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HorticraftPricer.ahk
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/*
MIT License
Copyright (c) 2020 Steffen Blake (PixxelKick)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
; PLEASE ENSURE YOU HAVE DOWNLOADED THIS SCRIPT FROM THE ORIGINAL SOURCE
; https://github.com/SteffenBlake/FarmersMarket
; Have any questions? Want to ask me anything? Feel free to hit me up on my twitch! https://www.twitch.tv/pixxelkick
; Live streaming during the evening!
; === Modify your prices below, examples: "20c", "10ex", "3mir", leave as "-" to ignore ===
; == Remove ==
; {Remove} a random {****} modifier from an item
Rmv_Phys := "-"
Rmv_Attack := "-"
Rmv_Lightning := "-"
Rmv_Cold := "-"
Rmv_Defence := "-"
Rmv_Chaos := "-"
Rmv_Life := "-"
Rmv_Caster := "-"
Rmv_Fire := "-"
Rmv_Speed := "-"
Rmv_Critical := "-"
Rmv_Influence := "-"
; == Remove > Add ==
; {Remove} a random {****} modifier from an item and {add} a new {****} modifier
RmvAdd_Phys := "-"
RmvAdd_Attack := "-"
RmvAdd_Lightning := "-"
RmvAdd_Cold := "-"
RmvAdd_Defence := "-"
RmvAdd_Chaos := "-"
RmvAdd_Life := "-"
RmvAdd_Caster := "-"
RmvAdd_Fire := "-"
RmvAdd_Speed := "-"
RmvAdd_Critical := "-"
RmvAdd_Influence := "-"
; == Remove Non > Add ==
; {Remove} a random {non-****} modifier from an item and {add} a new {****} modifier
RmvNonAdd_Phys := "-"
RmvNonAdd_Attack := "-"
RmvNonAdd_Lightning := "-"
RmvNonAdd_Cold := "-"
RmvNonAdd_Defence := "-"
RmvNonAdd_Chaos := "-"
RmvNonAdd_Life := "-"
RmvNonAdd_Caster := "-"
RmvNonAdd_Fire := "-"
RmvNonAdd_Speed := "-"
RmvNonAdd_Critical := "-"
RmvNonAdd_Influence := "-"
; == Augment (Normal) ==
; {Augment} a Magic or Rare item with a new {****} modifier
Augment_Phys := "-"
Augment_Attack := "-"
Augment_Lightning := "-"
Augment_Cold := "-"
Augment_Defence := "-"
Augment_Chaos := "-"
Augment_Life := "-"
Augment_Caster := "-"
Augment_Fire := "-"
Augment_Speed := "-"
Augment_Critical := "-"
Augment_Influence := "-"
; == Augment (Lucky) ==
; {Augment} a Magic or Rare item with a new {****} modifier with Lucky values
AugmentLucky_Phys := "-"
AugmentLucky_Attack := "-"
AugmentLucky_Lightning := "-"
AugmentLucky_Cold := "-"
AugmentLucky_Defence := "-"
AugmentLucky_Chaos := "-"
AugmentLucky_Life := "-"
AugmentLucky_Caster := "-"
AugmentLucky_Fire := "-"
AugmentLucky_Speed := "-"
AugmentLucky_Critical := "-"
AugmentLucky_Influence := "-"
; == Randomise ==
; {Randomise} the numeric values of the random {****} modifiers on a Magic or Rare item
Randomise_Phys := "-"
Randomise_Attack := "-"
Randomise_Lightning := "-"
Randomise_Cold := "-"
Randomise_Defence := "-"
Randomise_Chaos := "-"
Randomise_Life := "-"
Randomise_Caster := "-"
Randomise_Fire := "-"
Randomise_Speed := "-"
Randomise_Critical := "-"
Randomise_Influence := "-"
; == Change Resist ==
; {Change} a modifier that grants {****} Resistance into a similar-tier modifier that grants {****} Resistance
Fire_To_Cold := "-"
Fire_To_Lightning := "-"
Cold_To_Fire := "-"
Cold_To_Lightning := "-"
Lightning_To_Fire := "-"
Lightning_To_Cold := "-"
; == Sockets ==
Sockets_x10 := "-" ; Reforge the {number of sockets} on an item 10 times, using the outcome with the greatest number of sockets
Sockets_6S := "-"
Sockets_5S := "-"
Sockets_4S := "-"
Sockets_3S := "-"
; == Socket Colors ==
Color_x10 := "-" ; Reforge the {colours of sockets} on an item 10 times, using the outcome with the greatest number of less-common socket colours
Color_White := "-" ; Reforge the colour of a random {socket} on an item, turning it {White}
Color_Blue := "-" ; Reforge the colour of a {non-Blue} socket on an item, turning it {Blue}
Color_Green := "-" ; Reforge the colour of a {non-Green} socket on an item, turning it {Green}
Color_Red := "-" ; Reforge the colour of a {non-Red} socket on an item, turning it {Red}
