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MPUop

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About MPUop

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    Bronze IV
  1. I was thinking and realized the last 6 lines could be replaced with: [Category] == "Weapon" # ([Local_Minimum_Added_Cold_Damage] >= "1" || [Local_Maximum_Added_Cold_Damage] >= "1" || [Cold_Damage_+%] >= "1") && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # ([Local_Minimum_Added_Fire_Damage] >= "1" || [Local_Maximum_Added_Fire_Damage] >= "1" || [Fire_Damage_+%] >= "1") && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # ([Local_Minimum_Added_Lightning_Damage] >= "1" || [Local_Maximum_Added_Lightning_Damage] >= "1" || [Lightning_Damage_+%] >= "1") && [Spell_Damage_+%] >= "90" && [StashItem] == "True"
  2. Any in particular or just all of them?
  3. I think AutoPause belongs in its own thread . Awesome that you keep baking golden nuggets for us
  4. MPUop

    Where can I get bot source code?

    You know except that the game has its own level of AI control for the characters, so it's a bot running a bot. Kinda like Agent Smith not NEO.
  5. MPUop

    My Pickit

    I just wonder about the reasoning behind naming each item type rather than a general category. also ( [Type] == "Prismatic Ring" || [Type] == "Unset Ring" || [Type] == "Two-Stone Ring" || [Type] == "Diamond Ring" || [Type] == "Gold Ring" ) && [Rarity] == "Rare" && [base_maximum_life] >= 40 # [stashItem] == "true"
  6. MPUop

