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  1. #1096
    nilas1999's Avatar Member
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    Originally Posted by andrewch200 View Post
    is there a way to view affliction dust and the time-extension bubbles?
    Depends on what you mean by 'viewing the affliction dust'.
    I have modified the iconsbuilder plugin slightly to make it so that when you turn on the show archnemesis mod, it adds some text next to the monsers map icon when it has the Yellow/Blue/Purple wisps affecting it. This requires you to download the uncompiled version of minimap icons and adding that to your custom plugins folder so that you can edit the code slightly.
    If that is what you're looking for I could write up how I make that work.

    As for the 'time-extension bubbles' I'm assuming you mean the ones that "refuel" your light in the wildwood. these are by default highlighted by the Where The Wisps At plugin(GitHub - exApiTools/WhereTheWispsAt) - but only when you get close enough to them, as far as I know there's no way to see where they are unless you get within something like a 2-screen distance of them first.

    bild_2025-01-11_224126931.png

    This is what it looks like when I have it set to show wisp influence on all mob rarities inside the wildwood, which can be usefull to know which monsters are worth venturing into the dark to actually kill. when I'm outside of the wildwood I turn off the setting to show it for normal and magic monsters as that clutters the screen too much, only showing it for rares which I think can be valuable sometimes.

    ExileApi 3.23 and beyond - Plugin framework
  2. #1097
    andrewch200's Avatar Member
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    Thanks. By 'viewing affliction dust', when I used GH, I think it showed where the dust was, so that as you pathed towards events, you could pick up dust along the way
    But what you have (adding text next to the monsters with wisp influence) would be good too, if you can describe how to add that
    And yes the refueling nodes. Ah I didn't know about that plugin, thanks for the info, will get it

  3. #1098
    nilas1999's Avatar Member
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    Originally Posted by andrewch200 View Post
    Thanks. By 'viewing affliction dust', when I used GH, I think it showed where the dust was, so that as you pathed towards events, you could pick up dust along the way
    But what you have (adding text next to the monsters with wisp influence) would be good too, if you can describe how to add that
    And yes the refueling nodes. Ah I didn't know about that plugin, thanks for the info, will get it
    The plugin I mentioned should do what you want, unfortunately it is slightly worse than GH as it doesn't show the sizes of the trails like GH does, not sure if it's possible to reprogram it to work that way, it hasn't been updated in over a year but it should atleast be better than nothing.

    So for adding the text like I do, first you download the source plugin of Iconsbuilder from GitHub - exApiTools/IconsBuilder
    (click the green "code" button and then "download zip"

    Extract the folder into your plugins/Source folder of your PoeHud directory(I heard at some point that you should remove the "-master" from the file name so I usually do that, not sure if it's actually needed tho.

    Now open up the "MonsterIcon.cs" and scroll down almost to the bottom.

    There is a long list with all the old now obsolete archnemesis modifiers, which looks like this:

    {
    ("Abberath-touched", "MonsterArchnemesisAbberath"),
    ("Arakaali-touched", "MonsterArchnemesisArakaali_"),
    ("Arcane Buffer", "MonsterArchnemesisArcaneEnchantedMagic"),
    ("Arcane Buffer", "MonsterArchnemesisArcaneEnchanted"),
    ("Assassin", "MonsterArchnemesisAssassin"),
    ("Benevolent Guardian", "MonsterArchnemesisDivineTouched__"),
    ("Berserker", "MonsterArchnemesisBerserker__"),
    ("Bloodletter", "MonsterArchnemesisBloodletterMagic"),
    ("Bloodletter", "MonsterArchnemesisBloodletter_"),
    ("Bombardier", "MonsterArchnemesisBombardier___"),
    ("Bonebreaker", "MonsterArchnemesisBonebreakerMagic"),
    ("Bonebreaker", "MonsterArchnemesisBonebreaker_"),
    ("Brine King-touched", "MonsterArchnemesisBrineKing___"),
    ("Consecrator", "MonsterArchnemesisConsecratorMagic"),
    ("Consecrator", "MonsterArchnemesisConsecration_"),
    ("Corpse Detonator", "MonsterArchnemesisCorpseExploder_"),
    ("Corrupter", "MonsterArchnemesisCorrupterMagic"),
    ("Corrupter", "MonsterArchnemesisCorrupter_"),
    ("Crystal-skinned", "MonsterArchnemesisLivingCrystals__"),
    ("Deadeye", "MonsterArchnemesisDeadeyeMagic"),
    ("Deadeye", "MonsterArchnemesisDeadeye"),
    ("Drought Bringer", "MonsterArchnemesisFlaskDrain__"),
    ("Effigy", "MonsterArchnemesisVoodooDoll"),
    ("Echoist", "MonsterArchnemesisEchoist___"),
    ("Electrocuting", "MonsterArchnemesisShockerMagic"),
    ("Electrocuting", "MonsterArchnemesisShocker_"),
    ("Empowered Elements", "MonsterArchnemesisCycleOfElements"),
    ("Empowering Minions", "MonsterArchnemesisUnionOfSouls"),
    ("Entangler", "MonsterArchnemesisGraspingVines"),
    ("Executioner", "MonsterArchnemesisExecutioner"),
    ("Final Gasp", "MonsterArchnemesisFinalGasp"),
    ("Flame Strider", "MonsterArchnemesisFlameWalkerMagic"),
    ("Flame Strider", "MonsterArchnemesisFlameWalker_"),
    ("Flameweaver", "MonsterArchnemesisFlameTouched"),
    ("Frenzied", "MonsterArchnemesisRampage"),
    ("Frost Strider", "MonsterArchnemesisFrostWalkerMagic"),
    ("Frost Strider", "MonsterArchnemesisFrostWalker"),
    ("Frostweaver", "MonsterArchnemesisFrostTouched_"),
    ("Gargantuan", "MonsterArchnemesisGargantuan"),
    ("Hasted", "MonsterArchnemesisRaiderMagic"),
    ("Hasted", "MonsterArchnemesisRaider_"),
    ("Heralding Minions", "MonsterArchnemesisHeraldOfTheObelisk_"),
    ("Heralds of the Obelisk", "MonsterArchnemesisHeraldOfTheObeliskMagic"),
    ("Hexer", "MonsterArchnemesisHexer"),
    ("Chaosweaver", "MonsterArchnemesisVoidTouched"),
    ("Ice Prison", "MonsterArchnemesisGlacialCage"),
    ("Incendiary", "MonsterArchnemesisIgniterMagic"),
    ("Incendiary", "MonsterArchnemesisIgniter"),
    ("Innocence-touched", "MonsterArchnemesisInnocence_____"),
    ("Juggernaut", "MonsterArchnemesisJuggernaut___"),
    ("Kitava-touched", "MonsterArchnemesisKitava"),
    ("Lunaris-touched", "MonsterArchnemesisLunaris"),
    ("Magma Barrier", "MonsterArchnemesisVolatileFlameBlood"),
    ("Malediction", "MonsterArchnemesisOppressor_"),
    ("Mana Siphoner", "MonsterArchnemesisManaDonut"),
    ("Mirror Image", "MonsterArchnemesisMirrorImage"),
    ("Necromancer", "MonsterArchnemesisNecromancer_"),
    ("Opulent", "MonsterArchnemesisWealthy"),
    ("Overcharged", "MonsterArchnemesisChargeGenerator__"),
    ("Permafrost", "MonsterArchnemesisFreezerMagic"),
    ("Permafrost", "MonsterArchnemesisFreezer__"),
    ("Prismatic", "MonsterArchnemesisPrismaticMagic"),
    ("Prismatic", "MonsterArchnemesisPrismatic"),
    ("Rejuvenating", "MonsterArchnemesisRejuvenating"),
    ("Sentinel", "MonsterArchnemesisDefenderMagic"),
    ("Sentinel", "MonsterArchnemesisDefender"),
    ("Shakari-touched", "MonsterArchnemesisShakari_"),
    ("Solaris-touched", "MonsterArchnemesisSolaris"),
    ("Soul Conduit", "MonsterArchnemesisSoulConduit____"),
    ("Soul Eater", "MonsterArchnemesisSoulEater_"),
    ("Spirit Walkers", "MonsterArchnemesisSpiritWalkersMagic"),
    ("Splinterer", "MonsterArchnemesisMultiProjectiles"),
    ("Splitting", "MonsterArchnemesisSplitting_"),
    ("Steel-infused", "MonsterArchnemesisSteelAttuned___"),
    ("Storm Herald", "MonsterArchnemesisLightningStorm"),
    ("Storm Strider", "MonsterArchnemesisLightningWalkerMagic"),
    ("Storm Strider", "MonsterArchnemesisLightningWalker_"),
    ("Stormweaver", "MonsterArchnemesisStormTouched_"),
    ("Temporal Bubble", "MonsterArchnemesisTimeBubble"),
    ("Toxic", "MonsterArchnemesisPoisonerMagic"),
    ("Toxic", "MonsterArchnemesisPoisoner_"),
    ("Treant Horde", "MonsterArchnemesisSaplings"),
    ("Trickster", "MonsterArchnemesisTrickster_"),
    ("Tukohama-touched", "MonsterArchnemesisTukohama"),
    ("Union of Souls", "MonsterArchnemesisUnionOfSoulsMagic"),
    ("Vampiric", "MonsterArchnemesisVampiric"),
    };
    #endregion
    Since these do not do anything, we're going to replace em all with the mods that show up on wisp empowered mobs instead.
    So in your text file you highlight all the lines that I just posted and then paste over this:

    {
    ("BLUE", "AzmeriDustPrimalist"),
    ("YELLOW", "AzmeriDustWarden"),
    ("PURPLE", "AzmeriDustVoodooShaman"),
    ("BLUE", "AzmeriDustPrimalistForest"),
    ("YELLOW", "AzmeriDustWardenForest"),
    ("PURPLE", "AzmeriDustVoodooShamanForest"),
    };
    #endregion
    After this once you're in game and open up the poehud config menu, go to the Iconsbuilder plugin and select the option to replace monster names with archnemesis mods, and also select which monster rarities you want to be showing.

    There is one more optional step which I might aswell mention. After doing what I just wrote it will work and show wisp influence on most mobs in the game, obviously most importantly wildwood mobs, but it won't show on delirium or legion monsters, because they get generated seperately by a different coding file. I was able to fix it without messing things up for the legion mobs by making it so they get treated like all other mobs and have their icons generated by the Monstericons.cs file but there is a chance that messes with the functions it's otherwise supposed to fill during the league mechanic(maybe something like showing chest locations before you touch the legion monolith and stuff like that.)
    Similarly for Delirium I could probably do the same thing, but that might mess with the icons which show locations for the delirium eggs and such which is quite usefull to make the deli mobs pop up.
    Ultimately I decided just to not bother having the wisp empowerment showing on the deli mobs since they are so garbage at dropping loot anyhow.

    That should be all, it was a while ago since I made this work and I'm not actually very experience with coding so I might have forgotten something else that I did, in that case just reply if it doesn't seem to work after doing what I wrote, GL.

  4. #1099
    kekoslav's Avatar Member
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    Hi, is there an API description, otherwise it's a bit inconvenient to poke at random?

  5. #1100
    nilas1999's Avatar Member
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    Hi I wanted to quickly share a feature I've added to the WhereTheWispsAt plugin(GitHub - exApiTools/WhereTheWispsAt) in order to help optimize your Wildwood clears!
    The wisp trails of each color that exists on the ground in the woods have 3 "base types" - small, medium and big- and if you know before actually exploring into the darkness if the trail is a big one or a small one, you can make some simple decisions throughout your run which could drastically improve the efficiency and total wisp count. I have modified the plugin so that you can change the sizes and colors of each base type of each color individually, instead of all of them having the same looks on the minimap within their colors.
    This is actually just a copy of an existing feature from the radar plugin in the Gamehelper tool, but since that tool is currently not updated and probably won't be until next league, this should be a working substitute.

