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[Plugin] AdvancedItemFilter RELOADED !

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with this rule bot should not ID rings, amulets and belts right ?
Code:
  "Enabled": true,
    "Type": 1,
    "Rule": "item.IsRare and not (item.IsAmulet or item.IsRing or item.IsBelt)",
    "ShouldLog": false
 
with this rule bot should not ID rings, amulets and belts right ?
Code:
  "Enabled": true,
    "Type": 1,
    "Rule": "item.IsRare and not (item.IsAmulet or item.IsRing or item.IsBelt)",
    "ShouldLog": false

Yup, should work, test it with a ring
 
again this problem, how to fix it ?
full set in inventory
yEckQ5x.png

Code:
2015-08-15 06:33:00,255 [3] ERROR CustomLogger (null) - [WithdrawItemsCoroutine] NextTab failed.
2015-08-15 06:33:00,255 [3] DEBUG CustomLogger (null) - [RecipeWithdrawTask] Seems like we had a problem withdrawing (RightRing : True)
View attachment 184998

i allways 3-4 times a day have this problem for my VPN at all bots
i think u cant solve it
 
hmm i use this rule too and my bot ID all stuff :o

I must delete item.IsRare then?

You can uncheck it and use this one instead

i allways 3-4 times a day have this problem for my VPN at all bots
i think u cant solve it

This is different from missing stuff, sometimes it can't find a part, here the set is in inventory so there's something fishy, the next release fix that case.
 
Code:
Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at AdvancedItemFilter.Tasks.IdentifyItems.<>c__DisplayClass13.<Logic>b__6(Item i) in c:\xxxx\Plugins\AdvancedItemFilter\Tasks\IdentifyItems.cs:line 140
   at AdvancedItemFilter.Tasks.IdentifyItems.<>c__DisplayClass13.<Logic>b__9(Item item, Object user) in c:\xxxx\Plugins\AdvancedItemFilter\Tasks\IdentifyItems.cs:line 206
   at Loki.Bot.Logic.Bots.OldGrindBot.Coroutines.?????????????????????????????????????????.?????????????????????????????????????????(Item )
   at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
   at Loki.Bot.Logic.Bots.OldGrindBot.Coroutines.cDsrch$ZC4Dj@J\,8c\*L?^}l)!.MoveNext()
--- End of stack trace from previous location where exception was thrown ---

Can provide log if needed, but basically this error gets thrown when you move to your stash + you have rules to ID items + you do not have any Wisdom Scrolls in your bags.

Easy to replicate. Not sure if its worth toNyx's time to add in a check to stop the bot and tell the user to get some Wisdom Scrolls, instead of spitting out an enormous amount of errors over and over. Or maybe have the bot pull scroll out if you have none.

The obvious work around is to either make sure you have plenty of wisdom scrolls on you, or allow OldGrindBot to FillScrollStacks.
 
with this rule bot should not ID rings, amulets and belts right ?
Code:
  "Enabled": true,
    "Type": 1,
    "Rule": "item.IsRare and not (item.IsAmulet or item.IsRing or item.IsBelt)",
    "ShouldLog": false
this isn't working, bot ID the stuff <.<
 
Hey toNyx, I have a question

I'm updating the MyItemEvaluator.cs file for 2.0 new affixes and correcting some typos.
I want to know how the bot works for each group. Also StaticItemFilter has all lines disabled and custom rules has:

{
"Enabled": true,
"Type": 0,1,3,
"Rule": "item.IsRare", (and item.IsIdentified for 3 (sell))
"ShouldLog": false
},

Let's take the gloves (GlovesMod) as example. For now it has 3 kinds of affixes as we can see:

"Thirsty", "Parched", //mana leech from physical damage %
"Honed", "Gleaming", "Annealed", "Razor Sharp", "Tempered", "Flaring", //added physical damage
"of Skill", "of Ease", "of Mastery", "of Grandmastery", //global attack speed +%

Let's say the bot picks up an unidentified gloves, id it, and those gloves have only "of Easy" phys damage affix contained on the GlovesMod. So will the bot stash it or going to sell it (recipe or not)?
How many required affixes the item must have to be stashed? One of each kind (mana leech/phys dmg and att speed) or only one in general?

