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  1. #481
    CornFlake101's Avatar Member
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    Anyone figure out how to sort BLighted maps? i can't for the life of me find a good identifier to script for.

    STASHIE - a stash managing plugin for PoeHud
  2. #482
    cunningStunts's Avatar Member
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    Originally Posted by CornFlake101 View Post
    Added Prophecies and Incubators (can't test incubator, dont have one in inv

    All i do to add things is add that certain exception to the "catch all" in lines 1 (currency) and lines 3 (essences, maybe needless here but w/e)
    Then i write a line under league specific and edit it for what ive added.

    I dont even know how to compile a program, yet i was able to do all these additions. Kind of fun making it work

    My problem is finding the correct names/paths/etc to use when writing the code. My brain is bad.

  3. #483
    CornFlake101's Avatar Member
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    Originally Posted by cunningStunts View Post
    My problem is finding the correct names/paths/etc to use when writing the code. My brain is bad.
    I use the Hud Dev tool plugin, look under item. It will give you the type (i.e stackable currency/map) and base type (i.e Prophecy/Incubator) identifier. with those, you just copy a working line of code for some other like item and edit it for the new one. The big thing to remember with the script is to add an exception to the above "catch alls" at the top. If not, those items will likely go to the currency tab by default

    PoEDB: Exile Chronicles is useful too
    Last edited by CornFlake101; 03-19-2020 at 11:26 PM.

  4. #484
    snowhawk's Avatar Contributor
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    Originally Posted by CornFlake101 View Post
    Anyone figure out how to sort BLighted maps? i can't for the life of me find a good identifier to script for.
    Blighted maps requires a filter be added to Stashie to search for the mod implicit "Area is infected with fungal growths". There is no indicator through the traditional name/path attributes to distinguish blighted maps from normal maps.

  5. #485
    fudenciolino's Avatar Member
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    Can this differentiate splinter from normal currency?

  6. #486
    snowhawk's Avatar Contributor
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    Originally Posted by fudenciolino View Post
    Can this differentiate splinter from normal currency?
    Order your filters from most specific to most generic.

    Code:
    Simulacrum Splinter:  ClassName=StackableCurrency,BaseName=Simulacrum Splinter                      :Default Tabs
    Splinters:            ClassName=StackableCurrency,BaseName^Splinter                                 :Default Tabs
    Currency:             ClassName=StackableCurrency                                                   :Default Tabs
    Last edited by snowhawk; 03-22-2020 at 11:50 AM.

  7. #487
    Raiwulf's Avatar Member
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    can someone pm me for an updated version of this?

  8. #488
    poetesttt's Avatar Active Member
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    FitersConfig i using. For players bought all stash types.

    Conquerors influenced item added in 3.9 is not supported.
    Fossils Stash is not supported.
    And the basename of blight maps can't be identified.

    Code:
    //Override
    Simulacrum Splinter: Path^CurrencyAfflictionShard	:Override
    Simulacrum : Path^CurrencyAfflictionFragment	:Override
    Delirium Orb: path^AfflictionOrb	:Override			
    
    //Exact Stash
    Essences:           path^CurrencyEssence|path^CurrencyCorruptMonolith	:Exact Stash
    Divination Cards:	ClassName=DivinationCard		:Exact Stash
    Fragments:			ClassName=MapFragment			:Exact Stash
    TimeLess Splinter: 	Path^CurrencyLegion		:Exact Stash
    Breach Splinters: 	Path^CurrencyBreach		:Exact Stash
    Offerings: 		ClassName=LabyrinthMapItem	:Exact Stash
    //Blight Maps: 	ClassName=Map,BaseName^Blighted			:Exact Stash
    Maps:			ClassName=Map,BaseName!^Blighted		:Exact Stash
    Fossils:		Path^CurrencyDelveCrafting					:Exact Stash
    Resonator:		ClassName=DelveStackableSocketableCurrency  :Exact Stash
    Currency:	ClassName=StackableCurrency,ClassName!^QuestItem,path!^Mushrune,path!^CurrencyItemised,path!^CurrencyJewelleryQuality	:Exact Stash
    
