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[Plugin] AdvancedItemFilter RELOADED !

Status
Not open for further replies.
Assuming it works the same as IFE, Keep rules override Sell rules. So you're saying KEEP all identified uniques which weighs higher than your SELL that specific unique. Your choices are either a whitelist or blacklist for KEEP.

Example:

item.IsUnique and item.IsIdentified and not item.FullName == "Redbeak" KEEP
item.IsUnique and item.IsIdentified SELL
----- This will cause AIF to try and sell every unique, but since your keep statement overrides it and says to keep every unique except Redbeak, it will only sell Redbeak

item.IsUnique and item.IsIdentified and (item.FullName == "Voll's Devotion" or item.FullName == "Randomunique") KEEP
item.IsUnique and item.IsIdentified SELL
----- This will cause AIF to sell every unique that you don't explicitly say keep

Depends on how many uniques you want to write out. If you're only keeping like six it's probably easier to do an explicit keep statement on those. If you're only trying to sell like six uniques it's probably easier to do an explicit "not item" on those for the keep statement.

ok i got this i will test it out

but got an other problem

should i use staticfilter with advanceditemfilter with custom rules? or there will be less mess if i will just disable all static filters, and put all filters in custom rules?

For example using staticfilters in ItemFilterEditor for:

pickup and stash: currency, divination cards, maps, maps fragments, gems,
nothing else

and rest in custom rules with AIF like:

rares: [pick all rares, id all rares, sell all rares, keep chaos recipe rares]
item.IsRare Pickup
item.IsRare Sell
item.IsRare Id

6sock, 6link
item.Sockets == 6 Pickup
item.Sockets == 6 and not item.Links == 6 Sell
item.Links == 6 Keep

RGB:
item.IsRGB Pickup
item.IsRGB Sell

Unique: [pickup uniques which i want]
item.IsUnique Pickup
item.IsUnique Id
item.IsUnique and item.IsIdentified and (item.FullName == "Voll's Devotion" or item.FullName == "Randomunique") KEEP
item.IsUnique and item.IsIdentified SELL

static filters dont want to work for me
if i put in global settings plugin order : AIF, IFE static filters work, but custom rules not
if i put in global settings plugin order : IFE, AIF static filters dont work, but custom rules work
 
You can't use both. IFE needs to be enabled for AIF to work (the plugin) but you don't want to use any of the rule filters in it.

You can setup AIF to pickup all that stuff..

item.IsCurrency -> Pickup
item.IsDivinationCard -> Pickup
item.IsMap -> Pickup
item.IsFragment -> Pickup
item.IsGem -> Pickup

And you can still set it up to only pick up say quality gems "item.IsGem and item.Quality >= 10" would only pick up Gems that are 10% or greater.

I would recommend changing "item.Sockets == 6 and not item.Links == 6" to "item.Sockets == 6 and not item.Is5Link", because a 5L 6S item can still be worth a bit. The "item.Is5Link" variable will account for 5 or 6 link.

And if you're mapping I wouldn't set it to pick up 2H items for the RBG recipe. They take up a lot of space for a chrom and you are limited on the portals. If you're just farming say Dried Lakes it's cool. Ideally you'd have multiple custom rule profiles. Set one up for open world farming, hit save as, name it what you want. Make one for maps, hit save as, name it what you want. Then load up whichever custom ruleset you want depending on what you're going to be doing. My original one was for open world. I'm going to tweak it for maps only picking up good base types for the rares.. I don't really care about picking up a T3/4/5 rare item when I'm getting ilvl 75+ stuff in a map because 1) i'd burn through portals before i finished, and 2) people don't tend to buy T4 items with T1/2 stats. Sure you can get 10c for a nice pair of T1/2 stat boots on a crappy base.. but think of the possible T1 bases you passed up because you ran out of portals and that item could have been worth a few ex.
 
You can't use both. IFE needs to be enabled for AIF to work (the plugin) but you don't want to use any of the rule filters in it.