I want to know that so, depending on how it works, I can add all desired affixes for each gear or only a few.
Also I'm wondering if the bot will compare dropped items with 2 or more functions. As example the boots (BootsMod) only has movement affixes on it ("Gazelle's" and "Cheetah's"). Will the bot compare those dropped boots with only BootsMod, that means bot will stash any gazelle's/cheetah's, ignoring the rest, or the bot will also compare those boots with GenericResistEquipmentMod as well so it can stash boots with gazelle's/cheetah's AND resists+hp?

I'll post the file corrected here after you answer me. That way you can merge it on your file if you want and others can use it.
Thanks in advance.

Edit:
Another question.
What kind of items are GenericResistJewelryMod and GenericResistEquipmentMod checking?
They are almost the same. Jewelry for accessories such rings and amulets? Or just rings? Or just amulets? Equipment for others besides accessories?
Thanks.
 
Last edited:
Hey toNyx, I have a question

I'm updating the MyItemEvaluator.cs file for 2.0 new affixes and correcting some typos.
You might wanna check 10 posts above you, as I've already done that like half a day ago :D

As to your other question, you really want to look at the match method in the same file and try to see how many properties of what will get an item stashed. It's definitely not 1 affix per item, but it varies.
 
You might wanna check 10 posts above you, as I've already done that like half a day ago :D

As to your other question, you really want to look at the match method in the same file and try to see how many properties of what will get an item stashed. It's definitely not 1 affix per item, but it varies.

i pmed him too and linked him your post^^
 
Hey toNyx, I have a question

I'm updating the MyItemEvaluator.cs file for 2.0 new affixes and correcting some typos.
I want to know how the bot works for each group. Also StaticItemFilter has all lines disabled and custom rules has:

{
"Enabled": true,
"Type": 0,1,3,
"Rule": "item.IsRare", (and item.IsIdentified for 3 (sell))
"ShouldLog": false
},

Let's take the gloves (GlovesMod) as example. For now it has 3 kinds of affixes as we can see:

"Thirsty", "Parched", //mana leech from physical damage %
"Honed", "Gleaming", "Annealed", "Razor Sharp", "Tempered", "Flaring", //added physical damage
"of Skill", "of Ease", "of Mastery", "of Grandmastery", //global attack speed +%

Let's say the bot picks up an unidentified gloves, id it, and those gloves have only "of Easy" phys damage affix contained on the GlovesMod. So will the bot stash it or going to sell it (recipe or not)?
How many required affixes the item must have to be stashed? One of each kind (mana leech/phys dmg and att speed) or only one in general?

I want to know that so, depending on how it works, I can add all desired affixes for each gear or only a few.
Also I'm wondering if the bot will compare dropped items with 2 or more functions. As example the boots (BootsMod) only has movement affixes on it ("Gazelle's" and "Cheetah's"). Will the bot compare those dropped boots with only BootsMod, that means bot will stash any gazelle's/cheetah's, ignoring the rest, or the bot will also compare those boots with GenericResistEquipmentMod as well so it can stash boots with gazelle's/cheetah's AND resists+hp?

I'll post the file corrected here after you answer me. That way you can merge it on your file if you want and others can use it.
Thanks in advance.

