Is there a way to automate for example something like Vaal Discipline!
I am basically trying to use my Vaal Discipline on key "Q" everytime it has 50 souls but I can't figure out how to do this with the configuration. I have all my flasks working perfectly fine can someone please point me in the right direction.
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good morning))
If you woke up and change icons, please implement separate icons for chests and barrels that can be blown up.
you can easily separate them using the following code
Code:
/ any destructive
var can_distr = new string[]
{ "Barrel", "Bloom", "Vase", "Pile", "Pot", "Crate", "Basket", "Cairn", "Urn", "Egg", "Boulder"};
if (e.Path.Contains("Chests") && can_distr.Any(d => e.Path.Contains(d))) {
mi.uv = sh.GetUV(MapIconsIndex.Barrel);
mi.size = 10;
}
can you create a small UI on the Paint or something to show me what you mean by that, I am interested in this one.
swapping, nop, that might not happen.
deleting a single condition is in my TODO list.
swapping can happen with delete+add-new
or go to the config.txt and do it there.
I feel it would be more logical and easier to understand when layout is something like this gamehelper2 — ImgBB
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iiisyniii (1 members gave Thanks to roska for this useful post)
good morning))
If you woke up and change icons, please implement separate icons for chests and barrels that can be blown up.
you can easily separate them using the following code
Code:
/ any destructive
var can_distr = new string[]
{ "Barrel", "Bloom", "Vase", "Pile", "Pot", "Crate", "Basket", "Cairn", "Urn", "Egg", "Boulder"};
if (e.Path.Contains("Chests") && can_distr.Any(d => e.Path.Contains(d))) {
mi.uv = sh.GetUV(MapIconsIndex.Barrel);
mi.size = 10;
}
i am not doing any string comparison per entity for performance reasons.
i am not doing any string comparison per entity for performance reasons.
hmm maybe it can be done differently
It is possible to run up to the сhestas and click on it to get loot, and barrels can be destroyed from afar - these are different entities with same icons
Last edited by GameAssist; 10-26-2021 at 07:50 AM.
so I am doing following without any string comparison per entity.
1 icon type for breach chest
1 icon type for large chest
1 icon type of mini chests (i.e. "Barrel", "Bloom", "Vase", "Pile", "Pot", "Crate", "Basket", "Cairn", "Urn", "Egg", "Boulder")
2 icon type for strongboxes
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GameAssist (1 members gave Thanks to GameHelper for this useful post)