Changelog

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You need to run your d2r game like once every ~12 hours through the official battle.net launcher and login in d2r to the online server.
After that you can close the battle.net launcher and run the launch command via mosquito.
 

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Active member
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[Script Update]
- AutoTele
-> will now swap back to previous selected RightSkill if teleport was swapped in

- AutoPick
-> will now swap back to previous selected RightSkill if teleport was swapped in
 

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[Script Update]
- AutoPick
-> added option to set it to pickup gold by minAmount

- AutoPot
-> fixed a bug which should prevent hp/mp pot spam if we are alrdy recovering
 

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[Script Update]
- added ThemeManager script
-> does allow u to customize the infinity gui coloring/styling

- added an additional option to AutoPick if teleport is enabled
-> "Back to initial Pos"
-> once it finished with the pickup of nearby items it will attempt to teleport back to the initial pos where you were before it started to telepick items nearby
 

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[Engine Update]
- Radar script change related additions

[Script Update]
- Radar
-> added new Monsters config
-> set onScreen/minimap draws for specific monster types
-> adjust sizes and colors etc

I know! Pls be patient cause it does currently only support the big centered minimap.
Support for the corner maps might follow somewhen soon
 

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Active member
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[Engine Update]
- Radar Shrine-Revamp required additions

[Script Update]
- Radar
-> revamped the Shrines renderings
-> does now show shrines / also on minimap / with the type of shrine as text
-> style configurable via sliders etc
 

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Active member
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[Engine Update]
- script-change related additions

[Script Update]

AutoTele
- changed the LevelWarp texts
- does now try to interact with the targeted levelWarp presetUnit once the destination is reached

Radar
- revamped SuperUniques draws
- revamped LevelWarp texts
- added TalTomb draws
 

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Active member
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[Engine Update]
- fixed a bug in InventoryGrid::hasFreeSlot()
-> this caused AutoPick to receive wrong values and tries to pick up an item without the required free slots in inventory
 

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Active member
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[Engine Update]
- added immunity flags to Stats class and lua binds

[Script Update]
- Radar
-> added immunity flags draws for monsters
-> enabled **Show Text** in desired configs to show them onScreen/onMinimap
 

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Active member
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[Script Update]
-AutoPick
-> you can now customize the color for each Visual Rule
-> added Telekinesis support as pickup option for items which support telek pickup
(gold,pots,scrolls)
 

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Active member
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[Engine Update]
- FastTP related changes

[Script Update]
- added new script **FastTP**

- FastTP
-> configurable hotkey
-> does cast a tp from book or single scroll
-> uses nearby tps
-> uses telekinesis to interact with tp (if available)
-> uses teleport to tp to existing nearby tp (if available)
 

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Active member
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[Engine Update]
- script change related changes

[Script Update]
- AutoPick
-> Telekinesis pickup does now check for lineofsight to item

- Radar
-> wont show chests which are locked in Selectables filter

added new script
- AutoBuff
-> you can set up simple rules for equipped skills which cast buffs
-> you can enable/disable usage in town (keep in mind that not all skills can be used in town)
-> to make sure everything works properly do the following
--> before u start AutoBuff make sure you are in ur main wep slots ( so slot I and not II)
--> if you died or you swap gear pieces in lef/right slots you need to restart AutoBuff
--> if you swapped char you need to restart AutoBuff
-> does support slot swaps for stuff like CTA buffs
-> once correctly launched it does survive continuous game creations
 

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Active member
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[Engine Update]
- changed Unit::isMonster() detection a bit
-> should prevent town npcs and stuff like that from being detected as monster
-> if there are issues with a real monster not beeing detected as monster or some other thing which isnt rly a monster detected as monster pls report
(you have to keep in mind that nearly anything (monster/npc/merc) is of UnitType_Monster, i just apply some state/stat filters to grab the real ones)
- added an In-Game-Timer to gui's top bar
- onGameLeave it will post the time-in-game of previous run/game in log

[Script Update]
- Radar
-> you can now visu SuperChest spawns
 

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Active member
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[Script Update]
- Radar
-> you can now add single superunique spawns or selectables to a blacklist
-> green means its not blacklisted yet
-> red means its blacklisted
-> the content of the blacklist is the current loaded stuff from memory/within range

- AutoPick
-> added an additional textinput to change rule names without popout issues
-> set new name and press the "Set New Name" btn
 

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Active member
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[Engine Update]
- nopickup is now perm enabled once infinity.d2r is injected into d2r

[Script Update]
- added new Script **FastMod**

- FastMod
-> does allow you to mod ias/fcr/fhr/fbr above currently equipped breakpoints
-> to mod a value you need to wear atleast one item with given stat
-> value sliders on 0 means its disabled for given value
-> to set default values pls make sure all sliders are 0 -> leave game -> enter game -> Set Defaults
-> now you can adjust the sliders to desired values
-> fcr mod is only applied if you are not teleporting, we cant fasten teleport, any modded stat which has something to do with movement isnt detected by the server and causes rubberbands

whats this for?
well
with a 10 fcr ring equipped you can reach 200fcr breakpoint
with a 55fhr spirit shield equipped you can reach 600fhr breakpoint
etc
 

Repea

Active member
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[Engine Update]
- fixed an issue with double OnLevelChanged callback pulls
-> this will lead to a little less loading screen duration
-> this does fix the swap-back-bug in AutoBuff after waypoint ports/ level switches with loading screens
 
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