Edit:
Another question.
What kind of items are GenericResistJewelryMod and GenericResistEquipmentMod checking?
They are almost the same. Jewelry for accessories such rings and amulets? Or just rings? Or just amulets? Equipment for others besides accessories?
Thanks.
You might wanna check 10 posts above you, as I've already done that like half a day ago :D

As to your other question, you really want to look at the match method in the same file and try to see how many properties of what will get an item stashed. It's definitely not 1 affix per item, but it varies.
i pmed him too and linked him your post^^

Adding it in next build, hope you've done your job right :)
 
Adding it in next build, hope you've done your job right :)
Well, it doesn't seem to break anything at least, you can really only notice slight differences if you are not farming high end content as most of the stuff that I've added is ilvl 81-84 affixes (that means only starting from 79 maps they can even appear).
The noticable things are mostly the fixes on Runic and Seraphim's affixes (they were misspelled) and ele dmg to spells on caster weapons (which is new to this patch) which is now considered a desirable mod on the caster weapons.
The system could really use some rework, but I mostly strived to just add what's obviously missing and fix what was broken instead of deep rework, which could take more thinking and really break some stuff. =)
 
Hey friends,

Ok, maybe toNyx will answer my questions later :D
So here is my MyItemEvaluator.cs. As you can see, I corrected some typos, added comments describing all affixes, checked and tested every single one from poeaffix(dot)net and poe(dot)trade.
Now I thinks it's more easy to find and add/change anything you want there. It took some like 4 hours to do it and hope it can be useful :D
I just ask if you guys have any idea or suggestion, please post it here. Sharing is a cool thing to do :D

Code:
public List<string> DesirablePhysWeaponMod = new List<string>(new[] 
            {
                "Annealed", "Razor Sharp", "Tempered", "Flaring", //added physical damage
                "Bloodthirsty", "Cruel", "Tyrannical", "Merciless", //local physical damage +%
                "Champion's", "Conqueror's", "Emperor's", "Dictator's", //#% increased physical damage +# to accuracy rating
                "of Skill", "of Ease", "of Mastery", "of Renown", "of Acclaim", "of Fame", "of Infamy", "of Celebration", //attack speed +%
                "of the Deadeye", "of the Ranger", "of the Assassin", //local accuracy rating
		"of Fury", "of Ferocity", "of Destruction", //base critical strike multiplier +%
                "of Piercing", "of Puncturing", "of Penetrating", "of Incision" //critical strike chance +%
            });

        public List<string> DesirableElementalWeaponMod = new List<string>(new[] 
            {
                "Glaciated", "Polar", "Entombing", //added cold damage
                "Incinerating", "Blasting", "Cremating", //added fire damage
                "Shocking", "Discharging", "Electrocuting", //added lightning damage
                "Empowering", "Unleashed", "Overpowering", //weapon elemental damage +%
		"of Skill", "of Ease", "of Mastery", "of Renown", "of Acclaim", "of Fame", "of Infamy", "of Celebration", //attack speed +%
                "of the Deadeye", "of the Ranger", "of the Assassin", //local accuracy rating
                "of Fury", "of Ferocity", "of Destruction", //base critical strike multiplier +%
                "of Piercing", "of Puncturing", "of Penetrating", "of Incision" //critical strike chance +%
            });

        public List<string> DesirableCoCWeaponMod = new List<string>(new[] 
            {
                "Professor's", "Occultist's", "Incanter's", "Glyphic", "Runic", //spell damage +%
                "Warlock's", "Mage's", "Archmage's", "Lich's", //#% increased spell damage +# to maximum mana
                "of Calamity", "of Ruin", "of Unmaking", //spell critical strike chance +%
                "of Skill", "of Ease", "of Mastery", "of Renown", "of Acclaim", "of Fame", "of Infamy", "of Celebration", //attack speed +%
                "of Legerdemain", "of Prestidigitation", "of Sortilege", "of Finesse", //base cast speed +%
		"of Fury", "of Ferocity", "of Destruction", //base critical strike multiplier +%
                "of Piercing", "of Puncturing", "of Penetrating", "of Incision" //critical strike chance +%
            });