Color_RedBlueGreen := "-" ; Reforge the colour of {three random} sockets on an item, turning them {Red, Green and Blue}
Color_BlueGreen := "-" ; Reforge the colour of {two random} sockets on an item, turning them {Blue and Green}
Color_RedBlue := "-" ; Reforge the colour of {two random} sockets on an item, turning them {Red and Blue}
Color_RedGreen := "-" ; Reforge the colour of {two random} sockets on an item, turning them {Red and Green}
; == Socket Colors ==
Links_x10 := "-" ; Reforge the {links between sockets} on an item 10 times, using the outcome with the greatest number of linked sockets
Links_6L := "-"
Links_5L := "-"
Links_4L := "-"
Links_3L := "-"
; == Influence ==
Influence_Weapon := "-"
Influence_Armor := "-"
Influence_Jewellery := "-"
; == Enchant Weapon ==
Enchant_AoE := "-"
Enchant_Ele := "-"
Enchant_Range := "-"
Enchant_Accuracy := "-"
Enchant_AttackSpeed := "-"
Enchant_Crit := "-"
; == Enchant Body Armour ==
Enchant_Life := "-"
Enchant_Str := "-"
Enchant_Mana := "-"
Enchant_Dex := "-"
Enchant_Int := "-"
Enchant_Fire := "-"
Enchant_Cold := "-"
Enchant_Lightning := "-"
; == Other ==
Synth_Implicit := "-"
Fracture_5Affix := "-"
Fracture_3Prefix := "-"
Fracture_3Suffix := "-"
KeepPrefixes_Normal := "-" ; Reforge a Rare item, keeping all {Prefixes}
KeepPrefixes_Lucky := "-" ; Reforge a Rare item with Lucky modifier values, keeping all {Prefixes}
KeepSuffixes_Normal := "-" ; Reforge a Rare item, keeping all {Suffixes}
KeepSuffixes_Lucky := "-" ; Reforge a Rare item with Lucky modifier values, keeping all {Suffixes}
Reroll_Lucky := "-"
Jewel_Implicit_Normal := "-" ; Set implicit on Cobalt/Viridian/Crimson/Prismatic jewel
Jewel_Implicit_Special := "-" ; Set implicit on Timeless or Abyss jewel
Jewel_Implicit_Cluster := "-" ; Set implicit on Cluster Jewel
; ==============================================================================
; WARNING, DO NOT MODIFY ANYTHING BELOW THIS LINE, ACTUAL FUNCTIONALITY IS BELOW
; ==============================================================================
; Raw Text Values
; == Remove > Add ==
RAW_RmvAdd_Phys := "Remove a random Physical modifier from an item and add a new Physical modifier ("
RAW_RmvAdd_Attack := "Remove a random Attack modifier from an item and add a new Attack modifier ("
RAW_RmvAdd_Lightning := "Remove a random Lightning modifier from an item and add a new Lightning modifier ("
RAW_RmvAdd_Cold := "Remove a random Cold modifier from an item and add a new Cold modifier ("
RAW_RmvAdd_Defence := "Remove a random Defence modifier from an item and add a new Defence modifier ("
RAW_RmvAdd_Chaos := "Remove a random Chaos modifier from an item and add a new Chaos modifier ("
RAW_RmvAdd_Life := "Remove a random Life modifier from an item and add a new Life modifier ("
RAW_RmvAdd_Caster := "Remove a random Caster modifier from an item and add a new Caster modifier ("
RAW_RmvAdd_Fire := "Remove a random Fire modifier from an item and add a new Fire modifier ("
RAW_RmvAdd_Speed := "Remove a random Speed modifier from an item and add a new Speed modifier ("
RAW_RmvAdd_Critical := "Remove a random Critical modifier from an item and add a new Critical modifier ("
RAW_RmvAdd_Influence := "Remove a random Influence modifier from an item and add a new Influence modifier ("
; == Remove ==
RAW_Rmv_Phys := "Remove a random Physical modifier from an item ("
RAW_Rmv_Attack := "Remove a random Attack modifier from an item ("
RAW_Rmv_Lightning := "Remove a random Lightning modifier from an item ("
RAW_Rmv_Cold := "Remove a random Cold modifier from an item ("
RAW_Rmv_Defence := "Remove a random Defence modifier from an item ("
RAW_Rmv_Chaos := "Remove a random Chaos modifier from an item ("
RAW_Rmv_Life := "Remove a random Life modifier from an item ("
RAW_Rmv_Caster := "Remove a random Caster modifier from an item ("
