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Found 35 results

  1. highpotency

    Stashing items failing help.

    Maybe I'm the only one who uses over 10 pages of stash space, but I've been using this bot for a month and it was working great till last release and I bought more stash tabs. So I set stash tabs 11,12,13,14,15,16 to stash items, the bot skips 11 and 12 completely then fills 13 then stops and decides to not run anymore... I jus want to be able to let it pick up 6 pages of rares without looking for a minute. Is there a limit on pages? or do I HAVE to move all my stuff from first 8 pages over.....? I'd like to also know if theres ability to get bot to auto merch rares n chroms n stuff. Somebody please enlighten me on what to do. Thanks.
  2. Just added a few lines for those who want to pick up normal items for chancing in the rare chance of getting a unique. Some aren't worth all that much but benefitted me so just ignore them if you want. Most are worth an Exalted or more. I won't be adding these in a spoiler tag because this forum handles spoilers TERRIBLY. [Type] == "Sinner Tricorne" && [Rarity] == "Rare" [Type] == "Sinner Tricorne" && [Rarity] == "Normal" [Type] == "Chain Belt" && [Rarity] == "Normal" [Type] == "Heavy Belt" && [Rarity] == "Normal" [Type] == "Amethyst Ring" && [Rarity] == "Normal" [Type] == "Amethyst Ring" && [Rarity] == "Rare" [Type] == "Iron Ring" && [Rarity] == "Normal" [Type] == "Diamond Ring" && [Rarity] == "Normal" [Type] == "Prismatic Ring" && [Rarity] == "Normal" [Type] == "Spike-Point Arrow Quiver" && [Rarity] == "Normal" [Type] == "Sacrificial Garb" && [Rarity] == "Normal" [Type] == "Cutthroat's garb" && [Rarity] == "Normal" [Type] == "Varnished Coat" && [Rarity] == "Normal" [Type] == "Lacquered Garb" && [Rarity] == "Normal" [Type] == "Full Dragonscale" && [Rarity] == "Normal" [Type] == "Astral Plate" && [Rarity] == "Normal" [Type] == "Zodiac Leather" && [Rarity] == "Normal" [Type] == "Occultist's Vestment" && [Rarity] == "Normal" [Type] == "Glorious Plate" && [Rarity] == "Normal" [Type] == "Simple Robe" && [Rarity] == "Normal" [Type] == "Slink Boots" && [Rarity] == "Normal" [Type] == "Conjurer Boots" && [Rarity] == "Normal" [Type] == "Stealth Boots" && [Rarity] == "Normal" [Type] == "Vaal Gauntlets" && [Rarity] == "Normal" [Type] == "Assassin's Mitts" && [Rarity] == "Normal" [Type] == "Murder Mitts" && [Rarity] == "Normal" [Type] == "Nightmare Bassinet" && [Rarity] == "Normal" [Type] == "Hubris Circlet" && [Rarity] == "Normal" [Type] == "Great Crown" && [Rarity] == "Normal" [Type] == "Ursine Pelt" && [Rarity] == "Normal" [Type] == "Vaal Mask" && [Rarity] == "Normal" [Type] == "Champion Kite Shield" && [Rarity] == "Normal" [Type] == "Pinnacle Tower Shield" && [Rarity] == "Normal" [Type] == "Archon Kite Shield" && [Rarity] == "Normal" [Type] == "Titanium Spirit Shield" && [Rarity] == "Normal" [Type] == "Siege Axe" && [Rarity] == "Normal" [Type] == "Siege Axe" && [Rarity] == "Rare" [Type] == "Vaal Axe" && [Rarity] == "Normal" [Type] == "Sundering Axe" && [Rarity] == "Normal" [Type] == "Imperial Bow" && [Rarity] == "Normal" [Type] == "Spine Bow" && [Rarity] == "Normal" [Type] == "Hellion's Paw" && [Rarity] == "Normal" [Type] == "Slaughter Knife" && [Rarity] == "Normal" [Type] == "Fishing Rod" && [Rarity] == "Normal" [Type] == "Gavel" && [Rarity] == "Normal" [Type] == "Void Sceptre" && [Rarity] == "Normal" [Type] == "Vaal Sceptre" && [Rarity] == "Normal" [Type] == "Karui Maul" && [Rarity] == "Normal" [Type] == "Judgement Staff" && [Rarity] == "Normal" [Type] == "Maelström Staff" && [Rarity] == "Normal" [Type] == "Opal Wand" && [Rarity] == "Normal" [Type] == "Prophecy Wand" && [Rarity] == "Normal" [Type] == "Large Hybrid Flask" && [Rarity] == "Normal" [Type] == "Sanctified Mana Flask" && [Rarity] == "Normal" [Type] == "Granite Flask" && [Rarity] == "Normal"