    Since it was quite finicky to add in the entries one by one, which would take a long time to explain in detail, I figure I can just leave pastebin links to the two text files that have the modified codes, and you can simply paste over your own, unless yours is already customized.

    #1 WhereTheWispsAt.cs:
    Wisps - Pastebin.com

    #2 WhereTheWispsAtSettings.cs
    Wispsettings - Pastebin.com

    bild_2025-01-17_175733593.png
    This is what it looks like in game.

    Hope it helps and that I haven't broken any rules by sharing in this manner.

    To me now all that's missing for peak wildwood efficiency is the remaining fuel % reading, which was lost after Affliction ended. If anyone knows if that can be reachieved somehow or if is confirmed to have been patched away completly, I'd appreciate the info.
    Last edited by nilas1999; 01-17-2025 at 12:55 PM. Reason: Changed Wisp code to work on all colors.

  6. #1101
    nilas1999's Avatar Member
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    As it turns out all I had to do was check once again and this time I magically found it and made it work.

    In WhereTheWispsAt.cs locate the line:

    var fuelLeft = inGameUi.LeagueMechanicButtons.AzmeriElement.Data.RemainingFuelFraction;
    and change it to:

    var fuelLeft = inGameUi.GameUI.AzmeriElement.Data.RemainingFuelFraction;
    In the line directly underneath you can also change the "P0" to for example "P2" to add more decimals to the fuel tracking.

    bild_2025-01-17_184916868.png
    And now it just works!

  7. Thanks LunaHehe (1 members gave Thanks to nilas1999 for this useful post)
  8. #1102
    GEO89's Avatar Member
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    Works with POE 2?

  9. #1103
    letalko's Avatar Member
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    how can i take new chisel quality?
    need
    AlternateQualityType
    AlternateQualityTypeValue
    Last edited by letalko; 01-24-2025 at 04:46 PM.

  10. #1104
    hiat's Avatar Member
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    Can someone help me? I'm trying to build a plugin (that one that helps seeing beasts on the map), but no matter what plugin i try to compile (from "source" folder), i get this error:

    Build failed:
    [27/01/2025 08:30:31, C:\Users\hiat\Desktop\Helper\Plugins\Source\Beasts-main\Beasts.csproj(0, 0)] NU1100: Unable to resolve 'ImGui.NET (>= 1.90.0.1)' for 'net8.0-windows7.0'.
    [27/01/2025 08:30:31, C:\Users\hiat\Desktop\Helper\Plugins\Source\Beasts-main\Beasts.csproj(0, 0)] NU1100: Unable to resolve 'Newtonsoft.Json (>= 13.0.3)' for 'net8.0-windows7.0'.
    [27/01/2025 08:30:31, C:\Users\hiat\Desktop\Helper\Plugins\Source\Beasts-main\Beasts.csproj(0, 0)] NU1100: Unable to resolve 'SharpDX.Mathematics (>= 4.2.0)' for 'net8.0-windows7.0'.
    [27/01/2025 08:30:31, C:\Users\hiat\Desktop\Helper\Plugins\Source\Beasts-main\Beasts.csproj(0, 0)] NU1100: Unable to resolve 'ImGui.NET (>= 1.90.0.1)' for 'net8.0-windows7.0/win-x64'.
    [27/01/2025 08:30:31, C:\Users\hiat\Desktop\Helper\Plugins\Source\Beasts-main\Beasts.csproj(0, 0)] NU1100: Unable to resolve 'Newtonsoft.Json (>= 13.0.3)' for 'net8.0-windows7.0/win-x64'.
    [27/01/2025 08:30:31, C:\Users\hiat\Desktop\Helper\Plugins\Source\Beasts-main\Beasts.csproj(0, 0)] NU1100: Unable to resolve 'SharpDX.Mathematics (>= 4.2.0)' for 'net8.0-windows7.0/win-x64'.