RAW_Rmv_Fire := "Remove a random Fire modifier from an item ("
RAW_Rmv_Speed := "Remove a random Speed modifier from an item ("
RAW_Rmv_Critical := "Remove a random Critical modifier from an item ("
RAW_Rmv_Influence := "Remove a random Influence modifier from an item ("
; == Remove Non > Add ==
RAW_RmvNonAdd_Phys := "Remove a random non-Physical modifier from an item and add a new Physical modifier"
RAW_RmvNonAdd_Attack := "Remove a random non-Attack modifier from an item and add a new Attack modifier"
RAW_RmvNonAdd_Lightning := "Remove a random non-Lightning modifier from an item and add a new Lightning modifier"
RAW_RmvNonAdd_Cold := "Remove a random non-Cold modifier from an item and add a new Cold modifier"
RAW_RmvNonAdd_Defence := "Remove a random non-Defence modifier from an item and add a new Defence modifier"
RAW_RmvNonAdd_Chaos := "Remove a random non-Chaos modifier from an item and add a new Chaos modifier"
RAW_RmvNonAdd_Life := "Remove a random non-Life modifier from an item and add a new Life modifier"
RAW_RmvNonAdd_Caster := "Remove a random non-Caster modifier from an item and add a new Caster modifier"
RAW_RmvNonAdd_Fire := "Remove a random non-Fire modifier from an item and add a new Fire modifier"
RAW_RmvNonAdd_Speed := "Remove a random non-Speed modifier from an item and add a new Speed modifier"
RAW_RmvNonAdd_Critical := "Remove a random non-Critical modifier from an item and add a new Critical modifier"
RAW_RmvNonAdd_Influence := "Remove a random non-Influence modifier from an item and add a new Influence modifier"
; == Augment (Lucky) ==
RAW_AugmentLucky_Phys := "Augment a Magic or Rare item with a new Physical modifier with Lucky values ("
RAW_AugmentLucky_Attack := "Augment an item with a new Attack modifier with Lucky values ("
RAW_AugmentLucky_Lightning := "Augment an item with a new Lightning modifier with Lucky values ("
RAW_AugmentLucky_Cold := "Augment an item with a new Cold modifier with Lucky values ("
RAW_AugmentLucky_Defence := "Augment an item with a new Defence modifier with Lucky values ("
RAW_AugmentLucky_Chaos := "Augment an item with a new Chaos modifier with Lucky values ("
RAW_AugmentLucky_Life := "Augment an item with a new Life modifier with Lucky values ("
RAW_AugmentLucky_Caster := "Augment a Magic or Rare item with a new Caster modifier with Lucky values ("
RAW_AugmentLucky_Fire := "Augment a Magic or Rare item with a new Fire modifier with Lucky values ("
RAW_AugmentLucky_Speed := "Augment an item with a new Speed modifier with Lucky values ("
RAW_AugmentLucky_Critical := "Augment an item with a new Critical modifier with Lucky values ("
RAW_AugmentLucky_Influence := "Augment an item with a new Influence modifier with Lucky values ("
; == Augment (Normal) ==
RAW_Augment_Phys := "Augment a Magic or Rare item with a new Physical modifier ("
RAW_Augment_Attack := "Augment an item with a new Attack modifier ("
RAW_Augment_Lightning := "Augment an item with a new Lightning modifier ("
RAW_Augment_Cold := "Augment an item with a new Cold modifier ("
RAW_Augment_Defence := "Augment an item with a new Defence modifier ("
RAW_Augment_Chaos := "Augment an item with a new Chaos modifier ("
RAW_Augment_Life := "Augment an item with a new Life modifier ("
RAW_Augment_Caster := "Augment a Magic or Rare item with a new Caster modifier ("
RAW_Augment_Fire := "Augment a Magic or Rare item with a new Fire modifier ("
RAW_Augment_Speed := "Augment an item with a new Speed modifier ("
RAW_Augment_Critical := "Augment an item with a new Critical modifier ("
RAW_Augment_Influence := "Augment an item with a new Influence modifier ("
; == Randomise ==
RAW_Randomise_Phys := "Randomise the numeric values of the random Physical modifiers on a Magic or Rare item"
