* init, wip
* migration from original ocr complete, now troubleshooting phase
* first
* starts now
* catching more
* pause here, fix keep_item for ItemText class
* getting close
* adjust consumable quantity to refill per Legit
* fix import, refactor tp scroll tracking
* fixed property checking
* merge master, fix discord embed
* move tp charge setter
* properly track id scrolls after use
* fix accidental stashing
* fix sell_junk and chest_label bugs
* working on drognan instead of lysander
* a2 pathing, drognan support
* fix town-start to wp pathing, change key counting
* better drognan pathing
* comment out pather stuff
* restore old asset
* proper tp tracking
* revert key pickup to decrease need by 1
* fixing gambling, WIP
* working on gambling
* add comments to transfer_items
* add comments to transfer_items
* gambling semi-working, not stashing right
* simplify gambling process
* incorporate OCR gold reading to gamble, WIP
* gambling is painful
* simplified gambling - ~done
* finally finished gambling!
* fix diablo inventory check
* do not fail purchasing routine if item template is not seen
* fix condition
* deprioritize keys, scrolls during pickit; stop clicking Misc tab at repair
* cleanup
* init
* add support for grayscale + color_filtered
* cleanup logic
* only generate grayscale templates if use_grayscale=True
* simplify template_gray logic
* fix false detection of out of gold
* gambling with OCR was too buggy--replace with max gamble item count
* cleanup
Summary of changes:
-Rearranged many UI-related functions across the codebase (particularly in ui_manager.py) into individual components. See src/ui_components/. Functions related to components can be called like if waypoint.use_wp("Arcane Sanctuary"): or loading.wait_for_loading_screen(2.0)
-Removed Screen and TemplateFinder dependencies across the codebase
-Screen functions separated from class
-TemplateFinder made into a singleton
-Added generic ScreenObject UI functions to simply detect UI elements on screen; e.g., detect_screen_object(ScreenObjects.TownPortal), wait_for_screen_object(ScreenObjects.Loading, 2). Also included related functions like select_screen_object_match(template_match) to automatically select the match.
-Consolidated assets. Organized templates folder into components. Adjusted some asset ROI's and alpha channels.
-Changed some template searches to grayscale for speed
-Reworked save/exit routine, should now be more consistent and faster with normal exit, chicken exit, and death exit.
-Got rid of unused and consolidated duplicate game.ini parameters
-spelling fix _last_merc_healh
-NPC manager class removed and replaced with functions
-D2 window detection now runs on its own thread for semi-live window position offsets.
-Character selection reworked. OCR your selected character for fun (not that accurate, lol)
-Simplified game start and difficulty select
-Added a get experience function, but this is not called anywhere yet
-Reworked corpse pickup. pickup_corpse is no longer a necessary argument/parameter throughout the codebase (bot.py, game_controller.py, runs, etc.)
* C1F & B1S switched to static pathing
* Improved overall robustness
* improved A layout check consistency
* added A layout check consistency & CTA rebuff
* Home now a loop, B now first seal to pop.
* Trash clear at pentagram, B1S, C1F loop added.
* Changed DeSeis attack pattern so MERC can kill
* tweaked diablo spawn timer & vizier attack pattern
* fixed minor pickit error.
* fixed Layout B Check loop & improved C1F
* improved C1F pathing home
* improved B layout check by removing trash kill
* added C2G static path to infector & loop home
* tweaked pathing
* lots of pathing tweaks to increase consistency
* Clarified Logger.Info
* Fixed A1L Tele to Lava Bug
* Fixed A1Y Tele Lava bug
* Fixed B2U missing pentagram on loop back
* fixed logger
* Completely reworked layout checks
* Reworked C seal layout check
* fixed ending up too low at Diablo
* optimized loop home for C
* added all seals
* removed duplicate trash sequence at C
* Fixed B2U looping home, added essence
* Template Check Threshold raised for Layout Checks
* Reverted A layout check back to inital version
* Aggressive Layout Checks implemented.
* Replaced Pentagram Templates to improve [602]
* Fixed loops for new pent layout
* Reverted A layout checks back to initial version
* merged 6.1?
i hope it worked.
* Pressure Test: A2Y 98% layout check success
* Massive improvements on Layout Checks
* Integrated Skizot's A4 merchants
* Fixed an error on A1L.
