ExileAPI Release menu

Shout-Out

User Tag List

Page 30 of 72 FirstFirst ... 262728293031323334 ... LastLast
Results 436 to 450 of 1079
  1. #436
    lamleial's Avatar Member
    Reputation
    12
    Join Date
    Nov 2020
    Posts
    20
    Thanks G/R
    6/11
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Is there a way to access the waypoint buttons in the world menu ('U' or tag a waypoint)? Not seeing anything in devtree after WorldMap, but it doesn't always get the components list.

    ExileAPI Release
  2. #437
    snowhawk's Avatar Contributor
    Reputation
    150
    Join Date
    Aug 2008
    Posts
    239
    Thanks G/R
    42/133
    Trade Feedback
    0 (0%)
    Mentioned
    14 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by lamleial View Post
    Is there a way to access the waypoint buttons in the world menu ('U' or tag a waypoint)? Not seeing anything in devtree after WorldMap, but it doesn't always get the components list.
    WorldMap is an element, not an entity, so it won't get a component list. I haven't looked around the structure to see what information is available locally (e.g. if there is a shortcut to the current visible world map). Traversing the child array will get you to the nodes on a map.

    2,0,0,last,1 has a text label that contains the text of the current selected Part tab (e.g. Part 1, Part 2, Epilogue).

    2,0,1,X where X is the selected Part tab (0-based index).

    2,0,1,X,0,1,0,last,1 has a text label that contains the text of the current selected Act tab (e.g. Act 1-5, Act 6-10, Oriath, Conquerors, Maven).

    2,0,1,X,0,1,1,Y where Y is the selected Act tab (0-based index).

    2,0,1,X,0,1,1,Y,0,2,Z contains the nodes for each map. Child 0 has the list of nodes specific to the act. Children 4-10 are the global buttons on the right (ascending from bottom to top). Child 11 is the last hovered tooltip.


    A couple examples:

    Code:
    WorldMap.GetChildFromIndices(2,0,1,0,0,1,1,4,0,2,0,4); // Part 1, Act 5, The Ruined Square
    WorldMap.GetChildFromIndices(2,0,1,1,0,1,1,2,0,2,0,1); // Part 2, Act 8, The Sarn Encampment
    WorldMap.GetChildFromIndices(2,0,1,2,0,1,1,0,0,2,0,0); // Epilogue, Oriath, Oriath
    In devtree, you can also UIHover each button and use the PathFromRoot, but starting at "(WorldMap)" instead of "(OpenLeftPanel)34".

  3. Thanks lamleial (1 members gave Thanks to snowhawk for this useful post)
  4. #438
    lamleial's Avatar Member
    Reputation
    12
    Join Date
    Nov 2020
    Posts
    20
    Thanks G/R
    6/11
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks! That's super helpful. That's a long list of children, I thought it was going in circles. I don't see the PathFromRoot, I'm not familiar with UIHover though. I guess my DevTree could also be outdated? Is there a way to lock UIHover once you are over the item you want to inspect?

  5. #439
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
    Reputation
    98
    Join Date
    Apr 2010
    Posts
    349
    Thanks G/R
    55/83
    Trade Feedback
    0 (0%)
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by lamleial View Post
    Thanks! That's super helpful. That's a long list of children, I thought it was going in circles. I don't see the PathFromRoot, I'm not familiar with UIHover though. I guess my DevTree could also be outdated? Is there a way to lock UIHover once you are over the item you want to inspect?
    As I understand it, you want to click on a waypoint on the map.
    These elements have no height, which is probably why they are not visible in your editor. however, they have left and top margins, so you can set the height and width of the box you want to click on.
    For a detailed understanding of what I am talking about, you can use the program for debugging the UI elements of the POE.
    GitHub - wlastas/ImGuiSceneGL
    It is open source and I have updated it to the current POE version.
    Attached Thumbnails Attached Thumbnails ExileAPI Release-map_wp-jpg  
    Last edited by GameAssist; 12-30-2021 at 02:54 AM.