RAW_Randomise_Attack := "Randomise the numeric values of the random Attack modifiers on a Magic or Rare item"
RAW_Randomise_Lightning := "Randomise the numeric values of the random Lightning modifiers on a Magic or Rare item"
RAW_Randomise_Cold := "Randomise the numeric values of the random Cold modifiers on a Magic or Rare item"
RAW_Randomise_Defence := "Randomise the numeric values of the random Defence modifiers on a Magic or Rare item"
RAW_Randomise_Chaos := "Randomise the numeric values of the random Chaos modifiers on a Magic or Rare item"
RAW_Randomise_Life := "Randomise the numeric values of the random Life modifiers on a Magic or Rare item"
RAW_Randomise_Caster := "Randomise the numeric values of the random Caster modifiers on a Magic or Rare item"
RAW_Randomise_Fire := "Randomise the numeric values of the random Fire modifiers on a Magic or Rare item"
RAW_Randomise_Speed := "Randomise the numeric values of the random Speed modifiers on a Magic or Rare item"
RAW_Randomise_Critical := "Randomise the numeric values of the random Critical modifiers on a Magic or Rare item"
RAW_Randomise_Influence := "Randomise the numeric values of the random Influence modifiers on a Magic or Rare item"
; == Change Resist ==
RAW_Fire_To_Cold := "Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Cold Resistance"
RAW_Fire_To_Lightning := "Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Lightning Resistance"
RAW_Cold_To_Fire := "Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Fire Resistance"
RAW_Cold_To_Lightning := "Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Lightning Resistance"
RAW_Lightning_To_Fire := "Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Fire Resistance"
RAW_Lightning_To_Cold := "Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Cold Resistance"
; == Sockets ==
RAW_Sockets_x10 := "Reforge the number of sockets on an item 10 times, using the outcome with the greatest number of sockets"
RAW_Sockets_6S := "Set an item to six sockets"
RAW_Sockets_5S := "Set an item to five sockets"
RAW_Sockets_4S := "Set an item to four sockets"
RAW_Sockets_3S := "Set an item to three sockets"
; == Socket Colors ==
RAW_Color_x10 := "Reforge the colours of sockets on an item 10 times, using the outcome with the greatest number of less-common socket colours"
RAW_Color_White := "Reforge the colour of a random socket on an item, turning it White"
RAW_Color_Blue := "Reforge the colour of a non-Blue socket on an item, turning it Blue"
RAW_Color_Green := "Reforge the colour of a non-Green socket on an item, turning it Green"
RAW_Color_Red := "Reforge the colour of a non-Red socket on an item, turning it Red"
RAW_Color_RedBlueGreen := "Reforge the colour of three random sockets on an item, turning them Red, Green and Blue"
RAW_Color_BlueGreen := "Reforge the colour of two random sockets on an item, turning them Blue and Green"
RAW_Color_RedBlue := "Reforge the colour of two random sockets on an item, turning them Red and Blue"
RAW_Color_RedGreen := "Reforge the colour of two random sockets on an item, turning them Red and Green"
; == Socket Colors ==
RAW_Links_x10 := "Reforge the links between sockets on an item 10 times, using the outcome with the greatest number of linked sockets"
RAW_Links_6L := "Reforge the links between sockets on an item, linking six sockets"
RAW_Links_5L := "Reforge the links between sockets on an item, linking five sockets"
RAW_Links_4L := "Reforge the links between sockets on an item, linking four sockets"
RAW_Links_3L := "Reforge the links between sockets on an item, linking three sockets"
; == Influence ==
RAW_Influence_Weapon := "Add a random Influence to a Normal, Magic or Rare Weapon that isn't influenced"
RAW_Influence_Armor := "Add a random Influence to Normal, Magic or Rare Armour that isn't influenced"
