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[GWA2] ModStructs For Perfect Items

Discussion on [GWA2] ModStructs For Perfect Items within the GW Guides & Templates forum part of the Guild Wars category.

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[GWA2] ModStructs For Perfect Items

Hey peeps, thought I would release this before I head off to the gym today I spent a lot of time researching all these Mod Structs so please If you find this useful drop a "Thanks", I would appreciate it!

This removes all need to define by ModelID since if your farming OS skins your inventory can fill up fast and you will do less runs because while your sleeping your Char repeatedly goes to the merchant with a full inventory of really shit Magmas Shields/Dragon Staves/Platinum Staves/Echovald Shields etc.

So far it is all working as perfectly as I wish it to, however I have noticed it keeping a very small amount of weird items, not enough to cause a problem though.

Works with perfect Shields, Staves, Caster items and the currently expensive runes.

UPDATED 29/01/2024 - Added more changes to caster function to find more combinations of desired mods. Also added +44/+43 & +10vsDemons as desired shield

; ModStructs
Code:
Func IsPerfectShield($aItem)
    Local $ModStruct = GetModStruct($aItem)
	; Universal mods
    Local $Plus30 = StringInStr($ModStruct, "001E4823", 0, 1) ; Mod struct for +30 (shield only?)
	Local $Minus3Hex = StringInStr($ModStruct, "3009820", 0, 1) ; Mod struct for -3wHex (shield only?)
	Local $Minus2Stance = StringInStr($ModStruct, "200A820", 0, 1) ; Mod Struct for -2Stance
	Local $Minus2Ench = StringInStr($ModStruct, "2008820", 0, 1) ; Mod struct for -2Ench
	Local $Plus45Stance = StringInStr($ModStruct, "02D8823", 0, 1) ; For +45Stance
	Local $Plus45Ench = StringInStr($ModStruct, "02D6823", 0, 1) ; Mod struct for +45ench
	Local $Plus44Ench = StringInStr($ModStruct, "02C6823", 0, 1) ; For +44/+10Demons
	Local $Plus43Ench =StringInStr($ModStruct, "02B6823", 0, 1) ; For +43/+10Demons
	Local $Minus520 = StringInStr($ModStruct, "5147820", 0, 1) ; For -5(20%)
	; +1 20% Mods ~ Updated 08/10/2018 - FINISHED
	Local $PlusIllusion = StringInStr($ModStruct, "0118240", 0, 1) ; +1 Illu 20%
	Local $PlusDomination = StringInStr($ModStruct, "0218240", 0, 1) ; +1 Dom 20%
	Local $PlusInspiration = StringInStr($ModStruct, "0318240", 0, 1) ; +1 Insp 20%
	Local $PlusBlood = StringInStr($ModStruct, "0418240", 0, 1) ; +1 Blood 20%
	Local $PlusDeath = StringInStr($ModStruct, "0518240", 0, 1) ; +1 Death 20%
	Local $PlusSoulReap = StringInStr($ModStruct, "0618240", 0, 1) ; +1 SoulR 20%
	Local $PlusCurses = StringInStr($ModStruct, "0718240", 0, 1) ; +1 Curses 20%
	Local $PlusAir = StringInStr($ModStruct, "0818240", 0, 1) ; +1 Air 20%
	Local $PlusEarth = StringInStr($ModStruct, "0918240", 0, 1) ; +1 Earth 20%
    Local $PlusFire = StringInStr($ModStruct, "0A18240", 0, 1) ; +1 Fire 20%
	Local $PlusWater = StringInStr($ModStruct, "0B18240", 0, 1) ; +1 Water 20%
	Local $PlusHealing = StringInStr($ModStruct, "0D18240", 0, 1) ; +1 Heal 20%
	Local $PlusSmite = StringInStr($ModStruct, "0E18240", 0, 1) ; +1 Smite 20%
	Local $PlusProt = StringInStr($ModStruct, "0F18240", 0, 1) ; +1 Prot 20%
	Local $PlusDivine = StringInStr($ModStruct, "1018240", 0, 1) ; +1 Divine 20%
	; +10vsMonster Mods
	Local $PlusDemons = StringInStr($ModStruct, "A0848210", 0, 1) ; +10vs Demons
	Local $PlusDragons = StringInStr($ModStruct, "A0948210", 0, 1) ; +10vs Dragons
	Local $PlusPlants = StringInStr($ModStruct, "A0348210", 0, 1) ; +10vs Plants
	Local $PlusUndead = StringInStr($ModStruct, "A0048210", 0, 1) ; +10vs Undead
	Local $PlusTengu = StringInStr($ModStruct, "A0748210", 0, 1) ; +10vs Tengu
    ; New +10vsMonster Mods 07/10/2018 - Thanks to Savsuds
    Local $PlusCharr = StringInStr($ModStruct, "0A014821", 0 ,1) ; +10vs Charr
    Local $PlusTrolls = StringInStr($ModStruct, "0A024821", 0 ,1) ; +10vs Trolls
    Local $PlusSkeletons = StringInStr($ModStruct, "0A044821", 0 ,1) ; +10vs Skeletons
    Local $PlusGiants = StringInStr($ModStruct, "0A054821", 0 ,1) ; +10vs Giants
    Local $PlusDwarves = StringInStr($ModStruct, "0A064821", 0 ,1) ; +10vs Dwarves
    Local $PlusDragons = StringInStr($ModStruct, "0A094821", 0 ,1) ; +10vs Dragons
    Local $PlusOgres = StringInStr($ModStruct, "0A0A4821", 0 ,1) ; +10vs Ogres
	; +10vs Dmg
	Local $PlusPiercing = StringInStr($ModStruct, "A0118210", 0, 1) ; +10vs Piercing
	Local $PlusLightning = StringInStr($ModStruct, "A0418210", 0, 1) ; +10vs Lightning
	Local $PlusVsEarth = StringInStr($ModStruct, "A0B18210", 0, 1) ; +10vs Earth
	Local $PlusCold = StringInStr($ModStruct, "A0318210", 0, 1) ; +10 vs Cold
	Local $PlusSlashing = StringInStr($ModStruct, "A0218210", 0, 1) ; +10vs Slashing
	Local $PlusVsFire = StringInStr($ModStruct, "A0518210", 0, 1) ; +10vs Fire
	; New +10vs Dmg 08/10/2018
	Local $PlusBlunt = StringInStr($ModStruct, "A0018210", 0, 1) ; +10vs Blunt

