New major feature entering alpha phase - it is now possible to Export your C# Overlays/Actions (Triggers and Nodes are still not allowing that) into .sln
solution.
Modern IDEs provide a lot of QoL features without which it is inconvenient to do any kind of serious development. EA script editor will never be able to close that gap between "text editor with syntax highlighting and autocompletion" and real IDEs. It is a tool for script development, that is it. But at that point set of features that EA SDK provides has gone far beyond what is required for usual scripting - you can create a full-blown program with NuGet packages
You can then open this solution in JetBrains Rider (recommended) or Microsoft Visual Studio.
Solution which you'll get will consist of one or multiple projects (depending on what you've exported). It is build-able and you can add unit-testshttps://www.jetbrains.com/help/rider/Getting_Started_with_Unit_Testing.html).
Export I've already briefly covered, importing changes back is as simple as selecting Solution file you've previously exported. EA will load changes in source code files which you've made in IDE. As solution can have multiple projects in it (e.g. unit-tests project), EA will try to match projects which you already have in the program (in a form of C# actions) to those in solution and will ignore those which it is not aware of.
Importing changes over and over and over again could be exhausting and is not even close to desired workflow.
That is where another feature comes into play.
Click on Live Import
, select .sln
and EA will start monitoring for any changes made in that directory where solution resides in. As soon as it will detect those changes, it will import them back to EA. Essentially, this make it so the code in C# action/overlay you're working on becomes live. This is especially noticeable for Overlays
, which are inherently recompiled as soon as any changes are made. So as soon as you'll do some changes in Overlay
code, it will be almost instantly picked up by EA, recompiled and loaded. Think of it as of ghetto spin-off of Hot Reload feature, but that works.
Git is a golden standard of version control systems. EA internally uses it for many things such as configuration version control. So it was just natural to set exported projects as git repositories during export. Whenever you're exporting/importing changes back to EA, it automatically creates git repository OR commits changes you've made. This makes it easy to rollback the code in case something goes wrong.
For now, you cannot debug or run the project from IDE. This will be one of the improvements I'll be working on in 2025. Eventually, you should be able to use EA as a script runner. But to make it happen I still have to do some changes.
ScriptingAPIs
, this would correspondingly lead to disposal of OSD/Windows/etc created by scriptAdded simple way of randomizing XY. Together with Input Smoothing, this should make inputs appear more humane.
Execute Tree
and Execute Macro
which could be called from Auras. This is a "glue" which allows to wire together two automation approaches which exist in EAFor several months we've had the feature in scripts, which allows to reference nuget packages
#r "nuget: Coroutine, 2.1.5"
Log.Info("Hello, World!"); //you can use Coroutine classes in that script
The support has not been extended and you can reference assemblies in 2 other ways now.
Important! This method of referencing assemblies is available only inside Script.csx
which is equivalent of your Program.cs
in "normal" C#
Syntax is very similar.
#r "assemblyPath: D:\Work\EAExile\EAExileAgent.Shared.dll"
Log.Info("Hello, World!"); //you can use EAExileAgent classes in that script
This method of referencing assemblies allows you to reference those assemblies which are either:
Assembly.Load
or via any other means, but they are already part of AssemblyLoadContext/AppDomainHistorically, EA referenced A LOT of assemblies by default, more than 300 assemblies. This allows users to save some type on pre-configuring these dependencies on each and every C# action/BT node/etc, but this is not a good way long-term. Gradually, I'll be de-linking more and more default assemblies and will include a better auto-completion techniques which would allow to easily include those libraries which are needed for your script. In the future, this will make upgrading the program easier for everyone
#r "assemblyName: Grpc.Net.Client"
Log.Info("Hello, World!"); //you can use Grpc.Net.Client classes in that script
Pattern scanning is a method used to search for specific byte sequences in memory. It’s useful for finding functions, data, or code that doesn’t always stay at the same location when a program is running.
BytePattern
The BytePattern
class has been added to support multiple ways of defining patterns. These updates make it easier to work with different types of patterns commonly used in scanning memory.