RAW_Influence_Jewellery := "Add a random Influence to Normal, Magic or Rare Jewellery that isn't influenced"
; == Enchant Weapon ==
RAW_Enchant_AoE := "Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Area of Effect per 4% Quality"
RAW_Enchant_Ele := "Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Elemental Damage per 2% Quality"
RAW_Enchant_Range := "Enchant a Melee Weapon. Quality does not increase its Physical Damage, has +1 Weapon Range per 10% Quality"
RAW_Enchant_Accuracy := "Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Accuracy per 2% Quality"
RAW_Enchant_AttackSpeed := "Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Attack Speed per 8% Quality"
RAW_Enchant_Crit := "Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Critical Strike Chance per 4% Quality"
; == Enchant Body Armour ==
RAW_Enchant_Life := "Enchant Body Armour. Quality does not increase its Defences, grants +1 Maximum Life per 2% quality"
RAW_Enchant_Str := "Enchant Body Armour. Quality does not increase its Defences, grants +1 Strength per 2% quality"
RAW_Enchant_Mana := "Enchant Body Armour. Quality does not increase its Defences, grants +1 Maximum Mana per 2% quality"
RAW_Enchant_Dex := "Enchant Body Armour. Quality does not increase its Defences, grants +1 Dexterity per 2% quality"
RAW_Enchant_Int := "Enchant Body Armour. Quality does not increase its Defences, grants +1 Intelligence per 2% quality"
RAW_Enchant_Fire := "Enchant Body Armour. Quality does not increase its Defences, grants 1% Fire Resistance per 2% quality"
RAW_Enchant_Cold := "Enchant Body Armour. Quality does not increase its Defences, grants 1% Cold Resistance per 2% quality"
RAW_Enchant_Lightning := "Enchant Body Armour. Quality does not increase its Defences, grants 1% Lightning Resistance per 2% quality"
; == Other ==
RAW_Synth_Implicit := "Synthesise an item, giving random Synthesised implicits"
RAW_Fracture_5Affix := "Fracture a random modifier on an item with at least 5 modifiers, locking it in place"
RAW_Fracture_3Suffix := "Fracture a Prefix on an item with at least 3 Prefixes"
RAW_Fracture_3Prefix := "Fracture a Suffix on an item with at least 3 Suffixes"
RAW_KeepPrefixes_Normal := "Reforge a Rare item, keeping all Prefixes"
RAW_KeepPrefixes_Lucky := "Reforge a Rare item with Lucky modifier values, keeping all Prefixes"
RAW_KeepSuffixes_Normal := "Reforge a Rare item, keeping all Suffixes"
RAW_KeepSuffixes_Lucky := "Reforge a Rare item with Lucky modifier values, keeping all Suffixes"
RAW_Reroll_Lucky := "Reroll the values of Prefix, Suffix and Implicit modifiers on a Rare item, with Lucky modifier values"
RAW_Jewel_Implicit_Normal := "Set a new Implicit modifier on a Cobalt, Crimson, Viridian or Prismatic Jewel"
RAW_Jewel_Implicit_Special := "Set a new Implicit modifier on an Abyss Jewel or Timeless Jewel"
RAW_Jewel_Implicit_Cluster := "Set a new Implicit modifier on a Cluster Jewel"
; Set to true to enable debug mode (Sets modifer 'prices' to be their variable names)
DEBUG := false
if (DEBUG)
{
Rmv_Phys := "Rmv_Phys"
Rmv_Attack := "Rmv_Attack"
Rmv_Lightning := "Rmv_Lightning"
Rmv_Cold := "Rmv_Cold"
Rmv_Defence := "Rmv_Defence"
Rmv_Chaos := "Rmv_Chaos"
Rmv_Life := "Rmv_Life"
Rmv_Caster := "Rmv_Caster"
Rmv_Fire := "Rmv_Fire"
Rmv_Speed := "Rmv_Speed"
Rmv_Critical := "Rmv_Critical"
Rmv_Influence := "Rmv_Influence"
RmvAdd_Phys := "RmvAdd_Phys"
RmvAdd_Attack := "RmvAdd_Attack"
RmvAdd_Lightning := "RmvAdd_Lightning"
RmvAdd_Cold := "RmvAdd_Cold"
RmvAdd_Defence := "RmvAdd_Defence"
RmvAdd_Chaos := "RmvAdd_Chaos"
RmvAdd_Life := "RmvAdd_Life"
RmvAdd_Caster := "RmvAdd_Caster"
RmvAdd_Fire := "RmvAdd_Fire"
RmvAdd_Speed := "RmvAdd_Speed"
RmvAdd_Critical := "RmvAdd_Critical"
RmvAdd_Influence := "RmvAdd_Influence"
RmvNonAdd_Phys := "RmvNonAdd_Phys"
RmvNonAdd_Attack := "RmvNonAdd_Attack"
RmvNonAdd_Lightning := "RmvNonAdd_Lightning"
