{ // 获取包含Hugging Face文本的span元素 const spans = link.querySelectorAll('span.whitespace-nowrap, span.hidden.whitespace-nowrap'); spans.forEach(span => { if (span.textContent && span.textContent.trim().match(/Hugging\s*Face/i)) { span.textContent = 'AI快站'; } }); }); // 替换logo图片的alt属性 document.querySelectorAll('img[alt*="Hugging"], img[alt*="Face"]').forEach(img => { if (img.alt.match(/Hugging\s*Face/i)) { img.alt = 'AI快站 logo'; } }); } // 替换导航栏中的链接 function replaceNavigationLinks() { // 已替换标记,防止重复运行 if (window._navLinksReplaced) { return; } // 已经替换过的链接集合,防止重复替换 const replacedLinks = new Set(); // 只在导航栏区域查找和替换链接 const headerArea = document.querySelector('header') || document.querySelector('nav'); if (!headerArea) { return; } // 在导航区域内查找链接 const navLinks = headerArea.querySelectorAll('a'); navLinks.forEach(link => { // 如果已经替换过,跳过 if (replacedLinks.has(link)) return; const linkText = link.textContent.trim(); const linkHref = link.getAttribute('href') || ''; // 替换Spaces链接 - 仅替换一次 if ( (linkHref.includes('/spaces') || linkHref === '/spaces' || linkText === 'Spaces' || linkText.match(/^s*Spacess*$/i)) && linkText !== 'PDF TO Markdown' && linkText !== 'PDF TO Markdown' ) { link.textContent = 'PDF TO Markdown'; link.href = 'https://fast360.xyz'; link.setAttribute('target', '_blank'); link.setAttribute('rel', 'noopener noreferrer'); replacedLinks.add(link); } // 删除Posts链接 else if ( (linkHref.includes('/posts') || linkHref === '/posts' || linkText === 'Posts' || linkText.match(/^s*Postss*$/i)) ) { if (link.parentNode) { link.parentNode.removeChild(link); } replacedLinks.add(link); } // 替换Docs链接 - 仅替换一次 else if ( (linkHref.includes('/docs') || linkHref === '/docs' || linkText === 'Docs' || linkText.match(/^s*Docss*$/i)) && linkText !== 'Voice Cloning' ) { link.textContent = 'Voice Cloning'; link.href = 'https://vibevoice.info/'; replacedLinks.add(link); } // 删除Enterprise链接 else if ( (linkHref.includes('/enterprise') || linkHref === '/enterprise' || linkText === 'Enterprise' || linkText.match(/^s*Enterprises*$/i)) ) { if (link.parentNode) { link.parentNode.removeChild(link); } replacedLinks.add(link); } }); // 查找可能嵌套的Spaces和Posts文本 const textNodes = []; function findTextNodes(element) { if (element.nodeType === Node.TEXT_NODE) { const text = element.textContent.trim(); if (text === 'Spaces' || text === 'Posts' || text === 'Enterprise') { textNodes.push(element); } } else { for (const child of element.childNodes) { findTextNodes(child); } } } // 只在导航区域内查找文本节点 findTextNodes(headerArea); // 替换找到的文本节点 textNodes.forEach(node => { const text = node.textContent.trim(); if (text === 'Spaces') { node.textContent = node.textContent.replace(/Spaces/g, 'PDF TO Markdown'); } else if (text === 'Posts') { // 删除Posts文本节点 if (node.parentNode) { node.parentNode.removeChild(node); } } else if (text === 'Enterprise') { // 删除Enterprise文本节点 if (node.parentNode) { node.parentNode.removeChild(node); } } }); // 标记已替换完成 window._navLinksReplaced = true; } // 替换代码区域中的域名 function replaceCodeDomains() { // 特别处理span.hljs-string和span.njs-string元素 document.querySelectorAll('span.hljs-string, span.njs-string, span[class*="hljs-string"], span[class*="njs-string"]').forEach(span => { if (span.textContent && span.textContent.includes('huggingface.co')) { span.textContent = span.textContent.replace(/huggingface.co/g, 'aifasthub.com'); } }); // 替换hljs-string类的span中的域名(移除多余的转义符号) document.querySelectorAll('span.hljs-string, span[class*="hljs-string"]').forEach(span => { if (span.textContent && span.textContent.includes('huggingface.co')) { span.textContent = span.textContent.replace(/huggingface.co/g, 'aifasthub.com'); } }); // 替换pre和code标签中包含git clone命令的域名 document.querySelectorAll('pre, code').forEach(element => { if (element.textContent && element.textContent.includes('git clone')) { const text = element.innerHTML; if (text.includes('huggingface.co')) { element.innerHTML = text.replace(/huggingface.co/g, 'aifasthub.com'); } } }); // 处理特定的命令行示例 document.querySelectorAll('pre, code').forEach(element => { const text = element.innerHTML; if (text.includes('huggingface.co')) { // 针对git clone命令的专门处理 if (text.includes('git clone') || text.includes('GIT_LFS_SKIP_SMUDGE=1')) { element.innerHTML = text.replace(/huggingface.co/g, 'aifasthub.com'); } } }); // 特别处理模型下载页面上的代码片段 document.querySelectorAll('.flex.border-t, .svelte_hydrator, .inline-block').forEach(container => { const content = container.innerHTML; if (content && content.includes('huggingface.co')) { container.innerHTML = content.replace(/huggingface.co/g, 'aifasthub.com'); } }); // 特别处理模型仓库克隆对话框中的代码片段 try { // 查找包含"Clone this model repository"标题的对话框 const cloneDialog = document.querySelector('.svelte_hydration_boundary, [data-target="MainHeader"]'); if (cloneDialog) { // 查找对话框中所有的代码片段和命令示例 const codeElements = cloneDialog.querySelectorAll('pre, code, span'); codeElements.forEach(element => { if (element.textContent && element.textContent.includes('huggingface.co')) { if (element.innerHTML.includes('huggingface.co')) { element.innerHTML = element.innerHTML.replace(/huggingface.co/g, 'aifasthub.com'); } else { element.textContent = element.textContent.replace(/huggingface.co/g, 'aifasthub.com'); } } }); } // 更精确地定位克隆命令中的域名 document.querySelectorAll('[data-target]').forEach(container => { const codeBlocks = container.querySelectorAll('pre, code, span.hljs-string'); codeBlocks.forEach(block => { if (block.textContent && block.textContent.includes('huggingface.co')) { if (block.innerHTML.includes('huggingface.co')) { block.innerHTML = block.innerHTML.replace(/huggingface.co/g, 'aifasthub.com'); } else { block.textContent = block.textContent.replace(/huggingface.co/g, 'aifasthub.com'); } } }); }); } catch (e) { // 错误处理但不打印日志 } } // 当DOM加载完成后执行替换 if (document.readyState === 'loading') { document.addEventListener('DOMContentLoaded', () => { replaceHeaderBranding(); replaceNavigationLinks(); replaceCodeDomains(); // 只在必要时执行替换 - 3秒后再次检查 setTimeout(() => { if (!window._navLinksReplaced) { console.log('[Client] 3秒后重新检查导航链接'); replaceNavigationLinks(); } }, 3000); }); } else { replaceHeaderBranding(); replaceNavigationLinks(); replaceCodeDomains(); // 只在必要时执行替换 - 3秒后再次检查 setTimeout(() => { if (!window._navLinksReplaced) { console.log('[Client] 3秒后重新检查导航链接'); replaceNavigationLinks(); } }, 3000); } // 增加一个MutationObserver来处理可能的动态元素加载 const observer = new MutationObserver(mutations => { // 检查是否导航区域有变化 const hasNavChanges = mutations.some(mutation => { // 检查是否存在header或nav元素变化 return Array.from(mutation.addedNodes).some(node => { if (node.nodeType === Node.ELEMENT_NODE) { // 检查是否是导航元素或其子元素 if (node.tagName === 'HEADER' || node.tagName === 'NAV' || node.querySelector('header, nav')) { return true; } // 检查是否在导航元素内部 let parent = node.parentElement; while (parent) { if (parent.tagName === 'HEADER' || parent.tagName === 'NAV') { return true; } parent = parent.parentElement; } } return false; }); }); // 只在导航区域有变化时执行替换 if (hasNavChanges) { // 重置替换状态,允许再次替换 window._navLinksReplaced = false; replaceHeaderBranding(); replaceNavigationLinks(); } }); // 开始观察document.body的变化,包括子节点 if (document.body) { observer.observe(document.body, { childList: true, subtree: true }); } else { document.addEventListener('DOMContentLoaded', () => { observer.observe(document.body, { childList: true, subtree: true }); }); } })(); \n"},"meta":{"kind":"string","value":"{\n \"pile_set_name\": \"Github\"\n}"}}},{"rowIdx":601908,"cells":{"text":{"kind":"string","value":"/*\n * Copyright 2012 ZXing authors\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n\n#import \"ZXErrors.h\"\n#import \"ZXGenericGF.h\"\n#import \"ZXGenericGFPoly.h\"\n#import \"ZXIntArray.h\"\n#import \"ZXReedSolomonDecoder.h\"\n\n@interface ZXReedSolomonDecoder ()\n\n@property (nonatomic, strong, readonly) ZXGenericGF *field;\n\n@end\n\n@implementation ZXReedSolomonDecoder\n\n- (id)initWithField:(ZXGenericGF *)field {\n if (self = [super init]) {\n _field = field;\n }\n\n return self;\n}\n\n- (BOOL)decode:(ZXIntArray *)received twoS:(int)twoS error:(NSError **)error {\n ZXGenericGFPoly *poly = [[ZXGenericGFPoly alloc] initWithField:self.field coefficients:received];\n ZXIntArray *syndromeCoefficients = [[ZXIntArray alloc] initWithLength:twoS];\n BOOL noError = YES;\n for (int i = 0; i < twoS; i++) {\n int eval = [poly evaluateAt:[self.field exp:i + self.field.generatorBase]];\n syndromeCoefficients.array[syndromeCoefficients.length - 1 - i] = eval;\n if (eval != 0) {\n noError = NO;\n }\n }\n if (noError) {\n return YES;\n }\n ZXGenericGFPoly *syndrome = [[ZXGenericGFPoly alloc] initWithField:self.field coefficients:syndromeCoefficients];\n NSArray *sigmaOmega = [self runEuclideanAlgorithm:[self.field buildMonomial:twoS coefficient:1] b:syndrome R:twoS error:error];\n if (!sigmaOmega) {\n return NO;\n }\n ZXGenericGFPoly *sigma = sigmaOmega[0];\n ZXGenericGFPoly *omega = sigmaOmega[1];\n ZXIntArray *errorLocations = [self findErrorLocations:sigma error:error];\n if (!errorLocations) {\n return NO;\n }\n ZXIntArray *errorMagnitudes = [self findErrorMagnitudes:omega errorLocations:errorLocations];\n for (int i = 0; i < errorLocations.length; i++) {\n int position = received.length - 1 - [self.field log:errorLocations.array[i]];\n if (position < 0) {\n NSDictionary *userInfo = @{NSLocalizedDescriptionKey: @\"Bad error location\"};\n\n if (error) *error = [[NSError alloc] initWithDomain:ZXErrorDomain code:ZXReedSolomonError userInfo:userInfo];\n return NO;\n }\n received.array[position] = [ZXGenericGF addOrSubtract:received.array[position] b:errorMagnitudes.array[i]];\n }\n return YES;\n}\n\n- (NSArray *)runEuclideanAlgorithm:(ZXGenericGFPoly *)a b:(ZXGenericGFPoly *)b R:(int)R error:(NSError **)error {\n if (a.degree < b.degree) {\n ZXGenericGFPoly *temp = a;\n a = b;\n b = temp;\n }\n\n ZXGenericGFPoly *rLast = a;\n ZXGenericGFPoly *r = b;\n ZXGenericGFPoly *tLast = self.field.zero;\n ZXGenericGFPoly *t = self.field.one;\n\n while ([r degree] >= R / 2) {\n ZXGenericGFPoly *rLastLast = rLast;\n ZXGenericGFPoly *tLastLast = tLast;\n rLast = r;\n tLast = t;\n\n if ([rLast zero]) {\n NSDictionary *userInfo = @{NSLocalizedDescriptionKey: @\"r_{i-1} was zero\"};\n\n if (error) *error = [[NSError alloc] initWithDomain:ZXErrorDomain code:ZXReedSolomonError userInfo:userInfo];\n return nil;\n }\n r = rLastLast;\n ZXGenericGFPoly *q = [self.field zero];\n int denominatorLeadingTerm = [rLast coefficient:[rLast degree]];\n int dltInverse = [self.field inverse:denominatorLeadingTerm];\n\n while ([r degree] >= [rLast degree] && ![r zero]) {\n int degreeDiff = [r degree] - [rLast degree];\n int scale = [self.field multiply:[r coefficient:[r degree]] b:dltInverse];\n q = [q addOrSubtract:[self.field buildMonomial:degreeDiff coefficient:scale]];\n r = [r addOrSubtract:[rLast multiplyByMonomial:degreeDiff coefficient:scale]];\n }\n\n t = [[q multiply:tLast] addOrSubtract:tLastLast];\n\n if (r.degree >= rLast.degree) {\n @throw [NSException exceptionWithName:@\"IllegalStateException\"\n reason:@\"Division algorithm failed to reduce polynomial?\"\n userInfo:nil];\n }\n }\n\n int sigmaTildeAtZero = [t coefficient:0];\n if (sigmaTildeAtZero == 0) {\n NSDictionary *userInfo = @{NSLocalizedDescriptionKey: @\"sigmaTilde(0) was zero\"};\n\n if (error) *error = [[NSError alloc] initWithDomain:ZXErrorDomain code:ZXReedSolomonError userInfo:userInfo];\n return nil;\n }\n\n int inverse = [self.field inverse:sigmaTildeAtZero];\n ZXGenericGFPoly *sigma = [t multiplyScalar:inverse];\n ZXGenericGFPoly *omega = [r multiplyScalar:inverse];\n return @[sigma, omega];\n}\n\n- (ZXIntArray *)findErrorLocations:(ZXGenericGFPoly *)errorLocator error:(NSError **)error {\n int numErrors = [errorLocator degree];\n if (numErrors == 1) {\n ZXIntArray *array = [[ZXIntArray alloc] initWithLength:1];\n array.array[0] = [errorLocator coefficient:1];\n return array;\n }\n ZXIntArray *result = [[ZXIntArray alloc] initWithLength:numErrors];\n int e = 0;\n for (int i = 1; i < [self.field size] && e < numErrors; i++) {\n if ([errorLocator evaluateAt:i] == 0) {\n result.array[e] = [self.field inverse:i];\n e++;\n }\n }\n\n if (e != numErrors) {\n NSDictionary *userInfo = @{NSLocalizedDescriptionKey: @\"Error locator degree does not match number of roots\"};\n\n if (error) *error = [[NSError alloc] initWithDomain:ZXErrorDomain code:ZXReedSolomonError userInfo:userInfo];\n return nil;\n }\n return result;\n}\n\n- (ZXIntArray *)findErrorMagnitudes:(ZXGenericGFPoly *)errorEvaluator errorLocations:(ZXIntArray *)errorLocations {\n int s = errorLocations.length;\n ZXIntArray *result = [[ZXIntArray alloc] initWithLength:s];\n ZXGenericGF *field = self.field;\n for (int i = 0; i < s; i++) {\n int xiInverse = [field inverse:errorLocations.array[i]];\n int denominator = 1;\n for (int j = 0; j < s; j++) {\n if (i != j) {\n //denominator = field.multiply(denominator,\n // GenericGF.addOrSubtract(1, field.multiply(errorLocations[j], xiInverse)));\n // Above should work but fails on some Apple and Linux JDKs due to a Hotspot bug.