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  1. #1441
    silentfull1's Avatar Member
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    anyone knows how to automate detonate mines on reagent or something else?

    ExileApi 3.23 and beyond - Plugin framework
  2. #1442
    SpaceGuy119's Avatar Member
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    I noticed the Plugin discussion thread is closed. How do you find plugins. For example I know of WhereTheWispsAt just from seeing it referenced and I found it by googling. But is there a Plugin Repository or anything?...

  3. #1443
    silentfull1's Avatar Member
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    Originally Posted by SpaceGuy119 View Post
    I noticed the Plugin discussion thread is closed. How do you find plugins. For example I know of WhereTheWispsAt just from seeing it referenced and I found it by googling. But is there a Plugin Repository or anything?...
    PluginBrowser

  4. Thanks SpaceGuy119, Naf7 (2 members gave Thanks to silentfull1 for this useful post)
  5. #1444
    infam's Avatar Member
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    Missed your comment initially, but this totally works. I assumed "Buffs" only works for stuff that is actually displayed in the top-left buff bar. Thanks a lot!

  6. #1445
    Rukola_1's Avatar Active Member
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    Buffs displayed in POE and in this tool are different things. Take a look in the "inspect State" of reagent and discover all the "Buffs" under the ExileApi hood.
    Attached Thumbnails Attached Thumbnails ExileApi 3.23 and beyond - Plugin framework-screenshot-2025-06-25-174345-jpg  

  7. #1446
    EthEth's Avatar Contributor Authenticator enabled
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    Returning user here. I'm trying to understand and use LINQ plugins and was directed to two plugins:
    - ItemFilter GitHub - exApiTools/ItemFilter
    - ItemFilterLib Inspector (IFL Inspector) GitHub - DetectiveSquirrel/ItemFilterLibInspector

    In case of ItemFilter I get compilation error: ItemData.cs(284, 3] CS1061: Element „Mods” does not contain "MemmoryStrands".
    In case of IFL I get error when I try to open inspector: no inspector registered

    Anyone could help me with this?

  8. #1447
    WrathfulCactus's Avatar Member
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    Hey friends, does anyone know what to look for in preload alerts dump file for a mercenary alert? It seems to load all mercenaries at same time or i may be just inexperienced.
    I thought maybe i can look for the specific model wagon they have with them but it seems i am lacking.

  9. #1448
    Eroder1's Avatar Member
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    would be interested in this as well. pre load for mercs would be super helpful right now. I can't seem to find the right merc ""object" to alert on. tried all of the /mercenaries/ metadata so far. I wonder if they load them all so that we can't "fish" for mercs.

    Metadata/Monsters/Mercenaries/MercenaryMarauder2
    Metadata/Monsters/Mercenaries/MercenaryRanger/DexMercenary.act
    Metadata/Monsters/Mercenaries/MercenaryScion1
    Metadata/Monsters/Mercenaries/MercenaryShadow1
    Metadata/Monsters/Mercenaries/MercenaryShadow/DexIntMercenary.ao
    Metadata/Monsters/Mercenaries/MercenaryMarauder/StrMercenary.act
    Metadata/Monsters/Mercenaries/MercenaryDuelist/StrDexMercenary.ao
    Metadata/Monsters/Mercenaries/MercenaryScion/StrDexIntMercenary.act
    Metadata/Monsters/Mercenaries/MercenaryShadow/DexIntMercenary.act
    Metadata/Monsters/Mercenaries/MercenaryScion1Allied
    Metadata/Monsters/Mercenaries/MercenaryWitch1
    Metadata/Monsters/Mercenaries/MercenaryShadow2
    Metadata/Monsters/Mercenaries/MercenaryMarauder/StrMercenary.ao
    Metadata/Monsters/Mercenaries/MercenaryPortal.ao
    Metadata/Monsters/Mercenaries/MercenaryWitch2_
    Metadata/Monsters/Mercenaries/MercenaryWitch/IntMercenary.ao
    Metadata/Monsters/Mercenaries/MercenaryTemplar1
    Metadata/Monsters/Mercenaries/MercenaryDuelist2
    Metadata/Monsters/Mercenaries/MercenaryTemplar/StrIntMercenary.ao
    Metadata/Monsters/Mercenaries/MercenaryRanger/DexMercenary.ao
    Metadata/Monsters/Mercenaries/MercenaryTemplar2
    Metadata/Monsters/Mercenaries/MercenaryRanger2
    Metadata/Monsters/Mercenaries/MercenaryDuelist1
    Metadata/Monsters/Mercenaries/MercenaryWitch/IntMercenary.act
    Metadata/Monsters/Mercenaries/MercenaryScion/StrDexIntMercenary.ao
    Metadata/Monsters/Mercenaries/MercenaryMarauder1
    Metadata/Monsters/Mercenaries/MercenaryRanger1
    Metadata/Monsters/Mercenaries/MercenaryDuelist/StrDexMercenary.act
    Metadata/Monsters/Mercenaries/MercenaryTemplar/StrIntMercenary.act
    Last edited by Eroder1; 06-25-2025 at 07:59 PM.