RmvNonAdd_Cold := "RmvNonAdd_Cold"
RmvNonAdd_Defence := "RmvNonAdd_Defence"
RmvNonAdd_Chaos := "RmvNonAdd_Chaos"
RmvNonAdd_Life := "RmvNonAdd_Life"
RmvNonAdd_Caster := "RmvNonAdd_Caster"
RmvNonAdd_Fire := "RmvNonAdd_Fire"
RmvNonAdd_Speed := "RmvNonAdd_Speed"
RmvNonAdd_Critical := "RmvNonAdd_Critical"
RmvNonAdd_Influence := "RmvNonAdd_Influence"
Augment_Phys := "Augment_Phys"
Augment_Attack := "Augment_Attack"
Augment_Lightning := "Augment_Lightning"
Augment_Cold := "Augment_Cold"
Augment_Defence := "Augment_Defence"
Augment_Chaos := "Augment_Chaos"
Augment_Life := "Augment_Life"
Augment_Caster := "Augment_Caster"
Augment_Fire := "Augment_Fire"
Augment_Speed := "Augment_Speed"
Augment_Critical := "Augment_Critical"
Augment_Influence := "Augment_Influence"
AugmentLucky_Phys := "AugmentLucky_Phys"
AugmentLucky_Attack := "AugmentLucky_Attack"
AugmentLucky_Lightning := "AugmentLucky_Lightning"
AugmentLucky_Cold := "AugmentLucky_Cold"
AugmentLucky_Defence := "AugmentLucky_Defence"
AugmentLucky_Chaos := "AugmentLucky_Chaos"
AugmentLucky_Life := "AugmentLucky_Life"
AugmentLucky_Caster := "AugmentLucky_Caster"
AugmentLucky_Fire := "AugmentLucky_Fire"
AugmentLucky_Speed := "AugmentLucky_Speed"
AugmentLucky_Critical := "AugmentLucky_Critical"
AugmentLucky_Influence := "AugmentLucky_Influence"
Randomise_Phys := "Randomise_Phys"
Randomise_Attack := "Randomise_Attack"
Randomise_Lightning := "Randomise_Lightning"
Randomise_Cold := "Randomise_Cold"
Randomise_Defence := "Randomise_Defence"
Randomise_Chaos := "Randomise_Chaos"
Randomise_Life := "Randomise_Life"
Randomise_Caster := "Randomise_Caster"
Randomise_Fire := "Randomise_Fire"
Randomise_Speed := "Randomise_Speed"
Randomise_Critical := "Randomise_Critical"
Randomise_Influence := "Randomise_Influence"
Fire_To_Cold := "Fire_To_Cold"
Fire_To_Lightning := "Fire_To_Lightning"
Cold_To_Fire := "Cold_To_Fire"
Cold_To_Lightning := "Cold_To_Lightning"
Lightning_To_Fire := "Lightning_To_Fire"
Lightning_To_Cold := "Lightning_To_Cold"
Sockets_x10 := "Sockets_x10"
Sockets_6S := "Sockets_6S"
Sockets_5S := "Sockets_5S"
Sockets_4S := "Sockets_4S"
Sockets_3S := "Sockets_3S"
Color_x10 := "Color_x10"
Color_White := "Color_White"
Color_Blue := "Color_Blue"
Color_Green := "Color_Green"
Color_Red := "Color_Red"
Color_RedBlueGreen := "Color_RedBlueGreen"
Color_BlueGreen := "Color_BlueGreen"
Color_RedBlue := "Color_RedBlue"
Color_RedGreen := "Color_RedGreen"
Links_x10 := "Links_x10"
Links_6L := "Links_6L"
Links_5L := "Links_5L"
Links_4L := "Links_4L"
Links_3L := "Links_3L"
Influence_Weapon := "Influence_Weapon"
Influence_Armor := "Influence_Armor"
Influence_Jewellery := "Influence_Jewellery"
Synth_Implicit := "Synth_Implicit"
Fracture_5Affix := "Fracture_5Affix"
Fracture_3Prefix := "Fracture_3Prefix"
Fracture_3Suffix := "Fracture_3Suffix"
KeepPrefixes_Normal := "KeepPrefixes_Normal"
KeepPrefixes_Lucky := "KeepPrefixes_Lucky"
KeepSuffixes_Normal := "KeepSuffixes_Normal"
KeepSuffixes_Lucky := "KeepSuffixes_Lucky"
Reroll_Lucky := "Reroll_Lucky"
Jewel_Implicit_Normal := "Jewel_Implicit_Normal"
Jewel_Implicit_Special := "Jewel_Implicit_Special"
Jewel_Implicit_Cluster := "Jewel_Implicit_Cluster"
Enchant_AoE := "Enchant_AoE"
Enchant_Ele := "Enchant_Ele"
Enchant_Range := "Enchant_Range"
Enchant_Accuracy := "Enchant_Accuracy"
Enchant_AttackSpeed := "Enchant_AttackSpeed"
Enchant_Crit := "Enchant_Crit"
Enchant_Life := "Enchant_Life"
Enchant_Str := "Enchant_Str"
Enchant_Mana := "Enchant_Mana"
Enchant_Dex := "Enchant_Dex"
Enchant_Int := "Enchant_Int"
Enchant_Fire := "Enchant_Fire"
Enchant_Cold := "Enchant_Cold"
Enchant_Lightning := "Enchant_Lightning"
}
; Modifier Dictionary
valueDictionary := {}
valuedictionary[RAW_RmvAdd_Phys] := RmvAdd_Phys
valuedictionary[RAW_RmvAdd_Attack] := RmvAdd_Attack
valuedictionary[RAW_RmvAdd_Lightning] := RmvAdd_Lightning