    //Default Tabs
    Abyss belt:			!identified,BaseName=^Stygian :Default Tabs
    Gems:				ClassName^Skill Gem,ItemQuality=0			:Default Tabs
    Flasks:				ClassName^Flask,ItemQuality=0				:Default Tabs
    Jewels:				!identified,ClassName=Jewel								:Default Tabs
    Abyss Jewels:		!identified,ClassName=AbyssJewel								:Default Tabs
    Oils(Blight): path^Mushrune	:Default Tabs
    Parts(Metamorph): path^Metamorphosis	:Default Tabs
    Catalyst(Metamorph): path^CurrencyJewelleryQuality	:Default Tabs
    Incubator(Legion): ClassName=Incubator, :Default Tabs
    Prophecy: 			path^CurrencyItemised	:Default Tabs
    Unique: 			Rarity=Unique 								:Default Tabs
    Talisman:			ClassName=Amulet,BaseName^Talisman			:Default Tabs
    //Leaguestones:		ClassName=Leaguestone						:Default Tabs
    //Identified rare:	identified,Rarity=Rare,!Shaper,!Elder,!Fractured :Default Tabs
    //Jewelery:			!identified,ClassName=Amulet|ClassName=Ring,identified,BaseName!=Gold Amulet,Rarity=Rare :Default Tabs
    //Fractured:		Fractured :Default Tabs
    //Unique Jewel: Rarity=Unique,ClassName=Jewel :Override
    //Unique Rings: Rarity=Unique,ClassName=Ring :Override	
    //High level: identified,ilvl>=84,ClassName=Helmet :Override
    //High Jewelery: identified,ilvl>=84,ClassName=Ring|ClassName=Amulet :Override
    
    //Ex Recipe
    Shaper: Shaper :Ex Recipe
    Elder: Elder :Ex Recipe
    //Crusader: Crusader :Ex Recipe
    //Hunter: Hunter :Ex Recipe
    //Redeemer: Redeemer :Ex Recipe
    //Warlord: Warlord :Ex Recipe
    
    //Chaos Recipe LVL 2 (unindentified and ilvl 60 or above)
    Weapons:		!identified,Rarity=Rare,ilvl>=60,ClassName^Two Hand|ClassName^One Hand|ClassName=Bow|ClassName=Staff|ClassName=Sceptre|ClassName=Wand|ClassName=Dagger|ClassName=Rune Dagger|ClassName=Claw|ClassName=Shield :Chaos Recipe
    Jewelry:		!identified,Rarity=Rare,ilvl>=60,ClassName=Ring|ClassName=Amulet 	:Chaos Recipe
    Belts:			!identified,Rarity=Rare,ilvl>=60,ClassName=Belt 					:Chaos Recipe
    Helms:			!identified,Rarity=Rare,ilvl>=60,ClassName=Helmet 					:Chaos Recipe
    Body Armours:	!identified,Rarity=Rare,ilvl>=60,ClassName=Body Armour 				:Chaos Recipe
    Boots:			!identified,Rarity=Rare,ilvl>=60,ClassName=Boots 					:Chaos Recipe
    Gloves:			!identified,Rarity=Rare,ilvl>=60,ClassName=Gloves 					:Chaos Recipe
    
    //Vendor Recipes
    Chisel Recipe:		BaseName=Stone Hammer|BaseName=Rock Breaker,ItemQuality=20	:Vendor Recipes
    Quality Gems:		ClassName^Skill Gem,ItemQuality>0							:Vendor Recipes
    Quality Flasks:		ClassName^Flask,ItemQuality>0								:Vendor Recipes
    
    //Chance Items
    Sorcerer Boots:	BaseName=Sorcerer Boots,Rarity=Normal	:Chance Items
    Leather Belt:	BaseName=Leather Belt,Rarity=Normal		:Chance Items
    
    //Others
    Others: ilvl>=1 :Others

  9. #489
    snowhawk's Avatar Contributor
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    Just a heads up but Craere has an updated version of stashie that checks influence and if a map is blighted. It's important to note that if you upgrade to this stashie, you also rename your filter file to "FiltersConfig.txt" as that was changed too. If you forget to change the name of your filter, the plugin will create a default filter that's been updated to this league. In any case, this is the filter I've been using for the past few days.

    Code:
    //Filter Format -
    //Name of Filter:	property1,property2		:Group Name
    //
    //Name of Filter: Must be a unique name.
    //Properties: May use logical-or (|) and logical-and (,). Use properties and operations below.
    //Group Name: Category a filter belongs to.
    
