Deityslayer 5 Report post Posted August 27, 2014 (edited) Can I specify implicit modifiers before the #? Like so: // LEVELING [Rarity] == "Rare" && [Energy Shield] > "0" && [Evasion] >= "0" && [Armor] == "0" && [block_%] == "0" // Rare Armor [Rarity] == "Rare" && [spell_damage_+%] >= "8" && [block_%] == "0" // Wand [Rarity] == "Rare" && [spell_damage_+%] == "15" && [block_%] == "24" // Spirit Shields EDITED: // LEVELING [Rarity] == "Rare" && ([Category] == "Chest" || [Category] == "Helm" || [Category] == "Gloves" || [Category] == "Boots") && [Energy Shield] > "0" && [Evasion] >= "0" && [Armor] >= "0" // Rare Set [Rarity] == "Rare" && [Category] == "1Handed" && [spell_damage_+%] >= "8" // Wand [Rarity] == "Rare" && [spell_damage_+%] == "15" && [741] == "-3" // Spirit Shields Edited August 27, 2014 by Deityslayer Share this post Link to post Share on other sites
Dstack 0 Report post Posted August 27, 2014 If im not mistaken # = identify, so if the modifiers are before # the bot will check for matches before identifying the item. Share this post Link to post Share on other sites
Deityslayer 5 Report post Posted August 27, 2014 (edited) If im not mistaken # = identify, so if the modifiers are before # the bot will check for matches before identifying the item. // Key List: Type, ItemLevel, MapLevel, Armor, Evasion, Energy Shield, Computed Armor, Computed Evasion, Computed Energy Shield, Rarity, Quality, Sockets, Linked, and all the mods found in ModsList.html file. Edited August 27, 2014 by Deityslayer Share this post Link to post Share on other sites