2024 here i am tryna figure out how to save the settings i changed... every time i restart the program; it resets back to default...
a little help would be appriciated
EDIT: i also did the "ADD New Profile" then checked the "Existing Profiles".. the profile i made is in the Existing Profile before i exit the game and the program...
after reconnecting, the settings went back to default.. the profle i made was gone too...
Hey, im a everyday user of your awesome lil software ;p
I like to make complex builds with complex automatisations of flasks/skills and conditions.
However, i cannot find a way to check on vaal souls of vaals skills...
The only thing the software can do (about vaalsouls i mean) is consider the skill avalaible to use when full souls. So we cannot do something inbetween. I'd like to use flasks when the skill is at 0 souls, or 30 souls, etc etc...
In this state, is there a code, a word, to use to code this? I see in data visual, that the script can see the actual vaal soul the skill has, but i don't know how to use it.
Hey, im a everyday user of your awesome lil software ;p
I like to make complex builds with complex automatisations of flasks/skills and conditions.
However, i cannot find a way to check on vaal souls of vaals skills...
The only thing the software can do (about vaalsouls i mean) is consider the skill avalaible to use when full souls. So we cannot do something inbetween. I'd like to use flasks when the skill is at 0 souls, or 30 souls, etc etc...
In this state, is there a code, a word, to use to code this? I see in data visual, that the script can see the actual vaal soul the skill has, but i don't know how to use it.
Anyway, Thanks for your awesome work.
That’s not possible today, I’ll update it to make it possible.
If I did not reply to you, it mean the question you are asking is stupid.
Crimson Iron Ore (should just need the one)
Metadata/Monsters/LeagueKalguur/CrimsonIron/SmallGrowthMaps
Petrified Amber Ore (should just need the one)
Metadata/Monsters/LeagueKalguur/PetrifiedWood/PetrifiedWoodPunchingBag
Bismuth Ore (they all seem to spawn everytime Bismuth procs in the area so you should only need to add one)
Metadata/Monsters/InvisibleFire/BismuthMineralTornadoLightning
Metadata/Monsters/InvisibleFire/BismuthMineralTornadoFire_
Metadata/Monsters/InvisibleFire/BismuthMineralTornadoCold
Orichalcum Ore (these spawm differently in each area when it procs - so will need a rule for each - I have only found the two)
Metadata/Monsters/LeagueKalguur/Daemon/CopperHeraldOfSkyfalllDaemon
Metadata/Monsters/LeagueKalguur/Daemon/CopperHeraldOfThunderDaemon_
I'm seeing crashes using standalone PoE (keyboard/mouse) and GH v6.0.28. This occurs generally when there is a large number of mobs spawning and once when I entered my HO from a map.
Code:
System.AggregateException: One or more errors occurred. (Index and length must refer to a location within the string. (Parameter 'length'))
---> System.ArgumentOutOfRangeException: Index and length must refer to a location within the string. (Parameter 'length')
at System.String.ThrowSubstringArgumentOutOfRange(Int32 startIndex, Int32 length)
at System.String.Substring(Int32 startIndex, Int32 length)
at GameHelper.Utils.SafeMemoryHandle.ReadStdWString(StdWString nativecontainer)
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged)
at GameHelper.RemoteObjects.States.InGameStateObjects.Item.UpdateData(Boolean hasAddressChanged)
at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.UpdateData(Boolean hasAddressChanged)
at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.OnTimeTick()+MoveNext()
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.Tick(Double deltaSeconds)
at Coroutine.CoroutineHandlerInstance.<>c__DisplayClass15_0.<Tick>b__0(ActiveCoroutine c)
at System.Collections.Generic.List`1.RemoveAll(Predicate`1 match)
at Coroutine.CoroutineHandlerInstance.Tick(Double deltaSeconds)
at Coroutine.CoroutineHandler.Tick(Double deltaSeconds)
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__27_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
------------------------------
This is amazing thanks! Starfall Crater area would be great too if you find it!
Starfall Crater, Reflecting mist and Nameless Seer are always preloaded, even if they are not in the map (akin to how there's always more beasts preloaded than in the map) which makes it impossible to figure out.
I'm seeing crashes using standalone PoE (keyboard/mouse) and GH v6.0.28. This occurs generally when there is a large number of mobs spawning and once when I entered my HO from a map.
