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Member
Originally Posted by
xerance
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"
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Active Member
Originally Posted by
xerance
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.
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xerance (1 members gave Thanks to Fragma1 for this useful post)
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Originally Posted by
EthEth
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
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Member
NinjaPricer not showing prices of ground items?
Is it working for anyone?
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Member
Originally Posted by
EthEth
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?
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Active Member
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.
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Active Member
Originally Posted by
poeganon
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
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Active Member
Originally Posted by
Fragma1
?? Why are you using side effect instead of key?
ChRxm30.png
Tried both key and side effect, same issue.
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Originally Posted by
damnket0
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);
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Member
Originally Posted by
uldirpog
bumping this, any ideas?
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Try adding ItemFilter plugin, if it fails to compile - comment line mentioned above. Then try again.
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Active Member
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
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Member
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
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Member
Anyone have any idea why Pickit and PickitV2 would not save settings?
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Originally Posted by
Godfulgrim
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...