i got fps drop problem, its working fine with v8.0, but 9.0 is laggy.
Keep em coming, incrimental updates as they are made
Only patch bugs, seperate new features to another branch
i got fps drop problem, its working fine with v8.0, but 9.0 is laggy.
Here is my setting. Still haven't been able to get it to work
OnChar.PNGmain.PNGConfig.PNG
Any chance of supporting steam controller? Button bindings are a little wonky.
i get this error and cant use![]()
can someone help me ? PLEASE detonate mines and auto skill for me is not working Screenshot by Lightshot what i need to do¿?
I also agree with you that automatic detonation does not work correctly, when you just run the script, everything works, it’s worth switching to another card, it does not work. Tell me, is this a problem?
at first, I didn’t succeed either, then I pressed the detonation button (D), it worked for me, but when switching to another card it doesn’t work
at first, I didn’t succeed either, then I pressed the detonation button (D), it worked for me, but when switching to another card it doesn’t work
I got a bit of a problem, the wingman disconnexts me everytime I pick up azurite in delve saying "ohb not found"
when I try to calibrate OHB in delve it says mCldI0b.png and A2XS4a8.png in game.
I have OHB tho 20D0oSW.png
these are my settings pxUaWQP.png
9v05ZQL.png this one doesn't seem to make any difference, the script disconects me everytime I try to pick up azurite with this option on/off
Still working?
gonna try it and would like to donate if works fine, any patreon or some?
PLEASE only need how to know for work "auto skill" can someone can explain me ?
Switch to OHB will change detection method for your health to the Overhead Health Bar, instead of using the health globe to sample. If your having issues with the OHB being detected, try adjusting the number that represents the Variance of the string. it is the number that says 97, try adjusting it lower to get a better match. As far as it disconnecting you, I have tried to get all the kinks worked out but it may have false positives for being low on health. I would recommend turning off autoquit in mines to be safe you wont get accidentally kicked out.
Yup, still working as long as you have a supported resolution and the ability to learn how the script functions. Try starting off with the wiki and read through some of the docs, they should help you get up to speed on the setup process. If you find that you enjoy the script and want to donate, there is a link to donate if you right click on the tray icon. Or donate by clicking this link.
Are you mentioning the AutoSkill-up function that levels your skill gems, or are you talking about the Utilities section that casts abilities for you?
Patchnotes
Code:Version .09.03 January/02/2020 -------------------------------------------------------------------------------- Additions to the Custom Loot Filter Added inlfuence types to item parser Prop.Influence ~ Elder|Shaper|Hunter|Redeemer|Warlord|Crusader Prop.ChaosValue and Prop.ExaltValue added to selectable list Prop.MapTier, Affix.GrantedSkill & Affix.GrantedSkillLevel have been added Ninja API Parser adjusted to acount for changes to maps Now matches maps based on their tier Unique maps will not match based on tier (they are inconsistant tiering) Debug messages have all been adjusted to take up less screen space Simplified the FlaskMS readout to just simple MS time and CPU load it will show the largest number in the last half second C log output has also been simplified, shows status and current location CPU load has been reduced by removing CoolTime() from everything It was great for determining exact ms values down to the microsecond its purpose is done though, and we no longer need this Loot Vacuum has been implimented into the main timer, no longer loops on its own This seems to speed up the first press of the hotkey also allows the rest of script to keep running while pressed Calibration for OnDetonate has been streamlined The two buttons have been combined, it just determines if you are OnMines Same has been done to the calibration wizard Same in gamestates, they are just one status OnDetonate
I don't know why but after last update, loot vacuum stopped working, no matter how many times I resampled the colors or reloaded the script, it does not work
