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[Plugin] AdvancedItemFilter RELOADED !

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Chaos recipe is a bit bugged. Grind in A2, get a complete set for chaos, withdrawing works but then gets into eternal loop while searching for Clarissa (who is in A3)

[WaitForNpcDialogPanel] Timeout.
[OpenNpcSellPanel] Clarissa was interacted, but dialog window is not open.
[RecipeSellTask] Sell panel isn't opened, can't process recipe.

yes chaos is buggy, w8ting for new relize ))

It has initially be designed to work for Maps, so in A3, next build includes vendors in other acts, depending on the actual zone.

Code:
                if (LokiPoe.Me.IsInTown)
                {
                    switch (LokiPoe.LocalData.WorldAreaName)
                    {
                        case "Lioneye's Watch":
                            return "Tarkleigh";
                        case "The Forest Encampment":
                            return "Greust";
                        case "The Sarn Encampment":
                            return "Clarissa";
                    }
                }

And yes, atm it's buggy, we're finding workarounds for some issues, we're coming reallllllyyyyyyy near of the release.
 
Hi, so im currently looking through your plugin code.

This is the "IdentifyItems Task" after the "IsInTown" && "IsInHideout"
Code:
var unidItems = LokiPoe.InGameState.InventoryPanel.MainInventory.Items
    .Where(i => !i.IsIdentified && i.Rarity >= Rarity.Rare && !i.IsProtectedFromIdentification())
    .ToList();

if (!unidItems.Any()) return false;

// Special handling for shitty recipes by base Name
var unidItemsGroupedByNames = unidItems.GroupBy(x => x.Name).ToList();
var extractedName = new HashSet<string>();
unidItemsGroupedByNames.Where(x => x.Count() > 4).ForEach(kvp => extractedName.Add(kvp.Key));

if (extractedName.Any())
{
    await Coroutines.SellItemsCoroutine(
    () => true, // force accepting offer, anyway it's gonna return an item... lol
    (item, user) => extractedName.Contains(item.Name));
}
This is the top executed task, replaces the idTask.
So this is the first thing the bot does after entering town.
This looks for 4 rare(or lower rarity) items of same name, which are currently unidentified, yes ?
And then sells them, which according to wiki:
Item (rare) ×5 ===> Item (rare, unidentified) ×1

#1 will never happen since you will not have 5 items with same name after 1 run
#2 will lose 4 items for free if it did happen

im sure im missing something, not familiar with poe nor c#.
 
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Hi, so im currently looking through your plugin code.

This is the "IdentifyItems Task" after the "IsInTown" && "IsInHideout"
Code:
var unidItems = LokiPoe.InGameState.InventoryPanel.MainInventory.Items
    .Where(i => !i.IsIdentified && i.Rarity >= Rarity.Rare && !i.IsProtectedFromIdentification())
    .ToList();

if (!unidItems.Any()) return false;

// Special handling for shitty recipes by base Name
var unidItemsGroupedByNames = unidItems.GroupBy(x => x.Name).ToList();
var extractedName = new HashSet<string>();
unidItemsGroupedByNames.Where(x => x.Count() > 4).ForEach(kvp => extractedName.Add(kvp.Key));

if (extractedName.Any())
{
    await Coroutines.SellItemsCoroutine(
    () => true, // force accepting offer, anyway it's gonna return an item... lol
    (item, user) => extractedName.Contains(item.Name));
}
This is the top executed task, replaces the idTask.
So this is the first thing the bot does after entering town.
This looks for 4 rare(or lower rarity) items of same name, which are currently unidentified, yes ?
And then sells them, which according to wiki:
Item (rare) ×5 ===> Item (rare, unidentified) ×1

#1 will never happen since you will not have 5 items with same name after 1 run
#2 will lose 4 items for free if it did happen

im sure im missing something, not familiar with poe nor c#.

#1 You're wrong. I won't even bother explain why.
#2 The purpose of this magic thing is to minimize the currency lost in the process. Whatever you'll do, if it happens and you Id 5 items with the same Name/BaseName, when selling you'll in the end have another Rare, you wasted 5 scrolls, to actually have no currency.
With this, it'll sell them before identifying them, so you finally identify the item you get from the vendor recipe.
 
How to prevent pick up white and blue items? after 2.5-3 hours ,a chest full of shit (
 
hello
how can i setup the plugin to stash all currency to my currency stash tab ?

what currency name ? "all" ?
 
is there no currency name for all crafting materials ?

is much work to make 123 filters for all currency

Waste 30 seconds of your life to do it, go in the TabName box, press whatever you want, press TAB, enter currency name, press TAB, enter. After that Shift+TAB x2, productivity level +1
 
Err, can I get some help with IncreasedPhysDamage? This is the percentage right? Is there no option for the added Physical or Fire, Cold, Lightning damage which isn't a percentage but a range?
 
anyone figured out how 6socket Items can automatically be sold?
i tried the default EB Settings (without plugin), activated a rule to sell blue 6sox items, activated the Plugin afterwards but it doesn't work.

(when i try to change item rules with plugin activated i get the known error)
 
anyone figured out how 6socket Items can automatically be sold?
i tried the default EB Settings (without plugin), activated a rule to sell blue 6sox items, activated the Plugin afterwards but it doesn't work.

(when i try to change item rules with plugin activated i get the known error)
item.Sockets = 6 and not item.Links = 6
 
anyone figured out how 6socket Items can automatically be sold?
i tried the default EB Settings (without plugin), activated a rule to sell blue 6sox items, activated the Plugin afterwards but it doesn't work.

(when i try to change item rules with plugin activated i get the known error)
item.Sockets = 6 and not item.Links = 6

item.Sockets == 6 and not item.Links == 6

gonna release build today i guess, still testing for few hours, looks very good.
 
1.0.1.2 is out, should fix lot of things. Also, if you're using specific tab for recipe items, leave a bit of space for randomness ;)

if any bugs report.
 
item.Sockets == 6 and not item.Links == 6

I have terrible coding habits that basically amounts to "Well, it works anyway. ¯\_(ツ)_/¯"

Tried the new version and it basically picked no Rares/Maps/Currencies until I made an appropriate rule for them. I was late for class so all I did for Rares was item.IsRare and it basically filled my stashes up lel.

But yeah, seems to ignore currencies/maps/rares unless you make a specific custom rule for them on the new one. Too lazy to filter out rares so I'm gonna go use the .1 for now.

Initially I thought it was GrindBot or MapRunner behavior as it would focus on killing enemies but it just went looking for more after killing the pack instead of returning and picking items up from cached locations (didn't monitor if it even cached items, sorry.).

Edit: Deleted Copy Paste Log stuff as attachment finally worked for me, got it on the next reply.
 
Last edited:
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