\n // Below is a funny-looking workaround from Steven Parkes\n int term = [field multiply:errorLocations.array[j] b:xiInverse];\n int termPlus1 = (term & 0x1) == 0 ? term | 1 : term & ~1;\n denominator = [field multiply:denominator b:termPlus1];\n }\n }\n result.array[i] = [field multiply:[errorEvaluator evaluateAt:xiInverse] b:[field inverse:denominator]];\n if (field.generatorBase != 0) {\n result.array[i] = [field multiply:result.array[i] b:xiInverse];\n }\n }\n\n return result;\n}\n\n@end\n"},"meta":{"kind":"string","value":"{\n \"pile_set_name\": \"Github\"\n}"}}},{"rowIdx":601909,"cells":{"text":{"kind":"string","value":"This is a patched version of zlib, modified to use\nPentium-Pro-optimized assembly code in the deflation algorithm. The\nfiles changed/added by this patch are:\n\nREADME.686\nmatch.S\n\nThe speedup that this patch provides varies, depending on whether the\ncompiler used to build the original version of zlib falls afoul of the\nPPro's speed traps. My own tests show a speedup of around 10-20% at\nthe default compression level, and 20-30% using -9, against a version\ncompiled using gcc 2.7.2.3. Your mileage may vary.\n\nNote that this code has been tailored for the PPro/PII in particular,\nand will not perform particuarly well on a Pentium.\n\nIf you are using an assembler other than GNU as, you will have to\ntranslate match.S to use your assembler's syntax. (Have fun.)\n\nBrian Raiter\nbreadbox@muppetlabs.com\nApril, 1998\n\n\nAdded for zlib 1.1.3:\n\nThe patches come from\nhttp://www.muppetlabs.com/~breadbox/software/assembly.html\n\nTo compile zlib with this asm file, copy match.S to the zlib directory\nthen do:\n\nCFLAGS=\"-O3 -DASMV\" ./configure\nmake OBJA=match.o\n\n\nUpdate:\n\nI've been ignoring these assembly routines for years, believing that\ngcc's generated code had caught up with it sometime around gcc 2.95\nand the major rearchitecting of the Pentium 4. However, I recently\nlearned that, despite what I believed, this code still has some life\nin it. On the Pentium 4 and AMD64 chips, it continues to run about 8%\nfaster than the code produced by gcc 4.1.\n\nIn acknowledgement of its continuing usefulness, I've altered the\nlicense to match that of the rest of zlib. Share and Enjoy!\n\nBrian Raiter\nbreadbox@muppetlabs.com\nApril, 2007\n"},"meta":{"kind":"string","value":"{\n \"pile_set_name\": \"Github\"\n}"}}},{"rowIdx":601910,"cells":{"text":{"kind":"string","value":"// Richard Penwell (penwellr) MIT Licence - March 1, 2010\nexports.testPopen = require(\"./popen\");\nexports.testSystem = require(\"./system\");\nexports.testParse = require(\"./parse\")\nif (require.main == module.id)\n require(\"os\").exit(require(\"test/runner\").run(exports));\n"},"meta":{"kind":"string","value":"{\n \"pile_set_name\": \"Github\"\n}"}}},{"rowIdx":601911,"cells":{"text":{"kind":"string","value":"#---------------------------------------------------------------------------------------------------------------\n# NeverSink's Indepth Loot Filter\n# VERSION 3.0 - Full\n#---------------------------------------------------------------------------------------------------------------\n#\n# You can always find the latest version here:\n#\thttp://pastebin.com/Af00CbhA\n# Forum discussion thread. You can post question and feedback here:\n#\thttp://www.pathofexile.com/forum/view-thread/1246208/page/1\n# Please use this thread for feedback, questions and suggestions\n#\n#---------------------------------------------------------------------------------------------------------------\n# INSTALLATION:\n#---------------------------------------------------------------------------------------------------------------\n#\n# 1) Select-All + Copy this script from the \"RAW Paste Data\" at the bottom of the page.\n# 2) Paste the contents into a notepad/txt document anywhere on your PC\n# USE ANSI ENCODING IF YOU USE NOTEPAD++ OR ANY OTHER TEXT EDITOR\n# 3) Click File/Save As and select the following settings:\n# SAVE AS TYPE:\tSelect \"All Files\"\n# FILE NAME:\t\"NeverSink.filter\" (Without the \")\n# SAVE LOCATION:\tC:/Users/Documents/My Games/Path of Exile\n# ENCODING (if available):\tANSI\n# INGAME: Escape -> Options -> UI -> Scroll down -> Select NeverSink.filter\n#\n# IF YOU CAN'T SEE THE FILTER, YOU EITHER SAVED THE FILE IN THE WRONG FOLDER OR FAILED TO GIVE IT THE .filter FILE TYPE!\n# IF YOUR ITEMS DISAPPEAR AFTER A WHILE CLICK \"Z\"\n# IF YOU CAN'T PICK UP ANY ITEMS, YOU LIKELY CHANGED THE \"item select key\" WHILE SCROLLING DOWN\n#\n#---------------------------------------------------------------------------------------------------------------\n# If you want to learn more about the syntax of item filters:\n# http://pathofexile.gamepedia.com/Item_filter_guide\n#---------------------------------------------------------------------------------------------------------------\n# DESIGN GOALS:\n#---------------------------------------------------------------------------------------------------------------\n# - This setup is designed to assist players during all stages of path of exile gameplay (Leveling AND Endgame).\n# - Highlight and notify players when worthwhile items drop\n# - Use intuitive colors, without breaking the PoE feeling and immersion much. Don't go overboard on colors!\n# - Provide light, scaling filtering during levelling\n# - Provide comprehensive and in-depth filtering during endgame play\n# - Provide evaluation help for high level rares based on criteria such as droplevel, itemlevel, item size, popularity and type. Helps you prioritize your pickups, while still showing everything!\n# - Highlight recipe material (Regal, Chromatics, Glassblowers, Jewelers) and crafting bases\n# - Easy to use setup\n#---------------------------------------------------------------------------------------------------------------\n#COLORS:\n#Most colors remain the same, I want the filter to be very intuitive\n#\n#1) White background = Top tier drops\n#2) Golden background = High currency\n#3) Rare items above level 75 are displayed in a slightly darker hue (orangish) to represent their regal recipe value.\n#4) Map level rare items with a BAD base have a red-ish background - it's usually not recommended to pick them up unless you have some free space\n#5) Map level rare items with a GOOD base have a greenish background - you should try picking those up. These items are usually high bases or have a chance to be valuable with good rolls\n#6) There is also a brighter green border. These rares are rings/jewels/amulets/belts. They are droplevel independent (only itemlevel), small and should be picked up anytime!\n#7) Items with a white/grey background are good \"utility pickups\". They are 6sockets, Chromatic-recipe items, utility flasks or flasks with quality. Also good for colorblind players :)\n#8) There is a blue outline around 5Linked items\n#9) There's a barely visible black border around several items. It's just for contrast purposes.\n#\n#---------------------------------------------------------------------------------------------------------------\n# LOOKUP AND QUICKJUMP TABLE\n#---------------------------------------------------------------------------------------------------------------\n# Select one of the strings below and use the search function\n# To jump to the section in the document\n# (also use Notepad++ as a edit tool if you're not using it already)\n#\n# ALPHA # GLOBAL OVERRIDE - ADD YOUR OWN RULES THAT WILL OVERRIDE THE OTHERS HERE\n# ALPHA-a # Talisman league!\n# 0000 # UTILITY AND JUST-IN-CASE\n# 0100 # TOP TIER RARITY\n# 0200 # UNIQUES AND MAPS\n# 0201 # UNIQUE TIER LIST\n# 0202 # MAP TIER LIST\n# 0203 # MAP FRAGMENTS\n# 0300 # CURRENCY\n# 0301 # TOP TIER: ETERNAL, DIVINE, EXALTED\n# 0302 # HIGH TIER: FROM ALCHEMY TO REGAL\n# 0303 # MEDIUM-LOW ORBS\n# 0304 # BOTTOM TIER: LOW ORB VARIATIONS\n# 0305 # DIVINATION CARD TIER LIST\n# 0306 # REST\n# 0400 # SOCKET/LINK BASED stuff\n# 0500 # SKILL GEMS\n# 0600 # RARE ITEM HIGHLIGHTING\n# 060a # RARES SUITABLE FOR ENDGAME CRAFTING\n# 060b # RARE RINGS, AMULETS, JEWELS, BELTS\n# 060c # DROP LEVEL 69+ ITEMS ARE ALWAYS PRIORITIZED RARES\n# 0601 # RARE DAGGERS\n# 0602 # RARE CLAWS\n# 0603 # RARE WANDS\n# 0604 # RARE SWORDS\n# 0605 # RARE AXES&MACES (1H)\n# 0606 # RARE SCEPTRES\n# 0607 # RARE STAVES\n# 0608 # RARE TWO HAND SWORDS + MACES + AXES\n# 0609 # RARE BOWS\n# 0610 # RARE QUIVERS\n# 0611 # RARE GLOVES, HELMETS, BOOTS\n# 0612 # RARE SHIELDS\n# 0613 # RARE BODY ARMOR\n# 0614 # RARES - REMAINING RULES\n# 0700 # NORMAL AND MAGIC ITEM RULES\n# 0701 # 83+ ITEM CRAFTING\n# 0702 # CHROMATIC ORB RECIPE ITEMS\n# 0703 # HIGH LEVEL WHITE RINGS/AMULETS FOR ALCHING\n# 0704 # MAGIC RINGS, AMULETS, BELTS\n# 0705 # MAGIC JEWELS\n# 0706 # CHANCE ORB BASES - ADD YOUR ITEMS HERE\n# 0707 # CHISEL RECIPE ITEMS\n# 0708 # HIGH LEVEL 4+ LINKED ITEMS\n# 0709 # TOP BASES FOR CRAFTING\n# 0710 # MARAKETH WEAPONS\n# 0711 # PRE-ENDGAME 20% QUALITY ITEMS\n# 0712 # ANIMATE WEAPON SCRIPT (DISABLED)\n# 0800 # FLASKS\n# 0801 # HIDE OUTDATED FLASKS\n# 0802 # HIDE NON-QUALITY RANDOM FLASK DROPS IN MAPS\n# 0803 # FLASKS - HIGHLIGHT NEW NORMAL FLASKS (Kudos to Antnee)\n# 0804 # FLASKS - HIGHLIGHT NEW MAGIC FLASKS (Kudos to Antnee)\n# 0805 # SHOW WHATEVER FLASKS REMAIN\n# 0900 # LEVELING\n# 0901 # LEVELING HIGHLIGHT JEWELRY\n# 0902 # HIGHLIGHT LEVELING LINKED GEAR\n# 0903 # LEVELING GENERAL RULES\n# 0904 # LEVELING WHITE/MAGIC ITEM PROGRESSION\n# 5000 # TEMP AND WIP ENTRIES\n# 5001 # WARBAND MODS - DEACTIVATED\n# OMEGA # ADDITIONAL RULES - ADD YOUR OWN RULES THAT WON'T OVERRIDE THE OTHER RULES\n# XXXX # HIDE THE REST THEN FAILSAFE DISPLAY\n#\n#---------------------------------------------------------------------------------------------------------------\n# STYLE DATA FOR EASY SEARCH AND REPLACE\n#---------------------------------------------------------------------------------------------------------------\n#\n###GENERIC BORDER###\n#\tSetBorderColor 0 0 0\n#\n###TALISMAN STYLE###\n#\tSetBorderColor 109 200 130 255\n#\n###TOP RARITY STYLE###\n#\tSetBackgroundColor 255 255 255 255\n#\n###MEDIUM RARITY UNIQUE BG###\n#\tSetBackgroundColor 175 96 37 255\n#\n###HIGH CURRENCY STYLE###\n#\tSetBackgroundColor 213 159 15\n#\n###MEDIUM CURRENCY STYLE###\n#\tSetTextColor 190 178 135 255\n#\n###DIVINATION CARD TIERS###\n#\tT1:\tSetTextColor 255 0 175\n#\tT2:\tSetBackgroundColor 235 15 200\n#\tT3: SetBackgroundColor 220 35 225\n#\tT4:\tSetBackgroundColor 200 50 250\n#\tT5:\tSetBackgroundColor 190 65 255\n#\n###83/84 CRAFTING BORDER###\n#\tSetBorderColor 255 255 0 255\n#\n###REGAL RECIPE RARE INDICATOR###\n#\tSetTextColor 255 190 0\n#\n###EXCEPTIONAL RARE INDICATOR###\n#\tSetBorderColor 25 180 25\n#\n###GOOD RARE INDICATOR###\n#\tSetBorderColor 30 90 45 230\n#\n###BAD RARE INDICATOR###\n#\tSetBackgroundColor 120 20 20 220\n#\n###UTILITY/VENDOR INDICATOR###\n#\tSetBackgroundColor 75 75 75\n#\n###ALCHEMY/LOWCRAFT INDICATOR###\n#\tSetBorderColor 255 190 0 150\n#\n###LOW SIZE CHROM RECIPE INDICATOR###\n#\tSetBorderColor 150 150 150\n#\n###MAGIC JEWEL BACKGROUND\n#\tSetBorderColor 0 150 200\n#\n###CHANCE ORB ITEM INDICATOR###\n#\tSetBorderColor 0 150 0 150\n#\n###ANIMATE WEAPON MODE###\n#\tSetTextColor 150 0 0\n#\tSetBorderColor 150 0 0\n#\n###PRIORITY MAGIC ITEMS (leveling+flasks)###\n#\tSetTextColor 100 100 255\n#\n###HIDDEN ITEMS: normal\n#\tSetBackgroundColor 0 0 0 100\n#\n###HIDDEN ITEMS: rare\n#\tSetBackgroundColor 0 0 0 150\n#\n#---------------------------------------------------------------------------------------------------------------\n# SOUND DATA FOR EASY SEARCH AND REPLACE\n#---------------------------------------------------------------------------------------------------------------\n# Some new entries are not yet added to the list!\n#\n#The filter only uses 3 sounds:\n#\n#PlayAlertSound 6 300\thigh tier drops (all uniques, high orbs/cards/5-6links, high currency, fishing rods, 20% gems...)