You can setup AIF to pickup all that stuff..

item.IsCurrency -> Pickup
item.IsDivinationCard -> Pickup
item.IsMap -> Pickup
item.IsFragment -> Pickup
item.IsGem -> Pickup

And you can still set it up to only pick up say quality gems "item.IsGem and item.Quality >= 10" would only pick up Gems that are 10% or greater.

I would recommend changing "item.Sockets == 6 and not item.Links == 6" to "item.Sockets == 6 and not item.Is5Link", because a 5L 6S item can still be worth a bit. The "item.Is5Link" variable will account for 5 or 6 link.

Thanx a lot ;*
 
about RGB without 2H its goint to be?
item.IsRGB and not isTwoHandWeapon PICKUP ?
 
could u take a look at my custom filters please?

Code:
[
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsRare",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 1,
    "Rule": "item.IsRare",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 3,
    "Rule": "item.IsRare",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.Sockets == 6",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 3,
    "Rule": "item.Sockets == 6 and not item.Links == 6",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.Links == 6",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 3,
    "Rule": "item.IsRGB",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsUnique",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 1,
    "Rule": "item.IsUnique",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsCurrency",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsCurrency",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsDivinationCard",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsDivinationCard",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsMap",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsMap",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsFragment",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsFragment",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsGem and item.FullName == \"Enhance\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsGem and item.FullName == \"Enhance\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsGem and item.FullName == \"Empower\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsGem and item.FullName == \"Empower\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsGem and item.FullName == \"Enlighten\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsGem and item.FullName == \"Enlighten\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsGem and item.Quality > 9",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsGem and item.Quality > 9",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 3,
    "Rule": "item.IsUnique and item.IsIdentified",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsUnique and item.IsIdentified and not item.FullName == \"Redbeak\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsUnique and item.IsIdentified and not item.FullName == \"Foxshade\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsUnique and item.IsIdentified and not item.FullName == \"Twyzel\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 2,
    "Rule": "item.IsUnique and item.IsIdentified and not item.FullName == \"Springleaf\"",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsRGB and not item.IsTwoHandWeapon",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsRGB and not item.IsChest",
    "ShouldLog": false
  }
]


this option dont want to work for me, still stashing Redbeak
Code:
item.IsUnique and item.IsIdentified and not item.FullName == "Redbeak" KEEP
item.IsUnique and item.IsIdentified SELL
----- This will cause AIF to try and sell every unique, but since your keep statement overrides it and says to keep every unique except Redbeak, it will only sell Redbeak

this one dont want to work too, still pickup rgb chest and 2H

Code:
 {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsRGB and not item.IsTwoHandWeapon",
    "ShouldLog": false
  },
  {
    "Enabled": true,
    "Type": 0,
    "Rule": "item.IsRGB and not item.IsChest",
    "ShouldLog": false
  }
 
For those wondering, I'm trying to find a way to route IFE to trigger an alarm when it set up the default item evaluator so AIF can hook it up after that, so AIF got the priority.
Probably coming in the next version.
 
Any chance of some more advanced stashing features? An option to specify which tab Maps go in would be the first one that comes to mind. Could add Divination Card tab stashing and Sac fragments to that too.

Still can't select both Chaos and Regal recipes at the same time.. if you could though it would be nice to have two stash tab option boxes so you could have one setup for Chaos and one for Regal, prioritizing 75+ drops to the regal tab if it needs it, otherwise it would throw it in the chaos tab if it needs it, if not.. ID and all that jazz if you're setup for that.

Ability to edit custom rules after they have been created. Just a QoL fix really, if you do item.Fullname vice item.FullName you have to create an entirely new rule and delete the old one versus just editing the original.
 
Hey,

I tried this and I am getting the below issue.

it is returning that error over and over again, and just standing in town, i tried Widds updates to make it work better but no luck... not sure if I just can't read but I tried it twice. Any thoughts on what I messed up?

