D2rb cloud memory bot changelog

Repea

Active member
@here
[Script Update]

**LevelHandler_DuranceOfHate3**
- added red portal use to go to act4 as leveltarget after all previous targets and before totown target
 

Repea

Active member
@here
[Engine Update]
- script related changes

[Script Update]

**ItemEvalManager**
- revamped the item stat evaluation and stat selection for definitions
-> for normal up to set items

-> also added possibility to enable eth check for uniques and set items

- you can now also add StatsPack definitions for normal/superior items to check for enhanced damage or defense or allres

**StatsPack**
- a collection of customizable stats
-> can be cloned
-> can be renamed
 

Repea

Active member
@here
It Might freeze ur client when you first launch AutoPick with ur old loot profiles cause it does merge em to new data style
so just let it finish
 

Repea

Active member
@here
[Script Update]
- pushed a little fix
-> temp disabled stat evals of some stats cause the mod readout in these is bugged currently
```lua
function ItemStatEvaluator:skipStat(eStat)
if eStat == EStat_ITEM_SKILLONATTACK or
eStat == EStat_ITEM_SKILLONKILL or
eStat == EStat_ITEM_SKILLONDEATH or
eStat == EStat_ITEM_SKILLONHIT or
eStat == EStat_ITEM_SKILLONLEVELUP or
eStat == EStat_ITEM_SKILLONGETHIT or
eStat == EStat_ITEM_CHARGED_SKILL then

return true
end

return false
end
```
 

Repea

Active member
@here
[Script Update]

**ItemEvalManager**
- added option for uniques, sets, customs to keep the item unidentified
-> for unique rings you only need to set it at any unique ring
-> for unique amus you only need to set it at any unique amu
-> etc
-> so every item which comes from the same base only need to be set **Keep UNID** once at any of these bases

**Grinder**
- adjusted TownRun logic
-> does now stash items we want to keep unid first before it does identify the rest of the items at cain
 

Repea

Active member
@here
[Engine Update]
- added Infinity.D2R.getGlobalsManager():saveAndExit()

[Script Update]
**PotManager**
- you can now set an exit-game-chicken var

**Grinder**
- does use new game func call to exit game instead of the previous gui interaction method

- does instantly save and exit game if current player hp <= set value in PotManager
-> exitgame is handled before town chicken and before all other pot actions
 

Repea

Active member
@here
[Engine Update]

- added new hook to also receive packets in offline mode
-> this means that all features can now also be used with ur offline chars
 

Repea

Active member
@here
[Engine/Script Update]

**Grinder**
- fully revamped TownRun logic with seperate modules
- you can now define the stashgold start and stop limits for gambling and also the items to gamble (where it will pick one random per gamble session)

- LootState does now handle Arrow or Bolt restock
-> it will pick up arrows or bolts from ground if currentCountOfEquipped groundItemCount <= 500

**LootLog**
- does now track stashed items
 

Repea

Active member
@here
[Script Update]

**Grinder**
- added new TownRunModule
-> TownRunModule_RestockArrows
-> which does handle arrow and bolt restocks if below a defined value during townrun

- added new Grinder Settings
-> Repair
-> you can now define the min % of atleast one item before it will do a repair during townrun
-> you can define the min amount of arrows/bolts left in quiver before it will do a arrow/bolt restock during townrun
 

Repea

Active member
@here
[Script Update]

**Grinder**
- fixed settings-profile load issues where it merged the default with ur last loaded profile

**ItemEvalManager**
- you can now define a Stock Limit for Misc and Runes items
-> where -1 means it will keep as much as possible
-> where anything >0 means it will check ur personal stash and all shared stashes for the item count of given item to keep picking it up up to set stock limit
 

Repea

Active member
@here
[Script Update]

**EquipManager**
- bows are now excluded from repairable items

**SkillManager**
- you can now clearly define if the defined skill is fcr or ias based
- if ias based you can now clearly define its attack frames
-> you can use several d2 ias calculators for this to check
-> attack frames are the frames it takes for an attack to be executed until we can execute the next attack
-> the game processes at 25 frames per sec internally
-> which means that 25 attack frames is 1 attack per sec
-> this also means that for example a 9 frame attack is 9/25 = 0.36 sec = 2,77 atks/sec

**Grinder**
- some fixes in RestockArrows TownRunModule
 
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