XeroKill
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Good day, folks! With the launch of Betrayal League the Atlas has been completely reconfigured so the old map IPD was out of order and even missing a few maps. I have updated that list and wanted to provide it for those that like a proper and complete program. This is not technically necessary as it only updates the tier orders for maps you wish to ignore or maps you wish to upgrade through the recipe. Copy and paste the following lines into the relevant portion of your map IPD. I will submit this to Alk so that he might include it in the next update. ///////////////////////////////////////////////////////////////////////////////////// // // // MAP BASES TO IGNORE // // // ///////////////////////////////////////////////////////////////////////////////////// // Tier 1 // [Type] == "Atoll Map" # [IgnoreMap] == "true" // [Type] == "Channel Map" # [IgnoreMap] == "true" // [Type] == "Flooded Mine Map" # [IgnoreMap] == "true" // [Type] == "Ramparts Map" # [IgnoreMap] == "true" // Tier 2 // [Type] == "Arid Lake Map" # [IgnoreMap] == "true" // [Type] == "Armoury Map" # [IgnoreMap] == "true" // [Type] == "Dungeon Map" # [IgnoreMap] == "true" // [Type] == "Iceberg Map" # [IgnoreMap] == "true" // [Type] == "Pen Map" # [IgnoreMap] == "true" // [Type] == "Thicket Map" # [IgnoreMap] == "true" // Tier 3 // [Type] == "Bone Crypt Map" # [IgnoreMap] == "true" // [Type] == "Cage Map" # [IgnoreMap] == "true" // [Type] == "Cursed Crypt" # [IgnoreMap] == "true" // [Type] == "Desert Map" # [IgnoreMap] == "true" // [Type] == "Excavation Map" # [IgnoreMap] == "true" // [Type] == "Fungal Hollow Map" # [IgnoreMap] == "true" // [Type] == "Graveyard Map" # [IgnoreMap] == "true" // [Type] == "Grotto Map" # [IgnoreMap] == "true" // [Type] == "Peninsula Map" # [IgnoreMap] == "true" // [Type] == "Shipyard Map" # [IgnoreMap] == "true" // Tier 4 // [Type] == "Barrows Map" # [IgnoreMap] == "true" // [Type] == "Beach Map" # [IgnoreMap] == "true" // [Type] == "Courtyard Map" # [IgnoreMap] == "true" // [Type] == "Crater Map" # [IgnoreMap] == "true" // [Type] == "Glacier Map" # [IgnoreMap] == "true" // [Type] == "Lighthouse Map" # [IgnoreMap] == "true" // [Type] == "Lookout Map" # [IgnoreMap] == "true" // [Type] == "Marshes Map" # [IgnoreMap] == "true" // [Type] == "Spider Lair Map" # [IgnoreMap] == "true" // [Type] == "Strand Map" # [IgnoreMap] == "true" // Tier 5 // [Type] == "Alleyways Map" # [IgnoreMap] == "true" // [Type] == "City Square Map" # [IgnoreMap] == "true" // [Type] == "Gardens Map" # [IgnoreMap] == "true" // [Type] == "Jungle Valley Map" # [IgnoreMap] == "true" // [Type] == "Mausoleum Map" # [IgnoreMap] == "true" // [Type] == "Maze Map" # [IgnoreMap] == "true" // [Type] == "Port Map" # [IgnoreMap] == "true" // [Type] == "Residence Map" # [IgnoreMap] == "true" // [Type] == "Underground Sea Map" # [IgnoreMap] == "true" // [Type] == "Vaal Pyramid Map" # [IgnoreMap] == "true" // Tier 6 // [Type] == "Academy Map" # [IgnoreMap] == "true" // [Type] == "Ashen Wood Map" # [IgnoreMap] == "true" // [Type] == "Canyon Map" # [IgnoreMap] == "true" // [Type] == "Fields Map" # [IgnoreMap] == "true" // [Type] == "Haunted Mansion Map" # [IgnoreMap] == "true" // [Type] == "Phantasmagoria Map" # [IgnoreMap] == "true" // [Type] == "Precinct Map" # [IgnoreMap] == "true" // [Type] == "Sulphur Vents Map" # [IgnoreMap] == "true" // [Type] == "Temple Map" # [IgnoreMap] == "true" // [Type] == "Volcano Map" # [IgnoreMap] == "true" // [Type] == "Wharf Map" # [IgnoreMap] == "true" // [Type] == "Shaped Atoll Map" # [IgnoreMap] == "true" // [Type] == "Shaped Channel Map" # [IgnoreMap] == "true" // [Type] == "Shaped Flooded Mine Map" # [IgnoreMap] == "true" // [Type] == "Shaped Ramparts Map" # [IgnoreMap] == "true" // Tier 7 // [Type] == "Arcade Map" # [IgnoreMap] == "true" // [Type] == "Bazaar Map" # [IgnoreMap] == "true" // [Type] == "Cells Map" # [IgnoreMap] == "true" // [Type] == "Conservatory Map" # [IgnoreMap] == "true" // [Type] == "Dunes Map" # [IgnoreMap] == "true" // [Type] == "Geode Map" # [IgnoreMap] == "true" // [Type] == "Ghetto Map" # [IgnoreMap] == "true" // [Type] == "Lava Chamber Map" # [IgnoreMap] == "true" // [Type] == "Primordial Pool Map" # [IgnoreMap] == "true" // [Type] == "Toxic Sewer Map" # [IgnoreMap] == "true" // [Type] == "Underground River Map" # [IgnoreMap] == "true" // [Type] == "Shaped Arid Lake Map" # [IgnoreMap] == "true" // [Type] == "Shaped Armoury Map" # [IgnoreMap] == "true" // [Type] == "Shaped Dungeon Map" # [IgnoreMap] == "true" // [Type] == "Shaped Iceberg Map" # [IgnoreMap] == "true" // [Type] == "Shaped Pen Map" # [IgnoreMap] == "true" // [Type] == "Shaped Thicket Map" # [IgnoreMap] == "true" // Tier 8 // [Type] == "Arachnid Nest Map" # [IgnoreMap] == "true" // [Type] == "Infested Valley Map" # [IgnoreMap] == "true" // [Type] == "Laboratory Map" # [IgnoreMap] == "true" // [Type] == "Mineral Pools Map" # [IgnoreMap] == "true" // [Type] == "Mud Geyser Map" # [IgnoreMap] == "true" // [Type] == "Orchard Map" # [IgnoreMap] == "true" // [Type] == "Overgrown Ruin Map" # [IgnoreMap] == "true" // [Type] == "Promenade Map" # [IgnoreMap] == "true" // [Type] == "Sepulchre Map" # [IgnoreMap] == "true" // [Type] == "Shore Map" # [IgnoreMap] == "true" // [Type] == "Wasteland Map" # [IgnoreMap] == "true" // [Type] == "Shaped Bone Crypt Map" # [IgnoreMap] == "true" // [Type] == "Shaped Cage Map" # [IgnoreMap] == "true" // [Type] == "Shaped Cursed Crypt" # [IgnoreMap] == "true" // [Type] == "Shaped Desert Map" # [IgnoreMap] == "true" // [Type] == "Shaped Excavation Map" # [IgnoreMap] == "true" // [Type] == "Shaped Fungal Hollow Map" # [IgnoreMap] == "true" // [Type] == "Shaped Graveyard Map" # [IgnoreMap] == "true" // [Type] == "Shaped Grotto Map" # [IgnoreMap] == "true" // [Type] == "Shaped Peninsula Map" # [IgnoreMap] == "true" // [Type] == "Shaped Shipyard Map" # [IgnoreMap] == "true" // Tier 9 // [Type] == "Ancient City Map" # [IgnoreMap] == "true" // [Type] == "Arena Map" # [IgnoreMap] == "true" // [Type] == "Cemetery Map" # [IgnoreMap] == "true" // [Type] == "Moon Temple Map" # [IgnoreMap] == "true" // [Type] == "Museum Map" # [IgnoreMap] == "true" // [Type] == "Relic Chambers Map" # [IgnoreMap] == "true" // [Type] == "Scriptorium Map" # [IgnoreMap] == "true" // [Type] == "Tropical Island Map" # [IgnoreMap] == "true" // [Type] == "Vault Map" # [IgnoreMap] == "true" // [Type] == "Waste Pool Map" # [IgnoreMap] == "true" // [Type] == "Waterways Map" # [IgnoreMap] == "true" // [Type] == "Shaped Barrows Map" # [IgnoreMap] == "true" // [Type] == "Shaped Beach Map" # [IgnoreMap] == "true" // [Type] == "Shaped Courtyard