D2rb cloud memory bot changelog

Repea

Active member
@here
[Script Update]

**NpcManager**
- fixed Act 2 npc for keys

**Grinder**
- added LevelHandler_SewersLevel1 which is accessed from Act 2 town automatically
- added LevelHandler_RuinedTemple
- added LevelHandler_DisusedFane
 

Repea

Active member
@here
[Engine Update] (requires Mosquito restart)

- internal changes to support new sell logic

[Script Update]

**Grinder**
- TownRunModule_Sell changes
-> can now sell items at any npc
-> does now always uses closest npc to sell
- TownRunModuleManager
-> rearranged modules to save some more time during townrun
 

Repea

Active member
@here
[Engine Update] (requires Mosquito restart)

- fixed a bug with new sell logic

If there are still issues where the Bot does get stuck at a given NPC trying to sell an item pls report and tell me:
- which npc
- which item (itemquality, itemname, eth/non-eth, sockets/no sockets)
 

Repea

Active member
@here
[Script Update]

- changed ItemStatEvals
-> renamed em and added few new
```{Key = 90001, Name = "[CUSTOM][RES] ALL RESISTANCE (EACH >=)"},
{Key = 90002, Name = "[CUSTOM][RES] ANY SINGLE RESISTANCE (EACH >=)"},
{Key = 90003, Name = "[CUSTOM][RES] ANY DOUBLE RESISTANCE (EACH >=)"},
{Key = 90004, Name = "[CUSTOM][RES] ANY TRIPLE RESISTANCE (EACH >=)"},
{Key = 90009, Name = "[CUSTOM][RES] L-RES F-RES C-RES P-RES >="},
{Key = 90005, Name = "[CUSTOM][BASE] STR >= AND DEX >="},
{Key = 90006, Name = "[CUSTOM][BASE] LIFE >= AND MANA >="},
{Key = 90007, Name = "[CUSTOM][BASE] STR DEX >="},
{Key = 90008, Name = "[CUSTOM][BASE] LIFE MANA >="},
```
 

Repea

Active member
@here
[Engine Update] (requires Mosquito restart)

- Inventory::getStoreDataForItem changes

[Script Update]

**Grinder**
- added Runtime infos to MainWindow for easier debug/bugreport

- TownRunModule_Sell changes
-> fixed an issue with pot not being sold to NPCs

- TownRunModule_Stash / TownRunModule_StashUnid changes
-> if the item is Unique Small Charms/Large Charms/ Grand Charms the bot will first try to stash them to any shared tab
-> if there is no free slot it will stash them into personal tab
 

Repea

Active member
@here
[Script Update]

**Grinder**
- Grinder will now request a new game creation if Grinder was running and we left game without proper code request aka possible DC
 

Repea

Active member
@here
[Script Update]

**Grinder**
- added shrine usage
- added new config option to Grinder Settings -> Shrines
- the bot will use nearby shrines if enabled
-> right now it will use any shrine which doesnt grant a buff
-> it will use any shrine which does grant a buff if you dont have a shrine buff alrdy
-> it will use a fix weight system for shrines with buff if you alrdy have a shrine buff up
-> will add a dynamic weight system in the future
-> right now it does work like
```self.ShrineStates =
{
EState_SHRINE_STAMINA,
EState_SHRINE_ARMOR,
EState_SHRINE_COMBAT,
EState_SHRINE_RESIST_LIGHTNING,
EState_SHRINE_RESIST_FIRE,
EState_SHRINE_RESIST_COLD,
EState_SHRINE_RESIST_POISON,
EState_SHRINE_MANA_REGEN,
EState_SHRINE_SKILL,
EState_SHRINE_EXPERIENCE,
}
```
-> highest index means highest prio
-> if you have EState_SHRINE_ARMOR up alrdy and there is a EState_SHRINE_EXPERIENCE shrine it **will use it**
-> if you have a EState_SHRINE_EXPERIENCE buff up and there is a EState_SHRINE_SKILL shrine it **wont use it**
-> if you have a EState_SHRINE_MANA_REGEN buff up and there is a EState_SHRINE_MANA_REGEN shrine it **will use it**
 

Repea

Active member
@here
[Engine Update]

- some changes to Navigator path-generation

[Script Update]
**MovementManager**
- some changes to the path post optimization
-> this should fix a couple of stucks in front of chests and shrines

**State_UseShrine**
- added couple of shrines to be ignored
```lua
self.IgnoredShrines =
{
EShrine_POISON_SHRINE,
EShrine_EXPLODING_SHRINE,
EShrine_FIRE_SHRINE,
EShrine_GEM_SHRINE,
EShrine_PORTAL_SHRINE,
}
```
 

Repea

Active member
@here
[Script Update]

**SkillManager**
- fixed an issue getting the cooldown right for skills with a local-delay like meteor, blizzard, frozen orb, ...
-> this does specially make sorc skill profiles work as intended like it was before
-> example, set up Blizzard prio 2, frozen orb prio 1, glacial spike prio 0
--> it does cast a blizzard every 1.8secs and in between it does cast frozen orb and if orb on cd it does cast glacial spike
 

Repea

Active member
@here
[Script Update]

**Grinder**
- Shrine and Chest state do now set a locked target to prevent wiggle teleport loops between 2 near shrines/chests

**PotManager**
- set a slider to 0 does now fully disable the set feature
 

Repea

Active member
@here
[Script Update]

**Grinder**

- fixed LevelHandler_ThroneOfDestruction
-> does now go to world stone chamber
 

Repea

Active member
@here
[Engine Update]
- internal adjusts required for script changes

[Script Update]

**EquipManager**
- does now properly get the current "durability" of items which have a stack/quantity like javelins or any other throwables
-> this does fix the repair bug/stuck with equipped "Titans"

**Grinder**
- does now init a town restock if the repair min % of any item is reached
-> this does now apply to throwables equipped as weapon -> if quantity/maxStack <= repairPercentage
 

Repea

Active member
@here
[Script Update]

**Grinder**
- does now always process a repair when some non-eth equipped item has quant/stacks which are below 100%
 
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