\n#PlayAlertSound 1 300\tmedium tier drops (divination cards, orbs from alch to gcps)\n#PlayAlertSound 4 300\tmap drops\n#\n#You'll quickly learn the 3 sounds while playing and will be able to recognize offscreen drops!\n#\n#\n#---------------------------------------------------------------------------------------------------------------\n# SCRIPT by NeverSink ( the-dude- in reddit)\n#---------------------------------------------------------------------------------------------------------------\n#\n#---------------------------------------------------------------------------------------------------------------\n# Section: ALPHA # GLOBAL OVERRIDE - ADD YOUR OWN RULES THAT WILL OVERRIDE THE OTHERS HERE\n#---------------------------------------------------------------------------------------------------------------\n#\n#---------------------------------------------------------------------------------------------------------------\n# Section: ALPHA-a # Talisman league!\n#---------------------------------------------------------------------------------------------------------------\n# !!!FILTER CODE START!!!\n\nShow \n\tBaseType \"Talisman\"\n\tSetBorderColor 109 200 130 255\n\tSetBackgroundColor 0 0 0 255\n\tSetFontSize 42\n\tPlayAlertSound 6 300\n\tRarity Unique\n\t\nShow \n\tBaseType \"Talisman\"\n\tSetBorderColor 109 200 130 255\n\tSetBackgroundColor 0 0 0 255\n\tSetFontSize 40\n\tPlayAlertSound 1 300\n\tRarity Rare\n\nShow \n\tBaseType \"Talisman\"\n\tSetBorderColor 109 200 130 255\n\tSetBackgroundColor 0 0 0 255\n\tSetFontSize 38\n\tRarity Magic\n\nShow \n\tBaseType \"Talisman\"\n\tSetBorderColor 109 200 130 255\n\tSetBackgroundColor 0 0 0 255\n\tSetFontSize 36\n\tRarity Normal\t\n\n#---------------------------------------------------------------------------------------------------------------\n# Section: 0000 # UTILITY AND JUST-IN-CASE\n#---------------------------------------------------------------------------------------------------------------\n\nShow\n\tClass Microtransactions\n\n#------------------------------------------------------------------------\n# Section: 0100 # TOP TIER RARITY\n#------------------------------------------------------------------------\n\nShow\n\tClass \"Fishing Rod\"\n\tSetTextColor 255 0 0 255\n\tSetBorderColor 255 0 0 255\n\tSetBackgroundColor 255 255 255 255\n\tSetFontSize 45\n\tPlayAlertSound 6 300\n\n#Exception for tabula\n\nShow\n\tSocketGroup WWWWWW\n\tBaseType \"Simple Robe\"\n\tRarity Unique\n\tPlayAlertSound 6 300\n\tSetBackgroundColor 175 96 37 255\n\tSetBorderColor 255 150 000 255\n\tSetTextColor 0 0 0 255\n\tSetFontSize 43\t\n\nShow\n\tLinkedSockets 6\n\tSetTextColor 255 0 0\n\tSetBorderColor 255 0 0\n\tSetBackgroundColor 255 255 255 255\n\tSetFontSize 45\n\tPlayAlertSound 6 300\n\nShow\n\tBaseType \"Mirror of Kalandra\"\n\tSetTextColor 255 0 0 255\n\tSetBorderColor 255 0 0 255\n\tSetBackgroundColor 255 255 255 255\n\tSetFontSize 45\n\tPlayAlertSound 6 300\n\n#------------------------------------------------------------------------\n# Section: 0200 # UNIQUES AND MAPS\n#------------------------------------------------------------------------\n\n#----------------------------------------------------\n# 0201 # UNIQUE TIER LIST\n#----------------------------------------------------\n\nShow # T1 - These uniques are have a consistent price of 1+ ex\n\tBaseType \"Varnished Coat\" \"Granite Flask\" \"Gold Ring\" \"Penetrating\" \"Deerskin Gloves\" \"Sinner Tricorne\" \"Ursine Pelt\" \"Champion Kite Shield\" \"Slaughter Knife\" \"Large Hybrid Flask\" \"Sapphire Flask\" \"Desert Brigandine\" \"Occultist\" \"Glorious\" \"Titanium\" \"Hubris\" \"Judgement Staff\" \"Siege Axe\" \"Spine Bow\" \"Prophecy Wand\" \"Karui Sceptre\" \"Sacrificial Garb\" \"Sorcerer Boots\" \"Paua Ring\" \"Fiend Dagger\"\n\tRarity Unique\n\tPlayAlertSound 6 300\n\tSetBackgroundColor 255 255 255 255\n\tSetBorderColor 175 96 37 255\n\tSetFontSize 45\n\t\nShow # T2 - These uniques usually are worth 1+ ex at the start of the league and drop to ~10c over 1-2 month.\n\tBaseType \"Golden Plate\" \"Lathi\" \"Nubuck Boots\" \"Serpentine Staff\" \"Vile Staff\" \"Terror Maul\" \"Imperial Skean\" \"Full Wyrmscale\" \"Gavel\" \"Archon Kite Shield\" \"Opal Wand\" \"Reinforced Greaves\" \"Vaal Gauntlets\" \"Imperial Bow\" \"Conjurer Boots\" \"Steelscale Gauntlets\" \"Amethyst Ring\" \"Diamond Ring\" \"Crusader Plate\" \"Ezomyte Burgonet\" \"Nightmare Bascinet\" \"Sharkskin Boots\" \"Two-Stone\"\n\tRarity Unique\n\tPlayAlertSound 6 300\n\tSetBackgroundColor 175 96 37 255\n\tSetBorderColor 255 150 000 255\n\tSetTextColor 0 0 0 255\n\tSetFontSize 43\t\n\nShow\n\tRarity Unique\n\tPlayAlertSound 6 300\n\tSetBorderColor 175 96 37\n\tSetFontSize 39\n\n#----------------------------------------------------\n# 0202 # MAP TIER LIST\n#----------------------------------------------------\n\nShow # Maps:Unique\n\tClass Maps\n\tRarity Unique\n\tSetFontSize 40\n\tPlayAlertSound 6 300\n\nShow # Maps:T1\n\tClass Maps \n\tBaseType \"Crypt\" \"Desert\" \"Dunes\" \"Dungeon\" \"Grotto\" \"Pit Map\" \"Tropical Island\"\n\tSetFontSize 34\n\tPlayAlertSound 4 300\n\nShow # Maps:T2\n\tClass Maps \n\tBaseType \"Arcade\" \"Cemetery\" \"Channel\" \"Mountain Ledge\" \"Sewer\" \"Thicket\" \"Wharf\"\n\tSetFontSize 35\n\tPlayAlertSound 4 300\n\nShow # Maps:T3\n\tClass Maps \n\tBaseType \"Ghetto\" \"Mud Geyser\" \"Museum\" \"Quarry\" \"Reef\" \"Spider Lair\" \"Vaal Pyramid\"\n\tSetFontSize 36\n\tPlayAlertSound 4 300\n\nShow # Maps:T4\n\tClass Maps\n\tBaseType \"Arena\" \"Overgrown Shrine\" \"Promenade\" \"Shore\" \"Spider Forest\" \"Tunnel\" \"Phantasmagoria\"\n\tSetFontSize 37\n\tPlayAlertSound 4 300\n\nShow # Maps:T5\n\tClass Maps\n\tBaseType \"Bog Map\" \"Coves\" \"Graveyard\" \"Pier\" \"Underground Sea\" \"Villa Map\"\n\tSetFontSize 38\n\tPlayAlertSound 4 300\n\nShow # Maps:T6\n\tClass Maps\n\tBaseType \"Arachnid\" \"Catacomb\" \"Colonnade\" \"Dry Woods\" \"Strand\" \"Temple\" \n\tSetFontSize 39\n\tPlayAlertSound 4 300\n\nShow # Maps:T7\n\tClass Maps\n\tBaseType \"Jungle Valley\" \"Terrace\" \"Mine\" \"Torture Chamber\" \"Waste Pool\"\n\tSetFontSize 40\n\tPlayAlertSound 4 300\n\nShow # Maps:T8\n\tClass Maps\n\tBaseType \"Canyon\" \"Cells\" \"Dark Forest\" \"Dry Peninsula\" \"Orchard\"\n\tSetFontSize 41\n\tPlayAlertSound 4 300\n\nShow # Maps:T9\n\tClass Maps\n\tBaseType \"Arid Lake\" \"Gorge\" \"Residence\" \"Underground River\" \"Malformation\"\n\tSetFontSize 41\n\tPlayAlertSound 4 300\n\nShow # Maps:T10\n\tClass Maps\n\tBaseType \"Bazaar\" \"Necropolis\" \"Plateau\" \"Volcano\"\n\tSetFontSize 42\n\tPlayAlertSound 4 300\n\nShow # Maps:T11\n\tClass Maps\n\tBaseType \"Academy\" \"Crematorium\" \"Precinct\" \"Springs\"\n\tSetFontSize 42\n\tPlayAlertSound 4 300\n\nShow # Maps:T12\n\tClass Maps\n\tBaseType \"Arsenal\" \"Overgrown Ruin\" \"Shipyard\" \"Village Ruin\"\n\tSetFontSize 43\n\tPlayAlertSound 4 300\n\nShow # Maps:T13\n\tClass Maps\n\tBaseType \"Courtyard\" \"Excavation\" \"Wasteland\" \"Waterways\"\n\tSetFontSize 44\n\tPlayAlertSound 4 300\n\nShow # Maps:T14\n\tClass Maps\n\tBaseType \"Shrine\" \"Conservatory\" \"Palace\"\n\tSetFontSize 45\n\tPlayAlertSound 4 300\n\nShow # Maps:T15\n\tClass Maps\n\tBaseType \"Abyss\" \"Colosseum\" \"Core\"\n\tSetFontSize 45\n\tPlayAlertSound 4 300\n\tSetTextColor 0 0 0 255\n\tSetBorderColor 0 0 0 255\n\tSetBackgroundColor 255 255 255 255\n\n# This shouldn't be happening, but just in case:\t\n\t\nShow\n\tClass Maps\n\tPlayAlertSound 4 300\n\tSetFontSize 44\t\n\t\n#----------------------------------------------------\n# 0203 # MAP FRAGMENTS\n#----------------------------------------------------\t\n\nShow\n\tBaseType \"Mortal Hope\"\n\tClass \"Map Fragments\"\n\tPlayAlertSound 6 300\n\tSetFontSize 45\n\tSetTextColor 0 0 0 255\n\tSetBorderColor 0 0 0 255\n\tSetBackgroundColor 255 255 255 255\n\t\nShow\n\tBaseType \"Sacrifice at Midnight\"\n\tClass \"Map Fragments\"\n\tPlayAlertSound 4 300\n\tSetFontSize 40\n\tSetBorderColor 255 255 255 255\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass \"Map Fragments\"\n\tPlayAlertSound 4 300\n\tSetFontSize 38\n\n#------------------------------------------------------------------------\n# Section: 0300 # CURRENCY\n#------------------------------------------------------------------------\n\n#----------------------------------------------------\n# 0301 # TOP TIER: DIVINE, EXALTED (alos eternal, but meh)\n#----------------------------------------------------\n\nShow\n\tBaseType \"Eternal Orb\" \"Divine Orb\" \"Exalted Orb\" \"Albino Rhoa Feather\"\n\tSetTextColor 255 0 0 255\n\tSetBorderColor 255 0 0 255\n\tSetBackgroundColor 255 255 255 255\n\tPlayAlertSound 6 300\n\tSetFontSize 45\n\n#----------------------------------------------------\n# 0302 # HIGH TIER: FROM JEWELLER'S TO REGAL\n#----------------------------------------------------\n\nShow\n\tBaseType \"Regal Orb\" \"Orb of Regret\" \"Chaos Orb\" \"Blessed Orb\" \"Gemcutter's Prism\" \"Orb of Fusing\" \"Orb of Scouring\" \"Orb of Alchemy\" \"Glassblower's Bauble\" \"Vaal Orb\" \"Cartographer's Chisel\"\n\tSetBackgroundColor 213 159 15\n\tSetTextColor 0 0 0\n\tSetBorderColor 0 0 0\n\tPlayAlertSound 1 300\n\tSetFontSize 39\n\n#\t200 158 130 this is the old background color, if you like it more use it instead\n\n#----------------------------------------------------\n# 0303 # MEDIUM-LOW ORBS\n#----------------------------------------------------\n\nShow\n\tBaseType \"Orb of Chance\" \"Orb of Alteration\" \"Chromatic Orb\" \"Jeweller's Orb\"\n\tSetTextColor 190 178 135 255\n\tSetBorderColor 190 178 135 135\t\n\tSetFontSize 37\n\n#----------------------------------------------------\n# 0304 # BOTTOM TIER: LOW ORB VARIATIONS\n#----------------------------------------------------\n\nShow\n\tBaseType \"Portal Scroll\" \"Scroll of Wisdom\"\n\tSetTextColor 170 158 130 220\n\tSetBorderColor 0 0 0 255\n\t\nShow\n\tBaseType \"Scroll Fragment\"\n\tSetTextColor 170 158 130 165\n\tSetFontSize 29\n\n#\t170 158 130\tdefault currency color\n\n#----------------------------------------------------\n# 0305 # DIVINATION CARD TIER LIST\n#----------------------------------------------------\n# Old puple color: \"SetTextColor 150 50 190\"\n\n#TIER 1: ~0.65EX+\n\nShow\n\tClass \"Divination\"\n\tBaseType \"Avenger\" \"House of Mirrors\" \"Wealth and Power\" \"The Dragon's Heart\" \"The Brittle Emperor\" \"Time-Lost Relic\" \"The Wind\" \"Celestial Justicar\" \"Dark Mage\" \"Doctor\" \"Fiend\" \"The King's Heart\" \"The Queen\" \"The Artist\" \"The Last One Standing\" \"The Artist\" \"The Aesthete\" \"Bowyer's Dream\" \"The Fletcher\" \"Hunter's Reward\" \"The Last One Standing\" \"The Thaumaturgist\" \"The Vast\" \"The Warlord\" \"The Offering\" \"The Ethereal\" \"The Dapper Prodigy\"\n\tSetFontSize 45\n\tSetBorderColor 255 0 175\n\tSetBackgroundColor 255 255 255 255\n\tSetTextColor 255 0 175\n\tPlayAlertSound 6 300\n\n#TIER 2: ~10C+\n\nShow\n\tClass \"Divination\"\n\tBaseType \"The Spoiled Prince\" \"Abandoned Wealth\" \"Chains that Bind\" \"The Drunken Aristocrat\" \"The Feast\" \"The Gladiator\" \"The Hunger\" \"The Incantation\" \"The Pact\" \"The Road to Power\" \"The Watcher\" \"The Betrayal\" \"The Pack Leader\" \"The Enlightened\" \"Last Hope\" \"Merciless Armament\" \"Pride Before the Fall\" \"The Surveyor\" \"The Demoness\" \"Glimmer\" \"Rats\" \"The Dragon\" \"Tranquillity\"\n\tSetFontSize 42\n\tSetBorderColor 0 0 0\n\tSetBackgroundColor 235 15 200\n\tSetTextColor 0 0 0\n\tPlayAlertSound 1 300\n\n#TIER 3: ~2C+\n\nShow\n\tClass \"Divination\"\n\tBaseType \"The Fox\" \"The Gentleman\" \"The Mercenary\" \"The Trial\" \"Death\" \"The Conduit\" \"Gift of the Gemling Queen\" \"Grave Knowledge\" \"The Siren\" \"The One With All\" \"The Flora's Gift\" \"Encroaching Darkness\" \"Doedre's Madness\" \"Humility\" \"Vinia's Token\" \"The Cataclysm\" \"The Union\" \"Three Faces in the Dark\" \"The Sun\" \"The Summoner\" \"The Scarred Meadow\" \"Lucky Connections\" \"Jack in the Box\" \"The Inventor\" \"Hope\" \"The Hoarder\" \"Gemcutter's Promise\" \"The Explorer\" \"Coveted Possession\" \"Chaotic Disposition\" \"The Battle Born\" \"Anarchy's Price\" \"Assassin's Favour\" \"Audacity\" \"Blind Venture\" \"The Cartographer\" \"The Doppelganger\" \"The Fox\" \"Hubris\" \"Scholar of the Seas\" \"The Tower\" \"Volatile Power\" \"The Traitor\" \"Lost Worlds\" \"The Body\" \"Birth of the Three\" \"The Sigil\"\n\tSetFontSize 39\n\tSetBackgroundColor 220 35 225\n\tSetBorderColor 0 0 0\n\tSetTextColor 0 0 0\n\tPlayAlertSound 1 300\n\n#TIER 5: TRASH-tier.