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Member
Originally Posted by
GameHelper
released a new version, download from the first post.
NOTE: I haven't extensively tested this release w.r.t performance/bugs so please consider it as beta and provide feedback.
- nearby monster condition is now here. You can use the following code in dynamic condition now. Also, updated dynamic condition reference code in the first post.
MonsterCount(MonsterRarity.Normal|MonsterRarity.Magic)>3
MonsterCount("Any")>3
MonsterCount("AtLeastRare")>3
FriendlyMonsterCount>0
- Fixed the issue where healthbars were displayed on stupid things like hideen Legion monsters, delirium eye monsters etc.
that's amazing, thank you !
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Originally Posted by
datz
3/3/2022 8:56 PM Program exited with message:
System.MissingMethodException: Method not found: 'Void GameHelper.RemoteObjects.States.InGameStateObjects.Entity.ForceKeepEntity()'.
at Radar.Radar.DrawMapIcons(Vector2 mapCenter, Single iconSizeMultiplier)
at Radar.Radar.DrawUI() in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 233
at GameHelper.Plugin.PManager.DrawPluginUiRenderCoroutine()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 201
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()
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edit/ think it had something to do with my old plugins folder.. used new one and works now
Looks like you didn’t copy paste the new version correctly, please try again.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Originally Posted by
GameHelper
last time I tried adding them I noticed that some of them don't even show as "Opened" once the user click on them. So they don't even follow the regular chest behaviour.
So even if you clicked them, GH will show them as un-opened chest, which is annoying.
For now i have recorded your request as an issue. i will try to add them again once other important stuff is done.
if I can not resolve the un-opened chest issue, i won't add them.
Alright thank you.
Another question about Delve, i've seen in the Content.GGPK>Bundles2>Data>DelveFeatures that there is tiers for nodes in the UI.
image.png
Does the Offset DLL contain all required offset for accessing the delve UI ? I don't want to take your time for create another feature and i'll do it myself if possible.
Thank you
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Y
Originally Posted by
Hidi
Alright thank you.
Another question about Delve, i've seen in the Content.GGPK>Bundles2>Data>DelveFeatures that there is tiers for nodes in the UI.
image.png
Does the Offset DLL contain all required offset for accessing the delve UI ? I don't want to take your time for create another feature and i'll do it myself if possible.
Thank you

No it doesn’t.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
hi
great update with nearby monster conditions
possible to add mouse buttons in the autokay ? especialy side buttons buttons 4 & 5, those we bind on the ctrl press key command
exemple changed ctrl S and ctrl Z to buttons 4 & 5
thx
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Member
hi
great update with nearby monster conditions
possible to add mouse buttons in the autokay ? especialy side buttons buttons 4 & 5, those we bind on the ctrl press key command
exemple changed ctrl S and ctrl Z to buttons 4 & 5
thx
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Member
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Post Thanks / Like - 5 Thanks
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Going to link your post in the first page, thx!
Originally Posted by
TGillou
hi
great update with nearby monster conditions
possible to add mouse buttons in the autokay ? especialy side buttons buttons 4 & 5, those we bind on the ctrl press key command
exemple changed ctrl S and ctrl Z to buttons 4 & 5
thx
Yeah, I am gonna work on this and see if it’s possible.
If I did not reply to you, it mean the question you are asking is stupid.
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updated, download from first post.
changelog
-added mouse buttons in ahk.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Originally Posted by
GameHelper
updated, download from first post.
changelog
-added mouse buttons in ahk.
Thank you !
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Member
Beginner Learning,Thank a lot !
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Contributor
Wanted to share the dynamic condition I am using to trigger Molten Shell, much more useful than just casting when not idle. Especially since volatile is considered a unique enemy! 
Code:
MonsterCount(MonsterRarity.Unique)>=1||MonsterCount("Any")>30
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Member
Is there a way to increase the range of how far it looks for the monsters? Trying to use for blighted maps on Skelton mage and it doesn’t cast until monsters are close.
Regardless this is a great program!! I do not know how I played poe without it.
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Originally Posted by
asus1950
Is there a way to increase the range of how far it looks for the monsters? Trying to use for blighted maps on Skelton mage and it doesn’t cast until monsters are close.
Regardless this is a great program!! I do not know how I played poe without it.
yeah definitely, change the nearby monster range value. For more details, read the first post.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Originally Posted by
GameHelper
yeah definitely, change the nearby monster range value. For more details, read the first post.
lol thx I cannot believe i missed that setting. It's literally the first setting...