D2rb cloud memory bot changelog

Repea

Active member
@here
[Script Update]
**Grinder**
initial beta release

**Only work in ONLINE Solo Mode**
-> Lobby games are not supported yet

**Right now i would not suggest to try to run this with any melee-non-teleport char/build**
-> it would work somewhat but it will be rly inefficient in its current state

- full auto level handling of set levels
-> target based
- auto stash of items
- auto stash of gold
- auto gamble if stashgold reached a set value
-> currently only gambling rings and amus
- auto pot restock at npc (hp/mp)
- auto key and tp scroll restock
**Important -> Have a TP Tome and a Key in ur inv and lock these slots in InventoryManager**
- auto npc heal at psn of player and/or merc
- auto ident of items at cain
- auto merc revive
- new game on death dead body pickup in next game
- auto repair at repair npc
- auto new game creation
-> it does create a new game of the difficulty u were in when u started the bot
- auto town restock if hp or mp slots in belt are full empty
- auto town restock if the next item we want to pickup doesnt fit in inventory

- 30 sec stucktimer
-> new game if expired
- 5 sec antistuck if moving and stuck at some corner (mostly in town)
 

Repea

Active member
@here
[Script Update]
**Grinder**
initial beta release

**Only work in ONLINE Solo Mode**
-> Lobby games are not supported yet

**Right now i would not suggest to try to run this with any melee-non-teleport char/build**
-> it would work somewhat but it will be rly inefficient in its current state

- full auto level handling of set levels
-> target based
- auto stash of items
- auto stash of gold
- auto gamble if stashgold reached a set value
-> currently only gambling rings and amus
- auto pot restock at npc (hp/mp)
- auto key and tp scroll restock
**Important -> Have a TP Tome and a Key in ur inv and lock these slots in InventoryManager**
- auto npc heal at psn of player and/or merc
- auto ident of items at cain
- auto merc revive
- new game on death dead body pickup in next game
- auto repair at repair npc
- auto new game creation
-> it does create a new game of the difficulty u were in when u started the bot
- auto town restock if hp or mp slots in belt are full empty
- auto town restock if the next item we want to pickup doesnt fit in inventory

- 30 sec stucktimer
-> new game if expired
- 5 sec antistuck if moving and stuck at some corner (mostly in town)
 

Repea

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

[Script Update]
- does set flags to skip restock of pots,tomes,tps,keys if something fails
-> reset these flags if it does start the Town LevelHandler the next time
- TownRestock State now does not trigger a pot restock if there are empty colls and the Skip_RestockPots flag was set in previous TownRun

- fixed shared stashes
-> if it cant transfer to personal stash , mby cause its full, it will now properly move the item to any shared stash
-> IMPORTANT!! keep atleast 1 item inside each shared stash and the personal stash so they are not compl empty

- grinder will now stop if item stashing fails, due to some error or full stashes (personal shared)

- fixed act 3 repair npc bug

- added "Debug Log" checkbox to State_Survive
-> if bot is stuck again executing Surive state pls enable "Debug Log" and post a screenshot of the log section
 

Repea

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

[Script Update]
- MovementManager
-> you can now enable "Aggressive Dodge"
-> its a runtime var and not saved nor loaded into settings yet
-> Aggressive Dodge TRUE -> dodges any monster which is close and any missile
-> Aggressive Dodge FALSE -> dodges any monster which is close and currently attacking and any missile
-> Default : Aggressive Dodge FALSE

- SkillManager
-> some experimental changes regarding skill attack range if we are too far away from some target
-> this is specially designed for hammerdin chars
-> when set ur Hammer skill range to for example 5 and the closest target is > 5 distance it wont attack ofc, it will only attack if u set the range higher which isnt optimal
-> now it will check if there are any skills usable with set current ranges, aka if there is an enemy <= skill ranges
--> if not it will now pick these "could-use-but-too-far" skills and moves closer to the enemy
--> in case of a hdin with hammer range set to 5 this would mean it will tp close to nearby enemies and cast hammers, which is the way it should work
--> make sure to disable dodge in the given levels completely or it will tp to target -> dodge from target -> tp to target -> dodge from target .... etc
 

Repea

Active member
@here
[Script Update]

- TargetManager
-> you can now set a immunity which you want to completely skip being selected as target
-> this is also an experimental runtime var and not saved nor loaded to/from settings
-> monsters with set immunity will be fully ignored as target
-> this does not affect the dodge, if dodge enabled these monsters will still be evaluated
 

