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Restructuring #65
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Restructuring #65
Commits on Feb 4, 2023
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- Amazon got better weapon quantity checks and just some general cleanup of the file. Also handle if for some reason our weapon disappears (Saw this when died while trying to smash orb in Travincal) - Barb just got fixes to prevent global scope pollution - Paladin got experimental mercwatch tracking to prevent rehiring a merc that dies in 3 seconds and draining us of gold - Sorc got use of switch casting BattleCry from CTA if we have it and are in range, mostly for making static safer. It will never intentionally get within that range. It's just if we are within that range already, very helpful for any bosses and even making dolls safer
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Small bit of cleanup regarding merc hiring
- Add extra check for merc hiring to see if somehow the cost got invalidated, had a report of attempting to hire without enough gold. Hoping this fixes it as I haven't seen it myself - todo is implement going to previous difficulty for merc hiring if we want one from there
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- Should fix keeping extra bases, and socketing a lower quality base over a higher one
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Increase requirement to run hellforge
- I've noticed hell forge being a sticking point for a lot of characters so move it until we've done anya
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Add Background worker versions of current threads
- Change AutoBuild, EventThread, and TownChicken into background workers as I don't think they really need to be threads. It just bloats memory usage. Experimental still, option to use it is in Developer
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- Add start of type definitions for better intellisense of modern IDE's
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Commits on Feb 5, 2023
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- Add another check for realm control to prevent incorrect mode bug
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Commits on Feb 6, 2023
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Commits on Feb 7, 2023
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- Missed reference to old Developer.formatTime
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Commits on Feb 8, 2023
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Increase hardcore level req for all classes
- increased nightmare level req to 36 across all classes - increased hell req to 71 for zon, necro, paladin, and sorc
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- Add some of the new core additions for getting unstuck while pathing - Add handler for weird error with excessive move retry
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- Add check for talked to jerhyn state to access palace cellar
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- When changing difficulty for socketing, it was just broadcasting quit then returning out of the function where the next action was setup and the difficulty got reset before it managed to exit the game causing a loop
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- Don't toss base items that aren't wanted by solo but are wanted by normal pickit
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Commits on Feb 9, 2023
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- add use of callback for hardcore characters to end script if dolls are found
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Commits on Feb 10, 2023
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- Fix remaking hardcore characters - If account exists when we attempt to make an account, exit out and attempt login once before making a new account
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Commits on Feb 12, 2023
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NTIP.arrayLooping -> NTIP.buildList
- renamed for clarity - Temp handler for `stringArr[i] is undefined` - Add `NTIP.buildFinalGear` still want a better way to handle items but idea is to fix tierscoring to properly recognize final gear vs regular gear
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- Barb - Remove recursive findItem call, add some more handling in case we fail to hork corpse - Sorc - Handle situation where we can't find a valid skill to use
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- First iteration of checking bases against what our merc is currently using
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- Better pathing, Attack.clear was returning true even if we didn't clear anything which resulted occasionally in an endless loop in areas like maggot lair. Now if nothing is cleared it returns NOOP which tells pather not to continue to next iteration
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- broke togglePause up into pause an resume, both with extra checks to ensure that soloplay main thread hasn't crashed
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Commits on Feb 13, 2023
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Commits on Feb 17, 2023
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- Check if we have any maxed magefist in storage as well as being equipped before adding the recipe for cubing
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Commits on Feb 18, 2023
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Param change for tierscore + Town cleanup
- Add parameter to pass in an initial value for tierscore, this way it simplifies the final build lines and there isn't a discrepancy between the tierscore ane NTIP.GetTier value of an item - Broke up Town and created NPCActions.js, town was kinda messy with what was there. - Removed Town.sortInventory and added me.sortInventory - Removed Town.checkColumns and added Storage.Belt.checkColumns - Removed Town.clearBelt and added me.clearBelt - Added invo sort if we can't fit an item while picking and there are no monsters around, todo: need to have a fast sort and full sort option
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Commits on Feb 19, 2023
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Check if item is wanted by our final gear list
- trying to fix bug where tierscore evaluates as one thing and NTIP.GetTier evaluates as another - Need to do this a better way still, so dual wield items and rings can be properly tier'd and equipped
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Commits on Feb 20, 2023
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- Check where frozenstein is instead of just running right to anya, need to implement a clearWhile function and lure him away but for now just attempt clearing - Fix bug where we didn't correctly find anya the first time and when we interacted the second time and were waiting for her to be free we crashed because of the dialog - Fix attempting to grab lam essens tome when we already completed it
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- More efficiently decide what skills to use and don't have to rebuild the base data structure every time.