        public List<string> DesirableCasterWeaponMod = new List<string>(new[] 
            {
                "Professor's", "Occultist's", "Incanter's", "Glyphic", "Runic", //spell damage +%
                "Warlock's", "Mage's", "Archmage's", "Lich's", //#% increased spell damage +# to maximum mana
                "Winterbringer's", //local cold elemental gem level +
                "Lava Caller's", //local fire elemental gem level +
                "Tempest King's", //local lightning elemental gem level +
		"Paragon's", //local socketed gem level +
		"Glaciated", "Polar", "Entombing", //added spell cold damage
                "Incinerating", "Blasting", "Cremating", //added spell fire damage
                "Shocking", "Discharging", "Electrocuting", //added spell lightning damage
                "of Legerdemain", "of Prestidigitation", "of Sortilege", "of Finesse", //base cast speed +%
                "of Propulsion", "of the Zephyr", "of the Gale", //base projectile speed +%
                "of Floe","of Glaciation", //cold damage +%
                "of Immolation","of Ashes", //fire damage +%
                "of Discharge","of Arcing", //lightning damage +%
                "of Calamity", "of Ruin", "of Unmaking", //spell critical strike chance +%
                "of Fury", "of Ferocity", "of Destruction" //base critical strike multiplier +%
            });

        public List<string> GenericResistEquipmentMod = new List<string>(new[] 
            {
                "Virile", "Athlete's", "Fecund", "Vigorous", "Rapturous", //base maximum life
                "of the Walrus", "of the Polar Bear", "of the Ice", "of Haast", //base cold damage resist %
                "of the Furnace", "of the Volcano", "of the Magma", "of Tzteosh", //base fire damage resist %
                "of the Tempest", "of the Maelstrom", "of the Lightning", "of Ephij", //base lightning damage resist %
                "of Expulsion", "of Exile", "of Bameth" //base chaos damage resist %
            });

        public List<string> ArmorEquipmentMod = new List<string>(new[] 
            {
                "Fortified", "Plated", "Carapaced", //local base physical damage reduction rating
                "Thickened", "Girded", "Unassailable", //local physical damage reduction rating +%
                "Elephant's", "Mammoth's" //#% increased armour #% increased stun recovery
            });

        public List<string> EvasionEquipmentMod = new List<string>(new[] 
            {
                "Fleet", "Blurred", "Vaporous", //base evasion rating
                "Phantasm's", "Nightmare's", "Mirage's", //local evasion rating +%
                "Dragonfly's", "Hummingbird's" //#% increased evasion #% increased stun recovery
            });

        public List<string> EnergyEquipmentMod = new List<string>(new[] 
            {
                "Blazing", "Scintillating", "Incandescent", "Resplendent", //base maximum energy shield
                "Fearless", "Dauntless", "Unconquerable", "Impregnable", //local energy shield +%
                "Naga's", "Djinn's", "Seraphim's", //#% increased energy shield #% increased stun recovery
                "Chalybeous", "Mazarine", "Blue", "Zaffre" //base maximum mana
            });

        public List<string> ArmorEvasionEquipmentMod = new List<string>(new[] 
            {
                "Fortified", "Plated", "Carapaced", //local base physical damage reduction rating
                "Fleet", "Blurred", "Vaporous", //base evasion rating
                "Duelist's", "Hero's", "Legends", //#% increased armour and evasion
                "Elephant's", "Mammoth's" //#% increased armour and evasion #% increased stun recovery
            });

        public List<string> ArmorEnergyEquipmentMod = new List<string>(new[] 
            {
                "Fortified", "Plated", "Carapaced", //local base physical damage reduction rating
                "Blazing", "Scintillating", "Incandescent", "Resplendent", //base maximum energy shield
                "Inculcated", "Interpolated", "Inspired", //#% increased armour and energy shield
                "Naga's", "Djinn's", "Seraphim's", //#% increased armour and energy shield #% increased stun recovery
                "Chalybeous", "Mazarine", "Blue", "Zaffre" //base maximum mana
            });

