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  • [Release] Demonbuddy - Swinging Wednesday build (#282)

    Discussion in 'Archives' started by Nesox, Oct 12, 2012.

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    1. Nesox

      Nesox Moderator Staff Member Moderator Buddy Core Dev

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      [​IMG]


      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



      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 .282
      • Updated for 1.0.5.12811
      • Added most of the aspect ghosts to the ignore targets list in the combat targeting.
      • AdvanceConversation tag added, let's just advance in a conversation. example: when talking to Tyrael before doing iskatu, <AdvanceConversation questId="1" numTimes="5" />
      • When using the ExploreArea tag the bot should no longer get stuck trying to move to nodes it can't navigate to, this is hopefully the last issue regarding stuck issues with the dungeon explorer.
      • CommonBehaviors.MoveAndStop now uses 2d distance instead of 3d.
      • "ignoreReset" can now be used on any profile tag to make it ignore resetting it on death if this not is wanted, this is also possible on if tags, if set on if tags all their children will be ignored.
      • Changed how the bot prevents the player from going afk, this should hopefully fix the issue for those of you who still are experiencing problems with it.
      • MoveTo tag now has a "straightLinePathing" attribute. Settings this to true will make the bot attempt to move to that point without any pathfinding simply clicking it.
      Changelog .281
      • LogMessage tag now works.
      • Added CurrentLevelAreaId in ZetaDia.
      • ConditionParser now uses the LevelAreaId property in ZetaDia instead of attempting to acess it directly, this should stop the bot from stopping randomly because Me.CurrentScene is null causing it to display the error message NoneType has no member Mesh when evaluating conditions.
      • WaitWhile tag added. Example usage: <WaitWhile condition="not Me.IsInTown" />
      • Siege_wallMonster_A_captainAmbush added to the summoner list, wallmonster that spawns demon troopers in stonefort.
      • LoadProfile, "file" added "file" as an alias for the profile, eg; <LoadProfile file="" />
      • LoadProfile now supports loading a random profile, see example below.
        <LoadProfile loadRandom="True">
        <Profiles>
        <Profile>BigRed_DamnedTower.xml</Profile>
        <Profile>BigRed_ArreatCraterLevel1.xml</Profile>
        <Profile>BigRed_Battlefields.xml</Profile>
        <Profile>BigRed_CoreAzmodan.xml</Profile>
        </Profiles>
        </LoadProfile>
      • SkipCutscene tag now wait until the cutscene starts playing before attempting to skip it.
      • Loot targeting now ignores containers that is too far below or above the player.
      • Added new methods to the condition parser see below.
        IsSceneLoaded(int sceneId) - Checks if a scene has been loaded, example: <If condition="IsSceneLoaded(104437)">
        MarkerExistsAt(int markerHash, float x, float y, float z, float radius) - Checks if a minimap marker exists at the specified location., example: <If condition="MarkerExistsAt(211059664, 3937.963, 592.7666, -11.55366, 10)">
        bool HasBuff(SNOPower power)
        bool HasBuff(int snoPowerId)
        int GetStackCount(int buffPowerId)
        int GetStackCount(SNOPower buffPower)
        int NephalemValorCount()
      • Mapviewer should no longer error if you close then try to open it again.
      • Added SceneId to the World box on the info dumping tab, can be used in conjuction with the condition helper: IsSceneLoaded.
      • DiaActivePlayer added:
        GetDebufF(int powerId)
        GetDebuff(SNOPower power)
        GetBuff(int powerId)
        GetBuff(SNOPower power)
      Changelog .279
      • More auth fixes.
      • Removed the sleep for id'ing items again.
      • LoadProfile tag should work now.
      Changelog 278
      • Auth issues should be fixed
      • Issues with if/while tag's not reporting as done when they actually are should be fixed.
      • Now waits a little after identifying an item before taking the next to avoid any errors or disconnects.
      • Added ACD.AnimationState
      • Added ACD.CurrentAnimation
      • ACD - Added AnimationInfo. Contains information about the current animation being played and the state.
      • Updated the SNOPower enumeration
      • LoadProfile tag added, let's you load a profile from a profile if you wish to split up your profile into smaller profiles, note: it only check the directory of the current profile for other profiles used in the "profile" attribute. Usage: <LoadProfile profile="SomeProfileHere.xml" />
      • LogMessage tag added. example usages:
        "<LogMessage output="I'm a little teacup!" logLevel="Verbose" />" "<LogMessage message="short and stout!" />" "<LogMessage output="here is my handle!" logLevel="Verbose" />".
      Changelog .277
      • Added an option to turn off setting the game window in the foreground constantly, ( fixes issues some people had with isboxer )
      • Exploring random dungeons and other areas should work properly again. *YAY!*
      • No longer places navigable centers outside of the nav grid when creating the dungeon explorer grid.
      • No longer deques dungeon explore nodes too soon causing it to run out of nodes or get stuck
      Changelog .276
      • Should no longer flag you as afk, warning: it will play sound from all your diablo's running make sure you turn it off unless you enjoy listening to it ;)
      • Now selects the proper monster power level.
      • FallenShaman_B added to the summoner list..
      • Should now always click error dialogs if they appear.
      • FallenShaman_D, crater_HellPortal_Node_Monster added to the summoner list.
      • Now moves a little if still casting town portal after 10 seconds since start when taking tp's to town.
      • Profile - Path property is now always set when loading a new profile.
      • ProfileManager - Load, added argument "rememberPath" setting this to true will make it store the path in GlobalSettings.LastProfile, default value is true.
      • DefaultCombatTargeting - Now scores invulnerable monsters very negativly instead of removing them to make sure the bot doesn't run away from them.
