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[Plugin] AdvancedItemFilter RELOADED !

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Again this stuck, what to do? how to fix ? 3 hours lost....
PHP:
[CheckForRecipeItemsTask] Found items corresponding to a recipe, parsing those into the right variables
[CheckForRecipeItemsTask] - Sapphire Ring (iLevel : 68 / Type : Metadata/Items/Rings/Ring6)
[CheckForRecipeItemsTask] - Ruby Ring (iLevel : 67 / Type : Metadata/Items/Rings/Ring7)
[CheckForRecipeItemsTask] - Lunaris Circlet (iLevel : 69 / Type : Metadata/Items/Armours/Helmets/HelmetInt6)
[CheckForRecipeItemsTask] - Hydrascale Boots (iLevel : 69 / Type : Metadata/Items/Armours/Boots/BootsStrDex7)
[CheckForRecipeItemsTask] - Paua Amulet (iLevel : 69 / Type : Metadata/Items/Amulets/Amulet1)
[CheckForRecipeItemsTask] - Titan Gauntlets (iLevel : 69 / Type : Metadata/Items/Armours/Gloves/GlovesStr9)
[CheckForRecipeItemsTask] - Chain Belt (iLevel : 69 / Type : Metadata/Items/Belts/Belt2)
[CheckForRecipeItemsTask] - Amber Amulet (iLevel : 69 / Type : Metadata/Items/Amulets/Amulet3)
[CheckForRecipeItemsTask] - Moonstone Ring (iLevel : 77 / Type : Metadata/Items/Rings/Ring9)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 76 / Type : Metadata/Items/Rings/Ring12)
[CheckForRecipeItemsTask] - Coral Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring2)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 67 / Type : Metadata/Items/Rings/Ring12)
[CheckForRecipeItemsTask] - Studded Belt (iLevel : 69 / Type : Metadata/Items/Belts/Belt6)
[CheckForRecipeItemsTask] - Coral Ring (iLevel : 68 / Type : Metadata/Items/Rings/Ring2)
[CheckForRecipeItemsTask] - Topaz Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring5)
[CheckForRecipeItemsTask] - Leather Belt (iLevel : 67 / Type : Metadata/Items/Belts/Belt3)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring14)
[CheckForRecipeItemsTask] - Cloth Belt (iLevel : 69 / Type : Metadata/Items/Belts/Belt5)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring12)
[CheckForRecipeItemsTask] - Topaz Ring (iLevel : 68 / Type : Metadata/Items/Rings/Ring5)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring12)
[CheckForRecipeItemsTask] - Coral Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring2)
[CheckForRecipeItemsTask] - Iron Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring1)
[CheckForRecipeItemsTask] - Topaz Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring5)
[CheckForRecipeItemsTask] - Leather Belt (iLevel : 67 / Type : Metadata/Items/Belts/Belt3)
[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 (Helmet : True) We're gonna count if all items are in inventory already
[RecipeWithdrawTask] We're missing a piece of gear, error handling behavior started
[RecipeWithdrawTask] Now resetting task state.