Code:
SupportedClientVersion: 2.0.1.7
SmartAssembly force load.
[BotManager] MsBetweenTicks = 15
Reloading AssemblyLoader<Loki.Bot.IBot> - Initializing
[OldGrindBot] This class is the new bot. Now setting up bot specific stuff.
[ItemEvaluator] Instance = Loki.Bot.DefaultItemEvaluator.
Current bot set to OldGrindBot.
Reloading AssemblyLoader<Loki.Bot.IRoutine> - Initializing
[OldRoutine] Initialize
[NullRoutine] Initialize
Current routine set to OldRoutine.
Reloading AssemblyLoader<Loki.Bot.IPlugin> - Initializing
[CommonEvents] Initialize
[AdvancedItemFilter] Initialize
[RulesManager] File successfully loaded from location ""
[AutoFlask] Initialize
[AutoLogin] Initialize
[AutoPassives] Initialize
[Chicken] Initialize
[DevTab] Initialize
[ExternalCommunication] Initialize
[FlaskHelper] Initializing
[GemLeveler] Initialize
[GrindZoneChanger] GrindZone1Name = The Mud Flats
[GrindZoneChanger] GrindZone2Name = The Ledge
[GrindZoneChanger] GrindZone3Name = The Cavern of Wrath
[GrindZoneChanger] GrindZone1Difficulty = Normal
[GrindZoneChanger] GrindZone2Difficulty = Normal
[GrindZoneChanger] GrindZone3Difficulty = Normal
[GrindZoneChanger] Initialize
[ItemFilterEditor] Initialize
[LowFpsHelper] Initialize
[ObjectExplorer] Initialize
[PythonExample] Initialize
[Stats] Initialize
[StuckDetection] Initialize
[CommonEvents] Enable
[AdvancedItemFilter] Enable
[AutoLogin] Enable
[DevTab] Enable
[FlaskHelper] Plugin Enabled
[GemLeveler] Enable
[ItemFilterEditor] Enable
[ItemEvaluator] Instance = ItemFilterEditor.ConfigurableItemEvaluator.
[ObjectExplorer] Enable
[Stats] Enable
[StuckDetection] Enable

