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[Beta] Demonbuddy daily beta builds

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I have the same issue and I'm not using beta. Sometimes the bot gets stuck, then the inactivity timer kicks and I stand in menus till I check the game. Sometimes I don't get stuck and it trips the inactivity timer just out of no where. I agree fix one issue at a time before adding more to the plate.
 
my main issue is that after a dc DB clicks error dialog and login D3 but then it does nothing till inactivity is triggered....doesnt reload the profile

a simple stop start click solve the issue

even more bad is this issue when u run with radsatom, then u will walk to the south in town and stuck there...

would be really kind if u could fix this, perhaps force a stop and start after relog ?
 
I'm using BETA .67, Belphegor and my own custom loot rules.

The inactivity timer and item identification, stashing/salvaging/etc work great.

Are you sure it's not a Trinity issue?

perhaps its really Trinity, because for me i cannot count how often the bot stops working..very often while townrun(stashing)... sometimes random
identifying is DB, this has nothing to do with trinity i believe

would u mind sharing ur lootrules? i would like to try it out without Trinity
 
I'm using BETA .67, Belphegor and my own custom loot rules.

The inactivity timer and item identification, stashing/salvaging/etc work great.

Are you sure it's not a Trinity issue?

First the problem was with radsatom, now is trinity to blade? common...

Trinity hasn't changed since a month ago. This problems start on the FIRST db release after 1.0.5. And they were never fixed, because for some people, they don't exist.

"It's a plugin problem, a fault db installtion, or is their computer..." Well, it is not.

It's happening (and a lot), but the problem is both issues are very random and difficult to reproduce.
 
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Hey. After several days of successful buddy stopped to capture the game window with the message:

[03:21:00.438 N] Error attaching to Diablo III, Reason:System.ArgumentNullException: Endscene pointer passed to Executor constructor was invalid
Parameter name: endscene
in Zeta.MemoryManagement.Executor..ctor(ExternalProcessReader memory, IntPtr endscene)
in Zeta.MemoryManagement.ExternalProcessReader..ctor(Process proc)
in Zeta.ZetaDia.TryInitialize(Process proc, String& reason)

Got any ideas? Beta .67, Windows 8
 
The identify thing only happens if the inventory is full and many 1-slot items are in, so he has to identify many stuff.
 
then bot turn on the game again and then ending identify items, when finished just go to stash and stuck here, in some time rads atom are reloading profile all the time.

You can try this just leave game when they are identyfing items
 
Would be appreciated if priority could be given to fix the random dungeon explorer.

Ban report forums is full of people using ciggarc's public act 3 profile, I bet a lot more will come soon for the heavily utilized public profiles. All this would be resolved by the existence of a working (and efficient) random explorer. Not to mention farm rates will increase too running more areas with 5x stack.
 
a suggestion, would be nice to implement per profile mp level.

Would be nice to setup scheduler and set the mp level for the profile.
I like farming a3 mp2 then run some a2 normal for leoric signet, and if i could change to mp10 on the leoric profile would be nice.

A blacklisting tool for trashy legendaries would be nice aswell.
 
why barb acting so stupid on stairs ? like kiting or something
 
I'm using LoadProfile and LeaveGame without atoms
But it seems to not work.
if I put it like this, it will leave game and start game later with the profile I first loaded
Code:
<LeaveGame questId="1" reason="over" /><LoadProfile loadRandom="True">
<Profiles>
<Profile>a.xml</Profile>
<Profile>b.xml</Profile>
<Profile>c.xml</Profile>
</Profiles>
</LoadProfile>
but if I put it like this, it will not leave game but load the next profile and begin it.
Code:
<LoadProfile loadRandom="True">
<Profiles>
<Profile>a.xml</Profile>
<Profile>b.xml</Profile>
<Profile>c.xml</Profile>
</Profiles>
</LoadProfile><LeaveGame questId="1" reason="over" />
 
Hi,

I am trying to use [until="ObjectFound"] in the explore function but seems to crash as soon as the return stone is found....(by the way portal and return stone have the same Hash code...)
Anyone knows if this is working ?

Thanks,
 
New build up!
Changelog .70
  • Minimap markers is now being properly read from the client and should no longer cause problems.
  • Demonbuddy now uses the loadbalancer to divide auth requests evenly among our servers.
  • Added "leaveGame" attribute in LoadProfile tag, setting this to "True" makes Demonbuddy leave the game once the profile is loaded.
  • Added attribute "ignoreGridReset" to the ExploreArea tag if set to true it will ignore resetting the segmentation grid when the tag starts and finish, can be usefull if you use 2 explore area tags in a row to avoid re-exploring already explored areas.
  • Added the following methods to the ConditionParser:
    bool HasStashedItem(int itemId) example usage: <If condition="HasStashedItem(1234)"> ... </If>
    bool HasBackpackItem(int itemId) example usage: <If condition="HasBackpackItem(1234)"> ... </If>
    int GetStashedItemCount(int itemId) example usage: <If condition="GetStashedItemCount(1234) &gt;= 5"> ... </If>
    int GetBackpackItemCount(int itemId) example usage: <If condition="GetBackpackItemCount(1234) &gt;= 5"> ... </If>
  • Added a1dun_caves_Neph_WaterBridge_A to the door blacklist, ( bridge near drowned temple )
  • Added a log message when the bot attempts to cast a town portal.
  • Should always destroy barricades now if possible.
 
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New build up!
Changelog .69
  • Added "leaveGame" attribute in LoadProfile tag, setting this to "True" makes Demonbuddy leave the game once the profile is loaded.

YES!

Now we can finally think about not use RadsAtom! :p

gj nesox gonna try it asap :)
 
Had to push another build, forgot something in the loadprofile tag :)
should work fine in .70
 
No change log for the inactivity sitting at the menu issue? =( Was hopping maybe a fix/update could of been done. Maybe an idea is once the inactivity gets triggered and leaves game, have it auto-reload the current profile and resume/start DB normally.
 
Both .69 and .70 are not authenticating...

(it seems is not even trying to)
 
Nesox can we at least get an update on your work on fixing the inactivity issue. Would be nice to know that you are working on it and that you guys dont consider it a non issue. It is an issue with DB itself as people without Radsatom are having the issue as well.
 
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