Open Keldoon opened 11 months ago
Copied from ExileApi Ownedcore forum thread
How I got Ground-Items-With-Linq to work(Somewhat) Since I was so graciously contacted and aided with the way to get the Ground-Items-With-Linq plugin to work I figure I might aswell just share my current setup of the item filter file so that it may aid others who have similar issues getting into it.
DISCLAIMER As is mentioned in replies above here it kind of breaks somewhat easily when there are just too many items on the ground, I'm assuming it's checking all item labels on the ground so in especially juicy maps it just gets overloaded and does not show your desired items that are on the ground and sometimes it highlights some random items that are not at all in your searchfilter. Because of this you should not be solely relying on and expecting the tool to always notify you in case there's a Mageblood/HH on the ground and keep checking things for yourself atleast when there seems to be a lot of loot on the screen.END OF DISCLAIMER
GitHub - DetectiveSquirrel/Ground-Items-With-Linq at 6907a0cb8d80a49cce1264d2912f62b51d0f883e This is the version I've had working as of the current date of posting.
I have two .ifl filter files, both checked and active in the plugin config, not sure if this reduces performance but I like it like this to keep track of different uniques so that I could flip one ruleset off when needed.
The first .ifl file just covers belts and looks like this:
Code: ResourcePath == "Art/2DItems/Belts/Headhunter.dds" || //Headhunter ResourcePath == "Art/2DItems/Belts/Headhunter2.dds" //Headhunter2
ResourcePath == "Art/2DItems/Belts/InjectorBelt.dds" //Mageblood
ResourcePath == "Art/2DItems/Belts/BiscosLeash.dds" //Bisco's For the second rule file I added in a bunch of the multi-base uniques that I'd be interested in seeing in case they do drop, I actually have these filtered away ingame since normally I wouldn't find most of these worth hovering over all the crappy bases to get ahold of(such as Fiend dagger's for arakaali's fangs, Necromancer Silk's for Fleshcrafter etc.) Since I don't manually check most of these bases during maps and the filter often breaks during juicy lootscreens, I'm sure a good few of these good items that drop in the middle of maps might still be missed due to the plugin just not functioning while said item appeared beneath everything else, but this I am fine with and so far I have still been able to get ahold of a few of these decent uniques that I normally would never even have bothered to check their shared base uniques for. to make use of this whenever one of the items that are filtered away in my lootfilter gets picked up by the plugin I open the game options and switch to a cusom filter I made that only shows these mult-base uniques, which makes it relatively easy to pick up whilst looting the map.
Here is the .ifl file text for this second rule:
Code: ResourcePath == "Art/2DItems/Amulets/HinekoraAmulet.dds" //Destiny
ResourcePath == "Art/2DItems/Amulets/Malachai's BrillianceAmulet.dds" //Dragonflight
ResourcePath == "Art/2DItems/Rings/DieOfDestiny.dds" //Ventor's
ResourcePath == "Art/2DItems/Rings/Brotherhood.dds" //Call of the Brotherhood
ResourcePath == "Art/2DItems/Armours/BodyArmours/Illuminatis.dds" //Incadescent Heart
ResourcePath == "Art/2DItems/Rings/BereksRespite.dds" //Berek's Respite
ResourcePath == "Art/2DItems/Rings/BereksRespiteAlt.dds" //Berek's Respite 2
ResourcePath == "Art/2DItems/Armours/BodyArmours/Illuminatis.dds" //Incadescent Heart
ResourcePath == "Art/2DItems/Armours/BodyArmours/ShockCloak.dds" //Doryani's Prototype
ResourcePath == "Art/2DItems/Armours/BodyArmours/OnShocked.dds" //Inpulsa's
ResourcePath == "Art/2DItems/Armours/Gloves/thunderclaw.dds" //Thunderfist
ResourcePath == "Art/2DItems/Armours/BodyArmours/DiallasMalefaction.dds" //Dialla's
ResourcePath == "Art/2DItems/Armours/BodyArmours/IronHeart Final.dds" //Iron Fortress
ResourcePath == "Art/2DItems/Armours/BodyArmours/Embrace.dds" //Covenant
ResourcePath == "Art/2DItems/Rings/UniqueCurseRing.dds" //Anathema
ResourcePath == "Art/2DItems/Weapons/OneHandWeapons/Daggers/Dagger7unique.dds" //Divinarius
ResourcePath == "Art/2DItems/Armours/Boots/TwoTonedBootsALT.dds" //Garukhan's
ResourcePath == "Art/2DItems/Armours/Helmets/HyrrisMark.dds" //asenath
ResourcePath == "Art/2DItems/Weapons/OneHandWeapons/Daggers/FangUnique.dds" //Arakaali's
ResourcePath == "Art/2DItems/Weapons/TwoHandWeapons/Bows/Voidshaft.dds" //Voltaxic
ResourcePath == "Art/2DItems/Weapons/OneHandWeapons/Scepters/MaataSceptre.dds" //Maata's
ResourcePath == "Art/2DItems/Armours/BodyArmours/EssenceGifter.dds" //Fleshcrafter Hopefully with this info other people who are looking to get some occasional assistance from this tool are able to get into setting it up and configure it to their own liking based on the filter files I have provided, I also moved the "uniqueArtMapping.defaul.json" file which comes with the plugin download over to my filter folder. So if I wanted to add a new unique item to be searched for by the plugin I would simply copy on of the lines in the filter file and paste it 2 spaces below the bottom one, then I would locate the 2D art path for the new unique I'm adding in the "uniqueArtMapping.defaul.json" file and edit my newly added line to match the chosen unique then add its name after the "//" to explain which unique it's referring to.
Example:
Code: ResourcePath == "Art/2DItems/Belts/Belt6Unique2.dds" //Wurm's Molt
That's all I've got to share, if anyone knows of a way to make it so that the item labels don't show up in random colors(sometimes almost invisible against the map in the background) on the screen and perhaps a way to have the plugin remain functional even when there are lots of items on the ground I would very much appreciate help with that myself as I've yet to figure that out!
Thanks to the creator of this plugin! <3
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