  6. #440
    benelux's Avatar Member
    Reputation
    4
    Join Date
    Jul 2014
    Posts
    30
    Thanks G/R
    5/3
    Trade Feedback
    2 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    StateMachineComponentOffsets seem to be outdated, because i know there are 2 states in legions (obelisk_state and checking_control_zone), but hud finds none
    i'd appretiate it if someone could check them in their free time. i tried to find offsets in reclass had no success (lacking experience). managed to get text representation of 1 state but thats it

  7. #441
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
    Reputation
    3015
    Join Date
    Jun 2015
    Posts
    3,325
    Thanks G/R
    507/2700
    Trade Feedback
    0 (0%)
    Mentioned
    92 Post(s)
    Tagged
    2 Thread(s)
    -> These elements have no height, which is probably why they are not visible in your editor. however, they have left and top margins, so you can set the height and width of the box you want to click on.


    I am pretty sure that all Poe UI elements have x, y, width, height associated with it. It's just that PoeHUD/ExileAPI code doesn't read it correctly. So if you copy PoeHUD/ExileAPI classes it will not show the height.
    If I did not reply to you, it mean the question you are asking is stupid.

  8. #442
    Aoooooooo's Avatar Active Member
    Reputation
    27
    Join Date
    Aug 2020
    Posts
    52
    Thanks G/R
    27/15
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by GameHelper View Post
    -> These elements have no height, which is probably why they are not visible in your editor. however, they have left and top margins, so you can set the height and width of the box you want to click on.


    I am pretty sure that all Poe UI elements have x, y, width, height associated with it. It's just that PoeHUD/ExileAPI code doesn't read it correctly. So if you copy PoeHUD/ExileAPI classes it will not show the height.
    These (X and Y)s are the left-top corner of waypoint button rectangle which is 46x46 pixels.
    so get these x and y, you could do this calculate to get the center of waypoint buton : x+46/2,y+46/2.
    as for the button size,46x46, It won't change by changing the game window.

  9. #443
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
    Reputation
    3015
    Join Date
    Jun 2015
    Posts
    3,325
    Thanks G/R
    507/2700
    Trade Feedback
    0 (0%)
    Mentioned
    92 Post(s)
    Tagged
    2 Thread(s)
    Originally Posted by Aoooooooo View Post
    These (X and Y)s are the left-top corner of waypoint button rectangle which is 46x46 pixels.
    so get these x and y, you could do this calculate to get the center of waypoint buton : x+46/2,y+46/2.
    as for the button size,46x46, It won't change by changing the game window.
    Ofcouse you can do anything via CONSTANTS.
    I was talking about a method that doesn't involve constants.
    If I did not reply to you, it mean the question you are asking is stupid.

  10. #444
    Aoooooooo's Avatar Active Member
    Reputation
    27
    Join Date
    Aug 2020
    Posts
    52
    Thanks G/R
    27/15
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by GameHelper View Post
    Ofcouse you can do anything via CONSTANTS.
    I was talking about a method that doesn't involve constants.
    This CONSTANTS in ggpk. you could read it in ggpk. I just use it with number, not read it every time.

  11. #445
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
    Reputation
    98
    Join Date
    Apr 2010
    Posts
    349
    Thanks G/R
    55/83
    Trade Feedback
    0 (0%)
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Aoooooooo View Post
    This CONSTANTS in ggpk. you could read it in ggpk. I just use it with number, not read it every time.
    What? Do you mean that the size of the icon can be read from the base as the size of the texture and used in the future?
    I understand that everything is OK with reading the element.height & width of the API, just in this (exceptionally unique) case, when the element frames the icon (Way Point in this case), this value is not set programmatically in Client and therefore cannot be read from memory.
    Last edited by GameAssist; 01-13-2022 at 02:53 PM.