        public List<string> EvasionEnergyEquipmentMod = new List<string>(new[] 
            {
                "Fleet", "Blurred", "Vaporous", //base evasion rating
                "Blazing", "Scintillating", "Incandescent", "Resplendent", //base maximum energy shield
                "Evenescent", "Unreal", "Illusory", //#% increased evasion and energy shield
                "Dragonfly's", "Hummingbird's", //#% increased evasion and energy shield #% increased stun recovery
                "Chalybeous", "Mazarine", "Blue", "Zaffre" //base maximum mana
            });

        public List<string> GlovesMod = new List<string>(new[] 
            {
                "Thirsty", //mana leech from physical damage %
                "Honed", //added physical damage
                "of Skill", "of Ease", "of Mastery", "of Grandmastery", //global attack speed +%
            });

        public List<string> BootsMod = new List<string>(new[] 
            {
                "Gazelle's", "Cheetah's" //base movement velocity +%
            });

        public List<string> HelmetsMod = new List<string>(new[] 
            {
                "Pirate's", "Dragon's", //base item found rarity +%
                "of Archaeology", "of Excavation", //base item found rarity +%
		"Summoner's" //local socketed minion gem level +
            });

        public List<string> ShieldsMod = new List<string>(new[] 
            {
                "Winterbringer's", //local cold elemental gem level +
                "Lava Caller's", //local fire elemental gem level +
                "Tempest King's", //local lightning elemental gem level +
                "Professor's", "Occultist's", "Incanter's", "Glyphic", "Runic", //spell damage +%
                "of Calamity", "of Ruin", "of Unmaking" //spell critical strike chance +%
            });

        public List<string> BeltsMod = new List<string>(new[] 
            {
                "Plated", "Carapaced", "Encased", //local base physical damage reduction rating
                "Scintillating", "Incandescent", "Resplendent", "Dazzling", //base maximum energy shield
                "Empowering", "Unleashed", "Overpowering" //weapon elemental damage +%
            });

        public List<string> QuiversMod = new List<string>(new[] 
            {
                "Honed", //added physical damage
                "Virile", "Athlete's", "Fecund", //base maximum life
                "Empowering", "Unleashed", "Overpowering", //weapon elemental damage +%
                "Thirsty", "Parched", //mana leech from physical damage %
                "of Skill", "of Ease", //attack speed +%
                "of Anger", "of Rage", "of Fury", "of Ferocity", "of Destruction", //base critical strike multiplier +%
                "of Piercing", "of Puncturing", "of Penetrating", "of Incision" //critical strike chance +%
            });

        public List<string> GenericResistJewelryMod = new List<string>(new[] 
            {
                "Rotund", "Virile", "Athlete's", //base maximum life
                "of the Walrus", "of the Polar Bear", "of the Ice", "of Haast", //base cold damage resist %
                "of the Furnace", "of the Volcano", "of the Magma", "of Tzteosh", //base fire damage resist %
                "of the Tempest", "of the Maelstrom", "of the Lightning", "of Ephij", //base lightning damage resist %
                "of Expulsion", "of Exile", "of Bameth", //base chaos damage resist %
		"of Variegation", "of the Rainbow" //base resist all elements
            });

        public List<string> GenericRarityJewelryMod = new List<string>(new[] 
            {
		"Pirate's", "Dragon's", "Perandus'", //base item found rarity +%
                "of Archaeology", "of Excavation" //base item found rarity +%
            });

        public List<string> PhysRingMod = new List<string>(new[] 
            {
                "Honed", "Gleaming", "Annealed", //added physical damage
                "Thirsty", //mana leech from physical damage %
                "of Skill", //global attack speed +%
                "of the Deadeye", "of the Ranger", "of the Assassin", //local accuracy rating
                "of the Comet", "of the Heavens", "of the Galaxy", "of the Universe", "of the Infinite" //additional all attributes
            });