    If $Plus30 > 0 Then
	   If $PlusDemons > 0 Or $PlusPiercing > 0 Or $PlusDragons > 0 Or $PlusLightning > 0 Or $PlusVsEarth > 0 Or $PlusPlants > 0 Or $PlusCold > 0 Or $PlusUndead > 0 Or $PlusSlashing > 0 Or $PlusTengu > 0 Or $PlusVsFire > 0 Then
	      Return True
	   ElseIf $PlusCharr > 0 Or $PlusTrolls > 0 Or $PlusSkeletons > 0 Or $PlusGiants > 0 Or $PlusDwarves > 0 Or $PlusDragons > 0 Or $PlusOgres > 0 Or $PlusBlunt > 0 Then
		  Return True
	   ElseIf $PlusDomination > 0 Or $PlusDivine > 0 Or $PlusSmite > 0 Or $PlusHealing > 0 Or $PlusProt > 0 Or $PlusFire > 0 Or $PlusWater > 0 Or $PlusAir > 0 Or $PlusEarth > 0 Or $PlusDeath > 0 Or $PlusBlood > 0 Or $PlusIllusion > 0 Or $PlusInspiration > 0 Or $PlusSoulReap > 0 Or $PlusCurses > 0 Then
		  Return True
	   ElseIf $Minus2Stance > 0 Or $Minus2Ench > 0 Or $Minus520 > 0 Or $Minus3Hex > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
	EndIf
    If $Plus45Ench > 0 Then
	   If $PlusDemons > 0 Or $PlusPiercing > 0 Or $PlusDragons > 0 Or $PlusLightning > 0 Or $PlusVsEarth > 0 Or $PlusPlants > 0 Or $PlusCold > 0 Or $PlusUndead > 0 Or $PlusSlashing > 0 Or $PlusTengu > 0 Or $PlusVsFire > 0 Then
	      Return True
	   ElseIf $PlusCharr > 0 Or $PlusTrolls > 0 Or $PlusSkeletons > 0 Or $PlusGiants > 0 Or $PlusDwarves > 0 Or $PlusDragons > 0 Or $PlusOgres > 0 Or $PlusBlunt > 0 Then
		  Return True
	   ElseIf $Minus2Ench > 0 Then
		  Return True
	   ElseIf $PlusDomination > 0 Or $PlusDivine > 0 Or $PlusSmite > 0 Or $PlusHealing > 0 Or $PlusProt > 0 Or $PlusFire > 0 Or $PlusWater > 0 Or $PlusAir > 0 Or $PlusEarth > 0 Or $PlusDeath > 0 Or $PlusBlood > 0 Or $PlusIllusion > 0 Or $PlusInspiration > 0 Or $PlusSoulReap > 0 Or $PlusCurses > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
	EndIf
	If $Minus2Ench > 0 Then
	   If $PlusDemons > 0 Or $PlusPiercing > 0 Or $PlusDragons > 0 Or $PlusLightning > 0 Or $PlusVsEarth > 0 Or $PlusPlants > 0 Or $PlusCold > 0 Or $PlusUndead > 0 Or $PlusSlashing > 0 Or $PlusTengu > 0 Or $PlusVsFire > 0 Then
		  Return True
	   ElseIf $PlusCharr > 0 Or $PlusTrolls > 0 Or $PlusSkeletons > 0 Or $PlusGiants > 0 Or $PlusDwarves > 0 Or $PlusDragons > 0 Or $PlusOgres > 0 Or $PlusBlunt > 0 Then
		  Return True
	   ElseIf $PlusDomination > 0 Or $PlusDivine > 0 Or $PlusSmite > 0 Or $PlusHealing > 0 Or $PlusProt > 0 Or $PlusFire > 0 Or $PlusWater > 0 Or $PlusAir > 0 Or $PlusEarth > 0 Or $PlusDeath > 0 Or $PlusBlood > 0 Or $PlusIllusion > 0 Or $PlusInspiration > 0 Or $PlusSoulReap > 0 Or $PlusCurses > 0 Then
		  Return True
	   EndIf
	EndIf
    If $Plus44Ench > 0 Or $Plus43Ench > 0 Then
	   If $PlusDemons > 0 Then
	      Return True
	   EndIf
	EndIf
    If $Plus45Stance > 0 Then
	   If $Minus2Stance > 0 Then
	      Return True
	   EndIf
	EndIf
	Return False
 EndFunc
 Func IsPerfectStaff($aItem)
	Local $ModStruct = GetModStruct($aItem)
	Local $A = GetItemAttribute($aItem)
	; Ele mods
	Local $Fire20Casting = StringInStr($ModStruct, "0A141822", 0, 1) ; Mod struct for 20% fire
	Local $Water20Casting = StringInStr($ModStruct, "0B141822", 0, 1) ; Mod struct for 20% water
	Local $Air20Casting = StringInStr($ModStruct, "08141822", 0, 1) ; Mod struct for 20% air
	Local $Earth20Casting = StringInStr($ModStruct, "09141822", 0, 1) ; Mod Struct for 20% Earth
	Local $Energy20Casting = StringInStr($ModStruct, "0C141822", 0, 1) ; Mod Struct for 20% Energy Storage (Doesnt drop)
	; Monk mods
	Local $Smite20Casting = StringInStr($ModStruct, "0E141822", 0, 1) ; Mod struct for 20% smite
	Local $Divine20Casting = StringInStr($ModStruct, "10141822", 0, 1) ; Mod struct for 20% divine
	Local $Healing20Casting = StringInStr($ModStruct, "0D141822", 0, 1) ; Mod struct for 20% healing
	Local $Protection20Casting = StringInStr($ModStruct, "0F141822", 0, 1) ; Mod struct for 20% protection
	; Rit mods
	Local $Channeling20Casting = StringInStr($ModStruct, "22141822", 0, 1) ; Mod struct for 20% channeling
	Local $Restoration20Casting = StringInStr($ModStruct, "21141822", 0, 1) ; Mod Struct for 20% Restoration
	Local $Communing20Casting = StringInStr($ModStruct, "20141822", 0, 1) ; Mod Struct for 20% Communing
	Local $Spawning20Casting = StringInStr($ModStruct, "24141822", 0, 1) ; Mod Struct for 20% Spawning (Unconfirmed)
	; Mes mods
	Local $Illusion20Casting = StringInStr($ModStruct, "01141822", 0, 1) ; Mod struct for 20% Illusion
	Local $Domination20Casting = StringInStr($ModStruct, "02141822", 0, 1) ; Mod struct for 20% domination
	Local $Inspiration20Casting = StringInStr($ModStruct, "03141822", 0, 1) ; Mod struct for 20% Inspiration
	; Necro mods
	Local $Death20Casting = StringInStr($ModStruct, "05141822", 0, 1) ; Mod struct for 20% death
	Local $Blood20Casting = StringInStr($ModStruct, "04141822", 0, 1) ; Mod Struct for 20% Blood
    Local $SoulReap20Casting = StringInStr($ModStruct, "06141822", 0, 1) ; Mod Struct for 20% Soul Reap (Doesnt drop)
	Local $Curses20Casting = StringInStr($ModStruct, "07141822", 0, 1) ; Mod Struct for 20% Curses