Map" # [IgnoreMap] == "true" // [Type] == "Shaped Crater Map" # [IgnoreMap] == "true" // [Type] == "Shaped Glacier Map" # [IgnoreMap] == "true" // [Type] == "Shaped Lighthouse Map" # [IgnoreMap] == "true" // [Type] == "Shaped Lookout Map" # [IgnoreMap] == "true" // [Type] == "Shaped Marshes Map" # [IgnoreMap] == "true" // [Type] == "Shaped Spider Lair Map" # [IgnoreMap] == "true" // [Type] == "Shaped Strand Map" # [IgnoreMap] == "true" // Tier 10 // [Type] == "Belfry Map" # [IgnoreMap] == "true" // [Type] == "Coral Ruins Map" # [IgnoreMap] == "true" // [Type] == "Coves Map" # [IgnoreMap] == "true" // [Type] == "Estuary Map" # [IgnoreMap] == "true" // [Type] == "Leyline Map" # [IgnoreMap] == "true" // [Type] == "Pier Map" # [IgnoreMap] == "true" // [Type] == "Pit Map" # [IgnoreMap] == "true" // [Type] == "Plateau Map" # [IgnoreMap] == "true" // [Type] == "Plaza Map" # [IgnoreMap] == "true" // [Type] == "Spider Forest Map" # [IgnoreMap] == "true" // [Type] == "Shaped Alleyways Map" # [IgnoreMap] == "true" // [Type] == "Shaped City Square Map" # [IgnoreMap] == "true" // [Type] == "Shaped Gardens Map" # [IgnoreMap] == "true" // [Type] == "Shaped Jungle Valley Map" # [IgnoreMap] == "true" // [Type] == "Shaped Mausoleum Map" # [IgnoreMap] == "true" // [Type] == "Shaped Maze Map" # [IgnoreMap] == "true" // [Type] == "Shaped Port Map" # [IgnoreMap] == "true" // [Type] == "Shaped Residence Map" # [IgnoreMap] == "true" // [Type] == "Shaped Underground Sea Map" # [IgnoreMap] == "true" // [Type] == "Shaped Vaal Pyramid Map" # [IgnoreMap] == "true" // Tier 11 // [Type] == "Arachnid Tomb Map" # [IgnoreMap] == "true" // [Type] == "Bog Map" # [IgnoreMap] == "true" // [Type] == "Burial Chambers Map" # [IgnoreMap] == "true" // [Type] == "Chateau Map" # [IgnoreMap] == "true" // [Type] == "Crystal Ore Map" # [IgnoreMap] == "true" // [Type] == "Factory Map" # [IgnoreMap] == "true" // [Type] == "Lair Map" # [IgnoreMap] == "true" // [Type] == "Mesa Map" # [IgnoreMap] == "true" // [Type] == "Park Map" # [IgnoreMap] == "true" // [Type] == "Siege Map" # [IgnoreMap] == "true" // [Type] == "Shaped Academy Map" # [IgnoreMap] == "true" // [Type] == "Shaped Ashen Wood Map" # [IgnoreMap] == "true" // [Type] == "Shaped Canyon Map" # [IgnoreMap] == "true" // [Type] == "Shaped Fields Map" # [IgnoreMap] == "true" // [Type] == "Shaped Haunted Mansion Map" # [IgnoreMap] == "true" // [Type] == "Shaped Phantasmagoria Map" # [IgnoreMap] == "true" // [Type] == "Shaped Precinct Map" # [IgnoreMap] == "true" // [Type] == "Shaped Sulphur Vents Map" # [IgnoreMap] == "true" // [Type] == "Shaped Temple Map" # [IgnoreMap] == "true" // [Type] == "Shaped Volcano Map" # [IgnoreMap] == "true" // [Type] == "Shaped Wharf Map" # [IgnoreMap] == "true" // Tier 12 // [Type] == "Arsenal Map" # [IgnoreMap] == "true" // [Type] == "Castle Ruins Map" # [IgnoreMap] == "true" // [Type] == "Colonnade Map" # [IgnoreMap] == "true" // [Type] == "Defiled Cathedral Map" # [IgnoreMap] == "true" // [Type] == "Ivory Temple Map" # [IgnoreMap] == "true" // [Type] == "Malformation Map" # [IgnoreMap] == "true" // [Type] == "Necropolis Map" # [IgnoreMap] == "true" // [Type] == "Overgrown Shrine Map" # [IgnoreMap] == "true" // [Type] == "Villa Map" # [IgnoreMap] == "true" // [Type] == "Shaped Arcade Map" # [IgnoreMap] == "true" // [Type] == "Shaped Bazaar Map" # [IgnoreMap] == "true" // [Type] == "Shaped Cells Map" # [IgnoreMap] == "true" // [Type] == "Shaped Conservatory Map" # [IgnoreMap] == "true" // [Type] == "Shaped Dunes Map" # [IgnoreMap] == "true" // [Type] == "Shaped Geode Map" # [IgnoreMap] == "true" // [Type] == "Shaped Ghetto Map" # [IgnoreMap] == "true" // [Type] == "Shaped Lava Chamber Map" # [IgnoreMap] == "true" // [Type] == "Shaped Primordial Pool Map" # [IgnoreMap] == "true" // [Type] == "Shaped Toxic Sewer Map" # [IgnoreMap] == "true" // [Type] == "Shaped Underground River Map" # [IgnoreMap] == "true" // Tier 13 // [Type] == "Acid Caverns Map" # [IgnoreMap] == "true" // [Type] == "Caldera Map" # [IgnoreMap] == "true" // [Type] == "Colosseum Map" # [IgnoreMap] == "true" // [Type] == "Core Map" # [IgnoreMap] == "true" // [Type] == "Crimson Temple Map" # [IgnoreMap] == "true" // [Type] == "Dig Map" # [IgnoreMap] == "true" // [Type] == "Racecourse Map" # [IgnoreMap] == "true" // [Type] == "Reef Map" # [IgnoreMap] == "true" // [Type] == "Shrine Map" # [IgnoreMap] == "true" // [Type] == "Shaped Arachnid Nest Map" # [IgnoreMap] == "true" // [Type] == "Shaped Infested Valley Map" # [IgnoreMap] == "true" // [Type] == "Shaped Laboratory Map" # [IgnoreMap] == "true" // [Type] == "Shaped Mineral Pools Map" # [IgnoreMap] == "true" // [Type] == "Shaped Mud Geyser Map" # [IgnoreMap] == "true" // [Type] == "Shaped Orchard Map" # [IgnoreMap] == "true" // [Type] == "Shaped Overgrown Ruin Map" # [IgnoreMap] == "true" // [Type] == "Shaped Promenade Map" # [IgnoreMap] == "true" // [Type] == "Shaped Sepulchre Map" # [IgnoreMap] == "true" // [Type] == "Shaped Shore Map" # [IgnoreMap] == "true" // [Type] == "Shaped Wasteland Map" # [IgnoreMap] == "true" // Tier 14 // [Type] == "Basilica Map" # [IgnoreMap] == "true" // [Type] == "Carcass Map" # [IgnoreMap] == "true" // [Type] == "Courthouse Map" # [IgnoreMap] == "true" // [Type] == "Dark Forest Map" # [IgnoreMap] == "true" // [Type] == "Palace Map" # [IgnoreMap] == "true" // [Type] == "Sunken City Map" # [IgnoreMap] == "true" // [Type] == "Terrace Map" # [IgnoreMap] == "true" // [Type] == "Shaped Ancient City Map" # [IgnoreMap] == "true" // [Type] == "Shaped Arena Map" # [IgnoreMap] == "true" // [Type] == "Shaped Cemetery Map" # [IgnoreMap] == "true" // [Type] == "Shaped Moon Temple Map" # [IgnoreMap] == "true" // [Type] == "Shaped Museum Map" # [IgnoreMap] == "true" // [Type] == "Shaped Relic Chambers Map" # [IgnoreMap] == "true" // [Type] == "Shaped Scriptorium Map" # [IgnoreMap] == "true" // [Type] == "Shaped Tropical Island Map" # [IgnoreMap] == "true" // [Type] == "Shaped Vault Map" # [IgnoreMap] == "true" // [Type] == "Shaped Waste Pool Map" # [IgnoreMap] == "true" // [Type] == "Shaped Waterways Map" # [IgnoreMap] == "true" // Tier 15 // [Type] == "Desert Spring Map" # [IgnoreMap] == "true" // [Type] == "Lava Lake Map" # [IgnoreMap] == "true" // [Type] == "Primordial Blocks Map" # [IgnoreMap] == "true" // [Type] == "Summit Map" # [IgnoreMap] == "true" // [Type] == "Tower Map" # [IgnoreMap] == "true" // [Type] == "Shaped Belfry Map" # [IgnoreMap] == "true" // [Type] == "Shaped Coral Ruins Map" # [IgnoreMap] == "true" // [Type] == "Shaped Coves Map" # [IgnoreMap] == "true" // [Type] == "Shaped Estuary Map" # [IgnoreMap] == "true" // [Type] == "Shaped Leyline Map" # [IgnoreMap] == "true" // [Type] == "Shaped