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- Add path callback to hellforge to stop once we locate heph - remove debug statements from anya - Add quit hotkey to toolsthread, press delete to quickly exit the game
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Commits on Feb 24, 2023
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- Move items to our inventory if we have room when clearingBelt slots
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Commits on Feb 27, 2023
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- If doing countess for quest, wait a bit for the chest to stop dropping items
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- Check the quest states as we go, as to prevent wasted effort
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- Fix R/D check causing restart when we never made it to the charselect screen
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Commits on Feb 28, 2023
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- During low levels don't run in to attack if the area is dangerous - If our skill is ranged and we are on top of the target, move to a safer distance
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Include betterBaseThanWearing check for cubing
- Don't cube a base if it's no good for us
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Commits on Mar 1, 2023
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- Fix other tier'd items being included in finalGear check
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Commits on Mar 2, 2023
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- Really no reason to use it but fixing it anyway so it doesn't stay stuck in an endless loop - Fix typo in SoloEvents
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Commits on Mar 8, 2023
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- Fixed occasional bug in ntip where stringArray was undefined
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- Fix CanFit check when using an object instead of a item
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A lot of town sequence cleanup
- Better checks for using cain based on gold and distance to him - Fix repetitive shopping - Better cleanup sequence for scrolls - Utilize IdTome if we have it before running to shop npc, helps to reduce running around town - Keep track of when last chores was performed, not used yet but todo is skip chores if we don't actually need to do anything and/or we've done them within a certain time period - Add `NPCAction.shopAt`, its not used yet but makes it easier to shop at a certain npc rather than rely on other town functions - Prior to filling our tome if we have one, store any loose scrolls so we don't fill it completely just to turn around and sell scrolls we already had - Clean up cainId function - Change shopItems to instead of using a hard gold limit, it uses a percentage of our total gold that we cannot drop below - Better shopItem sort - More logging information printed about items bought - Cleaner bow/switch bow check for needing arrows
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- Use find and instead of first when looking for nearestNode - Only move to old position during clearPos if it's further than 5 units away - Pathing still needs a lot of work to fix some of the recursion choices
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- Add `me.cleanUpInvoScrolls` this was supposed to be in the previous town sequence commit
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- set paladin's aura if that hand isn't being used
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- Add items to an ignore list if we cannot pick them up - Clear the ignore list after a successful townVisit
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- Handle if we loose reference to the chest while waiting for mode to change after opening it - add shrineMap for cleaner scanShrines initialization - Fix scanShrines for a3/a5 shrines that aren't seen when using `Game.getObject("shrine")` - When looking for a specific shrine don't run all the way to the wrong shrine, only get close enough to let nodeaction decide if we should grab it when its not the one we are actually looking for - add a pickItem call after using a gem shrine
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Commits on Mar 9, 2023
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- fix typo, only want to wait by the chest if we haven't complete the quest yet
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Commits on Mar 12, 2023
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- Update with the new Runeword data structure for core Runewords.js
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Data modules from Modules\ -> Modules\GameData
- cleaned up the folder
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- Fix hoarding items we can't use because they are better than what we are currently using. They end up taking up too much space, only keep those that are wanted for final gear or are at least close to being able to be used
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- Mostly cleanup and restructuring the handlers
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Switch to full use of background workers for non vital threads
- Townchicken/autobuild/eventhread to be background workers of our main thread
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- Complete rebuild to druid attacks, same method as sorc has been using to select skills better
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- Better handling of events to make sure anything we disable gets reenabled properly - Baal skip also should report success/failure properly now
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Restructure buildfiles/autobuild/configs
- Factored out a town of repeat code from the config files - Allow use of white items that are not valid bases, makes for far faster full equip at early level - Restructure every build file into a module - Created me.currentBuild and me.finalBuild prototypes to easily access the data - Cleaned up and improved the user input error handling for final builds, probably still ways people could mess it up but should be much harder to do now - Moved SoloWants out of globals into its own file
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- copyUnit was causing it to bug thinking we still had a item when we didn't