    //Available properties:
    ////String (name) properties:
    ////  classname
    ////  basename
    ////  path
    ////  name
    ////  desc
    ////Numerical properties:
    ////  itemquality
    ////  rarity
    ////  ilvl
    ////  tier
    ////  numberofsockets
    ////  veiled
    ////  fractured
    ////Boolean properties:
    ////  identified
    ////  corrupted
    ////  influenced
    ////  Elder
    ////  Shaper
    ////  Crusader
    ////  Hunter
    ////  Redeemer
    ////  Warlord
    ////  blightedMap
    
    //Available operations:
    ////String (name) operations:
    ////  !=	(not equal)
    ////  =		(equal)
    ////  ^		(contains)
    ////  !^	(not contains)
    ////
    ////Numerical operations:
    ////  !=	(not equal)
    ////  =		(equal)
    ////  >		(bigger)
    ////  <		(less)
    ////  <=	(less or equal)
    ////  >=	(bigger or equal)
    ////
    ////Boolean operations:
    ////  !		(not/invert)
    
    //Misc Stuff
    Divination:           ClassName=DivinationCard                                                      :Default Tabs
    Prophecy:             BaseName=Prophecy                                                             :Default Tabs
    
    //Stackable Currency. Currency Tab is catch-all.
    Delirium Orb:         ClassName=StackableCurrency,BaseName^Delirium Orb                             :Default Tabs
    Simulacrum Splinter:  ClassName=StackableCurrency,BaseName=Simulacrum Splinter                      :Default Tabs
    Meta Samples:         ClassName=MetamorphosisDNA                                                    :Default Tabs
    Catalysts:            ClassName=StackableCurrency,BaseName^Catalyst                                 :Default Tabs
    Oils:                 ClassName=StackableCurrency,BaseName^Oil                                      :Default Tabs
    Incubators:           ClassName=Incubator                                                           :Default Tabs
    Beasts:               ClassName=StackableCurrency,BaseName=Imprinted Bestiary Orb                   :Default Tabs
    Fossils:              ClassName=StackableCurrency,BaseName^Fossil                                   :Default Tabs
    Resonators:           ClassName=DelveStackableSocketableCurrency,BaseName^Resonator                 :Default Tabs
    Vials:                ClassName=StackableCurrency,BaseName^Vial of                                  :Default Tabs
    Essences:             ClassName=StackableCurrency,BaseName^Essence|BaseName^Remnant of Corruption   :Default Tabs
    Splinters:            ClassName=StackableCurrency,BaseName^Splinter                                 :Default Tabs
    Blessings:            ClassName=StackableCurrency,BaseName^Blessing of                              :Default Tabs
    Currency:             ClassName=StackableCurrency                                                   :Default Tabs
    
    //Vendor Recipes
    //20Q Chisel:           BaseName=Stone Hammer|BaseName=Rock Breaker|BaseName=Gavel,ItemQuality=20     :Vendor Recipes
    //00Q Chisel:           BaseName=Stone Hammer|BaseName=Rock Breaker|BaseName=Gavel,Rarity=Normal      :Vendor Recipes
    
    Normal Gems:          ClassName^Skill Gem,ItemQuality=0                                             :Vendor Recipes
    Quality Gems:         ClassName^Skill Gem,ItemQuality>0                                             :Vendor Recipes
    Flasks:               ClassName^Flask,ItemQuality=0                                                 :Vendor Recipes
    Quality Flasks:       ClassName^Flask,ItemQuality>0                                                 :Vendor Recipes
    
    //Chance Items
    //Sorcerer Boots:	      Rarity=Normal,BaseName=Sorcerer Boots                                         :Chance Items
    //Leather Belt:	      Rarity=Normal,BaseName=Leather Belt                                           :Chance Items
    //Gold Amulet:	      Rarity=Normal,BaseName=Gold Amulet                                            :Chance Items
    
    //Influenced Item Dump (unidentified)
    Elder:           Elder          :Influenced Items
    Shaper:          Shaper         :Influenced Items
    Crusader:        Crusader       :Influenced Items
    Hunter:          Hunter         :Influenced Items
    Redeemer:        Redeemer       :Influenced Items
    Warlord:         Warlord        :Influenced Items
    Other:           influenced     :Influenced Items
    
