* initial implementation of Party Buffs * add exporting of aura buffs * fix export and implement import * improve auras and add curses * add and export curse limit correctly * fix undo * fix nill table * fix curse effect and marks * add support for extraAura * add support for exporting enemy conditions/mods * minor improvements * add initial support for enemy mods * correct values for flags * fix newline issue * fix curses * fix UI on small window size * add warning about curses and fix UI * move parsetags to its own function * add mode for append and clear * update label * modflag fix * filter out enemy config res and delirious * Filter out enemy config res and deli * fix issue with commit * fixup some condition checking * update the rebuild button to clear effects if mode is set to clear * fix typo * move export toggle to import tab * fix merge issue * fix more merge issues * add party tab button * disable exporting enemy conditions and modifiers as well as fix spelling * fix spelling * fix incorrect disable of enemy cond/effects * Change wording * fix text lines on smaller width screen * add ability to add "comments", as well as add comment above curse limit * fix parsing crash * implement importing for websites * revert comments * add comments back with proper match * cleanup names and importCodeDestination indexing * deduplicate code * update help file * advanced help info documenting the mod format * change name to fix spelling * fix merge conflict issue * fix curse export * add link skills and improve buttons * add option for advanced info * improve simple mode lists * always show rebuild * save more tab options and improve curse import append * add more dev info to help.txt * update help section and add help button on party tab * fix tooltips and move code to modLib * update party tab help popup * remove help button and improve tooltips * insert into first element rather than attrib.string * do not save import code * fix spelling * fix spelling * cleanup saving * fix auras with a debuff and a buff portion * fix minor UI issues * temp fix item source in breakdowns * prevent lower aura effect mods from adding stats * change item source party name --------- Co-authored-by: LocalIdentity <localidentity2@gmail.com>
139 lines
7.0 KiB
Plaintext
139 lines
7.0 KiB
Plaintext
---[Help File][1]
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This file contains a list of shortcuts, and other misc things PoB has
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---[Contents][2]
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1. Intro
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2. Contents
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3. FAQ
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4. Hotkeys
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5. Other Notable Things
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6. Timeless Jewels
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7. PartyTab
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---[FAQ][3]
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---[Hotkeys][4]
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General Shortcuts:
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Ctrl + 1 Jump to tree tab
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Ctrl + 2 Jump to skills tab
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Ctrl + 3 Jump to items tab
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Ctrl + 4 Jump to calcs tab
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Ctrl + 5 Jump to config tab
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Ctrl + 6 Jump to notes tab
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Ctrl + 7 Jump to party tab
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Ctrl + I Jump to import tab
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Ctrl + A Select all
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Ctrl + C Copy
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Ctrl + F Show find / search box (e.g. unique item / tree)
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Ctrl + N New build (in build selection menu)
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Ctrl + S Save build to file
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Ctrl + U Check for update
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Ctrl + V or RMB Paste
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Ctrl + W or Mouse 4 Close Build (gives save prompt if unsaved)
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Ctrl + X Cut
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Ctrl + Y Redo
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Ctrl + Z Undo
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Ctrl + BSP / DEL Faster text delete
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Ctrl + + /-/0 Zoom in / Out / Reset
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F1 Open item/gem/etc in poewiki.net
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F2 Rename item, set, etc.
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E On an equipped item will open it on the edit menu on the right.
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Ctrl + LMB Enable / disable gems
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Ctrl + RMB Enable / disable gems from Full DPS
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Mouse 4/5 Undo / Redo path respectively (in build selection menu)
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Shift While scrolling on a slider makes it 5* times faster
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Ctrl While scrolling on a slider makes it 5* times slower
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* default of 5, some scroll bars have more or less extreme modifiers to scroll speed
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When creating an item either through item creator or adding an item pressing ctrl will add it to the first slot
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and ctrl+shift will add it to the second slot e.g. offhand for a weapon.