Code:
System.AggregateException: One or more errors occurred. (Index and length must refer to a location within the string. (Parameter 'length'))
---> System.ArgumentOutOfRangeException: Index and length must refer to a location within the string. (Parameter 'length')
at System.String.ThrowSubstringArgumentOutOfRange(Int32 startIndex, Int32 length)
at System.String.Substring(Int32 startIndex, Int32 length)
at GameHelper.Utils.SafeMemoryHandle.ReadStdWString(StdWString nativecontainer)
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged)
at GameHelper.RemoteObjects.States.InGameStateObjects.Item.UpdateData(Boolean hasAddressChanged)
at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.UpdateData(Boolean hasAddressChanged)
at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.OnTimeTick()+MoveNext()
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.Tick(Double deltaSeconds)
at Coroutine.CoroutineHandlerInstance.<>c__DisplayClass15_0.<Tick>b__0(ActiveCoroutine c)
at System.Collections.Generic.List`1.RemoveAll(Predicate`1 match)
at Coroutine.CoroutineHandlerInstance.Tick(Double deltaSeconds)
at Coroutine.CoroutineHandler.Tick(Double deltaSeconds)
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__27_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
------------------------------
i have to figure out a way to reproduce it on my side before i can fix it....what config have you enabled in GH main setting window? pm me all tabs over there....can't you just click "do not parse entities when in hideout"?
Last edited by GameHelper; 10-14-2024 at 01:56 PM.
If I did not reply to you, it mean the question you are asking is stupid.
How to turn off those purple spirits from overlay? They count as Unique monsters
You have to provide me details on those purple spirits….go to DV menu window and go to that entity and against that entity u will see dump button, press it, and it will create a file in GH folder under dump_entities folder… share that file with me.
If I did not reply to you, it mean the question you are asking is stupid.
You have to provide me details on those purple spirits….go to DV menu window and go to that entity and against that entity u will see dump button, press it, and it will create a file in GH folder under dump_entities folder… share that file with me.
You have to provide me details on those purple spirits….go to DV menu window and go to that entity and against that entity u will see dump button, press it, and it will create a file in GH folder under dump_entities folder… share that file with me.
Hey, im a everyday user of your awesome lil software ;p
I like to make complex builds with complex automatisations of flasks/skills and conditions.
However, i cannot find a way to check on vaal souls of vaals skills...
The only thing the software can do (about vaalsouls i mean) is consider the skill avalaible to use when full souls. So we cannot do something inbetween. I'd like to use flasks when the skill is at 0 souls, or 30 souls, etc etc...
In this state, is there a code, a word, to use to code this? I see in data visual, that the script can see the actual vaal soul the skill has, but i don't know how to use it.
Anyway, Thanks for your awesome work.
done. use CurrentVaalSouls variable added in ActiveSkill["myfavvaalskill"] struct. e.g. ActiveSkills["PlayerMelee"].CurrentVaalSouls > 0
Originally Posted by mycontributiontothisscam
I'm seeing crashes using standalone PoE (keyboard/mouse) and GH v6.0.28. This occurs generally when there is a large number of mobs spawning and once when I entered my HO from a map.
Code:
System.AggregateException: One or more errors occurred. (Index and length must refer to a location within the string. (Parameter 'length'))
---> System.ArgumentOutOfRangeException: Index and length must refer to a location within the string. (Parameter 'length')
at System.String.ThrowSubstringArgumentOutOfRange(Int32 startIndex, Int32 length)
at System.String.Substring(Int32 startIndex, Int32 length)
at GameHelper.Utils.SafeMemoryHandle.ReadStdWString(StdWString nativecontainer)
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged)
at GameHelper.RemoteObjects.States.InGameStateObjects.Item.UpdateData(Boolean hasAddressChanged)
at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.UpdateData(Boolean hasAddressChanged)
at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.OnTimeTick()+MoveNext()
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.Tick(Double deltaSeconds)
at Coroutine.CoroutineHandlerInstance.<>c__DisplayClass15_0.<Tick>b__0(ActiveCoroutine c)
at System.Collections.Generic.List`1.RemoveAll(Predicate`1 match)
at Coroutine.CoroutineHandlerInstance.Tick(Double deltaSeconds)
at Coroutine.CoroutineHandler.Tick(Double deltaSeconds)
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__27_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
------------------------------