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

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  1. #121
    SASAZA's Avatar Member
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    Code:
    2024-08-15 10:44:52.154 +02:00 [ERR] ReAgent -> CompilePlugin failed
    2024-08-15 10:44:52.154 +02:00 [ERR] ReAgent -> System.Exception: Build failed:
    [8/15/2024 10:44:50 AM, C:\lll\ExileApi-Compiled-3.25.0.5\Plugins\Source\ReAgent-master\State\BuffDictionary.cs(30, 48)] CS1061: 'Buff' does not contain a definition for 'SourceEntity' and no accessible extension method 'SourceEntity' accepting a first argument of type 'Buff' could be found (are you missing a using directive or an assembly reference?)
    [8/15/2024 10:44:50 AM, C:\lll\ExileApi-Compiled-3.25.0.5\Plugins\Source\ReAgent-master\State\BuffDictionary.cs(31, 60)] CS1061: 'Buff' does not contain a definition for 'SourceSkillId' and no accessible extension method 'SourceSkillId' accepting a first argument of type 'Buff' could be found (are you missing a using directive or an assembly reference?)
    [8/15/2024 10:44:50 AM, C:\lll\ExileApi-Compiled-3.25.0.5\Plugins\Source\ReAgent-master\State\BuffDictionary.cs(31, 81)] CS1061: 'Buff' does not contain a definition for 'SourceSkillId2' and no accessible extension method 'SourceSkillId2' accepting a first argument of type 'Buff' could be found (are you missing a using directive or an assembly reference?)
    [8/15/2024 10:44:50 AM, C:\lll\ExileApi-Compiled-3.25.0.5\Plugins\Source\ReAgent-master\State\SkillDictionary.cs(47, 23)] CS1061: 'ActorSkill' does not contain a definition for 'Id2' and no accessible extension method 'Id2' accepting a first argument of type 'ActorSkill' could be found (are you missing a using directive or an assembly reference?)
    I'm getting this error. Is there any way to fix it? I did a fresh install and ReAgent stopped working..

    [ExileApi/PoEHelper/POEHUD plugin] ReAgent - a tool for mapping game state to actions
  2. #122
    Esionru's Avatar Member
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    https://imgur.com/a/rXqsvjI any help? last version exile api and radar

  3. #123
    Deadwoodcrux's Avatar Site Donator
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    Is there a way of using Valour count as a condition? I see it in the buff definitions but can't seem to use it in that manner.

  4. #124
    Zetaps4's Avatar Member
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    Hi !

    Im using a tincture rule

    SinceLastActivation(1.1)&&
    MonsterCount(100, MonsterRarity.Any) >= 1 &&
    !Buffs.Has("tincture_penetrate_elemental_resistances")


    it works fine. My question is, is there a way to add a check to see if i have the prismatic tincture in the slot ? (or in opposition, if slot4 is a quicksilver flask). I have more than 1 char and would love that the regex only activates on my Warden (so valid checks could be the character class/ascendancy, having the correct tincture in the flaskbar, or other similar ideas)

  5. Thanks lazybug (1 members gave Thanks to Zetaps4 for this useful post)
  6. #125
    Raumli's Avatar Member
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    Originally Posted by Raumli View Post
    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!
    Updated my Sentinel code to have a nice little countdown bar. Because we rely on ONLY the timer, if you manually cast, it will not show up. We CAN set it up to check for the sentinel itself, but that will take up more resources.

    We use 2 rules here. Note, the ProgressBar background doesn't seem to work - It's more likely that I am doing something wrong, but I Can live without it. You may need to adjust the positioning of the bar - on my screen, it sits above the party, below the buffs & debuffs.

    Code:
    SinceLastActivation(3) &&
    Skills["SummonSentinelOfRadiance"].CanBeUsed &&
    FriendlyMonsters.Where(p => p.Path.Contains("Axis")).Count() < 1 && 
    ( MonsterCount(100, MonsterRarity.AtLeastRare) >= 1 || MonsterCount(100, MonsterRarity.Any) >= 10 )
    
    ? new ISideEffect[] { 
    PressKeySideEffect("W"),
    ResetTimerSideEffect("Sentinel"),
    StartTimerSideEffect("Sentinel"),
    
    }
    : 
     GetTimerValue("Sentinel") > 1
    ? new ISideEffect[] { 
    
    StartTimerSideEffect("Sentinel"), 
    ProgressBarSideEffect("Sentinel:            ", new Vector2(65 as x, 163 as y), new Vector2(20 as barx,15f as bary), (20 - GetTimerValue("Sentinel")), "darkred", "black", "white"),
    } 
    : null
    Code:
    20 - GetTimerValue("Sentinel")  < 0
    
    ? new ISideEffect[] { 
    ResetTimerSideEffect("Sentinel")
    }
    : null

  7. Thanks Asshot (1 members gave Thanks to Raumli for this useful post)
  8. #126
    malvient's Avatar Active Member
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    Originally Posted by Zetaps4 View Post
    Hi !

