D2Stats 3.11.1

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void
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L H wrote:Thanks.

Now any idea why it doesn't read all charms ? Saw a screenshot from void showing that it read the Laz charm but j haven't seen it do that for any other charm in my experience. It works on trophies. Had a few yesterday and those were fine

in the pic its not the drop filter. just the alt to show items looks like it for items far away. it does notify for trophy though
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Crash
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void wrote:
L H wrote:Thanks.

Now any idea why it doesn't read all charms ? Saw a screenshot from void showing that it read the Laz charm but j haven't seen it do that for any other charm in my experience. It works on trophies. Had a few yesterday and those were fine

in the pic its not the drop filter. just the alt to show items looks like it for items far away. it does notify for trophy though


That would explain why it looked like your was on the same line. Thanks
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SwineFlu
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@Kyromyr

Maybe something like that would be a better solution rather than using a separate tab for the drop filter rules:

► Show Spoiler


Code: Select all

local $inject_msg[][2] = [  ["Message text1", Color1], ... ]

...

func HotKey_DropFilter()
   ...
   local static $init_inject = True
   ...
   if ($init_inject == True) then
      $init_inject = False
      for $i = 0 to UBound($inject_msg) - 1
         PrintString($inject_msg[$i][0], $inject_msg[$i][1])
      next
   endif
   PrintString("Injected DropFilter.", 10)
   _Log("HotKey_DropFilter", "Injected DropFilter.")
   ...
endfunc
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Crash
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Drop notifier recognizes the staff to make the Horadric quest staff, but not the amulet piece. Amulet of the Viper.
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SwineFlu
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Sometimes EarLevel resets on it's own which causes the same items to be displayed more than once. I'm pretty sure it's happening while game tends to lag because of the sprite limit for example.

Here is the proof, two notifications was sent for the same Tiara:
► Show Spoiler

I'm not sure how to fix it without the additional coding.
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PhucHung
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SwineFlu wrote:Sometimes EarLevel resets on it's own which causes the same items to be displayed more than once. I'm pretty sure it's happening while game tends to lag because of the sprite limit for example.

Here is the proof, two notifications was sent for the same Tiara:
► Show Spoiler

I'm not sure how to fix it without the additional coding.

How can you make it noti rare amulets and rings?
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Crash
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You can't. Kyromyr is not adding customization like that to the program
Shade
|
The version I downloaded doesn't look like the screen shots - doesn't have Drop Notifier tab (or Drop Filter but that seems to be just a Shift-Home toggle now).

There doesn't seem to be a toggle for Drop Notifier - did I get the wrong version?
Apologies if this has been asked before, I read last 2 pages of thread but not all 34 pages.
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Quirinus
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You can download it from the Menu > Game > Tools, or from the Download link in the first page.
"but if it's simple it's not that hard" - Quirinus 2017
"small things like this are not a big deal" - Quirinus 2017
Arbatel
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Hi Kyromyr,

EDIT2: SOLVED - See below

Thanks to you and the others who helped make this great tool!!

I am having trouble modifying the dropfilter for my needs as a new player (I actually care about some of the lesser runes right now to make low end rune words and socket my gear with Io, etc.). I modified the excludes.lua and then using "x86 Native Tools Command Prompt for VS 2017" I successfully executed a compile on the project, and generated a new DLL. Replaced the existing DLL and injected the filter... but alas dropping a less than 34 rune still hides from me when pressing ALT. Couple things I noticed... my DLL is 52 KB, vs. the original at 15 KB. Not sure but does the excludes.cpp need to be modified as well? At first I thought the array in that file would line up with the excludes-readable.txt, but readable seems to have many more entries than what's in the array.

Thanks again in advance!

Arbatel

EDIT: After further review, it seems the lua needs to compile before compiling the vs project if I'm not mistaken. I have zero experience with compiling lua, so any tips are appreciated. I'm off to googling now, thanks!

EDIT2: After successful compile of the lua script the array changed and all runes are now showing in the filter! (although my file is still larger than original included...)