GameHelper: A light version of PoeHUD/Exile-Api menu

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  1. #5146
    IgoPVE's Avatar Member
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    Is it possible to see whats in the map when i enter it? I remember this used to be a feature, like it shows there is ritual or cassia

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #5147
    CausalityMerchant's Avatar Active Member CoreCoins Purchaser
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    is it possible to draw a line from my current location to selected PoI? like the abyss lines, but select PoI?

  3. #5148
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by CausalityMerchant View Post
    is it possible to draw a line from my current location to selected PoI? like the abyss lines, but select PoI?
    Man this is a feature I really want, u fortunately it requires some serious programming and I don’t have time for that.
    If I did not reply to you, it mean the question you are asking is stupid.

  4. #5149
    CausalityMerchant's Avatar Active Member CoreCoins Purchaser
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    Originally Posted by GameHelper View Post
    Man this is a feature I really want, u fortunately it requires some serious programming and I don’t have time for that.
    is a lot of coding for doing pathfinding? my ideas to just draw straight line to the PoI, ignoring terrain, just so you have general idea for the direction. Or something similar to the arrows that show up in hideout to point to NPCs https://i.imgur.com/gdoxWWP.jpeg , but if its too much work, maybe for PoE 2

  5. #5150
    macolite's Avatar Member
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    thanks, always.
    can you please make the "is_tincture_useable" condition?
    it is hard to make tincture condition in AHK now.

  6. #5151
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by CausalityMerchant View Post
    is a lot of coding for doing pathfinding? my ideas to just draw straight line to the PoI, ignoring terrain, just so you have general idea for the direction. Or something similar to the arrows that show up in hideout to point to NPCs https://i.imgur.com/gdoxWWP.jpeg , but if its too much work, maybe for PoE 2
    That wouldn’t work since you sometimes have to go in the opposite direction due to terrain limitations.

    Originally Posted by macolite View Post
    thanks, always.
    can you please make the "is_tincture_useable" condition?
    it is hard to make tincture condition in AHK now.
    Isn’t tincture something u press once and then forget about it? What am I missing?
    If I did not reply to you, it mean the question you are asking is stupid.

  7. #5152
    powell42988's Avatar Member
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    Tincture now has kind of like a cooldown you use it it starts to mana burn and turns off with a few second cooldown b4 you can activate it again its more like flask now

  8. #5153
    satbuster's Avatar Member
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    Hi,

    Apologies if I missed an update somewhere.

    As of more recently, the following fails to evaluate as expected.

    PlayerBuffs.Has("herald_of_light")
    returns false even when Herald of Purity is active. Data Visualization shows Player->Components->Buffs->Status_effect

    herald_of_light_9723
    the "_9723" is new to me. Not seen that before. Other buffs like Stone Golem do not have that.
    Last edited by satbuster; 08-14-2024 at 08:53 PM.

  9. #5154
    Azalta's Avatar Member
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    Originally Posted by macolite View Post
    thanks, always.
    can you please make the "is_tincture_useable" condition?
    it is hard to make tincture condition in AHK now.
    You may use
    !PlayerBuffs.Has("tincture_attack_speed")
    and
    MonsterCount(MonsterRarity.AtLeastRare, MonsterNearbyZones.InnerCircle) > 0
    for example. See status effect in DV what name have your tincture

  10. Thanks macolite (1 members gave Thanks to Azalta for this useful post)
  11. #5155
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by satbuster View Post
    Hi,

    Apologies if I missed an update somewhere.

    As of more recently, the following fails to evaluate as expected.



    returns false even when Herald of Purity is active. Data Visualization shows Player->Components->Buffs->Status_effect



    the "_9723" is new to me. Not seen that before. Other buffs like Stone Golem do not have that.
    Yeah buff names have changed. Now we are adding different numbers in hex to them to distinguish which skill gem they are from. Buff that aren’t from skill gem will not be impacted

    Originally Posted by powell42988 View Post
    Tincture now has kind of like a cooldown you use it it starts to mana burn and turns off with a few second cooldown b4 you can activate it again its more like flask now
    I see, just put the cooldown value in cooldown field in your AHK rule. Let me know if that doesn’t work
    Last edited by GameHelper; 08-15-2024 at 06:42 AM.
    If I did not reply to you, it mean the question you are asking is stupid.