        public List<string> CasterRingMod = new List<string>(new[] 
            {
                "Blazing", "Scintillating", "Incandescent", "Resplendent", //base maximum energy shield
		"Chalybeous", "Mazarine", "Blue", "Zaffre", //base maximum mana
                "of Talent", //base cast speed +%
                "of Sleet", //cold damage +%
                "of Coals", //fire damage +%
                "of Static", //lightning damage +%
                "of Bliss", "of Euphoria", "of Nirvana", //mana regeneration rate +%
                "of the Comet", "of the Heavens", "of the Galaxy", "of the Universe", "of the Infinite" //additional all attributes
            });

        public List<string> ElementalRingMod = new List<string>(new[] 
            {
                "Glaciated", "Polar", "Entombing", //added cold damage
                "Incinerating", "Blasting", "Cremating", //added fire damage
                "Shocking", "Discharging", "Electrocuting", //added lightning damage
                "Empowering", "Unleashed", "Overpowering", //weapon elemental damage +%
                "of the Deadeye", "of the Ranger", "of the Assassin", //local accuracy rating
                "of Skill", //global attack speed +%
                "of Rejuvenation" //life gain on attack hit
            });

        public List<string> PhysAmuletMod = new List<string>(new[] 
            {
                "Razor Sharp", "Tempered", "Flaring", //added physical damage
                "Thickened", "Solid", "Impregnable", //local physical damage reduction rating +%
                "Thirsty", "Parched", //mana leech from physical damage %
		"of Restoration", "of Regrowth", //life gain on attack hit
                "of the Deadeye", "of the Ranger", "of the Assassin", //local accuracy rating
                "of Anger", "of Rage", "of Fury", "of Ferocity", "of Destruction", //base critical strike multiplier +%
                "of Piercing", "of Puncturing", "of Penetrating", "of Incision" //critical strike chance +%
            });

        public List<string> CasterAmuletMod = new List<string>(new[] 
            {
                "Scintillating", "Incandescent", "Resplendent", "Dazzling", //base maximum energy shield
                "Dauntless", "Indomitable", "Unassailable", //local energy shield +%
                "Chalybeous", "Mazarine", "Blue", "Zaffre", //base maximum mana
                "Thaumaturgist's", "Wizard's", //spell damage +%
		"of Nimbleness", "of Expertise", //base cast speed +%
                "of the Heavens", "of the Galaxy", "of the Universe", "of the Infinite", //additional all attributes
                "of Ice", //cold damage +%
                "of Cinders", //fire damage +%
                "of Electricity", //lightning damage +%
                "of Bliss", "of Euphoria", "of Nirvana", //mana regeneration rate +%
                "of Anger", "of Rage", "of Fury", "of Ferocity", "of Destruction", //base critical strike multiplier +%
                "of Piercing", "of Puncturing", "of Penetrating", "of Incision" //critical strike chance +%
            });

        public List<string> ElementalAmuletMod = new List<string>(new[] 
            {
                "Thickened", "Solid", "Impregnable", //local physical damage reduction rating +%
                "Glaciated", "Polar", "Entombing", //added cold damage
                "Incinerating", "Blasting", "Cremating", //added fire damage
                "Shocking", "Discharging", "Electrocuting", //added lightning damage
                "Empowering", "Unleashed", "Overpowering", //weapon elemental damage +%
                "of the Deadeye", "of the Ranger", "of the Assassin", //local accuracy rating
                "of Restoration", "of Regrowth", //life gain on attack hit
		"of Anger", "of Rage", "of Fury", "of Ferocity", "of Destruction", //base critical strike multiplier +%
                "of Piercing", "of Puncturing", "of Penetrating", "of Incision" //critical strike chance +%
            });

Edit: Fixed "Glyphic" Affix. Thanks to PainfulDeath :D
 
Last edited:
"Glyphic's" is not a prefix though, it's "Glyphic", other than that - comments are cool, was too lazy to do that. =)
 