Repea

Active member
@here
[Engine Update]
- NavGrid has erroding now
-> this adds additional weight to neighboor tiles of !Walkable tiles
-> this does force the nav path to be a bit more optimized around corners
-> which means less stucks

[Script Update]
**SkillManager**
-> doesnt execute any skill action when localplayer is dead
-> this fixes the issue with the swapped weapon slot items

**TargetManager**
-> now only uses MissileLineOfSight monsters as possible targets
-> this does fix the issue with trying to attack through doors/walls
-> this does also fix some weird teleport to target wiggles

**Grinder**
-> now tries to use Telekinesis to open up nearby chests
-> fixed an issue where it was ping pong teleporting between 2/3 very close-together chests

- added new LevelHandlers
-> River Of Flames
-> Chaos Sanctum

-> The Worldstone Keep Level 2
-> The Worldstone Keep Level 3
-> Throne Of Destruction
-> The Worldstone Chamber
 

Repea

Active member
@here
[Engine Update]
- added better LOS Monster filtering
-> monsters like Storm Casters above tiles which are not walkable are now not cached as possible targets any longer
 

Repea

Active member
@here
[Script Update]

**Grinder**

- added new LevelHandlers

Act III
LevelHandler_SpiderForest
LevelHandler_SpiderCave
LevelHandler_FlayerJungle
LevelHandler_SwampyPitLevel1
LevelHandler_SwampyPitLevel2
LevelHandler_SwampyPitLevel3

Act V
LevelHandler_CrystalizedCavernLevel2
LevelHandler_EchoChamber
LevelHandler_GlacialCavesLevel1
LevelHandler_GlacialCavesLevel2
 

Repea

Active member
@here
[Engine Update]

- optimized pathing when using teleport
-> will now use more natural paths through walls and possible skips accros non-walkable zones
 

Repea

Active member
@here
[Script Update]

- ItemEvalManager
-> you now have to enable "Check Sockets" if you want the evaluation to check for a specific socket amount or use it without or any sockets
-> if enabled you can set Sockets from 0 to MaxSocks

YOU NEED TO ADJUST ALL UR AVAILABLE ITEMEVALS
If you had any with sockets enabled just set "Check Sockets" to true and it will use ur previously saved socket amount
 

Repea

Active member
@here
[Engine Update]

- added EOrientation Path::getOrientationToPlayer() and luabind
- added Vector2 Path::getPosAtOrientation(EOrientation o, float dist)
-> both script change related

[Script Update]

**SkillManager**
- does now request a reposition to EOrientation_SOUTHWEST if we could use "Blessed Hammer" but the target is not EOrientation_NORTH or EOrientation_NORTHEAST

**Grinder**
- applied changes to support Blessed Hammer repos request
-> make sure to not use Dodge to prevent stupid teleport flip flops
- possibly fixed an endless WP to Town to WP loop
 

Repea

Active member
@here
[Script Update]

**SkillManager**
- some adjustments to blessed hammer repositioning

**Grinder**
- added new LevelTarget_WaitUntilObjectAppear
-> this is now new in LevelHandler_StonyField so pls make sure to check ur targets there before u run it the next time cause the addition of this changed the activity states of the existing targets
 

Repea

Active member
@here
[Script Update]

**Grinder**
- LevelHandler_ChaosSanctum
-> removed LevelTarget_Wait(5), and added LevelTarget_WaitUntilMonsterAppear(EMonster_diablo),

- LevelTarget_KillSuperUnique
-> if EnableCombat is false in the parent LevelHandler and this target is set it will automatically enable combat once the super unique is close and disable combat again once the super unique is killed
 

Repea

Active member
@here
[Engine Update]
- added ItemVerion to ItemsBIN

[Script Update]
**ItemEvalManager**
- you can now enable eval by a minimum itemversion on evals by ItemType
-> the set version is the minimum requirement for the definition

- Example:
you want to keep any elite item by itemtype Helm which is ethereal and has 3 sox and is superior
3 helms which would fall under this itemtype are
- Bone Helm (Normal version)
- Grim Helm (Excpetional verison)
- Bone Visage (Elite version)

with set definition it will only keep the Bone Visage in this case (and other elite version helms too ofc)
 

Repea

Active member
@here
[Script Update]

SkillManager
- added an additional option in skill definition
-> Is OrientationLock
-> only of use if used with Blessed Hammer
-> in bot mode make sure this is ticked/enabled!!!
 
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