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MPUop

Weapon elemental damage with >=90% spell damage

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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/

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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"

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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"

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