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  1. #16
    wallterus's Avatar Member
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    This is community thinking

    ExileAPI Fork (with Release)
  2. #17
    vazahl's Avatar Member
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    How do I run this? I am completely new to this site

  3. #18
    boterang's Avatar Active Member
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    First of all ty for your work.

    I'll start use thi fork before Queuete created this post and after these hours of use I noticed that after the Delirium ends, the icons on the map of the monsters that I skipped during the map remain.
    Changing the zone or restarting it will settle.

  4. #19
    theerel's Avatar Member
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    pls udpate delv chests

  5. #20
    Queuete's Avatar Elite User
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    I added BuffUtil with a minor tweak. It now tries to cast your skill when its activated even if it is not on the skill bar (read as: "still hits the button"). This is currently necessary, the serverdata which includes the action bar is not updated yet.
    BasicFlaskRoutine got added aswell, but I never used it before and didnt test if its working. I just used the latest version from Sychotix and integrated it.

    Originally Posted by vazahl View Post
    How do I run this? I am completely new to this site
    Download the latest release, currently Release v0.3 . Queuete/ExileApi . GitHub.
    Set up PoE as limited user https://www.ownedcore.com/forums/mmo...ited-user.html (Run PoE as a limited user)
    Then run the Loader.exe from the folder you just downloaded.


    Originally Posted by boterang View Post
    First of all ty for your work.

    I'll start use thi fork before Queuete created this post and after these hours of use I noticed that after the Delirium ends, the icons on the map of the monsters that I skipped during the map remain.
    Changing the zone or restarting it will settle.
    You are talking about the icons on the pods which spawn monsters or volatiles? I am aware of this, but it has not that high priority. It can also get quite a bit wonky when you die.

  6. Thanks poetesttt, roska (2 members gave Thanks to Queuete for this useful post)
  7. #21
    codename0's Avatar Member
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    Really tks for your work and also a lots of thanks because u give us this for free.

  8. Thanks Marconio (1 members gave Thanks to codename0 for this useful post)
  9. #22
    wallterus's Avatar Member
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    You could add a donation option, I believe that many are willing to donate when it is voluntary and not forced.


    Thank you for breaking the monopoly!

  10. #23
    ungldiv's Avatar Member
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    Thank you for the work, here is some dangerous Delirium mods from podb for adding in new_mod_alerts.txt
    Code:
    #Delirium
    MonsterAfflictionMagicRewardDebuffFlaskEffect_; Diluting Touch; 1,4
    MonsterAfflictionMagicRewardDebuffActionSpeed; Paralysing Touch; 7,3
    MonsterAfflictionMagicRewardDebuffRecoveryRate__; Wasting Touch; 3,4
    MonsterAfflictionMagicRewardDebuffDamageTaken; Eroding Touch; 6,3
    MonsterAfflictionHasTeleportAndExplodeOnDeathDaemon; Vengeful Stalker; 1,7
    MonsterAfflictionVolatileOnDeath; Vengeful Chase; 6,7
    MonsterAfflictionAnomalyOnDeath; Vengeful Grip; 1,5
    "Touch" debuffs (1, 2, 3, 4) are only applied on hit
    Vengeful Stalker: Teleport towards the player and explode on death
    Vengeful Chase: Spawn a Volatile Core on death (the same version as is from the delirium ground pod)
    Vengeful Grip: Spawn a slow zone (wriggling hands from ground) on death, applies Temporal Anomaly debuff

    Noticed the new "HideBurriedMonsters" setting also hides Volatile Cores from Delirium and Nemesis mod since they are isHidden flag on, which is usually the opposite of what I want to behave.
    It would be cool if I can hide all monster icons except those with alerted mods from new_mod_alerts.txt, or contains certain metadata paths. Currently only Tormented Spirits are specifically marked (green hexagon) for minimap icons, then they are not drawn when "DrawMonsters" setting is off anyway. My personal edit is utilizing IconPriority property, but I can't implement this in a proper way.

    MonsterIcon.cs
    Code:
    // Spirits icon
        else if (Rarity == MonsterRarity.Unique && entity.Path.Contains("Metadata/Monsters/Spirit/"))
        {
            MainTexture.UV = SpriteHelper.GetUV(MapIconsIndex.LootFilterLargeGreenHexagon);
            Priority = IconPriority.VeryHigh;
        }
    // Volatile Core
        else if (Rarity == MonsterRarity.Unique && (entity.Path.Contains("Metadata/Monsters/LeagueAffliction/Volatile/") || entity.Path.Contains("Metadata/Monsters/VolatileCore/)")))
        {
            MainTexture.UV = SpriteHelper.GetUV(MapIconsIndex.LootFilterLargeCyanHexagon);
            MainTexture.Color = Color.Violet;
            Priority = IconPriority.VeryHigh;
        }
    // Living Azurite
        else if (entity.Path.Contains("Metadata/Monsters/LeagueDelve/DelveAzuriteTurret") || entity.Path.Contains("Metadata/Monsters/LeagueDelve/DelveAzuriteTurretSpawned"))
        {
            MainTexture.UV = SpriteHelper.GetUV(MapIconsIndex.LootFilterLargeCyanTriangle);
            MainTexture.Color = Color.Aqua;
            Priority = IconPriority.VeryHigh;
        }
    Code:
        if (modName != null)
        {
            MainTexture = new HudTexture("sprites.png");
            MainTexture.UV = SpriteHelper.GetUV(modIcons[modName], new Size2F(7, 8));
            Priority = IconPriority.VeryHigh;
        }
    MinimapIcons.cs
    Code:
    foreach (var icon in baseIcons)
    {
        if (icon.Entity.Type == EntityType.WorldItem)
            continue;
    
