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Writes a .build JSON file to the in-game BuildPlanner folder
(Documents/My Games/Path of Exile 2/BuildPlanner/) from a new section in
the Import tab. Tree specs, item sets and skill sets export as
level-bracketed loadouts via the format's level_interval field, with
per-set Lvl Min/Max in each tab's Manage popup. The New Loadout dialog
also takes a level range that propagates across the matching tree spec,
item set and skill set on save. New sets auto-preset on a 30-level
cadence (1-30, 30-60, 60-90, 90-100).
Per-passive and per-gem author notes via Shift+Right-Click on the Tree
and Skills tabs. The keybind hint and any existing note are shown in
the respective tooltips. Notes flow into the exported additional_text;
the format's Custom Text markup (<bold>{}, <italic>{}, <red>{},
<rgb(R,G,B)>{}) is preserved in the input.
Non-unique items render rolled title + base type + mod list using the
same markup (italic implicits, plain explicits). Active skills carry a
"Level N[, Q% Quality]" hint when no note is set; trivial Level 1 /
0% Quality on uncustomised support gems is suppressed to avoid noise.
Skill IDs use the Gems.lua table key to work around the singular
"Metadata/Items/Gem/" typo on the gameId field of ~486 auto-generated
entries.
Passive IDs are emitted as PassiveSkills.Id strings (e.g.
"projectiles18", "AscendancyMercenary2Notable5"). This required adding
stringId to src/Export/Scripts/passivetree.lua and regenerating
src/TreeData/0_4/tree.lua against GGPK. Older tree versions (0_1, 0_2,
0_3) still carry numeric IDs and fall back accordingly with a one-time
console warning until they're regenerated too.
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Writes a .build JSON file to the in-game BuildPlanner folder
(Documents/My Games/Path of Exile 2/BuildPlanner/) from a new section in
the Import tab. Tree specs, item sets and skill sets export as
level-bracketed loadouts via the format's level_interval field, with
per-set Lvl Min/Max in each tab's Manage popup. The New Loadout dialog
also takes a level range that propagates across the matching tree spec,
item set and skill set on save. New sets auto-preset on a 30-level
cadence (1-30, 30-60, 60-90, 90-100).
Per-passive and per-gem author notes via Shift+Right-Click on the Tree
and Skills tabs. The keybind hint and any existing note are shown in
the respective tooltips. Notes flow into the exported additional_text;
the format's Custom Text markup ({}, {}, {},
<rgb(R,G,B)>{}) is preserved in the input.
Non-unique items render rolled title + base type + mod list using the
same markup (italic implicits, plain explicits). Active skills carry a
"Level N[, Q% Quality]" hint when no note is set; trivial Level 1 /
0% Quality on uncustomised support gems is suppressed to avoid noise.
Skill IDs use the Gems.lua table key to work around the singular
"Metadata/Items/Gem/" typo on the gameId field of ~486 auto-generated
entries.
Passive IDs are emitted as PassiveSkills.Id strings (e.g.
"projectiles18", "AscendancyMercenary2Notable5"). This required adding
stringId to src/Export/Scripts/passivetree.lua and regenerating
src/TreeData/0_4/tree.lua against GGPK. Older tree versions (0_1, 0_2,
0_3) still carry numeric IDs and fall back accordingly with a one-time
console warning until they're regenerated too.Fixes # .
Description of the problem being solved:
Steps taken to verify a working solution:
Link to a build that showcases this PR:
Before screenshot:
After screenshot:
Writes a .build JSON file to the in-game BuildPlanner folder
(Documents/My Games/Path of Exile 2/BuildPlanner/) from a new section in
the Import tab. Tree specs, item sets and skill sets export as
level-bracketed loadouts via the format's level_interval field, with
per-set Lvl Min/Max in each tab's Manage popup. The New Loadout dialog
also takes a level range that propagates across the matching tree spec,
item set and skill set on save. New sets auto-preset on a 30-level
cadence (1-30, 30-60, 60-90, 90-100).
Per-passive and per-gem author notes via Shift+Right-Click on the Tree
and Skills tabs. The keybind hint and any existing note are shown in
the respective tooltips. Notes flow into the exported additional_text;
the format's Custom Text markup ({}, {}, {},
<rgb(R,G,B)>{}) is preserved in the input.
Non-unique items render rolled title + base type + mod list using the
same markup (italic implicits, plain explicits). Active skills carry a
"Level N[, Q% Quality]" hint when no note is set; trivial Level 1 /
0% Quality on uncustomised support gems is suppressed to avoid noise.
Skill IDs use the Gems.lua table key to work around the singular
"Metadata/Items/Gem/" typo on the gameId field of ~486 auto-generated
entries.
Passive IDs are emitted as PassiveSkills.Id strings (e.g.
"projectiles18", "AscendancyMercenary2Notable5"). This required adding
stringId to src/Export/Scripts/passivetree.lua and regenerating
src/TreeData/0_4/tree.lua against GGPK. Older tree versions (0_1, 0_2,
0_3) still carry numeric IDs and fall back accordingly with a one-time
console warning until they're regenerated too.