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Plugin Request -- KEEP jewerly UNID --

noller

New Member
Joined
Dec 7, 2012
Messages
19
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0
Hey

looking for a plugin that keeps ALL the picked up jewerly unid and put them in stash.

I know there are some out there but they keep all other items unid also. Thats why i only request a plugin that keeps jewerly and only that.

TY
 
Hey

looking for a plugin that keeps ALL the picked up jewerly unid and put them in stash.

I know there are some out there but they keep all other items unid also. Thats why i only request a plugin that keeps jewerly and only that.

TY


Open up notepad > Open config file for stash unid items > Remove everything but the rules for jewelry > profit
 
Open up notepad > Open config file for stash unid items > Remove everything but the rules for jewelry > profit

Well i have tried that but it didnt work. Thats why i ask for a plugin that just do that.

This is what i have :

namespace Unidentify
{
internal class Unidentify : IPlugin
{
private List<string> m_Blacklist = new List<string>()
{
/*Jewelry */
"Ring",
"Amulet",
};
#region IPlugin Members

public bool Equals(IPlugin other)
{
return Name == other.Name;
}

public string Author { get { return "haigent"; } }

public Version Version { get { return new Version(0, 6); } }

public string Name { get { return "Unidentify"; } }

public string Description { get { return "Keep 63 ilvl unidentified."; } }

public Window DisplayWindow { get { return null; } }

public void OnPulse()
{
}

public void OnInitialize()
{
}

public void OnShutdown()
{
UnsubscribeEvents();
}

public void OnEnabled()
{
SubscribeEvents();
}

public void OnDisabled()
{
UnsubscribeEvents();
}

public void Log(string message, LogLevel level = LogLevel.Normal)
{
Logging.Write(level, string.Format("[{0}] {1}", Name, message));
}

#endregion


#region Events

private void SubscribeEvents()
{
try
{
GameEvents.OnItemIdentificationRequest += OnItemIdentificationRequest;
}
catch (Exception ex)
{
Log(ex.ToString());
}
}

private void UnsubscribeEvents()
{
try
{
GameEvents.OnItemIdentificationRequest -= OnItemIdentificationRequest;
}
catch (Exception ex)
{
Log(ex.ToString());
}
}

void OnItemIdentificationRequest(object sender, ItemIdentifyRequestEventArgs args)
{
ACDItem item = args.Item;

bool keep = ShouldKeep(item);

if (keep)
{
Log("Keep: " + item.ToString());
}

args.IgnoreIdentification = keep;
}

bool ShouldKeep(ACDItem item)
{
bool keep = false;

// compatibility layer

// In config table or Legendary
keep = m_Blacklist.Any(b => item.Name.Contains(b)) ||
item.ItemQualityLevel == ItemQuality.Legendary;

// Jewelry > 61 ival
if (item.ItemBaseType == ItemBaseType.Jewelry && item.Level < 61)
{
keep = false;
}

if (keep == true)
{
return keep;
}

// i18n fallback
if (keep == false)
{
// keep all 63 ilvl
if (item.Level == 63)
{
keep = true;

// 2 handed bow and Crossbow only
if (item.IsTwoHand && item.ItemType != ItemType.Bow && item.ItemType != ItemType.Crossbow)
{
keep = false;
}
}

// Keep 61 ilvl Jewelry
if (item.Level == 61 && item.ItemBaseType == ItemBaseType.Jewelry)
{
keep = true;
}

// no offhands
if (item.ItemType == ItemType.Shield ||
item.ItemType == ItemType.Mojo ||
item.ItemType == ItemType.Orb ||
item.ItemType == ItemType.Quiver)
{
keep = false;
}

//No Amaor
if (item.ItemBaseType == ItemBaseType.Armor)
{
keep = false;
}
}

return keep;
}

#endregion

}
}
 
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