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Fipsi

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About Fipsi

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  1. Hello, I want to make a map.ipd file that just runs sacrifice maps. After some period of time I wanna switch back to another profile and so on. At the moment I have the problem that script always trie to upgrade the sacrifce pieces. Here is my config: // Welcome to the map runner configuration file. Syntax is the same as in Pickit/default.ipd. // Keys available: [RunMap], [IgnoreMap], [MapLevel], [UpgradeQuality], [UpgradeToMagic], [UpgradeToRare], [RerollMods]. // Map upgrading will only be made on a map that has been selected by the bot to farm. // All the map mods can be found in ModsList.html file. ///////////////////////////////////////////////////////////////////////////////////// // // // GENERAL SETTINGS // // // ///////////////////////////////////////////////////////////////////////////////////// // If you want to transmut maps before running them [Rarity] == "Normal" # [UpgradeToMagic] == "false" // If you wanna run Sacrifice at dusk, just uncomment following line (they will be considered as lvl 66 maps) [Type] == "Sacrifice at Dusk" # [UpgradeToMagic] == "false" [Type] == "Sacrifice at Dusk" # [RunMap] == "true" ///////////////////////////////////////////////////////////////////////////////////// // // // MAPS TO IGNORE // // // ///////////////////////////////////////////////////////////////////////////////////// // Maps to ignore based on rarity. If you want to run specific Unique maps then comment the Uniques here, and uncomment the specific ones you want to run at the bottom. [Rarity] == "Unique" # [IgnoreMap] == "true" [Rarity] == "Rare" # [IgnoreMap] == "true" [Rarity] == "Magic" # [IgnoreMap] == "true" // Maps to ignore by name (Thanks to Omega for this list) [Type] == "Crypt Map" # [IgnoreMap] == "true" [Type] == "Dried Lake Map" # [IgnoreMap] == "true" [Type] == "Dunes Map" # [IgnoreMap] == "true" [Type] == "Dungeon Map" # [IgnoreMap] == "true" [Type] == "Grotto Map" # [IgnoreMap] == "true" [Type] == "Orchard Map" # [IgnoreMap] == "true" [Type] == "Overgrown Ruin Map" # [IgnoreMap] == "true" [Type] == "Tropical Island Map" # [IgnoreMap] == "true" [Type] == "Untainted Map" # [IgnoreMap] == "true" [Type] == "Arcade Map" # [IgnoreMap] == "true" [Type] == "Arsenal Map" # [IgnoreMap] == "true" [Type] == "Cemetery Map" # [IgnoreMap] == "true" [Type] == "Mountain Ledge Map" # [IgnoreMap] == "true" [Type] == "Sewer Map" # [IgnoreMap] == "true" [Type] == "Thicket Map" # [IgnoreMap] == "true" [Type] == "Wharf Map" # [IgnoreMap] == "true" [Type] == "Ghetto Map" # [IgnoreMap] == "true" [Type] == "Mud Geyser Map" # [IgnoreMap] == "true" [Type] == "Museum Map" # [IgnoreMap] == "true" [Type] == "Reef Map" # [IgnoreMap] == "true" [Type] == "Spider Lair Map" # [IgnoreMap] == "true" [Type] == "Springs Map" # [IgnoreMap] == "true" [Type] == "Vaal Pyramid Map" # [IgnoreMap] == "true" [Type] == "Catacomb Map" # [IgnoreMap] == "true" [Type] == "Overgrown Shrine Map" # [IgnoreMap] == "true" [Type] == "Promenade Map" # [IgnoreMap] == "true" [Type] == "Shore Map" # [IgnoreMap] == "true" [Type] == "Spider Forest Map" # [IgnoreMap] == "true" [Type] == "Tunnel Map" # [IgnoreMap] == "true" [Type] == "Bog Map" # [IgnoreMap] == "true" [Type] == "Coves Map" # [IgnoreMap] == "true" [Type] == "Graveyard Map" # [IgnoreMap] == "true" [Type] == "Pier Map" # [IgnoreMap] == "true" [Type] == "Underground Sea Map" # [IgnoreMap] == "true" [Type] == "Villa Map" # [IgnoreMap] == "true" [Type] == "Arachnid Nest Map" # [IgnoreMap] == "true" [Type] == "Colonnade Map" # [IgnoreMap] == "true" [Type] == "Dry Woods Map" # [IgnoreMap] == "true" [Type] == "Strand Map" # [IgnoreMap] == "true" [Type] == "Temple Map" # [IgnoreMap] == "true" [Type] == "Jungle Valley Map" # [IgnoreMap] == "true" [Type] == "Labyrinth Map" # [IgnoreMap] == "true" [Type] == "Mine Map" # [IgnoreMap] == "true" [Type] == "Torture Chamber Map" # [IgnoreMap] == "true" [Type] == "Waste Pool Map" # [IgnoreMap] == "true" [Type] == "Canyon Map" # [IgnoreMap] == "true" [Type] == "Cells Map" # [IgnoreMap] == "true" [Type] == "Dark Forest Map" # [IgnoreMap] == "true" [Type] == "Dry Peninsula Map" # [IgnoreMap] == "true" [Type] == "Gorge Map" # [IgnoreMap] == "true" [Type] == "Maze Map" # [IgnoreMap] == "true" [Type] == "Residence Map" # [IgnoreMap] == "true" [Type] == "Underground River Map" # [IgnoreMap] == "true" [Type] == "Bazaar Map" # [IgnoreMap] == "true" [Type] == "Necropolis Map" # [IgnoreMap] == "true" [Type] == "Plateau Map" # [IgnoreMap] == "true" [Type] == "Academy Map" # [IgnoreMap] == "true" [Type] == "Crematorium Map" # [IgnoreMap] == "true" [Type] == "Precinct Map" # [IgnoreMap] == "true" [Type] == "Shipyard Map" # [IgnoreMap] == "true" [Type] == "Shrine Map" # [IgnoreMap] == "true" [Type] == "Courtyard Map" # [IgnoreMap] == "true" [Type] == "Palace Map" # [IgnoreMap] == "true" [Type] == "Vaal Temple Map" # [IgnoreMap] == "true" // Unique Maps by Name [Type] == "Crypt Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // The Coward's Trial [Type] == "Mountain Ledge Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Maelström of Chaos [Type] == "Reef Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Mao Kun [Type] == "Vaal Pyramid Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Vaults of Atziri [Type] == "Overgrown Shrine Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Acton's Nightmare [Type] == "Temple Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Poorjoy's Asylum [Type] == "Torture Chamber Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Oba's Cursed Trove [Type] == "Strand Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Whakawairua Tuahu [Type] == "Maze Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Olmec's Sanctum [Type] == "Necropolis Map" && [Rarity] == "Unique" # [IgnoreMap] == "true" // Death and Taxes
  2. Hello everybody, I wanted to know if something like this is possible [Category] == "Shield" && [Rarity] == "Rare" # ([Computed Evasion] + [Computed Armor]) >= "650" && [StashItem] == "true" I have a char with iron reflexes so I don't care whether it is armor/evasion or not. If something like this is not possible it would be cool if you could move this thread to feature-request regards
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