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Member
How does the Auto-Pick work? I’ve tried everything, but nothing is happening. Can someone help me?
Where i can get the .ifl files for filter?
Last edited by SAMXODE; 01-29-2025 at 11:58 AM.
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Member
Curious if I was just imagining it or this is actually the case:
I could have sworn that when I first started using pickit, it would click doors and transitions if they were selected in the options. It has since stopped doing so. Although I feel that it is entirely possible that it never did in the first place and I'm imagining things. Anyone?
Edit: I was looking through the pickit cs and saw a couple lines attached to the Door list and click doors function. At a glance, they seem just fine, but maybe there's something small I'm missing here?
Code:
private List<LabelOnGround> UpdateDoorList()
{
bool IsFittingEntity(Entity entity)
{
return entity?.Path is { } path && (
path.Contains("DoorRandom", StringComparison.Ordinal) ||
path.Contains("Door", StringComparison.Ordinal) ||
path.Contains("TowerCompletion", StringComparison.Ordinal));
}
if (GameController.EntityListWrapper.OnlyValidEntities.Any(IsFittingEntity))
{
return GameController?.Game?.IngameState?.IngameUi?.ItemsOnGroundLabelsVisible
.Where(x => x.Address != 0 &&
x.IsVisible &&
IsFittingEntity(x.ItemOnGround))
.OrderBy(x => x.ItemOnGround.DistancePlayer)
.ToList() ?? [];
}
return [];
}
Code:
if (Settings.MiscOptions.ClickDoors)
{
var doorLabel = _doorLabels?.Value.FirstOrDefault(x =>
x.ItemOnGround.DistancePlayer <= Settings.MiscOptions.MiscPickitRange &&
IsLabelClickable(x.Label, null));
if (doorLabel != null && (pickUpThisItem == null || pickUpThisItem.Distance >= doorLabel.ItemOnGround.DistancePlayer))
{
await PickAsync(doorLabel.ItemOnGround, doorLabel.Label, null, _doorLabels.ForceUpdate, cancellationToken);
return true;
}
}
I am fairly well versed in diagnosing these types of issues but I'm failing to see the problem that is causing pickit to not click doors. The POE 2 path still ends with them being called "Door" so that hasn't changed at all... Is it maybe making a mistake with not clicking doors based on comparing the values of the setting for misc pick distance and the regular default pick distance? I tried removing the need for the door to be visible and that didn't help.
The log even says it is selecting and clicking the door...
Code:
2025-01-29 00:53:45.683 -05:00 [INF] Set cursor pos: <591, 323> -> <1328, 328> <Door> (White) Metadata/MiscellaneousObjects/Door: (2D9853E5210) 2D97A4CB410
2025-01-29 00:53:45.824 -05:00 [INF] [PickIt] Click
removed And added
Code:
path.Contains("Switch", StringComparison.Ordinal) ||
on a different line to test and see if it would work with switches. In theory, removing the visible requirement should help it catch switches, as they are considered isvisible: false until mousing over them. Upon mousing over the switch in a crypt map after the change, it will highlight the switch (with pink using the debug) but still will not actually select or click it.
Last edited by Sammiches; 01-29-2025 at 07:21 PM.
Reason: added more info
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Member
Hey is there a Plugins to track effect status on Monster, in GameHelper, they have Tracker Plugin, it shows what Ailments currently going on a monster
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Active Member
Originally Posted by
cheatingeagle
Writing ReAgent scripts is not something I do for people. I would have to spend hours doing that every day if I tried.
would you consider publishing a collection of scripts for common in-game use-cases that we could use as a springboard?
I've studied the examples others have given and I'm able to make my own scripts from them, but I have yet to encounter examples of single/multi side-effects or scripts that will move the character in range before using a skill (if that's even possible). I also recently encountered a problem using a skill that requires me to hold down the key for a bit to execute, the script simply cant trigger it because I assume it just presses the key once not hold it down. Examples of advanced scripts would be very helpful too.
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Member
I managed to get pickit to start clicking doors reliably. Now to figure out the switches in places like crypt and augury.
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Member
Hello, thank you for your work, I can’t update the plugins
1 — Postimages
unknown sertificate lookup failure 16777280
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Contributor
Originally Posted by
Deorigami
Hey is there a Plugins to track effect status on Monster, in GameHelper, they have Tracker Plugin, it shows what Ailments currently going on a monster
yes there should be a thread up for the plugin shortly, in the meantime it can be found here GitHub - diesal/AuraTracker: AuraTracker Plugin
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★ Elder ★
Originally Posted by
cheatH13
would you consider publishing a collection of scripts for common in-game use-cases that we could use as a springboard?
