Many thanks for the help and suggestions guys, camapxam suggestion of using 2 rules helped with the reliability!
My issue is that when my fps drops, the automation fails to switch the stance back to the normal one, so it starts the process but it does not press X again.
With camaxpam suggestion, its a bit better with 2 separate rules:
First rule:
Logic: Already have the buff i want, go to normal stance
---Code:SinceLastActivation(0.5) && !Buffs.Has("manaforged_arrows_mana_spent") && Buffs.Has("divine_cry") ? new ISideEffect[] { PressKeySideEffect("X"), } : null
Second Rule:
Logic: I am on normal stance (manaforged_arrows check) and do not have the buff i want (divine_cry)
Code:SinceLastActivation(5) && Vitals.Mana.Percent >= 15 && Buffs.Has("manaforged_arrows_mana_spent") && !Buffs.Has("divine_cry") ? new ISideEffect[] { PressKeySideEffect("X"), } : null
Logic: I Am not on normal stance, dont have the buff i want, press the buff button
this is a bit better but still fails on heavy fps drops.Code:!Buffs.Has("divine_cry") && !Buffs.Has("manaforged_arrows_mana_spent") --> Press Button
Last edited by stormspt; 01-25-2024 at 07:10 AM.
Is it just me or does this not load on the 3.24 version that was just released? (Yes I know its untested, just want to make sure its not a ME issue, and everyone else having this problem).
The ReAgant plugin window is blank when opened. Cannot type any conditions in
Is there a way to get the number of nearby corpses, similar to how you'd count the number of nearby monsters?
Is there a list somewhere with all of the status effects from buffs, auras, to debuffs and ailments?
Edit: Also is there a way to get a data visualizer like there is in Game Helper, so we can find buff ids?
Last edited by lejionrom; 03-31-2024 at 12:40 AM.
Thanks for this addon! I'm trying to rebuild some of the automation I had on GH.
Below would summon skeleton(s) if there are nearby mobs and I hadn't yet summoned all my skeletons while I was spamming my main attack key (S).
I've discovered FriendlyMonsters but how do I differentiate between Skeletons, Zombies, Spectres, etc? Below is what I'm testing for Zombies.MonsterCount(MonsterRarity.Any) > 0 && DeployedObjectsCount[8] < 8 && IsKeyPressedForAction(VK.KEY_S)
Figured it out, maybe. Does this look correct? It seems to work.Skills["RaiseZombie"].CanBeUsed && FriendlyMonsters.Count() < 5 && SinceLastActivation(1) && IsKeyPressed("S")
Skills["RaiseZombie"].CanBeUsed && FriendlyMonsters.Where(p => p.BaseEntityPath.Contains("Zombie")).Count() < 5 && SinceLastActivation(1) && IsKeyPressed("S")
------
Documentation
Class RuleState
DevTree
Player.Components.Actor.ActorSkills - Skill names
Player.Components.Actor.DeployedObjects - Summoned minions, etc.
Player.Buffs - Active buff names
Last edited by satbuster; 03-31-2024 at 01:04 AM.
The game (well, GGPK) has the buff list. For data exploration, check out the DevTree plugin (bundled). Buff defitions are in TheGame->Files->BuffDefinitions
FYI Class SkillInfo
Hi,
is there an easy way to check if a skill is actually mapped to a hotkey and usable? .Exists and .CanBeUsed both appear to return true even if skill is not on any hotkey.
-SB-Skills["Clarity"].Exists && Skills["Clarity"].CanBeUsed
Hi,
I'm trying to automate my Arcanist brand to be cast when they are atleast 1 rare mob and just keep max 2 orbs.
Skills["BrandSupport"].CanBeUsed && MonsterRarity.AtLeastRare > 1 && SkillUseStage > 3
Is there a support for SkillUseStage ? (found it in devtree)
Thanks
Hi,
I have several questions.
1. I try to use Animation.Idle == true to judge whether my char is idle. But looks like the result is not correct.
How I can use Animiation?
2. Anybody can show me how to judge whether my mouse is over a monster? I have a melee skill which can be use without target. So I want to use it only when I targeting a monster.
Thanks
Getting this error while trying to compile. I do have dotnet installedBuild failed:
[03-04-2024 06:07:25 PM,
path/to/dir\ExileApi-Compiled-3.24.0.3\ExileApi-Compiled
-3.24.0.3\Plugins\Source\ReAgent\ReAgent.csproj(0, 0)] NU1100: Unable to resolve
'ImGui.NET (>= 1.90.0.1)' for 'net8.0-windows7.0'.
[03-04-2024 06:07:25 PM,
path/to/dir\ExileApi-Compiled-3.24.0.3\ExileApi-Compiled
-3.24.0.3\Plugins\Source\ReAgent\ReAgent.csproj(0, 0)] NU1100: Unable to resolve
'Newtonsoft.Json (>= 13.0.3)' for 'net8.0-windows7.0'.
[03-04-2024 06:07:25 PM,
path/to/dir\ExileApi-Compiled-3.24.0.3\ExileApi-Compiled
-3.24.0.3\Plugins\Source\ReAgent\ReAgent.csproj(0, 0)] NU1100: Unable to resolve
'SharpDX.Mathematics (>= 4.2.0)' for 'net8.0-windows7.0'.
[03-04-2024 06:07:25 PM,
path/to/dir\ExileApi-Compiled-3.24.0.3\ExileApi-Compiled
-3.24.0.3\Plugins\Source\ReAgent\ReAgent.csproj(0, 0)] NU1100: Unable to resolve
'System.Linq.Dynamic.Core (>= 1.3.7)' for 'net8.0-windows7.0'.
[03-04-2024 06:07:25 PM,
path/to/dir\ExileApi-Compiled-3.24.0.3\ExileApi-Compiled
-3.24.0.3\Plugins\Source\ReAgent\ReAgent.csproj(0, 0)] NU1100: Unable to resolve
'ImGui.NET (>= 1.90.0.1)' for 'net8.0-windows7.0/win-x64'.
[03-04-2024 06:07:25 PM,
path/to/dir\ExileApi-Compiled-3.24.0.3\ExileApi-Compiled
-3.24.0.3\Plugins\Source\ReAgent\ReAgent.csproj(0, 0)] NU1100: Unable to resolve
'Newtonsoft.Json (>= 13.0.3)' for 'net8.0-windows7.0/win-x64'.
[03-04-2024 06:07:25 PM,
path/to/dir\ExileApi-Compiled-3.24.0.3\ExileApi-Compiled
-3.24.0.3\Plugins\Source\ReAgent\ReAgent.csproj(0, 0)] NU1100: Unable to resolve
'SharpDX.Mathematics (>= 4.2.0)' for 'net8.0-windows7.0/win-x64'.
[03-04-2024 06:07:25 PM,
path/to/dir\ExileApi-Compiled-3.24.0.3\ExileApi-Compiled
-3.24.0.3\Plugins\Source\ReAgent\ReAgent.csproj(0, 0)] NU1100: Unable to resolve
'System.Linq.Dynamic.Core (>= 1.3.7)' for 'net8.0-windows7.0/win-x64'.
Is there a way to make this automate Detonate Dead of Chain Reaction?
Basically, upon clicking a single button, if there are ~8 corpses around the cursor, DD; else, desecrate, then DD?
Last edited by SALTYBOO; 04-03-2024 at 05:57 PM.