	Switch $A
    Case 1 ; Illusion
	   If $Illusion20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 2 ; Domination
	   If $Domination20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 3 ; Inspiration - Doesnt Drop
	   If $Inspiration20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 4 ; Blood
	   If $Blood20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 5 ; Death
	   If $Death20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 6 ; SoulReap - Doesnt Drop
	   If $SoulReap20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 7 ; Curses
	   If $Curses20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 8 ; Air
	   If $Air20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 9 ; Earth
	   If $Earth20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 10 ; Fire
	   If $Fire20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 11 ; Water
	   If $Water20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 12 ; Energy Storage
	   If $Air20Casting > 0 Or $Earth20Casting > 0 Or $Fire20Casting > 0 Or $Water20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 13 ; Healing
	   If $Healing20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 14 ; Smiting
	   If $Smite20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 15 ; Protection
	   If $Protection20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 16 ; Divine
	   If $Healing20Casting > 0 Or $Protection20Casting > 0 Or $Divine20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 32 ; Communing
	   If $Communing20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 33 ; Restoration
	   If $Restoration20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 34 ; Channeling
	   If $Channeling20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 36 ; Spawning - Unconfirmed
	   If $Spawning20Casting > 0 Then
		  Return True
	   Else
		  Return False
	   EndIf
	EndSwitch
	Return False
 EndFunc
 Func IsPerfectCaster($aItem)
	Local $ModStruct = GetModStruct($aItem)
	Local $A = GetItemAttribute($aItem)
    ; Universal mods
    Local $PlusFive = StringInStr($ModStruct, "05320823", 0, 1) ; Mod struct for +5^50
	Local $PlusFiveEnch = StringInStr($ModStruct, "0500F822", 0, 1)
	Local $EnergyAlways15 = StringInStr($ModStruct, "0F00D822", 0 ,1) ; Energy +15
	Local $EnergyRegen = StringInStr($ModStruct, "0100C820", 0 ,1) ; Energy regeneration -1
	Local $10Cast = StringInStr($ModStruct, "000A0822", 0, 1) ; Mod struct for 10% cast
	Local $10Recharge = StringInStr($ModStruct, "000AA823", 0, 1) ; Mod struct for 10% recharge
	Local $Plus30 = StringInStr($ModStruct, "001E4823", 0, 1) ; Mod struct for +30
	Local $Plus45Ench = StringInStr($ModStruct, "02D6823", 0, 1) ; Mod struct for +45ench
	; Plus 1 Mods
	Local $PlusIllusion = StringInStr($ModStruct, "0118240", 0, 1) ; +1 Illu 20%
	Local $PlusDomination = StringInStr($ModStruct, "0218240", 0, 1) ; +1 Dom 20%
	Local $PlusInspiration = StringInStr($ModStruct, "0318240", 0, 1) ; +1 Insp 20%
	Local $PlusBlood = StringInStr($ModStruct, "0418240", 0, 1) ; +1 Blood 20%
	Local $PlusDeath = StringInStr($ModStruct, "0518240", 0, 1) ; +1 Death 20%
	Local $PlusSoulReap = StringInStr($ModStruct, "0618240", 0, 1) ; +1 SoulR 20%
	Local $PlusCurses = StringInStr($ModStruct, "0718240", 0, 1) ; +1 Curses 20%
	Local $PlusAir = StringInStr($ModStruct, "0818240", 0, 1) ; +1 Air 20%
	Local $PlusEarth = StringInStr($ModStruct, "0918240", 0, 1) ; +1 Earth 20%
    Local $PlusFire = StringInStr($ModStruct, "0A18240", 0, 1) ; +1 Fire 20%
	Local $PlusWater = StringInStr($ModStruct, "0B18240", 0, 1) ; +1 Water 20%
	Local $PlusHealing = StringInStr($ModStruct, "0D18240", 0, 1) ; +1 Heal 20%
	Local $PlusSmite = StringInStr($ModStruct, "0E18240", 0, 1) ; +1 Smite 20%
	Local $PlusProt = StringInStr($ModStruct, "0F18240", 0, 1) ; +1 Prot 20%
	Local $PlusDivine = StringInStr($ModStruct, "1018240", 0, 1) ; +1 Divine 20%
	; Ele mods
	Local $Fire20Casting = StringInStr($ModStruct, "0A141822", 0, 1) ; Mod struct for 20% fire
	Local $Fire20Recharge = StringInStr($ModStruct, "0A149823", 0, 1)
	Local $Water20Casting = StringInStr($ModStruct, "0B141822", 0, 1) ; Mod struct for 20% water
	Local $Water20Recharge = StringInStr($ModStruct, "0B149823", 0, 1)
	Local $Air20Casting = StringInStr($ModStruct, "08141822", 0, 1) ; Mod struct for 20% air
	Local $Air20Recharge = StringInStr($ModStruct, "08149823", 0, 1)
	Local $Earth20Casting = StringInStr($ModStruct, "09141822", 0, 1)
	Local $Earth20Recharge = StringInStr($ModStruct, "09149823", 0, 1)
	Local $Energy20Casting = StringInStr($ModStruct, "0C141822", 0, 1)
	Local $Energy20Recharge = StringInStr($ModStruct, "0C149823", 0, 1)
	; Monk mods
	Local $Smiting20Casting = StringInStr($ModStruct, "0E141822", 0, 1) ; Mod struct for 20% smite
	Local $Smiting20Recharge = StringInStr($ModStruct, "0E149823", 0, 1)
	Local $Divine20Casting = StringInStr($ModStruct, "10141822", 0, 1) ; Mod struct for 20% divine
	Local $Divine20Recharge = StringInStr($ModStruct, "10149823", 0, 1)
	Local $Healing20Casting = StringInStr($ModStruct, "0D141822", 0, 1) ; Mod struct for 20% healing
	Local $Healing20Recharge = StringInStr($ModStruct, "0D149823", 0, 1)
	Local $Protection20Casting = StringInStr($ModStruct, "0F141822", 0, 1) ; Mod struct for 20% protection
	Local $Protection20Recharge = StringInStr($ModStruct, "0F149823", 0, 1)
	; Rit mods
	Local $Channeling20Casting = StringInStr($ModStruct, "22141822", 0, 1) ; Mod struct for 20% channeling
	Local $Channeling20Recharge = StringInStr($ModStruct, "22149823", 0, 1)
	Local $Restoration20Casting = StringInStr($ModStruct, "21141822", 0, 1)
	Local $Restoration20Recharge = StringInStr($ModStruct, "21149823", 0, 1)
    Local $Communing20Casting = StringInStr($ModStruct, "20141822", 0, 1)
	Local $Communing20Recharge = StringInStr($ModStruct, "20149823", 0, 1)
    Local $Spawning20Casting = StringInStr($ModStruct, "24141822", 0, 1) ; Spawning - Unconfirmed
	Local $Spawning20Recharge = StringInStr($ModStruct, "24149823", 0, 1) ; Spawning - Unconfirmed
	; Mes mods
    Local $Illusion20Recharge = StringInStr($ModStruct, "01149823", 0, 1)
	Local $Illusion20Casting = StringInStr($ModStruct, "01141822", 0, 1)
	Local $Domination20Casting = StringInStr($ModStruct, "02141822", 0, 1) ; Mod struct for 20% domination
    Local $Domination20Recharge = StringInStr($ModStruct, "02149823", 0, 1) ; Mod struct for 20% domination recharge
    Local $Inspiration20Recharge = StringInStr($ModStruct, "03149823", 0, 1)
	Local $Inspiration20Casting = StringInStr($ModStruct, "03141822", 0, 1)
	; Necro mods
    Local $Death20Casting = StringInStr($ModStruct, "05141822", 0, 1) ; Mod struct for 20% death
	Local $Death20Recharge = StringInStr($ModStruct, "05149823", 0, 1)
    Local $Blood20Recharge = StringInStr($ModStruct, "04149823", 0, 1)
	Local $Blood20Casting = StringInStr($ModStruct, "04141822", 0, 1)
    Local $SoulReap20Recharge = StringInStr($ModStruct, "06149823", 0, 1)
	Local $SoulReap20Casting = StringInStr($ModStruct, "06141822", 0, 1)
    Local $Curses20Recharge = StringInStr($ModStruct, "07149823", 0, 1)
	Local $Curses20Casting = StringInStr($ModStruct, "07141822", 0, 1)

