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Member
Is there anyway to use different health quit %'s? I play hardcore and usually have more ES than health, I am fine losing ES but would like to quit a bit higher for health. I see in the settings it shows more options but the gui only gives the maximum of 60%. Any way to get around this?
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Member
Hello all, I'd like to speed up my chaos recipe stashing. Have any of you done a custom loot filter that throws all chaos recipe items (unid'd and level 60-74) into a stash tab?
/cash
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Member
I love how much effort has clearly gone into this and I really appreciate it!
Last edited by emjay2d; 01-07-2020 at 08:46 PM.
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Contributor
I went a little too overboard trimming out the delays in the inventory scan. But man it is so crazy fast now, I am glad I finished the rework of the click functions. I realized that there needed to be a small delay before any of the mouse movement actions to allow them to chain together without grabbing items. Previously I had the delay between each item clip super long to resolve that, but now I think I found and resolved the actual problem with the new method.
For anyone using the CLF please pay attention to all the changes in the notes, there have been adjustments to the names of some properties, and things have been moved around. This is to help make using the item parser easier to understand, and grouping the relevant properties together with a common name. If I had realized this earlier, I would have used a better method of grouping the different variable names for displaying in a list alphabetically.
When you open the CLF you will also notice that it loads way faster, but all the editboxes are missing?! This change was made to allow the main CLF list to be quickly refreshed, and you can always use the edit button to modify any individual group. I left the buttons for Edit, Export and Remove on the main group list.
Another noteworthy addition is a copy of the actual items clipboard contents that the script grabs. It will be in the Prop.zz_ItemText and there are two versions of the clipboard inside the variable. First is a trimmed version that only has # in the place of all the digits. The second copy follows that, and is the raw clipboard contents.
This allows for the use of the next thing worth mentioning, new evaluations. I have added >= and <= for easier basic evaluations, and improved the ~ evaluator. Using the new clipboard contents variable, I can set up several different types of matching items with one filter. Configure the min value as "# to Fire Resistance & # to Lightning Resistance | # to Fire Resistance & # to Cold Resistance | # to Cold Resistance & # to Lightning Resistance" and it would match any item that has dual res. This will help ease the need to create duplicate filters for similar items.
So to clarify, the ~ evaluator can use & inside each of the | sections
PropAffixStatName ~ matchAnyString | orThis & andThis | orSomethingElse | orThis & That & Other
lastly, a small fix for the client parser. It was sending a Return after it detected that the string contained one of the unnecessary lines, such as trade chat and global. But it actually needed to be a Continue so that it can keep parsing through the rest of the lines. I am not sure if that was related to the issue people were having with the parser lately. Mostly I am hearing that just clearing the log file resolves the issue, but it can get complicated with the client.txt file and I have approached this function from several angles. Everytime I parsed the file in reverse people were reporting even more issues than just simply dumping the file back reversed and parsing it forwards. Its kinda a lose lose thing, since both methods seem to have some kind of complication. At least the large log file issue is something that can be addressed, but the other methods seemed to have runtime error crashes and I cannot do much about those. Anywho, I actually just changed it to compare the location of the log line when the symbols ] : are present. these are the only lines that are talking about location change, and its always only those lines.
Patch Notes
Code:
Version .09.05 January/07/2020
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Toned back some of the latency adjustments on click functions
I think I have gotten it tuned in properly now, and latency can adjust rest
Adjusted default OHB string to 96 variance
Changes to the parser backend, these affect the CLF
PhysAvg, EleAvg, and ChaosAvg have been added
ItemClass has been moved to Prop array, didnt make sense as a stat
This will require updating CLF, Replace Stats.ItemClass with Prop.ItemClass
dps totals have been given more standard names, will need to change in CLF
Changed to Dps, Dps_Phys, Dps_Chaos, Dps_Ele, and Dps_Q20
Quality 20 dps value is now always calculated, even when its already Q20
This is to make using it as an evaluation source more reliable
Prop.Rarity_Digit has been added to allow for > or < eval
1 is normal, 2 is magic, 3 is rare, 4 is unique
<= and >= have been added as evaluator options
& can now be used with the ~ evaluator
so a min with this value: dagger|mace&two| word1 & word2 & word3
would match either daggers, or mace and two, or word1 and word2 and word3
This works very well with the zz_ItemText that now holds the entire item clip
To search easier, the percentages and digits have been replaced with #
width and height are now Item_Width and Item_Height
Custom Loot Filter has been reworked to load main group list as text
Click edit to open the group and start modifying it
This makes the CLF build the main menu MUCH faster
bugfix for the client log parser
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Post Thanks / Like - 1 Thanks
redpepsi (1 members gave Thanks to thebbandit for this useful post)
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Member
Originally Posted by
JUNKdeLUXE
you only have 1 flask marked as a QS though?
