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  1. #931
    2klulu's Avatar Member
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    he not work VillageHelper, error with string \VillageHelper-master\VillageHelper.cs(369, 11] CS0246

    ExileApi 3.23 and beyond - Plugin framework
  2. #932
    Naf7's Avatar Member
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    Is it possible to remove this banner? And keep fast mod tears. Without turning off the plugin.


  3. #933
    thedudesrug's Avatar Member
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    I did it by going to the config/global and opening advancedtooltip_ settings
    Changed to this
    {
    "ItemLevel": {
    "Enable": true,
    "TextSize": {
    "Value": 16
    },
    "TextColor": "ffff00ff",
    "BackgroundColor": "000000e6"
    },
    "ItemMods": {
    "Enable": false,
    "EnableFastMods": true,
    "EnableFastModsTags": true,
    "ShowModNames": false,
    "StartStatsOnSameLine": false,
    "BackgroundColor": "000000dc",
    "PrefixColor": "8888ffff",
    "SuffixColor": "00ced1ff",
    "T1Color": "ff00ffff",
    "T2Color": "ffff00ff",
    "T3Color": "00ff00ff"
    },
    "WeaponDps": {
    "Enable": true,
    "TextColor": "fec076ff",
    "DpsTextSize": {
    "Value": 16
    },
    "DpsNameTextSize": {
    "Value": 13
    },
    "BackgroundColor": "ffff00ff",
    "DmgFireColor": "960000ff",
    "DmgColdColor": "366492ff",
    "DmgLightningColor": "ffd700ff",
    "DmgChaosColor": "d01f90ff",
    "PhysicalDamageColor": "ffffffff",
    "ElementalDamageColor": "00ff0eff"
    },
    "Enable": true
    }

    Then saved and set file to read only. If not it constantly changes it self back. This will also get weapon dps showing up again in top right corner.

  4. Thanks Naf7 (1 members gave Thanks to thedudesrug for this useful post)
  5. #934
    Raumli's Avatar Member
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    Originally Posted by Sophistical View Post
    Metadata/Monsters/Mystic
    Metadata/NPC/Mystic/Seer
    Metadata/Monsters/Daemon/NamelessDaemon
    Metadata/Monsters/Daemon
    Metadata/Monsters/Mystic/NamelessMystic

    Found these, not sure if they are helpful.
    Had a Nameless Seer - None of these worked, however the Eramir one did. Going to keep them all in my preloads and see what I can find about them... I wonder if on the backend they've got several different Seers that can spawn.

    Edit:
    Like the user above, Eramir showed in another prealert, but no seer.
    Last edited by Raumli; 08-16-2024 at 02:05 PM.

  6. #935
    ChpokxGOD's Avatar Member
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    Hello friends, what are some useful plugins for Heist?

  7. #936
    LiquidDeath's Avatar Member
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    Originally Posted by 2klulu View Post
    he not work VillageHelper, error with string \VillageHelper-master\VillageHelper.cs(369, 11] CS0246
    It is broken because they have an updated `ExileCore` API with completed village data. If you look at the source it is blank right now. The only way this would be usable on their end is if they have a new version that we don't. I would expect this to be the case during development.

  8. #937
    Xyhpe's Avatar Member
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    Are we gonna get update soon ?

  9. #938
    gustn1777's Avatar Member
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    may i have qeustion, what this skill buff code Unbound Avatar

  10. #939
    arkapara's Avatar Member
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    Does anyone have a working blight helper? so for example i see what oils i will get from the talisman?

  11. #940
    camapxam's Avatar Active Member
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    Originally Posted by arkapara View Post
    Does anyone have a working blight helper? so for example i see what oils i will get from the talisman?
    Oil extractor is not in the game anymore... what do you mean what oil you can get?

  12. #941
    arkapara's Avatar Member
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    ah lmao! im living behind the moon
    i though there was still a oil extractor

  13. #942
    NeGaT1VeChanell's Avatar Member
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    dfgfhjkhjk.png Tell me please how to solve this problem?

  14. #943
    diesall's Avatar Contributor
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    Not sure if this is the right place to to do this but in the ExileCore.PoEMemory.Components ObjectMagicProperties the getter for the Mods property is accumulating the mods instead of clearing them first on rebuilding them after a modhash change, in my code I reimplemented it and it works as intended now, all i added was _ModNamesList.Clear();

    Code:
    public List<string> Mods {
        get {
            if (base.Address == 0L) {
                return null;
            }
    
            if (_ModsHash == ModsHash) {
                return _ModNamesList;
            }
    
            long first = ObjectMagicPropertiesOffsets.Mods.First;
            long last = ObjectMagicPropertiesOffsets.Mods.Last;
            long num = ObjectMagicPropertiesOffsets.Mods.First + 14336;
            if (first == 0L || last == 0L || last < first) {
                return new List<string>();
            }
    
            last = Math.Min(last, num);
            _ModNamesList.Clear(); // added as the implementation was missing this causing mods to just accumalate when the modhash changes
            for (long num2 = first + 24; num2 < last; num2 += 56) {
                long read = base.M.Read<long>(num2 + 16, new int[1]);
                string item = RemoteMemoryObject.Cache.StringCache.Read($"{"ObjectMagicProperties"}{read}", () => base.M.ReadStringU(read));
                _ModNamesList.Add(item);
            }
    
            if (first == num) {
                DebugWindow.LogMsg("ObjectMagicProperties read mods error address", 2f, Color.OrangeRed);
            }
    
            _ModsHash = ModsHash;
            return _ModNamesList;
        }
    }

  15. #944
    cheatingeagle's Avatar ★ Elder ★
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    Originally Posted by diesall View Post
    Not sure if this is the right place to to do this but in the ExileCore.PoEMemory.Components ObjectMagicProperties the getter for the Mods property is accumulating the mods instead of clearing them first on rebuilding them after a modhash change, in my code I reimplemented it and it works as intended now, all i added was _ModNamesList.Clear();

    Code:
    public List<string> Mods {
        get {
            if (base.Address == 0L) {
                return null;
            }
    
            if (_ModsHash == ModsHash) {
                return _ModNamesList;
            }
    
            long first = ObjectMagicPropertiesOffsets.Mods.First;
            long last = ObjectMagicPropertiesOffsets.Mods.Last;
            long num = ObjectMagicPropertiesOffsets.Mods.First + 14336;
            if (first == 0L || last == 0L || last < first) {
                return new List<string>();
            }
    
            last = Math.Min(last, num);
            _ModNamesList.Clear(); // added as the implementation was missing this causing mods to just accumalate when the modhash changes
            for (long num2 = first + 24; num2 < last; num2 += 56) {
                long read = base.M.Read<long>(num2 + 16, new int[1]);
                string item = RemoteMemoryObject.Cache.StringCache.Read($"{"ObjectMagicProperties"}{read}", () => base.M.ReadStringU(read));
                _ModNamesList.Add(item);
            }
    
            if (first == num) {
                DebugWindow.LogMsg("ObjectMagicProperties read mods error address", 2f, Color.OrangeRed);
            }
    
            _ModsHash = ModsHash;
            return _ModNamesList;
        }
    }
    Indeed. I will clean this up in the next version.

  16. Thanks malvient, KimSLi, Senotin (3 members gave Thanks to cheatingeagle for this useful post)
  17. #945
    Takis18's Avatar Member
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    Hey, is it possible to read the Party infomation? Meaning who is in the party, maybe if I received a party invite etc?

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