Simply making openMenu and hoverData exposed like everything else in game_reader.go
to be used with koolo on demand outside of GetData()
This will improve openMenu and hover refresh by avoiding updating everything from GetData when we only need light information.
Benefit:
Increase responsiveness of bot, reduce cpu usage by much
i already have the work done on koolo side waiting on this to be merged.
- Add IsBlocking function that checks if confirmation popup or blocking panel (loading screen as in when trying to re-connect to bnet) are on the screen
* Panel Manager Improvements
- Now maps instead of slices for easy traverse
- Function for easy and safe traverse of paths
- Removed constant updates of Panel Manager to reduce usage. It will now be called on demand.
- Updated some functions to use the new Panel Manager.
* Remove unused struct members
* Added IsDismissalModalPresent (error popup)
* Correct function return for char select screen and dismissal modal
* Add error checking to IsDismissableModalPresent
* Added BodyLocs to type struct
To hold array of BodyLoc1 and BodyLoc2 from itemtypes.txt
* Updated itemtype template to import BodyLoc1 and BodyLoc2 as an array
* New generated itemtypes.go with BodyLocs array
* Use LocationType instead of string for BodyLocs
* Added missing ItemTypes declaration
---------
Co-authored-by: CarlPoppa <hilikus99@protonmail.com>
* Fix broken negative stats, update some stat description
* ###
* #2
* curses is necro, frw on armor is velocity percent ( unused)
* Update rules to accept negative value
fix a bug with unique grand charm tz
[name] == grandcharm && [quality] == unique # ([fireresist] + [coldresist] + [lightresist]) >= -75
Single stat rules like [coldresist] >= -75 require the stat to exist
expressions like ([fireresist] + [coldresist] + [lightresist]) >= -75 treat missing stats as 0
Unidentified items with any stat requirements need identification first
* LevelReq + identifiedName added for all Crafted items
* Fix issue with rule.go
* Update stat throw damage and basename: GrandCharm -- Grand Charm
* Adjusting rule for ItemLevelReq = 0
* update rule again
* Linking Item.LevelReq to stat(92) stat.LevelRequire . Update nip parser
* LevelReq for upgraded items
LevelReq is now accurate for upgraded and double upgraded set/unique items
Fixed an issue with levelreq not working with socketed jewels on items.