PoEHUD - Overlay for Path of Exile (Updated for 3.0) menu

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  1. #1471
    Forumuser1000's Avatar Active Member
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    ignore post
    Last edited by Forumuser1000; 03-24-2018 at 06:51 AM.

    PoEHUD - Overlay for Path of Exile (Updated for 3.0)
  2. #1472
    beber75's Avatar Member
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    Hi,

    Would someone be kind and explain me what I'm doing wrong ?

    First of all sorry for my grammar (or spelling), I'm french.

    I'm trying to make the item alert working but really I do not understand what I've missed. Every single item is displayed on minimap and text is flooding my right screen.
    As suggested in earlier post I've started to read posts from page 80 and filled my 3 files "*alerts__personal.txt" even with the updated one on page 97 but I did not noticed any difference.
    I've also updated (as suggested in an earlyer post) the local file filters 'NeverSink-SEMI-STRICT.filter' and 'NeverSink-UBER-STRICT.filter' with the original one from NeverSink Git depot but it does not help too.

    Is there something I should activate in the option that I've missed to obtain filtering as close as the previous PoEHUD version ?

    Thanks in advance for your patience

  3. #1473
    pablito1223's Avatar Member
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    Originally Posted by beber75 View Post
    Hi,

    Would someone be kind and explain me what I'm doing wrong ?

    First of all sorry for my grammar (or spelling), I'm french.

    I'm trying to make the item alert working but really I do not understand what I've missed. Every single item is displayed on minimap and text is flooding my right screen.
    As suggested in earlier post I've started to read posts from page 80 and filled my 3 files "*alerts__personal.txt" even with the updated one on page 97 but I did not noticed any difference.
    I've also updated (as suggested in an earlyer post) the local file filters 'NeverSink-SEMI-STRICT.filter' and 'NeverSink-UBER-STRICT.filter' with the original one from NeverSink Git depot but it does not help too.

    Is there something I should activate in the option that I've missed to obtain filtering as close as the previous PoEHUD version ?

    Thanks in advance for your patience
    https://www.ownedcore.com/forums/mmo...ml#post3838501 (PoEHUD - Overlay for Path of Exile (Updated for 3.0))

  4. #1474
    beber75's Avatar Member
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    @Pablito1223 you're the man

    I've checked with Notepad++ my files and yes, taken from github, the files end only with LF and not with CR+LF
    I've stopped using the git filters and take the files directly from FilterBlade - PoE Filter Customizer - Finetuned for NeverSink's Filter

    Another thing, in my setting I have checked in 'Item Alert' the last option 'Alternative' and have pointed to the... git version of the filter without the CR. After unchecking it, it worked.

  5. #1475
    TehCheat's Avatar ★ Elder ★
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    Updated poefilterparser with a tweak to the comment syntax. It seemed to fix in-line comments for me. Update to the latest if you're having problems with item alerts. You shouldn't need to do the find/replace trick now.

  6. Thanks macchedici (1 members gave Thanks to TehCheat for this useful post)
  7. #1476
    e094013's Avatar Member
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    I am stuck working on the IngameUIElements Address offsets, I am not able to figure out the offset for Map, can anyone give some hints

    I am working on Garena version
    Last edited by e094013; 03-24-2018 at 10:52 AM. Reason: Extra Info

  8. #1477
    TehCheat's Avatar ★ Elder ★
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    Originally Posted by e094013 View Post
    I am stuck working on the IngameUIElements Address offsets, I am not able to figure out the offset for Map, can anyone give some hints

    I am working on Garena version
    Easiest way is usually just adding 0x8 bytes to everything in the global version. So it should be offset 0cD60

  9. Thanks e094013, toadskin (2 members gave Thanks to TehCheat for this useful post)
  10. #1478
    e094013's Avatar Member
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    Originally Posted by TehCheat View Post
    Easiest way is usually just adding 0x8 bytes to everything in the global version. So it should be offset 0cD60
    Code:
    using PoeHUD.Poe.Elements;
    using System.Collections;
    using System.Collections.Generic;
    using PoeHUD.Poe.FilesInMemory;
    using PoeHUD.Controllers;
    using System;
    using System.Linq;
    using PoeHUD.Framework;
    using System.Runtime.InteropServices;
    using System.ComponentModel;
    using System.Diagnostics;
    
