❗ Ruthless Item Filter syntax is absolute mistake !

up
🌞 Designer of SimpleFilter see My Item Filters 🌞
"
koszmarnica wrote:
"
Universalis wrote:
In my own filter...
...
Hide
Rarity Normal
Class Gloves Boots "Body Armours" Helmets Shields

Hide
Rarity Normal
Class Claws Daggers "Rune Daggers" Wands "One Hand Swords" "One Hand Axes" "One Hand Maces" Sceptres

Hide
Rarity Normal
Class Warstaves Bows Staves "Two Hand Swords" "Two Hand Axes" "Two Hand Maces"

You didn't understand the point of the post. You're doing the right thing when it comes to the initial configuration of colors like the ground. The problem is that you can't use 'Hide' in filters for the 'Ruthless' game type. This post is just pointing out the misunderstanding of introducing a different syntax in Ruthless games. The Ruthless filter syntax is good for Neversink filters, which are primitive in their syntax because they focus on individual blocks without using the 'Continue' keyword at all, which is why these filters are long and take a long time to load by the game and are not universal. 'Show' blocks can overwrite each other. The introduction of the Ruthless syntax is a step back in the development of filter syntax.


Lol there's no hide ? So you have to minimize and make transparent, which is bad but better than nothing.
Minimize doesn't work like that, you don't understand what's going on
🌞 Designer of SimpleFilter see My Item Filters 🌞
up
🌞 Designer of SimpleFilter see My Item Filters 🌞
up
🌞 Designer of SimpleFilter see My Item Filters 🌞
up
🌞 Designer of SimpleFilter see My Item Filters 🌞
up
🌞 Designer of SimpleFilter see My Item Filters 🌞
up
🌞 Designer of SimpleFilter see My Item Filters 🌞
up
🌞 Designer of SimpleFilter see My Item Filters 🌞
up
🌞 Designer of SimpleFilter see My Item Filters 🌞

Report Forum Post

Report Account:

Report Type

Additional Info