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  1. #1456
    voduyvuong001's Avatar Member
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    Originally Posted by xerance View Post
    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?
    All happend in same tick, the reagent calculate your character state, then send action accordingly , for example in that state all flask is not active, even though script go from top to bottom , in that tick the command havent send to active flask 2 yet, it will off as same time if you dont have rule to repsect all flask condition . That why it seemingly go off at "same time"

    ExileApi 3.23 and beyond - Plugin framework
  2. #1457
    Fragma1's Avatar Active 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 forgot to add SinceLastActivation(0.5) so it doesnt chugg flasks, simple as that.

    This is what i use for life flask:

    SinceLastActivation(0.5) && Vitals.HP.Percent <= 60 && Flasks[0].canbeused
    Last edited by Fragma1; 06-26-2025 at 10:08 AM.

  3. Thanks xerance (1 members gave Thanks to Fragma1 for this useful post)
  4. #1458
    EthEth's Avatar Contributor Authenticator enabled
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    Originally Posted by EthEth View Post
    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?
    As for the first problem - commenting out, for now, // MemoryStrands = modsComp.MemoryStrands; solves the problem. Maybe ExileApi does not have this yet in public version?
    As for the second one - DevTree needs to be activated.

    Example, simple and poor IFL for LINQ plugins looks like this:
    Code:
    ClassName == "Ring"
    && ItemLevel >= 83
    && ModStats("IncreasedLife")[GameStat.BaseMaximumLife] >= 70
    && (
    	ModStats("FireResist")[GameStat.BaseFireDamageResistancePct] >= 40
    	|| ModStats("LightningResist")[GameStat.BaseLightningDamageResistancePct] >= 40
    	|| ModStats("ColdResist")[GameStat.BaseColdDamageResistancePct] >= 40
    	|| ModStats("ChaosResist")[GameStat.BaseChaosDamageResistancePct] >= 40
    )
    ModStats are from ModNames you can find via Inspector and GameStats are from ItemStats found via Inspector. (It would be easier with ExileAPI code, but well - thx for mind training).

    Next question: why should I check items on the ground with that filter if they are unidentified
    Last edited by EthEth; 06-26-2025 at 12:44 PM. Reason: Adding quote for context

  5. #1459
    AreZone's Avatar Member
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    NinjaPricer not showing prices of ground items?
    Is it working for anyone?

  6. #1460
    damnket0's Avatar Member
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    Originally Posted by EthEth View Post
    As for the first problem - commenting out, for now, // MemoryStrands = modsComp.MemoryStrands; solves the problem. Maybe ExileApi does not have this yet in public version?
    As for the second one - DevTree needs to be activated.

    Example, simple and poor IFL for LINQ plugins looks like this:
    Code:
    ClassName == "Ring"
    && ItemLevel >= 83
    && ModStats("IncreasedLife")[GameStat.BaseMaximumLife] >= 70
    && (
    	ModStats("FireResist")[GameStat.BaseFireDamageResistancePct] >= 40
    	|| ModStats("LightningResist")[GameStat.BaseLightningDamageResistancePct] >= 40
    	|| ModStats("ColdResist")[GameStat.BaseColdDamageResistancePct] >= 40
    	|| ModStats("ChaosResist")[GameStat.BaseChaosDamageResistancePct] >= 40
    )
    ModStats are from ModNames you can find via Inspector and GameStats are from ItemStats found via Inspector. (It would be easier with ExileAPI code, but well - thx for mind training).

    Next question: why should I check items on the ground with that filter if they are unidentified
    hey, i added // MemoryStrands = modsComp.MemoryStrands; but the plugin doesn't show now, any idea?

  7. #1461
    poeganon's Avatar Active Member
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    I don't know if I'm just stupid but I can't get ReAgent to actually fire the keys I want

    I have this:
    Code:
    SinceLastActivation(0.5) && Skills["MoltenShell"].CanBeUsed && Monsters(50).Count() > 3 ? PressKeySideEffect("Q") : null
    The window shows "Rule requests [Press key Q]" when the evaluation passes, but nothing happens.
    What am I doing wrong?
    Last edited by poeganon; 06-26-2025 at 09:42 PM.

  8. #1462
    Fragma1's Avatar Active Member
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    Originally Posted by poeganon View Post
    I don't know if I'm just stupid but I can't get ReAgent to actually fire the keys I want

    I have this:
    Code:
    SinceLastActivation(0.5) && Skills["MoltenShell"].CanBeUsed && Monsters(50).Count() > 3 ? PressKeySideEffect("Q") : null
    The window shows "Rule requests [Press key Q]" when the evaluation passes, but nothing happens.
    What am I doing wrong?
    ?? Why are you using side effect instead of key?

    ChRxm30.png

  9. #1463
    poeganon's Avatar Active Member
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    Originally Posted by Fragma1 View Post
    ?? Why are you using side effect instead of key?

    ChRxm30.png
    Tried both key and side effect, same issue.

  10. #1464
    EthEth's Avatar Contributor Authenticator enabled
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    Originally Posted by damnket0 View Post
    hey, i added // MemoryStrands = modsComp.MemoryStrands; but the plugin doesn't show now, any idea?
    Working on it. Yesterday I focused on Inspector and IFL files. I would try with changing default ToogleNode Enabled state from false to true:
    Code:
    public ToggleNode Enable { get; set; } = new(false);

  11. #1465
    uldirpog's Avatar Member
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    Originally Posted by uldirpog View Post
    anyone know the fix for this error, also encountering this & there's hardly any docs on GitHub - DetectiveSquirrel/WheresMyCraftAt
    bumping this, any ideas?

  12. #1466
    EthEth's Avatar Contributor Authenticator enabled
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    Try adding ItemFilter plugin, if it fails to compile - comment line mentioned above. Then try again.

  13. #1467
    poeganon's Avatar Active Member
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    Woke up today and ReAgent just works™ nows.

    On another note, I've reworked my booster opener plugin, its more stable and interrupting the execution by pressing the defined hotkey again is working, the only know issue is that you might need to reopen your inventory for it to know that there are Divination Decks there:
    GitHub - poeganon/BoosterOpener

  14. Thanks Fragma1, camapxam, EthEth (3 members gave Thanks to poeganon for this useful post)
  15. #1468
    Godfulgrim's Avatar Member
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    was hoping we could get an update to the framework to support kirac mission ui or if anyone knows if one of the plugins already parsed it

  16. #1469
    stacked's Avatar Member
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    Anyone have any idea why Pickit and PickitV2 would not save settings?

  17. #1470
    EthEth's Avatar Contributor Authenticator enabled
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    Originally Posted by Godfulgrim View Post
    was hoping we could get an update to the framework to support kirac mission ui or if anyone knows if one of the plugins already parsed it
    AtlasHelper works with Kirac missions, but this is probably not what are you looking for. My intuition says: you are looking for auto-highlight for valuable missions like old memories, etc...

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