@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
@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
-> 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
[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
**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)
**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
**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
-> 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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