	Switch $A
    Case 1 ; Illusion
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Illusion20Casting > 0 Or $Illusion20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Illusion20Recharge > 0 Or $Illusion20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusIllusion > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Illusion20Recharge > 0 Then
		  If $Illusion20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Illusion20Casting > 0 Or $Illusion20Recharge > 0 Or $PlusIllusion > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 2 ; Domination
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Domination20Casting > 0 Or $Domination20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Domination20Recharge > 0 Or $Domination20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusDomination > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Domination20Recharge > 0 Then
		  If $Domination20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Domination20Casting > 0 Or $Domination20Recharge > 0 Or $PlusDomination > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 3 ; Inspiration
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Inspiration20Casting > 0 Or $Inspiration20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Inspiration20Recharge > 0 Or $Inspiration20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusInspiration > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Inspiration20Recharge > 0 Then
		  If $Inspiration20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Then
		   If $Inspiration20Casting > 0 Or $Inspiration20Recharge > 0 Or $PlusInspiration > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   If $PlusIllusion > 0 Then
		   If $Illusion20Casting > 0 Or $Illusion20Recharge > 0 Then
			   Return True ; Perfect Illusion
		   EndIf
	   EndIf
	   If $PlusDomination > 0 Then
		   If $Domination20Casting > 0 Or $Domination20Recharge > 0 Then
			   Return True ; Perfect Domination
		   EndIf
	   EndIf
	   Return False
    Case 4 ; Blood
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Blood20Casting > 0 Or $Blood20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Blood20Recharge > 0 Or $Blood20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusBlood > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Blood20Recharge > 0 Then
		  If $Blood20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Blood20Casting > 0 Or $Blood20Recharge > 0 Or $PlusBlood > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 5 ; Death
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Death20Casting > 0 Or $Death20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Death20Recharge > 0 Or $Death20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusDeath > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Death20Recharge > 0 Then
		  If $Death20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Death20Casting > 0 Or $Death20Recharge > 0 Or $PlusDeath > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 6 ; SoulReap - Doesnt drop?
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $SoulReap20Casting > 0 Or $SoulReap20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $SoulReap20Recharge > 0 Or $SoulReap20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusSoulReap > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $SoulReap20Recharge > 0 Then
		  If $SoulReap20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $SoulReap20Casting > 0 Or $SoulReap20Recharge > 0 Or $PlusSoulReap > 0 Or $10Recharge > 0 Or $Blood20Casting > 0 Or $Blood20Recharge > 0 Or $Death20Casting > 0 Or $Death20Recharge > 0 Or $Curses20Casting > 0 Or $Curses20Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   If ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
		   If $Blood20Casting > 0 Or $Blood20Recharge > 0 Or $Death20Casting > 0 Or $Death20Recharge > 0 Or $Curses20Casting > 0 Or $Curses20Recharge > 0 Or $SoulReap20Casting > 0 Or $SoulReap20Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   If $PlusDeath > 0 Then
		   If $Death20Casting > 0 Or $Death20Recharge > 0 Then
			   Return True ; Perfect Death
		   EndIf
	   EndIf
	   If $PlusBlood > 0 Then
		   If $Blood20Casting > 0 Or $Blood20Recharge > 0 Then
			   Return True ; Perfect Blood
		   EndIf
	   EndIf
	   If $PlusCurses > 0 Then
		   If $Curses20Casting > 0 Or $Curses20Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 7 ; Curses
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Curses20Casting > 0 Or $Curses20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Curses20Recharge > 0 Or $Curses20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusCurses > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Curses20Recharge > 0 Then
		  If $Curses20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Curses20Casting > 0 Or $Curses20Recharge > 0 Or $PlusCurses > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 8 ; Air
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Air20Casting > 0 Or $Air20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Air20Recharge > 0 Or $Air20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusAir > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Air20Recharge > 0 Then
		  If $Air20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Air20Casting > 0 Or $Air20Recharge > 0 Or $PlusAir > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 9 ; Earth
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Earth20Casting > 0 Or $Earth20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Earth20Recharge > 0 Or $Earth20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusEarth > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Earth20Recharge > 0 Then
		  If $Earth20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Earth20Casting > 0 Or $Earth20Recharge > 0 Or $PlusEarth > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
       Return False
    Case 10 ; Fire
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Fire20Casting > 0 Or $Fire20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Fire20Recharge > 0 Or $Fire20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusFire > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Fire20Recharge > 0 Then
		  If $Fire20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Fire20Casting > 0 Or $Fire20Recharge > 0 Or $PlusFire > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
       Return False
    Case 11 ; Water
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Water20Casting > 0 Or $Water20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Water20Recharge > 0 Or $Water20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Or $PlusWater > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Water20Recharge > 0 Then
		  If $Water20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Water20Casting > 0 Or $Water20Recharge > 0 Or $PlusWater > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 12 ; Energy Storage
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Energy20Casting > 0 Or $Energy20Recharge > 0 Or $Water20Casting > 0 Or $Water20Recharge > 0 Or $Fire20Casting > 0 Or $Fire20Recharge > 0 Or $Earth20Casting > 0 Or $Earth20Recharge > 0 Or $Air20Casting > 0 Or $Air20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Energy20Recharge > 0 Or $Energy20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or $Water20Casting > 0 Or $Water20Recharge > 0 Or $Fire20Casting > 0 Or $Fire20Recharge > 0 Or $Earth20Casting > 0 Or $Earth20Recharge > 0 Or $Air20Casting > 0 Or $Air20Recharge > 0 Then
		     Return True
		  EndIf
       EndIf
	   If $Energy20Recharge > 0 Then
		  If $Energy20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $10Cast > 0 Or $10Recharge > 0 Then
		  If $Water20Casting > 0 Or $Water20Recharge > 0 Or $Fire20Casting > 0 Or $Fire20Recharge > 0 Or $Earth20Casting > 0 Or $Earth20Recharge > 0 Or $Air20Casting > 0 Or $Air20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Water20Casting > 0 Or $Water20Recharge > 0 Or $Fire20Casting > 0 Or $Fire20Recharge > 0 Or $Earth20Casting > 0 Or $Earth20Recharge > 0 Or $Air20Casting > 0 Or $Air20Recharge > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   If ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
			If $Water20Casting > 0 Or $Water20Recharge > 0 Or $Fire20Casting > 0 Or $Fire20Recharge > 0 Or $Earth20Casting > 0 Or $Earth20Recharge > 0 Or $Air20Casting > 0 Or $Air20Recharge > 0 Or $10Recharge > 0 Then
				Return True
			EndIf
	   EndIf
	   If $PlusAir > 0 Then
		   If $Air20Casting > 0 Or $Air20Recharge > 0 Then
			   Return True ; Perfect Air
		   EndIf
	   EndIf
	   If $PlusFire > 0 Then
		   If $Fire20Casting > 0 Or $Fire20Recharge > 0 Then
			   Return True ; Perfect Fire
		   EndIf
	   EndIf
	   If $PlusWater > 0 Then
		   If $Water20Casting > 0 Or $Water20Recharge > 0 Then
			   Return True ; Perfect Water
		   EndIf
	   EndIf
	   If $PlusEarth > 0 Then
		   If $Earth20Casting > 0 Or $Earth20Recharge > 0 Then
			   Return True ; Perfect Earth
		   EndIf
	   EndIf
	   Return False
    Case 13 ; Healing
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Healing20Casting > 0 Or $Healing20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Healing20Recharge > 0 Or $Healing20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
		     Return True
		  EndIf
	   EndIf
	   If $Healing20Recharge > 0 Then
		  If $Healing20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Healing20Casting > 0 Or $Healing20Recharge > 0 Or $PlusHealing > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 14 ; Smiting
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Smiting20Casting > 0 Or $Smiting20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Smiting20Recharge > 0 Or $Smiting20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
		     Return True
		  EndIf
	   EndIf
	   If $Smiting20Recharge > 0 Then
		  If $Smiting20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Smiting20Casting > 0 Or $Smiting20Recharge > 0 Or $PlusSmite > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 15 ; Protection
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Protection20Casting > 0 Or $Protection20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Protection20Recharge > 0 Or $Protection20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
		     Return True
		  EndIf
	   EndIf
	   If $Protection20Recharge > 0 Then
		  If $Protection20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Protection20Casting > 0 Or $Protection20Recharge > 0 Or $PlusProt > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 16 ; Divine
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Divine20Casting > 0 Or $Divine20Recharge > 0 Or $Healing20Casting > 0 Or $Healing20Recharge > 0 Or $Smiting20Casting > 0 Or $Smiting20Recharge > 0 Or $Protection20Casting > 0 Or $Protection20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Divine20Recharge > 0 Or $Divine20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or $Healing20Casting > 0 Or $Healing20Recharge > 0 Or $Smiting20Casting > 0 Or $Smiting20Recharge > 0 Or $Protection20Casting > 0 Or $Protection20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Divine20Recharge > 0 Then
		  If $Divine20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $10Cast > 0 Or $10Recharge > 0 Then
		  If $Healing20Casting > 0 Or $Healing20Recharge > 0 Or $Smiting20Casting > 0 Or $Smiting20Recharge > 0 Or $Protection20Casting > 0 Or $Protection20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Healing20Casting > 0 Or $Healing20Recharge > 0 Or $Smiting20Casting > 0 Or $Smiting20Recharge > 0 Or $Protection20Casting > 0 Or $Protection20Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   If ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
		   If $Healing20Casting > 0 Or $Healing20Recharge > 0 Or $Smiting20Casting > 0 Or $Smiting20Recharge > 0 Or $Protection20Casting > 0 Or $Protection20Recharge > 0 Then
				Return True
		   EndIf
	   EndIf
	   If $PlusHealing > 0 Then
		   If $Healing20Casting > 0 Or $Healing20Recharge > 0 Then
			   Return True ; Perfect Healing
		   EndIf
	   EndIf
	   If $PlusProt > 0 Then
		   If $Protection20Casting > 0 Or $Protection20Recharge > 0 Then
			   Return True ; Perfect Prot
		   EndIf
	   EndIf
	   If $PlusSmite > 0 Then
		   If $Smiting20Casting > 0 Or $Smiting20Recharge > 0 Then
			   Return True ; Perfect Smite
		   EndIf
	   EndIf
	   Return False
    Case 32 ; Communing
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Communing20Casting > 0 Or $Communing20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Communing20Recharge > 0 Or $Communing20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
		     Return True
		  EndIf
	   EndIf
	   If $Communing20Recharge > 0 Then
		  If $Communing20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Communing20Casting > 0 Or $Communing20Recharge > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
	Case 33 ; Restoration
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Restoration20Casting > 0 Or $Restoration20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Restoration20Recharge > 0 Or $Restoration20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
		     Return True
		  EndIf
	   EndIf
	   If $Restoration20Recharge > 0 Then
		  If $Restoration20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Restoration20Casting > 0 Or $Restoration20Recharge > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 34 ; Channeling
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Channeling20Casting > 0 Or $Channeling20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Channeling20Recharge > 0 Or $Channeling20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
		     Return True
		  EndIf
	   EndIf
	   If $Channeling20Recharge > 0 Then
		  If $Channeling20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Channeling20Casting > 0 Or $Channeling20Recharge > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    Case 36 ; Spawning - Unconfirmed
	   If $PlusFive > 0 Or $PlusFiveEnch > 0 Then
		  If $Spawning20Casting > 0 Or $Spawning20Recharge > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Spawning20Recharge > 0 Or $Spawning20Casting > 0 Then
		  If $10Cast > 0 Or $10Recharge > 0 Or ($EnergyAlways15 > 0 And $EnergyRegen > 0) Then
		     Return True
		  EndIf
	   EndIf
	   If $Spawning20Recharge > 0 Then
		  If $Spawning20Casting > 0 Then
		     Return True
		  EndIf
	   EndIf
	   If $Plus30 > 0 Or $Plus45Ench > 0 Then
		   If $Spawning20Casting > 0 Or $Spawning20Recharge > 0 Or $10Recharge > 0 Then
			   Return True
		   EndIf
	   EndIf
	   Return False
    EndSwitch
    Return False
 EndFunc

