TreeRoutine for PoeHUD plus a Flask Manager menu

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  1. #346
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by BossManAdrostos View Post
    Hello Sychotix, can you help me out with something.

    whenever i try to make a decorator and include "playerhasbuff" condition, whenever i try to fill out the condition it almost never lets me actually filter buffs. ill type in the name of a buff, or part of the name of the buff and the drop down menu will be stuck on ignite and it will be blank. maybe 1 out of 10 times i can get it to say some buffs, but usually not the buffs im actually searching for. however even when i filter for buffs that i know the drop down menu should be able to give me options for such as "bleeding" in the filter- it still is blank most of the time.

    is there a way around this issue, or a fix? did i do something wrong?
    It has been a while since I've touched the project. Make sure the drop down/options are empty before typing stuff... otherwise you can open up your json file and fill in the buff yourself. You can find the buffs under your player buffs in the dev tree.

    TreeRoutine for PoeHUD plus a Flask Manager
  2. #347
    BossManAdrostos's Avatar Member
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    Originally Posted by Sychotix View Post
    It has been a while since I've touched the project. Make sure the drop down/options are empty before typing stuff... otherwise you can open up your json file and fill in the buff yourself. You can find the buffs under your player buffs in the dev tree.
    well i got it working, thanks for the advice.

    for whatever reason, the exileapi that i downloaded through Queuete's github doesnt properly create a "profile" folder in the plugin folder- which leads to problems.
    however the compiled poehud through tehcheat's does properly create a profile folder for the plugin- all i did was make my profile on tehcheats version and copy paste the file and folder over to queuete's version, however tehcheats github seems to be out of date.
    Last edited by BossManAdrostos; 09-30-2020 at 06:10 AM.

  3. #348
    BossManAdrostos's Avatar Member
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    i was wondering, is there anyway to track how many impale stacks are on nearby enemies or even just 1 enemy in general? for the purpose of triggering call of steel to pull impale stacks

    can anyone point me in the right direction?

  4. #349
    snowhawk's Avatar Contributor
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    Originally Posted by BossManAdrostos View Post
    i was wondering, is there anyway to track how many impale stacks are on nearby enemies or even just 1 enemy in general? for the purpose of triggering call of steel to pull impale stacks

    can anyone point me in the right direction?
    I'd start by looking at how tree routine counts nearby monsters (BasicFlaskRoutine/NearbyMonstersCondition.cs at master . sychotixdev/BasicFlaskRoutine . GitHub) then adapt that to instead accumulate the total "Impale_debuff" buff charges on those nearby monsters.

  5. #350
    BossManAdrostos's Avatar Member
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    Originally Posted by snowhawk View Post
    I'd start by looking at how tree routine counts nearby monsters (BasicFlaskRoutine/NearbyMonstersCondition.cs at master . sychotixdev/BasicFlaskRoutine . GitHub) then adapt that to instead accumulate the total "Impale_debuff" buff charges on those nearby monsters.
    after your suggestion i tried to write my own changes to get it to work, however i basically just kept breaking the plugin instead of getting anything that would load properly.
    i dont think i have the skills to properly adapt it myself, unfortunately.

    maybe @Sychotix could be willing to add some sort of compatibility to detect impale stacks on mobs ?

  6. #351
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by BossManAdrostos View Post
    after your suggestion i tried to write my own changes to get it to work, however i basically just kept breaking the plugin instead of getting anything that would load properly.
    i dont think i have the skills to properly adapt it myself, unfortunately.

    maybe @Sychotix could be willing to add some sort of compatibility to detect impale stacks on mobs ?
    I'm not playing at the moment. I recommend you, or someone willing ti, follows what snowhawk said. I already have functionality in the plugin to load external libraries, so someone can write one, or send a pull request with a new condition.

    You could even go the route of adding an optional field where, when specified, you can require a buff to exist on the monster for it to count.

  7. #352
    BossManAdrostos's Avatar Member
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    Hello
    im trying to figure out how best to create a profile that casts a warcry to give me rage via the berserker ascendancy. i want it to use a warcry so long as it has less than 25 rage currently, but i couldnt figure out how to make the plugin stop using enduring cry when i was past 25 rage.
    i tried setting minimum rage charges to 24/25 and then tried inverting, while also firing the warcry while at 0 rage. i couldnt get any settings to work for me.
    any suggestions by chance on how to fix?

  8. #353
    hunk3r's Avatar Member
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    Guys, how to not use flasks instantly in BuildYourOwnRoutine?
    Need just wait time, when buff is over and rebuff again.

