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  1. #781
    kai95's Avatar Member
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    its possible to add "maps have shrine " ect?
    if i add code like
    this.alertStrings.Add("Metadata/Shrine/Divine", "Area contains Shrine");
    this.alertStrings.Add("Metadata/Shrine/Echoing", "Area contains Shrine");
    Last edited by kai95; 12-14-2014 at 01:28 PM.

    PoeHUD - Overlay for Path of Exile
  2. #782
    sNy89's Avatar Member
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    Can someone please just link his fixed version or just give a DL link for the source + a small guide?

    I dont want to know how many arcanists/gemcutters i already missed...

  3. #783
    kai95's Avatar Member
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    Originally Posted by sNy89 View Post
    Can someone please just link his fixed version or just give a DL link for the source + a small guide?

    I dont want to know how many arcanists/gemcutters i already missed...
    check few pages before there is a link to working version...

  4. #784
    Druzil01's Avatar Member
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    hahahha, thats what i always said.
    continue this crap as open source and it would have already been fixed for all !!!
    Thanks doragon doing most of the work

  5. #785
    kai95's Avatar Member
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    any one have code for shrine?
    btw ghost wroking or not? i add code but never shows text for it.
    Last edited by kai95; 12-14-2014 at 03:23 PM.

  6. #786
    kai95's Avatar Member
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    delated post*
    Last edited by kai95; 12-14-2014 at 03:23 PM.

  7. #787
    sNy89's Avatar Member
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    do i need some kind of tool to edit the source file???

    edit: the "fixed" versiondoesnt work for me

  8. #788
    bcz's Avatar Contributor
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    Originally Posted by doragon View Post
    Code:
     public List<ItemMod> ItemMods
            {
                get
                {
                    var implicitMods = GetMods(0x50, 0x54);
                    var explicitMods = GetMods(0x60, 0x64);
                    return implicitMods.Concat(explicitMods).ToList();
                }
            }
    
            private List<ItemMod> GetMods(int startOffset, int endOffset)
            {
                var list = new List<ItemMod>();
                if (Address == 0)
                    return list;
    
                int begin = M.ReadInt(Address + startOffset);
                int end = M.ReadInt(Address + endOffset);
                int count = (end - begin) / 24;
                if (count > 12)
                    return list;
    
                for (int i = begin; i < end; i += 24)
                    list.Add(base.GetObject<ItemMod>(i));
    
                return list;
            }
    Appreciate all you've been posting, but I've been having quite a rough time comparing each patch you post with the most recent version of the source which everyone else seems to be using Most of the differences have been minor but some of these functions are just not even close.

    Would you mind sharing the modified date of the source you built from? The one I'm using is 11/7/2014

    Like, a few of your posts were things that had already been fixed heh
    Last edited by bcz; 12-14-2014 at 04:00 PM.

  9. #789
    bcz's Avatar Contributor
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    Should wait for Coyl to respond at least. If he wants us to post our versions then we will.

  10. #790
    kai95's Avatar Member
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    PoeHud-Input-master.rar - Speedy Share - upload your files here working version , item lvl dosn't work and i try add ghost code by not effect. Work map hack ect. Coyl hmm i guess he quit becouse of leechers and nob posts

  11. #791
    doragon's Avatar Contributor
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    Originally Posted by bcz View Post
    Appreciate all you've been posting, but I've been having quite a rough time comparing each patch you post with the most recent version of the source which everyone else seems to be using Most of the differences have been minor but some of these functions are just not even close.

