MPUop 1 Report post Posted July 15, 2014 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/ Quote Share this post Link to post Share on other sites
MPUop 1 Report post Posted July 19, 2014 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" Quote Share this post Link to post Share on other sites
Daenon 0 Report post Posted September 12, 2014 You could fit each individual element into one pickit. cold damage % and spell damage % falls under(minimum cold or max cold or cold damage %) and spell damage % If an item has a min or max cold damage, it must have the other (and since you're not picky about these values) we can include only one of the two. We also don't want it picking up anything but rares to test for these values. So all together: [Category] == "Weapon" && [Rarity] == "Rare" # ([Local_Minimum_Added_Cold_Damage] >= "1" || [Cold_Damage_+%] >= "1") && [Spell_Damage_+%] >= "90" && [StashItem] == "True" Quote Share this post Link to post Share on other sites