I'm really getting confused now.
My Bot is picking up every Rare it sees. But my rules say only to pick up those with good bases. I also validated those pickup rules.
1 of tose rules:
item.IsRare and (item.Name == "Eternal Burgonet" or item.Name == "Royal Burgonet" or item.Name == "Lion Pelt" or item.Name == "Sinner Tricorne" or item.Name == "Hubris Circlet" or item.Name == "Mind Cage" or item.Name == "Nightmare Bascinet" or item.Name == "Pig-Faced Bascinet" or item.Name == "Praetor Crown" or item.Name == "Prophet Crown" or item.Name == "Deicide Mask" or item.Name == "Vaal Mask" or item.Name == "Glorious Plate" or item.Name == "Gladiator Plate" or item.Name == "Astral Pate" or item.Name == "Assassin's Garb" or item.Name == "Zodiac Leather" or item.Name == "Vaal Regalia" or item.Name == "Widowsilk Robe" or item.Name == "Occultist's Vestment" or item.Name == "Triumphant Lamellar" or item.Name == "General's Brigandine" or item.Name == "Saint's Hauberk" or item.Name == "Saintly Chainmail" or item.Name == "Carnal Armour" or item.Name == "Sadist Garb" or item.Name == "Titan Gauntlets" or item.Name == "Vaal Gauntlets" or item.Name == "Slink Gloves" or item.Name == "Stealth Gloves" or item.Name == "Sorcerer Gloves" or item.Name == "Arcanist Gloves" or item.Name == "Dragonscale Gauntlets" or item.Name == "Hydrascale Gauntlets" or item.Name == "Crusader Gloves" or item.Name == "Legion Gloves" or item.Name == "Titan Greaves" or item.Name == "Vaal Greaves" or item.Name == "Slink Boots" or item.Name == "Stealth Boots" or item.Name == "Sorcerer Boots" or item.Name == "Arcanist Slippers" or item.Name == "Dragonscale Boots" or item.Name == "Hydrascale Boots" or item.Name == "Crusader Boots" or item.Name == "Legion Boots" or item.Name == "Murder Boots" or item.Name == "Assassin's Boots" or item.Name == "Pinnacle Tower Shield" or "Colossal Tower Shield" or item.Name == "Imperial Buckler" or item.Name == "Crusader Buckler" or item.Name == "Vaal Buckler" or item.Name == "Titanium Spirit Shield" or item.Name == "Harmonic Spirit Shield" or item.Name == "Vaal Spirit Shield" or item.Name == "Elegant Round Shield" or item.Name == "Cardinal Round Shield" or item.Name == "Spiny Round Shield" or item.Name == "Archon Kite Shield" or item.Name == "Mosaic Kite Shield" or item.Name == "Champion Kite Shield" or item.Name == "Supreme Spiked Shield" or item.Name == "Mirrored Spike Shield")

When validating it returns False for for example Setinel Jacket. Which is correct. But while running around and picking up stuff it returns true for Sentinel Jacket. Why? o.O
I do not have any "item.IsRare" pickup rule. All filters in IFE are disabled.

Log is attached.
 

