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[Plugin] AdvancedItemFilter RELOADED !

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Question for those familiar with the down and dirty of the code. Would it be possible to have the 'LootVisibileItemsOverride' work for this plugin too in some simple way? I greatly prefer the in game loot filter to show what is important to pick up, however I really like this Plugin for handling everything after the pickup process (Sorting, IDing, Selling, Recipes, etc). I see that the above function was made available to OldGrindBot, and after digging around some it looks like the Community plugin might have implemented it too. However this addon seems to ignore that setting completely, attempting to pick up non-visible items still.

I tried to port the code over 1:1 however I ran into a issue with vector.zero not existing in EXtensions CombatAreaCache.cs (Which seems to be what filter to use gets determined best I can tell). Quickly got into a level of code I don't understand then my head exploded. It was a mess.

Hoping someone else may know an easy way to get it to ignore ExileBuddy's item filter and just pick up any item that is visible in game.

Thanks. :x
 
Why AIF stash 3 2h weapons for chaos recipe, when in settings i enable only one/View attachment Exilebuddy 4192 2016-12-18 21.45.txt gear rec.webp
 
Quick question - does the bot only focus on one recipe at a time? i.e. regal or chaos? What is the logic behind this, does it depend on what it finds first? or do i need to increase the "stashed amount" per piece in order for it to do both recipes?
 
Fix to divinity error

Div stash temp fix Enable Comlib and add all of the tabs besides div card tab.


2uqj1mr.png
 
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Not sure why this won't work for me, but I haven't been able to get AIF to work, ever. Just sits there running through tabs throwing errors. I have all tabs added to comlib though, similar to what you have shown here.
 
Not sure why this won't work for me, but I haven't been able to get AIF to work, ever. Just sits there running through tabs throwing errors. I have all tabs added to comlib though, similar to what you have shown here.

Please attach a full log, else noone can really help you (except guessing, so I guess it's sunspots?)
 
item.IsRare and (not item.IsAmulet or not item.IsRing or not item.IsBelt)

I want this rule to identify every rare except Amulets, Rings and Belts.

Would this would as intended? Thanks in advance!
 
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Would this would as intended? Thanks in advance!

erm.. depends on what you want to achieve. but in general that rule does exactly the same as "item.IsRare" - one of the 3 statements in your bracket part is true for every single item, so the whole part is always true.
 
erm.. depends on what you want to achieve. but in general that rule does exactly the same as "item.IsRare" - one of the 3 statements in your bracket part is true for every single item, so the whole part is always true.


I want this rule to identify every rare except Amulets, Rings and Belts.
 
Is it possible to do something to AIF began to interact with objects just after the fight, because during the battle when AIF "check object" i have huge fps drops
 
Is it possible to do something to AIF began to interact with objects just after the fight, because during the battle when AIF "check object" i have huge fps drops

AIF don't scan, it's bots themselves that do, suggest this to pushedx/exvault.

Ive tried myself to refrain scanning during breaches, no hiccup so far but no noticeable improvements.
 
I want this rule to identify every rare except Amulets, Rings and Belts.

then you want to use "item.IsRare and not (item.IsAmulet or item.IsRing or item.IsBelt)" or "item.IsRare and (not item.IsAmulet and not item.IsRing and not item.IsBelt)" (logically - i'm not 100% sure if this is the correct syntax).
 
AIF don't scan, it's bots themselves that do, suggest this to pushedx/exvault.

Ive tried myself to refrain scanning during breaches, no hiccup so far but no noticeable improvements.
Without AIF, with default ItemFilterEditor, in breaches almost no lag
 
Without AIF, with default ItemFilterEditor, in breaches almost no lag

ofc you guys are making rules for each item in the game, don't forget that logically the plugin has to evaluate rules almost one by one, more rules = more lag
 
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