Diablo 2 Working Bot 2019
My favorite project (ever) was a Diablo II botting system I made in 2008. The summer before sophomore year of college.If you have never played the game Diablo II, it's your typicalnerdy Dungeons and Dragons kind of collect gear + level up + beat upmonsters type of game.
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Mac dump trailer mod for farming simulator 2017.
Diablo 2 - Act 2 - Town
Diablo II Sorceress StrategyFora bone-shattering Ice Sorceress, use these.Warmth:1-5 (Id use about 2)Blizzard:Get this baby MAXED! I've seen sorceress' do over 30k with it taking out most opponents in a single move.IceBolt: Max it, you'll need the power added to Blizzard.IceBlast: Use same way as Ice Bolt.IceMastery: Max if can, Not sure if enough skill points.FrozenOrb: NONE AT ALL. Diablo 2 D2 Path of Diablo POD Selling working bot, maphack, autotele. Last edited by CptClaw; at 04:22 AM. View Profile View.
Diablo II Automation
- started at 10-12 years old with AutoIt bots that moved basedon the pixels on the screen
- then at ~15 got more complicated with an AutoIt OCR (which I'll cover in another article later) that helpedme pickup nice items
- around ~17 moved onto C# bots that no longer used pixels, instead read/wrote memory and injected packets
- around ~19 I made a clientless bot (no game required, entire state tracked in the bot)
Bs zelda no densetsu rom. packet injecting bot
A clientless bot tracked the game state, replied to every packet appropriately, and did thisall without a real game client running. Without the client running I could start thousands of bots on a regularcomputer, instead of at most 2-4 bots that soaked up all of the memory/CPU to display graphics.
Normally this wouldn't be possible, because most bots required the game to berunning to see the map and path to the monsters. One of the secret ingredients to my bot was the abilityto generate the game map based on the seed received on game join.I wrapped an API around this map generator and that's what made my bots extra special!
I couldn't have done any of this without the amazing reverse engineers who shared their workin the Diablo II hacking community. There were entire public wikisdedicated to definitions for each packet and memory structure. Prettycool stuff to be noodling on when you're still in highschool!
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Undetectable maphack
Diablo 2 Bot 2020
Here's the neat little maphack that tested out the map generation API:
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Maphack
A maphack is a tool that reveals unexplored areas in a game. StarCraft,Counter-Strike, WarCraft, etc. all have similar tools that givesome players an advantage over others. It's pretty lame to do in Player vsPlayer games like StarCraft, but in Diablo 2 it makes finding items lesstedious -- a little bit less cheaty :)
This maphack was novel in that it didn't do anything inside the gamethat changed memory or hooked into anything in a strange way. Using themap seed I was able to generate all the maps in the game, thenstitch each area together. Not to mention with the API we could run the maphack ona separate computer!
Also, the maphack could do some not-so-undetectable things like hookinto the game and inject 'teleport to X, Y' packets until you reachthe destination.
Finally, clientless bot
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Bot pathing around the map
Not only could the bot run without the client, that was pretty cool, butit also required no configuration. Normally with other bots, you'd have to edit some.ini or something similar outlining your character, where to put items,what skills to use, some kind of script to do attacks in a smart way(i.e. for ranged attacks position yourself far away).
What my bot did, instead of reading some .ini file, was look directly atyour character and infer a good build! This was like Heroku for DiabloII bots. You just pointed my bot at your character and it took over. Ifyou had, for example, the 'lighting bolt' spell maxed out, the bot wouldassume the 'RangedAttack' pattern and stay at a decent distance whilestaying in line of sight. If you had no items or skills, the bot wouldsmartly be able to at least punch the monsters!
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One of the other cool pieces of this bot was the task queue based modulesystem. Every action in the game was fired off by some module, andexecuted by being pulled off the task queue. For example, I had modulesMover, Killer, Item Pickup, and Chicken. I could write a whole blogon Mover Module, but to summarize it I used the non-client based mapgeneration to stitch together all of the required maps to get frompoint A to point B. Meaning, you could ask the Mover module to go to thelast place in the game from the first point in the game, and it couldstitch every map together giving you all of the waypoints + questsrequired to get to that location.
Bot picking stuff up
The task based queue was especially useful. Consider if you were movingfrom Point A to Point B and some monster smacks you to half health, howwill the bot react? The Chicken module will add a 'very high' prioritytask to get the hell out of that area!
Other cool parts of this bot were: CD Key rotator for running many botsat once sharing a pool of keys, entire website payment gateway + API,and some pretty impressive API performance using fancy caching techniqueswith IO pooling.
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The whole project was built in about 2 months with C#, PHP and JS!