valuedictionary[RAW_RmvAdd_Cold] := RmvAdd_Cold
valuedictionary[RAW_RmvAdd_Defence] := RmvAdd_Defence
valuedictionary[RAW_RmvAdd_Chaos] := RmvAdd_Chaos
valuedictionary[RAW_RmvAdd_Life] := RmvAdd_Life
valuedictionary[RAW_RmvAdd_Caster] := RmvAdd_Caster
valuedictionary[RAW_RmvAdd_Fire] := RmvAdd_Fire
valuedictionary[RAW_RmvAdd_Speed] := RmvAdd_Speed
valuedictionary[RAW_RmvAdd_Critical] := RmvAdd_Critical
valuedictionary[RAW_RmvAdd_Influence] := RmvAdd_Influence
valuedictionary[RAW_Rmv_Phys] := Rmv_Phys
valuedictionary[RAW_Rmv_Attack] := Rmv_Attack
valuedictionary[RAW_Rmv_Lightning] := Rmv_Lightning
valuedictionary[RAW_Rmv_Cold] := Rmv_Cold
valuedictionary[RAW_Rmv_Defence] := Rmv_Defence
valuedictionary[RAW_Rmv_Chaos] := Rmv_Chaos
valuedictionary[RAW_Rmv_Life] := Rmv_Life
valuedictionary[RAW_Rmv_Caster] := Rmv_Caster
valuedictionary[RAW_Rmv_Fire] := Rmv_Fire
valuedictionary[RAW_Rmv_Speed] := Rmv_Speed
valuedictionary[RAW_Rmv_Critical] := Rmv_Critical
valuedictionary[RAW_Rmv_Influence] := Rmv_Influence
valuedictionary[RAW_RmvNonAdd_Phys] := RmvNonAdd_Phys
valuedictionary[RAW_RmvNonAdd_Attack] := RmvNonAdd_Attack
valuedictionary[RAW_RmvNonAdd_Lightning] := RmvNonAdd_Lightning
valuedictionary[RAW_RmvNonAdd_Cold] := RmvNonAdd_Cold
valuedictionary[RAW_RmvNonAdd_Defence] := RmvNonAdd_Defence
valuedictionary[RAW_RmvNonAdd_Chaos] := RmvNonAdd_Chaos
valuedictionary[RAW_RmvNonAdd_Life] := RmvNonAdd_Life
valuedictionary[RAW_RmvNonAdd_Caster] := RmvNonAdd_Caster
valuedictionary[RAW_RmvNonAdd_Fire] := RmvNonAdd_Fire
valuedictionary[RAW_RmvNonAdd_Speed] := RmvNonAdd_Speed
valuedictionary[RAW_RmvNonAdd_Critical] := RmvNonAdd_Critical
valuedictionary[RAW_RmvNonAdd_Influence] := RmvNonAdd_Influence
valuedictionary[RAW_AugmentLucky_Phys] := AugmentLucky_Phys
valuedictionary[RAW_AugmentLucky_Attack] := AugmentLucky_Attack
valuedictionary[RAW_AugmentLucky_Lightning] := AugmentLucky_Lightning
valuedictionary[RAW_AugmentLucky_Cold] := AugmentLucky_Cold
valuedictionary[RAW_AugmentLucky_Defence] := AugmentLucky_Defence
valuedictionary[RAW_AugmentLucky_Chaos] := AugmentLucky_Chaos
valuedictionary[RAW_AugmentLucky_Life] := AugmentLucky_Life
valuedictionary[RAW_AugmentLucky_Caster] := AugmentLucky_Caster
valuedictionary[RAW_AugmentLucky_Fire] := AugmentLucky_Fire
valuedictionary[RAW_AugmentLucky_Speed] := AugmentLucky_Speed
valuedictionary[RAW_AugmentLucky_Critical] := AugmentLucky_Critical
valuedictionary[RAW_AugmentLucky_Influence] := AugmentLucky_Influence
valuedictionary[RAW_Augment_Phys] := Augment_Phys
valuedictionary[RAW_Augment_Attack] := Augment_Attack
valuedictionary[RAW_Augment_Lightning] := Augment_Lightning
valuedictionary[RAW_Augment_Cold] := Augment_Cold
valuedictionary[RAW_Augment_Defence] := Augment_Defence
valuedictionary[RAW_Augment_Chaos] := Augment_Chaos
valuedictionary[RAW_Augment_Life] := Augment_Life
valuedictionary[RAW_Augment_Caster] := Augment_Caster
valuedictionary[RAW_Augment_Fire] := Augment_Fire
valuedictionary[RAW_Augment_Speed] := Augment_Speed
valuedictionary[RAW_Augment_Critical] := Augment_Critical
valuedictionary[RAW_Augment_Influence] := Augment_Influence
valuedictionary[RAW_Randomise_Phys] := Randomise_Phys
valuedictionary[RAW_Randomise_Attack] := Randomise_Attack
valuedictionary[RAW_Randomise_Lightning] := Randomise_Lightning
valuedictionary[RAW_Randomise_Cold] := Randomise_Cold
valuedictionary[RAW_Randomise_Defence] := Randomise_Defence
valuedictionary[RAW_Randomise_Chaos] := Randomise_Chaos
valuedictionary[RAW_Randomise_Life] := Randomise_Life
valuedictionary[RAW_Randomise_Caster] := Randomise_Caster
valuedictionary[RAW_Randomise_Fire] := Randomise_Fire
valuedictionary[RAW_Randomise_Speed] := Randomise_Speed
valuedictionary[RAW_Randomise_Critical] := Randomise_Critical
valuedictionary[RAW_Randomise_Influence] := Randomise_Influence