      • Changed where the navserver connects to. will now fallback to a different server if the first one fails.
      Changelog .275
      • Updated for 1.0.5.12480
      Changelog .273
      • More logging added for the looting.
      • Rewrote most of the combat targeting.
      • ACD is now retrieved much faster in DiaObject
      • Is now using the new ActorManager.
      • CurrentWorldId, CurrentLevelAreaId added for condition shortcuts. example: <If condition="CurrentWorldId == 71150"> instead of <If condition="ZetaDia.CurrentWorldId == 71150">
      • Fixed a small display error in the PerformanceTimer.
      • CombatTargeting, should no longer attempt to target anything untargetable like flying monsters or underground.
      • Re-added the fix for the "Z-axis" problem altho now it won't make the "generate path" method return failure but instead use the original point incase it can't find cells near the z axis of the destination.
      • Should interact with the town portal on the first try when going back after town runs.
      • Added timeout's for the bot when it's leaving/creating games so it doesn't get stuck paused inifinitly if something goes wrong.
      • Targeting now scores summoners heavier than regular units to make sure they get shot down first instead of their spawns.
      • UseWaypoint & UseObject should no longer finish before they actually have causing profiles to "fast forward" and some other issues that it caused.
      • caOut_Breakable_Wagon_b and Catapult_a3dunKeep_WarMachines_Breakable added to the long range destructibles list.
      • Succubus_A and FallenSHaman_C added to the summoner list.
      • UseWaypoint no longer requires the actorId in the tag, it's still possible to use it just optional.
      • UseWaypoint no longer requires the x, y, z to be specified. Ofc it should have the position this is only viable for special cases eg; if you explore a dungeon until you find a portal, as the position isn't fixed then you can leave it out
      • Fixed a bug in the UseWaypointTag that caused it to finish prematurely.
      • Added propertys in DiaActivePlayer for ParagonExp, ParagonLevel etc.
      • Re-arranged the game stats display on the gui some, Exp/hour is now second after Gold.
      • Changed the display format for Gold and Exp per hour stats.
      • Once you hit 60 Exp/hour starts showing paragon exp/h
      • LevelAreaId added to the World groupbox in the info dumping tab.
      • OnWorldTransferStart event added in GameEvents, the bot uses this to make sure it doesn't attempt to acess certain thing while the game is loading a new area/world to prevent exceptions from being thrown.
      • UseWaypoint tag no longer requires the id to be specified for the waypoint.
      • When using waypoints the bot should no longer fast forward in profiles or fail to evaluate any if conditions placed directly after a UseWaypoint tag.
      • Exp/hour on the gui is now shown in blue if it's paragon experience, black otherwise.
      • Will now attempt to cast town portal again after 10 seconds if it's not in town already. ( should fix a bug where it looks like it's casting tp but no bar apears over the player )
      Changelog .259
      • MainGridProvier now takes sub-scenes into account when creating the search area. ( should fix alot of the random stucks that has happend ) YAY!
      • Added "caOut_Breakable_Wagon_C" to the long range destructibles.
      • Disabled raycast path generation until further notice, should be no problem now when the client grid provider works as it should.
      • Added "caOut_Boneyard_SkullSpawner" to the ignore lootables list.
      • CombatTargeting now ignores hidden and burrowed units.
      • Added "caOut_StingingWinds_Barricade_A" to the long range destructibles list.
      Changelog .255
      • Now prints the id of doors Demonbuddy tries to open.
      • "trOut_Cultists_Summoning_Portal_B" added to the door blacklist.
      • the UseObject and UseWaypoint tag now pauses the bot when doing world transfers.
      • Added a few destructibles to the long range destructible objects list.
      • a3dun_Keep_Door_Wooden_Charred to the door blacklist.
      Changelog .252
      • Added "MinimapIconStairs_Switch" to the ignoreLootables list,
      • Enabled raycast path generation in the UseObjectTag again.
      • UseWaypoint and UseObject now waits to make sure they are in the destination world before proceeding with the rest of the profile.
      Changelog .250
      • Problems with the bot requesting invalid paths over and over should be fixed.
      • Some other small improvements, using portals should be slightly faster.
      • Using waypoints works properly again.
      • Now shows battlenet names in the process selector window again!
      Changelog .247
      • UseWaypointTag IsDone_get() now returns true when the current LevelAreaId matches the destination.
      Changelog .246
      • Some changes for Belphegor.
      Changelog .242
      • Should no longer attempt to navigate thru walls in generated worlds.
      • Text on the Start/Stop button fixed.
      • Added a hook executor for the scheduler in the brain behavior.
      • Disabled using the raycast navigation provider in the useobject tag.
      • Changed how it's using UsePower in the CombatRoutine interface implementation.
      • Moved destroying objects and opening doors to the BrainBehavior instead of having it in the navigator.
      • ObstacleTargeting added. Keeps track of a list of actors that should be destroyed. ( includes doors to be opened too! )
      • InactivityDetector now resets when you start or stop the bot.
      • Should take Z into account when navigating with client grid, searches 5x5 cells around destination point and picks closest cell. ( this fixes problems with it getting stuck above portals etc. )
      • StuckHandler now uses an interface and is replacable if you set the "StuckHandler" provider in the navigator.
      • No longer get's stuck on walls of fire in "The Keep Depths" and some other unattackable objects.
      • Is now able to open "Siege Tower Doors" in "The Keep Depths" wich requires some extra distance when clicking.
      • Now logs the actorID of obstacles the bot destroys.
      • Logging destroying obstacles moved to "Diagnostic"
      Changelog .227
      • Exploring random dungeons and dumping minimap markers should work again.