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Passive Tree Shortcuts:
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Ctrl Hide tooltips while held
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P Toggle node power
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Ctrl + D Toggle stat diff display
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PgUp/PgDn/MWheel Zoom in / out (hold with shift to increase amount of zoom x 3)
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Ctrl + LMB Zoom in on mouse cursor position
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Hold Shift Enable "path trace mode"
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(highlighted nodes will stay highlighted, and will be allocated when a node is clicked on the tree)
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Developer Use
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General Shortcuts:
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Ctrl + ` Toggle console (console supports most standard editing shortcuts)
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Pause Toggle profiling
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DEV[ ]
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DEV[Developer Mode Shortcuts:]
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DEV[ ]
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DEV[Ctrl Rebuild mod cache (hold key during reload / refresh)]
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DEV[Ctrl + Shift Allow tree download]
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DEV[Alt Show advanced mod breakdown / passing]
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DEV[F5 Restart]
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DEV[F6 Run garbage collector]
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DEV[Shift Copy export xml to clipboard (hold key during export)]
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---[Other Notable Things][5]
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Adding ^ and then a number or hex code before text will change the colour of the text, eg ^^77 will make the following text white until the next colour marker is set.
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---[Timeless Jewels][6]
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Timeless jewels modify nodes in a radius based off their seed, the same seed will apply the same changes to the same small/notable nodes so that is the number you look for. The Conqueror (name on the jewel) only affects the keystone.
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Path of Building has an inbuilt tool in the tree tab to search through seeds to find stats that would be good for your build.
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Clicking the "Find Timeless Jewel" button on the bottom bar in the tree tab will open a UI that lets you:
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Select which jewel type, which jewel socket to search for, and which conqueror from that jewel
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("Any" will just use the first conqueror if you add it to build, more on that later)
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The filter nodes option makes it only check nodes that are allocated when searching a jewel socket.
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Next, a node change/addition can be selected with the "search for node" dropdown,
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The values for the stats added are controlled by primary/secondary (in the case of 2 stats from 1 node) node weights
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If that type has already been added, then moving those sliders will change the values
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These values can also be edited directly in the "Desired Nodes" box
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A minimum weight can be added for a node. This will filter results to only seeds with at least that much weight from those nodes.
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If the minimum weight bar is at max, it will turn it into "required", this just means the node needs to show up at least once
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There are 2 different boxes these weights can be entered into, a basic one, and the "fallback" weights.
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If a node is in both it will only use the value from desired. The fallback weights can automatically be populated by using
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the fallback weight mode, selecting a method of determining the weights (a stat to sort by) and clicking generate.
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These can then be copied from the fallback nodes box to the desired nodes box if you want to generate a different type
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eg. If you want to sort by combined dps and ehp, you generate one, copy it over and then generate the other
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Lastly is the search results box. This will list seeds from the best to the worst based on your search parameters.
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Double-clicking one will add the jewel with that seed and keystone to your build.
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Clicking "Copy Trade URL" will copy a few results to a trade link which can be pasted into your browser.
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Doing this multiple times will copy later results in case the first one didn't show results.
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If you click 1 result and shift-click another it will highlight multiple, you can then click "Copy trade URL" to search all of them
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Militant Faith jewels also have the option to select the other mods on the jewel
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Advanced tricks:
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For Militant Faith, if you don't want any nodes to change, you can just sort by devotion. As unchanged nodes add devotion, the ones with the most devotion will be the ones with unchanged nodes
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---[Party Tab][7]
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The Party tab Allows you to import support characters and have thier auras and curses apply
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To import a build it must be exported with "Export support" enabled in the import/export tab and must be imported in the party tab
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You can import a specific type like aura or curse, or import to all
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You can also set it to append to a section rather than replacing it (currently curses must be replaced if not empty due to more curse limits not working well)
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This does not add the auras or curses into the skills tab, but they do show up on calcs tab under "aura and buff skills" as well as "curses and debuffs" respectivly
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They also show other effects they add, like when physical damage reduction is applied by an aurabot with the gaurdian node
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Only the highest aura will apply, so if you and the support both run the same aura and your % inc effect is higher it will apply (even if the actual amount yours gives is lower due to gem levels or whatever), this is how it works ingame
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Your curses will always apply before the supports though, so even if theres is a higher effect yours will be applied instead
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For now Enemy conditions and Modifiers are not exported but can be imported if its saved in the XML, and Links skills are not exported or parsed
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Some auras like Mines which use a stack value for thier effect will not apply as their stack value is missing
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Advanced info:
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The format for the data is the name of the skill, the %increased effect and then the mods that are applied
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The mods are done similar to the style from modlib, where it the value applied, the "source" of the mod, the modname, the type added (eg base/inc), the flags, the keywordflags, and then any other tags
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DEV[ The mods are done by modlib using modLib.formatModParams(mod)] |