* fixed a small error on final pickit
* Slight Cleanup
* tweaked A2Y nodes to avoid lava jumps
* Added B2U Seal Logging
* Add templ. to 611 & 610 to fix stuck pather
* WiZ/SwePow suggestions
* Some more tweaking
* Trying to improve B layout checks (not full run)
* Seal B logic pressure test (no full run)
* added timeouts to weak traversenodes (no full run)
* Pacifist Version - just checking layouts no bosses
* Pure Layoutcheck Pressure Test (double checks)
* Pacifist mode: Layout Check
* Update bot.py
* Added Templates to improve Layoutchecks
* Tweaked B2U Templates (Pacifist Version)
* add B2U nodes & calibration to impr. layout check
* added nodes to layout checks
* Added A1L Calibration Node for Layoutcheck
* Full running script
* Fixed Calibrations - Full Run
* fixed mousover keyerror
* yet another mousover
* fixed a pather issue on B1S, full run
* yet another mousover. full run.
* mousover... ful run
* yet another mousover. full run
* fixed C2G looping across pentagram
* Update game.ini
* WiZ testing
* added seal_node to sealdance
* added C1F layoutcheck nodes
* Added Wiz Speedrun
* tweaked wait in sealdance
* A1L-Static path to Pentagrram
* added A2Y hop 622
* A2Y static path home
* B1S static path home
* changed C1F fake template
* added new C1F seals & static home
* Speed or no speed
Using kill_cs_trash config
* fixed a 36b key error
* Random guess actually is random now
It wasnt random at all before so trying out if this is better
* Minor fixes and tweaks
* B2U - Static Path Home
* Redworked C1F - not stable yet
* Seal order B,C,A and DeSeis fix
There was copy/paste bug in DeSeis making it use wrong atk_len and then I also tuned the attacks a bit.
* fixed final B2U issue, should be stable now!
* added B2U 644_646 static path
* added mapping
* A seals fixed hopefully
More testing tomorrow!
* run diablo py
Yours is the diabloC, I didnt have time to compare them before sleep and wanted you to have both in case
* so this should be super stable now!
* Reverted A1L & A2Y Seal Order (but kept WiZ Idea)
* Reverted Seal Order
* Added Rudi TP :)
* all loop home now
* added TP template to loop
* typo
* stashs & shrine gfx, TP counter
* removed pent_6 (many false positives looping home)
* clean up for aeon
* fixed typos
* New A2Y & C2G home pathing
* Reworked C1F 704 to avoid stuck
* Ready to test!
* fixed pather clicking outside D2R
* Tweaked Seal A
* Loot to Sealdance() & A2Y tweaks
* removed FALSE from TP fail
* Updated Readme.md
* remove env
* clean up code
* account for used tp
* Removed Dia C1F 700s and replaced with 650s
* Moved Seals, Fights & Pickit to Hammerdin file
* #Trapsin now supported for Arcane and CS
#Trapsin now optionally uses defensive spells Cloak of Shadows and Mind Blast
#Trapsin now waits for Shadow Warrior before using CTA
* Update readme
* Working version
* added trapsin
* added nova sorc
* added nova sorc
* added light & nova sorc
* added clear trash, issue on 1 function
* Added Clearing Trash
* added 1 tele stop between WP & Pentagram
* fixed mistake on i_char
* CS Trash is now available for beta testing
* fixed a minor issue
* percised some debug logging
* Added CS Trash for Necro, Trapsin, Sorc (no blizz)
* added CS trash to Necro, Trapsin, Sorc_Light _Nova
* # moved functions from chars back to diablo.py
# removed CS for all chars execept hammerdin
# added seal_layout to sealboss functions
# added location to cs_kill_trash functions
* removed pickit from hammerdin.py
* trying to fix some attribute errors for pre_move
* forgot to add _char for pather.traverse_nodes
* added & removed some ._char, now it runs :)
* fixed a missing argument & cleaned up
* clear_trash=1 implemented & working
* added more kill_trash options
* added more debug info & generic kill trash spots
* fixed some debugger errors
* hammerdin done
* updated readme for cs_trash
* #merged A1L and A2Y pathing to char.py
# added A2Y static pathing to Pentagram
* fixed some errors ...
* A1L & A2Y work with new pathing logic
* Ok generic Diablo.py should now work
* and hammerdin.py aswell
* full run
* moved C1F static path to hammerdin.py
* fixed an error for pathing
* Improved A LC consistency to >99%
* Colors!
* added 2 A1L LC templates
* moved pickit to hammerdin.py
* 4min runs
* removed timeouts. 88% killrate right now.
