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  1. #151
    arturino009's Avatar Contributor
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    Originally Posted by EthEth View Post
    Looking for working versions:
    - Map Notifier
    - Inventory Item Analyser
    - Advanced Tooltips

    I've tried some repos but with no effect. No additional info is presented.

    Alternative: how to debug where is the problem?
    Map Notfier: Actually doesn't work (I think at least). It was fixed several days ago, so it actually compiles now, but I also can't find any way to see any overlays.

    Inventory Item Analyser: Actually works. But you will see it in effect only when you actually have good items in your inventory. You can configure the required stat in the config, and when this stat is met, it shows a yellow "ok hand" emoji over the item. It also shows it on valuable div cards. Not really sure if vendoring works, havent used it. Would be cool if it would work on ritual encounters.

    Advanced Tooltips: Also works. I'm not really sure of it's usefulness though. If you drop an item on the ground, and hover over it with your pick-up key, it will show it's stats in the top left corner of the screen. These are the same stats that are shown when looking at a regular item, although you can set different colors to different stats. As far as I can tell, that's the whole functionality.

    It's also kinda sad that you can't really know what a plugin is supposed to do, because there is no decription on github.
    Last edited by arturino009; 01-23-2021 at 06:59 AM.

    ExileAPI 3.13 Release
  2. #152
    arturino009's Avatar Contributor
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    Also, is there actually a way to debug a plugin that is compiling correctly? In case of Map Notifier, there are no errors in the Log file, so I don't really know how to look for mistakes (i'm kinda new at this thing, so I don't know how to do that).

  3. #153
    Lachrymatory's Avatar Member
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    Originally Posted by arturino009 View Post
    Also, is there actually a way to debug a plugin that is compiling correctly? In case of Map Notifier, there are no errors in the Log file, so I don't really know how to look for mistakes (i'm kinda new at this thing, so I don't know how to do that).
    The plugin compiles fine because it isn't the plugin that's the issue, it gets UIHover as an item and that seems to be completely broken in this fork.

  4. Thanks arturino009 (1 members gave Thanks to Lachrymatory for this useful post)
  5. #154
    Rocker866's Avatar Member
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    does anyone have a working fullraresetmanager or stashie or any other plugin for chaos recipe?

  6. #155
    KinetsuBR's Avatar Contributor
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    Originally Posted by Rocker866 View Post
    does anyone have a working fullraresetmanager or stashie or any other plugin for chaos recipe?
    stashie is working fine here.
    I had to uncheck "Ignore Elder/Shaper Items" in fullraresetmanager to make it work.

  7. Thanks soulreaper259, MeTeC (2 members gave Thanks to KinetsuBR for this useful post)
  8. #156
    arturino009's Avatar Contributor
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    I'm trying to understand the offsets in the API. For example, in LifeComponentOffsets we have:
    [FieldOffset(0x254)] public int MaxHP;
    Offset is 596. But what is the offset relative to? To what does it add the offset? I'm trying to fix the UIHover offset in IngameStateOffsets. I found the only memory address that changes when you hower an item (using CheatEngine), but I can't really figure out how to get the specific offset.

  9. #157
    HunterHero's Avatar Legendary
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    Might be a stupid question, haven't read through all 11 pages, but is there a preview of ritual tribute items plugin? Like you used to be able to look what was in the lab chests and earlier in the league you could link items before you ID'd them.

  10. #158
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by HunterHero View Post
    Might be a stupid question, haven't read through all 11 pages, but is there a preview of ritual tribute items plugin? Like you used to be able to look what was in the lab chests and earlier in the league you could link items before you ID'd them.
    Afaik, the client no longer knows what the items are before you should

  11. #159
    KinetsuBR's Avatar Contributor
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    Originally Posted by arturino009 View Post
    I'm trying to understand the offsets in the API. For example, in LifeComponentOffsets we have:
    [FieldOffset(0x254)] public int MaxHP;
    Offset is 596. But what is the offset relative to? To what does it add the offset? I'm trying to fix the UIHover offset in IngameStateOffsets. I found the only memory address that changes when you hower an item (using CheatEngine), but I can't really figure out how to get the specific offset.
    Use DevTree plugin to get the relative address

  12. #160
    Rol's Avatar Member
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    AdvancedTooltip from here dont work.

    It is really useful and was correct working in version 3.12.

    Any way to repair in this version?

  13. #161
    Rocker866's Avatar Member
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    Originally Posted by KinetsuBR View Post
    stashie is working fine here.
    I had to uncheck "Ignore Elder/Shaper Items" in fullraresetmanager to make it work.
    w8 stashie works for u??? which one are u using? can u link?

  14. #162
    pushedx's Avatar Contributor
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    Originally Posted by arturino009 View Post
    I'm trying to understand the offsets in the API. For example, in LifeComponentOffsets we have:
    [FieldOffset(0x254)] public int MaxHP;
    Offset is 596. But what is the offset relative to? To what does it add the offset?
    As I glance through the code, it seems mostly consistent that offsets will be relative to the descriptive name of the struct they are contained in, or what's in their name.

