Item Filter -- Identified Shaper/Elder Items
It seems like item filters do not apply when an item is both Shaper/Elder influenced AND identified.
Case: I want to minimize the impact of specific Shaper/Elder items, regardless of whether they are identified. Therefore, I have the following (simplified) block in my filter: " This is the result on an UNIDENTIFIED claw:
Example Item Filter Block Result: UNID
![]() However, an IDENTIFIED claw results in:
Example Item Filter Block Result: ID
![]() In fact, it seems like an IDENTIFIED & INFLUENCED item will override ANY item filter and shows up as the default drop appearance. Perhaps this is an unintended side effect of preventing player from hiding Shaper/Elder items. Hopefully this can be changed? It's a nitpick for sure, but I'd like to have this level of control. PS. Since I'm here, would it be difficult to enable DropLevel for currency? That way I can filter out certain currencies (e.g. wisdom/portal scrolls) once I begin mapping. Last bumped on May 31, 2018, 8:58:34 PM
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I think the reason the unid elder items is like that is because you might have another rules (before your elder rules) that is being read first like rare unid claw that has the look and because the way item filters work, rules are read from the top and if there are any conflicts the earlier rule is used.
And for the scrolls you can just make a copy and add that rule in and switch to it when you reach maps. Last edited by gjennks1#2796 on May 31, 2018, 5:18:57 AM
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I put the block at the top of my filter so it would be read first, and I also tested it with a clean filter, so unfortunately that's not the case. The scroll stuff is mostly me being lazy, having the filter be more dynamic rather than having to swap :D.
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Could you make a pastebin of your item filter so I could get a look at it?
Either post it here or PM me with it. |
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You could just make a text file with just that block within it. Also I've already changed my filter to include the 3.3 items so I'd rather not go through it and remove it.
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