Please read the following guide before using this program:
https://www.thebuddyforum.com/exilebuddy-forum/221301-exilebuddy-release-thread-awakening-2-0-0-a.html
[Start] Now creating the BotThread.
[OldGrindBot] Start
[ItemEvaluator] Instance = Loki.Bot.DefaultItemEvaluator.
[Start] MsBetweenTicks: 15.
[Start] InputEventMsDelay: 100.
[Start] LowFpsMode: False.
[Start] NetworkingMode: Lockstep.
[Start] IsKeyPickupEnabled: False.
[Start] IsAutoEquipEnabled: True.
[Start] PlayerMover.Instance: Loki.Bot.LockstepPlayerMover.
[Dat] Now building the Stat lookup table.
[Dat] The Stat lookup table has been built.
[Dat] Now building the Passive Skills lookup table.
[Dat] The Passive Skills lookup table has been built.
[ExilePather] Now reloading the pathfinder.
[GetPathfindingData] Now creating the pathfinding data.
[GetPathfindingData] The pathfinding data has been created (00:00:00.0822406).
[ExilePather] Now creating the navmesh.
[ExilePather] The navmesh has been created.
[ExilePather] The pathfinder has been reloaded.
[Add] Now adding [ResurrectTask] This task handles resurrection..
[Add] Now adding [ClearCursorTask] This task places any item left on the cursor into the inventory..
[Add] Now adding [AssignMoveSkillTask] A task to handle assigning the Move skill if it's not already on the skill bar..
[Add] Now adding [HandleBlockingChestsTask] This task will handle breaking any blocking chests that interfere with movement..
[Add] Now adding [HandleDoorsTask] This task handles opening doors..
[Add] Now adding [CombatTask (Leash 50)] This task executes routine logic for combat..
[Add] Now adding [PostCombatHookTask] This task provides a coroutine hook for executing user logic after combat has completed..
[Add] Now adding [TownRunTask] A task to go back to town during the middle of a bot run..
[Add] Now adding [LootItemTask (Leash 50)] This task handles looting items..
[Add] Now adding [OpenChestTask (Leash 50)] This task handles opening chests..
[Add] Now adding [LootItemTask (Leash -1)] This task handles looting items..
[Add] Now adding [MergeInventoryTask] A task to handle merging the inventory into full stacks..
[Add] Now adding [IdTask] A task to identify items in inventory..
[Add] Now adding [SellTask] A task to vendor items in the inventory..
[Add] Now adding [StashTask] This task will stash all applicable items in town..
[Add] Now adding [WithdrawTask] A task to withdraw items from stash when we are in town..
[Add] Now adding [HandleInventoryItemsTask] A task to manage inventory items that are not stashed..
[Add] Now adding [SortInventoryTask] A task to sort the main inventory by moving items towards the top left corner..
[Add] Now adding [ReturnToGrindZoneTask] This task will return the bot to the previous grind zone after a town run..
[Add] Now adding [TagWaypointTask] This task will tag a waypoint if it is not already unlocked..
[Add] Now adding [UseLooseCandleTask] This task will use the Loose Candle when the grind zone is set to The Archives..
[Add] Now adding [UnblockCorruptedAreaTransitionTask] This task will use the Loose Grate and Sarcophagus covers for corrupted area transitions..
[Add] Now adding [TakeCorruptedAreaTask] A task to take corrupted areas..
[Add] Now adding [HandleA2Q9] This task handles an aspect of A2Q9..
[Add] Now adding [HandleA2Q9b] This task handles an aspect of A2Q9..
[Add] Now adding [HandleA2Q11] This task handles A2Q11..
[Add] Now adding [HandleA3Q1] This task handles an aspect of A3Q1..
[Add] Now adding [HandleSewers] This task handles an aspect of -..
[Add] Now adding [HandleUndyingBlockage] This task handles an aspect of -..
[Add] Now adding [HandleLockedDoor] This task handles an aspect of -..
[Add] Now adding [HandleDeshretSeal] This task handles an aspect of -..
