PLH / 02 / SVLove
ArenaBreakout.
Extraction intelligence from first sight to final sale: deep entity rendering, live economy data, humanized targeting, and repeatable raid workflows.
SVLOVE / Unified native runtimeComplete feature map
See the raid as one connected system.
SVLove connects targeting, visual assist, loot metadata, the in-game economy, mission state, navigation, and runtime safety through one native product boundary.
Feature directory / SVLove
From entity scan to market decision.
The categories below come from the active unified native build and its embedded Lua runtime. Conditional data is clearly labeled instead of overstated.
Humanized target control
A complete acquisition and ballistics chain with separate input, selection, visibility, and motion policy.
- Primary and headshot holds
Separate configurable aim inputs support normal selection and deliberate head-focused engagement.
2 aim bindings - Triggerbot and auto-shoot
Independent automatic fire paths with hotkey control and an adjustable pre-fire delay.
180 ms default delay - Silent projectile route
Redirects a fresh local projectile without rotating the camera when the verified path is enabled.
freshness gated - ADS-only policy
Can require aim-down-sights state before trigger output is permitted.
input safety - Downed, bot, and team filters
Excludes DBNO, AI-family, or teammate candidates independently.
3 target filters - Visibility classification
Uses camera-to-body trace results rather than assuming every projected actor is clear.
trace based - Bullet lead and drop
Accounts for target velocity and vertical projectile drop.
ballistic prediction - Local-motion compensation
Corrects for the player’s own movement; optional breath compensation addresses scope sway.
source correction - Camera or barrel source
Selects the aim origin that best matches the active weapon and view context.
2 source modes - Closest visible bone
Chooses among usable bones with projection stickiness and short transition blending.
spatial bone selection - Retention and reacquisition
Separate release and reacquire scales prevent sticky off-screen target carryover.
bounded lock state - Priority policy
Orders targets by FOV, distance, health, and player/AI/scav priority weights.
weighted scoring - Humanization
Controls path shaping and response cadence instead of a single generic smoothing value.
0–100 profile - FOV and maximum range
Bounds both angular acquisition and world-space candidate distance.
up to 25° / 100 m default - RCS, no spread, no sway
Three independent weapon-stability controls keep camera and gun behavior separable.
separate outputs
Scene-aware entity display
Player and AI layers remain configurable down to identity, posture, equipment value, opacity, and information density.
- Player boxes and fill
Independent outline and subtle fill rendering with user-controlled transparency.
shape layer - Health and bone lines
Shows health state and a configurable skeletal readout for posture.
state + structure - Name and class
Optional character name and underlying class identity labels.
identity layer - Weapon and kit value
Surfaces equipped weapon plus estimated kit value with a minimum-value threshold.
economy context - Range and team ID
Optional distance and squad identity fields reduce label noise when disabled.
2 metadata fields - Visibility-aware styling
Dims hidden targets based on the same traced visibility state used by targeting.
VIS / HID - Off-screen indicators
Keeps awareness of actors beyond the viewport without drawing full boxes.
edge guidance - Aim direction and snaplines
Displays enemy facing and optional bottom-origin direction lines.
threat orientation - Downed and corpse layers
Handles DBNO players and dead-player loot locations separately.
lifecycle aware - Pose indicators
Optional crouched, zooming, and leaning state labels.
3 posture signals - Dedicated AI controls
AI enable, box, weapon, distance, and maximum-range controls are separate from players.
independent AI profile - Battle mode
Can suppress loot rendering while targeting is active to preserve combat clarity.
contextual cleanup - Color system
Distinct PMC, AI, scav, dead, DBNO, and health-range palettes.
state palette - Typography and opacity
Controls text scale, text opacity, health opacity, fill, card, glow, and shadow strength.
7 display controls
A 14,690-item view
File-backed catalog data, live price maps, container state, and custom filters turn scattered loot into ranked information.
- Full known item catalog
Indexes 14,690 known item and configuration rows for selection and labeling.
14,690 rows - Dynamic price coverage
Combines 2,550 dynamic-priced rows with 2,556 price-map rows.
live economy inputs - Shelf and sell-rate data
Includes 1,815 shelf records and 2,776 sell-rate records for broader value context.
market metadata - Container contents
Can show replicated contents, unresolved containers, and live search state independently.
3 container controls - Catalog preloading
Primes item metadata early so first-use labels do not depend on a broad live rebuild.
cached lookup - High-value and interesting modes
Offers broad value filtering or a reduced high-signal view.
2 focus modes - Always-show hot items
Keys, intel, and flash-tagged items can remain visible regardless of normal thresholds.
priority keywords - Minimum value and range
Limits world labels by price floor and distance envelope.
value + distance filters - All, whitelist, blacklist
Three filter modes use the exact item IDs selected in the product interface.
