PoEPricer - Know which rares to sell (Updated 1.01)
First off, this is the second time I post this, as the first thread got taken down.
However after talking to support and explaining them what this actually does, they said I could post this again. Thanks again for being awesome guys!
Spoiler
Bottom line of my mail
...... So here is my wrapup of the program: ==================== The intention is to be able to quickly determine which rares you keep and which you sell on poe.trade. For this you have to set up a filter, that specifies whatever is wanted on an item. (E.g. Total Resistances > 50) The way it works: (Before actual use) You create a filter-file, where you specify all things you want in an item. The cool thing about it is, that it allows for arithmetic. Your filter could say: Condition $TotalLife$ + $TotalResistances$ - $LvlReq$ >= 95 && $IsJewellery$ (On actual use) If the player hovers over an item and presses ctrl+d, it instead sends ctrl+c. The itemdata now is in the clipboard. It parses the itemdata from the clipboard. It checks whether your item matches any of your previously set up conditions. If yes, it warns the player, if no it sends a doubleclick. (More on both just below.) About warning the player: Currently it writes him a chatmessage - see screen.png. If this is deemed a problem, I could change it to play a soundmessage completely independent of your client of course - or anything acceptable for you. About doubleclick: The intention is, that if a trade window is already open, this places it in the trade window. (As ctrl is already clicked by the player.) Otherwise doubleclick does nothing. Should this doubleclick be considered automation, I could of course remove it entirely from the program. Why I do not think it is forbidden/bannable: ==================== The program doesn't modify the client at all. It only ever reads from the clipboard. And why would you have implemented copypasting items to the keyboard if not for such uses? The part with the doubleclick: This is a non-combat situation. It only saves the player the time to click on it afterwards himself if the item wasn't good. Still I can remove the feature if deemed necessary. ......
Response
Hi there, Thank you for your patience in this matter and for clarifying this for us. If the program is simply reading from the clipboard then this should be okay to use. You are free to post this onto the forums again if you wished to. Please let us know if there is anything else we might be able to help with. Regards, Jared I didn't lie to them in any of my explanation, therefore I conclude that it should be safe to use this program. To be sure you could always keep an eye open for this thread in case they change their policy one day. View a nicer formatted version here. Update
Spoiler
I've taken good use on my free time and improoved the tool by quite a bit. - Tool is now aware of affixes on an item (With the exception of jewels toug) You can go HasAffix "Merciless" to test if item is guaranteed to have that affix. CouldHaveAffix "Merciless" to test whether it is possible that the item might have the affix. Additionally you can use MinPrefixes, MaxPrefixes, MinSuffixes, MaxSuffixes for the minimum/maximum count of prefixes/suffixes. Why do we need HasAffix and CouldHaveAffix as well as a minimum and maximum? Consider a rare with 15% Spelldamage, +15 mana. It could either be the "Wizard's" Prefix or both "Aprrentice's" and "Beryl". Most of the time only one solution is possible, but not always. If it is possible to find only one correct solution, the program is guaranteed to only present that one. - Vastly improoved the default.filter. It should now be much more helpful in detecting good stuff without any work on your part setting sth. up. - Added a new function GetMaximum (e.g. (1 GetMaximum 2) would return 2 - usefull, because e.g. on a staff with %Colddamage and %Firedamage you might want to only look at the higher value of both.) - You can now disable the automatic doubleclick on parsed items, so you can go through your old stash without placing stuff in your inventory. Check out options menu where the filter-selection is. - You can set the program to launch PoE when it is started. This way you dont have to start them both seperately. If it started PoE this way, the program will close, once PoE closes. Disabled by default, enable to your liking. - Messages are now send to "@# ", to prevent spamming local chat. If you want to send them somewhere else, you can change it in the options.txt file tough. - Tool is now aware of all Vaal Orb implicits - PoE recently renamed the "Spike Shield" to "Spiked Shield". Tool is now aware of the new name Find the new download here. Source Code. So what is this? When farming a lot of rares, carefully looking through all of them to find valuables takes up lots of time. Plus you might miss some interesting combinations. PoEPricer is able to instantly tell you, which items are interesting. There is already a pricing tool available here. So what is the deal? The Exiletools looks up similar rares on poe.trade and gives an estimate based on this. Great for uniques, but for rares, often doesn't find similar enough items and if it does, pool might be too small for a reliable estimate of the price. PoEPricer takes a different approach: You specify beforehead what you value in an item. This makes it more work setting it up, but can give more reliable results. How does it work? You set up a filter. For this you can use all information an item would give you when hovering over it and pressing ctrl+c.