  12. #446
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
    Reputation
    98
    Join Date
    Apr 2010
    Posts
    349
    Thanks G/R
    55/83
    Trade Feedback
    0 (0%)
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Aoooooooo View Post
    .... It won't change by changing the game window.
    By the way, when scaling the game window, the size of the icons also changes - just check

  13. #447
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
    Reputation
    3015
    Join Date
    Jun 2015
    Posts
    3,325
    Thanks G/R
    507/2700
    Trade Feedback
    0 (0%)
    Mentioned
    92 Post(s)
    Tagged
    2 Thread(s)
    Originally Posted by Aoooooooo View Post
    This CONSTANTS in ggpk. you could read it in ggpk. I just use it with number, not read it every time.
    I do not read it from GGPK file. I read it from UiElement offset. I am out of town, I will show you what I mean when I get back home ( in 1 week ). It’s not as simple as reading 1 specific offset. To calculate proper height/width exileApi have to read multiple offsets.



    Originally Posted by wlastas View Post
    By the way, when scaling the game window, the size of the icons also changes - just check

    Agree, game scale impacts the UiElement size. The Ratio it impacts with is different for different UiElement. For some UiElement the impact Ratio is 1 (meaning no impact).
    Last edited by GameHelper; 01-13-2022 at 04:49 PM.
    If I did not reply to you, it mean the question you are asking is stupid.

  14. #448
    zerger3's Avatar Member
    Reputation
    9
    Join Date
    Jul 2011
    Posts
    55
    Thanks G/R
    4/7
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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.
    Last edited by zerger3; 01-19-2022 at 04:49 PM.

  15. #449
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
    Reputation
    98
    Join Date
    Apr 2010
    Posts
    349
    Thanks G/R
    55/83
    Trade Feedback
    0 (0%)
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by zerger3 View Post
    is there a guide on how to make a new plugin?...
    Disable the PluginAutoUPdate at first(you have an error right there)
    And then do it by analogy with other plugins.
    A)completely clear the contents of the folders: "C:\PoeHelper\Plugins\Compiled" "C:\PoeHelper\Plugins\Source"
    for "C:" use ur correct path to output PoeHelper folder
    B) Make sure API compiles and runs successfully without any plugins
    1) Put your source to "C:\PoeHelper\Plugins\Source\YourDLLName"
    2) load you project to VS
    3) check/set it Output path "..\..\Compiled\YourDLLName"
    4) Rebuild your project(plugin)
    5) restart/run API("Loader" project)
    You must use your visual studio in debug mode.
    just when an error occurs in your plugin, you need to open the "call stack" and see step by step where it is called from and what is wrong with your code
    Last edited by GameAssist; 01-20-2022 at 12:50 AM.

  16. #450
    zerger3's Avatar Member
    Reputation
    9
    Join Date
    Jul 2011
    Posts
    55
    Thanks G/R
    4/7
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by wlastas View Post
    D
    You must use your visual studio in debug mode.
    just when an error occurs in your plugin, you need to open the "call stack" and see step by step where it is called from and what is wrong with your code
    how do i do that?

Page 30 of 72 FirstFirst ... 262728293031323334 ... LastLast

Similar Threads

  1. [Release] ExileAPI 3.14 Release
    By Queuete in forum PoE Bots and Programs
    Replies: 532
    Last Post: 07-24-2021, 04:37 AM
  2. [Release] ExileAPI 3.13 Release
    By Queuete in forum PoE Bots and Programs
    Replies: 606
    Last Post: 04-17-2021, 06:22 AM
  3. [Release] ExileAPI 3.12 Release
    By Queuete in forum PoE Bots and Programs
    Replies: 492
    Last Post: 01-16-2021, 07:30 AM
  4. ExileAPI Fork 3.11 Release
    By Queuete in forum PoE Bots and Programs
    Replies: 256
    Last Post: 09-20-2020, 02:49 PM
  5. ExileAPI Fork (with Release)
    By Queuete in forum PoE Bots and Programs
    Replies: 231
    Last Post: 06-22-2020, 05:19 PM
All times are GMT -5. The time now is 05:21 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search