-
Content Count
763 -
Joined
-
Last visited
Posts posted by immo
-
-
Closed Beta starts on April 20
The Beast Awakens
Dominus is dead, but the source of his fearsome power remains. Travel north from Sarn to Highgate and delve into the darkness that lurks beneath the mountains there. Explore all-new areas and face the legends of Wraeclast as you seek to put an end to the Nightmare.
Devastating New SkillsLet forth Warcries and summon elemental Golems to fight by your side. Thirteen potent new gems enable expanded build opportunities.
A New Source of PowerFind powerful Jewels that you can socket into the Passive Skill Tree to erase your weaknesses and magnify your strengths. Socket Unique Jewels to modify sections of the Tree itself.
Exotic New ItemsFind more than 70 new Unique Items and discover an entirely new set of equipment - the Maraketh Weapons.
Path of Exile's New EraEnjoy extensive user interface improvements, customisation options and a completely rebalanced game experience from the very first level. The changes are so comprehensive that we're running a Closed Beta for The Awakening. The Beta starts on April 20!
-
I do have to agree, this would advance the bot extremly...
-
Item Filters
For a long time, Path of Exile players have requested some way to filter items. We were always resistant to this because the parameters of such an item filter would have to be so complicated that we couldn't reasonably make a user interface to support them.
For example, a lot of players want a way to filter out Magic and Normal items. This would be fine, but they still also want to see base item types above level 70. And currency. But not scrolls because they have enough of those. And maps. And any item with 20% quality. But any gem that has quality is good too. And any item with 6 sockets. And any item with 5 or more linked sockets.
As you can see, the array of UI options that we would have to provide to allow the specific filtering requirements of every player would be completely impractical.
This is why we are adding a new feature called Item Filter Scripts in the upcoming expansion. Not only do item filter scripts allow you to filter items, but they allow you to customise the display of items as well.
Item Filter Script Example
The following is a filter script that shows all the items described above and hides everything else:# You can add comments by putting a # at the start of the line Show Rarity >= Rare Show DropLevel >= 70 Hide BaseType "Scroll of Wisdom" Show Class Map Currency Show Class Gem Quality > 0 Show Quality 20 Show Sockets 6 Show LinkedSockets >= 5 Hide
The basic syntax of a script is a collection of Show and Hide blocks that each specify conditions. Anything matched by a Show block will be shown and anything matched by a Hide block will be hidden. If there are multiple conditions in a block then all of them must be matched for the block to match an item.The blocks are matched in the order they come in the file which means that you need to have the block that hides the scrolls above before the line that shows the currency because scrolls would also match the currency block.An empty block matches all items, which means that the Hide at the end of the file effectively hides everything that wasn't specifically shown.The example here uses a whitelisting approach where you specify all the items that you want to see, but it is perfectly reasonable to create a filter script that simply hides the items you don't wish to see while showing the rest with an empty Show at the bottom.Item Filter Condition TypesThe following is a full list of all the conditions that you can specify to filter items. Numeric conditions allow you to use comparison operators such as less than (<) or greater than or equals (>=) to indicate that you would like to include items that would compare that way.Name Notes ItemLevel The level the item was generated at. DropLevel The level that the item starts dropping at. Quality The amount of quality on the item. Rarity Rarity of the item. Rarities are Normal, Magic, Rare or Unique. Class The item class. Specifying part of a class name is allowed and will match any classes with that text in the name. So for example "One Hand" will match both "One Hand Sword" and "One Hand Axe" BaseType The base type of the item. Specifying a part of a base type name is allowed and will match any of the base types with that text in the name. Sockets Total number of sockets that the item has. LinkedSockets The size of the largest group of linked sockets that the item has. SocketGroup A group of linked sockets that contains the specified combination. For example, RRG will match any group that contains two red sockets linked with a green socket.
Modifying How Items Are ShownThe item filter system also gives you the ability to modify how items are displayed.For example, say you want to show gems that have quality with a blue border. You could do that with the BorderColor attribute as shown here:Show Class Gem Quality > 0 SetBorderColor 128 128 255
Or let's say you want to show Exalts with Purple text for some reason. You could do that with the TextColor attribute as shown here:Show BaseType "Exalted Orb" SetTextColor 255 0 255
You can also set the background colour:
Show LinkedSockets >= 5 SetBackgroundColor 0 128 0
The three numbers used to specify a colour are the Red, Blue and Green components of the colour where 255 is the highest value.
