Members and overloads
18 results
public static LokiPoe.InGameState.AtlasUi.BookmarkResult LokiPoe.InGameState.AtlasUi.BookmarkNode(Vector2i coordinate, string name)
Bookmark the node at the specified coordinates.
coordinateVector2i- The coordinate of the node to bookmark
namestring- The name to asign at this bookmark
Returns: BookmarkResult.None on success or the relative error.
public static bool LokiPoe.InGameState.AtlasUi.MoveToNode(Vector2i coordinates, int timeout = 5000)
Move the selected Coordinates, to the center of the screen. Zigurath is always at Coordinate 1,0. To get to the Current node, use `CurrenctAtlasNodeCoordinates`
coordinatesVector2i- coordinates to move to the center of the screen.
timeoutint- Max timeout in case the move fail.
Returns: true if the function run to completition and the coordinates are centered.
public static bool LokiPoe.InGameState.AtlasUi.MoveToNode(AtlasPanel2.AtlasNode node, int timeout = 5000)
Move the selected Atlas node, to the center of the screen. PLEASE NOTE: you need to always use a object coming from one of the follwing property to call this function, as those property also refresh the nodes. - AtlasNodes - UsableAtlasNodes - CompletedAtlasNodes SpecialAtlasNode, like TheRealmgate, can not be focused, to open them, just move to a node near them, so they become in field of view, for example The Zigurath Refuge.
nodeAtlasNode- AtlasNode to move to the center of the screen.
timeoutint- Max timeout in case the move fail.
Returns: true if the function run to completition and the node is centered.
public static LokiPoe.InGameState.AtlasUi.OpenNodeInventoryResult LokiPoe.InGameState.AtlasUi.OpenNodeInventory(AtlasPanel2.AtlasNode node)
Click on a specific node, to open the Map inventory for that node. Use the AtlasMapDeviceUi class to see if the Map inventory is open and use the inventoryControl.
nodeAtlasNode- The Atlas node you want to open.
Returns: OpenNodeInventoryResult.None or the relative error.
public static LokiPoe.InGameState.TakeWaypointResult LokiPoe.InGameState.AtlasUi.TakeWaypoint(LokiPoe.InGameState.WorldUi.EndGameRightWaypointType waypointType)
Click one of the endgame waypoints button. Please Note: to ensure the button is visible, you can check the relative quest state.
waypointTypeEndGameRightWaypointType- enum relative to the waypoint you want to take.
Returns: TakeWaypointResult.None on success, or the relative error.
public static LokiPoe.InGameState.TakeWaypointResult LokiPoe.InGameState.AtlasUi.TakeWaypoint(LokiPoe.InGameState.WorldUi.EndGameRightWaypointType waypointType, bool pressCTRL)
Click one of the endgame waypoints button. Please Note: to ensure the button is visible, you can check the relative quest state.
waypointTypeEndGameRightWaypointType- enum relative to the waypoint you want to take.
pressCTRLbool- Set to true, to press CTRL before to click.
Returns: TakeWaypointResult.None on success, or the relative error.
TryGetRiteOfTheNamelessTree
MethodLink ↗
public static bool LokiPoe.InGameState.AtlasUi.TryGetRiteOfTheNamelessTree(out IReadOnlyList<RiteOfTheNamelessNode> tree)
Reads the remaining Rite of the Nameless choice tree from the current selection. Each root is a next choice; Children contains its subsequent alternatives. Before the first selection this is the full predicted tree. No nodes are clicked.
treeIReadOnlyList<RiteOfTheNamelessNode>- A detached read-only tree, or an empty list on failure. A coordinate may occur on different branches with different modifiers.
Returns: True when the complete remaining tree was read consistently; false if the Rite panel/data is unavailable, changes during the read, or exceeds safe bounds.
Request a new snapshot after each selection, not every bot tick. Missing Rite DAT tables are loaded through the existing game file loader; the first request may take longer while those tables are published. Modifier.Stats contains the actual bonus and value ranges: internal modifier names may be misleading. Predictions do not guarantee the eventual item drops.
