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

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  1. #106
    TouchOfDead's Avatar Member
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    Originally Posted by cheatingeagle View Post
    Unless there is something else that differentiates them except the address (which is essentially random), I'm not sure how to go about that. If someone wants to fuck around with DevTree/cheat engine and report what needs to be done, I might look into the results.
    I have made a post using GameHelper SourceID and SpellID to match them together (here (GameHelper: A light version of PoeHUD/Exile-Api)). I could not find these IDs in DevTree for ExileApi.

    [ExileApi/PoEHelper/POEHUD plugin] ReAgent - a tool for mapping game state to actions
  2. #107
    cheatingeagle's Avatar ★ Elder ★
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    Originally Posted by cheatingeagle View Post
    I'll make a new ExileApi release in a bit. In the meantime you can roll back to the previous commit.
    Done, you can update now.
    Originally Posted by TouchOfDead View Post
    I have made a post using GameHelper SourceID and SpellID to match them together (here (GameHelper: A light version of PoeHUD/Exile-Api)). I could not find these IDs in DevTree for ExileApi.
    Sounds interesting, I'll take a look.

  3. #108
    Stif21's Avatar Member
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    help me write the conditions for Tincture.If possible

  4. #109
    ????????? ???'s Avatar Member
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    Tinctures work by the same rules as Flasks

  5. #110
    Schoffrey's Avatar Member
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    Hello,

    I might get the syntax wrong - I want to use Rallying Cry when I am not moving and every 3.7 seconds.

    SinceLastActivation(3.7)&&!IsMoving&&Skills["RallyingCry"].CanBeUsed

    Could please somebody review my input?


    Edit: I found a way to fix it. Thanks guys!
    Last edited by Schoffrey; 08-04-2024 at 07:27 AM.

  6. #111
    E4gle's Avatar Member
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    Alloah, anyone can help me ?
    i wanna have 4 artillery ballistas up if i encounter a rare. would be awesome thx

    figured it out. if someone searchs for it

    Skills["ArtilleryBallista"].CanBeUsed && FriendlyMonsters.Where(p => p.BaseEntityPath.Contains("Totem")).Count() < 1 && SinceLastActivation(1.2)

    thx tho satbuster
    Last edited by E4gle; 08-07-2024 at 07:38 AM.

  7. #112
    kromatikal's Avatar Member
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    hello! does anybody know of a way or a tool for looking at the actual content of the different objects being used in ReAgent?

    for example, I know I can write rules using MonsterInfo, Vitals, Skills, etc., but is there a way for looking at what's in memory for those objects? This would make writing rules way easier as atm I feel like I'm quite blind trying to figure out how to write them.

    thanks!!! the tool is awesome <3

  8. #113
    Jay Hawken's Avatar Member
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    Do You mean the ingame object the plugin is referencing?

    Theres is DevTree that basically spys the whole game.

    For instance, I was doing my tinctures.

    I open DevTree, Click player, open buffs, then use a buff ingame and get the "tincture_attack_speed" buff name, then build the code.

    Here's what I did for Tinctures.

    !Buffs.Has("tincture_attack_speed") && Flasks[3].CanBeUsed && SinceLastActivation(3)

    Checks if I do not have the attack speed suffix buff AND it checks if the Tincture (Flasks are indexed 0-4 from what I could work out in the github) can be used AND checks/waits til 3 seconds after last activation (because it was too fast for the game, and the buff appeared too slow and it deactivated the tincture)

    !Buffs.Has("tincture_penetrate_elemental_resistances") && Flasks[3].CanBeUsed && SinceLastActivation(3)

    Here's the ele one.

  9. Thanks kromatikal, Glitter2770, hurrhurr1 (3 members gave Thanks to Jay Hawken for this useful post)
  10. #114
    kromatikal's Avatar Member
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    That's what I was looking for, that will come in very handy!

    Thanks for sharing

  11. #115
    SASAZA's Avatar Member
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    Originally Posted by Jay Hawken View Post
    Do You mean the ingame object the plugin is referencing?

    Theres is DevTree that basically spys the whole game.

    For instance, I was doing my tinctures.

    I open DevTree, Click player, open buffs, then use a buff ingame and get the "tincture_attack_speed" buff name, then build the code.

    Here's what I did for Tinctures.

