temp 10

d2bot#
added new (and hacky) win8 handler code

kolbot
D2BotChannel.dbj - added muted key skipping, disabled chat messages if channel joining failed
D2BotFollow.dbj - fixed multiple leader following
D2BotLead.dbj - added experimental last area crash info
D2BotMule.dbj - get next mule if current one has a torch

default.dbj - rearranged code to reduce game not ready warnings, removed delay at the end
Gambling.js/AutoMule.js/MuleLogger.js/TorchSystem.js - removed delay after quit(), changed info messages a bit
OOG.js - added D2Bot functions to store/retrieve/delete data to and from D2Bot# manager
TorchSystem.js - added the option to skip key logging, rewrote ingamecheck - the key hunters will drop exact keys needed by the uber killer, they will also drop any rejuvenation potions that the killer might need.
AncientTunnels.js - added Dark Elder and Lost City special chest
AutoBaal.js - added dangerous/lethal hot tp messages to triggers
Countess.js - code cleanup
Eyeback.js - fixed fails to find Eyeback
FastDiablo.js - use packets to interact with seals
MFHelper.js - helpers now wait until leader's area can be read, added council member clearing
Mephisto.js - added MFLeader council handling
OrgTorch.js - removed delay after quit, trigger torch making with just one full set, position right under Izual and Lilith, added juvCheck and keyCheck - will tell key hunters exactly what they need, disabled merc during ubers to stop wasting gold
Travincal.js - added MFLeader handler, improved safe spot making for PortalLeech option
TravincalLeech.js - rewrote the script. leech will auto revive if dead.
Attack.js - fixed getMob, don't dodge Diablo
Loader.js - added current script broadcast (currently picked up by toolsthread and party thread)
Misc.js - openChestsInArea can take and array of specific chest ids a second argument, added "chest3" to openChest (to open special chest in Lost City), added more info to error reporter
Pather.js - fixed ghost killing for countess, removed town check and node action for last node, added town node adjustment, made walking smoother (no more breaks between nodes), added maggot lair node adjustment, removed some obsolete code, added progressibe delay for useWaypoint and usePortal,
getNearestWalkable and checkSpot can now take custom collision argument
Pickit.js - rearranged item pickup code - all items that can fit are picked first. those than can't fit are handled separately, fast pickit will ignore potions, keys and other low priority items.
Precast.js - added experimental getBetterSlot function. It's currently used for Holy Shield
Prototypes.js - added item.dexreq and item.strreq prototypes
Runewords.js - can use item name in configs
Town.js - added Jamella gambe fix (this fixes packet shopping + gambling at Jamella), don't trigger potion buying for bad config (min pots > belt size), keyCheck counts all keys, avoid Alkor and Hratli, added cube repair, rearranged item repair code, openStash will disable telekinesis after a few failed attempts, town move uses gePath now to get an optimal telekinesis spot, return potions to belt in case of death or after repairing belt with cube
AntiHostile.js - quit using toolsthread
HeartBeat.js - restart if default is loaded out of game (affects 1.5 core currently)
Party.js - added public chatter (check character configs)
RushThread.js - always open wp menu
ToolsThread.js - store current script name in d2bot#, quit will always kill default thread first

LLD.nip - changed some lines a bit
kolton.nip - added some upped items, added 0os 15ed auric shields

tweaked melee attacks for paladin, assassin and barbarian a bit - they won't cast attack skills on dead monsters

**updated character configs**

added Coldworm.js