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[Plugin] AdvancedItemFilter RELOADED !

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Thank you for the wonderful work .

It works perfectly.

How do I add rules to sell one-handed weapons , shields and blue items 6 links?

He keeps these items and must constantly sell not to fill my trunk...

Ty...
 
Thank you for the wonderful work .

It works perfectly.

How do I add rules to sell one-handed weapons , shields and blue items 6 links?

He keeps these items and must constantly sell not to fill my trunk...

Ty...

item.IsOneHandWeapon or item.IsShield or (item.IsMagic and item.Sockets == 6)

This i guess, under sell rules ofc
 
Hi.
Thank you for the perfect plugin.
Is it possible to add a check for armor and weapon scrap in the stash before selling things on the recipe, and if the test is successful , make the bot to use them for ?
80 armor scrap, and 20 weapon, can increase profit by 1 chaos, or 1 regal...
 
Hi.
Thank you for the perfect plugin.
Is it possible to add a check for armor and weapon scrap in the stash before selling things on the recipe, and if the test is successful , make the bot to use them for ?
80 armor scrap, and 20 weapon, can increase profit by 1 chaos, or 1 regal...

chaos is worthless atm :x
but we have the logic rdy already, just need to implement it
 
Overnight run and no loops after the fixes yesterday, thanks!

Chaos seems to be gaining back a little, bought some exalts @55c on WB yesterday.
 
Overnight run and no loops after the fixes yesterday, thanks!

Chaos seems to be gaining back a little, bought some exalts @55c on WB yesterday.

Glad to hear it, I might release stuff tonight since I have other things to do today ;) I repost the fix here so people can see it
 

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Glad to hear it, I might release stuff tonight since I have other things to do today ;) I repost the fix here so people can see it

can it loop because of 5link rare item? it count it for chaos and store it for rule
and after miss item loop
 
chaos is worthless atm :x
but we have the logic rdy already, just need to implement it
Ya, i've been doing quality on the recipies. TBH Chance is more worth it then chaos... but that's just me...
 
Hello,

Quick question from a new member.
Sorry if it has already been asked but i used the "search in thread" without results and i don't feel like reading 97 pages ^^".

Item evaluation of elemental resistances might be wrong.

Lets take an example : I have a ring with Implicit 24% Cold and +5% All resists

The result of :
Code:
item.OverallResistancesPct == 5  is TRUE, but it should be 5*3 + 24 (39) no ?
item.ColdResistPct == 29  is FALSE, but it should be 5 + 24 (29) no ?

You can see the pattern, i don't need to put more examples.

The code is doing what we expect (item.AllResistPct will return 5 if the item has +5% all resist) but it's confusing when adding rule.

Code:
item.IsRare and item.IsAmulet and item.IsTriRes and item.OverallResistancesPct >= 80
This will return false for an amulet with +15% all resist / +40% fire


So basically my question is : Is this the expected behavior ?


ps: sorry for my english i hope you guys can understand what i mean.
 
Last edited:
Hello,

Quick question from a new member.
Sorry if it has already been asked but i used the "search in thread" without results and i don't feel like reading 97 pages ^^".

Item evaluation of elemental resistances might be wrong.

Lets take an example : I have a ring with Implicit 24% Cold and +5% All resists

The result of :
Code:
item.OverallResistancesPct == 5  is TRUE, but it should be 5*3 + 24 (39) no ?
item.ColdResistPct == 29  is FALSE, but it should be 5 + 24 (29) no ?

You can see the pattern, i don't need to put more examples.

The code is doing what we expect (item.AllResistPct will return 5 if the item has +5% all resist) but it's confusing when adding rule.

Code:
item.IsRare and item.IsAmulet and item.IsTriRes and item.OverallResistancesPct >= 80
This will return false for an amulet with +15% all resist / +40% fire


So basically my question is : Is this the expected behavior ?


ps: sorry for my english i hope you guys can understand what i mean.

Your english is better than some eastern morons here, don't worry. If you wanna see how those values work, you can edit the EvaluableItem.cs file in AIF.

ORP gather all resistances values then sum them, AllResists is not cold + fire + whatever in the head of GGG. it's a lonish stat that have its own value. so basically if an item have +10 fire and +10 allres, it's 20 overall not 40/50. It's what you see on the tooltip.

I wanted people to filter EVERYTHING solely, but if you want I can add stuff for that kind of calculations, and then people will ask how it works as you did. :D not that hard anyway.
 
Thanks for the answer, i just needed clarifacation if it was done on purpose or not.

I'll add filter taking in consideration the way ORP and AllRes work.


Btw i noticed it while looking at EvaluableItem.cs to see how you return certains stats from item. I'm trying to do a basic task to AutoEquip stuff while leveling. First project in c# and first time opening VS :p. So far it's working as expected (more or less :D), it wasnt easy for me to figure out how to switch Gem to an item from another while keeping correct links / colors, thanks again to you and all others dev for all the examples available.
 
Thanks for the answer, i just needed clarifacation if it was done on purpose or not.

I'll add filter taking in consideration the way ORP and AllRes work.


Btw i noticed it while looking at EvaluableItem.cs to see how you return certains stats from item. I'm trying to do a basic task to AutoEquip stuff while leveling. First project in c# and first time opening VS :p. So far it's working as expected (more or less :D), it wasnt easy for me to figure out how to switch Gem to an item from another while keeping correct links / colors, thanks again to you and all others dev for all the examples available.

Glad you can find your way through our bunches of code, we're spending/have spent lot of time on those projects and they're going pretty well overall.
 
IM getting this error:

[RecipeWithdrawTask] We're on the last tab, we can't go further. Checking if we still need something afterall
[RecipeWithdrawTask] Seems like we had a problem withdrawing (RightRing : True) We're gonna count if all items are in inventory already
[RecipeWithdrawTask] We're missing a piece of gear, reloading task execution

It have all the items in different tabs, since I dont have space to stash all in tab 1. However it is searching through the entire tab, but cant localize the remaining ring. What am I doing wrong?
 

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Last edited:
IM getting this error:

[RecipeWithdrawTask] We're on the last tab, we can't go further. Checking if we still need something afterall
[RecipeWithdrawTask] Seems like we had a problem withdrawing (RightRing : True) We're gonna count if all items are in inventory already
[RecipeWithdrawTask] We're missing a piece of gear, reloading task execution

It have all the items in different tabs, since I dont have space to stash all in tab 1. However it is searching through the entire tab, but cant localize the remaining ring. What am I doing wrong?

Yep, investigating the issue this noon, work atm ;D need to figure out why.
 
Yep, investigating the issue this noon, work atm ;D need to figure out why.

I'll need those people issuing the loop problem, please consider replacing this file and try to reproduce the issue. It should log some infos about the items in your stash.
 

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I'll need those people issuing the loop problem, please consider replacing this file and try to reproduce the issue. It should log some infos about the items in your stash.

I replaced the file, and still got that error :) (or I used the last update for it three pages from here)
 
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