Full log View attachment Exilebuddy 31664 2016-01-06 10.29.zip
 
Last edited:
Again this stuck, what to do? 3 hours lost....
PHP:
[CheckForRecipeItemsTask] Found items corresponding to a recipe, parsing those into the right variables
[CheckForRecipeItemsTask] - Sapphire Ring (iLevel : 68 / Type : Metadata/Items/Rings/Ring6)
[CheckForRecipeItemsTask] - Ruby Ring (iLevel : 67 / Type : Metadata/Items/Rings/Ring7)
[CheckForRecipeItemsTask] - Lunaris Circlet (iLevel : 69 / Type : Metadata/Items/Armours/Helmets/HelmetInt6)
[CheckForRecipeItemsTask] - Hydrascale Boots (iLevel : 69 / Type : Metadata/Items/Armours/Boots/BootsStrDex7)
[CheckForRecipeItemsTask] - Paua Amulet (iLevel : 69 / Type : Metadata/Items/Amulets/Amulet1)
[CheckForRecipeItemsTask] - Titan Gauntlets (iLevel : 69 / Type : Metadata/Items/Armours/Gloves/GlovesStr9)
[CheckForRecipeItemsTask] - Chain Belt (iLevel : 69 / Type : Metadata/Items/Belts/Belt2)
[CheckForRecipeItemsTask] - Amber Amulet (iLevel : 69 / Type : Metadata/Items/Amulets/Amulet3)
[CheckForRecipeItemsTask] - Moonstone Ring (iLevel : 77 / Type : Metadata/Items/Rings/Ring9)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 76 / Type : Metadata/Items/Rings/Ring12)
[CheckForRecipeItemsTask] - Coral Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring2)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 67 / Type : Metadata/Items/Rings/Ring12)
[CheckForRecipeItemsTask] - Studded Belt (iLevel : 69 / Type : Metadata/Items/Belts/Belt6)
[CheckForRecipeItemsTask] - Coral Ring (iLevel : 68 / Type : Metadata/Items/Rings/Ring2)
[CheckForRecipeItemsTask] - Topaz Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring5)
[CheckForRecipeItemsTask] - Leather Belt (iLevel : 67 / Type : Metadata/Items/Belts/Belt3)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring14)
[CheckForRecipeItemsTask] - Cloth Belt (iLevel : 69 / Type : Metadata/Items/Belts/Belt5)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring12)
[CheckForRecipeItemsTask] - Topaz Ring (iLevel : 68 / Type : Metadata/Items/Rings/Ring5)
[CheckForRecipeItemsTask] - Two-Stone Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring12)
[CheckForRecipeItemsTask] - Coral Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring2)
[CheckForRecipeItemsTask] - Iron Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring1)
[CheckForRecipeItemsTask] - Topaz Ring (iLevel : 69 / Type : Metadata/Items/Rings/Ring5)
[CheckForRecipeItemsTask] - Leather Belt (iLevel : 67 / Type : Metadata/Items/Belts/Belt3)
[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 (Helmet : True) We're gonna count if all items are in inventory already
[RecipeWithdrawTask] We're missing a piece of gear, error handling behavior started
[RecipeWithdrawTask] Now resetting task state.

Full log View attachment 195438

Yep, an issue with the reset :) gonna take a look into it
 
Here's a small snippet to AIF that makes your bot pickup only those recipe items that you don't have.

It's not going to work 100% as it should, because, for example if you set maximum of 1 chest to stash and 2 rare chests will drop in one run, the bot will pickup both, stash one, sell the other BUT in the next runs he'll know that there already is chest in the stash and won't pickup any else rare chests.
To make it working perfectly, toNyx would need to change the behaviour of counting the rares and make it counted upon picking up.


Add This to Plugins\AdvancedItemFilter\Classes\EvaluableItem.cs under "public bool IsRecipeItem"
Code:
public bool IsNeededForRecipe
{
	get
	{
		if (Main.AdvSettings.ChanceRecipeEnabled && Main.MyChanceSet.IsEligible(_myItem.ItemLevel))
		{
			if (Main.MyChanceSet.LAShouldKeepForRecipe(_myItem.Type)) return true;
		}

		if (Main.AdvSettings.ChaosRecipeEnabled && Main.MyChaosSet.IsEligible(_myItem.ItemLevel))
		{
			if (Main.MyChaosSet.LAShouldKeepForRecipe(_myItem.Type)) return true;
		}

		if (Main.AdvSettings.RegalRecipeEnabled && Main.MyRegalSet.IsEligible(_myItem.ItemLevel))
		{
			if (Main.MyRegalSet.LAShouldKeepForRecipe(_myItem.Type)) return true;
		}

		return false;
	}
}


Example usage in the filter's pickup section
Code:
item.IsRare and item.IsChest and item.IsNeededForRecipe
item.IsRare and item.Is2HAxe and item.IsNeededForRecipe


EDIT: It's not working always working with Chest's. The error must be in LAShouldKeepForRecipe function.
 
