Nesox
Well-Known Member
- Joined
- Jan 15, 2010
- Messages
- 1,563
- Reaction score
- 48

Demonbuddy is our bot for Diablo III
Features
- Grinding
- Stashing Items
- Repairing your equipment
- Selling items to vendors
- Salvaging items
- Ability to logout when your inventory is full or stop the bot
- Setting up protected stash pages and bag slots
- Configurable loot and kill radius
- Ability to change what % the bot repairs at
- Item rules for picking up, selling, stashing, and salvaging, as simple as you'd like, or as complex as you'd like
- Plugins ( none included but there will be eventually. )
- Full support for custom combat routines as you'd expect from the Buddy Team
- Built-in updater
- Command line arguments for easy creation of shortcuts.
This will not work in Germany for legal reasons.
Download From: Demonbuddy the 3rd party Farming and Leveling Tool for the amazing Diablo 3 Game
Requirements
4.0
- Download: Microsoft Visual C++ 2010 Redistributable Package (x86) - Microsoft Download Center - Download Details
Reporting Bugs
When reporting a bug, please include your full log file (found in your bot folder under the "Logs" directory, sort by creation date to find it easier), a full and detailed explanation of the bug, as well as any screenshots that may be useful in tracking down the bug. Also include your class, level, act, difficulty in any bug reports to help us quickly reproduce bugs. (We cannot hunt down bugs with no information, its just not feasible).
Enjoy!
Changelog .204
General
- Demonbuddy should no longer randomly think the player died.
- Should no longer throw IndexOutOfRange exceptions when getting the markers sometimes.
- Opening the settings window for a combat routine is now possible when the bot is running.
- DungeonExplorer no longer requires "generated" worlds. It can "explore" static worlds too.
- Added in adaptive tick delay. This ensures that the next tick will happen "on schedule" or as close to "on schedule" as possible. This should speed the entire bot up significantly.
- Moved plugin loading to before profile loading on bot startup.
- Added a "-autoupdate" argument to the command line argument list. This will force DB to update without any user input, if an update is available.
- Added a "-noupdate" argument to the command line. This allows you to turn off automatic updates via command line arguments.
- Now ignores XP shrines at level 60.
- Fixed the DumpRActors button from possibly crashing the main window thread
- DungeonExplorer should fully reset when joining a game now.
- trOut_Wilderness_Planter_A, trOut_Wilderness_Planter_B, Hen_House_trOut_Farms, WoodFenceE_Fields_trOut, WoodFenceC_Fields_trOut added to the barricade blacklist.
- TownAttackVillager, OmniNPC_Tristram_Male_B, OmniNPC_Tristram_Female_B added to the targeting blacklist.
- If/While now fully reset when they're supposed to.
- Implemented TargetPriorities and TargetBlacklists for profiles example below.
PHP:
<TargetPriorities> <TargetPriority actorId="245234" name="Some display name, not used" multiplier="1.6" /> <TargetPriorities> <TargetBlacklists> <TargetBlacklist actorId="11231" name="Some display name, not used" /> </TargetBlacklists>
- Updated default item rules.
- Added High Level item rules.
- Fixed a bug in the item rule evaluator when checking "stacks"
- Added stats: BlockChance, MaxDiscipline, MaxArcanePower, MaxMana, MaxFury, ManaRegen, SpiritRegen, HatredRegen, ArcaneOnCrit, HealthPerSpiritSpent
- Actors is now always cleared when the game changes.
- Added GameEvents.OnGameChanged - Fires when the player changes game, eg; creates a new game. ( does not fire if you leave and rejoin the same game. )
- DefaultNavigationProvider.CurrentPath is now public.
- Added ACDItem.FollowerSpecialType. May move this to ItemType in the near future.
- Added MaxPrimary/SecondaryResource to DiaPlayer.
- Added CurrentPrimary/SecondaryResource to DiaPlayer. This will provide you the current resource counts.
- Added BnetService.CurrentGameId and related structure. This is the current game ID information!
- Properly fixed caching in the search grid provider
- Added SavlageItems, SellAndRepair, and StashItems tree hooks.
- Avoidance is now enabled by default, should no longer be considered experimental.
- Added settings for maximum range to every class, is used for avoidance and pulling.
- Added multipe settings for health triggering for avoidance.
- Moved Avoidance settings to it's own file / tab.
- The slider label with the display name now shows the tooltip information as well.
- ConfigWindow now shows Version Number at bottom.
- Slightly increased the width on the ConfigWindow.
- Monk:
CycloneStrikeAoECount added and will now cast on elites
SevenSidedStrikeAoECount added and will now cast on elites - Wizard
FrostNovaAoECount and EnergyTwisterAoECount added - Demonhunter
Rapid Fire now works properly
Changelog .199
- Fixes problems with crashing the game client.