    //Veiled Item Dump
    Veiled:          Veiled>0       :Veiled Items
    
    //Chaos Recipe LVL 2 (unindentified rares ilvl 60 or above)
    //CR-Weapons: !identified,Rarity=Rare,ilvl>=60,ClassName^Two Hand|ClassName^One Hand|ClassName=Bow|ClassName=Staff|ClassName=Sceptre|ClassName=Wand|ClassName=Dagger|ClassName=Claw|ClassName=Shield|ClassName=Quiver|ClassName=Rune Dagger :Chaos Recipe
    //CR-Amulets: !identified,Rarity=Rare,ilvl>=60,ClassName=Amulet          :Chaos Recipe
    //CR-Rings:   !identified,Rarity=Rare,ilvl>=60,ClassName=Ring            :Chaos Recipe
    //CR-Belts:   !identified,Rarity=Rare,ilvl>=60,ClassName=Belt            :Chaos Recipe
    //CR-Helmets: !identified,Rarity=Rare,ilvl>=60,ClassName=Helmet          :Chaos Recipe
    //CR-Chests:  !identified,Rarity=Rare,ilvl>=60,ClassName=Body Armour     :Chaos Recipe
    //CR-Boots:   !identified,Rarity=Rare,ilvl>=60,ClassName=Boots           :Chaos Recipe
    //CR-Gloves:  !identified,Rarity=Rare,ilvl>=60,ClassName=Gloves          :Chaos Recipe
    
    // Non-Chaos Recipe Rares (eg. indentified)
    //Idd-Weapons:         identified,Rarity=Rare,ClassName^Two Hand|ClassName^One Hand|ClassName=Bow|ClassName=Staff|ClassName=Sceptre|ClassName=Wand|ClassName=Dagger|ClassName=Claw|ClassName=Shield|ClassName=Quiver|ClassName=Rune Dagger :Rares
    //Idd-Amulets:         identified,Rarity=Rare,ClassName=Amulet                             :Rares
    //Idd-Rings:           identified,Rarity=Rare,ClassName=Ring                               :Rares
    //Idd-Belts:           identified,Rarity=Rare,ClassName=Belt                               :Rares
    //Idd-Helms:           identified,Rarity=Rare,ClassName=Helmet                             :Rares
    //Idd-Body Armours:    identified,Rarity=Rare,ClassName=Body Armour                        :Rares
    //Idd-Boots:           identified,Rarity=Rare,ClassName=Boots                              :Rares
    //Idd-Gloves:          identified,Rarity=Rare,ClassName=Gloves                             :Rares
    Idd-Clusters:        identified,Rarity=Rare,ClassName=Jewel,BaseName^Cluster Jewel       :Rares
    Idd-Jewels:          identified,Rarity=Rare,ClassName=Jewel                              :Rares
    Idd-Abyss Jewels:    identified,Rarity=Rare,ClassName=AbyssJewel                         :Rares
    
    // Craftable stuff
    //Craft-Weapons:       Rarity=Normal|Rarity=Magic,ClassName^Two Hand|ClassName^One Hand|ClassName=Bow|ClassName=Staff|ClassName=Sceptre|ClassName=Wand|ClassName=Dagger|ClassName=Claw|ClassName=Shield|ClassName=Quiver|ClassName=Rune Dagger :Crafting
    //Craft-Amulets:       Rarity=Normal|Rarity=Magic,ClassName=Amulet                               :Crafting
    //Craft-Rings:         Rarity=Normal|Rarity=Magic,ClassName=Ring                                 :Crafting
    //Craft-Belts:         Rarity=Normal|Rarity=Magic,ClassName=Belt                                 :Crafting
    //Craft-Helms:         Rarity=Normal|Rarity=Magic,ClassName=Helmet                               :Crafting
    //Craft-Chests:        Rarity=Normal|Rarity=Magic,ClassName=Body Armour                          :Crafting
    //Craft-Boots:         Rarity=Normal|Rarity=Magic,ClassName=Boots                                :Crafting
    //Craft-Gloves:        Rarity=Normal|Rarity=Magic,ClassName=Gloves                               :Crafting
    //Craft-Clusters:      Rarity=Normal|Rarity=Magic,ClassName=Jewel,BaseName^Cluster Jewel         :Crafting
    //Craft-Jewels:        Rarity=Normal|Rarity=Magic,ClassName=Jewel                                :Crafting
    //Craft-Abyss Jewels:  Rarity=Normal|Rarity=Magic,ClassName=AbyssJewel                           :Crafting
    