[Add] Now adding [HandleGlyphWall] This task handles an aspect of -..
[Add] Now adding [TravelToGrindZoneTask] This task will travel to the grind zone configured..
[Add] Now adding [TravelThroughBossAreasTask-BossFarm] This task will travel though the local area transitions in boss zones..
[Add] Now adding [OpenChestTask (Leash -1)] This task handles opening chests..
[Add] Now adding [CombatTask (Leash -1)] This task executes routine logic for combat..
[Add] Now adding [EnterArenaTask] This task helps the bot enter the 3 arenas in The Harvest..
[Add] Now adding [TravelThroughBossAreasTask-PassThrough] This task will travel though the local area transitions in boss zones..
[Add] Now adding [ExplorationCompleteTask (Early)] A task to execute exploration complete logic..
[Add] Now adding [ExploreTask] This task handles exploring an area..
[Add] Now adding [TrackMoreMobs] This task helps BasicGrindBot seek out as many mobs as possible..
[Add] Now adding [HandleMerveilArea] This task helps OldGrindBot stay in the Merveil boss fight area, resetting exploration to keep the bot moving around to trigger different phases..
[Add] Now adding [HandleVaalArea] This task helps OldGrindBot stay in the Vaal boss fight area, resetting exploration to keep the bot moving around to trigger different phases..
[Add] Now adding [HandlePietyArea] This task helps OldGrindBot stay in the Piety boss fight area, resetting exploration to keep the bot moving around to trigger different phases..
[Add] Now adding [HandleDominusArea] This task helps OldGrindBot stay in the Dominus boss fight area, resetting exploration to keep the bot moving around to trigger different phases..
[Add] Now adding [HandleKaomArea] This task helps OldGrindBot stay in the Kaom boss fight area, resetting exploration to keep the bot moving around to trigger different phases..
[Add] Now adding [HandleDaressoArea] This task helps OldGrindBot stay in the Daresso boss fight area, resetting exploration to keep the bot moving around to trigger different phases..
[Add] Now adding [HandleWeaverArea] This task helps OldGrindBot stay in the Weaver boss fight area, resetting exploration to keep the bot moving around to trigger different phases..
[Add] Now adding [ExplorationCompleteTask] A task to execute exploration complete logic..
[Add] Now adding [FallbackTask] This task is the last task executed. It should not execute..
[CommonEvents] Start
[ItemFilterEditor] Start
[ItemEvaluator] Instance = ItemFilterEditor.ConfigurableItemEvaluator.
[AdvancedItemFilter] Start
[ItemEvaluator] Instance = AdvancedItemFilter.MyItemEvaluator.
[Replace] Now replacing task [IdTask] with [IdentifyItemsTask].
[AddAtFront] Now adding [CheckForRecipeItemsTask] Record recipe items at start of the bot only, never after.
[AddTask] CheckForRecipeItemsTask Sucessfully added at front of the list
[AddTask] RecipeWithdrawTask Sucessfully added after CheckForRecipeItemsTask
[AddTask] RecipeSellTask Sucessfully added after RecipeWithdrawTask
[AddTask] SignalRecipeExecutionTask Sucessfully added after HandleInventoryItemsTask
[AddTask] StashToSpecificTabTask Sucessfully added before StashTask
[AutoLogin] Start
[DevTab] Start
[FlaskHelper] Start
[GemLeveler] Start
[GemLeveler] Now resetting task state.
[Add] Now adding [LevelSkillGemTask] This task will level skillgems after close range combat is taken care of..
[ObjectExplorer] Start
[Stats] Start
[StuckDetection] Start
[OldRoutine] Start
[RecipeWithdrawTask] Now resetting task state.
[RecipeSellTask] Now resetting task state.
[HandleBlockingChestsTask] Now resetting task state.
[SellTask] Now resetting task state.
[WithdrawTask] Now resetting task state.
[ReturnToGrindZoneTask] Now resetting task state.
[TagWaypointTask] Now resetting task state.
