public static EventHandler<PassiveDumpEventArgs> LokiPoe.InGameState.SkillsUi.OnPassiveDump
Raised for on passive dump. Subscribe with the callback type shown in the signature.
This class let you interact and retrieve info about the Passive Skills panel.
Namespace: DreamPoeBot.Loki.Game
public static class LokiPoe.InGameState.SkillsUiView DPB1 version →public static EventHandler<PassiveDumpEventArgs> LokiPoe.InGameState.SkillsUi.OnPassiveDump
Raised for on passive dump. Subscribe with the callback type shown in the signature.
public static bool LokiPoe.InGameState.SkillsUi.CanBeAllocate(ushort id)
Return true if the passive can be allocated.
idushortReturns: true if the passive can be allocated.
public static bool LokiPoe.InGameState.SkillsUi.CanBeRemoved(ushort id)
Return true if the passive can be removed.
idushortReturns: true if the passive can be removed.
public static LokiPoe.InGameState.ChoosePassiveError LokiPoe.InGameState.SkillsUi.ChoosePassive(ushort id, LokiPoe.InGameState.SkillsUi.AttributeEnum attribute = LokiPoe.InGameState.SkillsUi.AttributeEnum.Strength)
This function let you allocate a passive point. Remember to ConfirmOperation() once done.
idushortattributeAttributeEnumReturns: ChoosePassiveError.None on success, or the relative error.
public static LokiPoe.InGameState.PassiveAllocationActionError LokiPoe.InGameState.SkillsUi.ConfirmOperation()
Click the Confirmation button, usually used after you assign passive points.
Returns: PassiveAllocationActionError.None on success, or the relative error.
public static void LokiPoe.InGameState.SkillsUi.DumpPassive(DatPassiveSkillWrapper datPassiveSkillWrapper)
Invoke the DumpPassive Event.
datPassiveSkillWrapperDatPassiveSkillWrapperpublic static long LokiPoe.InGameState.SkillsUi.GetPassivePtr(ushort id)
Returns passive ptr using the supplied arguments.
idushortReturns: The long result.
public static bool LokiPoe.InGameState.SkillsUi.IsAllocated(ushort id)
Return true if the passive is already allocated.
idushortReturns: true if the passive is already allocated.
public static bool LokiPoe.InGameState.SkillsUi.IsAscendPassive(ushort id)
Return true if the id is an allocated Ascendant passive.
idushortReturns: true if the id is an allocated Ascendant passive.
public static DatPassiveSkillWrapper LokiPoe.InGameState.SkillsUi.PassiveDumpEventFunction(long intptr)
Executes the passive dump event function operation with the supplied arguments.
intptrlongReturns: DatPassiveSkillWrapper rapresenting the passive skill, or null.
public static LokiPoe.InGameState.RefundPassiveError LokiPoe.InGameState.SkillsUi.RefundPassive(ushort id)
Click on a specific passive point to deallocate it. Remember to EnableRefound() before to call this, and to ConfirmOperation() once done.
idushortReturns: RefundPassiveError.None or the relative error.
public static LokiPoe.InGameState.PassiveAllocationActionError LokiPoe.InGameState.SkillsUi.ResetAllPassives()
Click Reset All Passives. Does not accept any subsequent confirmation dialog. None means the click was sent, not that the reset has completed.
Returns: The PassiveAllocationActionError result.
public static LokiPoe.InGameState.SocketPassiveGemError LokiPoe.InGameState.SkillsUi.SocketPassiveGem(ushort id, Func<bool> condition)
This method let you socket a passive Gem into a passive socket, the `condition` parameter is there to help you understand if the function succeded. you should pass as condition, a check over the mouse item, so that if the mouse still has the same item after the function completed, the result will indicate a error while if the mouse dont have a item anymore, or the item changed (you replaced a gem that was already socketed), the function succede and the gem is been socketed.
idushortconditionFunc<bool>Returns: SocketPassiveGemError.None on success, or the relative error.
public static Dictionary<int, long> LokiPoe.InGameState.SkillsUi.Dictionary_Ascend { get; }
Gets the dictionary ascend collection. Its element types are linked below.
public static Dictionary<int, long> LokiPoe.InGameState.SkillsUi.Dictionary_Passive { get; }
Gets the dictionary passive collection. Its element types are linked below.
public static bool LokiPoe.InGameState.SkillsUi.IsApplyEnabled { get; }
Return true if the apply button is enabled.
public static bool LokiPoe.InGameState.SkillsUi.IsApplyVisible { get; }
Return true if the apply button is visible.
public static bool LokiPoe.InGameState.SkillsUi.IsCancelEnabled { get; }
Return true if the cancel button is enabled.
public static bool LokiPoe.InGameState.SkillsUi.IsCancelVisible { get; }
Return true if the cancel button is visible.
public static bool LokiPoe.InGameState.SkillsUi.IsOpened { get; }
Return true if the Passive panel is open.
public static bool LokiPoe.InGameState.SkillsUi.IsRefundPassivesEnabled { get; }
Return true if the we are in refound mode.
public static bool LokiPoe.InGameState.SkillsUi.IsResetAllPassiveEnabled { get; }
True only when Reset All Passives is both visible and enabled.
public static Element LokiPoe.InGameState.SkillsUi.ResetAllPassivesElement { get; }
The Reset All Passives button, when present in the passive tree.
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.