Last edited:
Here's a small snippet to AIF that makes your bot pickup only those recipe items that you don't have.

It's not going to work 100% as it should, because, for example if you set maximum of 1 chest to stash and 2 rare chests will drop in one run, the bot will pickup both, stash one, sell the other BUT in the next runs he'll know that there already is chest in the stash and won't pickup any else rare chests.
To make it working perfectly, toNyx would need to change the behaviour of counting the rares and make it counted upon picking up.


Add This to Plugins\AdvancedItemFilter\Classes\EvaluableItem.cs under "public bool IsRecipeItem"
Code:
public bool IsNeededForRecipe
{
	get
	{
		if (Main.AdvSettings.ChanceRecipeEnabled && Main.MyChanceSet.IsEligible(_myItem.ItemLevel))
		{
			if (Main.MyChanceSet.LAShouldKeepForRecipe(_myItem.Type)) return true;
		}

		if (Main.AdvSettings.ChaosRecipeEnabled && Main.MyChaosSet.IsEligible(_myItem.ItemLevel))
		{
			if (Main.MyChaosSet.LAShouldKeepForRecipe(_myItem.Type)) return true;
		}

		if (Main.AdvSettings.RegalRecipeEnabled && Main.MyRegalSet.IsEligible(_myItem.ItemLevel))
		{
			if (Main.MyRegalSet.LAShouldKeepForRecipe(_myItem.Type)) return true;
		}

		return false;
	}
}


Example usage in the filter's pickup section
Code:
item.IsRare and item.IsChest and item.IsNeededForRecipe
item.IsRare and item.Is2HAxe and item.IsNeededForRecipe


EDIT: It's not working always working with Chest's. The error must be in LAShouldKeepForRecipe function.

No, It won't work like this.

Like I said in another thread, OldGrindBot.OnLoot lets you know what is about to be looted, it doesn't guarantee a loot.

With this, it's going to miss count. I'll have to talk with tony and pull his stuff to see if I can add my code into his for it to work, since last month my AIF is forked from tony's.
 
No, It won't work like this.

Like I said in another thread, OldGrindBot.OnLoot lets you know what is about to be looted, it doesn't guarantee a loot.

With this, it's going to miss count. I'll have to talk with tony and pull his stuff to see if I can add my code into his for it to work, since last month my AIF is forked from tony's.

added a property for this in next build
 
With this, it's going to miss count.

That's what I already said. It does work. Not like it should, but still better than nothing and made in 3 minutes after I re-read private message that I got earlier.
 
Last edited:
That's what I already said. It does work. Not like it should, but still better than nothing and made in 3 minutes after I re-read private message that I got earlier.
Something should work, not
"It does work. Not like it should"
 
Huge problem there, first, you encountered this one :

Code:
[RecipeWithdrawTask] Error while withdrawing recipe items : ProcessHookManagerNotEnabled.

Then everything started to fuck up... lol

I got this error today, seems random first time it happen on one of my bot.

Just posting to say it happen, not often but it does ;)
 
Hey guys,

Did a search through this thread for an answer but couldn't anything specific, how do I tell the bot to pick up a gem if it has levels/experience? So say if a strongbox drop s a level 18 gem with no quality, I'd like it to pick it up but I can't see anything in the puu.sh reference that would grab this, as from what I can tell they all call for items that have +X level to a gem, not the specific level of a gem.

I'm thinking like item.IsGem and item.GemHasLevel <-- something like that?

Any help is appreciated!
 