  12. #5156
    LaserSaysPew's Avatar Member
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    Is it possible to make ore areas appear on the map like wildwood areas do?
    I tried adding metadata that allows preload alert to detect different ores to important_tgt_files, but I'm not really sure how to add POIs properly and I haven't found anything on that in the FAQ, can someone point me in the right direction?
    Tried Terrain, Monsters, also, not really sure what those ":0-y:3" mean.

  13. #5157
    whitesy1's Avatar Member
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    Originally Posted by GameHelper View Post
    I see, just put the cooldown value in cooldown field in your AHK rule. Let me know if that doesn’t work
    it works, but not properly.

    I have a condition like this
    Code:
    !PlayerBuffs.Has("tincture_parent_buff")
    So what happens is after my tincture_parent_buff drops off theres a cooldown before my tincture(depending on the tincture) can be activated again.
    but because i dont have the buff already, gamehelper would "continuously spam" the hotkey to activate my tincture, and it would only stop after my tincture CD is off, and i get the buff back. but you could in theory roll your tinctures such that the cooldown is close enough to match the duration of the tincture_parent_buff. but not perfect, from my testing it still sends multiple inputs, maybe 5 or something in a short period of time which is sus.

    While it works, im not sure about the spamming of hotkey and sending server inputs like this, it feels like a way to get caught easily

  14. #5158
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by whitesy1 View Post
    it works, but not properly.

    I have a condition like this
    Code:
    !PlayerBuffs.Has("tincture_parent_buff")
    So what happens is after my tincture_parent_buff drops off theres a cooldown before my tincture(depending on the tincture) can be activated again.
    but because i dont have the buff already, gamehelper would "continuously spam" the hotkey to activate my tincture, and it would only stop after my tincture CD is off, and i get the buff back. but you could in theory roll your tinctures such that the cooldown is close enough to match the duration of the tincture_parent_buff. but not perfect, from my testing it still sends multiple inputs, maybe 5 or something in a short period of time which is sus.

    While it works, im not sure about the spamming of hotkey and sending server inputs like this, it feels like a way to get caught easily
    there is also a `wait` condition, does that work? wait is different from cooldown.
    If I did not reply to you, it mean the question you are asking is stupid.

  15. #5159
    MetkataTipcheto's Avatar Member
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    While a Tincture is active it inflicts mana burn. Therefore, adding !PlayerBuffs.Has("tincture_mana_burn") would simply mean the Tincture is not active. Combine this with the status of your Tincture for example mine is !PlayerBuffs.Has("tincture_attack_speed") and you are good to go. It's simple as that. Then you can add another rules such as nearby monster count of whatever.

  16. #5160
    whitesy1's Avatar Member
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    Originally Posted by GameHelper View Post
    there is also a `wait` condition, does that work? wait is different from cooldown.
    hmm, it would i think, but requires timing everything nicely and setting up the conditions nicely so that you dont send multiple inputs. but its also tricky because when you have 2 tinctures, they all go on CD when you deactivate 1 of them. so for the second tincture, we need to do a different kind of condition checking, because they both share the parent tincture buff. i did manage to it get to work in my case, but would be nice if we had a easier method to check if tinctures are usable

    Originally Posted by MetkataTipcheto View Post
    While a Tincture is active it inflicts mana burn. Therefore, adding !PlayerBuffs.Has("tincture_mana_burn") would simply mean the Tincture is not active. Combine this with the status of your Tincture for example mine is !PlayerBuffs.Has("tincture_attack_speed") and you are good to go. It's simple as that. Then you can add another rules such as nearby monster count of whatever.

    - depends if you are a warden, because a warden with the ascendency still the tincture lingers even after the mana burn drops off. in which case it is better to check for the tincture parent buff. the second tincture would also have problems getting activated.
    also might want to check the debug for multiple key presses which would make it highly likely to be detected.

    - dependent on tincture roll, because mana burn(depending on increased/reduced mana burn rate) do not kick in the same time as when you activate your tincture. so in my testing, it could turn on your tincture and turn it off instantly and then your tincture goes on cool down, and then GH will now spam inputs to try to activate the tincture, but because it is on CD, it keeps spamming it.

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