Open Zeruph opened 5 years ago
if you put lowgold = nnnnn in your config you can set the lowgold level and it id's before selling IIRC
I think I fixed my issue by adding a this.identifyItem(item, tome); to line 574.
// Items for gold, will sell magics, etc. w/o id, but at low levels
// magics are often not worth iding.
case 4:
Misc.itemLogger("Sold", item);
item.sell();
and now
case 4:
this.identifyItem(item, tome);
Misc.itemLogger("Sold", item);
item.sell();
He identify any items before selling it now. Thank you for your reply.
I manage to also change the price by square that the lowgold accept to pick before selling it making it a bit more "picky".
Line 73 in pickit.js if (unit.getItemCost(1) / (unit.sizex * unit.sizey) >= 2000) //The original sizex/sizey value is 10
Cool. I dont think I needed to do this as my pickit forced an id, so I never saw it sell an item without id'ing.. good work. This should be part of the lowgold functionality as it results in more gold per sold item.
also, when cainid (or standard id'ing) is enabled the bot drops items, so I changed my town.js to sell instead - this means more trips to shop but means you always have gold. just comment out the else in that case section for 'drop item'. it will hold onto the item until the next shop visit.
agreed lowgold sells craps so you fill inventory and only get 500 gold lol - worth changing
Yeah the cain ID is a good idea too. I love gold :P. Thank you for your replies:D Right now my last issue with lowgold is that it gathers all the gold with these lines I think, (for examples in countess it gather all the gold in towerlevel 5 ) and I don't want to change my pickit range.
// If total gold is less than 10k pick up anything worth 10 gold per // square to sell in town. if (rval.result === 0 && Town.ignoredItemTypes.indexOf(unit.itemType) === -1 && me.gold < Config.LowGold && unit.itemType !== 39) { // Gold doesn't take up room, just pick it up if (unit.classid === 523) { return { result: 4, line: null }; } but Im not sure how to restrain it from taking under a certain amount. If you got any idea ;) Thank you in advance.
have you set gold in your pickit or is it ignoring it?
[name] == gold # [gold] >= 200
It is ignoring it, it's set to over 2000
ah so that if statement says pickup gold if its there as it doesnt take up space.
classid 523 = gold
so change this line:
if (stats.classid === 523) {
if (!item.getStat(14) || item.getStat(14) < stats.gold) {
print("ÿc7Picked up " + stats.color + (item.getStat(14) ? (item.getStat(14) - stats.gold) : stats.gold) + " " + stats.name);
return true;
}
}
to
if (unit.classid === 523 && stats.gold >= 200) {
to stop it taking gold below 200
It did stop gathering all the low gold, thank you for that :D But for the countess, it still goes to gather all the gold in the towerlevel5.
thats weird - are you sure you're not loading a pickit with gold entry overriding?
afaik countess gold isn't handled differently - mine skips if pickit entries specify a higher amount
No I rechecked, my gold entry is >= 3000, it also happen with mephisto too, I see it gather gold without logging it.
ok paste your config to pastebin then paste the link here plz
Hello :D,
I can't figure out how to make it identify magic/rare before selling them. I would like to make all my item get identify with tomeofidentify when LowGold is true.
Thank you in advance for your help.