Builds

Available downloads

Stable is the recommended track for most users. Alpha gets you the newest capabilities first.

Stable 1.9.9740 Alpha 1.9.9740
Windows 10/11 x64 Administrator rights
Release Notes

Track recent changes

Every release stays linked here so you can inspect what changed before you switch versions.

Release

1.5.7930

Permalink one year ago

C# Scripting - Export/Import and Live Import are in public alpha

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.

How is it useful ?

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

Export

Export

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).

Built successfully

Export/Import

Import 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.

Live Import

Live import 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.

Monitoring

Integration with .git

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. Git repo Git log

Debugging

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.

Bugfixes/Improvements

  • [UI] Minor changes for the first start - event log panel is larger, Macro gets created instead of an aura
  • [Scripting] Fixed a bug which lead to premature disposal of ScriptingAPIs, this would correspondingly lead to disposal of OSD/Windows/etc created by script
Release

1.5.7913

Permalink one year ago

Bugfixes/Improvements

  • [Scripting] Changed how buttons behave when editor gets resized - now it is much easier to have small floating panel with the script somewhere on the screen, while you're editing the code in IDE
  • [Scripting] Editor performance tweaked - should switch between files faster
  • [Scripting] Added Restart button which... well, restarts the script. More convenient than stop-starting every time. Keep in mind that this is NOT needed in C# Overlays - they operate in always-live mode by default. Restart
Release

1.5.7904

Permalink one year ago

MouseMove - added Random offset

Added simple way of randomizing XY. Together with Input Smoothing, this should make inputs appear more humane.

Randomize

Bugfixes/Improvements

  • [UI] Added two new actions - 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 EA
  • [Scripting] Changed how assemblies are loaded - fixes a problem with transitive dependencies
  • [Scripting] Exposed IPerformanceMetricsAddon - could be used to track performance of the app via scripting
  • [Scripting] Changed script compilation order - fixes a problem with Razor sometimes not being compiled correctly
Release

1.5.7895

Permalink one month ago

C# Scripting — добавлена возможность подключать сборки по пути и имени

Уже несколько месяцев в скриптах доступна возможность подключать NuGet-пакеты:

#r "nuget: Coroutine, 2.1.5"

Log.Info("Hello, World!"); //you can use Coroutine classes in that script

Теперь эта возможность расширена: сборки можно подключать еще двумя способами.
Важно: эти способы подключения доступны только внутри Script.csx, который является аналогом вашего Program.cs в «обычном» C#.

По пути к сборке — из файла

Синтаксис очень похож:

#r "assemblyPath: D:\Work\EAExile\EAExileAgent.Shared.dll"

Log.Info("Hello, World!"); //you can use EAExileAgent classes in that script

По имени сборки

Этот способ позволяет подключать сборки, которые:

  • уже загружены EyeAuras, но не входят в список сборок, подключаемых по умолчанию
  • были загружены через Assembly.Load или любым другим способом, но уже присутствуют в AssemblyLoadContext/AppDomain
  • находятся в GAC

Исторически EA подключала по умолчанию ОЧЕНЬ много сборок — больше 300. Это экономит пользователям время на предварительной настройке зависимостей для каждого C#-действия, узла BT и т. д., но в долгосрочной перспективе такой подход не очень хорош. Постепенно я буду убирать всё больше сборок из списка подключаемых по умолчанию и добавлю более удобные механики автодополнения, чтобы нужные библиотеки можно было легко подключать прямо под ваш сценарий. В будущем это упростит обновление программы для всех.

#r "assemblyName: Grpc.Net.Client"

Log.Info("Hello, World!"); //you can use Grpc.Net.Client classes in that script

Исправления и улучшения

  • [Scripting] Исправлена проблема в rewriter для CancellationToken — в некоторых случаях он некорректно обрабатывал необязательные аргументы
Release

1.5.7881

Permalink one year ago

C# Scripting - added pattern scanning

What is Pattern Scanning?

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.

Why is it Needed?

  1. Dynamic Locations: Programs often load code and data into different places each time they run. Pattern scanning helps find what you’re looking for, no matter where it ends up.
  2. Unique Matches: Patterns are like fingerprints—they help identify specific areas in memory based on unique byte sequences.

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")); 

Supported Pattern Types

  1. Byte Arrays:

    • Define patterns using exact byte values.
    • Example:
    var pattern = BytePattern.FromPattern(new byte[] {0x55, 0x8B, 0xEC});
    

    matches exactly those bytes.

  2. C-Style Patterns:

    • Use escape sequences like \xAA\xBB\xCC, like in C-Style patterns.
    • Example:
    var pattern = BytePattern.FromTemplate("\x55\x8B\xEC");
    

    is equivalent to the byte array [0x55, 0x8B, 0xEC].