  3. 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/
  4. I was just thinking it would be nice if you could stash stuff in specific tabs. It could use the old flag but with new values. A few examples: [stashItem] == "True" //Any Tab [stashItem] == "Tab 1" //Tab 1 [stashItem] == "T 5" [stashItem] == "T25" //Tab 25 [stashItem] == "True Tab 2" [stashItem] == "True T3" [stashItem] == "T 5,7" //Tabs 5 and 7 [stashItem] == "T >5" //any tab higher than 5 Which ever makes the most sense or is easiest to implement. It would be really nice to be able to tell the bot which tab to put the currency.
  5. Why are these not an option? Minimum_added_damage //(Includes any physical, elemental, fire, cold, lightning, chaos damage) Minimum_added_Elemental_damage //(Includes any elemental, fire, cold, lightning damage) Minimum_added_Non_Elemental_damage //(Includes any physical, chaos damage) Local_Minimum_added_damage Local_Minimum_added_Elemental_damage Local_Minimum_added_Non_Elemental_damage attack_Minimum_added_damage attack_Minimum_added_Elemental_damage attack_Minimum_added_Non_Elemental_damage Global_Minimum_added_damage Global_Minimum_added_Elemental_damage Global_Minimum_added_Non_Elemental_damage spell_Minimum_added_damage spell_Minimum_added_Elemental_damage spell_Minimum_added_Non_Elemental_damage off_hand_total_Minimum_added_damage off_hand_total_Minimum_added_Elemental_damage off_hand_total_Minimum_added_Non_Elemental_damage unique_local_Minimum_added_damage_when_in_main_hand unique_local_Minimum_added_Elemental_damage_when_in_main_hand unique_local_Minimum_added_Non_Elemental_damage_when_in_main_hand off_hand_local_Minimum_added_damage off_hand_local_Minimum_added_Elemental_damage off_hand_local_Minimum_added_Non_Elemental_damage main_hand_local_Minimum_added_damage main_hand_local_Minimum_added_Elemental_damage main_hand_local_Minimum_added_Non_Elemental_damage attack_Minimum_added_damage_with_wand attack_Minimum_added_Elemental_damage_with_wand attack_Minimum_added_Non_Elemental_damage_with_wand Maximum_added_damage Maximum_added_Elemental_damage Maximum_added_Non_Elemental_damage Local_Maximum_added_damage Local_Maximum_added_Elemental_damage Local_Maximum_added_Non_Elemental_damage attack_Maximum_added_damage attack_Maximum_added_Elemental_damage attack_Maximum_added_Non_Elemental_damage Global_Maximum_added_damage Global_Maximum_added_Elemental_damage Global_Maximum_added_Non_Elemental_damage spell_Maximum_added_damage spell_Maximum_added_Elemental_damage spell_Maximum_added_Non_Elemental_damage off_hand_total_Maximum_added_damage off_hand_total_Maximum_added_Elemental_damage off_hand_total_Maximum_added_Non_Elemental_damage unique_local_Maximum_added_damage_when_in_main_hand unique_local_Maximum_added_Elemental_damage_when_in_main_hand unique_local_Maximum_added_Non_Elemental_damage_when_in_main_hand off_hand_local_Maximum_added_damage off_hand_local_Maximum_added_Elemental_damage off_hand_local_Maximum_added_Non_Elemental_damage main_hand_local_Maximum_added_damage main_hand_local_Maximum_added_Elemental_damage main_hand_local_Maximum_added_Non_Elemental_damage attack_Maximum_added_damage_with_wand attack_Maximum_added_Elemental_damage_with_wand attack_Maximum_added_Non_Elemental_damage_with_wand
  6. It would be nice to have a category of flasks rather than call each flask by name individually. Pickit flag [Category] "Flask"
  7. FakeName

