[ExileApi/PoEHelper/POEHUD plugin] ReAgent - a tool for mapping game state to actions menu

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  1. #31
    clawface's Avatar Member
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    Argh wish I knew how to compile this and add it to PoeHelper. sadge.

    [ExileApi/PoEHelper/POEHUD plugin] ReAgent - a tool for mapping game state to actions
  2. #32
    Cequez's Avatar Member
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    Originally Posted by clawface View Post
    Argh wish I knew how to compile this and add it to PoeHelper. sadge.
    download from github, put it in Plugins/Source/

  3. #33
    clawface's Avatar Member
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    Originally Posted by Cequez View Post
    download from github, put it in Plugins/Source/
    whatt I thought it was really complicated! that is something I can do!

  4. #34
    clawface's Avatar Member
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    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***))

  5. #35
    camapxam's Avatar Active Member
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    Originally Posted by clawface View Post
    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

  6. #36
    EgorEvseev's Avatar Member
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    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

  7. #37
    hoanglam2801's Avatar Member
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    Originally Posted by EgorEvseev View Post
    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

  8. #38
    xerance's Avatar Active Member CoreCoins Purchaser
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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.

  9. #39
    PWMZ's Avatar Member
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    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

  10. #40
    Fragma1's Avatar Member
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    Someone please help me with Tornado near at least rare, cant maintain using SinceLastActivation.

  11. #41
    cheatingeagle's Avatar Elite User
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    Originally Posted by PWMZ View Post
    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.

  12. #42
    camapxam's Avatar Active Member
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    Originally Posted by cheatingeagle View Post
    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")

  13. #43
    cheatingeagle's Avatar Elite User
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    Originally Posted by camapxam View Post
    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

  14. Thanks camapxam (1 members gave Thanks to cheatingeagle for this useful post)
  15. #44
    camapxam's Avatar Active Member
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    Originally Posted by cheatingeagle View Post
    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

  16. #45
    Fragma1's Avatar Member
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    Does anyone know how can i trigger a skill after using another x number of times?

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