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me.emit instead of sendToScript
- Swap out sendToScript because we are on the same thread now just need to emit the event - Possible namespace collision with Messaging? Just to be safe changes Guards internal to `_Messaging` - Got an oom with error message to Pather,clearUIFlags, don't see why the forEach loop would cause issues but changed to for loop anyway with a gameReady wait delay
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Commits on Mar 13, 2023
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- Had forgotten to fix this check with the new Runeword data structure
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- Reload.js is a simple thread that ensures all the main threads get shutdown correctly then reloads default.dbj and shuts itself down. This way everything is properly reloaded
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Commits on Mar 15, 2023
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- removed some duplicate checks, only perform resist check section if the item has resists
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Commits on Mar 19, 2023
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- Fix automule for excluded items, the check got removed during the structure change
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- Restructured it, made _mpPots and _hpPots static private members as they never change so the old method of refetching them every time was wasteful. Made everything read-only
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Commits on Mar 20, 2023
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Fix needStash for equipped charms
- Speeds up check, we were always hitting needStash because the charms aren't in locked spots add a set to keep track of our current charms to ensure they get properly excluded.
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Commits on Mar 21, 2023
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- quite a bit actually, from 4seconds to ~1s when nothing is actually done. - Charms were causing some of the slow down because the kept ones weren't cached so the list was being rebuilt everytime - prebuild the charmlist once in the main charm equip function then pass it to the sub functions so we don't need to refetch the items - Faster Town.identify, pre-filter to only have the unid items in the list, move me.fieldId check after so we don't run to npc for no reason
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- Clean up `Check.nextDifficulty`, - fix useless checking when we are already in hell.
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Commits on Mar 22, 2023
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Re-work CharData, Refactor ItemOverrides
- Removed the myData global from Globals, created me.data to use instead - Refactored CharData to reduce the repetitive code - Changed buffData to pots - Changed charmData to charms - Changed CharData.skillData.bowData to CharData.skillData.bow, (likely going to be changed later as it is still long) - Create CharmEquip and factored the whol charm section out of ItemOverrides
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- Want to do more with this but fixed the long pickit line
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- Don't make a runeword we are unable to use, this fixes making a runeword and tossing it or stashing to many
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Commits on Mar 23, 2023
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- Remove display logic from the entry script, add it to a background worker in toolsthread that now also handles the overlay - Remove unused threads AutoBuild/Event/TownChicken
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Update EventEmitter and Events
- Move the Unit.prototype additions to `Events.js`. Refactor the two background workers in EventEmitter into one - Fix testing case for soloevent - Fix typo in guard
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Fix old reference to merc.type
- remove TownGuard as well, its no longer used
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Commits on Mar 26, 2023
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- Missed redoing this file during the structure change
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Commits on Apr 2, 2023
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Commits on Apr 3, 2023
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- Small bit of cleanup, better error checking/handling during get profile process - Cleanup for deleteAndRemkeChar func - Fix gamename bug if the initial character name was taken and we had to gen a new one - Fix handle transfer when remaking a character
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Remove Tracker.formatTime and timer
- Update to use `Time.format` and `Time.elapsed`
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Commits on Apr 6, 2023
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- little bit of cleanup to fix redundant code - add some logging with easier to read format for equip
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Commits on Apr 18, 2023
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Commits on Apr 19, 2023
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Commits on Apr 20, 2023
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- Fix `Item.autoEquipCheck`, changed to `for...of` loop and removed unnecessary nesting
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- create `me.equipped` map to keep track of our items easier
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Update to use
me.equipped
andme.accessToAct
- `me.accessToAct` was added a couple commits back to the core and depreciates the use of `Pather.accessToAct`, swap over to using it - Replace usage of `Item.getEquipped` with using the new `me.equipped` map, it provides more efficient get capability with cacheing our equipped items while retaining the ability to handle default values - re-write the tierWieghts object to be a map instead and clean up most of the calculations
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- Add timeout, in case of failure to prevent subsequent retries during town chores
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- converted `sendPacket` call to use `PacketBuilder` instead during charge skill casting - removed overridden `Misc.errorReport`, really was never needed.