Pier Map" # [IgnoreMap] == "true" // [Type] == "Shaped Pit Map" # [IgnoreMap] == "true" // [Type] == "Shaped Plateau Map" # [IgnoreMap] == "true" // [Type] == "Shaped Plaza Map" # [IgnoreMap] == "true" // [Type] == "Shaped Spider Forest Map" # [IgnoreMap] == "true" // Tier 16 // [Type] == "Forge of the Phoenix Map" # [IgnoreMap] == "true" // [Type] == "Lair of the Hydra Map" # [IgnoreMap] == "true" // [Type] == "Maze of the Minotaur Map" # [IgnoreMap] == "true" // [Type] == "Pit of the Chimera Map" # [IgnoreMap] == "true" // [Type] == "Vaal Temple Map" # [IgnoreMap] == "true" // Unique Maps by Name // [Type] == "Dunes Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Pillars of Arun // [Type] == "Vaal Pyramid Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Vaults of Atziri // [Type] == "Graveyard Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Hallowed Ground // [Type] == "Strand Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Whakawairua Tuahu // [Type] == "Catacomb Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Olmec's Sanctum // [Type] == "Mountain Ledge Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Maelström of Chaos // [Type] == "Crypt Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // The Coward's Trial // [Type] == "Museum Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // The Putrid Cloister // [Type] == "Overgrown Shrine Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Acton's Nightmare // [Type] == "Promenade Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Hall of Grandmasters // [Type] == "Reef Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Mao Kun // [Type] == "Temple Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Poorjoy's Asylum // [Type] == "Courtyard Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // The Vinktar's Square // [Type] == "Underground Sea Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Caer Blaidd, Wolfpack's Den // [Type] == "Chateau Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // The Perandus Manor // [Type] == "Torture Chamber Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Oba's Cursed Trove // [Type] == "Necropolis Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Death and Taxes ///////////////////////////////////////////////////////////////////////////////////// // // // MAP UPGRADE TIER // // // ///////////////////////////////////////////////////////////////////////////////////// // Select which map base you want to upgrade map tier with - Use of 3 of same base type to produce map 1 tier higher. // Tier 1 // [Type] == "Atoll Map" # [UpgradeMapTier] == "true" // [Type] == "Channel Map" # [UpgradeMapTier] == "true" // [Type] == "Flooded Mine Map" # [UpgradeMapTier] == "true" // [Type] == "Ramparts Map" # [UpgradeMapTier] == "true" // Tier 2 // [Type] == "Arid Lake Map" # [UpgradeMapTier] == "true" // [Type] == "Armoury Map" # [UpgradeMapTier] == "true" // [Type] == "Dungeon Map" # [UpgradeMapTier] == "true" // [Type] == "Iceberg Map" # [UpgradeMapTier] == "true" // [Type] == "Pen Map" # [UpgradeMapTier] == "true" // [Type] == "Thicket Map" # [UpgradeMapTier] == "true" // Tier 3 // [Type] == "Bone Crypt Map" # [UpgradeMapTier] == "true" // [Type] == "Cage Map" # [UpgradeMapTier] == "true" // [Type] == "Cursed Crypt" # [UpgradeMapTier] == "true" // [Type] == "Desert Map" # [UpgradeMapTier] == "true" // [Type] == "Excavation Map" # [UpgradeMapTier] == "true" // [Type] == "Fungal Hollow Map" # [UpgradeMapTier] == "true" // [Type] == "Graveyard Map" # [UpgradeMapTier] == "true" // [Type] == "Grotto Map" # [UpgradeMapTier] == "true" // [Type] == "Peninsula Map" # [UpgradeMapTier] == "true" // [Type] == "Shipyard Map" # [UpgradeMapTier] == "true" // Tier 4 // [Type] == "Barrows Map" # [UpgradeMapTier] == "true" // [Type] == "Beach Map" # [UpgradeMapTier] == "true" // [Type] == "Courtyard Map" # [UpgradeMapTier] == "true" // [Type] == "Crater Map" # [UpgradeMapTier] == "true" // [Type] == "Glacier Map" # [UpgradeMapTier] == "true" // [Type] == "Lighthouse Map" # [UpgradeMapTier] == "true" // [Type] == "Lookout Map" # [UpgradeMapTier] == "true" // [Type] == "Marshes Map" # [UpgradeMapTier] == "true" // [Type] == "Spider Lair Map" # [UpgradeMapTier] == "true" // [Type] == "Strand Map" # [UpgradeMapTier] == "true" // Tier 5 // [Type] == "Alleyways Map" # [UpgradeMapTier] == "true" // [Type] == "City Square Map" # [UpgradeMapTier] == "true" // [Type] == "Gardens Map" # [UpgradeMapTier] == "true" // [Type] == "Jungle Valley Map" # [UpgradeMapTier] == "true" // [Type] == "Mausoleum Map" # [UpgradeMapTier] == "true" // [Type] == "Maze Map" # [UpgradeMapTier] == "true" // [Type] == "Port Map" # [UpgradeMapTier] == "true" // [Type] == "Residence Map" # [UpgradeMapTier] == "true" // [Type] == "Underground Sea Map" # [UpgradeMapTier] == "true" // [Type] == "Vaal Pyramid Map" # [UpgradeMapTier] == "true" // Tier 6 // [Type] == "Academy Map" # [UpgradeMapTier] == "true" // [Type] == "Ashen Wood Map" # [UpgradeMapTier] == "true" // [Type] == "Canyon Map" # [UpgradeMapTier] == "true" // [Type] == "Fields Map" # [UpgradeMapTier] == "true" // [Type] == "Haunted Mansion Map" # [UpgradeMapTier] == "true" // [Type] == "Phantasmagoria Map" # [UpgradeMapTier] == "true" // [Type] == "Precinct Map" # [UpgradeMapTier] == "true" // [Type] == "Sulphur Vents Map" # [UpgradeMapTier] == "true" // [Type] == "Temple Map" # [UpgradeMapTier] == "true" // [Type] == "Volcano Map" # [UpgradeMapTier] == "true" // [Type] == "Wharf Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Atoll Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Channel Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Flooded Mine Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Ramparts Map" # [UpgradeMapTier] == "true" // Tier 7 // [Type] == "Arcade Map" # [UpgradeMapTier] == "true" // [Type] == "Bazaar Map" # [UpgradeMapTier] == "true" // [Type] == "Cells Map" # [UpgradeMapTier] == "true" // [Type] == "Conservatory Map" # [UpgradeMapTier] == "true" // [Type] == "Dunes Map" # [UpgradeMapTier] == "true" // [Type] == "Geode Map" # [UpgradeMapTier] == "true" // [Type] == "Ghetto Map" # [UpgradeMapTier] == "true" // [Type] == "Lava Chamber Map" # [UpgradeMapTier] == "true" // [Type] == "Primordial Pool Map" # [UpgradeMapTier] == "true" // [Type] == "Toxic Sewer Map" # [UpgradeMapTier] == "true" // [Type] == "Underground River Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Arid Lake Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Armoury Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Dungeon Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Iceberg Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Pen Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Thicket