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  1. #451
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
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    Originally Posted by zerger3 View Post
    how do i do that?
    debugging a project that is interactively loaded as a DLL is somewhat more complicated than usual.
    Сurrent "active colution configuration" must be set "Debug"
    Usually VS is in this state by default - just check.
    If everything is OK, then when you set a breakpoint in your plugin project, it will rise at the right time.
    If not, you will see a warning that the current version of the code is different from the one being run through the API.
    then just "REbuild" your plugin, and restart the API one more time - running "Loader".

    ExileAPI Release
  2. #452
    zerger3's Avatar Member
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    Originally Posted by zerger3 View Post
    is there a guide on how to make a new plugin?
    i started looking at buffutil and tried to add a new spell but it seems i get the basics wrong.
    i forked the repository on github and rename my repository to buffutil-my-hacks
    so in the exilehudmenu i get a new entry name "buffutil-my-hacks" but that seems not to be enough since i am under the impression "my" plugin collides with the original inside exileapi and i get the error
    it only works if i delete all plugins and then only once

    2022-01-19 22:03:31.103 +01:00 [VRB] LoadAssembly -> Failed to load "C:\Games\poe exileapi my plugins\Plugins\Compiled\BuffUtil-my-hacks".
    2022-01-19 22:03:31.118 +01:00 [ERR] LoadAssembly() -> System.InvalidOperationException: Die Sequenz enthält mehr als ein Element.
    bei System.Linq.Enumerable.SingleOrDefault[TSource](IEnumerable`1 source)
    bei ExileCore.Shared.PluginAutoUpdate.PluginLoader.LoadAssembly(DirectoryInfo dir) in /buddy/exileapi/Core/Shared/PluginAutoUpdate/PluginLoader.cs:Zeile 61.
    ok i figured it out. issues is my created folder and the compiled dll are different

  3. #453
    zerger3's Avatar Member
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    ok i am getting into it but i still have some questions left (i am a noob coder and only wrote some simple scripts for lua years ago with notepad++ and i am new to visual studio and c#)


    1. how do i properly setup a new plugin?
    i watched PoeHUD. Creating custom plugins - YouTube
    but it seems out of date and when i create a new project in VS 2019 i am not sure what template to choose from

    2. i not sure about the "using"part at the top of the cs files

    Code:
    using System;
    using System.Collections;
    using System.Runtime.InteropServices;
    using System.Windows.Forms;
    using ExileCore.Shared;
    using SharpDX;
    but basically these are libraries that make certain functions available?

    the first 3 seem to be basic stuff that build in to (net??)
    System.Windows.Forms; seems to be a library for menus
    i can google it and get some documentation (System.Windows.Forms Namespace | Microsoft Docs)
    ExileCore.Shared; the stuff exile actually makes accessible
    using SharpDX; for rendering stuff on screen
    How do i know which to include?

    4.
    where do i see the available functions from using ExileCore.Shared?

    5.
    the script engine i worked with and wrote my lua scripts just ran the "code" multiple times per second and the code basically was a long list of if cases

    i don't know how poeexile works
    for example
    BuffUtil/BuffUtil.cs at master . 0xE0D59/BuffUtil . GitHub

    Code:
    HandleBladeFlurry(); does the "have buff" and "not on cd" checks etc
    OnExecute() calls all functions for buffs like handlebladeflurry();  HandlePhaseRun(); HandleWitheringStep
    
            public override void Render()
            {
                // Should move to Tick?
                if (OnPreExecute())
                    OnExecute();
                OnPostExecute();
            }
    Render() -> OnExecute() -> HandleBladeFlurry()
    when is Render() run?
    Last edited by zerger3; 01-20-2022 at 09:34 AM.

  4. #454
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
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    ExileAPI is an extremely complex, confusing and illogical product (in my opinion), which is absolutely not suitable for learning the basics of c#
    that's all
    Originally Posted by zerger3 View Post
    ...when is Render() run?
    all plugins inherit from an abstract class
    Code:
    public abstract class BaseSettingsPlugin<TSettings>
    the Rende() method is called cyclically by the API core
    set a breakpoint insade Render() and open the "Call stack" menu. Follow down this list to understand what is being called and from where.

  5. #455
    lamleial's Avatar Member
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    Originally Posted by zerger3 View Post
    ok i am getting into it but i still have some questions left (i am a noob coder and only wrote some simple scripts for lua years ago with notepad++ and i am new to visual studio and c#)


    1. how do i properly setup a new plugin?
    i watched PoeHUD. Creating custom plugins - YouTube
    but it seems out of date and when i create a new project in VS 2019 i am not sure what template to choose from

    2. i not sure about the "using"part at the top of the cs files

    Code:
    using System;
    using System.Collections;
    using System.Runtime.InteropServices;
    using System.Windows.Forms;
    using ExileCore.Shared;
    using SharpDX;
    but basically these are libraries that make certain functions available?

    the first 3 seem to be basic stuff that build in to (net??)
    System.Windows.Forms; seems to be a library for menus
    i can google it and get some documentation (System.Windows.Forms Namespace | Microsoft Docs)
    ExileCore.Shared; the stuff exile actually makes accessible
    using SharpDX; for rendering stuff on screen
    How do i know which to include?

