* Add files via upload
Sazabis sword found to add since its decent for barb fury mercs.
* Update pickit.ini
Adds sazabi sword to pickit so users can turn it on if they want it.
* Update pickit.ini
* Add files via upload
sazabi helmet for addition to complete sazabi set
* Add files via upload
there, the pngs. I don't know why I missed them the first time....sorry bout that
* Add files via upload
* Delete set_sazabi_sword.png
* Delete set_sazabi_helmet.JPG
* Delete set_sazabi_helmet.png
* Delete set_sazabi_sword.JPG
* Add files via upload
Fixed images
* Better pathing for walkers in trav
* Add files via upload
* trim a few templates
* re-add column asset, utilize another v2 asset
* fix tab/space issue
Co-authored-by: mgleed <[email protected]>
* Added the ability to transmute all gem types and select in params.ini
* Added the assets
* Updated STD to standard for transmute and updated ini for list style
* Changed the assets to standard
* changed list in INI to run only flawless by default
* Optimized the transmute: will only need to go through search once
* update tab selection
* Update params.ini
Co-authored-by: mgleed <[email protected]>
* Enhancement: Faster save and exit using keyboard
* Enhancement: faster chicken
1) Remove delay among key/mouse release (human can do it simutaneously
2) Save screenshot after save_and_exit
* feat/restricted-mouse-clicks
* fix typos, use GoldBtnInventory ScreenObject, use personal.specific_inventory_roi()
* make smaller gold button, trim ROI, and use grayscale to search
* remove unused roi
* fix circular import by reverting to Config inventory area and adding open_inventory_area variable, adjust code throughout
* simplify
* revert to template finding due to circular import with ui_manager
* grayscale template match
Co-authored-by: mgleed <[email protected]>
* Enhancement: Use keyboard to select difficulty
* press instead of send
if somehow the select difficult menu is not available when the while True: loop is running, will still work.
* simplify, delete now unused assets
* cleanup more
Co-authored-by: jagarop <[email protected]>
Co-authored-by: mgleed <[email protected]>
* 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]>
* Add ability to launch botty from either main menu or town
* Fix game recovery routine is stuck forever on character selection screen
* Move _char_template to class variable to be able to share among instances
* fix character recovery and character select, support offline/online. WIP
Co-authored-by: Vladimir Makayev <[email protected]>
Co-authored-by: mgleed <[email protected]>
This branch will detect if stash is full of gold. Afterwards the gambling functionality (currently only in act 4 implemented) will be called. The bot will gamble for specific items (determined in params.ini) until no gold is left. He will check for properties specified in pickit.ini and sell not matching items.
Supported items are: ring, amulet, circlet, coronet, talon
Leverages recent advanced pickit PR.
* logic for ident, first attr. advanced pickit
* logic advanced vs normal pickit
* logic_empty_ID_Tome
* small adj. to fit PR
* converted yaml to ini. changed some val.
* changed param to auto_ident
* pickit integration
* added set in routine
* reset bot init value
* bugfix
* removed old id logic
* added_nested_filter
* changed pickit
* bugfix replace
* added some more props
* Cleanup
* cleanup
* cleanup
* started unittests
* unittest
* small pickit adjustments
* Added missing fct. after merge
* bugfix due to static method in config.py
* added comments in pickit.ini
* Update pickit.ini
* Update params.ini
* Update ui_manager.py
* Update pickit.ini
Co-authored-by: aeon0
Co-authored-by: mgleed