  10. #1449
    marekjemiolak's Avatar Active Member
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    Originally Posted by stacked View Post
    Anyone have a ReAgent for the Order: To Me! skill for mercs?
    Im using something like that - basically if im not affected by grace aura from my mercenary it uses to me skill, u can remove ismoving cause im playing cyclone so yeah
    SinceLastActivation(4.0) && IsMoving && Skills["CallMercenary"].CanBeUsed && !Buffs.Has("player_aura_evasion")

    i dont think we can use order:to me skill when mercenary is low hp, is there a way to check merc hp ?
    Last edited by marekjemiolak; 06-26-2025 at 12:10 AM.

  11. #1450
    Fragma1's Avatar Active Member
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    Originally Posted by marekjemiolak View Post
    Im using something like that - basically if im not affected by grace aura from my mercenary it uses to me skill, u can remove ismoving cause im playing cyclone so yeah
    SinceLastActivation(4.0) && IsMoving && Skills["CallMercenary"].CanBeUsed && !Buffs.Has("player_aura_evasion")

    i dont think we can use order:to me skill when mercenary is low hp, is there a way to check merc hp ?
    This is the call merc skill:

    Skills["CallMercenary"].canbeused

  12. #1451
    xerance's Avatar Active Member CoreCoins Purchaser
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    Trying to get my reagent to work properly but hitting an end:

    Code:
    (Vitals.hp.percent <= 90 || Vitals.es.percent <= 90) &&
    Flasks[2].CanBeUsed &&
    !Flasks[2].active
    Want it to trigger if i'm either under 90% life or es IF hp flask is not already activated or cant be used.

    hotkey and flask slot set to 3.

    The flask is activated twice every time and ignores !Flasks[2].active. Does this not work for health flasks?

  13. #1452
    voduyvuong001's Avatar Member
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    Originally Posted by xerance View Post
    Trying to get my reagent to work properly but hitting an end:

    Code:
    (Vitals.hp.percent <= 90 || Vitals.es.percent <= 90) &&
    Flasks[2].CanBeUsed &&
    !Flasks[2].active
    Want it to trigger if i'm either under 90% life or es IF hp flask is not already activated or cant be used.

    hotkey and flask slot set to 3.

    The flask is activated twice every time and ignores !Flasks[2].active. Does this not work for health flasks?
    you dont count situation where Flask 3 trigger first, flask 2 trigger second because there is no restriction on flask 2,
    first you need to put restriction on flask 2 , where flask 3 not active,
    Second your flask 3 dont have restriction when it active so you have to add that in as well

  14. #1453
    xerance's Avatar Active Member CoreCoins Purchaser
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    Originally Posted by voduyvuong001 View Post
    you dont count situation where Flask 3 trigger first, flask 2 trigger second because there is no restriction on flask 2,
    first you need to put restriction on flask 2 , where flask 3 not active,
    Second your flask 3 dont have restriction when it active so you have to add that in as well
    can you explain?

    was under the assumption flask went from 0 1 2 3 4 for flask 1 2 3 4 5.

    shouldn't Flasks[2].CanBeUsed be "flask slot 3 can be used" and !Flasks[2].active be "when flask 3 isn't active"?

    how I read it:

    condition:

    hp and es <=90
    &&
    flask 3 can be used
    and
    flask 3 isn't active

    is this not correct?

  15. #1454
    bujh14's Avatar Member
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    맵핵.png

    The map is not displayed. What should I check to display places I haven't been to?

  16. #1455
    scar87's Avatar Member
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    hi, any way to reveal map?
    and how i can use autoflask?
    Last edited by scar87; 06-26-2025 at 07:48 AM.

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