\n\nShow\n\tClass \"Divination\"\n\tBaseType \"Carrion Crow\" \"Other Cheek\"\n\tSetBackgroundColor 190 65 255\n\tSetTextColor 0 0 0\n\tSetBorderColor 0 0 0\n\tSetFontSize 32\n\n#TIER 4: Rest. Less than 2c\n\nShow\n\tClass \"Divination\"\n\tSetBackgroundColor 200 50 250\n\tSetBorderColor 0 0 0\n\tSetTextColor 0 0 0\n\tSetFontSize 36\n\tPlayAlertSound 1 300\n\n#----------------------------------------------------\n# 0306 # REST\n#----------------------------------------------------\n\nShow\n\tClass Currency\n\tSetBorderColor 0 0 0 255\n\t\nShow\n\tClass Stackable Currency\n\tSetBorderColor 0 0 0 255\n\n#------------------------------------------------------------------------\n# Section: 0400 # SOCKET/LINK BASED stuff\n#------------------------------------------------------------------------\n# 5-links (6 links are handled at the start)\nShow\n\tLinkedSockets 5\n\tSetBorderColor 0 255 255\n\tPlayAlertSound 1 300\n\tSetFontSize 39\n\n# 6-Sockets\t\nShow\n\tSockets 6\n\tRarity Rare\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 150 150 150\n\tSetFontSize 39\n\tPlayAlertSound 1 300\n\t\nShow\n\tSockets 6\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 150 150 150\n\tSetFontSize 39\n\tPlayAlertSound 1 300\n\n# Corrupted items with white sockets for offhand gem leveling.\nShow\n\tClass Wands Daggers One Hand Shields Thrusting Sceptre Claws\n\tSockets >= 3\n\tSocketGroup W\n\n#------------------------------------------------------------------------\n# Section: 0500 # SKILL GEMS\n#------------------------------------------------------------------------\n\nShow\n\tClass Gem\n\tBaseType \"Empower\" \"Enlighten\"\n\tQuality >= 15\n\tSetBorderColor 30 150 180 255\n\tSetTextColor 30 150 180 255\n\tSetBackgroundColor 255 255 255 255\n\tPlayAlertSound 6 300\n\tSetFontSize 45\t\n\nShow\n\tClass Gem\n\tQuality = 20\n\tSetBorderColor 30 150 180 255\n\tSetTextColor 30 150 180 255\n\tSetBackgroundColor 255 255 255 255\n\tPlayAlertSound 6 300\n\tSetFontSize 45\t\n\t\nShow # Drop only good gems\n\tClass Gem\n\tBaseType \"Portal\" \"Empower\" \"Enlighten\" \"Enhance\" \"Vaal Haste\"\n\tSetBorderColor 30 150 180\n\tPlayAlertSound 6 300\n\tSetFontSize 41\n\t\nShow # Drop only meh gems\n\tClass Gem\n\tBaseType \"Detonate Mines\" \"Added Chaos Damage\" \"Vaal\"\n\tSetBorderColor 30 150 180 150\n\tSetFontSize 38\n\nShow\n\tClass \"Gems\"\n\tQuality >= 15\n\tSetBorderColor 30 150 180 255\n\tSetFontSize 41\n\tPlayAlertSound 1 300\n\t\nShow\n\tClass \"Gems\"\n\tQuality > 0\n\tSetBorderColor 30 150 180 155\n\tSetFontSize 38\n\t\nShow\n\tClass Gems\n\n#------------------------------------------------------------------------\n# Section: 0600 # RARE ITEM HIGHLIGHTING\n#------------------------------------------------------------------------\n\n#------------------------------------------------------------------------\n# 060a # RARES SUITABLE FOR ENDGAME CRAFTING\n#------------------------------------------------------------------------\n\nShow\n\tRarity Rare\n\tItemLevel >= 84\n\tBaseType \"Void Sceptre\" \"Opal Sceptre\" \"Profane Wand\" \"Prophecy Wand\" \"Opal Wand\" \"Sambar Sceptre\" \"Imbued Wand\" \"Vaal Regalia\" \"Sorcerer Boots\" \"Sorcerer Gloves\" \"Hubris Circlet\"\n\tSetTextColor 255 255 255 255\n\tSetBorderColor 255 255 0 255\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 38\n\nShow # Endgame: Show normal ilvl 83+ rings/amulets\n\tRarity Rare\n\tClass Rings Amulet Belts\n\tBaseType \"Onyx\" \"Ruby\" \"Sapphire\" \"Topaz\" \"Two-Stone\" \"Diamond\" \"Prismatic\" \"Unset\" \"Gold\" \"Citrine\" \"Turquoise\" \"Agate\" \"Coral Ring\" \"Moonstone\" \"Leather\" \"Heavy\" \"Amber\" \"Jade\" \"Lapis\"\n\tItemLevel >= 84\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetBorderColor 255 255 0 255\n\tSetFontSize 40\n\t\nShow\n\tRarity Rare\n\tBaseType \"Lion Sword\" \"Vaal Greatsword\" \"Vaal Axe\" \"Coronal Maul\" \"Exquisite Blade\" \"Fleshripper\" \"Harbinger Bow\" \"Gemini Claw\" \"Ambusher\" \"Platinum Kris\"\n\tItemLevel >= 83\n\tSetBorderColor 255 255 0 255\n\tSetFontSize 38\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\nShow\n\tRarity Rare\n\tBaseType \"Demon Dagger\" \"Imperial Skean\" \"Vaal Hatchet\" \"Runic Hatchet\" \"Behemoth Mace\" \"Eternal Sword\" \"Tiger Hook\" \"Eclipse Staff\" \"Maelstr\" \"Judgement Staff\" \"Jewelled Foil\" \"Dragoon Sword\" \n\tItemLevel >= 83\n\tSetBorderColor 255 255 0 255\n\tSetFontSize 38\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\t\nShow\n\tRarity Rare\n\tBaseType \"Sai\" \n\tItemLevel >= 83\n\tSetBorderColor 255 255 0 255\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tClass Daggers\n\tSetFontSize 38\n\n#----------------------------------------------------\n# 060b # RARE RINGS, AMULETS, JEWELS, BELTS\n#----------------------------------------------------\n#Amulets, rings and jewels (likely) don't care much about the droplevel\n#Also they're small, making them the ideal loottype. Always highlight them in a special (lime-green) hue\n\nShow\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetBorderColor 25 180 25\n\tSetFontSize 38\n\tClass Rings Amulets Belts Jewel\n\tRarity Rare\n\nShow\n\tClass Rings Amulets Belts Jewel\n\tRarity Rare\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 38\n\tSetBorderColor 25 180 25\n\n#----------------------------------------------------\n# 060c # DROP LEVEL 69+ ITEMS ARE ALWAYS PRIORITIZED RARES\n#----------------------------------------------------\n\nShow\n\tRarity Rare\n\tDropLevel >= 69\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tRarity Rare\n\tDropLevel >= 69\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\t\n#----------------------------------------------------\n# 0601 # RARE DAGGERS\n#----------------------------------------------------\n#GOOD DAGGERS\n#----------------------------------------------------\n\nShow\n\tClass Daggers\n\tRarity Rare\n\tDropLevel >= 60\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass Daggers\n\tRarity Rare\n\tDropLevel >= 60\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#In addition highlight rare's with high base attack speed / crit - for CoC and caster dagger variations\n#----------------------------------------------------\n\nShow\n\tClass Daggers\n\tBaseType \"Skean\"\n\tRarity Rare\n\tItemLevel >= 75\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\tSetTextColor 255 190 0\n\nShow\n\tClass Daggers\n\tBaseType \"Skean\"\n\tRarity Rare\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#BAD DAGGERS\n#----------------------------------------------------\n#Daggers small enough to be decent loot for vendoring. Never highlight/hide bad daggers\n\n#----------------------------------------------------\n# 0602 # RARE CLAWS\n#----------------------------------------------------\n#GOOD CLAWS\n#----------------------------------------------------\n#At least earlier most claws were vendor trash\n#The RARELY worthwhile rares are usually high level claws or some specific base types (such as great white claw)\n#Still as 4-slot items they are borderline useful and will not be unhighlighted unless they have depressingly low droplevel (shouldn't be happening too often)\n\nShow\n\tClass Claws\n\tRarity Rare\n\tDropLevel >= 65\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass Claws\n\tRarity Rare\n\tDropLevel >= 65\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#BAD CLAWS\n#----------------------------------------------------\n\nShow\n\tClass Claws\n\tRarity Rare\n\tDropLevel < 50\n\tItemLevel >= 75\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\tSetTextColor 255 190 0\n\nShow\n\tClass Claws\n\tRarity Rare\n\tDropLevel < 50\n\tItemLevel >= 65\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\n#----------------------------------------------------\n# 0603 # RARE WANDS\n#----------------------------------------------------\n\n#As spellcaster weapons, wands are good pick-ups if they're rare\n#High level wands get highlighted, because of their multi-purpose potential\n\n#GOOD WANDS\n#----------------------------------------------------\n\nShow\n\tClass Wands\n\tRarity Rare\n\tDropLevel >= 59\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass Wands\n\tRarity Rare\n\tDropLevel >= 59\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#BAD WANDS\n#----------------------------------------------------\n#Wands small enough to be decent loot for vendoring. Never bad-highlight/hide wands\n\n#----------------------------------------------------\n# 0604 # RARE SWORDS\n#----------------------------------------------------\n\n#Worthwhile swords are physical or elemental weapons\n#First one require a decent droplevel, second one the highest attack speed base types\n#We can bad-highlight the rest, because they are way too clunky\n#Same applies to the \"thrusting swords\" type, that is also filtered here, though they are easier to carry due to their consistently small size\n\n#GOOD SWORDS\n#----------------------------------------------------\n\nShow\n\tClass \"One Hand Swords\"\n\tRarity Rare\n\tDropLevel >= 60\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"One Hand Swords\"\n\tRarity Rare\n\tDropLevel >= 60\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#HIGH ATTACK SPEED LOWER LEVEL BASES\n#These are some of the best ele ST weapons bases.\n\nShow\n\tClass \"One Hand\"\n\tBaseType \"Jewelled Foil\" \"Spiraled Foil\"\n\tRarity Rare\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"One Hand\"\n\tBaseType \"Jewelled Foil\" \"Spiraled Foil\"\n\tRarity Rare\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#BAD SWORDS\n#One Hand swords with with such low base drop level are rarely anything interesting.\n#High attack speed bases for viable ele weapons are filtered out above.\n\nShow\n\tClass \"One Hand Swords\"\n\tRarity Rare\n\tDropLevel <= 54\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\nShow\n\tClass \"One Hand Swords\"\n\tRarity Rare\n\tDropLevel <= 54\n\tItemLevel >= 65\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\n#----------------------------------------------------\n# 0605 # RARE AXES&MACES (1H)\n#----------------------------------------------------\n#1H-Axes are only used as physical weapons and only if they roll really well. That's why a high droplevel is required for an axe to be recommended\n#GOOD 1H AXES&MACES\n\nShow\n\tClass \"One Hand Axes\"\n\tBaseType \"Siege Axe\" \"Vaal Hatchet\"\n\tRarity Rare\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"One Hand Axes\"\n\tBaseType \"Siege Axe\" \"Vaal Hatchet\"\n\tRarity Rare\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"One Hand Maces\"\n\tRarity Rare\n\tDropLevel >= 66\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"One Hand Maces\"\n\tRarity Rare\n\tDropLevel >= 66\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#----------------------------------------------------\n#BAD 1H MACES/AXES\n#Anything with a <50lvl base won't be a priority pickup while maping.\n\nShow\n\tClass \"One Hand Maces\" \"One Hand Axes\"\n\tRarity Rare\n\tDropLevel <= 54\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\nShow\n\tClass \"One Hand Maces\" \"One Hand Axes\"\n\tRarity Rare\n\tDropLevel <= 54\n\tItemLevel >= 65\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\n#----------------------------------------------------\n# 0606 # RARE SCEPTRES\n#----------------------------------------------------\n#Any sceptre can be good, however some sceptres are better pickups, because of their base or their implicit\n#GOOD SCEPTRES\n\nShow\n\tClass \"Sceptres\"\n\tRarity Rare\n\tDropLevel >= 64\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Sceptres\"\n\tRarity Rare\n\tDropLevel >= 64\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#Lets's also highlight the high base spell damage sceptres\n\nShow\n\tBaseType \"Opal Sceptre\" \"Crystal Sceptre\"\n\tClass \"Sceptres\"\n\tRarity Rare\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tBaseType \"Opal Sceptre\" \"Crystal Sceptre\"\n\tClass \"Sceptres\"\n\tRarity Rare\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#BAD SCEPTRES\n#Noone here :O\n\n#----------------------------------------------------\n# 0607 # RARE STAVES\n#----------------------------------------------------\n\n#Now staves are a bit tricky.\n#They can roll high spellcaster bonuses or +3 to gems, making any staff potentially useful.