Show possible modifiers
From implicit/explicit mods
//********************** //*** STATS *** //********************** AddedLife +# to maximum Life AddedMana +# to maximum Mana AddedAllAttributes +# to all Attributes AddedDexterity +# to Dexterity AddedStrength +# to Strength AddedIntelligence +# to Intelligence AddedStrengthIntelligence +# to Strength and Intelligence AddedStrengthDexterity +# to Strength and Dexterity AddedDexterityIntelligence +# to Dexterity and Intelligence IncreasedLife #% increased maximum Life IncreasedMana #% increased maximum Mana //********************** //*** DAMAGE *** //********************** //Added Base Damage AddedMinColdDamage Adds #-? Cold Damage AddedMaxColdDamage Adds ?-# Cold Damage AddedMinColdSpellDamage Adds #-? Cold Damage to Spells AddedMaxColdSpellDamage Adds ?-# Cold Damage to Spells AddedMinColdAttackDamage Adds #-? Cold Damage to Attacks AddedMaxColdAttackDamage Adds ?-# Cold Damage to Attacks AddedMinFireDamage Adds #-? Fire Damage AddedMaxFireDamage Adds ?-# Fire Damage AddedMinFireSpellDamage Adds #-? Fire Damage to Spells AddedMaxFireSpellDamage Adds ?-# Fire Damage to Spells AddedMinFireAttackDamage Adds #-? Fire Damage to Attacks AddedMaxFireAttackDamage Adds ?-# Fire Damage to Attacks AddedMinBowFireAttackDamage Adds #-? Fire Damage to Attacks with Bows AddedMaxBowFireAttackDamage Adds ?-# Fire Damage to Attacks with Bows AddedMinLightningDamage Adds #-? Lightning Damage AddedMaxLightningDamage Adds ?-# Lightning Damage AddedMinLightningSpellDamage Adds #-? Lightning Damage to Spells AddedMaxLightningSpellDamage Adds ?-# Lightning Damage to Spells AddedMinLightningAttackDamage Adds #-? Lightning Damage to Attacks AddedMaxLightningAttackDamage Adds ?-# Lightning Damage to Attacks AddedMinChaosDamage Adds #-? Chaos Damage AddedMaxChaosDamage Adds ?-# Chaos Damage AddedMinChaosSpellDamage Adds #-? Chaos Damage to Spells AddedMaxChaosSpellDamage Adds ?-# Chaos Damage to Spells AddedMinChaosAttackDamage Adds #-? Chaos Damage to Attacks AddedMaxChaosAttackDamage Adds ?-# Chaos Damage to Attacks AddedMinPhysicalDamage Adds #-? Physical Damage AddedMaxPhysicalDamage Adds ?-# Physical Damage AddedMinPhysicalAttackDamage Adds #-? Physical Damage to Attacks AddedMaxPhysicalAttackDamage Adds ?-# Physical Damage to Attacks AddedMinBowPhysicalAttackDamage Adds #-? Physical Damage to Attacks with Bows AddedMaxBowPhysicalAttackDamage Adds ?-# Physical Damage to Attacks with Bows //Increased Base Damage IncreasedDamage #% increased Damage IncreasedTrapDamage #% increased Trap Damage IncreasedAreaDamage #% increased Area Damage IncreasedMeleeDamage #% increased Melee Damage IncreasedTotemDamage #% increased Totem Damage IncreasedMineDamage #% increased Mine Damage IncreasedDamageOverTime #% increased Damage over Time IncreasedProjectileDamage #% increased Projectile Damage IncreasedChaosDamage #% increased Chaos Damage IncreasedColdDamage #% increased Cold Damage IncreasedFireDamage #% increased Fire Damage IncreasedLightningDamage #% increased Lightning Damage IncreasedElementalDamage #% increased Elemental Damage IncreasedWeaponElementalDamage #% increased Elemental Damage with Weapons IncreasedSpellDamage #% increased Spell Damage IncreasedShieldSpellDamage #% increased Spell Damage while holding a Shield IncreasedDualWieldSpellDamage #% increased Spell Damage while Dual Wielding IncreasedStaffSpellDamage #% increased Spell Damage while wielding a Staff IncreasedPhysicalDamage #% increased Physical Damage IncreasedMacePhysicalDamage #% increased Physical Damage with Maces IncreasedTwoHandedMeleePhysicalDamage #% increased Physical Damage with Two Handed Melee Weapons IncreasedWandPhysicalDamage #% increased Physical Damage with Wands IncreasedBowPhysicalDamage #% increased Physical Damage with Bows