I've studied the examples others have given and I'm able to make my own scripts from them, but I have yet to encounter examples of single/multi side-effects or scripts that will move the character in range before using a skill (if that's even possible). I also recently encountered a problem using a skill that requires me to hold down the key for a bit to execute, the script simply cant trigger it because I assume it just presses the key once not hold it down. Examples of advanced scripts would be very helpful too.
People seem to have started organizing their own.
Originally Posted by
limpopooo
Hello, thank you for your work, I can’t update the plugins
1 — Postimages
unknown sertificate lookup failure 16777280
Updater can't reach the server the plugin is hosted on (likely github), this is between you and your ISP.
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Post Thanks / Like - 1 Thanks
limpopooo (1 members gave Thanks to cheatingeagle for this useful post)
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Active Member
Originally Posted by
cheatingeagle
People seem to have started organizing their own.
Could you point me towards one such group?
Last edited by cheatH13; 02-01-2025 at 06:51 AM.
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Member
Kind reminder in case anyone got this to work with gamepad (specially reagent). A quick guide would be appreciated.
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Member
Just wanted to say thank you for making this free and available, it's pretty amazing.
I have PickIt working and it's a gamechanger. However, the pause lazy looting button is not working for me.
Expected behavior: pressing 0 (button assigned) pauses looting so you can walk or blink over items without the cursor moving to pick them up.
Actual behavior: pressing 0 does nothing and trying in a breach to blink over an area already cleared makes the mouse go crazy trying to pick up stuff.
Is there some fix for this? Even a button which pauses the entire ExiledCore would still be a great workaround.
I've tried to attach my settings here: https://imgur.com/a/436RXPb
Edit: just saw there is indeed a pause all plugins button, testing it out now ... it works! So happy to have found and sorry for bothering you with the post, i'll leave it up in case anyone else has a similar issue.
Last edited by Elysium11; 01-31-2025 at 09:25 PM.
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Member
Does anyone have stashie working and working with highlighted items? If so mind sharing?
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Member
i'm sharing my configs. you have to configure yours as you liked.
my stashie config: copy/paste into your json file.
https://justpaste.it/aclfs
settings looks like this

pickit config:
Code:
ClassName.EndsWith("Currency")
ClassName == "Ring" || ClassName == "Amulet" || ClassName == "Jewel"
BaseName.EndsWith("Rune") || BaseName.EndsWith("Ultimatum") || BaseName.EndsWith("Tablet")
ClassName.Contains("Flask") && ItemLevel >= 75
BaseName.Contains("Skill Gem") && GemInfo.Level >= 19
BaseName.Contains("Spirit Gem")
Rarity == ItemRarity.Unique
ItemQuality >= 10 || SocketInfo.SocketNumber >= 1
MapInfo.IsMap && (MapInfo.Tier >= 11 || Rarity == ItemRarity.Rare)
BaseName == "Treasure Key" || BaseName == "Golden Key" || BaseName == "Silver Key" || BaseName == "Stone of Passage"
pickit settings:
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Post Thanks / Like - 2 Thanks
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Member
Can you give me the code to use auto charge staff? Thanks!
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Member
Originally Posted by
miranda123
i'm sharing my configs. you have to configure yours as you liked.
my stashie config: copy/paste into your json file.
https://justpaste.it/aclfs
settings looks like this
pickit config:
Code:
ClassName.EndsWith("Currency")
ClassName == "Ring" || ClassName == "Amulet" || ClassName == "Jewel"
BaseName.EndsWith("Rune") || BaseName.EndsWith("Ultimatum") || BaseName.EndsWith("Tablet")
ClassName.Contains("Flask") && ItemLevel >= 75
BaseName.Contains("Skill Gem") && GemInfo.Level >= 19
BaseName.Contains("Spirit Gem")
Rarity == ItemRarity.Unique
ItemQuality >= 10 || SocketInfo.SocketNumber >= 1
MapInfo.IsMap && (MapInfo.Tier >= 11 || Rarity == ItemRarity.Rare)
BaseName == "Treasure Key" || BaseName == "Golden Key" || BaseName == "Silver Key" || BaseName == "Stone of Passage"
pickit settings:

Is there a source somewhere that i can see all the different syntax like you provided in the pickit config?
Im trying to figure out ifl syntax for item is corrupt. Specifically waystones
Last edited by thedudesrug; 02-01-2025 at 02:36 PM.