    namespace PoeHUD.Poe.RemoteMemoryObjects
    {
        public class IngameUIElements : RemoteMemoryObject
        {
            public SkillBarElement SkillBar => ReadObjectAt<SkillBarElement>(0xB60);
            public SkillBarElement HiddenSkillBar => ReadObjectAt<SkillBarElement>(0xD68);
            public PoeChatElement ChatBox => GetObject<PoeChatElement>(M.ReadLong(Address + 0xBE0, 0xAC0, 0xC38));
            public Element QuestTracker => ReadObjectAt<Element>(0xC58);
            public Element OpenLeftPanel => ReadObjectAt<Element>(0xCF8);
            public Element OpenRightPanel => ReadObjectAt<Element>(0xCC8);
            public InventoryElement InventoryPanel => ReadObjectAt<InventoryElement>(0xC98);
            public Element TreePanel => ReadObjectAt<Element>(0xD00);
            public Element AtlasPanel => ReadObjectAt<Element>(0xD08);
            public Map Map => ReadObjectAt<Map>(0xD58);
            public IEnumerable<ItemsOnGroundLabelElement> ItemsOnGroundLabels
            {
                get
                {
                    var itemsOnGroundLabelRoot = ReadObjectAt<ItemsOnGroundLabelElement>(0xD58);
                    return itemsOnGroundLabelRoot.Children;
                }
            }
            public Element GemLvlUpPanel => ReadObjectAt<Element>(0xF78);
            public ItemOnGroundTooltip ItemOnGroundTooltip => ReadObjectAt<ItemOnGroundTooltip>(0xFD8);
    
            public bool IsDndEnabled => M.ReadByte(Address + 0xf92) == 1;
            public string DndMessage => M.ReadStringU(M.ReadLong(Address + 0xf98));
    
    
    
    
            public List<Tuple<Quest, int>> GetUncompletedQuests
            {
                get
                {
                    var stateListPres = M.ReadDoublePointerIntList(M.ReadLong(Address + 0x9e0));
                    return stateListPres.Where(x => x.Item2 > 0).Select(x => new Tuple<Quest, int>(GameController.Instance.Files.Quests.GetByAddress(x.Item1), x.Item2)).ToList();
                }
            }
    
            public List<Tuple<Quest, int>> GetCompletedQuests
            {
                get
                {
                    var stateListPres = M.ReadDoublePointerIntList(M.ReadLong(Address + 0x9e0));
                    return stateListPres.Where(x => x.Item2 == 0).Select(x => new Tuple<Quest, int>(GameController.Instance.Files.Quests.GetByAddress(x.Item1), x.Item2)).ToList();
                }
            }
    
            public Dictionary<string, KeyValuePair<Quest, QuestState>> GetQuestStates
            {
                get
                {
                    Dictionary<string, KeyValuePair<Quest, QuestState>> dictionary = new Dictionary<string, KeyValuePair<Quest, QuestState>>();
                    foreach (var quest in GetQuests)
                    {
                        if (quest == null) continue;
                        if (quest.Item1 == null) continue;
    
                        QuestState value = GameController.Instance.Files.QuestStates.GetQuestState(quest.Item1.Id, quest.Item2);
    
                        if (value == null) continue;
    
                        if(!dictionary.ContainsKey(quest.Item1.Id))
                        dictionary.Add(quest.Item1.Id, new KeyValuePair<Quest, QuestState>(quest.Item1, value));
                    }
                    return dictionary.OrderBy(x => x.Key).ToDictionary(Key => Key.Key, Value => Value.Value);
                }
            }
    
    
            private List<Tuple<Quest, int>> GetQuests
            {
                get
                {
                    var stateListPres = M.ReadDoublePointerIntList(M.ReadLong(Address + 0x9e0));
                    return stateListPres.Select(x => new Tuple<Quest, int>(GameController.Instance.Files.Quests.GetByAddress(x.Item1), x.Item2)).ToList();
                }
            }
        }
    }
    I have get a few try on the address and some of it is different, not sure if it is my problem or what, but the panel thing seems weird just adding 0x8 to them, anyway other works fine, including the entity and preload thing drawing

    If any of the dev are able to test the correctness of the offset that would be great, I know nothing about if the code is working:C
    Last edited by e094013; 03-24-2018 at 11:31 AM.

  11. Thanks toadskin (1 members gave Thanks to e094013 for this useful post)
  12. #1479
    eneka's Avatar Member
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    PLEASE need help! i dont know how to hide white and blue items on MAP and description right


    PoEHUD - Overlay for Path of Exile (Updated for 3.0)-drop-gif

  13. #1480
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by eneka View Post
    PLEASE need help! i dont know how to hide white and blue items on MAP and description right


    PoEHUD - Overlay for Path of Exile (Updated for 3.0)-drop-gif
    read the first post.

  14. Thanks macchedici (1 members gave Thanks to Sychotix for this useful post)
  15. #1481
    macchedici's Avatar Member
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    any chance Poehud work with mercury trade?

  16. #1482
    Sithylis's Avatar Elite User Authenticator enabled
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    Originally Posted by macchedici View Post
    any chance Poehud work with mercury trade?
    If by mean run at the same time, works.
    Otherwise no.

  17. #1483
    e094013's Avatar Member
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    How can I get the program name scramble every it execute, I am unable to let the name scrambling work compiling myself

  18. #1484
    macaddict's Avatar Member
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    You have to build in Release mode, rather than Debug

  19. Thanks e094013 (1 members gave Thanks to macaddict for this useful post)
  20. #1485
    Furrowbutt's Avatar Member
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    Originally Posted by TehCheat View Post
    It's coded to be below the minimap, gems leveling up and quests. If you want it somewhere, it'll take opening the code and modifying it to draw where you want it to draw.
    Which files do I have to modify?

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