT\Plugins\Trinity\Cache\RefreshObject.cs(106,30) : warning CS0168: The variable 'ex' is declared but never used
Compiler Error: e:\01 BUDDY\NYTT\Plugins\VaultRunner 1.0.0\GreedEvents.cs(11,7) : error CS0246: The type or namespace name 'Trinity' could not be found (are you missing a using directive or an assembly reference?)
Compiler Error: e:\01 BUDDY\NYTT\Plugins\VaultRunner 1.0.0\GreedEvents.cs(23,17) : error CS0246: The type or namespace name 'Trinity' could not be found (are you missing a using directive or an assembly reference?)
Not working mate... Trinity does not show as a plugin... so bot is fighting like a bitch, just pissing around.

PS. I do not post much, but this time the update actually screw everything out. Had to go back to an older build

Use the Trinity from rrrix's svn, the one that is shipped with Demonbuddy in the "Plugins" folder
or change line 63 in "e:\01 BUDDY\NYTT\Plugins\Trinity\Cache\RefreshItem.cs" so it looks like this:
Code:
c_ItemLevel = (int)diaItem.CommonData.GemQuality;

Or use the file attached and put it in the "Cache" folder in the Trinity folder in the Plugins folder in the root of Demonbuddy, replace the old file.
 

Attachments

Last edited:
Can confirm
Svn trinity works, and runs amazing! thx for the good work!
 
Got it! But I do not use SVN. It screws a good build in a middle of a nice session.
Thanx anyway! U'r the best!

Edit. Thanx for .cs

Edit No 2. WOOOOW!!! It works! Nicer and smoother

Thanx again!
 
Last edited:
Use the Trinity from rrrix's svn, the one that is shipped with Demonbuddy in the "Plugins" folder
or change line 63 in "e:\01 BUDDY\NYTT\Plugins\Trinity\Cache\RefreshItem.cs" so it looks like this:
Code:
c_ItemLevel = (int)diaItem.CommonData.GemQuality;

Or use the file attached and put it in the "Cache" folder in the Trinity folder in the Plugins folder in the root of Demonbuddy, replace the old file.


Thanks alot =) working fine now =)
 
Error while initializing memorySystem.Exception: Could not setup Executor; unknown func passed to hook
at GreyMagic.Executor.InjectDetour()
at GreyMagic.Executor.InitializeDetour()
at GreyMagic.Executor..ctor(ExternalProcessMemory memory, IntPtr hookLocation, Int32 copyBytes, Boolean veh)
at GreyMagic.ExternalProcessMemory.Init(Process p, Boolean startupExecutor, Boolean dx9, Boolean startupRasm, IntPtr hookFunc, Boolean defaultCacheValue, Int32 copyBytes, Boolean veh)
at GreyMagic.ExternalProcessMemory..ctor(Process p, Boolean startupExecutor, Boolean dx9, Boolean startupRasm, IntPtr hookFunc, Boolean defaultCacheValue, Int32 copyBytes, Boolean veh)
at Zeta.Game.ZetaDia.TryInitialize(Process proc, String& reason)

Error attaching to Diablo III, Reason:System.Exception: Could not setup Executor; unknown func passed to hook
at GreyMagic.Executor.InjectDetour()
at GreyMagic.Executor.InitializeDetour()
at GreyMagic.Executor..ctor(ExternalProcessMemory memory, IntPtr hookLocation, Int32 copyBytes, Boolean veh)
at GreyMagic.ExternalProcessMemory.Init(Process p, Boolean startupExecutor, Boolean dx9, Boolean startupRasm, IntPtr hookFunc, Boolean defaultCacheValue, Int32 copyBytes, Boolean veh)
at GreyMagic.ExternalProcessMemory..ctor(Process p, Boolean startupExecutor, Boolean dx9, Boolean startupRasm, IntPtr hookFunc, Boolean defaultCacheValue, Int32 copyBytes, Boolean veh)
at Zeta.Game.ZetaDia.TryInitialize(Process proc, String& reason)
 
Crusader doesn't use Phalanx during trial rufts. During Grifts Crusader gets fascinated with white mobs and takes forever to kill them, this causes about 2 minutes longer to do a Grift, blue, yellow or purple mobs are attacked fine, it will just fixate on single or multiple white mobs instead of keep running or using the AOE to clean them up quickly t will just use the auto attack move, which does jack. It cleans them up perfectly in normal rifts.

