-
Originally Posted by
RebrandSoft
Thanks for the update paw
Can I please you when you have time just to check if you can make and Simple Hotkey please

this will be all I personally need

Thanks
What do you mean, simple hotkey is already there.
If I did not reply to you, it mean the question you are asking is stupid.
-
Member
Can you give some example on how dynamic condition can be used?
-
Member
Originally Posted by
GameHelper
What do you mean, simple hotkey is already there.
I mean this from exileapi
GitHub - Queuete/SimpleHotkeyChain
-
Originally Posted by
RebrandSoft
yeah sorry, that's not in GH yet. will create a TODO for it but no promise when it will be done.
Originally Posted by
DaFeek
Can you give some example on how dynamic condition can be used?
yes, will update the first page and also release classes to help people make such rules.
@cheatingeagle can you provide me 1 or 2 examples for dynamic conditions?
Last edited by GameHelper; 01-29-2022 at 10:09 AM.
If I did not reply to you, it mean the question you are asking is stupid.
-
Post Thanks / Like - 1 Thanks
guilhermera (1 members gave Thanks to GameHelper for this useful post)
-
@Sychotix @wlastas
what is better for the default configuration?
If I did not reply to you, it mean the question you are asking is stupid.
-
Post Thanks / Like - 1 Thanks
guilhermera (1 members gave Thanks to GameHelper for this useful post)
-
Active Member
4 and - 1 life flask on second slot, other flask utility
-
Originally Posted by
tvinki
4 and - 1 life flask on second slot, other flask utility
there is already a life flask on 2nd slot in 4.
What do you mean?
If I did not reply to you, it mean the question you are asking is stupid.
-
★ Elder ★
So imagine you have an instant life flask and you want to use it with maximum efficiency. You don't want to reconfigure it every single time your total HP changes, and you want to activate it when every point it recovers will be useful. You could, then, whip up something like this:
Code:
Vitals.hp.max-Vitals.hp.current>100
(case doesn't matter, apparently)
The only thing you have to hardcode is the flask recovery amount (100 here), since we don't have an offset for that, but every other piece of logic is as abstract as it can be.
Obviously, to use it you'll need the description of the structure you're interacting with, and we'll publish that sometime soon, but for now here's this.
You can also combine the conditions in any way you want here, e.g. granite up if it's full OR fell off and has enough charges (doable today, but this is much more compact)
Code:
Flasks[4].Charges>=60||!Flasks[4].Active&&Flasks[4].Charges>30
It also has limited support for LINQ (really it's System.Linq.Dynamic.Core for the initiated):
Code:
new []{Flasks[0],Flasks[1],Flasks[2]}.All(!Active)
This will be true if none of the first three flasks were active.
Last edited by cheatingeagle; 01-29-2022 at 01:36 PM.
-
Active Member
i mean instead of life flask in second slot put utility flask
its my preference bec i rarely use 2 life flask even on campain when leveling
but i think for most players 4 is the best variant
Last edited by tvinki; 01-29-2022 at 01:44 PM.
-
Post Thanks / Like - 1 Thanks
GameHelper (1 members gave Thanks to tvinki for this useful post)
-
Uploaded a new version, download from first post.
Changes
- now GH FlaskManager creates a default config if one doesn't eixsts.
- improvements to AutoQuit experience.
-- gives a warning if you are in town and auto-quit will quit you when you move to HO/Map
-- shows your auto-quit condition status (true/false) in the setting menu
-- now you can enable/disable auto-quit from setting menu
-- you can still quit via the configured HotKey even if your auto-quit is disabled.
If I did not reply to you, it mean the question you are asking is stupid.
-
Post Thanks / Like - 3 Thanks
-
Contributor
Originally Posted by
cheatingeagle
So imagine you have an instant life flask and you want to use it with maximum efficiency. You don't want to reconfigure it every single time your total HP changes, and you want to activate it when every point it recovers will be useful. You could, then, whip up something like this:
Code:
Vitals.hp.max-Vitals.hp.current>100
(case doesn't matter, apparently)
The only thing you have to hardcode is the flask recovery amount (100 here), since we don't have an offset for that, but every other piece of logic is as abstract as it can be.
Obviously, to use it you'll need the description of the structure you're interacting with, and we'll publish that sometime soon, but for now here's this.
You can also combine the conditions in any way you want here, e.g. granite up if it's full OR fell off and has enough charges (doable today, but this is much more compact)
Code:
Flasks[4].Charges>=60||!Flasks[4].Active&&Flasks[4].Charges>30
It also has limited support for LINQ (really it's
System.Linq.Dynamic.Core for the initiated):
Code:
new []{Flasks[0],Flasks[1],Flasks[2]}.All(!Active)
This will be true if none of the first three flasks were active.
This looks very good. I see a lot of configuration possibilities with this. Somehow I personally see this as an easier way to set up rules for myself lol (instead of doing it with the interface). I do wonder, will there be an option to specify a number of monsters nearby for a condition?
-
★ Elder ★
Originally Posted by
arturino009
This looks very good. I see a lot of configuration possibilities with this. Somehow I personally see this as an easier way to set up rules for myself lol (instead of doing it with the interface).
Thanks, I appreciate the fact that this is useful for someone.
Originally Posted by
arturino009
I do wonder, will there be an option to specify a number of monsters nearby for a condition?
Can't promise anything, but I think that may become a thing one day. Not yet though.
-
Post Thanks / Like - 1 Thanks
RebrandSoft (1 members gave Thanks to cheatingeagle for this useful post)
-
Contributor
thanks for updating!
The game is so much nicer to play with the radar showing the mobs on the map XD
Just want to throw in my two cents, and the setup is done very well for default config.
Some things to adjust:
Putting a cooldown as default, such as .3 seconds for life flask for converting them to use as instant flasks easier. Since the flask is instant, it uses them twice.
The default life threshold is in a value, and not a percentage. This must have been an oversight, as the value is set to 70 life instead of life percent. New users will certainly be confused :P
WingmanReloaded: https://bandittech.github.io/WingmanReloaded
Browse past issues, submit help request, new bug report or add a feature request: https://github.com/BanditTech/WingmanReloaded/issues
-
Originally Posted by
thebbandit
thanks for updating!

