D2rb cloud memory bot changelog

@here
[Script Update]

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

return true
end

return false
end
```
 
@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
 
@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
 
@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
 
@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
 
@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
 
@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
 
@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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