OH yeah I have 2 profiles that's why. But just tick the other slot where you have QS and that way works perfectly for me. They rotate 1 at a time, they never go both off.
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Member
that a incredible tool, but i lose a lot of fps when i activate the tool, and my pc isnt a toaster haha
i dunno if its a AMD problem, but sometimes my fps drop to 20-30 x_x
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Member
Originally Posted by
miick
that a incredible tool, but i lose a lot of fps when i activate the tool, and my pc isnt a toaster haha
i dunno if its a AMD problem, but sometimes my fps drop to 20-30 x_x
Interesting.... I aint thebanddit; but that sounds incredibly unusual to me. I can only say that personally that does not occur on my non toaster....
Worth noting I think the script "pixelsearches" constantly, not sure if that should give such a big impact on performance or not, but I'd understand if it did (but only for toasters, cause again on my end it runs well)
I've been playing with the inventory thing for atleast 4 hours and it worked once.... Not sure what to say other than I can't get it to do anything but hover over my inventory items
Could be cause I dont understand what the fuck stash hotkeys mean? Not sure....
Last edited by emjay2d; 01-08-2020 at 04:08 PM.
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Contributor
Originally Posted by
emjay2d
I've been playing with the inventory thing for atleast 4 hours and it worked once.... Not sure what to say other than I can't get it to do anything but hover over my inventory items
Could be cause I dont understand what the fuck stash hotkeys mean? Not sure....
This sounds like you have OnInventory calibrated but possibly not the OnStash calibrated properly? Its running the mouse over the items then that means they are being picked up in the scan, but the script only knows that you are at the stash when it detects the proper pixel color. This is how only one button does everything related to your inventory, its making decisions based on what it perceives your gamestate is.
Originally Posted by
miick
that a incredible tool, but i lose a lot of fps when i activate the tool, and my pc isnt a toaster haha
i dunno if its a AMD problem, but sometimes my fps drop to 20-30 x_x
As for the framerate issue, its hard to say why you are having that. I have been doing everything I can to tone back the CPU load of the script, and its gotten back to manageable levels. But you are having some unusual strain on your framerate that I cannot really account for. Are you using a UHD resolution like 3840x2160?
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Member
Originally Posted by
thebbandit
I went a little too overboard trimming out the delays in the inventory scan. But man it is so crazy fast now, I am glad I finished the rework of the click functions. I realized that there needed to be a small delay before any of the mouse movement actions to allow them to chain together without grabbing items. Previously I had the delay between each item clip super long to resolve that, but now I think I found and resolved the actual problem with the new method.
For anyone using the CLF please pay attention to all the changes in the notes, there have been adjustments to the names of some properties, and things have been moved around. This is to help make using the item parser easier to understand, and grouping the relevant properties together with a common name. If I had realized this earlier, I would have used a better method of grouping the different variable names for displaying in a list alphabetically.
It's still picking up the items and messing up moving them to stash. I've recal'd multiple times and hasn't worked properly since two patches ago I believe, right after you decreased all the timings significantly. I've also tried adjusting the latency multiplier to no avail.
Sometimes it works, sometimes it doesn't. It seems like you have delays on Ctrl and delays on clicking to move the item to the stash, but sometimes the ctrl key doesn't line up with the clicking and it will pick up the item instead of moving it to stash. Then it goes through the whole script with that item picked up.