 Func IsRareRune($aItem)
    Local $ModStruct = GetModStruct($aItem)
	Local $SupVigor = StringInStr($ModStruct, "C202EA27", 0, 1) ; Mod struct for Sup vigor rune
	Local $WindWalker = StringInStr($ModStruct, "040430A5060518A7", 0, 1) ; Windwalker insig
	Local $MinorMyst = StringInStr($ModStruct, "05033025012CE821", 0, 1) ; Minor Mysticism
	; Not Worth Anything - Local $SupEarthPrayers = StringInStr($ModStruct, "32BE82109033025", 0, 1) ; Sup earth prayers
	; Not Worth Anything - Local $Prodigy = StringInStr($ModStruct, "C60330A5000528A7", 0, 1) ; Prodigy insig
	; Not Worth Anything - Local $SupDom = StringInStr($ModStruct, "30250302E821770", 0, 1) ; Superior Domination
	Local $Shamans = StringInStr($ModStruct, "080430A50005F8A", 0, 1) ; Shamans insig
	Local $MinorSpawning = StringInStr($ModStruct, "0124E821", 0, 1) ; Minor Spawning
	Local $MinorEnergyStorage = StringInStr($ModStruct, "010CE821", 0, 1) ; Minor Energy Storage
	Local $MinorFastCasting = StringInStr($ModStruct, "0100E821", 0, 1) ; Minor Fast Casting
	Local $MinorIllusion = StringInStr($ModStruct, "0101E821", 0, 1) ; Minor Illusion
	Local $MinorSoulReap = StringInStr($ModStruct, "0106E821", 0, 1) ; Minor SoulReaping

