What a project this has become, it started as a few minor things and turned into a laundry list of changes.
For now I think I am pretty happy with how it works and am going to pass the torch onto the next person.
If someone wants to play with the delve issue or resolution scaling feel free to use this version as a jumping point.
To use the Loot Vacuum you need to set up your item filter to only use THREE background colors.
Go to Filterblade.xyz and modify/create a filter and modify all of the filter settings to have uniform Background colors .
Use any of the default color options:
0xFE2222 = RED
0xDA8B4D = Brown
0xFCDDB2 = Tan
0xEFDB27 = Yellow
0x22AB22 = Green
0x45F2F2 = Baby Blue
0x2222FE = Blue
0x8F8FFE = Lavender
0xFFFFFF = White
0x222222 = Black
then you need to modify the AHK file and change the part that starts with "Global LootColors" on line 75
Put the Hexcode for the colors you have chosen in your loot filter into position 1, 2 and 3 of the LootColors array.
Make sure you do not delete the } symbol at the end of the third entry
The array will look like :
Global LootColors := { 1 : 0xFFFFFF
, 2 : 0xFFFFFF
, 3 : 0xFFFFFF}
The hardest part is changing ALL the item filters because there are a lot that look a specific color but are partially transparent.
I would not recommend putting more than 4 - 5 colors into the array or it begins to slow down click success drastically.
To use inventory management simply press its hotkey while your inventory is open.
Depending on the state of the game you will do one of many things.
First it determines if the item needs to ID, and based on the settings will do it or not.To configure which stash the items will go to, open the config screen and go to the second page.
Then it determines if you are at the stash, if so it will deposit items a the stash which you have enabled.
Last it determines if you are at the vendor, and sells everything that is not currency or a "special type"
There is a new section at the bottom for dealing with stash management.
Click the droddown box to select the # Tab for each special type
To disable using a tab, simply uncheck the box.
In the extra options
An option for Loot Vacuum
An option to auto detonate mines
you can disable any of the Identify, Stash or Vendor logic.
An option for keeping maps Unidentified
Previous changes:
passthrough for each individual pot slot
capslock for all pots manual
pots stop when chat or inventory/stash is open.
Swapped the keys to alt+f11 for pots and alt+f12 for autoquit
Keybindings in GUI
Fixed portal scroll not saving or loading X and Y pos
Added keybinding for manual logout
Hotkey for Identifying inventory and optionally sending to vendor/stash (sends a ctrl+click)
Edit boxes to input your Wisdom scroll location for the above hotkey.
Moved the logout hotkey next to the autoquit hotkey.
Fixed logout issue in loading screens when using auto-quit
Added:
More bugfixes with Gui settings
New major feature, Loot Vaccum!
New major feature, Intelligent Inventory Sorting
New major feature, Auto detonate Mines
Stock portal scrolls or wisdom scrolls if missing more than 10
Added a new system to parse item clipboard information
Added debug mode with two tools
When debug mode is enabled it alters the function of the Mouse Coord/Pixel toolAdded GUI elements into the second page.
To use item parser, mouse over an item and hit Coord/Debug Hotkey
If Pixel grid is enabled, Coord/Debug will also have a second messagebox for troubleshooting item grid
These menu items will save when a selection is madeAdded Hotkeys Alt-Escape to reload and Win-Escape to Exit
Wingman GUI no longer comes in focus when you start the program.
If POE is not open on launch, use the Alt-Esc to reload once its open.GuiPage1.png
(or open settings with Alt-F10 and press check)
GuiPage2.png
PoE-Wingman v1.1 Bandit Edit v4.20.zip
Last edited by thebbandit; 07-11-2019 at 04:49 PM.
Nice release. quick question, I don't see the Parse item nor pixel grid at the top of the window. Also not seeing the file to edit so ican add loot colors
Last edited by osyraus; 07-11-2019 at 06:52 AM.
Will there ever be support for other resolutions? Maybe a way to set the area where your life and potions are so it works for all resolutions?
The macro is not working for any ultrawide screens.
Sure, send me a monitor to test on with ultrawide and I will get right on that
With that said, I have been bug tesing it even more and found some issues with how I was having the click actions register.
This is a small patch for Wingman v1.1 Bandit Edit v4.20 ([PoE-Wingman] - Auto-Flask, Auto-Quit & more (AHK, pixel)) . I figured out how to fix the random item from being picked up, nothing really added just bug fix.
PoE-Wingman v1.1 Bandit Edit v4.20.zip
I also updated the release post with the new file, if you grabbed the first version redownload! with this new method of clicking the script goes EVEN faster than before! If you have latency you may need to adjust some of the functions such as Ctrl-click or shift click and incriment the sleep timers by values of 15 at a time.
Last edited by thebbandit; 07-11-2019 at 04:53 PM.
Would it be viable to create a sort of "box" that we can position in the health bar so that it can work for any resolution?
Also if you want to make a beta with an attempt compatibility for the resolution I can test it.
For now i'm using the script for that nice health bar and quicksilver usage. It's really amazing work, using the HUD is just not worth it, too invasive.
Last edited by NightwishDK; 07-11-2019 at 07:33 PM.
Update:
I managed to fix the issue. My monitor is 2050x1080 so I just opened both scripts and replaced all 1920 for 2050. Worked like a charm. It would probably be better if you made the script pull the resolution from the settings.ini and ask for the resolution at the first run of the script.
Thanks for the amazing script, no more deaths for me
You cant pull the resolution from the ini because the game may not be running at that resolution.
If you run fullscreen windowed, the game appears to run at the resolution of the primary displayits on as far as ahk is concerned.
If you set a resolution higher than your primary display resolution, the game will default to the monitor resolution, even though the ini wasn't changed.
TLDR the ini is unreliable.
Why wont this identify items for me? Sellls and dumps fine.
Edit. Checking leaving maps un id seems to fix it
Last edited by renegadej; 07-14-2019 at 12:21 AM.
I have been working on this some more, and went ahead and made a github page. The repository is now located Here.
One of the members commisioned me to introduce ultrawide scaling (3840) into the Script, so looking for others to test that as well.
I may have found the pattern in order to scale them automatically, but for now it is just set up for a 3840 width screen.
From what I have observed, the game simply adds the extra space in between the elements and does not scale the size of them.
The leftmost side is always the same, but the rightmost side is (A_ScreenWidth-1920)+X and the vendor position is ((A_ScreenWidth-1920)/2)+X
but I could be wrong about that for other resolutions :P Need more people to test and submit reports!
I also sperated out the Identify logic onto multiple lines and that should help fix any issues with that
Last edited by thebbandit; 07-14-2019 at 08:56 AM.
AFAIK, at the moment the flask trigger on selected button press works, or should work like this:
Button -> Flask
so the flasks actually pop after you use the selected ability. and idk why, but for me, they work most of the time after you hold the button for a bit of time. if you tap the button, they won't trigger in 80% of the clicks.
Would it be possible to make it when you press the button, it pops the selected flasks first, and then does the selected button click?
Untitled - Streamable
Go ahead and submit an issue on the github page to make things easier, going forward I will be using the github page for any suggestions on the project.
That being said, the way the script is interpereting your gamestate is a changing "Key" of five digits such as 00100 which would signal it to trigger the third flask
When you press a button it adds the value of those digits together and then evaluates them at the end of the gametick.
Doing what you suggested (to fire flasks before button) would require a complete rewrite of how the script handles manual flasks.
sent you a PM, hopefully you get to see it :/