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Originally Posted by
GameHelper
can you check if the issue is fixed while you are in Scourge? (use version 208 ).
Also, in your images, you forgot to expand Environment Info
It seems to be fixed in Scourge... FPS increase immediately and toll starts to react properly! And when I go out from scourge again fps drops to 5/8
Imgur: The magic of the Internet
EDIT:
I changed the map that's why you may see deference in the picture below but the problem still presist
Imgur: The magic of the Internet
Last edited by RebrandSoft; 11-29-2021 at 10:09 AM.
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Originally Posted by
RebrandSoft
It seems to be fixed in Scourge... FPS increase immediately and toll start to react properly! And when I go out from scourge again fps drop to 5/8
Imgur: The magic of the Internet
okay, I found the issue, I will fix it in the next release. Looks like game is loading 5 thousand entities in sleeping entity list.
For caparison, I have never seen more than 1k active entities (even in Delirium).
Last edited by GameHelper; 11-29-2021 at 10:14 AM.
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Amazing... thank you so much mate for understanding and helping solve this out !!!
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Originally Posted by
RebrandSoft
Amazing... thank you so much mate for understanding and helping solve this out !!!
till i actually fix the issue, feel free to use the following DLL
the drawback of using these DLL is that the Scourge Monsters won't be visiable while Player is not in scourge (basically like in 203 version).
GameHelper.zip
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Member
Originally Posted by
GameHelper
till i actually fix the issue, feel free to use the following DLL
the drawback of using these DLL is that the Scourge Monsters won't be visiable while Player is not in scourge (basically like in 203 version).
GameHelper.zip
I replaced this dll and now work smoothly mate thanks and waiting for the new release
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Uploaded a new version
- Status Effect conditions can now work with (greater than/less than) Charges + Duration + Duration %.
- Removed the feature that shows Scourge monster due to the performance issue it caused on GH. Will re-implement this feature again in performance efficient manner when i find some free time.
NOTE: Your old flask conditions won't work with this new GH, so use the following tool to convert your existing flask conditions into something that will work with this tool.
In CLI type "ConsoleApp1.exe <path-to-the-flask-manager-old-config-file>"
net5.0.zip
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(Steam Client) Thanks for the update, I'm having it crashing after I alt+tab to the game, any clue of what might be causing this? I've converted the flask config file.
30/11/2021 19:08 Program exited with message:
System.Exception: BuffCondition doesn't support EQUAL_TO.
at SimpleFlaskManager.ProfileManager.Conditions.StatusEffectCondition.Evaluate() in D:\a\GameOverlay\GameOverlay\SimpleFlaskManager\ProfileManager\Conditions\Status EffectCondition.cs:line 84
at SimpleFlaskManager.ProfileManager.Rule.<>c.<Evaluate>b__14_0(ICondition x) in D:\a\GameOverlay\GameOverlay\SimpleFlaskManager\ProfileManager\Rule.cs:line 126
at System.Collections.Generic.List`1.TrueForAll(Predicate`1 match)
at SimpleFlaskManager.ProfileManager.Rule.Evaluate() in D:\a\GameOverlay\GameOverlay\SimpleFlaskManager\ProfileManager\Rule.cs:line 126
at SimpleFlaskManager.ProfileManager.Rule.Execute(Action`1 logger) in D:\a\GameOverlay\GameOverlay\SimpleFlaskManager\ProfileManager\Rule.cs:line 77
at SimpleFlaskManager.SimpleFlaskManagerCore.DrawUI() in D:\a\GameOverlay\GameOverlay\SimpleFlaskManager\SimpleFlaskManagerCore.cs:line 145
at GameHelper.Plugin.PManager.DrawPluginUiRenderCoroutine()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 207
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
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Edit:
Had to remake the configuration but Plague Bearer doesn't trigger
debuff is called corrosive_shroud_at_max_damage
Also, CONTAINS/NOT CONTAINS has been removed?
The screenshots shows the profile off but I tested with it on.

Edit: Elusive doesn't work either.
Here's the Elusive config that I had on the previous version:
Last edited by BombokaLusitana; 11-30-2021 at 03:00 PM.
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ah shit, unfortunately, your rules are beyond repair, you have to delete your SFM config and re-create it. sorry for that.
Last edited by GameHelper; 11-30-2021 at 03:08 PM.
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Originally Posted by
GameHelper
ah shit, unfortunately, your rules are beyond repair, you have to delete your SFM config and re-create it. sorry for that.
I did that, I added more stuff after posting, not sure if you read the edits.
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Originally Posted by
BombokaLusitana
I did that, I added more stuff after posting, not sure if you read the edits.
yeah i just read that, your condition is looking good, I will check why it isn't working.
EDIT: lol, turn on debug mode, it will tell u why it isn't working.
Last edited by GameHelper; 11-30-2021 at 03:17 PM.
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Originally Posted by
GameHelper
yeah i just read that, your condition is looking good, I will check why it isn't working.
EDIT: lol, turn on debug mode, it will tell u why it isn't working.
Debug mode shows nothing happening.
Edit: Well.... This is embarrassing,..... Started working out of nowhere, I'm sorry for bothering :-/
Thank you once again for the update.
Last edited by BombokaLusitana; 11-30-2021 at 03:26 PM.
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GameHelper (1 members gave Thanks to BombokaLusitana for this useful post)
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Tks for the update. The duration support will be amazing.
But, the NOT_CONTAINS was critical for some logic. How do we use with the new logic? Negative charges will check if buff not present?
EDIT. Actually using duration 0 will check that we don't have it right? (that would be logical lol)
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Member
Hi mate, now since we don't have in status effect "contains" and "not contains" I can't make when my golem dies to revive him. I've used when not_contains ice_elemental_buff (ice golem) to recast (hit a button). Some of these buffs are not with charges or duration and etc how we can trigger them ?
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Member
Originally Posted by
MtSeven
Tks for the update. The duration support will be amazing.
But, the NOT_CONTAINS was critical for some logic. How do we use with the new logic? Negative charges will check if buff not present?
EDIT. Actually using duration 0 will check that we don't have it right? (that would be logical lol)
Imagine Ice golem buffs that there's no duration on them... in this case with 0 is not correct because it will be always true and it will cast and cast non-stop since some buffs are static and they are like yes or no
with contains was easy because watches is this buff exists... looking for buffs with this name!
Last edited by RebrandSoft; 11-30-2021 at 03:51 PM.
Reason: missed quate
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Yeah, could not reproduce NOT_CONTAINS logic.
My use case is the following:
I have a Aura that reserves 30% mana = skill A1
I have 3 time buffs (temporary auras, from March of the Legions) that need that 30% free = skills T1, T2, T3.
I need a logic that rules to turn OFF A1 for each T(x):
_Have A1 active
_Doesn't have T(x) OR have with less than N duration. ----> This is the part that I can't do with the new update (in the last I checked only with NOT_CONTAINS).
And a logic that turn ON A1 where it checks if I have T1, T2, T3 (with the new update I can check if duration is at least more than 1sec for example).