3 catalog modes - Market or vendor source
Selects the better current payout or exposes a chosen price source.
best-price mode - Price per slot
Optional density view complements whole-item value for constrained inventory.
inventory efficiency - Scaled value presentation
Controls loot text, value boost, card, glow, shadow, and low/mid/high price colors.
readability system
Repeatable farm workflow
A stateful farm loop coordinates loadout, queueing, navigation, combat, extraction, retry, and terminal safety.
- Farm map workflow
Targets the configured normal Farm map with explicit unlock and map identifiers.
map-aware state - Budgeted loadout
Selects a preset or cheapest recommended gun kit under a configurable maximum cost.
cost gate - Loadout retry limit
Bounds failed preparation attempts rather than looping indefinitely.
2 retries default - Queue and post-battle pacing
Configures queue request cadence and a separate cooldown after each match.
3 s / 12 s defaults - Raid timing guards
Uses spawn grace, minimum raid, no-target extraction, and maximum raid timers.
4 timing gates - Combat distance policy
Defines stop distance, firing distance, and fire interval as separate controls.
movement + output bounds - Held-input movement
Uses smooth input-driven movement with optional automatic sprint.
native movement mode - Trace-grid A*
Builds client-side paths with grid size, climb, drop, capsule, margin, and expansion limits.
bounded navigation - Waypoint and progress checks
Monitors local movement progress, waypoint radius, retries, and stuck time.
recovery-aware pathing - Final approach logic
Uses tighter probe, tolerance, progress, and timeout rules near extraction.
terminal path phase - Teleport fallback off
Combat and extraction teleport fallbacks remain disabled in the maintained profile.
safer default - Stop-after-extraction
Holds the workflow after extraction until the next loaded-kit gate is verified.
session safety
Market and barter intelligence
Dedicated modules evaluate current value, barter conversion, and repeatable profit decisions instead of treating loot as a static list.
- Market arbitrage
Compares live market opportunities using current catalog and pricing context.
dedicated module - Barter arbitrage
Evaluates conversion inputs and outputs for profitable exchange routes.
recipe-aware - Profit automation
Coordinates supported profit actions through an observable state machine.
repeatable workflow - Vendor-versus-market choice
Chooses the stronger current payout when best-price mode is enabled.
dual source - Per-slot economics
Normalizes value by occupied inventory area for constrained raid decisions.
density metric - Price tiers
Low, midpoint, and maximum thresholds drive consistent label color transitions.
3-point scale - Selected-item priority
Catalog-selected IDs are marked interesting and promoted through normal display filtering.
persistent selection - Diagnostics surface
Barter, market, and profit workers expose state rather than operating as opaque background loops.
live diagnostics
Progress without guesswork
Mission helpers and account telemetry cover onboarding, acceptance, raid history, and lifetime state.
- Accept-all missions
A dedicated automation module processes eligible mission acceptance in one workflow.
mission module - Tutorial completion flow
Uses the game’s normal request and waits for the server response before marking progress complete.
callback confirmed - Tutorial exit
After accepted completion, calls the normal flow controller to leave the active tutorial map.
normal exit path - Account telemetry
Collects nickname, progression, raids, survival, season, and lifetime summaries.
timestamped snapshot - Stable per-account history
Separates the newest snapshot from a persistent historical record for each account.
account scoped - Refresh state
Reports pending, complete, and failure states so saved data is never presented as silently current.
freshness visible
Fail closed, cleanly
The unified runtime validates each required stage, watches ownership continuously, and rolls back instead of leaving a partial session.
- One native executable
The shipped product contains one unified DLL and requires no scripting runtime.
single distribution - Ordered runtime contract
ACE-DAT, DFS, Lua, and IDS preflight and commit in a defined order.
4 verified stages - Exact IDS build contract
Validates PE identity, image shape, expected slots, and code signatures before ownership changes.
drift rejection - Continuous ownership watch
Lost slot or vtable ownership triggers rollback and closes the game.
continuous guard - Capture exclusion
Applies reversible Windows capture affinity to visible top-level game windows.
rollback supported - Actionable console
Colored stages, decoded failures, live counters, and acknowledgement-held errors remain visible.
no vanished errors - Local evidence isolation
Per-process logs and runtime files remain inside isolated local and temporary directories.
session scoped - Packaged self-test
The customer executable verifies its embedded product boundary before use.
native self-test
Engineering signal
Four stages. One ready state.
“Ready” appears only after the native chain, Lua engine, menu, tick ownership, watchdog, and IDS object-local guard all attest.
Private access
Deep enough for the whole raid.
Access remains capped at ten users. No public checkout, no instant fulfillment, and no visible pricing.