* Added Logparser (thanks famE)
* separated log parser columns
* tweaked log parser
* changed positions of de seis kill screenshots
* added clearing trash between Pent & LC
* fixed missing _self
* Added option for cs_town_visits between seals
* Improved B1S loop home & tweaked some messages
* fixed an error not clearing seals & added colors
* removed 632 duplication & not needed LC templates
* added clear trash to A & B LC
* added pickup at 646
* added PENT_2 Template & removed fail shrine checks
* Added C2G Templates currently only 82% good runs
* Added Hybrid Calibration Nodes
* re-added templates for LC
* added 1px to WP->PENT traverse to avoid missing it
* tweaked home from 632 for not missing pent
* added more redemption before 632 calibration
* merged individual seals to one function
* fixed seal template error
* Added LC function. Fixed C2G & Loop to Pent-Stable
* added atk_len for diablo
* fixed typo so log parser stats are right
* added & increased threshold to LC calibration
* fixed new LC threshold oO - should push less often
* reverted B LC back to initial order
* log parser tweaks
* added shrine check to pather.py
* replaced 630640 with 647
* added B1S LC templates & changed shrine check
* swapped LC for B (current had 75%)
* reworked cs_trash up to LC
* log parse counts templates used
* Fixed B Layout checks
* log parser now w. templates. shrine check added
* just changes to debug names & adding a nicer table for botty start :P
* #best match & time_out=0.1,
#return false on nodes
#new shrine ROI
* Force Stashing before running Dia, logger wording
* shrine check less frequent. char.py cleaned up
* reworked trash layout B
* added 603 ROF1 templates
* added info to params.ini to reduce Q&A in discord
* # added stash every run param
# transferred trash choreography to char.py
# reverted some template changes.
* Ready to merge. Not perfect, but much better!
* small fix before merging
* Update nova_sorc.py
* Update basic.py
* added missing templates causing an error @602
* C2G: static path LC 661 & comment screenshots
* various changes--changed some info to debug, changed floats in config, adjusted runs_per_stash logic
* autoformatting made me commit
* nodes for trash between pent & seal. A works B is bad.
* fix bool -> bool(int(
* added calibration nodes for trash pent>seal
* Full run for testing efficacy of new trash nodes
* fixed a pathing issue
* reverted back to old method for trash.
* Ready for merge.
Co-authored-by: WiZ <[email protected]>
Co-authored-by: aeon0 <[email protected]>
Co-authored-by: mgleed <[email protected]>
* integrated diablo scaffold
still pending pathing & kill logic
* minor changes to cross river of flame - but loop not working
* River of Flame sucessfully skipped - CS Entrance cleared
* Seal B works.
* Everthing is slow :(
* reparied slowness
* revert deleted main code
* Added CS Entrance recognition & changed Pentagram templates
* Merge branch 'diablo' of https://github.com/jobithu/botty into diablo
* Seal B works for both layouts - still clumsy, but it works.
* added Vizier (A). working: A1, B1, B2 - pending: A2,C1,C2,Diaaaa
* C identifcation implemented.
* All seals done, optimization needed for pathing & fighting sequences
* fixed minor error in game.ini
* should now run - badly. all seal spots & paths need optimization
* A1Y works stable
* A1Y stable, WP now has issues
* A2Y seal mouseover added - new bug, could not determine window offset
* Both A seals work great now!
* A2L Seals work consistently. A1Y quite good.
* easteregg
* A2L improvements
* Succesful kill on A2L, B1S, C1G
* Tweaked Diablo Kill Wait Time
* start cleanup
* added functions for each seal layout
* First stable dia kills with fixed map layout
* added Sealdance function
* Fixed Sealdance. A1L is finished. All others work in Progress.
* A2L + B1S Works
* A2L and B1S works
* Script runs well now on A1L, B1S, C1G. Sealdance needs more movement.
* Update diablo.py
* A1L, C2F, B2F working. Kills Dia Hell well.
* added issue log. testing all layouts now.
* Individual runs work, Sealdance needs tweaking
* All seals work, got frustrated, added sorc&she rox
* tweaked sorc vizier & infector fights
* rebuild templates & nodes for A2Y, B1U, C2G
* Forgot to add Seal A to the run oO
* renamed forgotten templates for A2Y
* fixed minor bugs on A1Y. succesfull dia kill
* Optimized A2Y
* Reworked A1Y templates & fight - very stable! Yay!