\n#They can also roll high base damage stats\n#Still good staves are rare and all of them are clunky, I'll only highlight the very good base types\n\nShow\n\tClass \"Staves\"\n\tRarity Rare\n\tDropLevel >= 68\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Staves\"\n\tRarity Rare\n\tDropLevel >= 68\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Staves\"\n\tBaseType \"Lathi\"\n\tRarity Rare\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tBaseType \"Lathi\"\n\tClass \"Staves\"\n\tRarity Rare\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#BAD STAVES\n#If you're playing a caster or think it's a good idea feel free to remove the following parts\n#However, chances are you won't find anything amazing around here.\n\nShow\n\tClass \"Staves\"\n\tRarity Rare\n\tDropLevel <= 56\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\nShow\n\tClass \"Staves\"\n\tRarity Rare\n\tDropLevel <= 56\n\tItemLevel >= 65\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\n#----------------------------------------------------\n# 0608 # RARE TWO HAND SWORDS + MACES + AXES\n#----------------------------------------------------\n#These are usually pretty bad\n#High drop level bases have a small chance to be decent\n#Everything else is usually too clunky\n\nShow\n\tClass \"Two Hand\"\n\tRarity Rare\n\tDropLevel >= 65\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Two Hand\"\n\tRarity Rare\n\tDropLevel >= 65\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#BAD TWO HANDED WEAPONS\n#Chances are you won't find anything amazing around here.\n\nShow\n\tClass \"Two Hand\"\n\tRarity Rare\n\tDropLevel <= 56\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\nShow\n\tClass \"Two Hand\"\n\tRarity Rare\n\tDropLevel <= 56\n\tItemLevel >= 65\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\n#----------------------------------------------------\n# 0609 # RARE BOWS\n#----------------------------------------------------\n#With the huge demand for good bows, it's worth checking out quite some of those\n\nShow\n\tClass \"Bows\"\n\tRarity Rare\n\tDropLevel >= 62\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Bows\"\n\tRarity Rare\n\tDropLevel >= 62\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#BAD BOWS!\n#----------------------------------------------\n#The low level ones are usually just clunky\n\nShow\n\tClass \"Bows\"\n\tRarity Rare\n\tDropLevel <= 50\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\nShow\n\tClass \"Bows\"\n\tRarity Rare\n\tDropLevel <= 50\n\tItemLevel >= 65\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\n#----------------------------------------------------\n# 0610 # RARE QUIVERS\n#----------------------------------------------------\n#All quivers are decent pickups. However, there are some quiver-types that are just much more better.\n\nShow\n\tBaseType \"Spike-Point Arrow Quiver\" \"Broadhead Arrow Quiver\" \"Penetrating Arrow Quiver\" \"Two-Point Arrow Quiver\"\n\tClass \"Quivers\"\n\tRarity Rare\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tBaseType \"Spike-Point Arrow Quiver\" \"Broadhead Arrow Quiver\" \"Penetrating Arrow Quiver\" \"Two-Point Arrow Quiver\"\n\tClass \"Quivers\"\n\tRarity Rare\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#----------------------------------------------------\n# 0611 # RARE GLOVES, HELMETS, BOOTS\n#----------------------------------------------------\n#Most bases are getting highlighted (around 75% of all drops)\n#VERY low bases are getting negative highlighting (likely <1% of all drops)\n\nShow\n\tClass \"Gloves\" \"Boots\" \"Helmets\"\n\tRarity Rare\n\tItemLevel >= 75\n\tDropLevel >= 44\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Gloves\" \"Boots\" \"Helmets\"\n\tRarity Rare\n\tItemLevel >= 65\n\tDropLevel >= 44\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\t\nShow\n\tClass \"Gloves\" \"Boots\" \"Helmets\"\n\tRarity Rare\n\tItemLevel >= 75\n\tDropLevel <= 15\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\nShow\n\tClass \"Gloves\" \"Boots\" \"Helmets\"\n\tRarity Rare\n\tItemLevel >= 65\n\tDropLevel <= 15\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\n#----------------------------------------------------\n# 0612 # RARE SHIELDS\n#----------------------------------------------------\n#Shields are by far the hardest category to sort\n#Here's my philosophy:\n\n#1) Highlight high droplevel/itemlevel bases, no matter what type of shield they are, to perform some pre-sorting\n#----------------------------------------------------\n\nShow\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 75\n\tDropLevel >= 66\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 65\n\tDropLevel >= 66\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\n#2) Energy shields however are quite decent pickups, even if the droplevel is low, let's add this!\n#----------------------------------------------------\n\nShow\n\tBaseType \"Spirit Shield\"\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 75\n\tDropLevel >= 55\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tBaseType \"Spirit Shield\"\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 65\n\tDropLevel >= 55\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\t\n#3) Still display the low level spirit shields as \"neutral\" they are small and nice\n#-----------------------------------------------------\n\nShow\n\tBaseType \"Spirit Shield\"\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetFontSize 31\n\t\nShow\n\tBaseType \"Spirit Shield\"\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 65\n\tSetFontSize 31\n\t\n#4) The Kite Shields can be quite decent too, let's highlight the good ones!\n#-----------------------------------------------------\n\nShow\n\tBaseType \"Branded Kite Shield\" \"Angelic Kite Shield\"\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tBaseType \"Branded Kite Shield\" \"Angelic Kite Shield\"\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 65\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\t\n#5) Bucklers and Spiked shields are OK-ish pickups due to their small size\n#-----------------------------------------------------\n\nShow\n\tBaseType \"Buckler\" \"Spiked Shield\"\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 75\n\tDropLevel >= 60\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tBaseType \"Buckler\" \"Spiked Shield\"\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 65\n\tDropLevel >= 60\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\t\n#6) Now lets mark some of the remaining low level shields as bad\n#-----------------------------------------------------\n\nShow\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 75\n\tDropLevel <= 50\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\nShow\n\tClass \"Shields\"\n\tRarity Rare\n\tItemLevel >= 65\n\tDropLevel <= 50\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\t\n#----------------------------------------------------\n# 0613 # RARE BODY ARMOR\n#----------------------------------------------------\n#Highlight high level tiers\n#Mark really low level ones. Easy enough.\n\nShow\n\tClass \"Body Armour\"\n\tRarity Rare\n\tItemLevel >= 75\n\tDropLevel >= 60\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Body Armour\"\n\tRarity Rare\n\tItemLevel >= 65\n\tDropLevel >= 60\n\tSetBackgroundColor 30 90 45 230\n\tSetFontSize 35\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Body Armour\"\n\tRarity Rare\n\tItemLevel >= 75\n\tDropLevel <= 47\n\tSetTextColor 255 190 0\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\nShow\n\tClass \"Body Armour\"\n\tRarity Rare\n\tItemLevel >= 65\n\tDropLevel <= 47\n\tSetBackgroundColor 120 20 20 220\n\tSetBorderColor 0 0 0 220\n\tSetFontSize 28\n\t\n#------------------------------------------------------------------------\n# 0614 # RARES - REMAINING RULES\n#------------------------------------------------------------------------\n#Whatever rares wern't highlighted as good or bad above, will still be displayed\n#Just without any priority highlighting\n\nShow\n\tRarity Rare\n\tSetBorderColor 0 0 0\n\tSetBackgroundColor 0 0 0 225\n\tSetFontSize 35\n\tItemLevel < 65\n\nShow\n\tRarity Rare\n\tItemLevel >= 75\n\tSetTextColor 255 190 0\n\tSetBorderColor 0 0 0\n\tSetBackgroundColor 0 0 0 225\n\tSetFontSize 31\n\t\nShow\n\tRarity Rare\n\tSetBorderColor 0 0 0\n\tSetBackgroundColor 0 0 0 225\n\tSetFontSize 31\n\t\n#------------------------------------------------------------------------\n# Section: 0700 # NORMAL AND MAGIC ITEM RULES\n#------------------------------------------------------------------------\n\n#------------------------------------------------------------------------\n# 0701 # 83+ ITEM CRAFTING\n#------------------------------------------------------------------------\n\nShow\n\tItemLevel >= 84\n\tBaseType \"Void Sceptre\" \"Opal Sceptre\" \"Profane Wand\" \"Prophecy Wand\" \"Opal Wand\" \"Sambar Sceptre\" \"Imbued Wand\" \"Vaal Regalia\" \"Sorcerer Boots\" \"Sorcerer Gloves\" \"Hubris Circlet\"\n\tSetBorderColor 255 255 0 255\n\tSetFontSize 38\n\nShow # Endgame: Show normal ilvl 83+ rings/amulets\n\tClass Rings Amulet Belts\n\tBaseType \"Onyx\" \"Ruby\" \"Sapphire\" \"Topaz\" \"Two-Stone\" \"Diamond\" \"Prismatic\" \"Unset\" \"Gold\" \"Citrine\" \"Turquoise\" \"Agate\" \"Coral Ring\" \"Moonstone\" \"Leather\" \"Heavy\" \"Amber\" \"Jade\" \"Lapis\"\n\tItemLevel >= 84\n\tSetBorderColor 255 255 0 255\n\tSetFontSize 38\n\nShow\n\tBaseType \"Lion Sword\" \"Vaal Greatsword\" \"Vaal Axe\" \"Coronal Maul\" \"Exquisite Blade\" \"Fleshripper\" \"Harbinger Bow\" \"Gemini Claw\" \"Ambusher\" \"Platinum Kris\"\n\tItemLevel >= 83\n\tSetBorderColor 255 255 0 255\n\tSetFontSize 38\n\nShow\n\tBaseType \"Demon Dagger\" \"Imperial Skean\" \"Vaal Hatchet\" \"Runic Hatchet\" \"Behemoth Mace\" \"Eternal Sword\" \"Tiger Hook\" \"Eclipse Staff\" \"Maelstr\" \"Judgement Staff\" \"Jewelled Foil\" \"Dragoon Sword\" \n\tItemLevel >= 83\n\tSetBorderColor 255 255 0 255\n\tSetFontSize 38\n\nShow\n\tBaseType \"Sai\" \n\tItemLevel >= 83\n\tSetBorderColor 255 255 0 255\n\tClass Daggers\n\tSetFontSize 38\n\n#------------------------------------------------------------------------\n# 0702 # CHROMATIC ORB RECIPE ITEMS\n#------------------------------------------------------------------------\n\nShow\n\tSocketGroup RGB\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 150 150 150\n\tHeight <= 2\n\tWidth <= 2\n\t\nShow\n\tSocketGroup RGB\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 150 150 150\n\tHeight <= 3\n\tWidth <= 1\n\nShow\n\tSocketGroup RGB\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 0 0 0\n\n#------------------------------------------------------------------------\n# 0703 # HIGH LEVEL WHITE RINGS/AMULETS FOR ALCHING\n#-------------------------------------------------------------------------\n\nShow # Endgame: Show normal ilvl 75+ rings/amulets\n\tClass Rings Amulet Belts\n\tBaseType \"Onyx\" \"Ruby\" \"Sapphire\" \"Topaz\" \"Two-Stone\" \"Diamond\" \"Prismatic\" \"Unset\" \"Gold\" \"Citrine\" \"Turquoise\" \"Agate\" \"Coral Ring\" \"Moonstone\" \"Leather\" \"Heavy\" \"Amber\" \"Jade\" \"Lapis\" \"Rustic\" \"Iron Ring\"\n\tItemLevel >= 75\n\tSetBorderColor 255 190 0 150\n\tRarity Normal\n\tSetFontSize 32\n\nShow # Endgame: Show normal ilvl 60+ rings/amulets\n\tClass Rings Amulet Belts\n\tBaseType \"Onyx\" \"Ruby\" \"Sapphire\" \"Topaz\" \"Two-Stone\" \"Diamond\" \"Prismatic\" \"Unset\" \"Gold\" \"Citrine\" \"Turquoise\" \"Agate\" \"Coral Ring\" \"Moonstone\" \"Leather\" \"Heavy\" \"Amber\" \"Jade\" \"Lapis\" \"Rustic\" \"Iron Ring\"\n\tRarity Normal\n\tItemLevel >= 62\n\tItemLevel < 75\n\tSetFontSize 32\n\n#------------------------------------------------------------------------\n# 0704 # MAGIC RINGS, AMULETS, BELTS\n#------------------------------------------------------------------------\n#Once we reach mapping we only want to see the top tiers of magic items\n#We still want to see all rings/amulets/belts. They are small and provide alteration shards, if we need those quickly.\n\nShow # Endgame: Show magic rings, amulets and belts. Reduce font size.