    I'm on a brand new windows 11 installation. Double checked all dependencies.
    I'm getting the same error, no matter which script i try to compile.

    The other plugins (those that already come by default with exileapi) works normally. I just can't compile any other on my own.

    Thank you in advance.

    SOLVED: https://www.reddit.com/r/dotnet/comm...zure_function/
    Last edited by hiat; 01-27-2025 at 08:38 AM.

  11. #1105
    andrewch200's Avatar Member
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    does anyone know what the difference between "light bomb" and "fuel refill" is in the wildwood? They both look the same to me, but clearly something is different or why would GGG have given them a different name?

  12. #1106
    Fragma1's Avatar Active Member
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    Originally Posted by andrewch200 View Post
    does anyone know what the difference between "light bomb" and "fuel refill" is in the wildwood? They both look the same to me, but clearly something is different or why would GGG have given them a different name?
    It wasn't ggg who made the plugin, how would they choose the names? One is to refill your fuel so you can keep walking and absorving dust, the other one is just a explosion that collects wisps and lights up the area around it, its impossible to be more obvious than that.

  13. #1107
    nilas1999's Avatar Member
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    I'm trying to make it so that ritual and Alva incursion Icons are shown on the map when you've walked away from them to make it easer to find remember their locations in the garbage layouts that is t17s. I imagine the minimapicons plugin should be able to do this, as it already is able to do this for several other markers, such as strongboxes, shrines and blight encounters, while having the "Draw not valid" and "Draw Replacements for game icons when out of range" options enabled. but for some reason it does not do this for the rituals or alva, if anyone knows how I can change the .cs files to make this work I'd really appreciate it!

  14. #1108
    cheatingeagle's Avatar ★ Elder ★
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    Originally Posted by Fragma1 View Post
    It wasn't ggg who made the plugin, how would they choose the names? One is to refill your fuel so you can keep walking and absorving dust, the other one is just a explosion that collects wisps and lights up the area around it, its impossible to be more obvious than that.
    FTR the names are coming from entity metadata so we didn't just invent them (at least I think so)
    Originally Posted by nilas1999 View Post
    I'm trying to make it so that ritual and Alva incursion Icons are shown on the map when you've walked away from them to make it easer to find remember their locations in the garbage layouts that is t17s. I imagine the minimapicons plugin should be able to do this, as it already is able to do this for several other markers, such as strongboxes, shrines and blight encounters, while having the "Draw not valid" and "Draw Replacements for game icons when out of range" options enabled. but for some reason it does not do this for the rituals or alva, if anyone knows how I can change the .cs files to make this work I'd really appreciate it!
    I can't promise to get to it (a *LOT* to do for the upcoming event) but I will try to keep it in mind.

    Also, general note, yes this will be updated for the ascendancy event. I'm hoping to backport many improvements from the poe 2 version, if you have something specific in mind feel free to post here.

  15. Thanks Fragma1, nilas1999, UninvitedVintage, Forumuser1000, berloga03rus, nuaq, Xco15 (7 members gave Thanks to cheatingeagle for this useful post)
  16. #1109
    Fragma1's Avatar Active Member
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    Thanks cheatingeagle you are a legend!

    Do you know if there's a working version of this 2 plugins or a similar one? Maybe a betrayal helper? I always get confused with that league mechanic, thank you!

    GitHub - vadash/EZVendor: InvAnal alternative for community HUD
    GitHub - IlliumIv/InventoryItemsAnalyzer: plugin "Inventory Items Analyzer" for ExileAPI

  17. #1110
    nilas1999's Avatar Member
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    I believe I have just found a preload that detect the Nameless rituals which guarantess 2 King in the mist invitations. Only tested a few times so far but it seems to only go off in maps with nameless rituals.

    Add these 2 lines to your Preload_Alerts text file:

    Metadata/Monsters/LeagueRitual/NamelessVolatileDaemon; NAMELESS RITUALS; ffff24ab
    Metadata/Monsters/LeagueRitual/NamelessVolatileDaemon@84; NAMELESS RITUALS; ffff24ab

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