    Bot with ExileHUD

    So that you can keep track of your bot runs chicken death xp item counts while the POE game window and the exiledbot window are automatically moved to the middle of the screen with the POE game window ontop thus blocking the Bot window. also you would not have to combine them just create another overlay for the bot.
  7. Why are these not an option? Minimum_added_damage //(Includes any physical, elemental, fire, cold, lightning, chaos damage) Minimum_added_Elemental_damage //(Includes any elemental, fire, cold, lightning damage) Minimum_added_Non_Elemental_damage //(Includes any physical, chaos damage) Local_Minimum_added_damage Local_Minimum_added_Elemental_damage Local_Minimum_added_Non_Elemental_damage attack_Minimum_added_damage attack_Minimum_added_Elemental_damage attack_Minimum_added_Non_Elemental_damage Global_Minimum_added_damage Global_Minimum_added_Elemental_damage Global_Minimum_added_Non_Elemental_damage spell_Minimum_added_damage spell_Minimum_added_Elemental_damage spell_Minimum_added_Non_Elemental_damage off_hand_total_Minimum_added_damage off_hand_total_Minimum_added_Elemental_damage off_hand_total_Minimum_added_Non_Elemental_damage unique_local_Minimum_added_damage_when_in_main_hand unique_local_Minimum_added_Elemental_damage_when_in_main_hand unique_local_Minimum_added_Non_Elemental_damage_when_in_main_hand off_hand_local_Minimum_added_damage off_hand_local_Minimum_added_Elemental_damage off_hand_local_Minimum_added_Non_Elemental_damage main_hand_local_Minimum_added_damage main_hand_local_Minimum_added_Elemental_damage main_hand_local_Minimum_added_Non_Elemental_damage attack_Minimum_added_damage_with_wand attack_Minimum_added_Elemental_damage_with_wand attack_Minimum_added_Non_Elemental_damage_with_wand Maximum_added_damage Maximum_added_Elemental_damage Maximum_added_Non_Elemental_damage Local_Maximum_added_damage Local_Maximum_added_Elemental_damage Local_Maximum_added_Non_Elemental_damage attack_Maximum_added_damage attack_Maximum_added_Elemental_damage attack_Maximum_added_Non_Elemental_damage Global_Maximum_added_damage Global_Maximum_added_Elemental_damage Global_Maximum_added_Non_Elemental_damage spell_Maximum_added_damage spell_Maximum_added_Elemental_damage spell_Maximum_added_Non_Elemental_damage off_hand_total_Maximum_added_damage off_hand_total_Maximum_added_Elemental_damage off_hand_total_Maximum_added_Non_Elemental_damage unique_local_Maximum_added_damage_when_in_main_hand unique_local_Maximum_added_Elemental_damage_when_in_main_hand unique_local_Maximum_added_Non_Elemental_damage_when_in_main_hand off_hand_local_Maximum_added_damage off_hand_local_Maximum_added_Elemental_damage off_hand_local_Maximum_added_Non_Elemental_damage main_hand_local_Maximum_added_damage main_hand_local_Maximum_added_Elemental_damage main_hand_local_Maximum_added_Non_Elemental_damage attack_Maximum_added_damage_with_wand attack_Maximum_added_Elemental_damage_with_wand attack_Maximum_added_Non_Elemental_damage_with_wand
  8. Would someone double check my code and tell me if it will work and / or how it is wrong?. //The lines below will get you Any (Normal, magic, rare, unique) weapon with Any elemental damage and > or = 90% spell damage. (If you only want Rares add, $$ [Rarity] == "Rare", to each line.) [Category] == "Weapon" # [Elemental_Damage_+%] >= "1" && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # [Cold_Damage_+%] >= "1" && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # [Fire_Damage_+%] >= "1" && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # [Lightning_Damage_+%] >= "1" && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # ([Local_Minimum_Added_Cold_Damage] >= "1" && [Local_Maximum_Added_Cold_Damage] >= "1" || [Cold_Damage_+%] >= "1") && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # ([Local_Minimum_Added_Fire_Damage] >= "1" && [Local_Maximum_Added_Fire_Damage] >= "1" || [Fire_Damage_+%] >= "1") && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # ([Local_Minimum_Added_Lightning_Damage] >= "1" && [Local_Maximum_Added_Lightning_Damage] >= "1" || [Lightning_Damage_+%] >= "1") && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # [Local_Minimum_Added_Cold_Damage] >= "1" && [Local_Maximum_Added_Cold_Damage] >= "1" && [Cold_Damage_+%] >= "1" && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # [Local_Minimum_Added_Fire_Damage] >= "1" && [Local_Maximum_Added_Fire_Damage] >= "1" && [Fire_Damage_+%] >= "1" && [Spell_Damage_+%] >= "90" && [StashItem] == "True" [Category] == "Weapon" # [Local_Minimum_Added_Lightning_Damage] >= "1" && [Local_Maximum_Added_Lightning_Damage] >= "1" && [Lightning_Damage_+%] >= "1" && [Spell_Damage_+%] >= "90" && [StashItem] == "True" Also check out the easy pickit gui tool: https://exiled-bot.n...ol-easy-pickit/
