Search found 29 matches

by Architect
Mon Mar 11, 2024 6:22 am
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

Hey man, I just wanted to say thank you. This was exactly what I needed. I was able to dump all the affix roll ranges, then figured out that the byte holding the tier value is also range mapped on 0-100, using those, I was able to calculate the rolls on the individual affixes. No worries, glad to h...
by Architect
Sat Mar 09, 2024 4:35 am
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

Hey Ash, this isn't directly related to your project, but i'm working on a thing of my own and am running into a roadblock I have an array of bytes representing items. I'm able to extract the BaseTypeID, SubType ID, Forging Potential, and affixes from it. What I cant seem to figure out is rarity, a...
by Architect
Fri Aug 11, 2023 10:04 pm
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

... Ash, Great work. Three questions. 1. Is there an option to have all skills unlocked without putting points into the character passive tree? Example, when i start as a necromancer and unlock all skills is enabled, I cannot specialize into dreadshade until i put 20 points into acolyte and then th...
by Architect
Sun Aug 06, 2023 7:23 pm
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

Okay, confirming. ActorSync.OnEnable was far more useful. CharacterMutator.TryGetNearestEnemy was dead in the water. TargetFinder.GetAlignmentManager was close but it was too delayed for the speeds I want.
by Architect
Sun Aug 06, 2023 2:07 pm
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

By any chance, have you found a hook or method that gets the nearest enemy to the player? Not the good Gametype to search for this, Summoned can have what you want but you can't hook You have this function, don't hook it [HarmonyPatch(typeof(CharacterMutator), "TryGetNearestEnemy")] public class Tr...
by Architect
Sun Aug 06, 2023 5:00 am
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

@Ash

By any chance, have you found a hook or method that gets the nearest enemy to the player? Been checking Object Browser a lot but can't find any. :|
by Architect
Fri Aug 04, 2023 1:33 pm
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

I'm looking for more auto functions. This is such a good start for me. public static void ReplenishPotions() { if (PlayerFinder.getPlayerActor() == null) { return; } CommonHooks.HealthPotionManager!.currentCharges = CommonHooks.HealthPotionManager.maxCharges; } public static void AutoConsumePotion()...
by Architect
Wed Aug 02, 2023 1:22 pm
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

I seriously love the concept of the random buff. It can even be expanded into its own mini-mod. Something like random buffs every time you kill an enemy. It's sure to produce tons of mayhem.
by Architect
Wed Aug 02, 2023 8:08 am
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

I think you can also use PlayerFinder to avoid looping. See below. private static Actor Player = PlayerFinder.getPlayerActor(); private static ExperienceTracker ExpTracker = PlayerFinder.getExperienceTracker(); private static CharacterDataTracker DataTracker = PlayerFinder.getPlayerDataTracker(); pr...
by Architect
Wed Aug 02, 2023 7:12 am
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

Thanks for the update, Ash! Kinda massive update, going to fork it.

I'm still in the process of doing the quests. It's actually difficult as some are erroring out LMAO.
by Architect
Wed Aug 02, 2023 4:15 am
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

Here's a dump of the quests in the game. Some findings: - if DisplayName is empty, assume it's a test. - if PlayerVisible is False, assume it's a test. - MainLine = True means main campaign. If False, either test or sidequest. Not reliable filter. - QuestType = Normal means campaign. If Monolith the...
by Architect
Wed Aug 02, 2023 2:51 am
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

Currently testing a "complete all quests" function. Looks like some problematic quests are also mixed in. Let's see how deep this goes. [10:42:44.330] [LastEpochMods] Id: 1 Name: The Void Assault [10:42:44.330] [LastEpochMods] Id: 2 Name: Armoury Aid [10:42:44.331] [LastEpochMods] Id: 3 Name: Erza's...
by Architect
Wed Aug 02, 2023 1:58 am
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

This should work but this function update every 2 milliseconds and can cause lags https://zupimages.net/up/23/31/t7nv.png Hook the function for this screen make my game crash Not getting any lags but I agree, this is way too expensive. I guess OnAbilityUse really is the best. First cast being unaff...
by Architect
Tue Aug 01, 2023 3:40 pm
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

--snipped-- Thanks! Noted on the above. For the mutator, I tried looking for different hook. See below. using HarmonyLib; using UniverseLib; namespace LastEpochMods.Hooks { internal class Ability_Mutators { [HarmonyPatch(typeof(AbilityMutator), nameof(AbilityMutator.Update))] public class AbilityMu...
by Architect
Tue Aug 01, 2023 11:01 am
Forum: Tools
Topic: Last Epoch Save Editor
Replies: 806
Views: 300467

Re: Last Epoch Save Editor

@Ash Thinking if this is a better hook for abilities to avoid having to use them once first before activating modifications. [HarmonyPatch(typeof(CharacterMutator), "OnStartedUsingAbility")] public class CharacterMutator__OnStartedUsingAbility { [HarmonyPostfix] static void Postfix(CharacterMutator ...