\n\tClass Rings Amulets Belts\n\tRarity Magic\n\tItemLevel >= 62\n\tSetFontSize 30\n\nShow # Leveling: Show magic rings, amulets and belts. Don't reduce font size\n\tClass Rings Amulets Belts\n\tRarity Magic\n\n\n#------------------------------------------------------------------------\n# 0705 # MAGIC JEWELS\n#------------------------------------------------------------------------\n\nShow\n\tClass Jewel\n\tSetFontSize 36\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 0 150 200\n\n#------------------------------------------------------------------------\n# 0706 # CHANCE ORB BASES - ADD YOUR ITEMS HERE\n#-------------------------------------------------------------------------\n# ADD ADDITIONAL STUFF HERE IF YOU WANT\n# Enable this line for improved detection of chance bases (like sorcerer boots)\n\n#Show\n#\tBaseType \"Sorcerer Boots\"\n#\tSetBorderColor 0 200 0 200\n#\tSetTextColor 255 255 255 255\n#\tRarity Normal\n#\tSetFontSize 38\n#\tPlayAlertSound 7 300\n\nShow\n\tBaseType \"Occultist's Vestment\" \"Imperial Bow\" \"Prophecy Wand\" \"Judgement Staff\" \"Agate Amulet\" \"Lapis Amulet\" \"Amber Amulet\" \"Sorcerer Boots\" \"Desert Brigandine\"\n\tSetBorderColor 0 150 0 150\n\tSetTextColor 255 255 255 255\n\tRarity Normal\n\nShow\n\tBaseType \"Sacrificial Garb\"\n\tSetTextColor 255 255 255 255\n\tSetBorderColor 0 150 0 150\n\tRarity Normal\n\n#------------------------------------------------------------------------\n# 0707 # CHISEL RECIPE ITEMS\n#-------------------------------------------------------------------------\n\nShow # Chisel Recipe: Magic Gavels with 12+ qual\n\tQuality > 11\n\tRarity Magic\n\tBaseType \"Gavel\" \"Rock Breaker\" \"Stone Hammer\"\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 0 0 0\n\tSetFontSize 32\n\nShow # Chisel Recipe: White Gavels\n\tRarity Normal\n\tBaseType \"Gavel\" \"Rock Breaker\" \"Stone Hammer\"\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 0 0 0\n\tSetFontSize 32\n\n#------------------------------------------------------------------------\n# 0708 # HIGH LEVEL 4+ LINKED ITEMS\n#-------------------------------------------------------------------------\n\nShow # Endgame: Show high level 4 linked items (64-71) in entry level maps/endgame\n\tClass \"Boots\" \"Gloves\" \"Body Armour\" \"Helmets\"\n\tDropLevel >= 64\n\tItemLevel < 72\n\tLinkedSockets >= 4\n\tSetFontSize 32\n\tRarity <= Magic\n\n#------------------------------------------------------------------------\n# 0709 # TOP BASES FOR CRAFTING\n#-------------------------------------------------------------------------\n\nShow # Weapons: Show Ambusher CRAFTING\nBaseType \"Ambusher\"\nSetFontSize 32\nRarity <= Magic\n\nShow # Weapons: Show Harbinger Bow CRAFTING\nBaseType \"Harbinger Bow\"\nSetFontSize 32\nRarity <= Magic\n\n#\n#Show # Armour: Show Hubris Circlet ES CHANCING/CRAFTING\n#BaseType \"Hubris Circlet\"\n#SetFontSize 32\n#Rarity <= Magic\n\n#Hide # Weapons: Show Platinum Kris CRAFTING\n#BaseType \"Platinum Kris\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Weapons: Show Vaal Axe CRAFTING\n#BaseType \"Vaal Axe\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Weapons: Show Imperial Skean CRAFTING\n#BaseType \"Imperial Skean\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Weapons: Show Demon Dagger CRAFTING\n#BaseType \"Demon Dagger\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Weapons: Show Vaal Rapier CRAFTING\n#BaseType \"Vaal Rapier\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Weapons: Show Jewelled Foil CRAFTING\n#BaseType \"Jewelled Foil\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Weapons: Show Opal Sceptre CRAFTING\n#BaseType \"Opal Sceptre\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Weapons: Show Imbued Wand (1.5 speed, 8 crit) CRAFTING\n#BaseType \"Imbued Wand\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Weapons: Show Prophecy Wand - CHANCE / CRAFTING\n#BaseType \"Prophecy Wand\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Carnal Armour ES/EV CRAFTING\n#BaseType \"Carnal Armour\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Saint's Hauberk ES/AR CRAFTING\n#BaseType \"Saint's Hauberk\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Saintly Chainmail AR/ES CRAFTING\n#BaseType \"Saintly Chainmail\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Triumphant Lamellar EV/AR CRAFTING\n#BaseType \"Triumphant Lamellar\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show General's Brigandine AR=EV CRAFTING\n#BaseType \"General's Brigandine\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Full Dragonscale AR/EV CRAFTING\n#BaseType \"Full Dragonscale\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Assassin's Garb EV CRAFTING\n#BaseType \"Assassin's Garb\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Zodiac Leather EV CRAFTING\n#BaseType \"Zodiac Leather\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Astral Plate AR CRAFTING\n#BaseType \"Astral Plate\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Glorious Plate AR CHANCING/CRAFTING\n#BaseType \"Glorious Plate\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Vaal Regalia ES CRAFTING\n#BaseType \"Vaal Regalia\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Titanium Spirit Shield ES CHANCING/CRAFTING\n#BaseType \"Titanium Spirit Shield\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#Hide # Armour: Show Sorcerer Gloves ES CRAFTING\n#BaseType \"Sorcerer Gloves\"\n#SetFontSize 32\n#Rarity <= Magic\n#\n#------------------------------------------------------------------------\n# 0710 # MARAKETH WEAPONS\n#-------------------------------------------------------------------------\n# All maraketh weapon bases are visible once their itemlevel is 83+\n# Only gemini's and exquisities are visible earlier (until 77, you kinda dont care about those 78-82)\n# Feel free to enable additional weapons\n\nShow # Maraketh Weapons: Show Gemini Claw (Life/Mana on hit)\nBaseType \"Gemini Claw\"\nSetFontSize 32\nRarity <= Magic\nItemLevel < 77\n\nShow # Maraketh Weapons: Show Exquisite Blade (2h crit blade)\nBaseType \"Exquisite Blade\"\nSetFontSize 32\nRarity <= Magic\nItemLevel < 77\n\n#Show # Maraketh Weapons: Show Profane Wand (Cast Speed)\n#BaseType \"Profane Wand\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 78\n\n#Show # Maraketh Weapons: Show Behemoth Mace (1h IAS mace)\n#BaseType \"Behemoth Mace\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 77\n\n#Show # Maraketh Weapons: Show Sai (1h block dagger)\n#BaseType \"Sai\"\n#Class Daggers\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 78\n\n#Show # Maraketh Weapons: Show Tiger Hook (1h dodge sword)\n#BaseType \"Tiger Hook\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 77\n\n#Show # Maraketh Weapons: Show Dragoon Sword (1h bleed foil)\n#BaseType \"Dragoon Sword\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 77\n\n#Show # Maraketh Weapons: Show Runic Hatchet (1h phys axe)\n#BaseType \"Runic Hatchet\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 77\n\n#Show # Maraketh Weapons: Show Maraketh Bow (2h MS bow)\n#BaseType \"Maraketh Bow\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 77\n\n#Show # Maraketh Weapons: Show Eclipse Staff (2h crit staff)\n#BaseType \"Eclipse Staff\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 78\n\n#Show # Maraketh Weapons: Show Fleshripper (2h crit axe)\n#BaseType \"Fleshripper\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 77\n\n#Show # Maraketh Weapons: Show Coronal Maul (2h AOE mace)\n#BaseType \"Coronal Maul\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 77\n\n#Show # Maraketh Weapons: Show Sambar Sceptre (1H ele pen sceptre)\n#BaseType \"Sambar Sceptre\"\n#SetFontSize 32\n#Rarity <= Magic\n#ItemLevel < 78\n\n#------------------------------------------------------------------------\n# 0711 # PRE-ENDGAME 20% QUALITY ITEMS\n#------------------------------------------------------------------------\n#WARNING: IF YOU DON'T LIKE THIS SECTION, REMOVE IT INSTEAD OF SWITCHING SHOW TO HIDE\n\n# You can uncomment these lines to show quality items in maps.\n#Show\n#\tQuality = 20\n#\tRarity <= Magic\n#\tSetBackgroundColor 75 75 75\n#\tSetBorderColor 0 0 0\n\nShow\n\tQuality = 20\n\tRarity <= Magic\n\tItemLevel <= 60\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 0 0 0\n\n#------------------------------------------------------------------------\n# 0712 # ANIMATE WEAPON SCRIPT (DISABLED)\n#------------------------------------------------------------------------\n# UNCOMMENT THIS SCRIPT TO MAKE IT WORK (remove the # in front of the next 7 lines)\n\n#Show\n#\tClass \"One Hand\" \"Two Hand\" \"Staves\" \"Daggers\" \"Thrusting\" \"Sceptres\" \"Claws\"\n#\tRarity Normal\n#\tSetBackgroundColor 0 0 0\n#\tSetTextColor 150 0 0\n#\tSetBorderColor 150 0 0\n#\tSetFontSize 36\n\n#------------------------------------------------------------------------\n# Section: 0800 # FLASKS\n#------------------------------------------------------------------------\n\nShow\n\tBaseType \"Flask\"\n\tQuality = 20\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 255 255 255\n\tSetFontSize 38\n\nShow\n\tBaseType \"Flask\"\n\tQuality >= 1\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 0 0 0\n\nShow\n\tClass \"Utility Flasks\"\n\tSetBackgroundColor 75 75 75\n\tSetBorderColor 0 0 0\n\tItemLevel < 74\n\t\n#------------------------------------------------------------------------\n# 0801 # HIDE OUTDATED FLASKS\n#------------------------------------------------------------------------\n\nHide\n\tBaseType Flask\n\tItemLevel >= 35\n\tBaseType Small Medium Large Greater Grand\n\tSetFontSize 20\n\nHide\n\tBaseType Flask\n\tItemLevel >= 53\n\tBaseType Giant Colossal Sacred\n\tSetFontSize 20\n\n#----------------------------------------------------\n# 0802 # HIDE NON-QUALITY RANDOM FLASK DROPS IN MAPS\n#----------------------------------------------------\n\nHide # Endgame: Hide non quality flasks in maps\n\tBaseType Flask\n\tItemLevel >= 69\n\tSetFontSize 20\n\n#----------------------------------------------------\n# 0803 # FLASKS - HIGHLIGHT NEW NORMAL FLASKS (Kudos to Antnee)\n#----------------------------------------------------\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 6\n\tItemLevel >= 3\n\tBaseType \"Medium\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 9\n\tItemLevel >= 5\n\tBaseType \"Large\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 15\n\tItemLevel >= 12\n\tBaseType \"Greater\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 21\n\tItemLevel >= 18\n\tBaseType \"Grand\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 27\n\tItemLevel >= 24\n\tBaseType \"Giant\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 33\n\tItemLevel >= 30\n\tBaseType \"Colossal\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 39\n\tItemLevel >= 36\n\tBaseType \"Sacred\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 45\n\tItemLevel >= 42\n\tBaseType \"Hallowed\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 51\n\tItemLevel >= 48\n\tBaseType \"Sanctified\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 62\n\tItemLevel >= 60\n\tBaseType \"Divine\"\n\tSetTextColor 255 255 255 255\n\nShow\n\tClass Flask\n\tRarity Normal\n\tItemLevel <= 67\n\tItemLevel >= 65\n\tBaseType \"Eternal\"\n\tSetTextColor 255 255 255 255\n\n#----------------------------------------------------\n# 0804 # FLASKS - HIGHLIGHT NEW MAGIC FLASKS (Kudos to Antnee)\n#----------------------------------------------------\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 6\n\tItemLevel >= 3\n\tBaseType \"Medium\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 9\n\tItemLevel >= 5\n\tBaseType \"Large\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 15\n\tItemLevel >= 12\n\tBaseType \"Greater\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 21\n\tItemLevel >= 18\n\tBaseType \"Grand\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 27\n\tItemLevel >= 24\n\tBaseType \"Giant\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 33\n\tItemLevel >= 30\n\tBaseType \"Colossal\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 39\n\tItemLevel >= 36\n\tBaseType \"Sacred\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 45\n\tItemLevel >= 42\n\tBaseType \"Hallowed\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 51\n\tItemLevel >= 48\n\tBaseType \"Sanctified\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 63\n\tItemLevel >= 60\n\tBaseType \"Divine\"\n\tSetTextColor 100 100 255\n\nShow\n\tClass Flask\n\tRarity Magic\n\tItemLevel <= 68\n\tItemLevel >= 65\n\tBaseType \"Eternal\"\n\tSetTextColor 100 100 255\n\n#------------------------------------------------------------------------\n# 0805 # SHOW WHATEVER FLASKS REMAIN\n#------------------------------------------------------------------------\n\nShow\n\tBaseType Flask\n\tSetFontSize 29\n\tRarity <= Magic\n\n#------------------------------------------------------------------------\n# Section: 0900 # LEVELING\n#------------------------------------------------------------------------\n#Until itemlevel 12 you will see everything\n#Then NORMAL items under your level will SLOWLY start getting filtered out.