    Im using a tincture rule

    SinceLastActivation(1.1)&&
    MonsterCount(100, MonsterRarity.Any) >= 1 &&
    !Buffs.Has("tincture_penetrate_elemental_resistances")


    it works fine. My question is, is there a way to add a check to see if i have the prismatic tincture in the slot ? (or in opposition, if slot4 is a quicksilver flask). I have more than 1 char and would love that the regex only activates on my Warden (so valid checks could be the character class/ascendancy, having the correct tincture in the flaskbar, or other similar ideas)
    Create different ReAgent profiles for each character imo

  9. #127
    roska's Avatar Active Member
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    this just creates errors and wont launch, same errors are listed earlier

  10. #128
    player_one's Avatar Member
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    Any way to have it cast a warcry (Enduring Cry) if endurance charges aren't at least a certain amount (6)? Thanks!

  11. #129
    wloczykij95's Avatar Member
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    Is it any way to imitate kitava's thirst to cast frostbolt while using frostnova?

  12. #130
    suzimia's Avatar Member
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    Originally Posted by Raumli View Post
    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!
    Does your ward flask trigger when ward is depleted? Is that what the buff is referring to ("flask_bonus_ward_not_break")?

  13. #131
    Deadwoodcrux's Avatar Site Donator
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    I'm not sure why this wasn't working for me earlier, but here is the condition for valour count of less than 105 if anyone hasn't figured it out for themselves:

    Buffs["valour"].Charges < 105

  14. Thanks Hozjain (1 members gave Thanks to Deadwoodcrux for this useful post)
  15. #132
    Raumli's Avatar Member
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    Originally Posted by suzimia View Post
    Does your ward flask trigger when ward is depleted? Is that what the buff is referring to ("flask_bonus_ward_not_break")?
    That is correct - The buff "flask_bonus_ward_not_break" is the actual flask. So there are 3 checks for this trigger: 1) Is Flask 0 Active? Proceed if NO. 2) Do you have the Iron Flask buff? Proceed if NO. 3) Is the Iron Flask full? Proceed if YES.

  16. #133
    suzimia's Avatar Member
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    Originally Posted by Raumli View Post
    That is correct - The buff "flask_bonus_ward_not_break" is the actual flask. So there are 3 checks for this trigger: 1) Is Flask 0 Active? Proceed if NO. 2) Do you have the Iron Flask buff? Proceed if NO. 3) Is the Iron Flask full? Proceed if YES.
    Ok so, any way to only trigger when ward is gone? As this flask can renew ward? From what I understand you're only checking if the flask is active, but I dont understand why you need two checks - the flask itself from "!Flasks[0].Active" and "!Buffs.Has("flask_bonus_ward_not_break")"

  17. #134
    Raumli's Avatar Member
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    Originally Posted by suzimia View Post
    Ok so, any way to only trigger when ward is gone? As this flask can renew ward? From what I understand you're only checking if the flask is active, but I dont understand why you need two checks - the flask itself from "!Flasks[0].Active" and "!Buffs.Has("flask_bonus_ward_not_break")"
    Two checks is for verification that it's the RIGHT flask -- I play several characters, not just the Wardloop character, and rather than making profiles for each character, I tend to "over do it" when it comes to checks & balances. It can be used with just either check, and it would still function the same way. As for checking your actual ward status/amount, I am not seeing any methods to do that. Vitals only checks HP, MAna and ES. There might be a value under "Stat" that tracks it, but I have not gotten this to work.

    Question for CE, or anyone else who may know
    Looking through the docs & source, I don't see any methods for checking for players / party members. FriendlyMonsters seems to look at just that - monsters only. NearbyMonster also checks specifically that it is a MONSTER type. Am I missing something, or is there no method for players? (looking specifically for Link spell purposes) Thanks!

  18. #135
    suzimia's Avatar Member
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    Originally Posted by Raumli View Post
    Two checks is for verification that it's the RIGHT flask -- I play several characters, not just the Wardloop character, and rather than making profiles for each character, I tend to "over do it" when it comes to checks & balances. It can be used with just either check, and it would still function the same way. As for checking your actual ward status/amount, I am not seeing any methods to do that. Vitals only checks HP, MAna and ES. There might be a value under "Stat" that tracks it, but I have not gotten this to work.

    Question for CE, or anyone else who may know
    Looking through the docs & source, I don't see any methods for checking for players / party members. FriendlyMonsters seems to look at just that - monsters only. NearbyMonster also checks specifically that it is a MONSTER type. Am I missing something, or is there no method for players? (looking specifically for Link spell purposes) Thanks!
    Yeah, the closest I could probably do is if my health goes down, but that could still mean it were degens. Still probably going to make it trigger on hp<60 maybe

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