Map" # [UpgradeMapTier] == "true" // Tier 8 // [Type] == "Arachnid Nest Map" # [UpgradeMapTier] == "true" // [Type] == "Infested Valley Map" # [UpgradeMapTier] == "true" // [Type] == "Laboratory Map" # [UpgradeMapTier] == "true" // [Type] == "Mineral Pools Map" # [UpgradeMapTier] == "true" // [Type] == "Mud Geyser Map" # [UpgradeMapTier] == "true" // [Type] == "Orchard Map" # [UpgradeMapTier] == "true" // [Type] == "Overgrown Ruin Map" # [UpgradeMapTier] == "true" // [Type] == "Promenade Map" # [UpgradeMapTier] == "true" // [Type] == "Sepulchre Map" # [UpgradeMapTier] == "true" // [Type] == "Shore Map" # [UpgradeMapTier] == "true" // [Type] == "Wasteland Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Bone Crypt Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Cage Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Cursed Crypt" # [UpgradeMapTier] == "true" // [Type] == "Shaped Desert Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Excavation Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Fungal Hollow Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Graveyard Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Grotto Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Peninsula Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Shipyard Map" # [UpgradeMapTier] == "true" // Tier 9 // [Type] == "Ancient City Map" # [UpgradeMapTier] == "true" // [Type] == "Arena Map" # [UpgradeMapTier] == "true" // [Type] == "Cemetery Map" # [UpgradeMapTier] == "true" // [Type] == "Moon Temple Map" # [UpgradeMapTier] == "true" // [Type] == "Museum Map" # [UpgradeMapTier] == "true" // [Type] == "Relic Chambers Map" # [UpgradeMapTier] == "true" // [Type] == "Scriptorium Map" # [UpgradeMapTier] == "true" // [Type] == "Tropical Island Map" # [UpgradeMapTier] == "true" // [Type] == "Vault Map" # [UpgradeMapTier] == "true" // [Type] == "Waste Pool Map" # [UpgradeMapTier] == "true" // [Type] == "Waterways Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Barrows Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Beach Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Courtyard Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Crater Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Glacier Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Lighthouse Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Lookout Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Marshes Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Spider Lair Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Strand Map" # [UpgradeMapTier] == "true" // Tier 10 // [Type] == "Belfry Map" # [UpgradeMapTier] == "true" // [Type] == "Coral Ruins Map" # [UpgradeMapTier] == "true" // [Type] == "Coves Map" # [UpgradeMapTier] == "true" // [Type] == "Estuary Map" # [UpgradeMapTier] == "true" // [Type] == "Leyline Map" # [UpgradeMapTier] == "true" // [Type] == "Pier Map" # [UpgradeMapTier] == "true" // [Type] == "Pit Map" # [UpgradeMapTier] == "true" // [Type] == "Plateau Map" # [UpgradeMapTier] == "true" // [Type] == "Plaza Map" # [UpgradeMapTier] == "true" // [Type] == "Spider Forest Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Alleyways Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped City Square Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Gardens Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Jungle Valley Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Mausoleum Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Maze Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Port Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Residence Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Underground Sea Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Vaal Pyramid Map" # [UpgradeMapTier] == "true" // Tier 11 // [Type] == "Arachnid Tomb Map" # [UpgradeMapTier] == "true" // [Type] == "Bog Map" # [UpgradeMapTier] == "true" // [Type] == "Burial Chambers Map" # [UpgradeMapTier] == "true" // [Type] == "Chateau Map" # [UpgradeMapTier] == "true" // [Type] == "Crystal Ore Map" # [UpgradeMapTier] == "true" // [Type] == "Factory Map" # [UpgradeMapTier] == "true" // [Type] == "Lair Map" # [UpgradeMapTier] == "true" // [Type] == "Mesa Map" # [UpgradeMapTier] == "true" // [Type] == "Park Map" # [UpgradeMapTier] == "true" // [Type] == "Siege Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Academy Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Ashen Wood Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Canyon Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Fields Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Haunted Mansion Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Phantasmagoria Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Precinct Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Sulphur Vents Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Temple Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Volcano Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Wharf Map" # [UpgradeMapTier] == "true" // Tier 12 // [Type] == "Arsenal Map" # [UpgradeMapTier] == "true" // [Type] == "Castle Ruins Map" # [UpgradeMapTier] == "true" // [Type] == "Colonnade Map" # [UpgradeMapTier] == "true" // [Type] == "Defiled Cathedral Map" # [UpgradeMapTier] == "true" // [Type] == "Ivory Temple Map" # [UpgradeMapTier] == "true" // [Type] == "Malformation Map" # [UpgradeMapTier] == "true" // [Type] == "Necropolis Map" # [UpgradeMapTier] == "true" // [Type] == "Overgrown Shrine Map" # [UpgradeMapTier] == "true" // [Type] == "Villa Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Arcade Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Bazaar Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Cells Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Conservatory Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Dunes Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Geode Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Ghetto Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Lava Chamber Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Primordial Pool Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Toxic Sewer Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Underground River Map" # [UpgradeMapTier] == "true" // Tier 13 // [Type] == "Acid Caverns Map" # [UpgradeMapTier] == "true" // [Type] == "Caldera Map" # [UpgradeMapTier] == "true" // [Type] == "Colosseum Map" # [UpgradeMapTier] == "true" // [Type] == "Core Map" # [UpgradeMapTier] == "true" // [Type] == "Crimson Temple Map" # [UpgradeMapTier] == "true" // [Type] == "Dig