    0.19b issues

    First of all, character now at least correctly returns to the portal if Piety is yet to be killed, thanks. 1. Piety - when room is opened the bot explores it and then stucks. Possible solution: we always start at 6 o'clock and then move anticlockwise, so after the exploration on the OUTER circle of the room (Piety resides on the inner one) bot stucks somwhere on 7 o'clock, because of big range to Piety he doesn't trigger the dialog, so what will happen if at that point (7 o'clock) clear the Piety room explore cache and let it explore again? and maybe 2-3 retries can help. 2. Dominus - bot goes straight to the Dominus and starts to hit it even when it flies away, so it results in hitting the spot on the ground just below Dominus. 3. When the corrupted area is cleared bot stucks until idle time is reached, maybe consider lowering the default value to 60 seconds? 4. Profile changer, now it works (yay!), and when changing profile you chose to log out, and after that change the profile. But it is bad thing because when change timeout is 1 minute the bot will log out way to often (possible reports from friends = ban). I suggest leave it running, do not log out just change the profile, you have pretty safe logic with auras, so for example if i start the profile even when auras are enabled the bot will first disable them and after that enable again, it seems nice (at least much better than logout). 5. Many white items, as timeouts solutions seemingly are not working, i assume to implement "default action" to the Pickit. I don't know it's specific implementation but as i understand bot first picks items depending on the "left" operand (the rules before "#") and then if the rules on the right side are true it will stash it. And so all rules for the left side are called for each item on the ground starting from top of the Pickit file. So as solution i tried to add to the very end of the file " # [sellItem] == "true" ", but obviously if there are no left operand before "#" it will pick up all items. The original idea as i said was to add some [DefaultAction], let's say [DefaultAction] always fails on check, so no items can be picked with it, but it will proceed with the right side. So " [DefaultAction] # [sellItem] == "true" " may help. P.S. As i saw you somehow link the item to the rule it was picked with, so it will not run other rules right side parts, and i think the "junk" items must have some specific shit in the "link" data, so you can also somehow identify them by it.
  8. I bot semi casually on a lower level account, just for some spare currency. I was wondering if anyone has a script that IDs, and sells rares to a vendor. I'm not all that good with coding, so i really wouldn't even know where to begin with making my own. Thanks
  9. jpbot