IncreasedShieldPhysicalDamage #% increased Melee Physical Damage while holding a Shield IncreasedDualWieldPhysicalDamage #% increased Physical Weapon Damage while Dual Wielding IncreasedStaffPhysicalDamage #% increased Physical Damage with Staves IncreasedOneHandedMeleePhysicalDamage #% increased Physical Damage with One Handed Melee Weapons IncreasedDaggerPhysicalDamage #% increased Physical Damage with Daggers IncreasedSwordPhysicalDamage #% increased Physical Damage with Swords IncreasedAxePhysicalDamage #% increased Physical Damage with Axes IncreasedClawPhysicalDamage #% increased Physical Damage with Claws //Crit IncreasedGlobalCritChance #% increased Global Critical Strike Chance IncreasedLocalCritChance #% increased Critical Strike Chance IncreasedSpellCritChance #% increased Critical Strike Chance for Spells IncreasedElementalCritChance #% increased Critical Strike Chance with Elemental Skills IncreasedColdCritChance #% increased Critical Strike Chance with Cold Skills IncreasedFireCritChance #% increased Critical Strike Chance with Fire Skills IncreasedLightningCritChance #% increased Critical Strike Chance with Lightning Skills IncreasedMeleeCritChance #% increased Melee Critical Strike Chance IncreasedOneHandedMeleeCritChance #% increased Critical Strike Chance with One Handed Melee Weapons IncreasedTwoHandedMeleeCritChance #% increased Critical Strike Chance with Two Handed Melee Weapons IncreasedDualWieldCritChance #% increased Weapon Critical Strike Chance while Dual Wielding IncreasedGlobalCritMultiplier #% increased Global Critical Strike Multiplier IncreasedSpellCritMultiplier #% increased Critical Strike Multiplier for Spells IncreasedElementalCritMultiplier #% increased Critical Strike Multiplier with Elemental Skills IncreasedColdCritMultiplier #% increased Critical Strike Multiplier with Cold Skills IncreasedFireCritMultiplier #% increased Critical Strike Multiplier with Fire Skills IncreasedLightningCritMultiplier #% increased Critical Strike Multiplier with Lightning Skills IncreasedMeleeCritMultiplier #% increased Melee Critical Strike Multiplier IncreasedOneHandedMeleeCritMultiplier #% increased Critical Strike Multiplier with One Handed Melee Weapons IncreasedDualWieldCritMultiplier #% increased Critical Strike Multiplier while Dual Wielding IncreasedTwoHandedMeleeCritMultiplier #% increased Critical Strike Multiplier with Two Handed Melee Weapons //Accuracy AddedAccuracy +# to Accuracy Rating IncreasedAccuracy #% increased Accuracy Rating //********************** //*** SPEED *** //********************** IncreasedProjectileSpeed #% increased Projectile Speed IncreasedMineLayingSpeed #% increased Mine Laying Speed IncreasedTrapThrowingSpeed #% increased Trap Throwing Speed IncreasedMovementSpeed #% increased Movement Speed IncreasedAttackSpeed #% increased Attack Speed IncreasedOneHandedMeleeAttackSpeed #% increased Attack Speed with One Handed Melee Weapons IncreasedMaceAttackSpeed #% increased Attack Speed with Maces IncreasedStaffAttackSpeed #% increased Attack Speed with Staves IncreasedShieldAttackSpeed #% increased Attack Speed while holding a Shield IncreasedAxeAttackSpeed #% increased Attack Speed with Axes IncreasedSwordAttackSpeed #% increased Attack Speed with Swords IncreasedDaggerAttackSpeed #% increased Attack Speed with Daggers IncreasedDualWieldAttackSpeed #% increased Attack Speed while Dual Wielding IncreasedWandAttackSpeed #% increased Attack Speed with Wands IncreasedClawAttackSpeed #% increased Attack Speed with Claws IncreasedBowAttackSpeed #% increased Attack Speed with Bows IncreasedTwoHandedMeleeAttackSpeed #% increased Attack Speed with Two Handed Melee Weapons IncreasedAttackCastSpeed #% increased Attack and Cast Speed IncreasedCastSpeed #% increased Cast Speed IncreasedFireCastSpeed #% increased Cast