[UseLooseCandleTask] Now resetting task state.
[UnblockCorruptedAreaTransitionTask] Now resetting task state.
[HandleA2Q9] Now resetting task state.
[HandleA2Q9b] Now resetting task state.
[HandleA2Q11] Now resetting task state.
[HandleA3Q1] Now resetting task state.
[HandleSewers] Now resetting task state.
[HandleUndyingBlockage] Now resetting task state.
[HandleLockedDoor] Now resetting task state.
[HandleDeshretSeal] Now resetting task state.
[HandleGlyphWall] Now resetting task state.
[TravelToGrindZoneTask] Now resetting task state.
[TravelThroughBossAreasTask] Now resetting task state.
[EnterArenaTask] Now resetting task state.
[TravelThroughBossAreasTask] Now resetting task state.
[HandleMerveilArea] Now resetting task state.
[HandleVaalArea] Now resetting task state.
[HandlePietyArea] Now resetting task state.
[HandleDominusArea] Now resetting task state.
[HandleKaomArea] Now resetting task state.
[HandleDaressoArea] Now resetting task state.
[HandleWeaverArea] Now resetting task state.
[Start] The plugin CommonEvents is enabled.
[Start] The plugin ItemFilterEditor is enabled.
[Start] The plugin AdvancedItemFilter is enabled.
[Start] The plugin AutoLogin is enabled.
[Start] The plugin DevTab is enabled.
[Start] The plugin FlaskHelper is enabled.
[Start] The plugin GemLeveler is enabled.
[Start] The plugin ObjectExplorer is enabled.
[Start] The plugin Stats is enabled.
[Start] The plugin StuckDetection is enabled.
[Start] PlayerMover.Instance: Loki.Bot.LockstepPlayerMover.
[LatencyTracker] LowestLatency: 49
[LatencyTracker] HighestLatency: 49
[GridExplorer] AutoResetOnAreaChange is being set to True.
[GridExplorer] TileKnownRadius is being set to 7.
[GridExplorer] TileSeenRadius is being set to 5.
[GridExplorer] AutoResetOnAreaChange is being set to False.
[GridExplorer] Now segmenting the current area.
[GridExplorer] Area segmentation complete 00:00:00.2006776.
[HandleA2Q9] Now skipping the task since we're not in Act 2.
[HandleA2Q11] Now skipping the task since we're not in Act 2.
[HandleSewers] We don't have the necessary Sewer Keys to interact with the Sewer Grating.
[HandleUndyingBlockage] We don't have the necessary Infernal Talc to interact with the Undying Blockage.
[HandleLockedDoor] We don't have the necessary Tower Key to interact with the Locked Door.
[HandleDeshretSeal] We don't have the necessary Deshret's Seal to interact with the Deshret's Seal.
[RecipeWithdrawTask] Now resetting task state.
[RecipeSellTask] Now resetting task state.
[HandleBlockingChestsTask] Now resetting task state.
[HandleDoorsTask] Now resetting task state.
[SellTask] Now resetting task state.
[WithdrawTask] Now resetting task state.
[LatencyTracker] HighestLatency: 260
[ChaosSet] Helms: [ 0 ] 
[ChaosSet] Body: [ 0 ] 
[ChaosSet] Gloves: [ 0 ] 
[ChaosSet] Boots: [ 0 ] 
[ChaosSet] Belts: [ 0 ] 
[ChaosSet] Two Hand Weapons: [ 0 ] 
[ChaosSet] Rings: [ 0 ] 
[ChaosSet] Amulets: [ 0 ] 
[ChaosSet] Is Ready For Selling = False
[SignalRecipeExecutionTask][DEBUG] Do we have a Chaos set to sell ? False
[ReturnToGrindZoneTask] Now resetting task state.
[TagWaypointTask] Now resetting task state.
[UseLooseCandleTask] Now resetting task state.
[UnblockCorruptedAreaTransitionTask] Now resetting task state.
[HandleA2Q9] Now resetting task state.
[HandleA2Q9b] Now resetting task state.
[HandleA2Q11] Now resetting task state.
[HandleA3Q1] Now resetting task state.
[HandleSewers] Now resetting task state.
[HandleUndyingBlockage] Now resetting task state.
[HandleLockedDoor] Now resetting task state.
[HandleDeshretSeal] Now resetting task state.
[HandleGlyphWall] Now resetting task state.
[TravelToGrindZoneTask] Now resetting task state.
[TravelThroughBossAreasTask] Now resetting task state.