\n#We will still see all 3L's until level 30 and all 4L's until level 69\n#All magic items will be visible without further filtering until level 67\n\n# 0901 # HIGHLIGHT LEVELING JEWELRY\n#------------------------------------------------------------------------\n\nShow\n\tRarity Normal\n\tItemLevel < 35\n\tClass \"Rings\" \"Amulets\" \"Belts\"\n\tSetTextColor 255 255 255 255\n\tSetFontSize 36\n\nShow\n\tRarity Magic\n\tItemLevel < 45\n\tClass \"Rings\" \"Amulets\" \"Belts\"\n\tSetTextColor 100 100 255\n\tSetFontSize 36\n\n# 0902 # HIGHLIGHT LEVELING LINKED GEAR\n#------------------------------------------------------------------------\n\nShow\n\tLinkedSockets >= 4\n\tItemLevel <= 66\n\tRarity Normal\n\tSetTextColor 255 255 255 255\n\tSetFontSize 36\n\nShow\n\tLinkedSockets >= 4\n\tItemLevel <= 68\n\tRarity Magic\n\tSetTextColor 100 100 255\n\tSetFontSize 36\n\nShow\n\tClass \"Gloves\" \"Boots\" \"Body Armour\" \"Shields\"\n\tLinkedSockets >= 3\n\tItemLevel <= 25\n\tRarity Normal\n\tSetTextColor 255 255 255 255\n\tSetFontSize 36\n\nShow\n\tClass \"Gloves\" \"Boots\" \"Body Armour\" \"Shields\"\n\tLinkedSockets >= 3\n\tItemLevel <= 25\n\tRarity Magic\n\tSetTextColor 100 100 255\n\tSetFontSize 36\n\n# 0903 # LEVELING GENERAL RULES\n#------------------------------------------------------------------------\n\nShow\n\tItemLevel < 62\n\tRarity Magic\n\t\n\n# 0904 # LEVELING WHITE/MAGIC ITEM PROGRESSION\n#------------------------------------------------------------------------\n\nShow\n\tItemLevel < 12\n\nShow\n\tRarity Normal\n\tItemLevel < 13\n\tDropLevel >= 2\n\nShow\n\tRarity Normal\n\tItemLevel < 14\n\tDropLevel >= 4\n\nShow\n\tRarity Normal\n\tItemLevel < 16\n\tDropLevel >= 6\n\nShow\n\tRarity Normal\n\tItemLevel < 18\n\tDropLevel >= 8\n\nShow\n\tRarity Normal\n\tItemLevel < 20\n\tDropLevel >= 10\n\nShow\n\tRarity Normal\n\tItemLevel < 22\n\tDropLevel >= 13\n\nShow\n\tRarity Normal\n\tItemLevel < 24\n\tDropLevel >= 16\n\nShow\n\tRarity Normal\n\tItemLevel < 26\n\tDropLevel >= 19\n\nShow\n\tRarity Normal\n\tItemLevel < 28\n\tDropLevel >= 22\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 30\n\tDropLevel >= 24\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 30\n\tDropLevel >= 28\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 32\n\tDropLevel >= 26\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 32\n\tDropLevel >= 30\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 34\n\tDropLevel >= 28\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 34\n\tDropLevel >= 32\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 36\n\tDropLevel >= 32\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 36\n\tDropLevel >= 34\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 38\n\tDropLevel >= 34\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 38\n\tDropLevel >= 37\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 40\n\tDropLevel >= 37\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 40\n\tDropLevel >= 39\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 42\n\tDropLevel >= 39\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 42\n\tDropLevel >= 41\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 46\n\tDropLevel >= 43\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 46\n\tDropLevel >= 45\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 48\n\tDropLevel >= 46\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 48\n\tDropLevel >= 47\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 50\n\tDropLevel >= 48\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 50\n\tDropLevel >= 49\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 52\n\tDropLevel >= 50\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 52\n\tDropLevel >= 52\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 54\n\tDropLevel >= 52\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 54\n\tDropLevel >= 54\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 56\n\tDropLevel >= 54\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 56\n\tDropLevel >= 56\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 58\n\tDropLevel >= 56\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 58\n\tDropLevel >= 58\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 60\n\tDropLevel >= 58\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 60\n\tDropLevel >= 60\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 62\n\tDropLevel >= 60\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 62\n\tDropLevel >= 62\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 64\n\tDropLevel >= 63\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 64\n\tDropLevel >= 64\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 66\n\tDropLevel >= 65\n\tSetFontSize 29\n\tRarity <= Magic\n\nShow\n\tRarity <= Magic\n\tItemLevel < 66\n\tDropLevel >= 66\n\tSetFontSize 29\n\nShow\n\tLinkedSockets >= 3\n\tItemLevel < 68\n\tDropLevel >= 67\n\tSetFontSize 29\n\tRarity <= Magic\n\n#------------------------------------------------------------------------\n# Section: 5000 # TEMP AND WIP ENTRIES\n#------------------------------------------------------------------------\n#Work-in-progress entries are added here\n\n#------------------------------------------------------------------------\n# 5001 # WARBAND MODS - DEACTIVATED\n#------------------------------------------------------------------------\n\n#Hide\n#Rarity Magic\n#Class \"Helmets\"\n#SetBorderColor 175 30 30\n#SetBackgroundColor 200 60 0 175\n#SetFontSize 29\n\n#Hide\n#Rarity Magic\n#Class \"Gloves\"\n#SetBorderColor 30 0 175\n#SetBackgroundColor 50 25 150 175\n#SetFontSize 29\n\n#Hide\n#Rarity Magic\n#Class \"Boots\"\n#SetBorderColor 25 150 90\n#SetBackgroundColor 50 125 125 175\n#SetFontSize 29\n\n#---------------------------------------------------------------------------------------------------------------\n# Section: OMEGA # ADDITIONAL RULES - ADD YOUR OWN RULES THAT WON'T OVERRIDE THE OTHER RULES\n#---------------------------------------------------------------------------------------------------------------\n#This is the spot to add your own rules, that would not invalidate any rules above, but may highlight otherwise hidden things\n\n#------------------------------------------------------------------------\n# Section: XXXX # HIDE THE REST THEN FAILSAFE DISPLAY\n#------------------------------------------------------------------------\n#You can replace the \"hide\" with a \"show\" below to display all hidden items in a really small font.\n\nHide # Minimize junk instead of hiding (if \"Show\")\nRarity Magic\nSetFontSize 23\nSetBackgroundColor 0 0 0 150\n\nHide # Minimize junk instead of hiding (if \"Show\")\nRarity Normal\nSetFontSize 20\nSetBackgroundColor 0 0 0 100\n\n# This filter should classify every single item ingame. In case I somehow forgot an item (unlikely after monthes of testing) or something completely new gets added (such as a new rarity like \"setitems\" or a new itemslot, idk. \"wings\", this line will ensure, that you'll notice it) \n# Still I doubt it'll ever happen. However, if it will, please inform me\nShow # SafetyLine!\nSetFontSize 45\nSetBorderColor 255 0 0 255\n\n#---------------------------------------------------------------------------------------------------------------\n# CREDITS\n#---------------------------------------------------------------------------------------------------------------\n# SCRIPT by NeverSink ( the-dude- on reddit )\n#\n# \"c4pture\" - thank you for helping out with the testing of the filter, for his advise and for the fact that he's annoying ONLY half of the time :P.\n# \"Malchron\" - for helping out with his advice. And stuff.\n# \"Antnee\" - adapted some of his ideas. Also helped with feedback. He also has a nice lootfilter himself, check it out.\n# \"XVar\" - developed the \"Filtration\" app that this filter supports! ( https://www.pathofexile.com/forum/view-thread/1287447/ )\n# \"Ghudda\" - I took his script as a template. It made learning the syntax even easier.\n# \"StarRune\" - Found several flaws in the filter. Thanks for the help!\n# Also thanks to http://bschug.github.io/poedit/poedit.html - I used this site to test my setup"},"meta":{"kind":"string","value":"{\n \"pile_set_name\": \"Github\"\n}"}}},{"rowIdx":601912,"cells":{"text":{"kind":"string","value":"/*\n Fontname: -FreeType-Logisoso-Medium-R-Normal--23-230-72-72-P-30-ISO10646-1\n Copyright: Created by Mathieu Gabiot with FontForge 2.0 (http://fontforge.sf.net) - Brussels - 2009\n Glyphs: 96/527\n BBX Build Mode: 0\n*/\nconst uint8_t u8g2_font_logisoso16_tr[1566] U8G2_FONT_SECTION(\"u8g2_font_logisoso16_tr\") = \n \"`\\0\\3\\3\\4\\5\\4\\6\\6\\17\\27\\0\\374\\20\\374\\20\\0\\2\\13\\4\\1\\6\\1 \\6\\0\\20T\\1!\\10\\2\"\n \"\\25\\64\\361\\241D\\42\\11\\64\\266U!\\231\\210\\2#\\36\\10\\23T'\\21MD\\222\\221d$\\221\\34\\16\\222\\211\"\n \"H\\345p\\220\\250Id\\22\\321D\\244\\4$\\24H\\323S'\\226\\322,\\243\\42y\\237\\211\\245\\211\\215*\\226\\1\"\n \"%\\30\\10\\23T#\\263H(\\42U\\261\\252X*V\\25\\251H\\42\\22\\233\\4\\0&\\27\\10\\23T\\67,\\311\"\n \"$\\62\\211x:$Jd\\22\\11\\311\\315\\64\\71\\31'\\7\\62\\264\\65Q\\1(\\20\\4\\27T\\25\\223\\210TD\"\n \"\\372&\\22\\215\\42\\0)\\20\\4\\27T\\23\\222\\211\\324D\\372\\42\\222\\214B\\0*\\22xrU'\\214H\\42\\207\"\n \"\\20\\351\\20\\211H\\202\\62\\0+\\14ftT%\\24\\35JB\\21\\0,\\7\\62\\364\\63A\\11-\\7&\\264T\"\n \"q(.\\6\\42\\24\\64A/\\24\\10\\23T-\\235\\212\\245S\\261T\\254*\\226N\\305\\322)\\0\\60\\17\\10\\23\"\n \"TE\\263\\214\\212\\374\\307\\322\\304F\\2\\61\\13\\4\\27T%:PD\\372\\37\\62\\24\\10\\23TE\\263\\214\\212l\"\n \"S\\351p*\\235\\252N\\17\\7\\1\\63\\22\\10\\23T\\361 \\235\\252\\256\\222\\307\\232K\\23\\33\\11\\0\\64\\22\\10\\23\"\n \"T'\\25k\\25k\\21\\351t\\70\\10\\305J\\0\\65\\23\\10\\23T\\361@V\\66]FE\\261\\62\\261\\64\\261\\221\"\n \"\\0\\66\\24\\10\\23TE\\263\\214\\212d\\261\\351\\62*r,Ml$\\0\\67\\23\\10\\23T\\361@\\244M\\305\\252\"\n 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\"\\374\\243\\0i\\15\\3\\23\\64!\\221\\3$\\372\\227\\211\\0j\\17F\\225S\\251\\216$\\324\\377H:D(\\0k\"\n \"\\30\\10\\23T!\\326\\255&\\21MD*\\62\\211\\254m\\42\\232Ld\\22\\331\\0l\\13\\4\\23\\64!\\322\\377\\23\"\n \"e\\0m\\33\\316\\22\\204a\\42\\35,#RQH\\24\\22\\205D!QH\\24\\22\\205D!Q\\1n\\14\\310\"\n \"\\22Ta\\272\\214\\212\\374\\243\\0o\\17\\310\\22TE\\263\\214\\212|,Ml$\\0p\\21\\10\\223Sa\\272\\214\"\n \"\\212|,\\35&&\\261f\\0q\\17\\10\\223Se\\71\\214\\212|,MNf\\35r\\13\\306\\22D\\361\\20!\"\n \"\\352\\217\\0s\\20\\307\\22L\\65\\253\\310\\230\\211d\\32MR\\33\\1t\\16\\5\\23<#\\323t\\230\\310\\364\\33i\"\n \"\\0u\\14\\310\\22T!\\344\\37K\\223\\223\\1v\\23\\310\\22T!$Jd\\22\\321D\\244\\67\\211\\254Fd\\2\"\n \"w \\316\\22\\204!\\24\\22g\\22\\331L\\42\\242ID$%\\222RE&\\321F\\222\\310HD\\22\\221D\\2\"\n \"x\\24\\310\\22T!\\224\\210&\\42\\31\\221*\\226\\22i\\42-B\\1y\\33\\10\\223S#\\223\\310$\\62\\221d\"\n \"$\\221Id\\22\\231DH\\234n\\213\\214\\212C\\0z\\21\\310\\22T\\361 \\35N\\245\\303\\251t\\70=\\34\\4\"\n \"{\\20&\\325S)\\33\\11u\\33\\315\\206C\\275\\16\\5|\\10B\\331S\\361\\207\\2}\\20&\\325S!\\134\\324\"\n \"\\353l$\\324m\\64\\23\\2~\\10(\\322Tq\\210\\34\\177\\6\\0\\20T\\1\\0\\0\\0\\4\\377\\377\\0\";\n"},"meta":{"kind":"string","value":"{\n \"pile_set_name\": \"Github\"\n}"}}},{"rowIdx":601913,"cells":{"text":{"kind":"string","value":"/*eslint-env es6:false*/\n/*\n * Copyright (c) 2010 Arc90 Inc\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n\n/*\n * This code is heavily based on Arc90's readability.js (1.7.1) script\n * available at: http://code.google.com/p/arc90labs-readability\n */\n\n/**\n * Public constructor.\n * @param {HTMLDocument} doc The document to parse.\n * @param {Object} options The options object.\n */\nfunction Readability(doc, options) {\n // In some older versions, people passed a URI as the first argument. Cope:\n if (options && options.documentElement) {\n doc = options;\n options = arguments[2];\n } else if (!doc || !doc.documentElement) {\n throw new Error(\"First argument to Readability constructor should be a document object.\");\n }\n options = options || {};\n\n this._doc = doc;\n this._docJSDOMParser = this._doc.firstChild.