DPB2Class · Interface and panels

LokiPoe.InGameState.SkillsUi

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 →

Members and overloads

23 results

OnPassiveDump

EventLink ↗
public static EventHandler<PassiveDumpEventArgs> LokiPoe.InGameState.SkillsUi.OnPassiveDump

Raised for on passive dump. Subscribe with the callback type shown in the signature.

CanBeAllocate

MethodLink ↗
public static bool LokiPoe.InGameState.SkillsUi.CanBeAllocate(ushort id)

Return true if the passive can be allocated.

idushort
The id of the passive point.

Returns: true if the passive can be allocated.

CanBeRemoved

MethodLink ↗
public static bool LokiPoe.InGameState.SkillsUi.CanBeRemoved(ushort id)

Return true if the passive can be removed.

idushort
The id of the passive point.

Returns: true if the passive can be removed.

ChoosePassive

MethodLink ↗
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.

idushort
The id of the passive point.
attributeAttributeEnum
AttributeEnum rapresenting the attribute to assign in case of attribute passive. for all other nodes, just leave it enpty.

Returns: ChoosePassiveError.None on success, or the relative error.

ConfirmOperation

MethodLink ↗
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.

DumpPassive

MethodLink ↗
public static void LokiPoe.InGameState.SkillsUi.DumpPassive(DatPassiveSkillWrapper datPassiveSkillWrapper)

Invoke the DumpPassive Event.

datPassiveSkillWrapperDatPassiveSkillWrapper
the DatPassiveSkillWrapper relative to the passive node to dump.

GetPassivePtr

MethodLink ↗
public static long LokiPoe.InGameState.SkillsUi.GetPassivePtr(ushort id)

Returns passive ptr using the supplied arguments.

idushort
The passive Id.

Returns: The long result.

IsAllocated

MethodLink ↗
public static bool LokiPoe.InGameState.SkillsUi.IsAllocated(ushort id)

Return true if the passive is already allocated.

idushort
The id of the passive point.

Returns: true if the passive is already allocated.

IsAscendPassive

MethodLink ↗
public static bool LokiPoe.InGameState.SkillsUi.IsAscendPassive(ushort id)

Return true if the id is an allocated Ascendant passive.

idushort
The id of the passive point.

Returns: true if the id is an allocated Ascendant passive.

PassiveDumpEventFunction

MethodLink ↗
public static DatPassiveSkillWrapper LokiPoe.InGameState.SkillsUi.PassiveDumpEventFunction(long intptr)

Executes the passive dump event function operation with the supplied arguments.

intptrlong
the intPrt of the element relative to the node.

Returns: DatPassiveSkillWrapper rapresenting the passive skill, or null.

RefundPassive

MethodLink ↗
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.

idushort
The id of the passive point.

Returns: RefundPassiveError.None or the relative error.

ResetAllPassives

MethodLink ↗
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.

SocketPassiveGem

MethodLink ↗
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.

idushort
The id of the passive point.
conditionFunc<bool>
A function that check the mouse item and ensure it's not the same item as before the function was called, or no items at all.

Returns: SocketPassiveGemError.None on success, or the relative error.

Dictionary_Ascend

PropertyLink ↗
public static Dictionary<int, long> LokiPoe.InGameState.SkillsUi.Dictionary_Ascend { get; }

Gets the dictionary ascend collection. Its element types are linked below.

Dictionary_Passive

PropertyLink ↗
public static Dictionary<int, long> LokiPoe.InGameState.SkillsUi.Dictionary_Passive { get; }

Gets the dictionary passive collection. Its element types are linked below.

IsApplyEnabled

PropertyLink ↗
public static bool LokiPoe.InGameState.SkillsUi.IsApplyEnabled { get; }

Return true if the apply button is enabled.

IsApplyVisible

PropertyLink ↗
public static bool LokiPoe.InGameState.SkillsUi.IsApplyVisible { get; }

Return true if the apply button is visible.

IsCancelEnabled

PropertyLink ↗
public static bool LokiPoe.InGameState.SkillsUi.IsCancelEnabled { get; }

Return true if the cancel button is enabled.

IsCancelVisible

PropertyLink ↗
public static bool LokiPoe.InGameState.SkillsUi.IsCancelVisible { get; }

Return true if the cancel button is visible.

IsOpened

PropertyLink ↗
public static bool LokiPoe.InGameState.SkillsUi.IsOpened { get; }

Return true if the Passive panel is open.

IsRefundPassivesEnabled

PropertyLink ↗
public static bool LokiPoe.InGameState.SkillsUi.IsRefundPassivesEnabled { get; }

Return true if the we are in refound mode.

IsResetAllPassiveEnabled

PropertyLink ↗
public static bool LokiPoe.InGameState.SkillsUi.IsResetAllPassiveEnabled { get; }

True only when Reset All Passives is both visible and enabled.

ResetAllPassivesElement

PropertyLink ↗
public static Element LokiPoe.InGameState.SkillsUi.ResetAllPassivesElement { get; }

The Reset All Passives button, when present in the passive tree.

Related types

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.