    // Uniques
    //Uniques-Weapons:         identified,Rarity=Unique,ClassName^Two Hand|ClassName^One Hand|ClassName=Bow|ClassName=Staff|ClassName=Sceptre|ClassName=Wand|ClassName=Dagger|ClassName=Claw|ClassName=Shield|ClassName=Quiver|ClassName=Rune Dagger :Uniques
    //Uniques-Amulets:         identified,Rarity=Unique,ClassName=Amulet                          :Uniques
    Uniques-Rings:           identified,Rarity=Unique,ClassName=Ring                            :Uniques
    //Uniques-Belts:           identified,Rarity=Unique,ClassName=Belt                            :Uniques
    //Uniques-Helms:           identified,Rarity=Unique,ClassName=Helmet                          :Uniques
    //Uniques-Chests:          identified,Rarity=Unique,ClassName=Body Armour                     :Uniques
    //Uniques-Boots:           identified,Rarity=Unique,ClassName=Boots                           :Uniques
    //Uniques-Gloves:          identified,Rarity=Unique,ClassName=Gloves                          :Uniques
    //Uniques-Clusters:        identified,Rarity=Unique,ClassName=Jewel,BaseName^Cluster Jewel    :Uniques
    //Uniques-Jewels:          identified,Rarity=Unique,ClassName=Jewel                           :Uniques
    //Uniques-Abyss Jewels:    identified,Rarity=Unique,ClassName=AbyssJewel                      :Uniques
    
    // Sacrifices
    Dawn:              ClassName=MapFragment,BaseName^Dawn               :Sacrifices
    Dusk:              ClassName=MapFragment,BaseName^Dusk               :Sacrifices
    Noon:              ClassName=MapFragment,BaseName^Noon               :Sacrifices
    Midnight:          ClassName=MapFragment,BaseName^Midnight           :Sacrifices
    
    // Maps & Stuff
    Blighted:          ClassName=Map,blightedMap                         :Maps & Stuff
    Maps:              ClassName=Map                                     :Maps & Stuff
    Scarabs:           ClassName=MapFragment,BaseName^Scarab             :Maps & Stuff
    Breachstones:      ClassName=MapFragment,BaseName^Breachstone        :Maps & Stuff
    Fragments:         ClassName=MapFragment                             :Maps & Stuff
    Labyrinth:         ClassName=LabyrinthMapItem                        :Maps & Stuff
    Last edited by snowhawk; 04-06-2020 at 03:04 PM.

  10. Thanks timewaster (1 members gave Thanks to snowhawk for this useful post)
  11. #490
    GlebSmet's Avatar Member
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    Hey guys, anyone updated config for Delve Stash?

  12. #491
    MrOne's Avatar Contributor
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    Originally Posted by GlebSmet View Post
    Hey guys, anyone updated config for Delve Stash?
    Delve stash work for me.
    Code:
    Fossils:              ClassName=StackableCurrency,BaseName^Fossil                                   :Default Tabs
    Resonators:           ClassName=DelveStackableSocketableCurrency,BaseName^Resonator                 :Default Tabs
    If I helped you, click "Give Thanks!"

  13. Thanks GlebSmet (1 members gave Thanks to MrOne for this useful post)
  14. #492
    piggottrichard's Avatar Member
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    could someone help me please i have setup the plugin to the correct tabs however the plugin is putting all the items in the wrong stash tabs ? i cant figure out why

  15. #493
    hkfully's Avatar Member
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    Error after 3.10.1d patch, anyone else experience the same?

    Thanks

  16. #494
    tvinki's Avatar Active Member
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    Originally Posted by hkfully View Post
    Error after 3.10.1d patch, anyone else experience the same?

    Thanks
    patch broke many offsets

  17. #495
    V4mpyr's Avatar Member
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    Might have been answered but how do I rename tabs in Stashie to match what I currently call them?

    Regards,
    Vamp

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