* A2Y, B2U, C2G work - but i think it should be B1U
* 4/6 seals work (B1S & C1F pending)
* some clean up
* remove unwated code
* 5/6 Seals done - added C1F
* sealdance and error handling
* try to merge stuff somehow
* add additional template coordinates to failed nodes
* fix health manager by adding diablo lcoation
* remove thresholds
* fix template names and error handling for c seals
* C1F added. 5/6 seals done.
* All seals work - let's get it tested!
* B1S fight coregraphy improvements
* New paths for layout check to increase consistency
* fixed A2Y edge lava port (625>626)
* All seals work, lets test with more ppl & finetune
* C1F & B1S switched to static pathing
* Improved overall robustness
* improved A layout check consistency
* added A layout check consistency & CTA rebuff
* Home now a loop, B now first seal to pop.
* Trash clear at pentagram, B1S, C1F loop added.
* Changed DeSeis attack pattern so MERC can kill
* tweaked diablo spawn timer & vizier attack pattern
* fixed minor pickit error.
* fixed Layout B Check loop & improved C1F
* improved C1F pathing home
* improved B layout check by removing trash kill
* added C2G static path to infector & loop home
* tweaked pathing
* lots of pathing tweaks to increase consistency
* Clarified Logger.Info
* Fixed A1L Tele to Lava Bug
* Fixed A1Y Tele Lava bug
* Fixed B2U missing pentagram on loop back
* fixed logger
* Completely reworked layout checks
* Reworked C seal layout check
* fixed ending up too low at Diablo
* optimized loop home for C
* added all seals
* removed duplicate trash sequence at C
* Fixed B2U looping home, added essence
* Template Check Threshold raised for Layout Checks
* Reverted A layout check back to inital version
* Aggressive Layout Checks implemented.
* Replaced Pentagram Templates to improve [602]
* Fixed loops for new pent layout
* Reverted A layout checks back to initial version
* merged 6.1?
i hope it worked.
* Pressure Test: A2Y 98% layout check success
* Massive improvements on Layout Checks
* Integrated Skizot's A4 merchants
* Fixed an error on A1L.
* fixed a small error on final pickit
* Slight Cleanup
* tweaked A2Y nodes to avoid lava jumps
* Added B2U Seal Logging
* Add templ. to 611 & 610 to fix stuck pather
* WiZ/SwePow suggestions
* Some more tweaking
* Trying to improve B layout checks (not full run)
* Seal B logic pressure test (no full run)
* added timeouts to weak traversenodes (no full run)
* Pacifist Version - just checking layouts no bosses
* Pure Layoutcheck Pressure Test (double checks)
* Pacifist mode: Layout Check
* Update bot.py
* Added Templates to improve Layoutchecks
* Tweaked B2U Templates (Pacifist Version)
* add B2U nodes & calibration to impr. layout check
* added nodes to layout checks
* Added A1L Calibration Node for Layoutcheck
* Full running script
* Fixed Calibrations - Full Run
* fixed mousover keyerror
* yet another mousover
* fixed a pather issue on B1S, full run
* yet another mousover. full run.
* mousover... ful run
* yet another mousover. full run
* fixed C2G looping across pentagram
* Update game.ini
* WiZ testing
* added seal_node to sealdance
* added C1F layoutcheck nodes
* Added Wiz Speedrun
* tweaked wait in sealdance
* A1L-Static path to Pentagrram
* added A2Y hop 622
* A2Y static path home
* B1S static path home
* changed C1F fake template
* added new C1F seals & static home
* Speed or no speed
Using kill_cs_trash config
* fixed a 36b key error
* Random guess actually is random now
It wasnt random at all before so trying out if this is better
* Minor fixes and tweaks
* B2U - Static Path Home
* Redworked C1F - not stable yet
* Seal order B,C,A and DeSeis fix
There was copy/paste bug in DeSeis making it use wrong atk_len and then I also tuned the attacks a bit.
* fixed final B2U issue, should be stable now!
* added B2U 644_646 static path
* added mapping
* A seals fixed hopefully
More testing tomorrow!
* run diablo py
Yours is the diabloC, I didnt have time to compare them before sleep and wanted you to have both in case
* so this should be super stable now!
* Reverted A1L & A2Y Seal Order (but kept WiZ Idea)
* Reverted Seal Order
* Added Rudi TP :)
* all loop home now
* added TP template to loop
* typo
* stashs & shrine gfx, TP counter
* removed pent_6 (many false positives looping home)
* clean up for aeon
* fixed typos
* New A2Y & C2G home pathing
* Reworked C1F 704 to avoid stuck
* Ready to test!
