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

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  1. #61
    cheatingeagle's Avatar Elite User
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    Originally Posted by stormspt View Post
    Is there a better way to do the stance switch without relying on a timer? can i get it from game state somehow? the time method tends to fail when the fps drop
    Explain in detail what exactly you are trying to achieve. Not going to write a rule for you, but I'll drop a few pointers if I think of anything.

    [ExileApi/PoEHelper/POEHUD plugin] ReAgent - a tool for mapping game state to actions
  2. #62
    camapxam's Avatar Active Member
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    Originally Posted by stormspt View Post
    Is there a better way to do the stance switch without relying on a timer? can i get it from game state somehow? the time method tends to fail when the fps drop
    sure you can, 2 stance is 2 difference auras, if i were you, i'll make 2 different rule, check for not in stance 1, not have adrenaline or something that you're trying to get, swap stance, and the same for stance 2.

  3. Thanks stormspt (1 members gave Thanks to camapxam for this useful post)
  4. #63
    stormspt's Avatar Member
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    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
    Code:
    !Buffs.Has("divine_cry") && !Buffs.Has("manaforged_arrows_mana_spent")
    --> Press Button
    this is a bit better but still fails on heavy fps drops.
    Last edited by stormspt; 01-25-2024 at 07:10 AM.

  5. #64
    SuhzWarmane's Avatar Member
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    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

  6. #65
    operator_poe's Avatar Active Member
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    Originally Posted by SuhzWarmane View Post
    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
    You likely just need to be logged in for it to work. Try again in 13 minutes

  7. #66
    SuhzWarmane's Avatar Member
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    Originally Posted by operator_poe View Post
    You likely just need to be logged in for it to work. Try again in 13 minutes
    Hopefully so! Good league launch !

  8. #67
    ebfe's Avatar Member
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    Is there a way to get the number of nearby corpses, similar to how you'd count the number of nearby monsters?

  9. #68
    lejionrom's Avatar Member
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    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; 3 Weeks Ago at 12:40 AM.

  10. #69
    satbuster's Avatar Member
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    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).

    MonsterCount(MonsterRarity.Any) > 0 && DeployedObjectsCount[8] < 8 && IsKeyPressedForAction(VK.KEY_S)
    I've discovered FriendlyMonsters but how do I differentiate between Skeletons, Zombies, Spectres, etc? Below is what I'm testing for Zombies.

    Skills["RaiseZombie"].CanBeUsed && FriendlyMonsters.Count() < 5 && SinceLastActivation(1) && IsKeyPressed("S")
    Figured it out, maybe. Does this look correct? It seems to work.

    Skills["RaiseZombie"].CanBeUsed && FriendlyMonsters.Where(p => p.BaseEntityPath.Contains("Zombie")).Count() < 5 && SinceLastActivation(1) && IsKeyPressed("S")



    Originally Posted by cheatingeagle View Post
    FYI there's been a new update with more information exposed, mostly related to minions. I've updated Class RuleState to better let you see what is available.
    ------

    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; 3 Weeks Ago at 01:04 AM.

  11. #70
    cheatingeagle's Avatar Elite User
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    Originally Posted by lejionrom View Post
    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?
    The game (well, GGPK) has the buff list. For data exploration, check out the DevTree plugin (bundled). Buff defitions are in TheGame->Files->BuffDefinitions
    Originally Posted by satbuster View Post
    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.



    Figured it out, maybe. Does this look correct? It seems to work.








    ------

    Documentation

    Class RuleState

    DevTree

    Player.Components.Actor.ActorSkills - Skill names
    Player.Components.Actor.DeployedObjects - Summoned minions, etc.
    Player.Buffs - Active buff names
    FYI Class SkillInfo

  12. #71
    satbuster's Avatar Member
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    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.

    Skills["Clarity"].Exists && Skills["Clarity"].CanBeUsed
    -SB-

  13. #72
    Stanleyy's Avatar Member
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    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

  14. #73
    setim's Avatar Member
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    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

  15. #74
    suzimia's Avatar Member
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    Build 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'.
    Getting this error while trying to compile. I do have dotnet installed

  16. #75
    SALTYBOO's Avatar Member
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    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; 3 Weeks Ago at 05:57 PM.

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