item.IsRare and item.ItemLevel > 59 and (item.IsAmulet or item.IsRing or item.IsBelt or item.IsBoot or item.IsChest or item.IsGloves or item.IsHelmet or item.Is2HSword)
Ohh its work with more than 2 "OR"

item.IsRare and item.ItemLevel > 59 and (item.IsAmulet or item.IsRing or item.IsBelt or item.IsBoot or item.IsChest or item.IsGloves or item.IsHelmet or item.Is2HSword)
Ohh its work with more than 2 "OR"Thank you
[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.
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
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;
}
}
item.IsRare and item.IsChest and item.IsNeededForRecipe
item.IsRare and item.Is2HAxe and item.IsNeededForRecipe
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.
With this, it's going to miss count.
Something should work, notThat'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.
Huge problem there, first, you encountered this one :
Code:[RecipeWithdrawTask] Error while withdrawing recipe items : ProcessHookManagerNotEnabled.
Then everything started to fuck up... lol
Something should work, not
"It does work. Not like it should"
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 don't want to interfere with not my plugin. Making it better would require changing more stuff.
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'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?![]()
in Id RulesJust 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