Hey Tony,

Had an issue where bot was stashing transmutation orbs straight after grabbing it, even though OldGrindBot says to keep them. Had a look through GrindBotHelpers.cs and found this:

Code:
public static bool ShouldKeepCurrencyInInventory(string cName)
        {
            switch (cName)
            {
                case "Orb of Alteration":
                    return OldGrindBotSettings.Instance.FillAlterationStacks;
                case "Orb of Augmentation":
                    return OldGrindBotSettings.Instance.FillAugmentationStacks;
                case "Orb of [B][U]Transmuation[/U][/B]":
                    return OldGrindBotSettings.Instance.FillTransmutationStacks;
                case "Orb of Scouring":
                    return OldGrindBotSettings.Instance.FillScourStacks;
                case "Orb of Chance":
                    return OldGrindBotSettings.Instance.FillChanceStacks;
                case "Chaos orb":
                    return OldGrindBotSettings.Instance.FillChaosStacks;
                case "Orb of Alchemy":
                    return OldGrindBotSettings.Instance.FillAlchemyStacks;
            }

I fixed that up and it kept the Trans orbs. Just thought you should know for correction next chance you get.

Cheers.
 
I don't want to interfere with not my plugin. Making it better would require changing more stuff.

Definitely, since you would have to count them up :) and the design isn't made to do this.

Hey guys,

Did a search through this thread for an answer but couldn't anything specific, how do I tell the bot to pick up a gem if it has levels/experience? So say if a strongbox drop s a level 18 gem with no quality, I'd like it to pick it up but I can't see anything in the puu.sh reference that would grab this, as from what I can tell they all call for items that have +X level to a gem, not the specific level of a gem.

I'm thinking like item.IsGem and item.GemHasLevel <-- something like that?

Any help is appreciated!

I can try to find a workaround for this :)

Hey Tony,

Had an issue where bot was stashing transmutation orbs straight after grabbing it, even though OldGrindBot says to keep them. Had a look through GrindBotHelpers.cs and found this:

Code:
public static bool ShouldKeepCurrencyInInventory(string cName)
        {
            switch (cName)
            {
                case "Orb of Alteration":
                    return OldGrindBotSettings.Instance.FillAlterationStacks;
                case "Orb of Augmentation":
                    return OldGrindBotSettings.Instance.FillAugmentationStacks;
                case "Orb of [B][U]Transmuation[/U][/B]":
                    return OldGrindBotSettings.Instance.FillTransmutationStacks;
                case "Orb of Scouring":
                    return OldGrindBotSettings.Instance.FillScourStacks;
                case "Orb of Chance":
                    return OldGrindBotSettings.Instance.FillChanceStacks;
                case "Chaos orb":
                    return OldGrindBotSettings.Instance.FillChaosStacks;
                case "Orb of Alchemy":
                    return OldGrindBotSettings.Instance.FillAlchemyStacks;
            }

I fixed that up and it kept the Trans orbs. Just thought you should know for correction next chance you get.

Cheers.

JEEBUS! Thank you for reporting ! fixed in next build ;)
 
I'm currently testing the chaos endless tab check fix to see if anything is happening, else expect a release today :)

// EDIT //

Also finally coding the wisdom/portal scroll pickup handling :)
 
Last edited:
I'm currently testing the chaos endless tab check fix to see if anything is happening, else expect a release today :)

// EDIT //

Also finally coding the wisdom/portal scroll pickup handling :)

Maybe small feature also that show how many id scrolls we have left? :)
 
Just a quick question tony if you don't mind, what would I have to add to keep certain unique items unidentified. Right now I have in the ID custom rules, item.IsUnique but that id's all, if I want to have some exceptions for example for shavronne's wrappings and keep it unidentified, and have the filter keep it, what would I have to add? Obviously it can't read the name of the item because it's not identified so maybe the type I'm not sure? Thanks
 
Just a quick question tony if you don't mind, what would I have to add to keep certain unique items unidentified. Right now I have in the ID custom rules, item.IsUnique but that id's all, if I want to have some exceptions for example for shavronne's wrappings and keep it unidentified, and have the filter keep it, what would I have to add? Obviously it can't read the name of the item because it's not identified so maybe the type I'm not sure? Thanks
in Id Rules

item.Rarity == Rarity.Unique and not item.FullName == "Name"

or item.IsUnique if that's in.
 
Actually

item.IsUnique and Item.Name == "Occultist's Vestment"

There's no other unique Occultist's Vestment than Shav's
 
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