G
 
Last edited:
Does anyone know if the bot trying to reopen cursed chests over and over is the beta build or a profile problem?
 
Error while initializing memorySystem.Exception: Could not setup Executor; unknown func passed to hook
at GreyMagic.Executor.InjectDetour()
at GreyMagic.Executor.InitializeDetour()
at GreyMagic.Executor..ctor(ExternalProcessMemory memory, IntPtr hookLocation, Int32 copyBytes, Boolean veh)
at GreyMagic.ExternalProcessMemory.Init(Process p, Boolean startupExecutor, Boolean dx9, Boolean startupRasm, IntPtr hookFunc, Boolean defaultCacheValue, Int32 copyBytes, Boolean veh)
at GreyMagic.ExternalProcessMemory..ctor(Process p, Boolean startupExecutor, Boolean dx9, Boolean startupRasm, IntPtr hookFunc, Boolean defaultCacheValue, Int32 copyBytes, Boolean veh)
at Zeta.Game.ZetaDia.TryInitialize(Process proc, String& reason)

Error attaching to Diablo III, Reason:System.Exception: Could not setup Executor; unknown func passed to hook
at GreyMagic.Executor.InjectDetour()
at GreyMagic.Executor.InitializeDetour()
at GreyMagic.Executor..ctor(ExternalProcessMemory memory, IntPtr hookLocation, Int32 copyBytes, Boolean veh)
at GreyMagic.ExternalProcessMemory.Init(Process p, Boolean startupExecutor, Boolean dx9, Boolean startupRasm, IntPtr hookFunc, Boolean defaultCacheValue, Int32 copyBytes, Boolean veh)
at GreyMagic.ExternalProcessMemory..ctor(Process p, Boolean startupExecutor, Boolean dx9, Boolean startupRasm, IntPtr hookFunc, Boolean defaultCacheValue, Int32 copyBytes, Boolean veh)
at Zeta.Game.ZetaDia.TryInitialize(Process proc, String& reason)

Are you using any third party graphics enhancer, or gaming utility? if so try and turn them off.
 
Are you using any third party graphics enhancer, or gaming utility? if so try and turn them off.

Nuh he is on windows 10 like me i guess. So far tried all the guidelines with no luck. I will wait until u ppl have some time to test it on this version
 
Nuh he is on windows 10 like me i guess. So far tried all the guidelines with no luck. I will wait until u ppl have some time to test it on this version


So you are asking for support for an OS that is barely out of alpha ? Go hide back under the rock you came from troll.

G
 
So you are asking for support for an OS that is barely out of alpha ? Go hide back under the rock you came from troll.

G

Dear G,

I asked for nothing. I simply said i will wait until their internal process will evaluate this version. Now read it again and eat your donuts.

kkthxbb
 
Long time user, don't visit the site often. Have a couple questions...

When can we expect a new beta build that addresses the legendary pickup issue? Lots have reported it. I run multiple instances myself and it's getting to be a full time job fixing stuck bots with a legendary on the ground in front of them. Additionally is there no longer a dedicated Trinity developer? It doesn't look as there have been any updates since the .21 build (which has a lot of issues). Any update is appreciated.
 
Long time user, don't visit the site often. Have a couple questions...

When can we expect a new beta build that addresses the legendary pickup issue? Lots have reported it. I run multiple instances myself and it's getting to be a full time job fixing stuck bots with a legendary on the ground in front of them. Additionally is there no longer a dedicated Trinity developer? It doesn't look as there have been any updates since the .21 build (which has a lot of issues). Any update is appreciated.

Are you not satisfied? There is another bot you can go use if you aren't.
 
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