AtlasEndgameContentIcons
PropertyLink ↗
public static List<AtlasPanel2.AtlasSpecialNode> LokiPoe.InGameState.AtlasUi.AtlasEndgameContentIcons { get; }
Return a list of AtlasSpecialNode representing all those Atlas Icons that let you unlock some end game content node, like Crux of Notinghness, the Breach Stronghold etc etc.
AtlasIslandsNodes
PropertyLink ↗
public static List<AtlasPanel2.AtlasSpecialNode> LokiPoe.InGameState.AtlasUi.AtlasIslandsNodes { get; }
Return a list of AtlasSpecialNode representing Islands node, still unsure about the exact usage, the class let you click in case you want to test.
public static List<AtlasPanel2.AtlasNode> LokiPoe.InGameState.AtlasUi.AtlasNodes { get; }
Return the full list of loaded Atlas node. Pls Note: the game load atlas node based on the actual atlas map position, your nodes might not be loaded if you are moving your map to some unknown Coordinates. In that case, it is helpfull to move the atlas to the `CurrenctAtlasNodeCoordinates`, and then get the `AtlasNodes` again.
public static List<AtlasPanel2.AtlasTowerNode> LokiPoe.InGameState.AtlasUi.AtlasTowerNodes { get; }
Return a list of AtlasSpecialNode representing Towers node, still unsure about the exact content it refer to, prob all the Walls Towers.
CompletedAtlasNodes
PropertyLink ↗
public static List<AtlasPanel2.AtlasNode> LokiPoe.InGameState.AtlasUi.CompletedAtlasNodes { get; }
Return a list of all completed Atlas node. Pls Note: the game load atlas node based on the actual atlas map position, your nodes might not be loaded if you are moving your map to some unknown Coordinates. In that case, it is helpfull to move the atlas to the `CurrenctAtlasNodeCoordinates`, and then get the `CompletedAtlasNodes` again.
CurrenctAtlasNodeCoordinates
PropertyLink ↗
public static Vector2i LokiPoe.InGameState.AtlasUi.CurrenctAtlasNodeCoordinates { get; }
Return the currently occupied Atlas node Coordinates. This value is newer null.
CurrentAtlasNode
PropertyLink ↗
public static AtlasPanel2.AtlasNode LokiPoe.InGameState.AtlasUi.CurrentAtlasNode { get; }
Return the currently occupied Atlas node. Please note, the node is offten null, if the Atlas map point far away from this node. Use CurrenctAtlasNodeCoordinates in this case, to navigate to this node.
public static bool LokiPoe.InGameState.AtlasUi.IsMapLoaded { get; }
Return true is the AtlasMap is fully loaded.
public static bool LokiPoe.InGameState.AtlasUi.IsOpened { get; }
Return true if the Atlas panel is visible.
LostTowerEffectSources
PropertyLink ↗
public static List<AtlasEffectSource> LokiPoe.InGameState.AtlasUi.LostTowerEffectSources { get; }
Return a List of AtlasEffectSource, descibing all the Lost Towers that affect the atlas. Please note: AtlasNode class already have mods from influencing towers in the Stats property.
UsableAtlasNodes
PropertyLink ↗
public static List<AtlasPanel2.AtlasNode> LokiPoe.InGameState.AtlasUi.UsableAtlasNodes { get; }
Return a list of all usable Atlas node. Pls Note: the game load atlas node based on the actual atlas map position, your nodes might not be loaded if you are moving your map to some unknown Coordinates. In that case, it is helpfull to move the atlas to the `CurrenctAtlasNodeCoordinates`, and then get the `UsableAtlasNodes` again.
DPB2 0.4.5.88 · Reference reviewed 2026-10-02. Descriptions use source summaries where available, otherwise concise signature-based descriptions. Examples illustrate usage; they are not a live-game test.