- added SessionTimer
-> does update session time of current used account every 60 secs
-> does store the data in sessiontimers_d2r.json
-> does only work reliable if you use LoginManager to login or automatic login function via Mosquito
[Script Update]
**Grinder**
- added Max Session Timer (Minutes) to Grinder Settings -> Misc
-> this is the time in minutes for this account in the last 24 hours
-> per profile storage like the other settings
-> default is 600 Minutes aka 10 Hours
-> 0 does DISABLE Max Session Time Termination
@here
[Engine Update]
- applied some changes to SessionTimer
[Script Update]
**Grinder**
- adjusted some code in TownRunModules :Reset() logic which caused some weird stuck bugs during a townrun
- Grinder will now stop trying to repair if we have not enough gold to repair the whole equipped items in the current run
-> it will retry in the next run
**Grinder**
- loot state does now has some sort of prio before attack
-> if dodge is enabled it will loot as soon as there are no monsters around radius 3 of item
-> if no dodge it will insta kamikaze loot
**Skill**
- added an option to override the target immunity vs base elemental check
-> if you enable **Ignore TargetImmunity** it will use the skill on current target even if it is immune to the elemental type of the skill
-> if the monster is physical immune and the base element of ur skill is physical it wont use the skill in general, but with enabled **Ignore TargetImmunity** it will use the skill
**Grinder**
- added a seperate **Chests** config section to grinder general settings
-> you can define which object - types it should open as chests
-> there is alrdy a default selection configured
-> if you remove all of em it wont open any chest, KEEP THIS IN MIND
-> you can set it to open chests even if monsters nearby
[Script Update]
**Skill**
- added skillId 95 (Necro Revive) specific handling
-> it does revive as much as he can if its not at maxSummoin yet
-> there is no filter to tell which monsters it should and should not revive
**Grinder**
-> new T Zone Handlers and adjusted existing ones
- added LevelHandler_AncientTunnels as T Zone
- added LevelHandler_Barracks as handler and T Zone
- LevelHandler_BlackMarsh added Hole Level 1 if T Zone
- LevelHandler_CrystalizedCavernLevel2 added Echo Chamber if T Zone
- LevelHandler_DarkWood added Underground Passage Level 1 if T Zone
- added LevelHandler_HoleLevel1 handler and T Zone
- added LevelHandler_HoleLevel2 handler and T Zone
- LevelHandler_JailLevel1 added Barracks if T Zone
- removed LevelHandler_KurastSewersLevel1 as T Zone
- removed LevelHandler_KurastSewersLevel2 as T Zone
- LevelHandler_UndergroundPassage1 added T Zone handling
- LevelHandler_UndergroundPassage2 added T Zone handling
- LevelHandler_GreatMarsh added handler and T Zone
**SkillManager**
- you can now set a MIN Distance next to MAX Distance per skill definition
-> min distance will be used for movements of type Attack, which means it will keep MIN distance when the bot tries to move closer to the target
Example:
Skill A
Max set to 20
Min set to 10
Target B distance is 25
Bot will move closer to target with destination coords set to distance 10 from target
**SkillManager**
- it wont swap skills or weap slots anymore if Skill_Wait is used
-> Skill_Wait is hardcoded and automatically picked if there is no other set skill available right now due to missing mana or cooldowns
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