Speed with Fire Skills IncreasedColdCastSpeed #% increased Cast Speed with Cold Skills IncreasedLightningCastSpeed #% increased Cast Speed with Lightning Skills IncreasedDualWieldCastSpeed #% increased Cast Speed while Dual Wielding IncreasedStaffCastSpeed #% increased Cast Speed while wielding a Staff IncreasedShieldCastSpeed #% increased Cast Speed while holding a Shield IncreasedProjectileCastSpeed #% increased Projectile Speed //********************** //*** DEFENSE *** //********************** //Regular Defense AddedArmour +# to Armour AddedEnergyShield +# to maximum Energy Shield AddedEvasion +# to Evasion Rating IncreasedArmour #% increased Armour IncreasedEnergyShield #% increased Energy Shield IncreasedEvasion #% increased Evasion Rating IncreasedArmourEnergyShield #% increased Armour and Energy Shield IncreasedArmourEvasion #% increased Armour and Evasion IncreasedEvasionEnergyShield #% increased Evasion and Energy Shield IncreasedArmourEvasionEnergyShield #% increased Armour, Evasion and Energy Shield //Block BaseBlockChance #% Chance to Block AddedBlockChanceOne #% additional Block Chance AddedBlockChanceTwo +#% Chance to Block AddedStaffBlockChance #% additional Chance to Block with Staves AddedDualWieldBlockChance #% additional Block Chance while Dual Wielding AddedShieldBlockChance #% additional Chance to Block with Shields AddedDualWiedSpellBlockChance #% additional Chance to Block Spells while Dual Wielding AddedStaffSpellBlockChance #% additional Chance to Block Spells with Staves AddedShieldSpellBlockChance #% additional Chance to Block Spells with Shields //Dodge AttackDodge #% chance to Dodge Attacks //Resistances ColdResistance +#% to Cold Resistance FireResistance +#% to Fire Resistance LightningResistance +#% to Lightning Resistance ChaosResistance +#% to Chaos Resistance ElementalResistances +#% to all Elemental Resistances FireLightningResistances +#% to Fire and Lightning Resistances FireColdResistances +#% to Fire and Cold Resistances ColdLightningResistances +#% to Cold and Lightning Resistances //********************** //*** RECOVERY *** //********************** //Ailment Recovery IncreasedBlockStunRecovery #% increased Block and Stun Recovery IncreasedStunRecovery #% increased Stun Recovery IncreasedBlockRecovery #% increased Block Recovery IncreasedEnergyShieldRechargeRate #% increased Energy Shield Recharge Rate //Life Recovery PhysicalAttackLifeLeech #% of Physical Attack Damage Leeched as Life LifePerYourAttackHit +# Life gained for each enemy hit by your Attacks LifePerAttackHit +# Life gained for each Enemy hit by Attacks LifePerKill +# Life gained on Kill LifePerSecond # Life Regenerated per second //Mana Recovery PhysicalAttackManaLeech #% of Physical Attack Damage Leeched as Mana ManaPerKill +# Mana Gained on Kill ManaPerYourAttackHit # Mana gained for each Enemy hit by your Attacks IncreasedManaRegeneration #% increased Mana Regeneration Rate //ES Recovery EnergyShieldPerKill # Energy Shield gained for each Enemy hit by your Attacks FasterEnergyShieldRecovery #% faster start of Energy Shield Recharge //********************** //*** MINIONS/TOTEMS *** //********************** IncreasedTotemLife #% increased Totem Life IncreasedMinionDamage Minions deal #% increased Damage IncreasedMinionLife Minions have #% increased maximum Life IncreasedMinionResistances Minions have #% to all Elemental Resistances IncreasedTotemResistances Totems gain #% to all Elemental Resistances IncreasedMinionBlockChance Minions have #% Chance to Block //********************** //*** SOCKETS/GEMS *** //********************** AddedSocket Has # Socket AddedGemLevel +# to Level of Socketed Gems AddedMeleeGemLevel +# to Level of Socketed Melee Gems AddedBowGemLevel +# to Level of Socketed Bow Gems AddedColdGemLevel +# to Level of Socketed