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Posted bykoszmarnica#7777on Jul 3, 2024, 5:55:27 PM
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"
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.
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Posted byUniversalis#5776on Jul 13, 2024, 1:31:17 AM
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Minimize doesn't work like that, you don't understand what's going on
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Posted bykoszmarnica#7777on Jul 13, 2024, 2:47:55 PM
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Posted bykoszmarnica#7777on Jul 18, 2024, 4:49:29 PM
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Posted bykoszmarnica#7777on Jul 26, 2024, 2:56:53 PM
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Posted bykoszmarnica#7777on Aug 6, 2024, 6:30:31 AM
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Posted bykoszmarnica#7777on Aug 11, 2024, 8:50:21 AM
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Posted bykoszmarnica#7777on Aug 12, 2024, 11:20:25 AM
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Posted bykoszmarnica#7777on Aug 16, 2024, 11:31:22 AM
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Posted bykoszmarnica#7777on Aug 18, 2024, 4:06:04 PM
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