- ExploreAreaTag - issues with "leaveWhenFinished" fixed
- API Fixes:
- BoxMath.Touches fixed once and for all
- Added GridSquareSize to NavZoneDef
- Should no longer throw exception if you relog and then attempt to acess ZetaDia.Minimap
- Added ReadUnsafe to ExternalProcessReader
- Added Vector2.Dot
- Added ReSharper annotation stuff. This makes ReSharper less stupid on the logging class. Feel free to use the rest of the annotations elsewhere.
- ISearchAreaProvider - added extra API to cover the new things added.
- Bug Fixes:
- Now forces all windows in the application to be closed when the bot has been exited. This should fix issues with hanging threads from plugin config windows.
- Map viewer not shown as dialog anymore
- InventoryManager -> Equipped is alot faster now.
- UseObject now handles loot containers properly.
- New Features:
- New item evaluator!
- Now supports logic="Or" attribute on rules. This allows you to simplify your rules. See the forums for a better explanation.
- Rule 'quality' attribute is now deprecated. Use stat="Quality" value="Rare4" or your chosen rarity. The quality attribute will be removed in a future release.
- ItemManager.MatchingEngine is the new evaluator. It now includes events fired on start, success, and failure of matching any rule with an item. You may hook these events if you want to implement new logic, or your own logic entirely.
- Added "unsafeRandomDistance" to MoveTo. You can set this attribute to have your "point" be randomized by some distance. This is an unsafe operation, and does not check if the end point is navigable. Use with caution!
- Added settings for DestroyEnvironment (barrels, etc), OpenLootContainers (corpses), and OpenChests (These are currently only available in the XML files. There is no UI functionality for these yet!)
- Hotspot support added for UseObjectTag example:
HTML:<UseObject questId="72801" stepId="17" actorId="102927"> <Hotspots> <Hotspot x="244.8373" y="603.6253" z="0.1000001" /> <Hotspot x="239.9895" y="958.5576" z="0.1" /> </Hotspots> </UseObject>
- ExploreArea
- boxSize - Lets you adjust the exploration box size. See the "Map Viewer" for better details.
- boxTolerance - Lets you adjust the amount of navigable area in each box for it to be considered as a visit area for the exploration.
- exitNameHash - The name hash of the "exit" to take (or find) for the dungeon. Get this from the "Dump Map Markers" button.
- leaveWhenFinished - True/False - Tells the bot to leave the area when it has finished exploring. Requires exitNameHash to be set.
- actorId - the SNO ID of the actor to search for. Once the bot finds this actor, it will end this behavior.
- until - A multi-purpose attribute to define when this behavior should stop exploring. Valid values are as follows:
- "FullyExplored" - this is the default. This will end the behavior (or cause it to leave if leaveWhenFinished is defined as True) when it has fully explored the dungeon.
- "ExitFound" - This will end the behavior when the exit defined by exitNameHash is found. (Optionally leave the game as well if leaveWhenFinished is defined as True)
- "ObjectFound" - This will end the behavior when the specified actorId is found. The same goes for leaveWhenFinished here.
- Known Bugs:
- The bot is unable to determine solid doors, from "transparent" doors. This will cause it to attempt to attack through doors sometimes. (The same applies to walls) This will be fixed within the next few releases (we hope)
- The bot occasionally attacks corpses on the ground when the "OpenLootContainers" setting is set to "False". We're unsure why this happens, but it will be fixed soon!
- InactivityDetector added. Can be set in the settings tab ( Inactivity Time ) how many minutes it should wait before leaving game if standing still in the same spot.
- InactivityDetector added. Can be set in the settings tab ( Inactivity Time ) how many minutes it should wait before leaving game if standing still in the same spot.
- Added "DemonVoiceover" to the combat ignore list.
- Will no longer attempt to attack the projection of Maghda or any of the other un-attackable units in the command outpost in the Khasim outpost
- Monk and Witch Doctor should no longer cause extreme game lag when using Belphegor
- Temporarily disabled the stuck handler.
- Updated DefaultItemRules
- Logs out your sessions before closing Demonbuddy if the process Demonbuddy is attached to is closed.
- Changed UseObject a little, should work better now.
- Updated for 1.0.3.10485
- Should no longer hug walls or cut corners as much when generating shorter paths using the local navigation.
- Bot will take some chests and other objects into account when generating paths to avoid them.
- ignoreLooting, ignoreCombat attributes removed from ProfileBehavior ( all tags ) use the new tag below.
- ToggleTargetingTag added. allows you to set kill/loot radius in profiles also let's you toggle looting and combat.
example: "<ToggleTargeting questId="1" combat="True" looting="False" lootRadius="0" killRadius="10" />" - UseObject - shouldn't wait as long after taking portals.
- Alot of item stats fixed.
- Added LifeSteal, LifeOnHit and PickUpRadius to Stat types for item rules.
- Demonbuddy now closes if the D3 process it's attached to is terminated.
- When in town if vendor or stash can't be found it will move towards where they usally are.
- Stashing, vendoring and salvaging should work fine in Act2 again.
- Should no longer get stuck on the training dummy to the right of the stash in Act2 when going to vendor.
- Updated default item rules.