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[Plugin] AdvancedItemFilter RELOADED !

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Great, its doing fine just to one thing, my char is standing next to a stash and looping this in log ( Stash not opened )

[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.
[RecipeWithdrawTask] We do not need to withdraw any more items.
[SignalRecipeExecutionTask][DEBUG] Do we have a Chance set to sell ? False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? True
[SignalRecipeExecutionTask][DEBUG] Do we have a Regal set to sell ? True
[SignalRecipeExecutionTask] Now setting ExecuteSellingRecipesLogic = true.

Do your bot withdraw items? if so, is there any of them that is part of a chaos/regal recipe that shouldn't be withdrawn? I suspect the withdraw logic.

Also in the custom rules, theres pickup/keep etc, could be there rule Chance? Find chance orb and chance it, if not unique, then sell?

No. but you have the tools to dev your own custom chancing behavior.
 
It's working now, had to sell some of the items manually, something broke, I have a question, why does it not have a "shit unique" seller? Old version did have it, or is it going to be implented? Thanks for the answer.
 
Armourer's scraps and Blacksmith's Whetstone are not getting stashed to correct tab as per currency setup, but instead they get thrown to first tab available.
 
Armourer's scraps and Blacksmith's Whetstone are not getting stashed to correct tab as per currency setup, but instead they get thrown to first tab available.
Mine go to tab 6 as per setup, let ear tNyx

/hat
 
Really nice so far. Could you add augmentation and transmutation threshold too? :p Ty
 
It's working now, had to sell some of the items manually, something broke, I have a question, why does it not have a "shit unique" seller? Old version did have it, or is it going to be implented? Thanks for the answer.

It has been removed due to the existence of CustomRules now, it takes like 10 minutes to setup which unique to keep and add "item.IsUnique and item.IsIdentified" to sell.

Armourer's scraps and Blacksmith's Whetstone are not getting stashed to correct tab as per currency setup, but instead they get thrown to first tab available.

Working as intented, maybe give a screenshot of your setup.

Is it possible to sell unique items? or you remove it?

As I said above, it has been removed because of the CustomRules feature, they were interfering with each other.

Really nice so far. Could you add augmentation and transmutation threshold too? :p Ty

Well, no since a lot of people won't use this feature, and trust me, after a day of botting I'm almost 100% sure you wont hit the default threshold.
And it's also part of the currency shuffling thingy, and needed for mapping aswell, so a big nono.
 
Maybe I am just fluent in typonese, but heres a screen short where I have put the stuff.

http://i57.tinypic.com/bhk4zq.png

Does it matter really how many tabs I have on account? (currently at 48 and ever growing up)

Oh, scraps and scrolls are excluded from this part, you should look in the 1st tab, that's where it remains.
You're not afraid to bot on an account worth that much ?
 
This plugin does not work with DockCorruptedAreaFarmer ? After filling the bag, he moved to the city and opens a new area without completing the current
 
This plugin does not work with DockCorruptedAreaFarmer ? After filling the bag, he moved to the city and opens a new area without completing the current

Who loots items when running corrupted areas? ;D I don't know, never tried
 
Oh, scraps and scrolls are excluded from this part, you should look in the 1st tab, that's where it remains.
You're not afraid to bot on an account worth that much ?

Oh scraps... completely overlooked that one, but then again, I want to keep everything separated so partially blinded that one too :) (yes I do have all 4 in separate tabs, armours, blacksmith's, wisdoms and portals) - and for the 2nd question, if being afraid, maybe a bit, but who cares, if they catch me, shit happens, wasn't playing too smart then. It's just a game for what I care. :P "Go Rich or Go Bust"
 
how to use CustomRules feature and add uniques to sell?

Open the file (txt) with notepad++ (somehow it doesn't show well with notepad) and take a look at the end.

It's logic and common sense. example in pickup section, type "item.IsUnique" and every uniques will get picked up and so on.
 
Open the file (txt) with notepad++ (somehow it doesn't show well with notepad) and take a look at the end.