Map" # [UpgradeMapTier] == "true" // [Type] == "Racecourse Map" # [UpgradeMapTier] == "true" // [Type] == "Reef Map" # [UpgradeMapTier] == "true" // [Type] == "Shrine Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Arachnid Nest Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Infested Valley Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Laboratory Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Mineral Pools Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Mud Geyser Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Orchard Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Overgrown Ruin Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Promenade Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Sepulchre Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Shore Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Wasteland Map" # [UpgradeMapTier] == "true" // Tier 14 // [Type] == "Basilica Map" # [UpgradeMapTier] == "true" // [Type] == "Carcass Map" # [UpgradeMapTier] == "true" // [Type] == "Courthouse Map" # [UpgradeMapTier] == "true" // [Type] == "Dark Forest Map" # [UpgradeMapTier] == "true" // [Type] == "Palace Map" # [UpgradeMapTier] == "true" // [Type] == "Sunken City Map" # [UpgradeMapTier] == "true" // [Type] == "Terrace Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Ancient City Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Arena Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Cemetery Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Moon Temple Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Museum Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Relic Chambers Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Scriptorium Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Tropical Island Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Vault Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Waste Pool Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Waterways Map" # [UpgradeMapTier] == "true" // Tier 15 // [Type] == "Desert Spring Map" # [UpgradeMapTier] == "true" // [Type] == "Lava Lake Map" # [UpgradeMapTier] == "true" // [Type] == "Primordial Blocks Map" # [UpgradeMapTier] == "true" // [Type] == "Summit Map" # [UpgradeMapTier] == "true" // [Type] == "Tower Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Belfry Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Coral Ruins Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Coves Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Estuary Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Leyline Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Pier Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Pit Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Plateau Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Plaza Map" # [UpgradeMapTier] == "true" // [Type] == "Shaped Spider Forest Map" # [UpgradeMapTier] == "true" // Tier 16 // [Type] == "Forge of the Phoenix Map" # [UpgradeMapTier] == "true" // [Type] == "Lair of the Hydra Map" # [UpgradeMapTier] == "true" // [Type] == "Maze of the Minotaur Map" # [UpgradeMapTier] == "true" // [Type] == "Pit of the Chimera Map" # [UpgradeMapTier] == "true" // [Type] == "Vaal Temple Map" # [UpgradeMapTier] == "true"
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Make sure you are running it with a classic hideout. It doesn't work well with the new hideouts.
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With the coming of Atlas of Worlds, the map tiers have been completely revamped, and as such the default PickIt is out of date when it comes to the map section. Here is an updated version that you can copy/paste into your PickIt so that you can properly control which maps the bot will loot. I have not included any notes other than denoting unique maps because so much has changed and it will have to be determined which maps are bot worthy and which maps should be avoided. Please feel free to make note of which maps are good and bad, and for what reasons. Also, please point out any errors in spelling or syntax if you notice them, and don't forget to pester Alk to add this to the default PickIt ASAP. Lastly, I don't know if this has been posted elsewhere but I didn't find anything so I decided to make one myself and share it for those that were interested! ///////////////////////////////////////////////////////////////////////////////////// // // // M A P S // // // ///////////////////////////////////////////////////////////////////////////////////// // Sac Sets [Type] == "Sacrifice at Dawn" # [StashItem] == "true" //Sacrifice map [Type] == "Sacrifice at Noon" # [StashItem] == "true" //Sacrifice map [Type] == "Sacrifice at Dusk" # [StashItem] == "true" //Sacrifice map [Type] == "Sacrifice at Midnight" # [StashItem] == "true" //Sacrifice map [Type] == "Mortal Grief" # [StashItem] == "true" //Über map [Type] == "Mortal Rage" # [StashItem] == "true" //Über map [Type] == "Mortal Ignorance" # [StashItem] == "true" //Über map [Type] == "Mortal Hope" # [StashItem] == "true" //Über map // Prophecy Map Fragments [Type] == "Eber's Key" # [StashItem] == "true" // Map Fragment [Type] == "Yriel's Key" # [StashItem] == "true" // Map Fragment [Type] == "Inya's Key" # [StashItem] == "true" // Map Fragment [Type] == "Volkuur's Key" # [StashItem] == "true" // Map Fragment // Endgame Labyrinth Map Fragments [Type] == "Offering to the Goddess" # [StashItem] == "true" // Map Fragment // Take all maps, or comment out if you want to specify which map rarity to pick up below // [Category] == "Map" # [StashItem] == "true" // [Category] == "Map" && [Rarity] == "Normal" # [StashItem] == "true" // Take all normal maps // [Category] == "Map" && [Rarity] == "Magic" # [StashItem] == "true" // Take all magic maps // [Category] == "Map" && [Rarity] == "Magic" # [SellUnid] == "true" // Sell all UnID magic maps (for controlling/rolling your own magic maps) // [Category] == "Map" && [Rarity] == "Rare" # [StashItem] == "true" // Take all rare maps // [Category] == "Map" && [Rarity] == "Unique" # [StashItem] == "true" // Take all unique maps // Comment out the maps bellow that you DON'T need - Because of value of higher tier maps, recommend taking all T10+ maps // Alternative method for running maps is to collect all maps but set map runner ipd to run only magic/rare maps setup before hand // Tier 1 [Type] == "Arcade Map" # [StashItem] == "true" [Type] == "Crystal Ore Map" # [StashItem] == "true" [Type] == "Desert Map" # [StashItem] == "true" [Type] == "Jungle Valley Map" # [StashItem] == "true" // Tier 2 [Type] == "Beach Map" # [StashItem] == "true" [Type] == "Factory Map" # [StashItem] == "true" [Type] == "Ghetto