* fixed pather clicking outside D2R
* Tweaked Seal A
* Loot to Sealdance() & A2Y tweaks
* removed FALSE from TP fail
* Updated Readme.md
* remove env
* clean up code
* account for used tp
* Removed Dia C1F 700s and replaced with 650s
Co-authored-by: aeon0 <[email protected]>
Co-authored-by: WiZ <[email protected]>
* integrated diablo scaffold
still pending pathing & kill logic
* minor changes to cross river of flame - but loop not working
* River of Flame sucessfully skipped - CS Entrance cleared
* Seal B works.
* Everthing is slow :(
* reparied slowness
* revert deleted main code
* Added CS Entrance recognition & changed Pentagram templates
* Merge branch 'diablo' of https://github.com/jobithu/botty into diablo
* Seal B works for both layouts - still clumsy, but it works.
* added Vizier (A). working: A1, B1, B2 - pending: A2,C1,C2,Diaaaa
* C identifcation implemented.
* All seals done, optimization needed for pathing & fighting sequences
* fixed minor error in game.ini
* should now run - badly. all seal spots & paths need optimization
* A1Y works stable
* A1Y stable, WP now has issues
* A2Y seal mouseover added - new bug, could not determine window offset
* Both A seals work great now!
* A2L Seals work consistently. A1Y quite good.
* easteregg
* A2L improvements
* Succesful kill on A2L, B1S, C1G
* Tweaked Diablo Kill Wait Time
* start cleanup
* added functions for each seal layout
* First stable dia kills with fixed map layout
* added Sealdance function
* Fixed Sealdance. A1L is finished. All others work in Progress.
* A2L + B1S Works
* A2L and B1S works
* Script runs well now on A1L, B1S, C1G. Sealdance needs more movement.
* Update diablo.py
* A1L, C2F, B2F working. Kills Dia Hell well.
* added issue log. testing all layouts now.
* Individual runs work, Sealdance needs tweaking
* All seals work, got frustrated, added sorc&she rox
* tweaked sorc vizier & infector fights
* rebuild templates & nodes for A2Y, B1U, C2G
* Forgot to add Seal A to the run oO
* renamed forgotten templates for A2Y
* fixed minor bugs on A1Y. succesfull dia kill
* Optimized A2Y
* Reworked A1Y templates & fight - very stable! Yay!
* A2Y, B2U, C2G work - but i think it should be B1U
* 4/6 seals work (B1S & C1F pending)
* some clean up
* remove unwated code
* 5/6 Seals done - added C1F
* sealdance and error handling
* try to merge stuff somehow
* add additional template coordinates to failed nodes
* fix health manager by adding diablo lcoation
* remove thresholds
* fix template names and error handling for c seals
* C1F added. 5/6 seals done.
* All seals work - let's get it tested!
* B1S fight coregraphy improvements
* New paths for layout check to increase consistency
* fixed A2Y edge lava port (625>626)
* All seals work, lets test with more ppl & finetune
* C1F & B1S switched to static pathing
* Improved overall robustness
* improved A layout check consistency
* added A layout check consistency & CTA rebuff
* Home now a loop, B now first seal to pop.
* Trash clear at pentagram, B1S, C1F loop added.
* Changed DeSeis attack pattern so MERC can kill
* tweaked diablo spawn timer & vizier attack pattern
* fixed minor pickit error.
* fixed Layout B Check loop & improved C1F
* improved C1F pathing home
* improved B layout check by removing trash kill
* added C2G static path to infector & loop home
* tweaked pathing
* lots of pathing tweaks to increase consistency
* Clarified Logger.Info
* Fixed A1L Tele to Lava Bug
* Fixed A1Y Tele Lava bug
* Fixed B2U missing pentagram on loop back
* fixed logger
* Completely reworked layout checks
* Reworked C seal layout check
* fixed ending up too low at Diablo
* optimized loop home for C
* added all seals
* removed duplicate trash sequence at C
* Fixed B2U looping home, added essence
* Template Check Threshold raised for Layout Checks
* Reverted A layout check back to inital version
* Aggressive Layout Checks implemented.
* Replaced Pentagram Templates to improve [602]
* Fixed loops for new pent layout
* Reverted A layout checks back to initial version
* merged 6.1?
i hope it worked.
* Pressure Test: A2Y 98% layout check success
* Massive improvements on Layout Checks
* Integrated Skizot's A4 merchants
* Fixed an error on A1L.