    Would you mind sharing the modified date of the source you built from? The one I'm using is 11/7/2014
    the same class, i have changed ItemMods property

    https://github.com/TomTer/PoeHud-Inp...onents/Mods.cs

  12. #792
    Druzil01's Avatar Member
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    Code:
    public Element QuestTracker { get { return ReadObjectAt<Element>(0xF0); } }
    need to fix positioning of itemalerter
    Code:
                var qt = model.Internal.game.IngameState.IngameUi.QuestTracker;
                Rect mmRect = mm.GetClientRect();
    			Rect glRect = gl.GetClientRect();
                Rect qtRect = qt.GetClientRect();
    
    			Rect clientRect;
                clientRect = mmRect;
    			if (gl.IsVisible && glRect.H>0) // also this +50 value doesn't seems to have any impact
    				clientRect.H += glRect.H;
                if (qt.IsVisible && qtRect.X >0) // also this +50 value doesn't seems to have any impact
                    clientRect.H += qtRect.H;
    				
    
    			var playerPos = model.Player.GetComponent<Positioned>().GridPos;

  13. #793
    doragon's Avatar Contributor
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    Originally Posted by Druzil01 View Post
    Code:
    public Element QuestTracker { get { return ReadObjectAt<Element>(0xF0); } }
    need to fix positioning of itemalerter
    Code:
                var qt = model.Internal.game.IngameState.IngameUi.QuestTracker;
                Rect mmRect = mm.GetClientRect();
    			Rect glRect = gl.GetClientRect();
                Rect qtRect = qt.GetClientRect();
    
    			Rect clientRect;
                clientRect = mmRect;
    			if (gl.IsVisible && glRect.H>0) // also this +50 value doesn't seems to have any impact
    				clientRect.H += glRect.H;
                if (qt.IsVisible && qtRect.X >0) // also this +50 value doesn't seems to have any impact
                    clientRect.H += qtRect.H;
    				
    
    			var playerPos = model.Player.GetComponent<Positioned>().GridPos;
    Code:
       public Element GemLvlUpPanel
            {
                get { return ReadObjectAt<Element>(16 + 0x1F8); }
            }

  14. #794
    Druzil01's Avatar Member
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    fix for Runtime Error on items with no mods (MAPS)

    itemrollsrenderer.cs
    private static int drawStatLine(RenderingContext rc, RollValue item, Rect clientRect, int yPos)
    {
    const int leftRuler = 50;

    bool isUniqAffix = item.AffixType == ModsDat.ModType.Hidden;
    string prefix = item.AffixType == ModsDat.ModType.Prefix
    ? "[P]"
    : item.AffixType == ModsDat.ModType.Suffix ? "[S]" : "[?]";
    if (!isUniqAffix)
    {
    if (item.CouldHaveTiers())
    prefix += " T" + item.Tier + " ";
    rc.AddTextWithHeight(new Vec2(clientRect.X + 5, yPos), prefix, item.TextColor, 8, DrawTextFormat.Left);
    var textSize = rc.AddTextWithHeight(new Vec2(clientRect.X + leftRuler, yPos), item.AffixText, item.TextColor, 8,
    DrawTextFormat.Left);
    yPos += textSize.Y;
    }

    for (int iStat = 0; iStat < 4; iStat++)
    {
    IntRange range = item.TheMod.StatRange[iStat];
    if (range.Min == 0 && range.Max == 0)
    continue;

    var theStat = item.TheMod.StatNames[iStat];
    if (theStat != null)
    {
    int val = item.StatValue[iStat];
    float percents = range.GetPercentage(val);
    bool noSpread = !range.HasSpread();

    double hue = 120 * percents;
    if (noSpread) hue = 300;
    if (percents > 1) hue = 180;

    Color col = ColorUtils.ColorFromHsv(hue, 1, 1);

    string line2 = string.Format(noSpread ? "{0}" : "{0} [{1}]", theStat, range);

    rc.AddTextWithHeight(new Vec2(clientRect.X + leftRuler, yPos), line2, Color.White, 8, DrawTextFormat.Left);

    string sValue = theStat.ValueToString(val);
    var txSize = rc.AddTextWithHeight(new Vec2(clientRect.X + leftRuler - 5, yPos), sValue,
    col, 8,
    DrawTextFormat.Right);
    yPos += txSize.Y;
    }
    }
    return yPos;
    }

  15. #795
    tozededao's Avatar Member
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    I'm using the old source that was posted on TomTer Github, and after building it it works fine but I dont get the Menu button and I have no way to change my settings, what am I doing wrong?

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