d2rb cloud memory bot guides

Repea

Active member
@here
**First Things First**
Do not expect this to run perfect.

**DO NOT** run this bot 24/7
Specially when you think you played all day and bot all night.
It ain't work like that. **YOU WILL GET BANNED** if you overdo.

If you wanna maintain the account where you bot on for a long period of time i would suggest:
- 8-10 hours per day max per acc
- every few days a full 24 hour break on given acc
- do not run stupid 1 minute runs 10 hours a day, so like countess only, nihl only etc
- swap your levelhandler profile every few days so you grind other areas if these areas are boss only runs
- common grind spots which every low geared botter run over and over again will eventually get u banned if you run these all the time every day
 

Repea

Active member
@here
**First Things First**
Do not expect this to run perfect.

**DO NOT** run this bot 24/7
Specially when you think you played all day and bot all night.
It ain't work like that. **YOU WILL GET BANNED** if you overdo.

If you wanna maintain the account where you bot on for a long period of time i would suggest:
- 8-10 hours per day max per acc
- every few days a full 24 hour break on given acc
- do not run stupid 1 minute runs 10 hours a day, so like countess only, nihl only etc
- swap your levelhandler profile every few days so you grind other areas if these areas are boss only runs
- common grind spots which every low geared botter run over and over again will eventually get u banned if you run these all the time every day
 

Repea

Active member
@here
**Bug Reports**
If anything happens which wasn't caused by wrong **Settings** please provide as much information as possible.
**- Where was it stuck?**
**- Anything spammed in log while it happened?**
**- Provide a Screenshot of the StateMachine with the current active State**
**- Enable MovementManager's Debug Log for more detailed log-output**
**- Provide a Screenshot of the current view with Infinity GUI hidden**
 

Repea

Active member
@here
**SkillManager**
- same thing you know from **AutoCombat** cause ... well .. it's obviously the exact same manager behind it
- you can copy your **Profiles_SkillManager.json** and all the listed **SkillManager_[ProfileName].json** files into the **scripts/Grinder/** folder
 

Repea

Active member
@here
**InventoryManager**
- used to mark slots in your inventory as **Locked** which means they wont be touched by the bot
**- make sure to set it up correctly so the bot wont sell stuff which you want to keep there!**
 

Repea

Active member
@here
**PotManager**
- same thing you know from **AutoPot**
- you can copy your **Profiles_PotManager.json** and all the listed **PotManager_[ProfileName].json** files into the **scripts/Grinder/** folder
- only difference now is that the **TownChicken Player** and **TownChicken Merc** sliders do indeed trigger some stuff now so keep in mind to set this up properly
 

Repea

Active member
@here
**ItemEvalManager**
- same thing you know from **AutoPick**
- you can copy your **Profiles_ItemEvalManager.json** and all the listed **ItemEvalManager_[ProfileName].json** files into the **scripts/Grinder/** folder
- only difference now is that the **Property Sliders** of **Uniques and Set** Items are enabled
-> this is used to set a minimum Stat-Barrier for this item to be kept
-> **Enhanced Damage and Enhanced Defense** Properties/Stats wont work currently

- also new is that in the **Custom** section you are now also able to define **PropertyPacks** with stats for **Rare** and **Magic** items to tell the bot to stash em, otherwise it will get picked up but sold to NPC
-> you can rename the pack and add additional ones
-> each **PropertyPack** is evaluated with **OR**
-> and each **Enabled** stat inside a **PropertyPack** is evaluated with **AND**

- to add a **Property/Stat** to a **PropertyPack**
-> you need to select the pack of choice first with the checkbox in front of it
-> now you can open up the **[Affixes][Possible]** list and search by AffixName or PropertyName
-> if you found one of the affixes with the desired stat you can simply press **Add** and it will grab all Affixes of the same group of the one you selected and calculates a MIN and a MAX value of included Stats
and add these to the selected **PropertyPack** where a slider will appear so you can define the min amount
https://i.imgur.com/ZQ1owJt.png

- if **Check Ethereal is not** enabled it will keep the defined item eth or non-eth
- if **Check Ethereal is** enabled it will keep the defined item only if it's ethereal-state matches the **Is Ethereal** checkbox
https://i.imgur.com/rMFKFLC.png
 

Repea

Active member
@here
**LevelHandlers**
- a list of available LevelHandlers
- all **Enabled** LevelHandlers are the **Areas** the bot will try to aim for/complete

**Keep in mind** that the bot will process them from **Top** to **Bottom**
There are only 1 or 2 cases where it wont do it like this
 

Repea

Active member
@here
**LevelHandler Details**
- we see the name of the area
- the levelno of the area
- if it has a waypoint
- if the current handler is finished (for debug only)

**Enable/Disable** the LevelHandler via the **Enabled Checkbox**

**Enable/Disable** combat during the LevelHandler via the **Enable Combat**
-> disabled combat means the bot doesn*t attack while it is in this area

**Enable/Disable** dodge during the LevelHandler via the **Enable Dodge**
-> disabled dodge means the bot doesn*t try to dodge missiles and monsters while it is in this area

**Level Targets**
- a list of available LevelTargets
 

Repea

Active member
@here
**LevelTarget Details**
- each LevelHandler has LevelTargets which are like quests for the bot to do in this area
- they are processed from **Top** to **Bottom**
- you can **Enable/Disable** a LevelTarget with the **Enabled Checkbox**
 

Repea

Active member
@here
**LevelTarget_Explore**
- does explore the level until **ExplorationPercentage** is reached

**LevelTarget_FindObject**
- does try to find an object by it's preset by given name and moves to it

**LevelTarget_FindSuperChests**
- does move to all SuperChest locations available in the current level

**LevelTarget_InteractObject**
- interacts with the given object

**LevelTarget_KillSuperUnique**
- moves to a SuperUnique location by preset and kills it

**LevelTarget_NextLevel**
- moves to the given next level using a levelwarp

**LevelTarget_NextLevelUsingObject**
- moves to the given next level using an object which triggers the levelwarp

**LevelTarget_NextLevelUsingTransition**
- moves to the given next level using a simple transition

**LevelTarget_ToTown**
- initiates a tp and a move to town
 
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