  9. So I went through and stuck a bunch of the flasks in my Pickit. // Hybrid Flasks [Category] == "Flask" && [Type] == "Small Hybrid Flask" && [StashItem] == "True" [Category] == "Flask" && [Type] == "Medium Hybrid Flask" && [StashItem] == "True" [Category] == "Flask" && [Type] == "Large Hybrid Flask" && [StashItem] == "True" [Category] == "Flask" && [Type] == "colossal Hybrid Flask" && [StashItem] == "True" [Category] == "Flask" && [Type] == "Sacred Hybrid Flask" && [StashItem] == "True" [Category] == "Flask" && [Type] == "Hallowed Hybrid Flask" && [StashItem] == "True" //Specialty Flasks [Category] == "Flask" && [Type] == "Granite Flask" && [StashItem] == "True" // 3000 armor [Category] == "Flask" && [Type] == "Diamond Flask" && [StashItem] == "True" //lucky critstrike [Category] == "Flask" && [Type] == "Jade Flask" && [StashItem] == "True" // 3000 evasion [Category] == "Flask" && [Type] == "Quartz Flask" && [StashItem] == "True" // movement not blocked [Category] == "Flask" && [Type] == "Quicksilver Flask" && [StashItem] == "True" //Mov SPD [Category] == "Flask" && [Type] == "Ruby Flask" && [StashItem] == "True" //Fire Res [Category] == "Flask" && [Type] == "Topaz Flask" && [StashItem] == "True" //Light Res [Category] == "Flask" && [Type] == "Amethyst Flask" && [StashItem] == "True" //Chaos Res [Category] == "Flask" && [Type] == "Sapphire Flask" && [StashItem] == "True" //Cold Res //Recovers Instantly, Res, Mov Spd [Category] == "Flask" && [Rarity] == "Magic" # [local_flask_resistances_+%_while_healing] >= "1" && [StashItem] == "True" [Category] == "Flask" && [Rarity] == "Magic" # [local_flask_movement_speed_+%_while_healing] >= "1" && [StashItem] == "True"
  10. I was just thinking it would be nice if you could stash stuff in specific tabs. It could use the old flag but with new values. A few examples: [stashItem] == "True" //Any Tab [stashItem] == "Tab 1" //Tab 1 [stashItem] == "T 5" [stashItem] == "T25" //Tab 25 [stashItem] == "True Tab 2" [stashItem] == "True T3" [stashItem] == "T 5,7" //Tabs 5 and 7 [stashItem] == "T >5" //any tab higher than 5 Which ever makes the most sense or is easiest to implement. It would be really nice to be able to tell the bot which tab to put the currency.
  11. I was just thinking it wouldn't have to be a new flag, it could use the old flag but with new values. [stashItem] == "True" [stashItem] == "Tab 1" [stashItem] == "T 5" [stashItem] == "True Tab 2" [stashItem] == "True T3" Which ever makes the most sense or is easiest to implement.
  12. Thanks for getting right on it . I edited my previous post while you were working I hope you have re-read it. I've been using this to get my Flask section done and noticed [local_flask_minimumion_heal_%] in V4 and V5. It should be minion and not minimumion. Is the folder named Picket with an E for a reason? Can the Easy_Picket folder be renamed and have it work properly? I would like the Version in the folder name and program name as well as the archive name just easier to keep it straight since the archive is the only thing referencing the version. It would be really nice if the gui said the version number in title bar. Let me explain the "add another modifier" button bug more clearly. When the "add another modifier" button is pressed it moves and slightly overlaps the second set of modifier selections. When the "add another modifier" button is pressed a second time it moves and slightly more overlaps the third set of modifier selections. and so on until it is overlapping the "and/or" box Explain Implicit/Explicit In the game items have certain properties associated to certain items, for example rings a gold ring always has increased item rarity. This property can be seen before being identified. However, the ring can also have a second increased item rarity value after being identified. Thus an item can be selected to be identified if the first value matches to see if the second does as well. But if the first value does not match, it can be sold Unidentified. [Category] == "Ring" && [Rarity] == "Rare" && [Type] == "Gold Ring" && [local_Item_Found_Rarity_+%] >= "15" # [local_Item_Found_Rarity_+%] >= "25" && [stashItem] == "True" //What it means: Find a Gold Ring that has +15% IIR then Identify if it has a total of +25% IIR Stash item. Your GUI does not account for this. Again, thanks for this GUI. I already filled up my Flask section quite nicely. Now I need to test in game/bot.
  13. I for one would like to use this to sort out currencies from everything else. question though, would the pickit defined tab have to be defined in the bot gui as well? If not then the bot could skip the tab but the pickit would still use it.
  14. I'm liking this so far and must say Very Well Done Sir. I hope that the following suggestions could help you improve the GUI - "Type" could Auto filter according to "Category" IE when [category] "flask" is selected only [type] "XXX Flask" shows. - Allow for Mod1/Mods to be blank - Main gui window pops up located with "Add item to list" button off screen. - "Add Item to list" button could be placed above the preview box - "Edit Modifiers" window pops up located with "Finished" button off screen. - "Finished" button could be placed above the Modifier selections. "And, Or" drop down selection is bugged - There appears to be 2 additional options per modifier "And, Or, And, Or... etc" - Could you place the "And, Or" drop down selection box in front of the subsequent Modifier rather than in between the modifiers? - The "Add Another Modifier" button overlaps the subsequent modifier selections. You probably did not account for the "and/or" box. Also there is syntax for implicit mods "before id" and explicit mods "after id". Again this is an awesome idea and am glad to see that it has been realized.
  15. No, current thread is more accurate. Only happens in VMware VMW 7 i7 2.66 ghz 1cpu 2 core 1024mb Still happens with 19j. No alternative scripts used.
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