	If $SupVigor > 0 Or $WindWalker > 0 Or $MinorMyst > 0 Or $Shamans > 0 Or $MinorSpawning > 0 Or $MinorEnergyStorage > 0 Or $MinorFastCasting > 0 Or $MinorIllusion > 0 Or $MinorSoulReap > 0 Then
	   Return True
	Else
	   Return False
	EndIf
 EndFunc
 Func GetItemMaxReq8($aItem)
	Local $Type = DllStructGetData($aItem, "Type")
	Local $Dmg = GetItemMaxDmg($aItem)
	Local $Req = GetItemReq($aItem)

	Switch $Type
    Case 12 ;~ Offhand
	   If $Dmg == 12 And $Req == 8 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 24 ;~ Shield
	   If $Dmg == 16 And $Req == 8 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 27 ;~ Sword
	   If $Dmg == 22 And $Req == 8 Then
		  Return True
	   Else
		  Return False
	   EndIf
	EndSwitch
 EndFunc
 Func GetItemMaxReq7($aItem)
	Local $Type = DllStructGetData($aItem, "Type")
	Local $Dmg = GetItemMaxDmg($aItem)
	Local $Req = GetItemReq($aItem)

	Switch $Type
    Case 12 ;~ Offhand
	   If $Dmg == 11 And $Req == 7 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 24 ;~ Shield
	   If $Dmg == 15 And $Req == 7 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 27 ;~ Sword
	   If $Dmg == 21 And $Req == 7 Then
		  Return True
	   Else
		  Return False
	   EndIf
	EndSwitch
 EndFunc
 Func IsReq8Max($aItem)
	Local $Type = DllStructGetData($aItem, "Type")
	Local $Rarity = GetRarity($aItem)
	Local $MaxDmgOffHand = GetItemMaxReq8($aItem)
	Local $MaxDmgShield = GetItemMaxReq8($aItem)
	Local $MaxDmgSword = GetItemMaxReq8($aItem)

	Switch $Rarity
    Case 2624 ;~ Gold
       Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
    Case 2623 ;~ Purple?
	   Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
    Case 2626 ;~ Blue?
	   Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
	EndSwitch
	Return False
 EndFunc
  Func IsReq7Max($aItem)
	Local $Type = DllStructGetData($aItem, "Type")
	Local $Rarity = GetRarity($aItem)
	Local $MaxDmgOffHand = GetItemMaxReq7($aItem)
	Local $MaxDmgShield = GetItemMaxReq7($aItem)
	Local $MaxDmgSword = GetItemMaxReq7($aItem)

	Switch $Rarity
    Case 2624 ;~ Gold
       Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
    Case 2623 ;~ Purple?
	   Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
    Case 2626 ;~ Blue?
	   Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
	EndSwitch
	Return False
 EndFunc
Func GetItemMaxDmg($aItem)
	If Not IsDllStruct($aItem) Then $aItem = GetItemByItemID($aItem)
	Local $lModString = GetModStruct($aItem)
	Local $lPos = StringInStr($lModString, "A8A7") ; Weapon Damage
	If $lPos = 0 Then $lPos = StringInStr($lModString, "C867") ; Energy (focus)
	If $lPos = 0 Then $lPos = StringInStr($lModString, "B8A7") ; Armor (shield)
	If $lPos = 0 Then Return 0
	Return Int("0x" & StringMid($lModString, $lPos - 2, 2))
 EndFunc
; How to use
Code:
Func CanPickUp2($aItem)
   Local $Q = DllStructGetData($aItem, "Quantity")
   Local $IsSpecial = IsSpecialItem($aItem)
   Local $Rarity = GetRarity($aItem)
   Local $Pcon = IsPcon($aItem)
   Local $Material = IsRareMaterial($aItem)

   Switch $IsSpecial
   Case True
	  Return True ; Is special item (Ecto, TOT, etc)
   EndSwitch

   Switch $Rarity
   Case 2624
	  Return True ; Gold items
   EndSwitch

   Switch $Pcon
   Case True
	  Return True ; Is a Pcon
   EndSwitch

   Switch $Material
   Case True
	  Return True ; Is rare material
   EndSwitch
	If $Q > 50 Then
	   Return True
	Else
	   Return False
	EndIf
	Return False
 EndFunc
 Func CanSell($aItem)
 ;  Local $RareSkin = IsRareSkin($aItem)
   Local $Pcon = IsPcon($aItem)
   Local $Material = IsRareMaterial($aItem)
   Local $IsSpecial = IsSpecialItem($aItem)
   Local $IsCaster = IsPerfectCaster($aItem)
   Local $IsStaff = IsPerfectStaff($aItem)
   Local $IsShield = IsPerfectShield($aItem)
   Local $IsRune = IsRareRune($aItem)
   Local $IsReq8 = IsReq8Max($aItem)
   Local $Type = DllStructGetData($aItem, "Type")

   Switch $IsSpecial
   Case True
	  Return False ; Is special item (Ecto, TOT, etc)
   EndSwitch

   Switch $Pcon
   Case True
	  Return False ; Is a Pcon
   EndSwitch

   Switch $Material
   Case True
	  Return False ; Is rare material
   EndSwitch

   Switch $IsShield
   Case True
	  Return False ; Is perfect shield
   EndSwitch

   Switch $IsReq8
   Case True
	  Return False ; Is req8 max
   EndSwitch

   Switch $Type
   Case 12 ; Offhands
	  If $IsCaster = True Then
		 Return False ; Is perfect offhand
	  Else
		 Return True
	  EndIf
   Case 22 ; Wands
	  If $IsCaster = True Then
		 Return False ; Is perfect wand
	  Else
		 Return True
	  EndIf
   Case 26 ; Staves
	  If $IsStaff = True Then
		 Return False ; Is perfect Staff
	  Else
		 Return True
	  EndIf
   EndSwitch

