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MPUop

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Posts posted by MPUop


  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. Open source and commercial tend to be mutually exclusive other than maybe the linux world. I wasn't so much giving advice as a reality check, from the things you're saying sounds like you have years of work ahead of you. But you could be a whizzkid too so go for it!

     

    Think about what this program is doing though, replace the memory reading with sensor input and the game interaction with motor control and you've got yourself a full fledged robot control system. The fact that it's in a virtual world rather than the real is almost irrelevant. You're in the fckn matrix now man, hence my avatar the ultimate bot ;)

     

    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.


  3. 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"

  4. 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.


  5. 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
    

     


  6. 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/

  7. 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"
    

  8. 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.

    • Upvote 1

  9. Thanks for getting right on it   :D.

    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.


  10. 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  :D
     
    - "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.


  11. It just happened to me a minute ago, Here is the log:

    
    2014-06-22 20:53:25 [info] -> Attacking monster using mouse_right key at distance : 115.472458
    2014-06-22 20:53:25 [info] -> Attacking monster using mouse_right key at distance : 115.472458
    2014-06-22 20:53:25 [info] -> Attacking monster using mouse_right key at distance : 115.472458
    2014-06-22 20:53:25 [info] -> Attacking monster using mouse_right key at distance : 115.472458
    2014-06-22 20:53:25 [info] -> Moving to position(7640.378418, 2297.177246). State Priority: 11
    2014-06-22 20:53:26 [info] -> Moving to position(7640.378418, 2297.177246). State Priority: 11
    2014-06-22 20:53:26 [info] -> Moving to position(7640.378418, 2297.177246). State Priority: 11
    2014-06-22 20:53:26 [info] -> Moving to position(7640.378418, 2297.177246). State Priority: 11
    2014-06-22 20:53:26 [info] -> Moving to position(7640.378418, 2297.177246). State Priority: 11
    2014-06-22 20:53:26 [info] -> Moving to position(7658.490723, 2286.803467). State Priority: 11
    2014-06-22 20:53:26 [info] -> Moving to position(7727.869629, 2254.956055). State Priority: 11
    2014-06-22 20:53:26 [info] -> Moving to position(8527.173828, 1853.260864). State Priority: 11
    2014-06-22 20:53:27 [info] -> Moving to position(8527.173828, 1853.260864). State Priority: 11
    2014-06-22 20:53:28 [info] -> Moving to position(8527.173828, 1853.260864). State Priority: 11
    2014-06-22 20:53:28 [info] -> Chicken state because no tp found in player's inventory
    2014-06-22 20:53:28 [info] -> Restart state because map is cleared
    2014-06-22 20:53:29 [info] -> Chickened like a b!tch !!
    2014-06-22 20:53:29 [info] -> Chicken state because no tp found in player's inventory
    2014-06-22 20:53:29 [info] -> Restart state because map is cleared
    2014-06-22 20:53:30 [info] -> Chickened like a b!tch !!
    2014-06-22 20:53:30 [info] -> Chicken state because no tp found in player's inventory
    2014-06-22 20:53:30 [info] -> Restart state because map is cleared
    2014-06-22 20:53:37 [info] -> Logging into the game
    2014-06-22 20:53:37 [info] -> Exiting bot
    
    

  12. Most of the time the loop occurs when there is an item / monster / chest on the other side of a ledge / wall. Extremely prevalent in Act 2  the vaal ruins where it is only exploring and doesnt know to use the stairs.


  13. Make sure you have key pickup enabled in the Path of Exile UI Options.

     

     

    Hey cere does key pickup mean hold alt when looting?

    Cause I am using that but still getting many whites..

     

     Yes, "key pickup" is the partner to "Use alt to loot" make sure that both of them are checked Game and Bot.

    I also get more currency if I have the bot Open Chests.

     

    Even then this doesn't solve it 100%. 

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