[EnterArenaTask] Now resetting task state.
[TravelThroughBossAreasTask] Now resetting task state.
[HandleMerveilArea] Now resetting task state.
[HandleVaalArea] Now resetting task state.
[HandlePietyArea] Now resetting task state.
[HandleDominusArea] Now resetting task state.
[HandleKaomArea] Now resetting task state.
[HandleDaressoArea] Now resetting task state.
[HandleWeaverArea] Now resetting task state.
[GemLeveler] Now resetting task state.
[InteractWith] Now attempting to highlight 104.
Adding location ["Stash"][104] = {223, 502} for area [0xB66BFFEB]
Adding location ["Waypoint"][109] = {281, 492} for area [0xB66BFFEB]
Adding location ["The Dried Lake"][77] = {97, 441} for area [0xB66BFFEB]
Adding location ["The Mines Level 1"][78] = {324, 613} for area [0xB66BFFEB]
Adding location ["The Aqueduct"][76] = {229, 389} for area [0xB66BFFEB]
[ResetAnchorPoint] Setting AnchorPoint to {231, 502} for 3060531179.
[ResetAnchorPoint] Setting CurrentAnchorPoint to {231, 502} for 3060531179.
[HandleA2Q9] Now skipping the task since we're not in Act 2.
[HandleA2Q11] Now skipping the task since we're not in Act 2.
[HandleSewers] We don't have the necessary Sewer Keys to interact with the Sewer Grating.
[HandleUndyingBlockage] We don't have the necessary Infernal Talc to interact with the Undying Blockage.
[HandleLockedDoor] We don't have the necessary Tower Key to interact with the Locked Door.
[HandleDeshretSeal] We don't have the necessary Deshret's Seal to interact with the Deshret's Seal.
[InteractWith] Now attempting to interact with 104.
[WaitForStashPanel]
[WaitForStashPanel] We have been waiting 00:00:00.0000156 for the stash panel to open.
[WaitForStashPanel] We have been waiting 00:00:00.1315408 for the stash panel to open.
[WaitForStashPanel] We have been waiting 00:00:00.2648752 for the stash panel to open.
[WaitForStashPanel] We have been waiting 00:00:00.3822849 for the stash panel to open.
[WaitForStashPanel] We have been waiting 00:00:00.5149482 for the stash panel to open.
[WaitForStashPanel] We have been waiting 00:00:00.6488925 for the stash panel to open.
[WaitForStashPanel]
[OpenInventoryPanel]
[CloseBlockingWindows] LokiPoe.Gui.IsLeftPanelShown || LokiPoe.Gui.IsRightPanelShown. Closing them.
[PostCombatHookTask] GemLeveler returned true.
[Tick] Exception during execution:Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at AdvancedItemFilter.MyItemEvaluator.Match(Item item, EvaluationType type, IItemFilter& filter) in c:\Users\Regan\Desktop\Released\Plugins\AdvancedItemFilter\MyItemEvaluator.cs:line 1061
   at Loki.Bot.ItemEvaluator.Match(Item item, EvaluationType type, IItemFilter& filter)
   at Loki.Bot.Logic.Bots.OldGrindBot.OldGrindBot.‬‪‫‫**‏‎‎*‪**​‪‪*‎**​‫*‬‏‪‬*(Item , Object )
   at Loki.Bot.Logic.Bots.OldGrindBot.OldGrindBot.*‎****‫‪*‪*‬‫**‬**‏*​*(Item )
   at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
   at Loki.Bot.Logic.Bots.OldGrindBot.OldGrindBot.‬**‏‬‬*‎*‎‏***‫‪‏*‎‎‎​‏***‏*()
   at Loki.Bot.Logic.Bots.OldGrindBot.SellTask.R"ZZfWq2:ntNknN!EIV_\,'B6\&.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Loki.Bot.TaskManager.7hY3C0yJ;\&VK1L\\"\\!TGEod4.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
   at Loki.Bot.Logic.Bots.OldGrindBot.OldGrindBot.@\*4wdFjrP)350G\[4(G4Zr AB.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Buddy.Coroutines.Coroutine.)\,>s\[WS2;ze8Oz(/m "om\]L=!.S\*W}\,Ni/IdXqlU$2mI8rm_sZ!.MoveNext()
   --- End of inner exception stack trace ---
   at Buddy.Coroutines.Coroutine.‬****‎‬**‬**‏*‫​‫‬*‬‏*‏*‏***‬*(Boolean )
   at Buddy.Coroutines.Coroutine.**​*‫​‬‪​‫‬‎‬‪****​‎**‫‫‏‫‏*(Boolean )
   at Buddy.Coroutines.Coroutine.Resume()
   at Loki.Bot.Logic.Bots.OldGrindBot.OldGrindBot.Tick()
   at Loki.Bot.BotManager.**‫‬‎‪​‫​*​‏*‫***‫​‫‫​‬*(IBot )
 