  9. #354
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by hunk3r View Post
    Guys, how to not use flasks instantly in BuildYourOwnRoutine?
    Need just wait time, when buff is over and rebuff again.
    Should be a player has buff or something like that, but I think the use flask action is meant to check for buffs before using it.

  10. #355
    hunk3r's Avatar Member
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    Originally Posted by Sychotix View Post
    Should be a player has buff or something like that, but I think the use flask action is meant to check for buffs before using it.
    "useInstant":"False" helps me)

  11. #356
    Anh Tu?n ??'s Avatar Member
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    I was trying to make a routine to use life flask when below a certain threshold with Pathfinder's Master Surgeon node (Life Flasks are not removed when Unreserved Life is Filled). If I use Decorator to check HP percent AND life flask slot buff is present or not, it either spam the life flask or dont use at all. How should I make it not spam on %HP threshold and not spam when it has enough charges at all. Also what does "AlwaysContinue" mean?

  12. #357
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by Anh Tu?n ?? View Post
    I was trying to make a routine to use life flask when below a certain threshold with Pathfinder's Master Surgeon node (Life Flasks are not removed when Unreserved Life is Filled). If I use Decorator to check HP percent AND life flask slot buff is present or not, it either spam the life flask or dont use at all. How should I make it not spam on %HP threshold and not spam when it has enough charges at all. Also what does "AlwaysContinue" mean?
    Isn't the life flasks not removed a different buff? Check your players buff list to see .

    AlwaysContinue is a behavior tree thing. Basically, each portion of the tree will return Success or Failure which will drive the flow of the rest of the tree. Some components only move on when failure is returned, some only move on when success is returned.

  13. #358
    Anh Tu?n ??'s Avatar Member
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    Originally Posted by Sychotix View Post
    Isn't the life flasks not removed a different buff? Check your players buff list to see .
    I dont get what you mean about diferrent buff. And how do i check player buff list?

  14. #359
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by Anh Tu?n ?? View Post
    I dont get what you mean about diferrent buff. And how do i check player buff list?
    DevTree shows you all the memory bits we touch. I forget where everything is... LocalPlayer somewhere maybe?

  15. #360
    someguyhaha's Avatar Member
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    ive been trying to write a timer to press a flask for me every few seconds and i cant get this to work
    heres what i have atm

    Code:
    {
      "Name": "",
      "Composite": {
        "Name": "Prio",
        "Type": 0,
        "AlwaysContinue": false,
        "ConditionList": [],
        "Children": [
          {
            "Name": "isPressHotKey",
            "Type": 2,
            "AlwaysContinue": false,
            "ConditionList": [
              {
                "Parameters": {
                  "Invert": "False",
                  "key": "109"
                },
                "Linker": null,
                "Owner": "Default",
                "Name": "IsKeyPressedConditionFactory"
              }
            ],
            "Children": [
              {
                "Name": "StartTimer",
                "Type": 3,
                "AlwaysContinue": false,
                "ConditionList": [],
                "Children": [],
                "Action": {
                  "Parameters": {
                    "TimerName": "HP",
                    "ForceStop": "False"
                  },
                  "Owner": "Default",
                  "Name": "TimerActionFactory"
                }
              }
            ],
            "Action": null
          },
          {
            "Name": "CheckTimer",
            "Type": 2,
            "AlwaysContinue": false,
            "ConditionList": [
              {
                "Parameters": {
                  "Invert": "False",
                  "TimerName": "HP",
                  "TimeElapsed": "5000",
                  "TrueIfStopped": "False"
                },
                "Linker": null,
                "Owner": "Default",
                "Name": "TimerConditionFactory"
              }
            ],
            "Children": [
              {
                "Name": "Press1",
                "Type": 3,
                "AlwaysContinue": false,
                "ConditionList": [],
                "Children": [],
                "Action": {
                  "Parameters": {
                    "key": "49"
                  },
                  "Owner": "Default",
                  "Name": "SendKeyActionFactory"
                }
              }
            ],
            "Action": null
          },
          {
            "Name": "StopTimer",
            "Type": 3,
            "AlwaysContinue": false,
            "ConditionList": [],
            "Children": [],
            "Action": {
              "Parameters": {
                "TimerName": "HP",
                "ForceStop": "True"
              },
              "Owner": "Default",
              "Name": "TimerActionFactory"
            }
          }
        ],
        "Action": null
      }
    }
    Last edited by Sychotix; 12-14-2023 at 05:04 AM.

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