      Changelog .222

      • Enabled closing db if d3 crashes or closes.
      Changelog .220
      • Re-enabled the old actormanager while we track down one bug that's causing the bot to stop doing anything.
      • Disabled closing db if d3 crashes or closes atm.
      Changelog .217
      • XP shrines are now enabled again to work with the new Paragon level system.
      • Very big memory issue fixed. ( should no longer consume up to 1Gb after a few hours )
      • Bot logs are now separated even further, using the current bot's process ID. This alleviates some file I/O read/write lock issues, and should increase performance a bit on heavy logging.
      • File log level set back to diagnostics.
      Changelog .215

      General

      • Updated for 1.0.4.11327
      • CPU usage should be significantly better
      • Fixed a bug in the grid provider that would make it ignore updating when updating for the first time and joining a new game when the world is the same as the last time.
      • ExploreArea tag now reports as done if there's no tsp nodes to visit.
      • Orderbot now closes all questreward dialogs that pops up after completing a quest.
      • ACD - GetAttribute is now alot faster than it used to be.
      • Added "A1_GenericVendor_Tinker_Voiceover" to the targeting blacklist.
      • Changed the default file log level to normal.
      • Made LogFileLevel public.
      • Added ReviveAtLastCheckpointButton, StashWindow, SalvageWindow, VendorWindow to UIElements.
      • Rewrote the death behavior some to check for UIElements instead of using ZetaDia.Me to check if the player died, this fixes a bug that caused the bot to stall due to ZetaDia.Me not being updated properly when the player died.
      • Selling, Salvaging and Stashing items now has a delay so it doesn't perform theese actions instantly.
      • Belphegor updated.
      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.
      Profiles

      • 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>
      Loot Rules

      • 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
      API Changes

      • 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.
      Belphegor
      • 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
      Changelog .196
      • 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!
      Changelog .185
      • 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.
      Changelog .176
      • 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.
      Changelog .173
      • 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.
      Changelog .171

      • 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.
       