  3. Hexadecimal Strings with Wildcards:

    • Define patterns as hex strings with ?? for wildcards (any byte).
    • Example:
    var pattern = BytePattern.FromTemplate("55 8B ?? 83");
    

    matches any sequence starting with 55 8B, followed by any byte, and then 83.

  4. Masked Patterns:

    • Combine a byte array with a mask to specify which bytes are fixed (x) and which are wildcards (?).
    • Example:
      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.
  5. Templates with Offsets:

    • Define patterns using a template and mark the match offset with ^.
    • Example:
    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


Bugfixes/Improvements

  • [UI] Minor layout fix in popped-out C# editor
Release

1.5.7874

Permalink one year ago

Script editor improvements

C# Script Action editor (only Action for now, editor in BTs/Triggers/Overlays is still the same) got some love:

  • should popout much faster, usually takes ~1 second PopOut
  • added Topmost button which could be used to make it so code editor will stay on top of other windows - very useful when editing something in real-time TopMost
  • now popped out editor has EventLog similar to one that main app window has, but that log will contain only messages generated by the script. Should be easier to debug things EventLog
  • fixed few bugs here and there

Bugfixes/Improvements

  • [UI] Fixed a problem with C# Action being cancelled in some cases even if Ignore Cancellation is set.
Release

1.5.7870

Permalink one year ago

Bugfixes/Improvements

  • [Scripting] Fixed a problem with new/removed files not always being displayed in UI
  • [BehaviorTrees] BT improvements - made it so empty BT does not throw
  • [BehaviorTrees] Added new bindings to KeyPress and MouseMoveRel nodes
  • [Scripting] Fixed a problem with INotifyPropertyChanged implementation in scripting
  • [UI] Improvement in Bindings Editor - if binding fails, error will be shown
  • [UI] Fixed a problem with bindings BT-to-BT not working properly
Release

1.5.7859

Permalink one month ago

C# Scripting — первый взгляд на live import

Возможно, вы заметили, что за последние 3–4 недели изменений было немного меньше, чем обычно. Основная причина в том, что я сосредоточился на новой функции — live import для C#-скриптов. Она позволит редактировать скрипты в полноценных IDE, таких как Visual Studio и Rider.

Для небольших скриптов это не так критично, но в крупных проектах удобство и возможности IDE трудно переоценить.

Demo

В течение одной из ближайших недель функция станет доступна для публичного тестирования — нужно ещё немного времени, чтобы всё отполировать.

Кроме того, в рамках улучшения подсистемы скриптинга были внесены изменения в движок. Теперь можно использовать NuGet-пакеты, которые зависят от native libraries, например ImGui. Многие разработчики уже знакомы с ним, и теперь вы сможете использовать этот опыт для создания ImGui-оверлеев прямо из кода.

Ниже пример интерактивного кликабельного ImGui-оверлея, который может отображать любые нужные вам данные. Он работает внутри EA и может использовать любые возможности системы: computer vision, neural networks, memory read, input emulation — всё что угодно.

Исправления и улучшения

  • [UI] Исправлена проблема, из-за которой элементы в AuraTree иногда не реагировали на выделение
Release

1.5.7849

Permalink one month ago

Обновления: диапазон Similarity в Color Search и Replay в Capture-триггерах

Color Search: добавлен выбор диапазона Similarity

Появилась новая возможность: теперь можно задать диапазон Similarity, в котором триггер будет считаться Active.

По умолчанию триггер активен только в том случае, если значение Similarity выше заданного порога, например:

MinSimilarity

Теперь можно указать диапазон значений Min/Max для Similarity, например:

MinMaxSimilarity

В таком случае, даже если Similarity достигнет 100%, триггер все равно будет Inactive, потому что ожидаемое значение должно находиться в диапазоне от 55.95 до 62.94 включительно.

Напоминание: Replay в Capture-триггерах

Напомним о функции, которая появилась уже давно, но в некоторых редких сценариях бывает очень полезной, например когда нужно захватить цвет или изображение кратковременного баффа или дебаффа.

Нажмите Replay — программа начнет сохранять запись во временный видеофайл.

Replay

Когда закончите, просто нажмите Stop.

Stop

После этого окно предпросмотра переключится в режим, где данные изображения загружаются из видеофайла. С этой записью можно работать так же, как и с обычным захваченным изображением: выбирать пиксели, копировать области в буфер обмена и т. д.

Когда режим больше не нужен, переключитесь обратно на стандартную опцию Image as is в правом нижнем углу.

from file

Исправления и улучшения

  • [Capture] В эффектах и в Color Search исправлена проблема, из-за которой Color picker работал некорректно вместе с Replay
Release

1.5.7802

Permalink one year ago

Early-early prototype - C# Overlay v3

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.

Bugfixes/Improvements

  • [UI] Fixed minor bug in authentication