Last edited by jpitty; 01-09-2020 at 08:23 AM.
Reason: clarity
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Member
Originally Posted by
Tonkan
I think the script might have broke for me when I restarted it because hotkeys were messing with me Alt+F10 would only bring up the GUI 2/10 times so had to double click the icon in system tray to get it to open, but after restarting it the script doesn't work at all and double clicking in tray only opens the AHK screen with executed lines. What's going on?
Edit:
Tried a new install and it seems to be the settings.ini file that breaks everything, copied the new settings file to the old install and everything worked fine :S
2nd Edit:
After alot of trial and error I managed to figure out what was the problem, it's when I select the client.txt that everything fucks up
Tried with steam version since everything fucked up when I changed my client.txt so I guess it only works on steam version? :/ would suck as exileapi only works on standalone
Just wanted to let anyone with similar problems that deleting my client.txt solved the issues I had 
Great script, just wish I would've tried solving the problem a little longer than posting haha ohwell.
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Member
Its possible detect status effects like bleeding, frozen, etc?
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Member
Auto-Detonate won't work, no matter what I try. Is there a way to manually add the offsets?
I have to say I'm using a AMD GPU with higher saturation (might be an issue?) but even when the saturation is off it still doesnt work.
Tried with AutoWizard and Individual Sample and deleted the client.txt...
When I check Gamestates and place mines it even shows as green, but they simply wont detonate.
Edit:
Alright, seems like I MUST add an individual (new?) sample for the current char, now they are working, what I did:
- Deleted client.txt
- Re-Sample auto-detonate
- Re-Sample OnChar
Working now!
Last edited by omnicrunch; 01-09-2020 at 05:45 PM.
Reason: Fixed
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Member
so is this a compiled program and detectable or just a script running?
Nothing to see here...move along.
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Member
is there a discord for live chat with the communty of wingman?
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Contributor
Originally Posted by
omnicrunch
Alright, seems like I MUST add an individual (new?) sample for the current char, now they are working
Sometimes you just need fresh samples, and all the tools to give feedback on whats happening with the script are implimented into the debug messages. Everything else you would need to know is part of the gamestates UI.
Originally Posted by
godfeast
so is this a compiled program and detectable or just a script running?
Compiled or not, it does not matter. ANYTHING is detectable if it interacts with the game. This is why it is recommended to use limited user method. This does not interface with the game memory though, and instead this is hooking into your actual display and mouse/keyboard input. So we dont really touch the game other than sending clicks, keypress or mousemoves.
Originally Posted by
Tryzer
is there a discord for live chat with the communty of wingman?
I have not created a discord for this project, as it really is not something I wish to have even more contact with the general public about. I have already provided several ways for people using the script to give feedback, or report issues. This forum thread here is the way anyone who wants to talk to the community would do so (but often its used for asking tech support questions, or statements like "Scripts broken guys" lol). I have played with the idea of doing a discord for the patreon, so people who want to contribute monthly can ask questions in real time. There is nothing in the works yet though, since so far there have been no pledges.
Originally Posted by
botserver
Its possible detect status effects like bleeding, frozen, etc?
With the tools implimented into the script at this time, its very possible that I can create a system for detecting when you have debuffs. The real limitation has really become the menu interface.
At this point, the script is beginning to become bloated with all the options in the menu. There are way too many dropdown lists and such that are starting to bog down the script when it first loads. If I would have know the impact that adding items onto the main menu would have, I would have approached the menu with more modular portions. This is something I want to go back through and modify all the main menu, to group all the similar options together and add them to their own popup menus. Then they can load on demand when you want to modify something, but it can let the script load a lot faster.
so to answer the question, yes it is possible, but my focus is currently on reworking the main menus. I would suggest making a feature request on github, I am pretty ADHD and these posts get buried in the main thread. When I finish with the menu rework I can give that a shot.
Last edited by thebbandit; 01-09-2020 at 10:15 PM.