Hello,
I have a script that loots every item in the game.
But there is a problem -> When the bag is full, it teleports to town and puts ALL items in the box.
What I need -> When the bag is full, it teleports to town, salvages all normal, blue an yellow items, and the rest items are put into box.
Thank you
P.S - I know that there is a part of code that is absolutely needless, but I don`t know how to get rid of it. If I delete it the script does not work.
I have a script that loots every item in the game.
But there is a problem -> When the bag is full, it teleports to town and puts ALL items in the box.
What I need -> When the bag is full, it teleports to town, salvages all normal, blue an yellow items, and the rest items are put into box.
Thank you
P.S - I know that there is a part of code that is absolutely needless, but I don`t know how to get rid of it. If I delete it the script does not work.
Code:
<?xml version="1.0" encoding="utf-8" ?>
<ItemRules name="lootall" useRoundedValues="true">
<!-- The order in which item rules are evaluated. Typically, this is fine for almost all rule sets.
However, you may want to switch things around sometimes if you want to force-sell things that may match keep rules. -->
<Priority priority1="Keep" priority2="Salvage" priority3="Sell" />
<Categories>
<Category ruleType="PickUp">
<!-- Pick up all magic+ items -->
<ItemRule>
<StatRules>
<Rule quality="Magic1" />
</StatRules>
</ItemRule>
<!-- Pick up gold, at least in stacks of 100 -->
<ItemRule itemName="Gold" stack="100" />
<!-- Gems -->
<ItemRule itemName="*Ruby*" stack="1" />
<ItemRule itemName="*Emerald*" stack="1" />
<ItemRule itemName="*Topaz*" stack="1" />
<ItemRule itemName="*Amethyst*" stack="1" />
<ItemRule itemName="*Diamond*" stack="1" />
<ItemRule itemName="*Arcane Dust*" stack="1" />
<ItemRule itemName="*Veiled Crystal*" stack="1" />
<ItemRule itemName="*Forgotten Soul*" stack="1" />
<ItemRule itemName="*Death's Breath*" stack="1" />
<ItemRule itemName="*a*"/>
<ItemRule itemName="*b*"/>
<ItemRule itemName="*c*"/>
<ItemRule itemName="*d*"/>
<ItemRule itemName="*e*"/>
<ItemRule itemName="*f*"/>
<ItemRule itemName="*g*"/>
<ItemRule itemName="*h*"/>
<ItemRule itemName="*i*"/>
<ItemRule itemName="*j*"/>
<ItemRule itemName="*k*"/>
<ItemRule itemName="*l*"/>
<ItemRule itemName="*m*"/>
<ItemRule itemName="*n*"/>
<ItemRule itemName="*o*"/>
<ItemRule itemName="*p*"/>°
<ItemRule itemName="*q*"/>
<ItemRule itemName="*r*"/>
<ItemRule itemName="*s*"/>
<ItemRule itemName="*t*"/>
<ItemRule itemName="*u*"/>
<ItemRule itemName="*w*"/>
<ItemRule itemName="*x*"/>
<ItemRule itemName="*y*"/>
<ItemRule itemName="*z*"/>
</Category>
<Category ruleType="Keep">
<!-- Keep legendaries, regardless of stats. -->
<ItemRule ruleType="Keep" description="Legendary items!">
<StatRules>
<Rule quality="Legendary" />
</StatRules>
</ItemRule>
<!-- Gems -->
<ItemRule itemName="*Ruby*" stack="1" />
<ItemRule itemName="*Emerald*" stack="1" />
<ItemRule itemName="*Topaz*" stack="1" />
<ItemRule itemName="*Amethyst*" stack="1" />
<ItemRule itemName="*Diamond*" stack="1" />
<ItemRule itemName="*Arcane Dust*" stack="1" />
<ItemRule itemName="*Veiled Crystal*" stack="1" />
<ItemRule itemName="*Forgotten Soul*" stack="1" />
<ItemRule itemName="*Death's Breath*" stack="1" />
<ItemRule itemName="*a*"/>
<ItemRule itemName="*b*"/>
<ItemRule itemName="*c*"/>
<ItemRule itemName="*d*"/>
<ItemRule itemName="*e*"/>
<ItemRule itemName="*f*"/>
<ItemRule itemName="*g*"/>
<ItemRule itemName="*h*"/>
<ItemRule itemName="*i*"/>
<ItemRule itemName="*j*"/>
<ItemRule itemName="*k*"/>
<ItemRule itemName="*l*"/>
<ItemRule itemName="*m*"/>
<ItemRule itemName="*n*"/>
<ItemRule itemName="*o*"/>
<ItemRule itemName="*p*"/>°
<ItemRule itemName="*q*"/>
<ItemRule itemName="*r*"/>
<ItemRule itemName="*s*"/>
<ItemRule itemName="*t*"/>
<ItemRule itemName="*u*"/>
<ItemRule itemName="*w*"/>
<ItemRule itemName="*x*"/>
<ItemRule itemName="*y*"/>
<ItemRule itemName="*z*"/>
</Category>
<Category ruleType="Sell">
<ItemRule description="Sell Everything">
<StatRules>
<Rule quality="Magic1" />
</StatRules>
</ItemRule>
</Category>
</Categories>
<!-- Available Stats:
Intelligence
Strength
Vitality
Dexterity
Armor - this is the "base" armor of an item.
ArmorBonus - this is the "bonus" armor on the item. Represented in the tooltip as "+x Armor"
ArmorTotal - this is the "total" armor for the item.
// Damage % Increases - These are typically things like 3% Fire Damage - typically found on Wizard/WD items
FireDamagePercent
ColdDamagePercent
LightningDamagePercent
PoisonDamagePercent
ArcaneDamagePercent
HolyDamagePercent
MinDamage - this is the smaller of the 2 when the tooltip states "+5-10 damage" or similar.
MaxDamage - the max value of the above
DPS - weapon DPS. This is the DPS as shown in the tooltip.
GoldFind
MagicFind
// Increase modifiers
AttackSpeedPercent
// Weapon
WeaponAttacksPerSecond
WeaponMinDamage
WeaponMaxDamage
// Misc
MovementSpeed - run speed %
HealthGlobeBonus
HealthPerSecond
LifePercent
Level - item level. DOES NOT MATCH IN-GAME ITEM LEVEL REQUIREMENT!
// Resists
ResistAll
ResistArcane
ResistCold
ResistPhysical
ResistLightning
ResistFire
ResistPoison
ResistHoly
Thorns
DamageReductionPhysicalPercent
Sockets
-->
</ItemRules>