Pattern scanning is available on any type implementing IMemory
interface, e.g.
using var process = LocalProcess.ByProcessName("pathofexile"); //uses naive RPM under the hood
Log.Info($"Process: {process}");
var modules = process.GetProcessModules(); //enumerate all loaded modules
using var memory = process.MemoryOfModule("pathofexile.exe"); //memory implements IMemory
Log.Info($"Process memory: {memory}, base: {memory.BaseAddress.ToHexadecimal()}");
// will find a singular offset pointing at 4th byte in the sequence
var offset = memory.FindOffset(BytePattern.FromTemplate("55 8B ?? ^ EC 00"));
// will return dictionary with all found offsets for all given patterns
var playerPattern = BytePattern.FromTemplate("55 8B ?? ^ EC 00");
var targetPattern = BytePattern.FromTemplate("BB AA ??");
var offsetsByPattern = memory.FindOffset(playerPattern, targetPattern);
// by using Get* instead of Find* the code will throw an exception in case pattern is not found
var criticalOffset = memory.GetOffset(BytePattern.FromTemplate("55 8B ?? ^ EC 00"));
Byte Arrays:
var pattern = BytePattern.FromPattern(new byte[] {0x55, 0x8B, 0xEC});
matches exactly those bytes.
C-Style Patterns:
\xAA\xBB\xCC
, like in C-Style patterns.var pattern = BytePattern.FromTemplate("\x55\x8B\xEC");
is equivalent to the byte array [0x55, 0x8B, 0xEC]
.
Hexadecimal Strings with Wildcards:
??
for wildcards (any byte).var pattern = BytePattern.FromTemplate("55 8B ?? 83");
matches any sequence starting with 55 8B
, followed by any byte, and then 83
.
Masked Patterns:
x
) and which are wildcards (?
).var bytes = ;
var mask = ;
var pattern = BytePattern.FromMaskedPattern(new byte[] { 0x55, 0x8B, 0xEC, 0x00, 0x08 }, "xxx??");
Matches any sequence starting with 55 8B EC
, followed by any two bytes.Templates with Offsets:
^
.var pattern = BytePattern.FromTemplate("55 8B ?? ^ EC 00");
sets the offset right before EC
(skipping 3
bytes). That means after the pattern is found, final offset will be Offset + 3
C# Script Action editor (only Action for now, editor in BTs/Triggers/Overlays is still the same) got some love:
You may have noticed that for the last 3-4 weeks number of changes has been lower than usual. The primary reason is me focusing on a new feature - live import in C# scripts, which will allow you to use full-blown IDEs such as Visual Studio and Rider for editing scripts. For smaller scripts this is not that important, but for larger projects it is hard to overestimate quality of life that IDEs bring to the table.
In one of the following weeks this will be available for public testing, need some time to polish things. Also, as a part of scripting subsystem improvements, there were some changes done in the engine, which now allow you to use NuGets which rely on native libraries, such as ImGui - a lot of programmers out there have experience with it an now you can leverage that knowledge and create ImGui overlays straight from the code.
This is an example of a live clickable ImGui overlay, which can contain any kind of data you want, running inside EA and being able to leverage any functionality - computer vision, neural networks, memory read, input emulation - anything.
Added new feature - now you can specify Similarity range which is required for trigger to be Active. By default, trigger is active only if Similarity is above given threshold, e.g.
Now you can specify range of Min/Max values for similarity, e.g.
In this case, even if Similarity would reach 100%, trigger still will be Inactive, because expected value must be in range 55.95
to 62.94
(inclusively)
Just want to highlight a feature that was added long time ago and is extremely useful in some niche situations, e.g. when you need to capture the color or image of some short-living buff or debuff.
You just press Replay, the program starts saving the footage into temporary video file.
When done, just press Stop
Preview window will now switch to mode which loads image data from the video file. You can now work with that footage just like if that would be the real captured image - pick pixels, copy regions to clipboard, etc. When no longer needed, just switch to default Image as is
option in bottom right corner.
Added new type of Overlay, which uses the latest version of EyeAuras scripting engine - same one, that is used in C# Actions/Triggers and BehaviorTrees. For the next few weeks old C# overlay and new one wil co-exist. As soon as I will releat Export/Import functionality, old one will go away as it is worse in everything - performance, flexibility, etc.
Aside from scripting engine changes, this new overlay is using recently added Blazor Windows, which should make overlays more responsive and just in general more pleasant to work/interact with.
IMPORTANT! The overlay is far from being completed - there are still a lot of rough edges which I will work on in the following weeks.