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I'm really getting confused now.
My Bot is picking up every Rare it sees. But my rules say only to pick up those with good bases. I also validated those pickup rules.
1 of tose rules:
item.IsRare and (item.Name == "Eternal Burgonet" or item.Name == "Royal Burgonet" or item.Name == "Lion Pelt" or item.Name == "Sinner Tricorne" or item.Name == "Hubris Circlet" or item.Name == "Mind Cage" or item.Name == "Nightmare Bascinet" or item.Name == "Pig-Faced Bascinet" or item.Name == "Praetor Crown" or item.Name == "Prophet Crown" or item.Name == "Deicide Mask" or item.Name == "Vaal Mask" or item.Name == "Glorious Plate" or item.Name == "Gladiator Plate" or item.Name == "Astral Pate" or item.Name == "Assassin's Garb" or item.Name == "Zodiac Leather" or item.Name == "Vaal Regalia" or item.Name == "Widowsilk Robe" or item.Name == "Occultist's Vestment" or item.Name == "Triumphant Lamellar" or item.Name == "General's Brigandine" or item.Name == "Saint's Hauberk" or item.Name == "Saintly Chainmail" or item.Name == "Carnal Armour" or item.Name == "Sadist Garb" or item.Name == "Titan Gauntlets" or item.Name == "Vaal Gauntlets" or item.Name == "Slink Gloves" or item.Name == "Stealth Gloves" or item.Name == "Sorcerer Gloves" or item.Name == "Arcanist Gloves" or item.Name == "Dragonscale Gauntlets" or item.Name == "Hydrascale Gauntlets" or item.Name == "Crusader Gloves" or item.Name == "Legion Gloves" or item.Name == "Titan Greaves" or item.Name == "Vaal Greaves" or item.Name == "Slink Boots" or item.Name == "Stealth Boots" or item.Name == "Sorcerer Boots" or item.Name == "Arcanist Slippers" or item.Name == "Dragonscale Boots" or item.Name == "Hydrascale Boots" or item.Name == "Crusader Boots" or item.Name == "Legion Boots" or item.Name == "Murder Boots" or item.Name == "Assassin's Boots" or item.Name == "Pinnacle Tower Shield" or "Colossal Tower Shield" or item.Name == "Imperial Buckler" or item.Name == "Crusader Buckler" or item.Name == "Vaal Buckler" or item.Name == "Titanium Spirit Shield" or item.Name == "Harmonic Spirit Shield" or item.Name == "Vaal Spirit Shield" or item.Name == "Elegant Round Shield" or item.Name == "Cardinal Round Shield" or item.Name == "Spiny Round Shield" or item.Name == "Archon Kite Shield" or item.Name == "Mosaic Kite Shield" or item.Name == "Champion Kite Shield" or item.Name == "Supreme Spiked Shield" or item.Name == "Mirrored Spike Shield")

When validating it returns False for for example Setinel Jacket. Which is correct. But while running around and picking up stuff it returns true for Sentinel Jacket. Why? o.O
I do not have any "item.IsRare" pickup rule. All filters in IFE are disabled.

Log is attached.

Holy cow dat rule. Why not excluding instead of including? I mean you say

Code:
item.IsRare and not (item.Name == "XXX" or item.Name == "YYY" or item.Name == "ZZZ")

Would reduce the length of it I guess

Also, join or pm me your rules, so I can check
 
Last edited:
Holy cow dat rule. Why not excluding instead of including? I mean you say

Code:
item.IsRare and not (item.Name == "XXX" or item.Name == "YYY" or item.Name == "ZZZ")

Would reduce the length of it I guess

Also, join or pm me your rules, so I can check

It would increase the length because there are more things the bot is not supposed to pick up than there are he should pick up :)
Send you my rules via PM

EDIT: Bot also sometimes just stops picking up Scrolls of Wisdom without having "Disable Scroll of Wisdom's Pickup at given amount" ticked
 
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6 hours stats

[CurrencyTracker] ------> STASHED CURRENCY :
[CurrencyTracker] - Orb of Transmutation x123
[CurrencyTracker] - Orb of Alteration x146
[CurrencyTracker] - Jeweller's Orb x166
[CurrencyTracker] - Orb of Chance x27
[CurrencyTracker] - Chromatic Orb x128
[CurrencyTracker] - Orb of Augmentation x95
[CurrencyTracker] - Cartographer's Chisel x15
[CurrencyTracker] - Orb of Scouring x4
[CurrencyTracker] - Orb of Fusing x14
[CurrencyTracker] - Glassblower's Bauble x6
[CurrencyTracker] - Gemcutter's Prism x2
[CurrencyTracker] - Chaos Orb x11
[CurrencyTracker] - Orb of Alchemy x7
[CurrencyTracker] - Vaal Orb x3
[CurrencyTracker] - Regal Orb x2
[CurrencyTracker] --------------------------------->

disabled recipes because i want max items stat checks
 
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