valuedictionary[RAW_Fire_To_Cold] := Fire_To_Cold
valuedictionary[RAW_Fire_To_Lightning] := Fire_To_Lightning
valuedictionary[RAW_Cold_To_Fire] := Cold_To_Fire
valuedictionary[RAW_Cold_To_Lightning] := Cold_To_Lightning
valuedictionary[RAW_Lightning_To_Fire] := Lightning_To_Fire
valuedictionary[RAW_Lightning_To_Cold] := Lightning_To_Cold
valuedictionary[RAW_Sockets_x10] := Sockets_x10
valuedictionary[RAW_Sockets_6S] := Sockets_6S
valuedictionary[RAW_Sockets_5S] := Sockets_5S
valuedictionary[RAW_Sockets_4S] := Sockets_4S
valuedictionary[RAW_Sockets_3S] := Sockets_3S
valuedictionary[RAW_Color_x10] := Color_x10
valuedictionary[RAW_Color_White] := Color_White
valuedictionary[RAW_Color_Blue] := Color_Blue
valuedictionary[RAW_Color_Green] := Color_Green
valuedictionary[RAW_Color_Red] := Color_Red
valuedictionary[RAW_Color_RedBlueGreen] := Color_RedBlueGreen
valuedictionary[RAW_Color_BlueGreen] := Color_BlueGreen
valuedictionary[RAW_Color_RedBlue] := Color_RedBlue
valuedictionary[RAW_Color_RedGreen] := Color_RedGreen
valuedictionary[RAW_Links_x10] := Links_x10
valuedictionary[RAW_Links_6L] := Links_6L
valuedictionary[RAW_Links_5L] := Links_5L
valuedictionary[RAW_Links_4L] := Links_4L
valuedictionary[RAW_Links_3L] := Links_3L
valuedictionary[RAW_Influence_Weapon] := Influence_Weapon
valuedictionary[RAW_Influence_Armor] := Influence_Armor
valuedictionary[RAW_Influence_Jewellery] := Influence_Jewellery
valuedictionary[RAW_Synth_Implicit] := Synth_Implicit
valuedictionary[RAW_Fracture_5Affix] := Fracture_5Affix
valuedictionary[RAW_Fracture_3Prefix] := Fracture_3Prefix
valuedictionary[RAW_Fracture_3Suffix] := Fracture_3Suffix
valuedictionary[RAW_KeepPrefixes_Normal] := KeepPrefixes_Normal
valuedictionary[RAW_KeepPrefixes_Lucky] := KeepPrefixes_Lucky
valuedictionary[RAW_KeepSuffixes_Normal] := KeepSuffixes_Normal
valuedictionary[RAW_KeepSuffixes_Lucky] := KeepSuffixes_Lucky
valuedictionary[RAW_Reroll_Lucky] := Reroll_Lucky
valuedictionary[RAW_Jewel_Implicit_Normal] := Jewel_Implicit_Normal
valuedictionary[RAW_Jewel_Implicit_Special] := Jewel_Implicit_Special
valuedictionary[RAW_Jewel_Implicit_Cluster] := Jewel_Implicit_Cluster
valueDictionary[RAW_Enchant_AoE] := Enchant_AoE
valueDictionary[RAW_Enchant_Ele] := Enchant_Ele
valueDictionary[RAW_Enchant_Range] := Enchant_Range
valueDictionary[RAW_Enchant_Accuracy] := Enchant_Accuracy
valueDictionary[RAW_Enchant_AttackSpeed] := Enchant_AttackSpeed
valueDictionary[RAW_Enchant_Crit] := Enchant_Crit
valueDictionary[RAW_Enchant_Life] := Enchant_Life
valueDictionary[RAW_Enchant_Str] := Enchant_Str
valueDictionary[RAW_Enchant_Mana] := Enchant_Mana
valueDictionary[RAW_Enchant_Dex] := Enchant_Dex
valueDictionary[RAW_Enchant_Int] := Enchant_Int
valueDictionary[RAW_Enchant_Fire] := Enchant_Fire
valueDictionary[RAW_Enchant_Cold] := Enchant_Cold
valueDictionary[RAW_Enchant_Lightning] := Enchant_Lightning
; You can modify your keybind here, see AHK's documentation on keybinds here: https://www.autohotkey.com/docs/Hotkeys.htm
; By default we are set to '!w' or, 'Alt W'
!w Up::
clipboard := ""
Send ^c
ClipWait, 0
if ErrorLevel
{
return
}
itemInfo := clipboard
clipboard := ""
itemLines := StrSplit(itemInfo, "`n")
outputText := "#"
for n, itemLine in itemLines
{
; Short circuit out if not a crafted line
IfNotInString, itemLine, (crafted)
{
Continue
}
outPrice := "-"
; Try and find a match
for rawVal, price in valueDictionary
{
IfInString, itemLine, %rawVal%
{
outPrice := price
Break
}
}
; Append our found price, which will be "-" if no match was found
outputText := outputText outPrice "/"
}
clipboard := SubStr(outputText, 1, -1)
; Right click on the item in stash
Click, right
; Paste into the Note
Send ^v
; Click enter to close and set the note, this is our "One server side action"
Send {Enter}
return