   Switch $IsRune
   Case True
	  Return False
   EndSwitch

   ;Switch $RareSkin
   ;Case True
;	  Return False
   ;EndSwitch

   Return True
 EndFunc
; Extra
Code:
 Func IsEliteTome($aItem)
	Local $ModelID = DllStructGetData($aItem, "ModelID")

	Switch $ModelID
    Case 21786, 21787, 21788, 21789, 21790, 21791, 21792, 21793, 21794, 21795
	   Return True ; All Elite Tomes
	EndSwitch
	Return False
 EndFunc
 Func IsRegularTome($aItem)
	Local $ModelID = DllStructGetData($aItem, "ModelID")

	Switch $ModelID
    Case 21796, 21797, 21798, 21799, 21800, 21801, 21802, 21803, 21804, 21805
	   Return True
	EndSwitch
	Return False
 EndFunc
 Func IsPcon($aItem)
	Local $ModelID = DllStructGetData($aItem, "ModelID")

	Switch $ModelID
    Case 910, 2513, 5585, 6049, 6366, 6367, 6375, 15477, 19171, 19172, 19173, 22190, 24593, 28435, 30855, 31145, 31146, 35124, 36682
	   Return True ; Alcohol
    Case 6376, 21809, 21810, 21813, 36683
	   Return True ; Party
    Case 21492, 21812, 22269, 22644, 22752, 28436
	   Return True ; Sweets
    Case 6370, 21488, 21489, 22191, 26784, 28433
	   Return True ; DP Removal
    Case 15837, 21490, 30648, 31020
	   Return True ; Tonic
    EndSwitch
	Return False
 EndFunc
 Func IsSpecialItem($aItem)
	Local $ModelID = DllStructGetData($aItem, "ModelID")
	Local $ExtraID = DllStructGetData($aItem, "ExtraID")

	Switch $ModelID
    Case 5656, 18345, 21491, 37765, 21833, 28433, 28434
	   Return True ; Special - ToT etc
    Case 22751
	   Return True ; Lockpicks
    Case 27047
	   Return True ; Glacial Stones
    Case 146
	   If $ExtraID = 10 Or $ExtraID = 12 Then
		  Return True ; Black & White Dye
	   Else
		  Return False
	   EndIf
    Case 24353, 24354
	   Return True ; Chalice & Rin Relics
    Case 27052
	   Return True ; Superb Charr Carving
    Case 522
	   Return True ; Dark Remains
    Case 3746, 22280
	   Return True ; Underworld & FOW Scroll
    Case 819
	   Return True ; Dragon Root
    Case 35121
	   Return True ; War supplies
    Case 36985
	   Return True ; Commendations
    EndSwitch
	Return False
 EndFunc
Func IsRareMaterial($aItem)
   Local $M = DllStructGetData($aItem, "ModelID")

   Switch $M
   Case 937, 938, 935, 931, 932, 936, 930
	  Return True ; Rare Mats
   EndSwitch
   Return False
EndFunc
; A better pickuploot
Code:
Func _PickUpLootEx() ; For general Loot
	Local $lAgent
	Local $lItem
	Local $lDeadlock
	For $i = 1 To GetMaxAgents()
	If GetIsDead(-2) Then Return
		$lAgent = GetAgentByID($i)
		If Not GetIsMovable($lAgent) Then ContinueLoop
		$lItem = GetItemByAgentID($i)
		If CanPickUp2($lItem) Then
			_MoveToItem($lAgent)
			Sleep(500)
			Do
			PickUpItem($lItem)
			Until GetAgentExists($lAgent) = False
			$lDeadlock = TimerInit()
			While GetAgentExists($i)
				sleep(50)
				If GetIsDead(-2) Then Return
				If TimerDiff($lDeadlock) > 10000 Then ExitLoop
			WEnd
		EndIf
	Next
 EndFunc
 Func _MoveToItem($agent) ; Carries on staying alive while collecting item
	Local $lMe
	If GetIsDead(-2) Then Return
	$x = DllStructGetData($agent, "x")
	$y = DllStructGetData($agent, "y")
    _Run($x, $y) ; Change this to MoveToAggro/MoveTo/Move - Whatever your using as an advanced movement function
 EndFunc
There are a few mods missing, but all the worthwhile crap is there. Once I find the missing ones I will either post here or update the main post, if I can be bothered! I spent multiple nights comparing mod structs to find these so like I said, if you use it, please "Thanks"!

Enjoy!
Underavelvetmoon
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Old 04/15/2018, 00:30   #2
 
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You know we did this ages ago already.
Attached Files
File Type: rar ModStrings As Globals.rar (3.9 KB, 181 views)
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Old 04/15/2018, 02:51   #3
 
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Quote:
Originally Posted by savsuds View Post
You know we did this ages ago already.
Thats a nice set of Mod Structs Sav, but it's quite different from what I have created here.

Going through all of that I can see that it is largely geared towards inscriptions (Mine is OS), and my code searches for only the perfect dual mod shields etc, which what you linked does not provide.

There is no point for example passing a +1 mod on a Staff or Caster item or anything else since it will either be a wrapping or an undesired mod, so it is only passed on a shield and in conjunction with a +45 or +30 mod. Its a lot more specific and thought out, rather then just simply checking against any known modstruct.

Granted having this information would of helped me in my searching of Mod Structs, this release still fulfils a purpose which is different to what that collection provides.
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Old 04/19/2018, 13:17   #4
 
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Thank you a lot for these. I had just started researching modstructs and saw this You have saved me tons of time. Also the extra functions are nice too
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Old 07/28/2018, 23:27   #5
 
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Done a big rework for the req8/7 functions, no more annoying blue non max items or shit like that, works wonders.

Code:
 Func GetItemMaxReq8($aItem)
	Local $Type = DllStructGetData($aItem, "Type")
	Local $Dmg = GetItemMaxDmg($aItem)
	Local $Req = GetItemReq($aItem)

	Switch $Type
    Case 12 ;~ Offhand
	   If $Dmg == 12 And $Req == 8 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 24 ;~ Shield
	   If $Dmg == 16 And $Req == 8 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 27 ;~ Sword
	   If $Dmg == 22 And $Req == 8 Then
		  Return True
	   Else
		  Return False
	   EndIf
	EndSwitch
 EndFunc
 Func GetItemMaxReq7($aItem)
	Local $Type = DllStructGetData($aItem, "Type")
	Local $Dmg = GetItemMaxDmg($aItem)
	Local $Req = GetItemReq($aItem)

	Switch $Type
    Case 12 ;~ Offhand
	   If $Dmg == 11 And $Req == 7 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 24 ;~ Shield
	   If $Dmg == 15 And $Req == 7 Then
		  Return True
	   Else
		  Return False
	   EndIf
    Case 27 ;~ Sword
	   If $Dmg == 21 And $Req == 7 Then
		  Return True
	   Else
		  Return False
	   EndIf
	EndSwitch
 EndFunc
 Func IsReq8Max($aItem)
	Local $Type = DllStructGetData($aItem, "Type")
	Local $Rarity = GetRarity($aItem)
	Local $MaxDmgOffHand = GetItemMaxReq8($aItem)
	Local $MaxDmgShield = GetItemMaxReq8($aItem)
	Local $MaxDmgSword = GetItemMaxReq8($aItem)