    // Show flagged icons regardless of the setting
        if (!Settings.DrawMonsters && icon.Entity.Type == EntityType.Monster && icon.Priority != IconPriority.VeryHigh)
            continue;

    ChestComponentOffsets or parent offsets are not fixed yet. The "IsOpened" flag on chest entity is just reading some random address, which causing all the chests randomly not shown in HUD.
    My super shitty fix for delve chest.

    Entity.cs
    Code:
        if (targetable == null)
            return _isOpened;
    
    // Delve chest is always not opened
        var IsDelveChest = Path.Contains("Metadata/Chests/Delve") || Path.Contains("Fossil");
    
        _isOpened = !targetable.isTargetable || (chest.IsOpened && !IsDelveChest);
        return _isOpened;

  11. Thanks Sychotix, Queuete (2 members gave Thanks to ungldiv for this useful post)
  12. #24
    vazahl's Avatar Member
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    Untitled.png
    This is what I got when I launched loader.exe.

  13. #25

  14. Thanks Queuete, SickBro (2 members gave Thanks to peepoHappy for this useful post)
  15. #26
    Esionru's Avatar Member
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    God bless you

  16. #27
    bagindo4ka's Avatar Member Authenticator enabled
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    BasicFlaskRoutine didn't work for me

  17. #28
    poetesttt's Avatar Active Member
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    AutoQuit work fine by just copy and paste the plugin folder. GitHub - zaafar/AutoQuit

    HealthBar sometime disappear, and always disappear during entire legion encounter.

  18. #29
    DaFeek's Avatar Member
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    BasicFlaskRoutine is not working at all, unfortunately without it Qvin's day 1 release, as bug ridden as it is, still has more functionality.

  19. #30
    Queuete's Avatar Elite User
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    Originally Posted by Zyrose View Post
    Just some quick feedback after 10 mins with it:
    Stashie works on most things but doesn't recognize rares, specifically unidentified rares for the chaos recipe.
    I uploaded the FullRareSetManager source in Plugins and it was able to be locally compiled, loaded, and enabled. It just doesn't work (no UI drawing on screen).

    Other than that, everything works so far. Thank you very much for all your work!

    Edit: Stashie also doesn't have the refill currency option
    The unidentified issues should disappear due to peepoHappy's offset fixes. They are in included in the latest release.
    Please report back if thats right or the problem keeps happening.

    Originally Posted by ungldiv View Post
    Thank you for the work, here is some dangerous Delirium mods from podb for adding in new_mod_alerts.txt
    Where is this file located? Isnt that part of the preloadAlert or some similar plugin? This is currently not supported at all.
    I'll look into your other changes, some of those dirty fixes probably come in. Especially the delve one should be nice for next league starts aswell. Most likely I will add them with some kind of settings option so they can be turned off once the underlying offset issues are solved.

    Originally Posted by vazahl View Post
    Untitled.png
    This is what I got when I launched loader.exe.
    You used the latest release? or did you try to build it by yourself? If you tried to build it by yourself most likely Visual Studio is showing you some errors, probably about references.

    Thanks a lot, merged it.

    Originally Posted by poetesttt View Post
    AutoQuit work fine by just copy and paste the plugin folder. GitHub - zaafar/AutoQuit

    HealthBar sometime disappear, and always disappear during entire legion encounter.
    This is noted, I'll look into it when I can replicate this. Sadly legion errors are not that easy to replicate

    Originally Posted by bagindo4ka View Post
    BasicFlaskRoutine didn't work for me
    Thats most likely due to missing offsets. BasicFlaskRoutine is a rather complex and big routine I'll look into it and try to find which ones are needed, but dont get your hopes to high.

    Originally Posted by DaFeek View Post
    BasicFlaskRoutine is not working at all, unfortunately without it Qvin's day 1 release, as bug ridden as it is, still has more functionality.
    Feel free to use his version or the TehCheat one. I am totally not against their versions, but this one is completly community effort and will be as updated as the community contributors are able to.


    https://github.com/Queuete/ExileApi/releases/tag/v0.4

    New release, mostly with offset updates from MustBePony and Kinetsu, Thanks!
    UnIdy and AutoQuit were added. Furthermore the known issues will be kept on github:
    https://github.com/Queuete/ExileApi/projects/1

  20. Thanks poetesttt, Mikio, SickBro (3 members gave Thanks to Queuete for this useful post)
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