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Originally Posted by
totalschaden
was already expecting it to not work as it was broken for 7+ Leagues. even on TC Fork it was fixed just recently. Due to posting of I was thinking this might have been fixed. Otherwise I wont have pushed the updates with auto CD to public.
Edit:
So your best bet is waiting for a fixed queuete's Fork where it shows the actual skill.cooldown (Cooldown - Reduction) and not the default value, or use an old CoPilot version that still has Sliders for CD.
Is the fork you are on using VirtualCooldownSpeedPct for the reduction?
Furthermore, in the core code there is this code, which does not do what the comment suggests (off by factor 10). Are you using that value as 1/10th seconds, or has that been corrected? As far as I can see, copilot is the only consumer of this from the common plugins.
public float Cooldown => M.Read<int>(Address + 0x60) / 100f; //Converted milliseconds to seconds
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Originally Posted by
mm3141
Is the fork you are on using VirtualCooldownSpeedPct for the reduction?
Furthermore, in the core code there is this code, which does not do what the comment suggests (off by factor 10). Are you using that value as 1/10th seconds, or has that been corrected? As far as I can see, copilot is the only consumer of this from the common plugins.
public float Cooldown => M.Read<int>(Address + 0x60) / 100f; //Converted milliseconds to seconds
Sorry I cant help with that, It could be VirtualCooldownSpeedPct , but as far as I know TC only fixed offsets that were fucked up. Im not into that Topic though, 0 reverse engineering xp.
I know this had been broken for over 7 Leagues, CoPilot might be the only public consumer of that value, as this was until recently completly useless as it only showed the default cooldown, not the accurate reduced CD.
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Originally Posted by
mm3141
Is the fork you are on using VirtualCooldownSpeedPct for the reduction?
It depends how serious they were about calculating the actual cooldown. Something like Skill.BaseCooldown / (1 + Skill.VirtualCooldownSpeedPct) simply gets you the cooldown if the spell were cast alone. Unfortunately, the system is a bit more complicated with shared cooldowns (see Blink Skills, Warcry Skills) that require tracking of not just the skill itself but the shared skills cast time, effect duration, and any buffs they are dependent on (e.g. Blink Skills, Withering Step, & Elusive's active skill effect duration). Introduce charges and then you also have to consider ordering and special cases. I imagine such a complicated system would be implemented as a separate module/plugin seeing as Skill.Cooldown doesn't get much use.
Originally Posted by
mm3141
Furthermore, in the core code there is this code, which does not do what the comment suggests (off by factor 10). Are you using that value as 1/10th seconds, or has that been corrected? As far as I can see, copilot is the only consumer of this from the common plugins.
public float Cooldown => M.Read<int>(Address + 0x60) / 100f; //Converted milliseconds to seconds
Definitely a bug.
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Last edited by tvinki; 02-20-2021 at 01:46 AM.
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so there is no workaround for arcane cloak with public build?
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Would it be possible to add an exclusion to allow skills on mouse buttons? some skills i have zero need to manually cast if i don't need too, and having it on mouse buttons would be a very neat QoL. Obviously opt-out and disabled by default/with a big ass warning
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vortex doesnt seem to understand cooldown either on public build
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Originally Posted by
Kladdkakan
Would it be possible to add an exclusion to allow skills on mouse buttons? some skills i have zero need to manually cast if i don't need too, and having it on mouse buttons would be a very neat QoL. Obviously opt-out and disabled by default/with a big ass warning
Feel free to put whatever u like on mousekeys, but dont expect copilot to use it then.
You can put a skill you want it to use, like cyclone on right mouse, and have another cyclone infront of that button (middle top slot) then it would still work. it will always take the first slot available.
Originally Posted by
roska
vortex doesnt seem to understand cooldown either on public build
I dont care much about public build, if you are unhappy with public api support you can use older copilot with custom set timers.
When im motivated again, which currently isnt the case, I will rework the Skill cooldown once again, as someone added Charges + actual check if the skill is useable or not (no need for timers whatsoever)
Last edited by totalschaden; 03-20-2021 at 05:57 PM.
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Pushed Update
Added new RemainingUses & IsOnCooldown API to Checks.
Added new MonsterCheck to more Skills.
Incase your PoeHelper fork doesnt Support the API above it is not recommended to Update from here.
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Originally Posted by
totalschaden
Pushed Update
Added new RemainingUses & IsOnCooldown API to Checks.
Incase your PoeHelper fork doesnt Support the API above it is not recommended to Update from here.
I have added some support for this to the public branch, let's see how it works
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Pushed Update:
Performence Improvements
Enemys Stat Check
Limit Enemys to OnScreen Entitys
Reenabled Chatbox closed check
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Forumuser1000 (1 members gave Thanks to totalschaden for this useful post)
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any chance to get summons back to working?
thansk for the work <3
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Originally Posted by
Kazuk
any chance to get summons back to working?
thansk for the work <3
should all work fine when huds are up to date
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Originally Posted by
totalschaden
should all work fine when huds are up to date
thanks for the rely, youre right. zombies work now. golems dont work though. im using exileapi by queuete and put a question regarding it in his thread.
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Hi, since Buffs have moved to a separate component on Player from the Life component, there is a breaking change for the Copilot plugin. You can take a look here: Implement Buffs component by mm3141 . Pull Request #120 . Queuete/ExileApi . GitHub
How are you dealing with that on the private branch?