	Switch $Rarity
    Case 2624 ;~ Gold
       Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
    Case 2623 ;~ Purple?
	   Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
    Case 2626 ;~ Blue?
	   Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
	EndSwitch
	Return False
 EndFunc
  Func IsReq7Max($aItem)
	Local $Type = DllStructGetData($aItem, "Type")
	Local $Rarity = GetRarity($aItem)
	Local $MaxDmgOffHand = GetItemMaxReq7($aItem)
	Local $MaxDmgShield = GetItemMaxReq7($aItem)
	Local $MaxDmgSword = GetItemMaxReq7($aItem)

	Switch $Rarity
    Case 2624 ;~ Gold
       Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
    Case 2623 ;~ Purple?
	   Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
    Case 2626 ;~ Blue?
	   Switch $Type
	   Case 12 ;~ Offhand
		  If $MaxDmgOffHand = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 24 ;~ Shield
		  If $MaxDmgShield = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   Case 27 ;~ Sword
		  If $MaxDmgSword = True Then
			 Return True
		  Else
			 Return False
		  EndIf
	   EndSwitch
	EndSwitch
	Return False
 EndFunc
Hope some of you find this useful. I decided to remove req5/6 since they are pretty much useless - to me at least! Easy enough to replace.
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Old 09/18/2018, 22:52   #6
 
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thanks for this, just implemented into raptor farmer
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Old 09/20/2018, 03:21   #7
 
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Hey whats the case rarity for greens? Just lost a green focus cause it didnt meet the reqs
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Old 09/20/2018, 23:02   #8
 
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Code:
	Switch $r
		Case 2624
			If GetChecked($cbPickUpGolds) Then
				;Switch $m
				;	Case 133 ; eternal bow
				;		Return True
				;	Case 332 ; eternal shield
				;		Return True
				;	Case 145 ;storm bow
				;		Return True
				;EndSwitch
				Return True
			EndIf
oh lol..thats gold...let me look for green...2626 verified
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Old 09/21/2018, 15:09   #9
 
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Quote:
Originally Posted by phat34 View Post
Code:
	Switch $r
		Case 2624
			If GetChecked($cbPickUpGolds) Then
				;Switch $m
				;	Case 133 ; eternal bow
				;		Return True
				;	Case 332 ; eternal shield
				;		Return True
				;	Case 145 ;storm bow
				;		Return True
				;EndSwitch
				Return True
			EndIf
oh lol..thats gold...let me look for green...2626 verified

Thanks, anyone know how to make this pick up blue armor pieces ? most minor mes runes are worth more then sup runes...

how can i get the mod struct?
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Old 09/21/2018, 15:32   #10
 
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Quote:
Originally Posted by OuttaControlX View Post
Thanks, anyone know how to make this pick up blue armor pieces ? most minor mes runes are worth more then sup runes...

how can i get the mod struct?
The example above picks up golds. $r == 2624, Blue rarity is 2623.

Thanks to savsuds for providing this.

Global Const $RARITY_White = 2621
Global Const $RARITY_Blue = 2623
Global Const $RARITY_Gold = 2624
Global Const $RARITY_Purple = 2626
Global Const $RARITY_Green = 2627
Global Const $RARITY_Red = 33026
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Old 09/21/2018, 15:40   #11
 
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Quote:
Originally Posted by RitIRL View Post
The example above picks up golds. $r == 2624, Blue rarity is 2623.

Thanks to savsuds for providing this.

Global Const $RARITY_White = 2621
Global Const $RARITY_Blue = 2623
Global Const $RARITY_Gold = 2624
Global Const $RARITY_Purple = 2626
Global Const $RARITY_Green = 2627
Global Const $RARITY_Red = 33026
Thanks Rit, love your froggy script and thanks for the he`lp but im looking for specific mod structs like
Code:
	Local $MinorMyst = StringInStr($ModStruct, "05033025012CE821", 0, 1) ; Minor Mysticism
can anyone tell me how they are found so i may help out on this ?
I'm making a VQ bot rn and its going very well, however If i pick up all blue armors my inv would get full fast
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Old 09/21/2018, 16:39   #12
 
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Quote:
Originally Posted by OuttaControlX View Post
Thanks Rit, love your froggy script and thanks for the he`lp but im looking for specific mod structs like
Code:
	Local $MinorMyst = StringInStr($ModStruct, "05033025012CE821", 0, 1) ; Minor Mysticism
can anyone tell me how they are found so i may help out on this ?
I'm making a VQ bot rn and its going very well, however If i pick up all blue armors my inv would get full fast
Hi Np,

To help you learn. This small script will get the modstruct string representation. I would approach this by putting the same rune on various pieces of armor and looking for the common string.

Code:
#include "GWA2.au3"
#include "GWA2_Headers.au3"

Global Const $GuildWars = WinGetProcess("Guild Wars")

If Not Initialize($GuildWars, True) Then
	ConsoleWrite("Initialization Failed!")
	Exit
EndIf

$item = GetItemBySlot(1, 1)
$modstruct = GetModStruct($item)
ConsoleWrite(String($modstruct))
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Old 09/23/2018, 17:33   #13
 
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Quote:
Originally Posted by RitIRL View Post
Hi Np,

To help you learn. This small script will get the modstruct string representation. I would approach this by putting the same rune on various pieces of armor and looking for the common string.

Code:
#include "GWA2.au3"
#include "GWA2_Headers.au3"

Global Const $GuildWars = WinGetProcess("Guild Wars")

If Not Initialize($GuildWars, True) Then
	ConsoleWrite("Initialization Failed!")
	Exit
EndIf

$item = GetItemBySlot(1, 1)
$modstruct = GetModStruct($item)
ConsoleWrite(String($modstruct))

Hope this isnt a dumb question, i assume the answer is yes, using mod stucts can does the bot know what mods unids on the ground have ?
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Old 09/23/2018, 17:57   #14
 
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Quote:
Originally Posted by OuttaControlX View Post
Hope this isnt a dumb question, i assume the answer is yes, using mod stucts can does the bot know what mods unids on the ground have ?
Im pretty sure there is an identification flag in Item Struct so I am not so sure that you can view unid structs without doing that, but I have never tried. It could be possible since you can view mods by just equipping a weapon, but I do not really understand why you would want to. It seems like a lot of work for very little gain. Just pick them up, ID and drop them if **** if you must.
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Old 09/23/2018, 18:54   #15
 
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Quote:
Originally Posted by Underavelvetmoon View Post
Im pretty sure there is an identification flag in Item Struct so I am not so sure that you can view unid structs without doing that, but I have never tried. It could be possible since you can view mods by just equipping a weapon, but I do not really understand why you would want to. It seems like a lot of work for very little gain. Just pick them up, ID and drop them if **** if you must.
Thank you, how can i pick up blue armor but not blue weapons?
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