Map" # [StashItem] == "true" [Type] == "Oasis Map" # [StashItem] == "true" // Tier 3 [Type] == "Arid Lake Map" # [StashItem] == "true" [Type] == "Cavern Map" # [StashItem] == "true" [Type] == "Channel Map" # [StashItem] == "true" [Type] == "Grotto Map" # [StashItem] == "true" [Type] == "Marshes Map" # [StashItem] == "true" [Type] == "Sewer Map" # [StashItem] == "true" [Type] == "Vaal Pyramid Map" # [StashItem] == "true" [Type] == "Vaults of Atziri" # [StashItem] == "true" // Unique // Tier 4 [Type] == "Academy Map" # [StashItem] == "true" [Type] == "Acid Lakes Map" # [StashItem] == "true" [Type] == "Dungeon Map" # [StashItem] == "true" [Type] == "Graveyard Map" # [StashItem] == "true" [Type] == "Phantasmagoria Map" # [StashItem] == "true" [Type] == "Villa Map" # [StashItem] == "true" [Type] == "Waste Pool Map" # [StashItem] == "true" [Type] == "Hallowed Ground" # [StashItem] == "true" // Unique // Tier 5 [Type] == "Burial Chambers Map" # [StashItem] == "true" [Type] == "Dunes Map" # [StashItem] == "true" [Type] == "Mesa Map" # [StashItem] == "true" [Type] == "Peninsula Map" # [StashItem] == "true" [Type] == "Pit Map" # [StashItem] == "true" [Type] == "Spider Lair Map" # [StashItem] == "true" [Type] == "Tower Map" # [StashItem] == "true" // Tier 6 [Type] == "Canyon Map" # [StashItem] == "true" [Type] == "Quarry Map" # [StashItem] == "true" [Type] == "Racecourse Map" # [StashItem] == "true" [Type] == "Ramparts Map" # [StashItem] == "true" [Type] == "Spider Forest Map" # [StashItem] == "true" [Type] == "Strand Map" # [StashItem] == "true" [Type] == "Thicket Map" # [StashItem] == "true" [Type] == "Vaal City Map" # [StashItem] == "true" [Type] == "Wharf Map" # [StashItem] == "true" [Type] == "Whakawairua Tuahu" # [StashItem] == "true" // Unique // Tier 7 [Type] == "Arachnid Tomb Map" # [StashItem] == "true" [Type] == "Armory Map" # [StashItem] == "true" [Type] == "Ashen Wood Map" # [StashItem] == "true" [Type] == "Castle Ruins Map" # [StashItem] == "true" [Type] == "Catacombs Map" # [StashItem] == "true" [Type] == "Cells Map" # [StashItem] == "true" [Type] == "Mud Geyser Map" # [StashItem] == "true" [Type] == "Olmec's Sanctum" # [StashItem] == "true" // Unique // Tier 8 [Type] == "Arachnid Nest Map" # [StashItem] == "true" [Type] == "Arena Map" # [StashItem] == "true" [Type] == "Atoll Map" # [StashItem] == "true" [Type] == "Barrows Map" # [StashItem] == "true" [Type] == "Bog Map" # [StashItem] == "true" [Type] == "Pier Map" # [StashItem] == "true" [Type] == "Shore Map" # [StashItem] == "true" [Type] == "Tropical Island Map" # [StashItem] == "true" [Type] == "Maelström of Chaos" # [StashItem] == "true" // Unique // Tier 9 [Type] == "Coves Map" # [StashItem] == "true" [Type] == "Crypt Map" # [StashItem] == "true" [Type] == "Museum Map" # [StashItem] == "true" [Type] == "Orchard Map" # [StashItem] == "true" [Type] == "Overgrown Shrine Map" # [StashItem] == "true" [Type] == "Promenade Map" # [StashItem] == "true" [Type] == "Reef Map" # [StashItem] == "true" [Type] == "Temple Map" # [StashItem] == "true" [Type] == "The Coward's Trial" # [StashItem] == "true" // Unique [Type] == "The Putrid Cloister" # [StashItem] == "true" // Unique [Type] == "Acton's Nightmare" # [StashItem] == "true" // Unique [Type] == "Hall of Grandmasters" # [StashItem] == "true" // Unique [Type] == "Mao Kun" # [StashItem] == "true" // Unique [Type] == "Poorjoy's Asylum" # [StashItem] == "true" // Unique // Tier 10 [Type] == "Arsenal Map" # [StashItem] == "true" [Type] == "Colonnade Map" # [StashItem] == "true" [Type] == "Courtyard Map" # [StashItem] == "true" [Type] == "Malformation Map" # [StashItem] == "true" [Type] == "Quay Map" # [StashItem] == "true" [Type] == "Terrace Map" # [StashItem] == "true" [Type] == "Underground River Map" # [StashItem] == "true" [Type] == " Map" # [StashItem] == "true" [Type] == "The Vinktar Square" # [StashItem] == "true" // Unique [Type] == "Caer Blaidd, Wolfpack's Den" # [StashItem] == "true" // Unique // Tier 11 [Type] == "Bazaar Map" # [StashItem] == "true" [Type] == "Chateau Map" # [StashItem] == "true" [Type] == "Excavation Map" # [StashItem] == "true" [Type] == "Precinct Map" # [StashItem] == "true" [Type] == "Torture Chamber Map" # [StashItem] == "true" [Type] == "Underground Sea Map" # [StashItem] == "true" [Type] == "Wasteland Map" # [StashItem] == "true" [Type] == "The Perandus Manor" # [StashItem] == "true" // Unique [Type] == "Oba's Cursed Trove" # [StashItem] == "true" // Unique // Tier 12 [Type] == "Crematorium Map" # [StashItem] == "true" [Type] == "Estuary Map" # [StashItem] == "true" [Type] == "Ivory Temple Map" # [StashItem] == "true" [Type] == "Necropolis Map" # [StashItem] == "true" [Type] == "Plateau Map" # [StashItem] == "true" [Type] == "Residence Map" # [StashItem] == "true" [Type] == "Shipyard Map" # [StashItem] == "true" [Type] == "Vault Map" # [StashItem] == "true" [Type] == "Death and Taxes" # [StashItem] == "true" // Unique // Tier 13 [Type] == "Beacon Map" # [StashItem] == "true" [Type] == "Gorge Map" # [StashItem] == "true" [Type] == "High Gardens Map" # [StashItem] == "true" [Type] == "Lair Map" # [StashItem] == "true" [Type] == "Plaza Map" # [StashItem] == "true" [Type] == "Scriptorium Map" # [StashItem] == "true" [Type] == "Waterways Map" # [StashItem] == "true" // Tier 14 [Type] == "Palace Map" # [StashItem] == "true" [Type] == "Shrine Map" # [StashItem] == "true" [Type] == "Springs Map" # [StashItem] == "true" [Type] == "Volcano Map" # [StashItem] == "true" // Tier 15 [Type] == "Abyss Map" # [StashItem] == "true" [Type] == "Colosseum Map" # [StashItem] == "true" [Type] == "Core Map" # [StashItem] == "true" [Type] == "Dark Forest Map" # [StashItem] == "true" [Type] == "Overgrown Ruin Map" # [StashItem] == "true" //Tier 16 [Type] == "Forge of the Phoenix Map" # [StashItem] == "true" [Type] == "Lair of the Hydra Map" # [StashItem] == "true" [Type] == "Maze of the Minotaur Map" # [StashItem] == "true" [Type] == "Pit of the Chimera Map" # [StashItem] == "true" [Type] == "Vaal Temple Map" # [StashItem] == "true"
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I use both and it strikes a great balance. For certain flasks that I want to use under very specific conditions I will use a combat skill in the bot to setup those conditions. For the reactionary stuff like healing, curing conditions, or just using elemental / defensive flasks at a certain Life/ES, I stick with AutoPot. The only thing I don't use is the bot's built-in flasking functions as they just do not work reliably enough, but I do use the bot's chicken rather than AutoPot because the bot doesn't detect external disconnects and won't recast auras if another program forces a disconnect.