    4.
    where do i see the available functions from using ExileCore.Shared?

    5.
    the script engine i worked with and wrote my lua scripts just ran the "code" multiple times per second and the code basically was a long list of if cases

    i don't know how poeexile works
    for example
    BuffUtil/BuffUtil.cs at master . 0xE0D59/BuffUtil . GitHub

    Code:
    HandleBladeFlurry(); does the "have buff" and "not on cd" checks etc
    OnExecute() calls all functions for buffs like handlebladeflurry();  HandlePhaseRun(); HandleWitheringStep
    
            public override void Render()
            {
                // Should move to Tick?
                if (OnPreExecute())
                    OnExecute();
                OnPostExecute();
            }
    Render() -> OnExecute() -> HandleBladeFlurry()
    when is Render() run?
    1) extend the base plugin and override the calls you want to use

    2) "using" imports a dependency.

    3) You import anything you want to use. You know which ones to use because you import them as you run into needs. You already explained pretty decently what each one does, when you have a need for those in your plugin, you add them.

    4) there's a lot. Like an actual ton. If you add it as a reference then open the reference, it should give you a tree view of everything accessible.

    5) all base plugin classes are called from exileapi on their event. Render is called during the frame update (rendering). So it calls at whatever fps your exileapi is running at. That's the tick rate for it.

  6. #456
    zerger3's Avatar Member
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    ok well i forked the projects again and didnt rename them. just edited the files in my repository and only used my repo in plugin loader and everything works now.

    how do i use the top part of devtree?
    Wnbmitj.png

    where do i see which monster models are loaded in an area?
    are all monster models loaded when i enter a map? like the stuff preload alert can show? or are they only loaded when i get near them?
    i guess they are in the entity list. is there a way to dump the list to a txt file or copy it to clipboard?
    Last edited by zerger3; 01-22-2022 at 03:50 PM.

  7. #457
    lamleial's Avatar Member
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    Originally Posted by zerger3 View Post
    ok well i forked the projects again and didnt rename them. just edited the files in my repository and only used my repo in plugin loader and everything works now.

    how do i use the top part of devtree?
    Wnbmitj.png

    where do i see which monster models are loaded in an area?
    are all monster models loaded when i enter a map? like the stuff preload alert can show? or are they only loaded when i get near them?
    i guess they are in the entity list. is there a way to dump the list to a txt file or copy it to clipboard?
    Monster models ARE the preloads.

  8. #458
    zerger3's Avatar Member
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    Originally Posted by lamleial View Post
    Monster models ARE the preloads.
    cool thx, it also has an dump option
    Last edited by zerger3; 01-23-2022 at 10:34 AM.

  9. #459
    bobfromuk's Avatar Member
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    latest patch seems to have broken quite a few plugins.
    radar and healthbars for sure are not working.

  10. Thanks armory236 (1 members gave Thanks to bobfromuk for this useful post)
  11. #460
    User59's Avatar Member
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    Needs update, new update broke everything

  12. Thanks armory236 (1 members gave Thanks to User59 for this useful post)
  13. #461
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
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    Originally Posted by User59 View Post
    Needs update, new update broke everything
    I hope everything will work - in any case, the "radar" and most of the UI elements working
    Update IngameDataOffsets.cs by wlastas . Pull Request #295 . Queuete/ExileApi . GitHub

  14. Thanks levelmax (1 members gave Thanks to GameAssist for this useful post)
  15. #462
    kidsarehot's Avatar Member
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    where do you put these files in the loader folder ? The autoupdate doesn't work.

  16. #463
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
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    Originally Posted by kidsarehot View Post
    where do you put these files in the loader folder ? The autoupdate doesn't work.
    Auto-update will work after the pull request is approved and the application is recompiled

  17. Thanks snowhawk (1 members gave Thanks to GameAssist for this useful post)
  18. #464
    TGillou's Avatar Member
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    didn t used it for months and now radar is not working . can t see any monster

    checked in minimapscons
    - draw monster
    - draw only on large map


    thx

    edit
    fresh install and it s ok
    Last edited by TGillou; 01-26-2022 at 04:52 AM.

  19. #465
    Shorty22's Avatar Member
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    Simple pickit has not been working for me for more than a month now - anyone else has this?

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