The game is so much nicer to play with the radar showing the mobs on the map XD
Thanks!!! don't forget to add the tgt file from the first post for showing extra stuff on the zone/area.
Originally Posted by
thebbandit
The default life threshold is in a value, and not a percentage. This must have been an oversight, as the value is set to 70 life instead of life percent. New users will certainly be confused :P
yeah my bad, will fix.
Originally Posted by
thebbandit
Putting a cooldown as default, such as .3 seconds for life flask for converting them to use as instant flasks easier. Since the flask is instant, it uses them twice.
Don't forget setting the "Key Timeout" in Core to latency * 2 value. Ideally users shouldn't depend on cooldown feature in order to stop double drinking. Think of "Key Timeout" as global cooldown that applies to whole GH rather than a specific flask. I should prob change the default value from 50 to 80.
Last edited by GameHelper; 01-29-2022 at 06:19 PM.
If I did not reply to you, it mean the question you are asking is stupid.
-
Contributor
Originally Posted by
GameHelper
Don't forget setting the "Key Timeout" in Core to latency * 2 value. Ideally users shouldn't depend on cooldown feature in order to stop double drinking. Think of "Key Timeout" as global cooldown that applies to whole GH rather than a specific flask. I should prob change the default value from 50 to 80.
True, much better to fix the cause than make a workaround
WingmanReloaded: https://bandittech.github.io/WingmanReloaded
Browse past issues, submit help request, new bug report or add a feature request: https://github.com/BanditTech/WingmanReloaded/issues