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Originally Posted by
cheatingeagle
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.
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★ Elder ★
Originally Posted by
cheatingeagle
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
Sounds interesting, I'll take a look.
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help me write the conditions for Tincture.If possible
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Tinctures work by the same rules as Flasks
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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.
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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.
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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
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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.
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Post Thanks / Like - 3 Thanks
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That's what I was looking for, that will come in very handy!
Thanks for sharing
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Originally Posted by
Jay Hawken
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.
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rawrrxd (1 members gave Thanks to SASAZA for this useful post)
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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?
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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
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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!
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!Flasks[0].Active && Flasks[0].CanBeUsed - dont work Tincture
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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.