Cold Gems AddedFireGemLevel +# to Level of Socketed Fire Gems AddedLightningGemLevel +# to Level of Socketed Lightning Gems AddedMinionGemLevel +# to Level of Socketed Minion Gems AddedSupportGemQuality +#% to Quality of Support Gems in this item //********************** //*** OTHER *** //********************** //Ailments IncreasedEnemyStunDuration #% increased Stun Duration on Enemies ReducedEnemyStunThreshold #% reduced Enemy Stun Threshold IncreasedIgniteChance #% chance to Ignite IncreasedShockChance #% chance to Shock IncreasedFreezeChance #% chance to Freeze //Flasks IncreasedFlaskLifeRecoveryRate #% increased Flask Life Recovery rate IncreasedFlaskManaRecoveryRate #% increased Flask Mana Recovery rate IncreasedFlaskChargesGained #% increased Flask Charges gained ReducedFlaskChargesUsed #% reduced Flask Charges used IncreasedFlaskDuration #% increased Flask effect duration //Magic Find IncreasedItemRarity #% increased Rarity of Items found IncreasedItemQuantity #% increased Quantity of Items found //No Category PhysicalMeleeReflect Reflects # Physical Damage to Melee Attackers IncreasedLightRadius #% increased Light Radius ReducedAttributeRequirements #% reduced Attribute Requirements IncreasedAoE #% increased Radius of Area Skills IncreasedKnockbackChance #% chance to Knock Enemies Back on hit ReducedManaCost #% reduced Mana Cost of Skills ArrowPierceChance #% chance of Arrows Piercing ElementalResistancesPenetration Damage Penetrates #% Elemental Resistances
Other information
//Functions GetMaximum E.g. (1 GetMaximum 2) would return 2 HasAffix Item is guaranteed to have that affix CouldHaveAffix It is possible the item has that affix Rarity (Normal|Magic|Rare|Unique) Name The name of the item (e.g. "Lightning Coil") Class (Claw|Dagger|Gloves|Boots|...) BaseType (Iron Greaves|Wool Shoes|Rawhide Boots) //Affixes MinPrefixes Item is guaranteed to have no less than this many prefixes MaxPrefixes Item is guaranteed to have no more than this many prefixes MinSuffixes MaxSuffixes //Requirements LvlReq Required level to equip item StrReq Required strength IntReq Required intelligence DexReq Required dexterity //Properties Quality MinPhysicalDamage Total min. phys Damage (Only for weapons) MaxPhysicalDamage Total max. phys Damage (Only for weapons) MinElementalDamage Total min. ele Damage (Only for weapons) MaxElementalDamage Total max. ele Damage (Only for weapons) CritChance APS Total attacks per second (Only for weapons) Armour Evasion EnergyShield BlockChance //Sockets SocketCount RedSocketCount BlueSocketCount GreenSocketCount WhiteSocketCount MaxLinks //Item Level ItemLevel float64 //Flavour Text FlavourText string It may look like this:
Show example
#Lines starting with '#' are comments
# #With the Function tag you can create your own helpers. #Format is: Function $FunctionName$ Function #Note, that the function name has to be enclosed in $'s. Function $EDPS$ APS*(MinElementalDamage + MaxElementalDamage)/2 #After all functions have been declared, you can declare conditions. #Each condition must be followed by a warn. This warn is displayed, when the condition is met. #Conditions are checked from top to bottom. First to match gets its warning displayed. Condition $LvlReq$ > 25 && $EDPS$ > 7.5*$LvlReq$ - 100 && $IsOneHandedWeapon$ Warn Nice EDPS on that One-Hander Condition $TotalLife$ + $TotalResistances$ - LvlReq >= 70 Warn Nice Life and Resistances for it's level. As you can see it allows for arithmetic. So the condition "$TotalLife$ + $TotalResistances$ - LvlReq >= 70" would trigger on all items, where the sum of + Max Life and + Resistances - Level required to equip item is greater or equal to 70. You can add more subconditions with "&&" (=and) or "||" (=or). So you could add to the above condition, that the item has to be a boot or sth.
