The above poster is correct about setting your flask usage charge to one less than the minimum to cast one use of a flask so that the plugin will attempt to cast all available flask uses, but not try to spam an empty flask. So if your flask needs at lest 30 charges before it can be used, set this value to 29. This is because the bigger_than evaluates as greater than ">" and not greater than or equal to">=".
For the second part, i did a quick test and the on hit animation does work as a conditional method, but because you don't always take a "hits" because of things like spell avoidance, stun avoidance, etc you don't always get "hit" when you are attacked by a mob. Also, the value of 100ms may be to high, since you may not be in that state for that long.
I would suggest deleting and recreating the rule, and basing it on VIT (either HP or ES depending on your build). Setting it to something like less_than 99% may give the more desired result for your use case.
Sample, fixed, conditons would be:
Player NOT_CONTAINS dlask effect of flask x
Flask x has BIGGER_THEN 29 charges
Player LIFE_PERCENT is LESS_THEN 95
(optional) Wait for (flask effect duration) seconds
Of course if you are using Low-Life build or pay with life for things you need to modify LIFE_PERCENT condition accordingly.
@GameHelper
Which kind of animation is the Toxic Rain spell? Currently working on a flask being used while using Toxic Rain.
@GameHelper
I've tried to find out which animation is for Toxic Rain (AnimationId is 103) but how do I use it now?
There's no text box or whatever to use for AdnimationIds that are not listed in the dropdown menu
Attachment 79284
The data visualization isn't showing a drop down for the buffs/animations.
I'm trying to automate plague bearer use at full charges. Is it even possible to do that?
There definitely is a buff for plague bearer when the charges are full. It's called "corrosive_shroud"
Attached a couple of screenshots showing components. You can see no healthbar and also no red dot on the map where I am for the monsters in question. I missed some of the components for earlier screenshots, although hopefully that's not a problem. Hid them because I didn't have the window/box large enough.
I noted some other monsters also had this issue but hopefully you can find the root of the problem from this instead of needing to manually look into each and every monster.
Attached a couple of screenshots showing components. You can see no healthbar and also no red dot on the map where I am for the monsters in question. I missed some of the components for earlier screenshots, although hopefully that's not a problem. Hid them because I didn't have the window/box large enough.
I noted some other monsters also had this issue but hopefully you can find the root of the problem from this instead of needing to manually look into each and every monster.
Thank you for the amazing investigation. In the recent patch of GameHelper we stop showing entities with diesaftertime component. This is because of one of the conqueror (Baran, the Crusader - Official Path of Exile Wiki) spawn a ground effect that has diesaftertime component and folks didn’t like that
I will figure out a way how to fix this issue.
Last edited by GameHelper; 10-30-2021 at 07:44 AM.
If I did not reply to you, it mean the question you are asking is stupid.
Would it be possible to get a barebones skill usage plugin added to this? Not sure how crazy the offsets would be for this. My thought process is it would work in the same way flask manager can detect if a flask effect is on you or not.
Would it be possible to get a barebones skill usage plugin added to this? Not sure how crazy the offsets would be for this. My thought process is it would work in the same way flask manager can detect if a flask effect is on you or not.
I have never used that skill so I don’t know. Can’t you use flask manager for triggering that skill?
If I did not reply to you, it mean the question you are asking is stupid.