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- update to use the core `Pickit.ignoreList` which is a set rather than an array
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- little extra logging info when muling is triggered
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Commits on Apr 21, 2023
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Ensure swap back to main hand after using charges
- some minor formatting as well
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Commits on May 8, 2023
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- grab any amount of gold if it's next to us to reduce the amount of needed town trips to sell items
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Commits on May 20, 2023
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Move gametime tracking to entry
- Move the interval updates to the entry, keeps it consistent and handles the oog update call. Having it done in soloplay main thread meant two updates done back to back and was causing a race condition
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Commits on May 21, 2023
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- wrap overlay handling in try-catch so it doesn't shut down toolsthread if there is an error
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- partial rebuild of overlay, still more to do but this cleans up a significant amount of it - Fixed display bug where gametime was resetting every 24hours
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- don't add bows to secondary tier list after level 12
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Commits on Jun 1, 2023
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Update for Town.tasks change and Skill.cast change
- keep current with the core restructure branch
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Commits on Jun 4, 2023
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- little bit of refactoring, still more do to - added gold to the overlay - changed `Horadric Staff` to just `Staff`, so it didn't overflow the quest box
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- redo toolsthread for better control over potting mechanics between player and merc.
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- mostly changing my use of arrow functions to function expressions due to d2bs restrictions - formatting as well to keep the line length
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Commits on Jun 5, 2023
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Rebuild how NTIP handles different list
- created a class `NTIPList` so it's easier to handle checking the various lists - NTIP now handles the solowanted items vs non-tier vs regular pickit items better - a lot of refactoring done
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- change how getIntoPosition handles checking for monsters and spots. I think this still needs work but teleporters do a better job now of always picking casting locations that are safe
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- fix a typo in doCurse - increase range for teeth - formatting
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- fix charged teleport casting - changed clearToExit to accept setting overrides - changed moveToExit to accept setting overrides - made changeAct work going either direction with acts - removed some debugging statements and cleaned up some of the logging
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Commits on Jun 6, 2023
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- cleaned up the charge skill related checks. I had a whole lot of duplicated code
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Update necromancer.LevelingBuild.js
- put some points into mana during leveling build, it was struggling real bad directly after respec due this
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- keep bone armor active, todo is test using worker to check if we need to precast - fix typo, smartCurse no longer exists - change deploy to getIntoPosition, still need better control over how bots move during this action
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Commits on Jun 7, 2023
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ensure merc data stays updated
- every time we revive the merc check against our stored data to ensure it's accuracy
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- add teleported pathaction, mostly this is for using charged tele but handle both
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Commits on Jun 8, 2023
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- general updates with the change to areadata's structure - add `me.haveWaypoint`
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- should also fix bug where bot fails to get equipped item so it tries to equip something lower tier
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- formatting mostly - working to control the attack recursion that happens when walking characters try to reposition to attack
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- add use of ShrineData module, and new areadata module. Working to improve shrine hunting
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- get cata2 wp during boneash if we don't have it. During normal we usually hit level 12 which is what we want for andy while getting the wp - move to cata 4 and then check if we have reached level 12 yet. If we didn't hit it while getting the wp, this usually does it and speeds up the 1-12 push by not having us make a new game - add creepingfeature script, hit it before getting the amulet - check were we are while attempting to move to the amulet chest, sometimes repositioning to attack gets us there
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Commits on Jun 9, 2023
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Fix inability to equip quest item
- last fix for equipping lower tier'd items broke ability to equip quest items as they have no tier value. Use equip prototype instead
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Commits on Jun 12, 2023
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- formatting mostly - for soloplay and manualplay modes, directly kill the default thread. Hopefully fixes rare bug where default doesn't actually stop when we return from it
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Commits on Jun 15, 2023
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- added paypal donate link as I've been asked about it a couple times
