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Member
Argh wish I knew how to compile this and add it to PoeHelper. sadge.
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Member
Originally Posted by
clawface
Argh wish I knew how to compile this and add it to PoeHelper. sadge.
download from github, put it in Plugins/Source/
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Member
Originally Posted by
Cequez
download from github, put it in Plugins/Source/
whatt I thought it was really complicated! that is something I can do!
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Member
Got it installed and working great! Quick question. How would I set rule to check for corrupting_blood?
!Flasks[0].Active && ((Vitals.HP.Percent<70) || (???corrupting_bloo***))
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Active Member
Originally Posted by
clawface
Got it installed and working great! Quick question. How would I set rule to check for corrupting_blood?
!Flasks[0].Active && ((Vitals.HP.Percent<70) || (???corrupting_bloo***))
buffs.Has("CB")
corrupted blood name should be available if you use GH
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Member
Hello! I'm trying to set up the berserk ability, but I can't figure out how to specify the condition for the rage stack of buffs, please help me
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Member
Originally Posted by
EgorEvseev
Hello! I'm trying to set up the berserk ability, but I can't figure out how to specify the condition for the rage stack of buffs, please help me
Im using this code for Berserk at 40 rage when atleast 1 monster nearby, u can change rage charges number as your own.
MonsterCount(50) >= 1 && Buffs["rage"].Charges >= 40 && Skills["berserk"].canbeused
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So, I'm using this for berserk when there is at least one unique monster in range and 50 rage:
Code:
Buffs["rage"].Charges >= 50 && Skills["berserk"].canbeused && MonsterCount(100, MonsterRarity.Unique) >= 1
What I want is that it only count non-immune unique units that are in range.
Can someone help me understand how to integrate the "IsTargetable " (assume this is the condition I want) from the NearbyMonsterInfo.cs, couldn't understand how to add it in.
If that doesn't work, tried to look around, is there something like "isattacking"?
Last edited by xerance; 11-01-2023 at 04:54 AM.
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Member
What's wrong? why does not it work?
Code:
"Rules": [
{
"RuleSource": "SinceLastActivation(1.1)&&Monsters(1).Any()&&(!Buffs.Has("corrosive_shroud_buff")||!Buffs.Has("corrosive_shroud_at_max_damage"))",
"Type": 0,
"Key": 84,
"PendingEffectCount": 1
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Member
Someone please help me with Tornado near at least rare, cant maintain using SinceLastActivation.
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Legendary
Originally Posted by
PWMZ
What's wrong? why does not it work?
Code:
"Rules": [
{
"RuleSource": "SinceLastActivation(1.1)&&Monsters(1).Any()&&(!Buffs.Has("corrosive_shroud_buff")||!Buffs.Has("corrosive_shroud_at_max_damage"))",
"Type": 0,
"Key": 84,
"PendingEffectCount": 1
This was probably a bug, please update to latest.
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Active Member
Originally Posted by
cheatingeagle
This was probably a bug, please update to latest.
how do one check for if a key is pressing? I want to make one for the miner, that do not detonate if the Shift key is hold down.
This does not seems to work at all
Buffs.has("mine_mana_reservation") && !IsKeyPressed("Shift")
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Legendary
Originally Posted by
camapxam
how do one check for if a key is pressing? I want to make one for the miner, that do not detonate if the Shift key is hold down.
This does not seems to work at all
Buffs.has("mine_mana_reservation") && !IsKeyPressed("Shift")
Modifiers are a bit weird. Use
Code:
IsKeyPressed("ShiftKey")
for that
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Post Thanks / Like - 1 Thanks
camapxam (1 members gave Thanks to cheatingeagle for this useful post)
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Active Member
Originally Posted by
cheatingeagle
Modifiers are a bit weird. Use
Code:
IsKeyPressed("ShiftKey")
for that
Thanks, i'll will try to think of something that stop it from spamming D so much, it's kinda redflag
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Member
Does anyone know how can i trigger a skill after using another x number of times?