    !Buffs.Has("tincture_attack_speed") && Flasks[3].CanBeUsed && SinceLastActivation(3)

    Checks if I do not have the attack speed suffix buff AND it checks if the Tincture (Flasks are indexed 0-4 from what I could work out in the github) can be used AND checks/waits til 3 seconds after last activation (because it was too fast for the game, and the buff appeared too slow and it deactivated the tincture)

    !Buffs.Has("tincture_penetrate_elemental_resistances") && Flasks[3].CanBeUsed && SinceLastActivation(3)

    Here's the ele one.
    Would this work for normal flasks as well? I am looking for a flask variant that lets you use all flasks (2-5) when they have enough charges, are not running right now and there is an enemy within 400 unites of range. I tired the basicflaskroutine plugin, but it does work with health thresholds and I cant make it work for my uses.

  12. Thanks rawrrxd (1 members gave Thanks to SASAZA for this useful post)
  13. #116
    SASAZA's Avatar Member
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    Is there documentation of the usual conditions used somewhere?

    I want to make an Auto-Focus condition that uses Focus when its ready and there is a nearby enemy that is rare.
    I have pretty much 3 questions:

    -What is the exact wording for Monsters nearby (200) that are AtLeastRare and not invulnerable (Sirus, Eater, Exarch, most unique bosses really), so focus does not get activated while they are still in transition?

    -Is Focus considered a skill? So Can I just check if it can be used? That should also make the condition false while it is active, right?

    -Do I need a cooldown, so the button does not get spammed to much?

  14. #117
    Jay Hawken's Avatar Member
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    MonsterCount(Range, MonsterRarity.Rare) >=1 I dont know how to add "hidden" or not transitioned bosses yet.

    Most of the time the ability gives u a buff, so you could check if you have the focus buff (you'll have to spy the game with DevTree) and press focus and see if u get a buff, then you can do

    !Buffs.Has("Name") to check if u dont have the focus buff

    You could also do Skills["NAME"].CanBeUsed but that sometimes still spams.

    SinceLastActivation(x) you can add to put seconds since last activation to press again

    That's all I know so far, been trying to learn some of this best I can

  15. #118
    Raumli's Avatar Member
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    Helpful Snips

    For anyone who may want to use them, these are a few snips of various sources that I use / have used. Also, some links are included just for the ease of having everything in a more localized place.

    Use "Call of Steel" if you do not currently have the Steel Shards buff.
    Code:
    SinceLastActivation(0.5) &&
    Skills["CallOfSteel"].CanBeUsed &&
    !Buffs.Has("steel_skill_ammo_buff")
    Cast Templar's "Sentinel of Radiance" if you do not currently have one, it has been a few seconds since you last casted, and there are either a Rare+ mob, or over 10 Any mobs in the area:
    Code:
    SinceLastActivation(2.1) &&
    Skills["SummonSentinelOfRadiance"].CanBeUsed &&
    FriendlyMonsters.Where(p => p.Path.Contains("Axis")).Count() < 1 && 
    ( MonsterCount(100, MonsterRarity.AtLeastRare) >= 1 || MonsterCount(100, MonsterRarity.Any) >= 10 )
    Cast Hatred if you don't have it on:
    Code:
    !Buffs.Has("player_aura_cold_damage") && Skills["Hatred"].Exists && Skills["Hatred"].CanBeUsed
    Use your Ward flask if it is not currently on (WardLoop) and is at Max Charges. Replace the "0" with your flask slot minus 1 (0 = Slot 1, 3 = Slot 4, etc)
    Code:
    !Flasks[0].Active && !Buffs.Has("flask_bonus_ward_not_break") && Flasks[0].Charges == Flasks[0].MaxCharges
    To get any buff names. Look in data/buffdefinitions.dat -- This will help you find things like Hatred being called "player_aura_cold_damage" internally.
    POE Dat Viewer

    ReAgent API Docs - use this to find classes, methods and other declarations to help with your rules.
    ReAgent State API Documentation

    Hopefully this is helpful to someone!

  16. Thanks Jay Hawken, hurrhurr1, Glitter2770, camapxam, kromatikal, satbuster (6 members gave Thanks to Raumli for this useful post)
  17. #119
    PWMZ's Avatar Member
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    !Flasks[0].Active && Flasks[0].CanBeUsed - dont work Tincture

  18. #120
    SASAZA's Avatar Member
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    Code:
    SinceLastActivation(1.3)&&
    !IsMoving&&(MonsterCount(20, MonsterRarity.AtLeastRare) >= 1&&
    Buffs["rage"].Charges >= 6)&&
    !Buffs.Has("tincture_penetrate_elemental_resistances")
    I am using this for my tincture. But it still tries to press the tincture while it is on cooldown.
    Has anyone figured out how to check if the tincture is on cooldown? It does not count as "Buff.Has" while on CD, so I need an other statement to add that.

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