      Last edited: Oct 26, 2012
    2. Foss

      Foss New Member

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      Thanks bro!
       
    3. Max1m

      Max1m New Member

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      I'm running ISBoxer with 5 bots at the same time and the new anti-afk feature seems to make everything go crazy. It's like it tries to switch between all windows several times per second.
      Could you give us the option to disable it or something? The "Make game believe it is foreground window" option on ISBoxer already takes care of the afk issue.
       
    4. Kossington

      Kossington New Member

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      I'm having the same issue. A disable option would be great.
       
    5. markn12

      markn12 Member

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      ya this is a no go if you use isboxer it wont work period it screws it up bad.
       
    6. Nesox

      Nesox Moderator Staff Member Moderator Buddy Core Dev

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      I've pushed a new beta build that has an option to turn it off.
       
    7. Chulie

      Chulie New Member

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      how exactly do you make it choose the right MP ? I pick MP3 on mine and it just defaults to 0 when the bot creates the game.
       
    8. PainfulDeath

      PainfulDeath Member

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      Is there any difference between this and beta#27? Upgrading all bots is kinda pain in the ass, don't want to do it just to "change the label" =)
       
    9. Nesox

      Nesox Moderator Staff Member Moderator Buddy Core Dev

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      beta has an option to turn off the thing that prevents you from going afk, some people running isboxer had issues with it, not worth upgrading unless you had any problems with it.
       
    10. Max1m

      Max1m New Member

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      That was fast, thanks a lot!
       
    11. Chulie

      Chulie New Member

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      I found a bug where it keeps using sprint so long as there is enough fury and it does this when it's trying to teleport out of an area. might be a plugin problem, using rads atom and giles trinity.
       
    12. revi

      revi New Member

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      What it does for me is this: The window goes out of focus constantly, which is annoying and a pain in the ass to interact with anything while the bot is running. Also, it doesn't fix the afk issue.
       
    13. Nesox

      Nesox Moderator Staff Member Moderator Buddy Core Dev

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      New build up.
      Changelog .277
      • Added an option to turn off setting the game window in the foreground constantly, ( fixes issues some people had with isboxer )
      • Exploring random dungeons and other areas should work properly again. *YAY!*
      • No longer places navigable centers outside of the nav grid when creating the dungeon explorer grid.
      • No longer deques dungeon explore nodes too soon causing it to run out of nodes or get stuck
       
    14. gexstar

      gexstar New Member

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      Every new game is on MP 0 again. Is there an option within the bot or somewhere to set MP ?
       
    15. Nesox

      Nesox Moderator Staff Member Moderator Buddy Core Dev

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      It's in the settings tab. "Monster Power Level"
       
    16. mylo

      mylo Member

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      So... 276 was working fine, but 277 not working at all, the bot just joins the game and sits there:

       
      Last edited: Oct 17, 2012
    17. Thirdi

      Thirdi New Member

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      had the same problem and did a ton to try and troubleshoot it. Fresh install with all fresh plugins and making sure the break taker, relogger, and inactivity timer for radsatom is not enabled seemed to fix it.
       
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    18. mylo

      mylo Member

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      Thanks for the tip, did work fine after I reinstalled completely from scratch... I guess something must go haywire with the automatic updater!
       
    19. Cuiss

      Cuiss New Member

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      DB hasn't worked for me since .259, back when I was using Gangnam style + RadsProfileManagerBeta. Since updating to .259+ and swapping to RadsAtom, bot has yet to make it past Towers - either getting stuck somewhere in the hearts, or on levels 1&2.

      Just sits at entrance repeating that log text over and over again till inactivity timer trips and remakes the game, etc.

      Pretty much about to give up on this program now, worked for about a week and then no help whatsoever regarding my own issues and others with similar problems posting on the forums.

      And yes, I've done fresh installs, latest Rads, Giles, Unstucker, and w/e.
       
    20. Dominic

      Dominic New Member

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      It is not working, I selected MP lv5. But when Im in game it became 0. :confused:
       
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