Show allowed operators
&& Logical and - condition to left and right have to be true || Logical or +,-,*,/ The standard math operators <, <=, >, >=, ==, != less, less than, greater, greater than, equal, not equal ! NOT operator (e.g. !(Class == "Boots") for all that is not boots How does it look? Program sits in your taskbar. All files in its folder ending with ".filter" are shown in the filter list. So you can have a filter-file for standard, one for tempest, one for racing, etc. Ingame you mouse over an item and press ctrl+d. If a filter matches, it puts out your warning as a text-message:
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How to get started Download the executable OR Download the source code. (In Golang, paired with cgo.) Open the file "default.filter" with a text editor and edit it to your liking. Of course you can simply keep the default values, too. (By now it is set to warn you on items that are moderately good in the tempest league. I am no trader tough, so you might really want to change it. If anyone comes up with a better filter I will edit it in.) Start the program. In PoE, hover over an item and press ctrl+d. Nifty little quality of life: The program remaps ctrl+d to a ctrl+doubleclick, therefore if you have a vendor-window open, it gets placed in there. So after e.g. a Voll-Run, instead of ctrl+leftclick selling everything you can do ctrl+d and sell everything (except for those things it warns you about :) ) Last edited by Rayshan on Aug 26, 2015, 9:55:43 AM Last bumped on Dec 12, 2016, 12:29:02 AM
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Very cool, thanks. I'll be playing around with this tonight.
At first glance it looks like this may be fairly close to what I was asking for here https://www.pathofexile.com/forum/view-thread/1372761 |
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Its really useful, and surprisingly quick, I am enjoying it very much.
Have you considered making a simple GUI for it? to make it easier to change the values And maybe even keep a log of all the valuable rares you got? Anyway, really enjoying this. great work, and thank you very much. |
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Awesome tool and really easy to start up. Now I might actually start bothering with trying to sell rares!
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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I said in the deleted topic and I'll say it again. Rayshan, amazing job with this. I'm not a market expert, but I think I want to try to write my own script and possibly check other player's scripts.
I hope I can get some help here if I run into any problems. Thanks again for sharing. Filtro de Itens - https://br.pathofexile.com/forum/view-thread/190
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" Thanks. Baseline testing I made, is that it should feel instantaneaous for ~ 1000-2000 conditions and fast for ~ 20.000-40.000, however this always depends on your machine. Should filters one day be advanced enough for this to actually slow down I would consider adding branching to make it even faster, as speed really is what makes the workflow with this feel positive. " To be honest, I have no idea how such a gui would even look. The problem is, that everything in a filter is basically formulas and (at least for me) simply writing them down is the easiest way. " Definitely thinking about that. Not exactly sure how tough. Personally I want some way to remember which items sold and which didn't, to see which of my Conditions need rework. Next thing I want to do however is smarten up the item-parser, so it can better differentiate between actual affixes and mods. E.g. (Local Evasion Rating +%, Base Stun Recovery +%) is a single Prefix. If the program would recognize this, you could do sth. like "If HasFreePreefix", to determine items you could still craft life / sth. valuable on. Problem is, that those affixes aren't even non-ambiguous. E.g. boots with 40% increased evasion rating and 13%stun recovery might either be "Wasp's Boots" (1 Prefix) or "Ghost's Boots of Thick Skin" (1 Prefix and 1 Suffix). Sadly the info about an item we get by ctrl+copying it doesnt allow to distinguish those cases. " Sure. Just post any issues you may have into this thread and I will do my best trying to help. Last edited by Rayshan on Aug 19, 2015, 3:36:47 AM
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Doesnt work with this belt
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" The program will work, you just need to set the filter the way you like it. As mentioned in the OP " I also had it not hit on some good items and hit on this piece that I don't see as a keeper But I don't expect one person is going to get a perfect filter right out of the gate. It's going to take some tweaking and sharing to dial it all in and even then everybody will have their own preferences. Similar deal to the loot filter, right? All in all I'd call it a solid tool worth working with. Thanks Rayshan! |
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I have two questions/suggestions:
1. Is there a way to instead of outputting the message to chat, opening a pop-up or something? 2. Is there a way to remove the double clicking? If I want to evaluate my stash, it keeps throwing my stuff around. Besides that, the script is awesome! I would love to see it develop even further. You, sir, got a user/tester/follower or however you want to call it. xD Filtro de Itens - https://br.pathofexile.com/forum/view-thread/190
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Suggestion: Make a "currency-spam" mode where instead of double-clicking, you shift-click just like you do when you apply currency a bunch of times to one item. Then when the script catches something nice, it breaks the shift so that you don't overwrite it with the next use.
Would be useful for spamming chaos on items, as well as for five-linking. IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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