- Belphegor improvements for most of the classes
- Added IsPlayingCutscene to ZetaDia
- Changed SkipCutsceneTag to check if a cutscene is playing, before skipping it.
- Logs everything to file now.
- GameEvents -> OnPlayerDied event added.
- Targeting problem with witchdoctor fixed.
- Fixed a bug with loading rule sets. Should no longer even attempt to load a set of rules if the file doesn't exist.
- Bugfix in ItemManager for quality-based rules.
- Added DiaActivePlayer.SkipCutscene and SkipConversation methods. (SkipConversation will skip bubble dialog from NPCs)
- Added the UIElements class, which will hold references to commonly used UI elements.
- Added the "Unique" monster affix.
- Fixed DecoratorContinue. We should be checking if we *can't* run, then return success first. It was originally if we can't run, then do w/e.
- Moved the OnStart event to occur after CurrentBot.Start() to ensure plugins and other 3rd party things can actually hook behaviors on the tree before they're cleared.
- Added a bunch of new hook locations to the brain. Death, Combat, VendorRun, and Loot. These should give developers an easy way to import logic into their own stuff.
- UseObject tag now uses the specified object closest to the given x, y, z
- ItemStat members are now cached where appropriate.
- Added DiaGizmo.HasBeenOperated
- Looting no longer even looks at used shrines. Yay!
- Added UseWaypoint to GizmoWaypoint.
- Changed "UseWaypointTag" to use the new function.
Demonbuddy Update: Version .125
Another day, another Demonbuddy update released! This update brings additional stability along with many improvements to combat for each class. All of the five classes are supported by the bot, with automatic fighting using your classes abilities built in without any need for configuration. However, if you do want to customize your bot's combat, a separate combat mode exists where you can do just that.
Changelog .125