I have noticed that i cant use double "and" in one filter, it gives error to me

this didnt work too (Coroutine error)
item.IsUnique and item.IsIdentified and item.FullName == "Redbeak" KEEP
item.IsUnique and item.IsIdentified SELL

so ive put like this
item.IsUnique and item.FullName == "Redbeak" KEEP
item.IsUnique and item.IsIdentified SELL
and i think it worked, 2 uniques in inv, one sold, redbeak stashed
 
Yeah the identified and redbeak were kind of redundant.. it wouldn't know if it was redbeak unless it was identified -__-
 
Can you use th1s along w1th the 1temf1lter or w1ll the sell all 1dent1f1ed overwr1te the keeps from the nat1ve one? 1 want to use the nat1ve rules for weapons see1ng as there are not many rules for weapon mods on A1F
 
Any Chance someone got a good Static Item Filter for 2.0 to share with us ?
 
Can you use th1s along w1th the 1temf1lter or w1ll the sell all 1dent1f1ed overwr1te the keeps from the nat1ve one? 1 want to use the nat1ve rules for weapons see1ng as there are not many rules for weapon mods on A1F

If you check the box for Jerym's filter it does some parsing that AIF custom rules don't... namely it'll check for a minimum number of desirable affixes on an item and whether that are T1/2 affixes. It'll save those and vendor the rest.
 
Any Chance someone got a good Static Item Filter for 2.0 to share with us ?

If you go to Jerym's post at the bottom of this forum he has his AIF thread, grab the zip and open it up.. inside there is a staticitemfilter.json file. Edit it to remove the life/mana leech lines in like the 3rd big grouping (they trip errors). Other than that it works for 2.0.
 
You can't use both. IFE needs to be enabled for AIF to work (the plugin) but you don't want to use any of the rule filters in it.
Well, actually, the AIF evaluator doesn't discount the Static rules. You technically can use both filters at the same time.
At the end of it's own match (where it processes shit like custom rules and jyam's filter), if nothing at all has matched the item - it will call return _staticItemEval.Match(item, type, out filter); which presumably calls the default evaluator match method to try and match an item with static filter.
But I would nonetheless suggest using only one filter (probably custom one, because it's more robust in my opinion) just to avoid confusion for yourself. Easier to debug when stuff goes wrong.
 
Any chance of some more advanced stashing features? An option to specify which tab Maps go in would be the first one that comes to mind. Could add Divination Card tab stashing and Sac fragments to that too.

Still can't select both Chaos and Regal recipes at the same time.. if you could though it would be nice to have two stash tab option boxes so you could have one setup for Chaos and one for Regal, prioritizing 75+ drops to the regal tab if it needs it, otherwise it would throw it in the chaos tab if it needs it, if not.. ID and all that jazz if you're setup for that.

Ability to edit custom rules after they have been created. Just a QoL fix really, if you do item.Fullname vice item.FullName you have to create an entirely new rule and delete the old one versus just editing the original.

That won't happen, just because recipes have a level req. and it's situational for us, "not even casual" botters to run 75+ maps. so for the sake of not breaking the logic, only 1 recipe at a time.

And for the stashing features etc. Yeap, i'll look into it that's not that hard.

Well, actually, the AIF evaluator doesn't discount the Static rules. You technically can use both filters at the same time.
At the end of it's own match (where it processes shit like custom rules and jyam's filter), if nothing at all has matched the item - it will call return _staticItemEval.Match(item, type, out filter); which presumably calls the default evaluator match method to try and match an item with static filter.
But I would nonetheless suggest using only one filter (probably custom one, because it's more robust in my opinion) just to avoid confusion for yourself. Easier to debug when stuff goes wrong.

That's it yep, AIF use defaut filter if people don't use Custom Item Rules (after checking for AIF's features ofc)
In the next EB's update pushedx added a Name for each IItemEvaluator so I'll be able to check if it's the good one in position.

I'll also add in the first post that you need to have AIF loading After ItemFilterEditor you can modify it in Settings > Global > Plugin Order. Some people may run it flawless without this but some requires it to be loaded after, dunno why.

The fact we'll have a name for each ItemEvaluator will allow me to replace it if during runtime I find out that it's not AIF's one. you can thank pushedx for his hard work ;)
 
Small doubt, if I enable the Custom Rules static item filter still works, correct?
 
why bot stashing shit like this??? why dont sell ?
48KHO5S.png


and this
cALa1sX.png
 
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