It's logic and common sense. example in pickup section, type "item.IsUnique" and every uniques will get picked up and so on.

I guess the best option would be to not pick up specific unique? Or what do you think would be the best way to eliminate stash filling up with useless uniques? Adding to pick up portion or id portion etc? Then how do I select specific ones to not get stashed?

Or would it be best to set only specific ones to be kept? I think the kept list is shorter.
 
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Thanks for the release toNyx!

It works fine so far, no more tab shuffeling, very nice.
What it still does tho: EB wants to keep a stack of transmuters in the inventory (for strongboxing) and the adv filter moves it back to the stash...

Was hoping that this would end with 1010 but its still there :(
 
I guess the best option would be to not pick up specific unique? Or what do you think would be the best way to eliminate stash filling up with useless uniques? Adding to pick up portion or id portion etc? Then how do I select specific ones to not get stashed?

Or would it be best to set only specific ones to be kept? I think the kept list is shorter.

pickup every unique, id them (Id category) and filter them by name to save only the one you wants. In the sell part add "item.IsUnique and item.IsIdentified"

ff25d1e2fd.png


Like diz

Thanks for the release toNyx!

It works fine so far, no more tab shuffeling, very nice.
What it still does tho: EB wants to keep a stack of transmuters in the inventory (for strongboxing) and the adv filter moves it back to the stash...

Was hoping that this would end with 1010 but its still there :(

Well, what's the location of the orbs? the only valid keep locations I saved was the first column (0,0 / 0,1 / 0,2 / 0,3 / 0,4) last time I tried to run with alteration in bag, it kept them. The stack also needs to be > 10, if you want me to remove this check, tell me.
 
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pickup every unique, id them (Id category) and filter them by name to save only the one you wants. In the sell part add "item.IsUnique and item.IsIdentified"



Well, what's the location of the orbs? the only valid keep locations I saved was the first column (0,0 / 0,1 / 0,2 / 0,3 / 0,4) last time I tried to run with alteration in bag, it kept them. The stack also needs to be > 10, if you want me to remove this check, tell me.

Location usually is 1,3 (there is no 0,3 according to EB). It never touches the Alt stack (1,1) or the Aug stack (1,2), only the Trans stack when its > 10...
 
Location usually is 1,3 (there is no 0,3 according to EB). It never touches the Alt stack (1,1) or the Aug stack (1,2), only the Trans stack when its > 10...

0,3 is 1st column 4th row. :D indexes always start from 0. So they're in the right location hummmmm.

Code:
            // This is items that grindbot wants to keep, so we do it too.
            var keptCurrency = Inventory.MainInventory.Items
                .OfType<Currency>()
                .Where(c => GrindBotHelper.ShouldKeepCurrencyInInventory(c.FullName) &&
                            GrindBotHelper.HasValidKeepName(c.FullName) &&
                            GrindBotHelper.HasValidKeepLocations(c) &&
                            c.StackCount > 10)
                .ToList();

This is the part that checks for wanna-keep currency. I check with their name and if GrindBot has it checked in settings, if the name is valid (some options are not available in GB) and if the location is valid :

Code:
        private static readonly List<Vector2i> ValidKeepLocation = new List<Vector2i>
        {
             new Vector2i(0,0),
             new Vector2i(0,1),
             new Vector2i(0,2),      
             new Vector2i(0,3), 
             new Vector2i(0,4), 
        };

        private static readonly HashSet<string> ValidKeepNames = new HashSet<string>
        {
            "Orb of Alteration",
            "Orb of Augmentation",
            "Orb of Transmutation",
            "Orb of Scouring",
            "Orb of Chance ",
            "Chaos Orb",
            "Orb of Alchemy",
        };

You're telling me it works for some but not for the others? Running a testing phase with all three orbs. reporting in few mins

// EDIT //

After a map Run it seems to be working. all 3 stacks remain in inventory, could it be related to stackcount? want me to remove it?
 
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