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- update one of the pictures since D2BotSoloCleaner no longer exists
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- better positioning for necro so he can use bone prison. - preattack with dimvision
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- better wait time determination for the chest opening after completing the quest
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Commits on Jun 25, 2023
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- handle undefined charge, still unsure how this happens though
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Commits on Jun 28, 2023
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- fix AutoMule.matchItem for new NTIPList method
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Commits on Jul 1, 2023
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- small fix for readability over the transpiled code
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Commits on Jul 6, 2023
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- don't change acts to gamble, it wastes time when we can do it later on - fix typo in `NPCAction.repair`, wrap in try-finally to ensure we switch back to primary slot
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Commits on Jul 9, 2023
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- add fireeye - sorc skips cube until level 18 - skip tristram if not ready and have been in game long enough to start new game - cleanup - add LK runs for sorc in hell until ready to do temples
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- Increases the amount the bot picks to help grab items faster and to prevent movement recursion - cleaned up the failure to move cases with PathAction.prototype.update - When we have to go to town to make room for an item, go through the rest of our list for items we don't need to make room for. This helps for gold and can help to skip running to shop to buy potions when there were potions on the groun next to us - add callback to clearPos when used during pickit. Sometimes we end up grabbnig the item and no longer need to keep clearing
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- mostly cleanup - fixed typo for merc, was using canEquip instead of canEquipMerc - typo for checking FinalGear - add secondary tier value to log output
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- define custom moveTo, as the normal Pather.move has a lot of other checks we don't need - add lightning avoidance for dclone - fix baalskip monster check
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- add switchToPrimary/Secondary - override needHealing to check if it's convenient for us to heal - add needBelt/BufferPots
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Better checks for npc interactions
- Check if we needPotions before using gamble npc to sell items - sort potions before drinking excess ones so we don't drink the higher pots - don't initNpc to sell if the list is empty
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- temp fix for rubberbanding with dodge and static
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- fix crash due to no main function in thread - increase stack trace to 22
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- cleaned up haveRunes, moved from prototypes.js to me.js - getOwned makes it easy to get all items of certain properties
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- track our last shrine, so we know how much time is left on it
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- handle act 2 where lysander also sells pots if we are looking for closest npc
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- some general cleanup. Mostly wrapping some of the methods in try-finally to always reset blockmouse - changed locations from object to a map
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- using `me.getOwned`, going to depreciate `Item.getQuantityOwned`
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- add tsconfig so my definitions are actually recognized
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- add callback in case we kill bishi during nodeactions
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- move to anya first before checking for portal, was failing to detect it due to being too far away - skipTown if our next script is going to be nith
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- fix canAttack for sorceress, other classes still need classattack to be reworked
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Commits on Jul 13, 2023
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Better town chore speed for a3
- most of the time when we do town chores in a3 we end up changing acts anyway because a3 sucks. If we are going to do any of the tasks that require us to change acts then go ahead an do so. It allows us to accomplish chores faster - still needs to be cleaned up and refactored but provides the basic functionality - Keep our id tome full if we have the gold to do so, we can then speed up the process of id'ing/clearInvo in town as this allows us to use the closest npc rather than having to always visit the shop npc - fix `Town.getDistance` for call at the beggining of town chores, it was returning infinity so never got used
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- remove PotData module from globals as its loaded in NPCActions
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- skip andy/meph in nightmare once we can run nith. Doing pindle/nith is more efficient use of time
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- add handler for checking mode, or using custom callback
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- little bit of cleanup here, removing most of the arrow functions in favor of function declarations due to d2bs limitations
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Remove
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Remove
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- phasing out usage of `Item.getQuantityOwned`, in favor of `me.getOwned`
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- remove `Item.getQuantityOwned`, use `me.getOwned`
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- stop running cows past 50 in nightmare. It tends to waste too much time
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Commits on Jul 16, 2023
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- handle special case for act 2, if we need to stack potions and buy normal potions we can accomplish both at Lysander.