    For example, the "LifeComponentOffsets" struct contains offsets that will be relative to the object start of any "Life" component object in the game. The offset will get added to any "Life" component object's base address, but to understand where the "Life" component objects come from, you need to understand the basic ECS (Entity component system - Wikipedia) the game uses. In short, objects have components dedicated to specific groups of data, so the "Life" component contains information on hp/mp/es related stuff.

    Check out "Entity.cs" and the component related functions there, as it's a vital part of accessing information in the game. There's many possible components, and objects only contain the components they need, so a chest in the game will have a "Chest" component, but a NPC won't.

    I'm trying to fix the UIHover offset in IngameStateOffsets. I found the only memory address that changes when you hower an item (using CheatEngine), but I can't really figure out how to get the specific offset.
    In this case, "IngameStateOffsets" contain offsets to "IngameState", which is part of another important game system, and that's the client's state system. There's main states such as PreGameState, LoginState, InGameState, SelectCharacterState, etc.. that contain various state specific information.

    To find offsets, you calculate the difference of the address from the start of the InGameState object itself. In ExileAPI, you'd want to open up "GameStateContoller.cs" and check the state related stuff in the constructor to understand how it's finding the state system stuff. So the math, assuming your address actually lies in the InGameState, is simply

    Code:
    YourOffset = YourNewFoundAddress - InGameState.Address;
    Then you can go and update IngameStateOffsets::UIHover in the struct and test to verify everything works or not. A hint is, if your found address is less than the start of InGameState.Address, or the resulting offset is too far away from other offsets in IngameStateOffsets (as in > 0x2000 atm), you can be sure you've got the wrong address.

  15. Thanks arturino009, Senotin (2 members gave Thanks to pushedx for this useful post)
  16. #163
    arturino009's Avatar Contributor
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    Originally Posted by KinetsuBR View Post
    Use DevTree plugin to get the relative address
    Can you explain a bit more? How exactly can I find an offset, as I can't really find any info on how to work with the plugin. There are already things as "UIHover" and "UIHover as Item", but those are constantly changing memory address (?) and the ui is constantly jumping around and it is impossible to read anything from it. As far as I can tell, this data is pointed to by ExileAPI, and it is pointing to wrong address - what I'm trying to fix.

  17. #164
    arturino009's Avatar Contributor
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    Originally Posted by pushedx View Post
    As I glance through the code, it seems mostly consistent that offsets will be relative to the descriptive name of the struct they are contained in, or what's in their name.

    For example, the "LifeComponentOffsets" struct contains offsets that will be relative to the object start of any "Life" component object in the game. The offset will get added to any "Life" component object's base address, but to understand where the "Life" component objects come from, you need to understand the basic ECS (Entity component system - Wikipedia) the game uses. In short, objects have components dedicated to specific groups of data, so the "Life" component contains information on hp/mp/es related stuff.

    Check out "Entity.cs" and the component related functions there, as it's a vital part of accessing information in the game. There's many possible components, and objects only contain the components they need, so a chest in the game will have a "Chest" component, but a NPC won't.



    In this case, "IngameStateOffsets" contain offsets to "IngameState", which is part of another important game system, and that's the client's state system. There's main states such as PreGameState, LoginState, InGameState, SelectCharacterState, etc.. that contain various state specific information.

    To find offsets, you calculate the difference of the address from the start of the InGameState object itself. In ExileAPI, you'd want to open up "GameStateContoller.cs" and check the state related stuff in the constructor to understand how it's finding the state system stuff. So the math, assuming your address actually lies in the InGameState, is simply

    Code:
    YourOffset = YourNewFoundAddress - InGameState.Address;
    Then you can go and update IngameStateOffsets::UIHover in the struct and test to verify everything works or not. A hint is, if your found address is less than the start of InGameState.Address, or the resulting offset is too far away from other offsets in IngameStateOffsets (as in > 0x2000 atm), you can be sure you've got the wrong address.
    Thank you for the advice! I did manage to find the right offset (0x58C), and it falls in line with the other offset range! But now I wonder, what exactly have I found? It is the correct offset, as it changes from state of showing a tooltip, and not showing it. But is this the UIHower element? Or maybe it is UIHoverTooltip? What is the difference?
    Well, at least i know how to find an offset now .

  18. #165
    uumas's Avatar Active Member
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    Originally Posted by arturino009 View Post
    Can you explain a bit more? How exactly can I find an offset, as I can't really find any info on how to work with the plugin. There are already things as "UIHover" and "UIHover as Item", but those are constantly changing memory address (?) and the ui is constantly jumping around and it is impossible to read anything from it. As far as I can tell, this data is pointed to by ExileAPI, and it is pointing to wrong address - what I'm trying to fix.
    if stuff is changing constantly in devtree that means that the base adress of what youre trying to look at, is already wrong. the pointer youre following points into some region with non constant data (atleast my guess as a non expert)
    Especially Inventory.cs Offsets appear to be completely wrong
    my github: https://github.com/Arecurius0/
    Contributor of https://github.com/nymann/Stashie

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