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Member
does any1 have a list/website with the current plugins supported by Exileapi ? would love to see incursion or betrayal helpers
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Member
Originally Posted by
Keldonv7
that works but its only on button hold/press, was looking for something automatic
Download the code, remove the text
!Input.IsKeyDown(Settings.Run.Value) ||
and it will work automatically.
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★ Elder ★
Originally Posted by
bittertide
does any1 have a list/website with the current plugins supported by Exileapi ? would love to see incursion or betrayal helpers
A non-exhaustive list (plugin authors mostly have to submit entries themselves) PluginBrowser
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YellowRodent (1 members gave Thanks to cheatingeagle for this useful post)
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I found that the latest version fixed the display issue of Cyrillic characters, for which I am very grateful. However, I still cannot display Chinese characters, which makes me puzzled. I'm sorry to say that I used dnspy to decompile the code of ExileCore.dll to check where the problem was. I found that the code used io.Fonts.GetGlyphRangesCyrillic() to get the character range, but this character range does not include non-Cyrillic characters such as Chinese and Japanese. I tried changing it to GetGlyphRangesChineseFull() to solve the problem with Chinese, and it worked well. Then I tried to reset the character range by loading the plugin and getting ExileCore reflectively, but failed. I understand that loading font ranges that users don’t need will have a big impact on performance, so I have an idea. Can we allow users to specify the font range in the Core's settings panel to solve this problem, or set the character range in the font's config file?
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YellowRodent (1 members gave Thanks to TinyBad for this useful post)
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★ Elder ★
Originally Posted by
TinyBad
Can we allow users to specify the font range in the Core's settings panel to solve this problem, or set the character range in the font's config file?
That is the intended fix, I just need time to get to it.
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YellowRodent (1 members gave Thanks to cheatingeagle for this useful post)
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Hey guys, thanks for the link to the plugin browser.
How do you properly install the plugins?
On github I see source code download and .dll download, I tried with expedition icond and it seems to be working putting the source code folder into the "plugins/source" folder in PoeHuD.
When I try with Altar plugin I get this error:
"The type or namespace name 'ExileCore' could not be found (are you missing a using directive or an assembly reference?)"
Is the plugin broken or am I just stupid? (most likely).
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★ Elder ★
Originally Posted by
standard_denk
Hey guys, thanks for the link to the plugin browser.
How do you properly install the plugins?
On github I see source code download and .dll download, I tried with expedition icond and it seems to be working putting the source code folder into the "plugins/source" folder in PoeHuD.
When I try with Altar plugin I get this error:
"The type or namespace name 'ExileCore' could not be found (are you missing a using directive or an assembly reference?)"
Is the plugin broken or am I just stupid? (most likely).
Nah it's the plugin in this case. Compare how the references to core dlls are setup in AltarHelper and ExpeditionIcons
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There isn't any plugin for opening stacked decks, are there? PoEapikit broke 2 weeks ago at the patch and haven't been fixed yet :<
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Active Member
Originally Posted by
xerance
There isn't any plugin for opening stacked decks, are there? PoEapikit broke 2 weeks ago at the patch and haven't been fixed yet :<
You can use Wingman Reloaded in a pinch for that, as it uses pixels/colors.
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xerance (1 members gave Thanks to VioletVibes for this useful post)
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Originally Posted by
cheatingeagle
Yeah I can see that the references are different, I tried changing the paths but then I got some other error, so I gave up. Kinda have no idea what im doing xD
the expedition plugin is really good anyways.. so I can live without Altar plugin.
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Member
Is it possible to make it so that AreaChange(AreaInstance area) is called after EntityList is initially updated? I believe it worked like that few leagues ago, but not anymore. It's not a big deal but it makes a code a bit uglier 
Also I still hope for the removal of limit of 1000 childs for ChatBox. Or maybe someone can give me advice how to get Chat messages another way, not through ChatBox?
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Member
Where can i find the configuration for the Orange arrow for stash dumping ? Thanks
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Originally Posted by
VioletVibes
You can use Wingman Reloaded in a pinch for that, as it uses pixels/colors.
have you tried windman relaoded this league? cant for my life get stacked decks to work.
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★ Elder ★
* Improved element code somewhat, now position should be read correctly for elements like chat messages & divination card stash
* Added TextNoTags, this works well with elements like tooltips which contain a lot of formatting tags by default
* Made some previously hardcoded limits customizable through a separate `config/limits.json` file (doesn't exist by default), customizable keys are:
Code:
ElementChildCount
UnicodeStringLength
ReadStructsArrayCount
ReadMemoryTimeLimit
* Made font glyph range customizable. Available options are limited by what ImGui offers out of the box, default is the same as before (FontGlyphRangeType.Cyrillic). You will need a font that actually supports those glyphs, of course (default doesn't)
* Added PoeChatElement.Messages, those should bypass the Element ChildCount limit by default
Dependency list:
.NET SDK 6.0 x64 (download page and direct link to current version (will change in the future))
How to fix your .NET SDK installation
DirectX (when you run the download, it will extract it to a specified folder, you then need to run DXSETUP in the extracted folder)
VC 2015 Redistributable option 1, option 2
Download PoeHelper https://github.com/TehCheat/PoEHelpe.../tag/3.21.1.v4
Last edited by cheatingeagle; 05-20-2023 at 06:04 PM.
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Pepeg,
Pepegers (2 members gave Thanks to cheatingeagle for this useful post)
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★ Elder ★
Originally Posted by
Pepegers
Is it possible to make it so that AreaChange(AreaInstance area) is called after EntityList is initially updated? I believe it worked like that few leagues ago, but not anymore. It's not a big deal but it makes a code a bit uglier

This was not an intentional change, but I think it makes a lot of sense the way it is now. After all, the area change happens before the entities spawn in. Can you elaborate on your reasons why the opposite way would be more convenient?