GameHelper: A light version of PoeHUD/Exile-Api menu

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  1. #4846
    EthEth's Avatar Active Member
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    Originally Posted by 491926814 View Post
    is there any way to auto lvl up gems ?
    Not in this tool. Try ExileAPI / similar tools.

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #4847
    lyo32's Avatar Member
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    The game updated, so need to wait the tool update too right? sorry if feels like a dumb question

  3. #4848
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by lyo32 View Post
    The game updated, so need to wait the tool update too right? sorry if feels like a dumb question
    looking into it. did some testing, everything is looking good.
    Last edited by GameHelper; 4 Weeks Ago at 01:59 PM.
    If I did not reply to you, it mean the question you are asking is stupid.

  4. #4849
    lyo32's Avatar Member
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    Thank you for reply, alright, thank you for your excellent work! Looking forward to use GH again. I wish luck.

  5. #4850
    Shaanujaanu's Avatar Member
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    Does this not work anymore? Running Windows 11

    5/2/2024 10:33 AM Program exited with message:
    System.AggregateException: One or more errors occurred. (Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.ValueTuple`3[System.Boolean,System.Single,System.Numerics.Vector4][]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly.
    To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object.
    Path 'AbyssPath.Item1', line 4, position 12.)
    ---> Newtonsoft.Json.JsonSerializationException: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.ValueTuple`3[System.Boolean,System.Single,System.Numerics.Vector4][]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly.
    To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object.
    Path 'AbyssPath.Item1', line 4, position 12.
    at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonRead er reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(J sonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(Json Property property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonRead er reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(J sonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
    at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReade r reader, Type objectType, Boolean checkAdditionalContent)
    at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType)
    at Newtonsoft.Json.JsonSerializer.Deserialize(JsonReader reader, Type objectType)
    at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings)
    at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings)
    at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value)
    at WorldDrawing.WorldDrawingCore.OnEnable(Boolean isGameOpened) in D:\a\GameOverlay\GameOverlay\WorldDrawing\WorldDrawingCore.cs:line 68
    at GameHelper.Plugin.PManager.EnablePluginIfRequired(PluginContainer container) in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 214
    at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
    at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    at System.Threading.Tasks.TaskReplicator.Replica.Execute()
    --- End of inner exception stack trace ---
    at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
    at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
    at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
    at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
    at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable`1 source, Action`1 body)
    at GameHelper.Plugin.PManager.InitializePlugins() in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 44
    at GameHelper.GameOverlay.PostInitialized() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 80
    at ClickableTransparentOverlay.Overlay.InitializeResources()
    at ClickableTransparentOverlay.Overlay.<Start>b__22_0()
    at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
    at System.Threading.ThreadPoolWorkQueue.Dispatch()
    at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

  6. #4851
    cheatingeagle's Avatar Elite User
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    Originally Posted by Shaanujaanu View Post
    Does this not work anymore? Running Windows 11
    That just means your settings file is not compatible with the current version of GH. Simplest solution is to start over from scratch.

  7. #4852
    Bonaf1de's Avatar Member
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    Playing BB of Unloading Saboteur and this build needs Arcanist Brand to be above X brands all the time. Was trying to figure a way to keep it there (like I would when trying to summon minions when would perish) but can't seem to find the Status Effect/Deployed Object/etc. that the brands are? Anyone can help?

  8. #4853
    Shaanujaanu's Avatar Member
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    Originally Posted by cheatingeagle View Post
    That just means your settings file is not compatible with the current version of GH. Simplest solution is to start over from scratch.
    thank you, fresh install fixed it.

  9. #4854
    serioux1337's Avatar Member
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    Is the code obfuscated? i tried loading the offsets from your offset dll, but they don't seem to be correct. Is there a place, where i can access the Offsets? i am just building a small application, dont want to sell it or anything.

    poe.png

  10. #4855
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by serioux1337 View Post
    Is the code obfuscated? i tried loading the offsets from your offset dll, but they don't seem to be correct. Is there a place, where i can access the Offsets? i am just building a small application, dont want to sell it or anything.

    poe.png
    GH offsets aren’t obfuscated.
    If I did not reply to you, it mean the question you are asking is stupid.

  11. #4856
    vibrantblue's Avatar Member
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    asd.png
    Can the inventory dump function be added?

  12. #4857
    LazyKid's Avatar Member
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    Is there any way to Use "Insufficient Mana" for a Skill as a trigger for a flask?

    !PlayerSkillIsUseable.Contains("XXXX") doesn't work

  13. #4858
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by LazyKid View Post
    Is there any way to Use "Insufficient Mana" for a Skill as a trigger for a flask?

    !PlayerSkillIsUseable.Contains("XXXX") doesn't work
    If you know what’s considered insufficient for that skill, you can just write mana < XXX.
    If I did not reply to you, it mean the question you are asking is stupid.

  14. #4859
    LazyKid's Avatar Member
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    Originally Posted by GameHelper View Post
    If you know what’s considered insufficient for that skill, you can just write mana < XXX.
    iam aware if the mana cost would be a fixed value, but sadly its a indigon setup/build and the costs will vary (also way above the current max mana), i would need to check for "nor enough mana" if possible. even putting 99% or lower would not work, the mana costs reach way over 100% of the pool
    Last edited by LazyKid; 2 Weeks Ago at 05:39 PM. Reason: missed quote

  15. #4860
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by LazyKid View Post
    iam aware if the mana cost would be a fixed value, but sadly its a indigon setup/build and the costs will vary (also way above the current max mana), i would need to check for "nor enough mana" if possible. even putting 99% or lower would not work, the mana costs reach way over 100% of the pool
    I see, well PlayerSkillUseable doesn’t take into account mana required to use the skill. So that will not work, it’s how the game is built….


    Now the exact amount of mana required by a skill, I have to dig deeper if that exists in GH or not. Will get back to you if I find something.
    If I did not reply to you, it mean the question you are asking is stupid.

  16. Thanks Forumuser1000, najiskape (2 members gave Thanks to GameHelper for this useful post)

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