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  1. #1486
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by vvvatlas View Post
    Then provide him with your error logs. So he can have more information on how to fix your crashes.

    I'll add that mine does too.

    Code:
    2/7/2022 3:04 PM Program exited with message:
     System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object.)
     ---> System.NullReferenceException: Object reference not set to an instance of an object.
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 194
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 222
       at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 66
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 313
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
       at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 311
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 248
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 565
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
       at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
       at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
    ------------------------------
    2/9/2022 4:39 AM Program exited with message:
     System.AggregateException: One or more errors occurred. (Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.)
     ---> System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
       at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.TryGetComponent[T](T& component) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 108
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.DistanceFrom(Entity other) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 78
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateNearby(Entity player) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 161
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 313
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
       at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 311
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 248
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 565
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
       at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
       at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
    Unfortunately there are no generated error.logs in what he is talking about.

    Unless there are, in that case, it’s a different issue than what I am having.
    If I did not reply to you, it mean the question you are asking is stupid.

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #1487
    usebatu's Avatar Member
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    hey there. how can i set if i dont have berserk buff spam a button i couldnt figure out

  3. #1488
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    new update, fixed the following rare exception. please update from the first post.


    Originally Posted by vvvatlas View Post
    Then provide him with your error logs. So he can have more information on how to fix your crashes.

    I'll add that mine does too.

    Code:
    2/7/2022 3:04 PM Program exited with message:
     System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object.)
     ---> System.NullReferenceException: Object reference not set to an instance of an object.
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 194
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 222
       at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 66
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 313
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
       at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 311
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 248
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 565
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
       at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
       at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
    ------------------------------
    2/9/2022 4:39 AM Program exited with message:
     System.AggregateException: One or more errors occurred. (Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.)
     ---> System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
       at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.TryGetComponent[T](T& component) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 108
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.DistanceFrom(Entity other) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 78
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateNearby(Entity player) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 161
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 313
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
       at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 311
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 248
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 565
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
       at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
       at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
    If I did not reply to you, it mean the question you are asking is stupid.

  4. #1489
    vvvatlas's Avatar Member
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    Originally Posted by GameHelper View Post
    new update, fixed the following rare exception. please update from the first post.
    That was quick, I'll test it out after a couple hrs of use.

  5. #1490
    pixuening's Avatar Member
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    woow!
    GameHelper is cool POE project!!!
    I love it!

  6. Thanks GameHelper (1 members gave Thanks to pixuening for this useful post)
  7. #1491
    iruleatants's Avatar Active Member
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    I just signed up for your patron. I used to purchase qvins hud for 10 dollars for each league. So I figure at 5 dollars a month, it's 15 dollars for each league's launch to help out.

    This HUD does almost everything that I want. It made the start of the league a huge breeze and worked perfectly (besides the random crashes) up until we get to maps.

    The only thing that is missing is the stashie and full rare set manager. These two tools are amazing when it comes to mapping. I can drop things and immediately grab another map, and turn in dozens of chaos recipes after several maps.

    Having those added in would be perfect for me. Are these plugins you would be able to integrate, or would it cause a lot of bloat to needed offsets?

  8. #1492
    cheatingeagle's Avatar ★ Elder ★
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    Originally Posted by iruleatants View Post
    I just signed up for your patron. I used to purchase qvins hud for 10 dollars for each league. So I figure at 5 dollars a month, it's 15 dollars for each league's launch to help out.

    This HUD does almost everything that I want. It made the start of the league a huge breeze and worked perfectly (besides the random crashes) up until we get to maps.

    The only thing that is missing is the stashie and full rare set manager. These two tools are amazing when it comes to mapping. I can drop things and immediately grab another map, and turn in dozens of chaos recipes after several maps.

    Having those added in would be perfect for me. Are these plugins you would be able to integrate, or would it cause a lot of bloat to needed offsets?
    Inventory management is a LOT of offsets, especially if you start involving stash tabs, so that's very likely a no go.

  9. #1493
    roska's Avatar Active Member
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    I'm trying to get a diamond flask working when attacking, can't seem to understand how to use attack condition properly even with search and reading the faq. Any help?

    NVM seems i need to do running and attack conditions in their own tabs
    Last edited by roska; 02-11-2022 at 05:11 AM.

  10. #1494
    wuhaibo's Avatar Member
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    Unfortunately, tencent cannot be used

  11. #1495
    VioletVibes's Avatar Active Member
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    Would something like Simple Stashie be possible? Since we have affinities now, the stash pretty much sorts itself for me, the "annoying" part is the clicking involved emptying a inventory into the stash.

  12. #1496
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by wuhaibo View Post
    Unfortunately, tencent cannot be used
    send me tencent binary, I am waiting for that.
    If I did not reply to you, it mean the question you are asking is stupid.

  13. #1497
    Xcesiuss's Avatar Contributor CoreCoins Purchaser
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    Originally Posted by usebatu View Post
    hey there. how can i set if i dont have berserk buff spam a button i couldnt figure out
    Name : Berserk

    add a new -> StatusEffectCondition
    BuffName : rage
    checkType : CHARGES
    operator : BIGGER_THAN >= 5 (so you check for 5 or more charges)


    add a new -> StatusEffectCondition
    BuffName : berserk
    checkType : CHARGES
    operator : NOT_CONTAINS

    Then add a AnimationCondition
    PlayerMoving -> EQUAL_TO -> 500ms

  14. Thanks usebatu (1 members gave Thanks to Xcesiuss for this useful post)
  15. #1498
    oddloop's Avatar Member
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    Is there a way to get a warcry slammer to cry more smartly? The ones that can exert attacks all share the same buff name: display_num_empowered_attacks in the DV. It seems the dynamic conditions would be a case for this, but I have no clue how to use that. Is there documentation for it somewhere?

    Just subbed by Patreon btw. Without this tool, I literally wouldn't play PoE. I'm getting old and starting to form carpal tunnel in my wrists and fingers and it just saves so much strain. Thank you!
    Last edited by oddloop; 02-11-2022 at 12:24 PM.

  16. #1499
    usebatu's Avatar Member
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    Originally Posted by Xcesiuss View Post
    Name : Berserk

    add a new -> StatusEffectCondition
    BuffName : rage
    checkType : CHARGES
    operator : BIGGER_THAN >= 5 (so you check for 5 or more charges)


    add a new -> StatusEffectCondition
    BuffName : berserk
    checkType : CHARGES
    operator : NOT_CONTAINS

    Then add a AnimationCondition
    PlayerMoving -> EQUAL_TO -> 500ms
    thank you so much sir

  17. #1500
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by oddloop View Post
    Is there a way to get a warcry slammer to cry more smartly? The ones that can exert attacks all share the same buff name: display_num_empowered_attacks in the DV. It seems the dynamic conditions would be a case for this, but I have no clue how to use that. Is there documentation for it somewhere?

    Just subbed by Patreon btw. Without this tool, I literally wouldn't play PoE. I'm getting old and starting to form carpal tunnel in my wrists and fingers and it just saves so much strain. Thank you!
    i just got lazy on that, will complete it by this weekend. sorry!
    If I did not reply to you, it mean the question you are asking is stupid.

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