* fixed a small error on final pickit
* Slight Cleanup
* tweaked A2Y nodes to avoid lava jumps
* Added B2U Seal Logging
* Add templ. to 611 & 610 to fix stuck pather
* WiZ/SwePow suggestions
* Some more tweaking
* Trying to improve B layout checks (not full run)
* Seal B logic pressure test (no full run)
* added timeouts to weak traversenodes (no full run)
* Pacifist Version - just checking layouts no bosses
* Pure Layoutcheck Pressure Test (double checks)
* Pacifist mode: Layout Check
* Update bot.py
* Added Templates to improve Layoutchecks
* Tweaked B2U Templates (Pacifist Version)
* add B2U nodes & calibration to impr. layout check
* added nodes to layout checks
* Added A1L Calibration Node for Layoutcheck
* Full running script
* Fixed Calibrations - Full Run
* fixed mousover keyerror
* yet another mousover
* fixed a pather issue on B1S, full run
* yet another mousover. full run.
* mousover... ful run
* yet another mousover. full run
* fixed C2G looping across pentagram
* Update game.ini
* WiZ testing
* added seal_node to sealdance
* added C1F layoutcheck nodes
* Added Wiz Speedrun
* tweaked wait in sealdance
* A1L-Static path to Pentagrram
* added A2Y hop 622
* A2Y static path home
* B1S static path home
* changed C1F fake template
* added new C1F seals & static home
* Speed or no speed
Using kill_cs_trash config
* fixed a 36b key error
* Random guess actually is random now
It wasnt random at all before so trying out if this is better
* Minor fixes and tweaks
* B2U - Static Path Home
* Redworked C1F - not stable yet
* Seal order B,C,A and DeSeis fix
There was copy/paste bug in DeSeis making it use wrong atk_len and then I also tuned the attacks a bit.
* fixed final B2U issue, should be stable now!
* added B2U 644_646 static path
* added mapping
* A seals fixed hopefully
More testing tomorrow!
* run diablo py
Yours is the diabloC, I didnt have time to compare them before sleep and wanted you to have both in case
* so this should be super stable now!
* Reverted A1L & A2Y Seal Order (but kept WiZ Idea)
* Reverted Seal Order
* Added Rudi TP :)
* all loop home now
* added TP template to loop
* typo
* stashs & shrine gfx, TP counter
* removed pent_6 (many false positives looping home)
* clean up for aeon
* fixed typos
* New A2Y & C2G home pathing
* Reworked C1F 704 to avoid stuck
* Ready to test!
* fixed pather clicking outside D2R
* Tweaked Seal A
* Loot to Sealdance() & A2Y tweaks
* removed FALSE from TP fail
* Updated Readme.md
* remove env
* clean up code
* account for used tp
Co-authored-by: aeon0 <[email protected]>
Co-authored-by: WiZ <[email protected]>
* removed 1920_1080 support
* Update ui_manager.py
Fixed bug...
* Update pather.py
fixed scale factor
* Update i_char.py
* Update game.ini
removed tp locations
* Bump version to v0.4.3
* Bump version to v0.4.3
* added working restart module
* tested and looks stable after refactor
* fixed a few things after looking at PR
* switched things back to search after testing and removed 1s delay in save_and_exit search
* fixed tab select bug where the exit game prompt was up, and also fixed max game length bug on WP use
* Update a5.py
Changing back, as not needed.
* adding requested changes
* keyboard went missing from game_recovery
* missed case where restart fails then loops infinitely
* fixed typo. all tested now
* also removed flag resets since we're recreating hm and dm
Co-authored-by: Matt <[email protected]>
- Template assets renamed to use an uniform suffix. _save_dist, _noattack
- EyeCheckData class enhanced to contain a destination static path definition that is used instead of the template name
* Add location from the Run procedure and all Discord messages can leverage
* Removing old area calls
* remove logger
* Shenk Eld improvements
* Cleaning
* Cleaning
* nihlatak for testing
* comitting staged changes
* fixed some issues on template syntax
* merged nihlatak routine to all other files in the bot
merged nihlatak routine to all other files in the bot (next to pindle & shenk)
* make it run
* improved consistency for traverse LVL1_B & finding start at LVL2
improved consistency for traverse LVL1_B & finding start at LVL2
* further optimized pathing for LVL1 C & LVL2A
* nil update, pathing on lvl 2 fine tuning still needed
* optimized pathing lvl2
might needs some tweaks on 2_D, but otherwise fine.
* fine tune pathes lvl 2
* adapt to template matching nil arm C
* arm b
* fail save for branch a
* fail save for arm c
* arm d
* small clean up
Co-authored-by: aeon0 <[email protected]>