I spread ready-made settings that I use at the moment, for the extension 3440x1440 (21: 9), maybe there are errors, but I checked on my monitor, like everything determines and works, if you find an error, be sure to write. Add this code after 3971 lines in file data\Library.ahk and change line 1343 "Standard|Classic|Cinematic|UltraWide" to "Standard|Classic|Cinematic|UltraWide|UltraWideCinematic" in file PoE-Wingman.ahk
And to all a happy new year!Code:Else If (ResolutionScale="UltraWideCinematic") { ;Item Inventory Grid Global InventoryGridX := [ Round(GameW/(3440/2579)), Round(GameW/(3440/2649)), Round(GameW/(3440/2719)), Round(GameW/(3440/2789)), Round(GameW/(3440/2860)), Round(GameW/(3440/2930)), Round(GameW/(3440/3000)), Round(GameW/(3440/3070)), Round(GameW/(3440/3140)), Round(GameW/(3440/3211)), Round(GameW/(3440/3281)), Round(GameW/(3440/3351)) ] Global InventoryGridY := [ Round(GameH/(1440/851)), Round(GameH/(1440/921)), Round(GameH/(1440/992)), Round(GameH/(1440/1062)), Round(GameH/(1440/1132)) ] ;Detonate Mines Global DetonateDelveX:=GameX + Round(GameW/(3440/2934)) Global DetonateX:=GameX + Round(GameW/(3440/3090)) Global DetonateY:=GameY + Round(GameH/(1440/1202)) ;Scrolls in currency tab Global WisdomStockX:=GameX + Round(GameW/(3440/164)) Global PortalStockX:=GameX + Round(GameW/(3440/228)) Global WPStockY:=GameY + Round(GameH/(1440/353)) ;Status Check OnMenu global vX_OnMenu:=GameX + Round(GameW / 2) global vY_OnMenu:=GameY + Round(GameH / (1440 / 72)) ;Status Check OnChar global vX_OnChar:=GameX + Round(GameW / (3440 / 54)) global vY_OnChar:=GameY + Round(GameH / ( 1440 / 1217)) ;Status Check OnChat global vX_OnChat:=GameX + Round(GameW / (3440 / 0)) global vY_OnChat:=GameY + Round(GameH / ( 1440 / 850)) ;Status Check OnInventory global vX_OnInventory:=GameX + Round(GameW / (3440 / 2991)) global vY_OnInventory:=GameY + Round(GameH / ( 1440 / 47)) ;Status Check OnStash global vX_OnStash:=GameX + Round(GameW / (3440 / 448)) global vY_OnStash:=GameY + Round(GameH / ( 1440 / 42)) ;Status Check OnVendor global vX_OnVendor:=GameX + Round(GameW / (3440 / 1264)) global vY_OnVendor:=GameY + Round(GameH / ( 1440 / 146)) ;Status Check OnDiv global vX_OnDiv:=GameX + Round(GameW / (3440 / 822)) global vY_OnDiv:=GameY + Round(GameH / ( 1440 / 181)) ;Life %'s global vX_Life:=GameX + Round(GameW / (3440 / 128)) global vY_Life20:=GameY + Round(GameH / ( 1440 / 1383)) global vY_Life30:=GameY + Round(GameH / ( 1440 / 1356)) global vY_Life40:=GameY + Round(GameH / ( 1440 / 1329)) global vY_Life50:=GameY + Round(GameH / ( 1440 / 1302)) global vY_Life60:=GameY + Round(GameH / ( 1440 / 1275)) global vY_Life70:=GameY + Round(GameH / ( 1440 / 1248)) global vY_Life80:=GameY + Round(GameH / ( 1440 / 1221)) global vY_Life90:=GameY + Round(GameH / ( 1440 / 1194)) ;ES %'s If YesEldritchBattery global vX_ES:=GameX + Round(GameW / (3440 / 3222)) Else global vX_ES:=GameX + Round(GameW / (3440 / 225)) global vY_ES20:=GameY + Round(GameH / ( 1440 / 1383)) global vY_ES30:=GameY + Round(GameH / ( 1440 / 1356)) global vY_ES40:=GameY + Round(GameH / ( 1440 / 1329)) global vY_ES50:=GameY + Round(GameH / ( 1440 / 1302)) global vY_ES60:=GameY + Round(GameH / ( 1440 / 1275)) global vY_ES70:=GameY + Round(GameH / ( 1440 / 1248)) global vY_ES80:=GameY + Round(GameH / ( 1440 / 1221)) global vY_ES90:=GameY + Round(GameH / ( 1440 / 1194)) ;Mana global vX_Mana:=GameX + Round(GameW / (3440 / 3314)) global vY_Mana10:=GameY + Round(GameH / (1440 / 1409)) global vY_Mana90:=GameY + Round(GameH / (1440 / 1165)) Global vH_ManaBar:= vY_Mana10 - vY_Mana90 Global vY_ManaThreshold:=vY_Mana10 - Round(vH_ManaBar* (ManaThreshold / 100)) ;GUI overlay global GuiX:=GameX + Round(GameW / (3440 / -10)) global GuiY:=GameY + Round(GameH / (1440 / 1370)) ;Divination Y locations Global vY_DivTrade:=GameY + Round(GameH / (1440 / 983)) Global vY_DivItem:=GameY + Round(GameH / (1440 / 805)) ;Stash tabs menu button global vX_StashTabMenu := GameX + Round(GameW / (3440 / 853)) global vY_StashTabMenu := GameY + Round(GameH / ( 1440 / 195)) ;Stash tabs menu list global vX_StashTabList := GameX + Round(GameW / (3440 / 1000)) global vY_StashTabList := GameY + Round(GameH / ( 1440 / 148)) ;calculate the height of each tab global vY_StashTabSize := Round(GameH / ( 1440 / 29)) }
Nevermind.
Last edited by noneyatemp; 01-03-2020 at 11:52 AM.