You can also have an alert sound play with PlayAlertSound. There are 9 alert sounds that can be chosen from by specifying a number:Show SocketGroup 6 PlayAlertSound 1
Any or all of these attributes can be added to any Show block to allow complete customisation of how items hovers are shown in the world.
An example with an item filter that applies some of the colour changes described above
-
Nah, bro u got me wrong ^^ i was basicly just talking about stuff like poehud etc. Exactly that behavior (loading shit first as soon as you're near it) is the reason why you cant notify on masterspawn on mapcreation.
-
ENEMIES AND FURNITURES SPAWN POINTS:
For performance reason, we don’t want to spawn all enemies in the beginning of the level. We will spawn them once a player is close enough, so we need to record all possible spawn points. We noticed that physicalized object, such a Destroyable Object also took a lot of resources if they were all loaded on the same time, so we will spawn them just like we spawn enemies.
"For performance reason"...
Anti-Botting/Cheating-Measures even before the first gamer could install this babay...
-
___________________________________________________________________
UPDATED TO v3.7!
changes:updates offsets
minor polishing
___________________________________________________________________
see first post for download
-
-
@stormrc, i will investigate this a bit more intense. It would help if you could post a screenshot of the pipe.exe crash you are encountering.
I finally found some minutes to create the initial forum posting regarding Eternity... for all questions / suggestions which are related to Eternity, please use this post in the future!
closing this topic, please switch to the official thread. Thanks!
-
regarding error lines 10903 / 9679:
i am aware of that problem, if it happens quite often for you (which normally should not be the case) than deactivate the auto memory clear feature. This is a bug from autohotkey which doesnt handles threading correctly in loops and there is basicly nothing i can do to fix this on my end
But like i said, this is only related to the mem manager, so deactivating this should fix the error.
-
-
-
who the fuck is babyfart
-
simply use the "/dnd" command!
-
Ofcurse you are able to see if mobs are around you would it? Basicly *all you need* are the correct offsets and then itterate through the entities....
-
poe_multiscript does not hide its process, its name, or do anything at the moment to avoid the anti-hack measures GGG has implemented.
Directly use the AHK Scriptfile instead of the executable and rename the file to whatever you think is unsuspicious.
GGG has officially stated that they are ok with the use of AutoHotKey as long as you're not scripting multiple actions or automation! With that being said GGG will never ban you because they determine that you are having a (or better any) AutoHotKey script running while you play PoE!
-
You can always try to email GGG and show some awesome whining skills. But to be honest, i dont think you'll have big chances to get your account unbanned, sry!
-
can some1 repost an old stable version of this programm?
There is no working version of the program currently as long as there is no one who rewrites/updates this tool. To bad that spawnova had to stop developing this...Removed due to no time for updating/improving.
-
GuruDs GitHub page: Guruds/PoE_MultiScript
Initial forumpost @ ownedcore: PoE Autoflask & AutoScript, Improvements and updates.
-
There is a penalty to the chance of currency items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than your character level. For each additional level that you have compared to the area's monster level+2, the chance of a currency item drop is reduced by 2.5%.
The formula is:
2.5*(CharLevel-(ZoneLevel+2))
Currency item Drops are not increased or decreased in this way when fighting in areas above your level.For the purposes of this penalty, your level is never considered to be higher than 68.
Because of that your character level gets reduced to 68 for the formula and docks merciless is a level 62 zone:
2.5*(68-(62+2))
So you will see 10% less currency item drops on average on your current level in docks (merc) and wont ever see less in this zone. (Basicly you do have the same penalty on currencydrops since your character hit level 68 )
- 2
-
-
-
-
-
any official source to the new updated skilltree?
Steam patch?
in Archives
Posted · Report reply
doesnt this exactly needs him to do what he states he doesnt want to?! anyway i agree with alk, you should prolly just redownload it from the official website