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Maps have to be in your stash tabs that the bot is setup to look at. In the Pickit section there is a section that allows you to outline which tabs the bot will look at and which tabs will perform certain functions. You need to have your maps in one of the tabs for either "Stash Tabs" or "Map Tabs". If they are in any other tabs, the bot will not recognize them. Also, if you intend to have to bot roll your maps then you need to keep the required currencies in one of the "Stash Tabs" as the Currency tab is separate and the bot will not pull Transmutation, Alteration, Alchemy or Chaos orbs from those tabs. http://imgur.com/a/Qls8W
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How to set up enduring cry to manually casted? thanks~
DiciannoveGaming replied to topic's XeroKill in Archives
It is not casting because of the min. monster required setting. I have found that those settings are not reliable at all because the bot has to track so many variables and by the time the bot determines the skills needs to be cast, the fight is over and everything has changed. I don't think the check for monster density (IE min monster) is checked before other values and so it doesn't prioritize this value before your other skills. I would remove the min. monster setting and just let the bot use the skill on a faster cooldown. You will waste some casts on a small number of enemies, but it better than nothing and if you are melee you will most likely get a good cluster for the second cast. You could also lower the range to something like 5 - 7 and make it the highest priority. What this will do is the bot will move into closer range before casting EC, hopefully getting a larger group in the process. Does priority 11 even work? I thought the top value was 10... but I don't recall where I got that idea. I have never used a value higher than 10, and my skill chains work very well. -
Priority: 10 - You want this to be cast before anything else and the cooldown will allow for other skills of a lower priority to be used while this skill is not available. If you put this skill at a lower priority than your primary combat skills, then it will likely never be used because monsters will be dead before they can be targeted for use with this skill. Cooldown: 5000 - This should be the duration of the flask in milliseconds, so if the flask duration is 6.9 seconds, for example, then this value should be 6900. You can add or subtract from this value to suit your needs. But if you want 100% uptime you want it to be no more than 100ms greater than the total duration, so no more than 7000 in this example. Max Distance: This is the same as a combat ability so you want to set this at least as high as your primary skill or slightly higher so that it casts the flasks right before it can cast your skill. I typically use 20 for melee builds and 35 for ranged builds. This can be adjusted to suit your needs. Play with this and the cooldown the most to fine-tune your usage the most. You can also set this significantly higher than your primary skill to use it more frequently, as in the case of a quicksilver flask where you want to use it in more than just combat. Min Distance: 0 - I have no idea why this option exists. Anything more than 0 causes the ability to never be used. Can anyone explain the need or use for this option? Target Selection: Set this if you only want the flask to be used against certain targets, should be self explanatory. (Note: The selection will include everything above the selected tier except in the case of "Normal Only" so if you choose Rare as the tier, the bot will use this skill against Rare and Unique mobs but not against Magic and Normal mobs.) Everything else should be left alone unless you have specific needs like a certain number of charges or a certain number of enemies to be present. However, I find that adding such conditions drastically reduces the odds that the ability will be used under the right conditions because the bot has so many variables to calculate that by the time it identifies the correct time to use a skill all the conditions will have changed. I have never really found a useful application of those options and they seem to cause more trouble than they are worth. Again, if someone else has made exceptional use of them, I would love to hear it so that perhaps I can refine my builds to include them if needed.
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I get that, but I was referring to upgrading the way the bot works in the general sense. I would not expect each map to have its own AI or special conditions except in the case where super unique conditions are required to even consider running the map, like a Unique map like Coward's Trial. However, even then, I would not expect the bot to run EVERY map perfectly, though it would be nice. I was just hoping to see the generic AI improved because as it stands the AI is generally failing to handle the most basic map functions. It should be able to handle simple terrain changes easier than it does. It should be smarter about how it searches zones, though I have no clue how that would be accomplished without memhacks and I admit my ignorance of how this is accomplished or how it can be done better... but I have used dozens of other bots in other games and they handle it very well. It should be able to locate arena zones and take or ignore them properly. Perhaps an option to tell certain zones to leave the boss alone, and it can do so because it can identify the arena, and that should be easier than ever since every single boss transition is now titled "Arena" so identifying the zone should be super simple. Basically, the request is that the map functionality should, in my humble opinion, be the most useful application of the bot as that is really what I would wager 90% of the users would want the bot to do well. I know you are working hard on the leveling AI, for example, and that is admirable and I wouldn't suggest that you abandon that effort, but ultimately the most useful application of the bot would be for it to reliably run maps efficiently and at least somewhat safely. As it stands now, even the most powerful build in the game is relegated to running Dried Lake endlessly instead of pushing maps, where the real currency is at. Please don't take this as a slam against the bot or a personal criticism, I love the bot and have been using it for years. However, the bot is definitely lacking in the most important area of operation. The area that most players will spend the vast majority of their time and effort trying to progress.
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With the introduction of the Atlas I have noticed that the Bot's AI is staggeringly underdeveloped. I really feel that some significant effort should be put into making the maps running a lot smarter. A few notes about this is that the bot seems to rarely take the Arena transitions to kill bosses, which is a huge loss on loot and map gains. Also, the method for searching a map zone seems to be, a bit daft at times. Often times the bot will spend a ridiculous amount of time aimlessly wondering over areas of the map that it has already explored and has difficulty with elevated terrains, despite the recent improvements. I am certainly open to suggestions on things I can do to make the experience better but sadly this community is very cagey with sharing details because a lot of member use the bot for financial gain, and feel they have to hoard their knowledge. This isn't aimed at everyone, obviously, but information isn't always the easiest to obtain on ways to most efficiently set up the bot. There are tons of guides on general settings, but rarely any specifics. At any rate, the may gist of this post is to suggest that the mapping be a priority focus and really expand on the functions the bot can offer in that regard.
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I had a similar problem that I solved by actually keeping CPorts open and running. I use Gurud's Pot Script and it will use TCP drop even if the program isn't running, but the bot seems to need it running to work. Unless someone else knows what we would need to do to get it working otherwise.
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I use a simple AutoHotkey script when playing PoE and I attach to that. It does crash occasionally but far less than most I have tried.