    Smart Pickit Syntax

    I see a lot of pickit files with wrong syntax Ex: [Category] == "Chest" && [Rarity] == "Rare" && [base_maximum_life] >= "60" && [base_cold_damage_resistance_%] >= "25" && [base_fire_damage_resistance_%] >= "25" # [StashItem] == "true" Should be: [Category] == "Chest" && [Rarity] == "Rare" # [base_maximum_life] >= "60" && [base_cold_damage_resistance_%] >= "25" && [base_fire_damage_resistance_%] >= "25" Smart Pickit Syntax. Ok explanation: We have this on default.ipd file // You'll find the mods list in the ModsList.txt file, in the main bot folder, remember to only use expressions from the right (ie. local_minimum_added_physical_damage, base_maximum_energy_shield, ...). // Expressions to the left are only here to help you choosing the right ones ... // Syntax is: [Key] operator "Value" ... // # is used to separate mods checked after item identification. If an item matchs mods before the # and doesn't match the ones after, it will be sold to vendor. # If you put that symbol, your item will be identified. Everything in left of # is to tell the bot which item will pick up Everything in the right of # is to tell the bot which modifiers it will check in that item, if they match that item will be stashed Ex 1. You want to take belts and stash it unids [Category] == "Belt" && [Rarity] == "Rare" Bot will take any rare belt. No # so item it is left unidentified. Ex 2. You want any belt with life > 40 and cold and fire res > 20 [Category] == "Belt" && [Rarity] == "Rare" # [base_maximum_life] >= "40" && [base_cold_damage_resistance_%] >= "20" && [base_fire_damage_resistance_%] >= "20" [Category] == "Belt" && [Rarity] == "Rare" --> Bot will pick up any rare belt. Left side of # # --> Item will be identified. [base_maximum_life] >= "40" && [base_cold_damage_resistance_%] >= "20" && [base_fire_damage_resistance_%] >= "20" --> Bot will check all mods if they match will be stashed. Right side of # Ok that was the basic info. ****************************************************************************************************** A little more info: Expressions to the left, I am going to call those KEYS Expressions to the right, I am going to call those MODS KEYS: Everything in left of # is to tell the bot which item will pick up Syntax: [Key] operator "Value" Possible values (all of them): [Type] operator "xxx" --> operator values: ( == ), "xxx" values: Any name from file ItemNameList.txt [itemLevel] operator "xx" --> operator values: ( ==, <=, >=, <, > ), "xx" values: Numeric [Armor] operator "xx" --> operator values: ( ==, <=, >=, <, > ), "xx" values: Numeric ** [Evasion] operator "xx" --> operator values: ( ==, <=, >=, <, > ), "xx" values: Numeric ** [Energy Shield] operator "xx" --> operator values: ( ==, <=, >=, <, > ), "xx" values: Numeric ** [Rarity] operator "xx" --> operator values: ( ==, != ), "xx" values: "Normal", "Magic", "Rare", "Unique" [Quality] operator "xx" --> operator values: ( ==, <=, >=, <, > ), "xx" Numeric, Item Quality, (1-20) [sockets] operator "xx" --> operator values: ( ==, <=, >=, <, > ), "xx" Numeric, Item Sockets, (1-6) [Linked] operator "xx" --> operator values: ( ==, <=, >=, <, > ), "xx" Numeric, Number of linked sockets (1-6) ???? [Category] operator "xx" --> operator values: ( ==, != ), "xx" possible values: "Chest", "Shield", "Helm", "Ring", "Amulet", "Flask", "Weapon", "Gloves", "Boots", "Belt", "Map" All those keys will be before # ** Only apply for Helmets, Body Armour, Gloves, Boots and Shields, since poe has fixed base values, those keys are not very useful (imo) Ex. Saintly Chainmail --> Armor:286, Energy Shield:98: Evasion:0 All Saintly Chainmail have those values Astral Plate --> Armor:507, Energy Shield:0: Evasion:0 All Astral Plate have those values MODS: Everything in the right of # is to tell the bot which modifiers it will check in that item, if they match that item will be stashed Syntax: [Mod] operator "Value" Possible values: [xxx] operator "nnn" xxx: any value from file ModsList.txt (use the expresion on the left, before -> ). ** operator values: ( ==, <=, >=, <, > ) "nnn": Numeric ** You can use a mod by his index (if it is not in the ModsList.txt file) this way [modindex] == "value", ie. [587] == "30". MORE: * Press F7 to dump inventory and find mod indexes. First press pause (F12). * Operators && and || are available, parenthesis are working. This can be used only outside condition not inside. Ex 1. No Ok [Category] == "Chest" && [Rarity] == ("Magic" || "Rare") # [stashItem] == "true" && [base_maximum_life] >= "60" && [base_cold_damage_resistance_%] >= "25" && [base_fire_damage_resistance_%] >= "25" Ex 2. Ok [Category] == "Chest" && ([Rarity] == "Magic" || [Rarity] == "Rare") # [stashItem] == "true" && [base_maximum_life] >= "60" && [base_cold_damage_resistance_%] >= "25" && [base_fire_damage_resistance_%] >= "25" * Flags that can be used are : [stashItem] == "true", [sellItem] == "true", [sellUnid] == "true" and can not be false * The bot evaluate all pickit lines and Stash have priority over Sell. Remember Exiledbot still beta, there will be bugs. Gracias.
  10. What I have in bot settings (pickit tab): "Activate smart pickit" is enabled. "Loot rare items" disabled. "Enable stashing" disabled. What I have in bot subdirectory: There is a default.ipd file in pickit folder for the profile I'm using. I edited the pre-existing pickit file that came with the bot. What does the pickit file contain: [Category] == "Gloves" && [Rarity] == "Rare" # [attack_speed_+%] >= "5" && [StashItem] == "true" How I tested it: I placed an identified rare glove on the ground with attack speed 7%. I started the bot. The bot ignores the item I placed on the ground, and just starts clearing the area as usual, but does not pickup any rare gloves at all.
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