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- add mana after kill stat - add hp after kill stat
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- prebuild all possible spots for getting into position instead of only farthest ones first. The old way disregarded if we were already close enough to be in position and was detrimental to walking casters
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- fix line to be the actual line number of the nip file rather than the index of the line in the list - add index property to keep track of that value - remove finalcharm case as it's no longer used
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Commits on Sep 2, 2023
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- soloplay has been added to core kolbots `default.dbj` file so we no longer need to replace it
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- fix hardcoded timeout for `Login Error Delay` - add `OkCenteredErrorPopUp` location - change `deleteAndRemake` -> `remake`
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- fix using -1 as subid causing allskills to fail
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- Change `getTotalDamage` to cap applied damage at the monsters health. We can't do more damage to that unit than killing them - Add orb path damage calculation, orb is a bit special in it doesn't just do damage at a point, it travels a path dealing out damage in it's radius. - Add through damage calculation, unused currently but will handle lighting, bone spear, and molten boulder
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- Added `lastAttack` object so we can handle alternating static field or charged bolt with other attacks as those sometimes miss - Removed the `AttackData` object and replaced with `Skills` map. - Added `decideAttack` method to simplfy chooisng which skill we want and it takes an options parameter for overides handle different cases. By default it selects the skill that does the most damage and costs the least mana
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Commits on Jan 9, 2024
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Overlay fixes + f10 for pausing
- Gold needed a resfix - Guard needed a resfix
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- Fix bug introduced in last update, re-did handling of cube -> stash. - Added a UIFlag check for stash before trying to send the item to the stash - Fixed moving item when we already have it in the location we want, i.e. calling `Storage.Stash.MoveTo(item)` when the item is already in the stash causing us to pick the item up and put it back
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- Redo `Cubing.emptytCube` should be more efficient now. Move all items we can first to the invo without closing out the cube, then move the items to the stash. Log any that fail to make it to the stash
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[BugFix] SetUp.init check for merc
- Was failing to update the merc prop
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- Prevent going to a1 in normal to buy pots - Add force param to `Town.heal`
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Commits on Jan 11, 2024
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- add aliases map + small cleanup in switch statement
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Commits on Jan 22, 2024
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replace
haveItem
withcheckItem
- cleanup mostly, depreciating the useage of `Check.haveItem`
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More cleanup, fixed missed
haveItem
calls- Can replace Windforce and GinthersRift checks now that they've been added to sdk
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Commits on Jan 28, 2024
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[BugFix] bodyLocations for barb weapons
- Fixed the check whether the item can be dual wielded or not. It's now items that aren't twoHanded can be equipped to both slots or if they are two-handed but not strictly two-handed, i.e. Swords but not mauls
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Simpler itemtype check for bo-sticks
- As long as it's a valid type, check it
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Commits on Jan 31, 2024
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- Small fix for barbarian, warcries should be the tab we want on secondary weapons
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Commits on Feb 4, 2024
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Commits on Apr 1, 2024
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[BugFix] "cannot redefined non-configurable property 'classic'"
- Remove inclusion of PrototypesOverrides, Me.js shouldn't be included in an OOG file this was causing us to include prototypes which then includes Me.js
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Commits on Apr 10, 2024
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[BugFix] temp fix midway final items being over valued
- Use halfway value of 50k instead of 100k in final item check
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Commits on Apr 17, 2024
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Commits on May 3, 2024
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- Nice to know what day an item was kept
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Commits on May 13, 2024
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Commits on May 16, 2024
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Commits on May 27, 2024
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Commits on May 28, 2024
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Commits on Jun 12, 2024
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Fix typo
ArticBlast
->ArcticBlast
, add SkipImmune to Druid level……ing/Wind build - We can't attack them cold + phys immune so this fixes switch casting on them for no reason
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Commits on Jun 17, 2024
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Commits on Jun 21, 2024
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- Fix exclusion of bumper from the diffCompleted check for running chaos
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