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I have noticed that Clearing Corrupt Areas doesn't work anymore either. When it is finished with the corrupted area it will TP to town then re-enter the portal infinitely. This happens whether or not the option to clear corrupted areas is selected or not. The odd times that the bot accidentally clicks into a corrupted zone will end with this result as well. It is horrible because A) It is easily detectable and B) it sucks down all my TP scrolls in a matter of minutes. I have not encountered the bug that Diety is referring to in a long time, but it used to be a very common issue.
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I can confirm this one as well. I just died to an Animated Guardian because the bot refused to kill the last blue mob that was sustaining him even though it was like 10ft away. For now, I will set it to chicken on sight for this clown, but it had been working properly in the past and I don't when this bug came back.
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Hello Alk, Good day to you. I wanted to take a moment to jot down a few bugs I have noticed with the 0.53b build. Key to press on fail chest opening: This function doesn't appear to be working at all anymore. I am having the bot open all chests and breakable objects because I am always worried that I will miss that exalt in a crate. However, the bot commonly gets stuck trying to open a breakable chest and will not activate the key I have assigned. This feature has always worked in previous versions, so this is a recent change. TCP Drop Chicken Method: This also appears to be malfunctioning because I have taken several deaths due to the bot not chickening. I have used an AutoPot script that chickens via the same method and it works superbly so I am assuming it is not a problem with Cports but with the bot using it correctly. I currently use the Esc & Click method and it works just fine, if not quite fast enough in this day and age of massive enemy DPS. Idle In Town: The other forms of idle work just fine, but when set to idle in town the bot just keeps on going. The idle timer says that it is waiting to be in town/hideout but never actually activates the idle. These are the three I have at the moment and I will add to this list if I come across anything else.
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It is funny because the community has been begging for this feature for a long time, and now that we have it, a lot of people are complaining about it. It would be nice to have it as an option, for those of us that are not as concerned with absolute efficiency over missing GG items. Personally, I am thrilled with the feature and look forward to seeing it refined, as there are issues with it.
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Map IPD with all Affixes
XeroKill replied to topic's XeroKill in User's script for POE and/or Exiled Bot
Fecund is now a hybrid part of Unwavering. It is not an independent roll as far as I could tell. If it does roll, I never saw it. [1011] used to be the mod for Fecund but it doesn't appear on its own anymore. // [1010] > "0" && [Rarity] == "Magic" # [RerollMods] == "true" // -- Unwavering -- Monsters cannot be Stunned // [1011] > "0" && [Rarity] == "Magic" # [RerollMods] == "true" // -- Unwavering -- X% increased Monster Life The Anarchic roll has two components. They always appear together when you perform an item dump. It was something that I spent a while figuring out because I usually try to roll multiple mods in order to make finding the values easier. I would often times get a blue rolled map that would have 3 different values and eventually I determined that Anarchic always appeared with 2 separate values. I don't know specifically what they indicate in and of themselves. I assume one is a true or false value to activate it, and the other is a variable that would allow them to increase the number of Exiles that can spawn. I think they wanted it to be a range, say Area contains 1 - 5 extra exiles, and that is what the second value is for, but they never implemented any value other than 2. That is an assumption, but both mods always appear together and uncommenting either value will reroll the Anarchic mod. Roll a map that contains only Anarchic and you will see both mods in the dump file. I edited out the extra maze map entry, thanks for that. As for the Untainted issue... I dunno. I just copied and pasted the list provided by Omega and then changed the arrangement of them to correspond with their levels from lowest to highest. I kept the Untainted entry for brevity, mostly as I don't think it is a physical map you can get either. I felt that leaving it in the list and commented was best since I didn't know for certain. Feel free to delete it or leave it. The basis for this list can be found here: http://pathofexile.gamepedia.com/Map#Maps_by_Level -
I could not find any setting which controls the coordinates that the bot clicks for the gem leveling. However, you did state that you have quest tracking turned off. I have mine turned on and the bot finds the gems just fine. Perhaps try turning that back on. Also, did you restart everything after these changes, including POE? You might try that as well. Just restart everything involved.
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I use 20 as my max distance for incinerate. This has worked just fine for me with the default attack range.
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Map IPD with all Affixes
XeroKill replied to topic's XeroKill in User's script for POE and/or Exiled Bot
Updated for The Awakening v 2.0.1c -
Map IPD with all Affixes
XeroKill replied to topic's XeroKill in User's script for POE and/or Exiled Bot
I was looking into updating this but unfortunately the way I set everything up makes things complicated. Using the mod value means that whenever there are changes then I have to reacquire the new values. For example, the value of 1016 in my old list corresponds to the cast speed value for the Fleet affix. Now, it is associated with Physical Reflect damage. So I would need to dump every single mod and adjust their values. This would take a long time, and would still be prone to getting changed in the future. I can do this, but it would also be expensive to me in terms of alterations spent rolling every possible affix. I would want to know if it is widely requested and I would appreciate any help in terms of other people finding and listing values. The means to do this are listed in the original post. -
I was looking into updating this but unfortunately the way I set everything up makes things complicated. Using the mod value means that whenever there are changes then I have to reacquire the new values. For example, the value of 1016 in my old list corresponds to the cast speed value for the Fleet affix. Now, it is associated with Physical Reflect damage. So I would need to dump every single mod and adjust their values. This would take a long time, and would still be prone to getting changed in the future. For the moment though, the value for Bloodlines is 2559 so you would need the following line to reroll it (1st line for Alteration rolls and 2nd line for Alchemy rolls): [2559] > "0" && [Rarity] == "Magic" # [RerollMods] == "true" or [2559] > "0" && [Rarity] == "Rare" # [RerollMods] == "true" Additionally, the bloodlines mod is a hybrid roll that comes with More Magic Monsters, which corresponds to mod value 1046. Using the same coding, one could set the value to exclude lower rolls on this part of the mod. The value range is 20 - 50 so if you wanted to only run with bloodlines values of say, 40+ then you would use the following: [1046] < "40" && [Rarity] == "Magic" # [RerollMods] == "true"
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You will probably want to increase your shade variation. This can be done by navigating to the following file: Exiled Bot Folder/Configuration/Default/system.ini If you use multiple profiles then you will need to edit this file in each profile folder. In this file, all the way towards the bottom in a section titled [image_search] is a setting called gem_leveling_shade_variation. By default this value is set to 80 and looks like: gem_leveling_shade_variation=80 You should change this value to 85 (is what I use) or 90. This will make the bot see the image it is searching for much easier. Make sure the program is not open at all before making these changes or you will have to close it out and restart it for the changes to take effect.
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Yea the old pickit list is outdated because you can master craft a lot of junk items into GG items these days. For example, the Life / Res settings on rare gear doesn't take into account items that can have a 3rd res crafted onto them to make them great. I had to lower all those thresholds.
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The check box for "Ignore Breakable Chests" doesn't actually change the value in the INI file. If I want the bot to break all the pots I have to manually change the value to "false" in the system.ini file.
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Help building summon witch for botting
thebaw replied to topic's XeroKill in Character builds and strategies & Bot setups
Witch is great with Incinerate. I feel that my build is the most efficient I have seen yet... pretty much immortal (screw you Corrupting Blood) and insane clear speed with GMP and some decent projectile speed. Templar would actually be a comparable start now for incinerate but the differences are negligible.