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[Beta] Demonbuddy beta builds

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yes, use trinity plugin, it has an option to force salvage all rares


Where is that located?

Ive looked all over the place under the plugin. Im probably overlooking it im sure. I have it preset to salvage all rares under Scoring/townruns but its not, its saving everything.


Edit: Finally found it.
 
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Please Post Log's from your DB folders when reporting Error's or issue's.

Copy Pasting Small bit's or Saying so and so and such happened does not give the Dev's information it only send's them on the HUNT rather then RAW data for them to go thru which they understand a lot more then 95% of us will.

Thanks
 
Trinity is gonna need a bit of work to support Crusader, also new profiles is needed for Act 5.
I was able to test adventure mode on the beta but we need to figure out how to handle that, might make a new kind of profile for Adventure mode, we'll see :)

New beta up.

Changelog 359
  • LoadProfile tag now has a "stayInParty" attribute, can be used along with the leaveGame attribute.
  • Now waits until the authenticator inputbox no longer is visible when logging in.

Can you also add support for affixes "+element skills deal x% more damage" and "increases skill damage by x%" and arcane beam rotation?

These 2 things are critical for RoS. You can get 80% more damage from those affixes, they are even better than CC and CHD, and since bounties and rifts are full of elite packs it will be very important to be able to deal with arcane.

Right now gear scoring is pretty much unusable. If we raise it too high, we miss out on those affixes. If it is too low, we have to manually dig through hundreds of items.

Arcane avoidance is non-existent. Trinity can only treat an arcane beam as covering 360 degrees so once there are a few on the map, Trinity is unable to path out anymore and it completely ignores them.
 
Will be so nice when Bounties are included. Rifts should be very doable actually (Just roam map, enter level 2/3 of dungeon and kill monsters until 100%) rest is always the same: Teleport back to town, talk to the guy, get reward. (A check at the end if char has more keys and if so repeat the whole process would be amazing).
 
What's wrong with the download? Website takes forever to load and update is just simply not downloading :(
 
Total games (approx): 274 [35,43 per hour]
Total XP gained: 186953,37 million [24172,68 million per hour]

the Exp still broken...
 
is there any tags for anventure mod? how to force the bot start in this mode, anyway?

except Resume = True
 
Ty, Nesox. will you ppanned to add full suport of the adventure mod? like did all bounties for reward, or interract with Nephalem stone and clear all rifts till end etc?

P.S. - Exp hour still broken...

===== Misc Statistics =====
Total tracking time: 11h 5m 46s
Total deaths: 12 [1,08 per hour]
Total games (approx): 56 [5,05 per hour]
Total XP gained: 171639,70 million [15468,31 million per hour]
Total Gold gained: 1953,32 Thousand [176,04 Thousand per hour]
 
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Fyi: I think it would be very simple to write a profile or base for Rifts.

It could work like this:


- Enter Game > Check for Key Fragments > Got 5 or more? >If yes continue |
if no leave game and stop bot - if yes - enter rift - clear area (enter any portal that comes, since they go to level 3 or something) - kill boss > wait til rift closes > loop the check sequence to see if any fragments are left.


This would mean we could do bounties for fun and let the bot handle rifts, this would be extremely nice and I think wouldnt take a lot of time to quickly implement.
 
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about different red errors, like this
Code:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Запрос ReadProcessMemory или WriteProcessMemory был выполнен только частично, at addr: 2300E120, Size: 2504
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.FastAttribGroupsEntry.()
   at Zeta.Game.Internals.FastAttribGroupsEntry.()
   at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
   at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
   at Zeta.Game.Internals.Actors.DiaPlayer.get_SkillOverrideActive()
   at Zeta.Game.Internals.CPlayer.GetActiveSkillBySlot(HotbarSlot slot)
   at Zeta.Game.Internals.CPlayer.GetPowerForSlot(HotbarSlot slot)
   at Trinity.HotbarSkills.UpdateHotbarSlotPowers() in d:\BOTS\K!\Plugins\Trinity\Combat\HotbarSkills.cs:line 117
   at Trinity.HotbarSkills.Update(TrinityLogLevel logLevel, LogCategory logCategory) in d:\BOTS\K!\Plugins\Trinity\Combat\HotbarSkills.cs:line 54
   at Trinity.PlayerInfoCache.RefreshHotbar() in d:\BOTS\K!\Plugins\Trinity\Cache\PlayerInfoCache.cs:line 285
   at Trinity.Trinity.ResetEverythingNewGame() in d:\BOTS\K!\Plugins\Trinity\Helpers\GameEvents.cs:line 203
   at Trinity.Trinity.GameEvents_OnGameChanged(Object sender, EventArgs e) in d:\BOTS\K!\Plugins\Trinity\Helpers\GameEvents.cs:line 117

one programmer told me

That doesn't need fixing, because it is working. It also is no trinity problem, since the exception is thrown after calling Zeta.Game.Internals.CPlayer.GetPowerForSlot(Hotbar Slot slot), which is a demonbuddy functionality.
I think it happens when Demonbuddy tries to read the process memory of d3 while zoning to a different area, thus the specific block it tried to read becoming inaccessible.

mb it will helpful
 
about different red errors, like this
Code:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Запрос ReadProcessMemory или WriteProcessMemory был выполнен только частично, at addr: 2300E120, Size: 2504
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.FastAttribGroupsEntry.()
   at Zeta.Game.Internals.FastAttribGroupsEntry.()
   at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
   at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
   at Zeta.Game.Internals.Actors.DiaPlayer.get_SkillOverrideActive()
   at Zeta.Game.Internals.CPlayer.GetActiveSkillBySlot(HotbarSlot slot)
   at Zeta.Game.Internals.CPlayer.GetPowerForSlot(HotbarSlot slot)
   at Trinity.HotbarSkills.UpdateHotbarSlotPowers() in d:\BOTS\K!\Plugins\Trinity\Combat\HotbarSkills.cs:line 117
   at Trinity.HotbarSkills.Update(TrinityLogLevel logLevel, LogCategory logCategory) in d:\BOTS\K!\Plugins\Trinity\Combat\HotbarSkills.cs:line 54
   at Trinity.PlayerInfoCache.RefreshHotbar() in d:\BOTS\K!\Plugins\Trinity\Cache\PlayerInfoCache.cs:line 285
   at Trinity.Trinity.ResetEverythingNewGame() in d:\BOTS\K!\Plugins\Trinity\Helpers\GameEvents.cs:line 203
   at Trinity.Trinity.GameEvents_OnGameChanged(Object sender, EventArgs e) in d:\BOTS\K!\Plugins\Trinity\Helpers\GameEvents.cs:line 117

one programmer told me



mb it will helpful

Too add to that even checking if CPlayer is null causes a null error. This is also present in Belphegor atm.
 
Hi,

Would it be possible to ask for DB to have an option of logging chat / whispers? The chat log in game unfortunately does not store long enough of a history, and coming back to some flashing windows without seeing the whispers could sometimes be bad =/

Thank you,
 
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