__JSDOMParser__;\n this._articleTitle = null;\n this._articleByline = null;\n this._articleDir = null;\n this._articleSiteName = null;\n this._attempts = [];\n\n // Configurable options\n this._debug = !!options.debug;\n this._maxElemsToParse = options.maxElemsToParse || this.DEFAULT_MAX_ELEMS_TO_PARSE;\n this._nbTopCandidates = options.nbTopCandidates || this.DEFAULT_N_TOP_CANDIDATES;\n this._charThreshold = options.charThreshold || this.DEFAULT_CHAR_THRESHOLD;\n this._classesToPreserve = this.CLASSES_TO_PRESERVE.concat(options.classesToPreserve || []);\n this._keepClasses = !!options.keepClasses;\n\n // Start with all flags set\n this._flags = this.FLAG_STRIP_UNLIKELYS |\n this.FLAG_WEIGHT_CLASSES |\n this.FLAG_CLEAN_CONDITIONALLY;\n\n var logEl;\n\n // Control whether log messages are sent to the console\n if (this._debug) {\n logEl = function(e) {\n var rv = e.nodeName + \" \";\n if (e.nodeType == e.TEXT_NODE) {\n return rv + '(\"' + e.textContent + '\")';\n }\n var classDesc = e.className && (\".\" + e.className.replace(/ /g, \".\"));\n var elDesc = \"\";\n if (e.id)\n elDesc = \"(#\" + e.id + classDesc + \")\";\n else if (classDesc)\n elDesc = \"(\" + classDesc + \")\";\n return rv + elDesc;\n };\n this.log = function () {\n if (typeof dump !== \"undefined\") {\n var msg = Array.prototype.map.call(arguments, function(x) {\n return (x && x.nodeName) ? logEl(x) : x;\n }).join(\" \");\n dump(\"Reader: (Readability) \" + msg + \"\\n\");\n } else if (typeof console !== \"undefined\") {\n var args = [\"Reader: (Readability) \"].concat(arguments);\n console.log.apply(console, args);\n }\n };\n } else {\n this.log = function () {};\n }\n}\n\nReadability.prototype = {\n FLAG_STRIP_UNLIKELYS: 0x1,\n FLAG_WEIGHT_CLASSES: 0x2,\n FLAG_CLEAN_CONDITIONALLY: 0x4,\n\n // https://developer.mozilla.org/en-US/docs/Web/API/Node/nodeType\n ELEMENT_NODE: 1,\n TEXT_NODE: 3,\n\n // Max number of nodes supported by this parser. Default: 0 (no limit)\n DEFAULT_MAX_ELEMS_TO_PARSE: 0,\n\n // The number of top candidates to consider when analysing how\n // tight the competition is among candidates.\n DEFAULT_N_TOP_CANDIDATES: 5,\n\n // Element tags to score by default.\n DEFAULT_TAGS_TO_SCORE: \"section,h2,h3,h4,h5,h6,p,td,pre\".toUpperCase().split(\",\"),\n\n // The default number of chars an article must have in order to return a result\n DEFAULT_CHAR_THRESHOLD: 500,\n\n // All of the regular expressions in use within readability.\n // Defined up here so we don't instantiate them repeatedly in loops.\n REGEXPS: {\n // NOTE: These two regular expressions are duplicated in\n // Readability-readerable.js. Please keep both copies in sync.\n unlikelyCandidates: /-ad-|ai2html|banner|breadcrumbs|combx|comment|community|cover-wrap|disqus|extra|footer|gdpr|header|legends|menu|related|remark|replies|rss|shoutbox|sidebar|skyscraper|social|sponsor|supplemental|ad-break|agegate|pagination|pager|popup|yom-remote/i,\n okMaybeItsACandidate: /and|article|body|column|content|main|shadow/i,\n\n positive: /article|body|content|entry|hentry|h-entry|main|page|pagination|post|text|blog|story/i,\n negative: /hidden|^hid$| hid$| hid |^hid |banner|combx|comment|com-|contact|foot|footer|footnote|gdpr|masthead|media|meta|outbrain|promo|related|scroll|share|shoutbox|sidebar|skyscraper|sponsor|shopping|tags|tool|widget/i,\n extraneous: /print|archive|comment|discuss|e[\\-]?mail|share|reply|all|login|sign|single|utility/i,\n byline: /byline|author|dateline|writtenby|p-author/i,\n replaceFonts: /<(\\/?)font[^>]*>/gi,\n normalize: /\\s{2,}/g,\n videos: /\\/\\/(www\\.)?((dailymotion|youtube|youtube-nocookie|player\\.vimeo|v\\.qq)\\.com|(archive|upload\\.wikimedia)\\.org|player\\.twitch\\.tv)/i,\n shareElements: /(\\b|_)(share|sharedaddy)(\\b|_)/i,\n nextLink: /(next|weiter|continue|>([^\\|]|$)|»([^\\|]|$))/i,\n prevLink: /(prev|earl|old|new|<|«)/i,\n whitespace: /^\\s*$/,\n hasContent: /\\S$/,\n srcsetUrl: /(\\S+)(\\s+[\\d.]+[xw])?(\\s*(?:,|$))/g,\n b64DataUrl: /^data:\\s*([^\\s;,]+)\\s*;\\s*base64\\s*,/i\n },\n\n DIV_TO_P_ELEMS: [ \"A\", \"BLOCKQUOTE\", \"DL\", \"DIV\", \"IMG\", \"OL\", \"P\", \"PRE\", \"TABLE\", \"UL\", \"SELECT\" ],\n\n ALTER_TO_DIV_EXCEPTIONS: [\"DIV\", \"ARTICLE\", \"SECTION\", \"P\"],\n\n PRESENTATIONAL_ATTRIBUTES: [ \"align\", \"background\", \"bgcolor\", \"border\", \"cellpadding\", \"cellspacing\", \"frame\", \"hspace\", \"rules\", \"style\", \"valign\", \"vspace\" ],\n\n DEPRECATED_SIZE_ATTRIBUTE_ELEMS: [ \"TABLE\", \"TH\", \"TD\", \"HR\", \"PRE\" ],\n\n // The commented out elements qualify as phrasing content but tend to be\n // removed by readability when put into paragraphs, so we ignore them here.\n PHRASING_ELEMS: [\n // \"CANVAS\", \"IFRAME\", \"SVG\", \"VIDEO\",\n \"ABBR\", \"AUDIO\", \"B\", \"BDO\", \"BR\", \"BUTTON\", \"CITE\", \"CODE\", \"DATA\",\n \"DATALIST\", \"DFN\", \"EM\", \"EMBED\", \"I\", \"IMG\", \"INPUT\", \"KBD\", \"LABEL\",\n \"MARK\", \"MATH\", \"METER\", \"NOSCRIPT\", \"OBJECT\", \"OUTPUT\", \"PROGRESS\", \"Q\",\n \"RUBY\", \"SAMP\", \"SCRIPT\", \"SELECT\", \"SMALL\", \"SPAN\", \"STRONG\", \"SUB\",\n \"SUP\", \"TEXTAREA\", \"TIME\", \"VAR\", \"WBR\"\n ],\n\n // These are the classes that readability sets itself.\n CLASSES_TO_PRESERVE: [ \"page\" ],\n\n // These are the list of HTML entities that need to be escaped.\n HTML_ESCAPE_MAP: {\n \"lt\": \"<\",\n \"gt\": \">\",\n \"amp\": \"&\",\n \"quot\": '\"',\n \"apos\": \"'\",\n },\n\n /**\n * Run any post-process modifications to article content as necessary.\n *\n * @param Element\n * @return void\n **/\n _postProcessContent: function(articleContent) {\n // Readability cannot open relative uris so we convert them to absolute uris.\n this._fixRelativeUris(articleContent);\n\n if (!this._keepClasses) {\n // Remove classes.\n this._cleanClasses(articleContent);\n }\n },\n\n /**\n * Iterates over a NodeList, calls `filterFn` for each node and removes node\n * if function returned `true`.\n *\n * If function is not passed, removes all the nodes in node list.\n *\n * @param NodeList nodeList The nodes to operate on\n * @param Function filterFn the function to use as a filter\n * @return void\n */\n _removeNodes: function(nodeList, filterFn) {\n // Avoid ever operating on live node lists.\n if (this._docJSDOMParser && nodeList._isLiveNodeList) {\n throw new Error(\"Do not pass live node lists to _removeNodes\");\n }\n for (var i = nodeList.length - 1; i >= 0; i--) {\n var node = nodeList[i];\n var parentNode = node.parentNode;\n if (parentNode) {\n if (!filterFn || filterFn.call(this, node, i, nodeList)) {\n parentNode.removeChild(node);\n }\n }\n }\n },\n\n /**\n * Iterates over a NodeList, and calls _setNodeTag for each node.\n *\n * @param NodeList nodeList The nodes to operate on\n * @param String newTagName the new tag name to use\n * @return void\n */\n _replaceNodeTags: function(nodeList, newTagName) {\n // Avoid ever operating on live node lists.\n if (this._docJSDOMParser && nodeList._isLiveNodeList) {\n throw new Error(\"Do not pass live node lists to _replaceNodeTags\");\n }\n for (var i = nodeList.length - 1; i >= 0; i--) {\n var node = nodeList[i];\n this._setNodeTag(node, newTagName);\n }\n },\n\n /**\n * Iterate over a NodeList, which doesn't natively fully implement the Array\n * interface.\n *\n * For convenience, the current object context is applied to the provided\n * iterate function.\n *\n * @param NodeList nodeList The NodeList.\n * @param Function fn The iterate function.\n * @return void\n */\n _forEachNode: function(nodeList, fn) {\n Array.prototype.forEach.call(nodeList, fn, this);\n },\n\n /**\n * Iterate over a NodeList, return true if any of the provided iterate\n * function calls returns true, false otherwise.\n *\n * For convenience, the current object context is applied to the\n * provided iterate function.\n *\n * @param NodeList nodeList The NodeList.\n * @param Function fn The iterate function.\n * @return Boolean\n */\n _someNode: function(nodeList, fn) {\n return Array.prototype.some.call(nodeList, fn, this);\n },\n\n /**\n * Iterate over a NodeList, return true if all of the provided iterate\n * function calls return true, false otherwise.\n *\n * For convenience, the current object context is applied to the\n * provided iterate function.\n *\n * @param NodeList nodeList The NodeList.\n * @param Function fn The iterate function.\n * @return Boolean\n */\n _everyNode: function(nodeList, fn) {\n return Array.prototype.every.call(nodeList, fn, this);\n },\n\n /**\n * Concat all nodelists passed as arguments.\n *\n * @return ...NodeList\n * @return Array\n */\n _concatNodeLists: function() {\n var slice = Array.prototype.slice;\n var args = slice.call(arguments);\n var nodeLists = args.map(function(list) {\n return slice.call(list);\n });\n return Array.prototype.concat.apply([], nodeLists);\n },\n\n _getAllNodesWithTag: function(node, tagNames) {\n if (node.querySelectorAll) {\n return node.querySelectorAll(tagNames.join(\",\"));\n }\n return [].concat.apply([], tagNames.map(function(tag) {\n var collection = node.getElementsByTagName(tag);\n return Array.isArray(collection) ? collection : Array.from(collection);\n }));\n },\n\n /**\n * Removes the class=\"\" attribute from every element in the given\n * subtree, except those that match CLASSES_TO_PRESERVE and\n * the classesToPreserve array from the options object.\n *\n * @param Element\n * @return void\n */\n _cleanClasses: function(node) {\n var classesToPreserve = this._classesToPreserve;\n var className = (node.getAttribute(\"class\") || \"\")\n .split(/\\s+/)\n .filter(function(cls) {\n return classesToPreserve.indexOf(cls) != -1;\n })\n .join(\" \");\n\n if (className) {\n node.setAttribute(\"class\", className);\n } else {\n node.removeAttribute(\"class\");\n }\n\n for (node = node.firstElementChild; node; node = node.nextElementSibling) {\n this._cleanClasses(node);\n }\n },\n\n /**\n * Converts each and uri in the given element to an absolute URI,\n * ignoring #ref URIs.\n *\n * @param Element\n * @return void\n */\n _fixRelativeUris: function(articleContent) {\n var baseURI = this._doc.baseURI;\n var documentURI = this._doc.documentURI;\n function toAbsoluteURI(uri) {\n // Leave hash links alone if the base URI matches the document URI:\n if (baseURI == documentURI && uri.charAt(0) == \"#\") {\n return uri;\n }\n\n // Otherwise, resolve against base URI:\n try {\n return new URL(uri, baseURI).href;\n } catch (ex) {\n // Something went wrong, just return the original:\n }\n return uri;\n }\n\n var links = this._getAllNodesWithTag(articleContent, [\"a\"]);\n this._forEachNode(links, function(link) {\n var href = link.getAttribute(\"href\");\n if (href) {\n // Remove links with javascript: URIs, since\n // they won't work after scripts have been removed from the page.\n if (href.indexOf(\"javascript:\") === 0) {\n // if the link only contains simple text content, it can be converted to a text node\n if (link.childNodes.length === 1 && link.childNodes[0].nodeType === this.TEXT_NODE) {\n var text = this._doc.createTextNode(link.textContent);\n link.parentNode.replaceChild(text, link);\n } else {\n // if the link has multiple children, they should all be preserved\n var container = this._doc.createElement(\"span\");\n while (link.childNodes.length > 0) {\n container.appendChild(link.childNodes[0]);\n }\n link.parentNode.replaceChild(container, link);\n }\n } else {\n link.setAttribute(\"href\", toAbsoluteURI(href));\n }\n }\n });\n\n var medias = this._getAllNodesWithTag(articleContent, [\n \"img\", \"picture\", \"figure\", \"video\", \"audio\", \"source\"\n ]);\n\n this._forEachNode(medias, function(media) {\n var src = media.getAttribute(\"src\");\n var poster = media.getAttribute(\"poster\");\n var srcset = media.getAttribute(\"srcset\");\n\n if (src) {\n media.setAttribute(\"src\", toAbsoluteURI(src));\n }\n\n if (poster) {\n media.setAttribute(\"poster\", toAbsoluteURI(poster));\n }\n\n if (srcset) {\n var newSrcset = srcset.replace(this.REGEXPS.srcsetUrl, function(_, p1, p2, p3) {\n return toAbsoluteURI(p1) + (p2 || \"\") + p3;\n });\n\n media.setAttribute(\"srcset\", newSrcset);\n }\n });\n },\n\n /**\n * Get the article title as an H1.\n *\n * @return void\n **/\n _getArticleTitle: function() {\n var doc = this._doc;\n var curTitle = \"\";\n var origTitle = \"\";\n\n try {\n curTitle = origTitle = doc.title.trim();\n\n // If they had an element with id \"title\" in their HTML\n if (typeof curTitle !== \"string\")\n curTitle = origTitle = this._getInnerText(doc.getElementsByTagName(\"title\")[0]);\n } catch (e) {/* ignore exceptions setting the title. */}\n\n var titleHadHierarchicalSeparators = false;\n function wordCount(str) {\n return str.split(/\\s+/).length;\n }\n\n // If there's a separator in the title, first remove the final part\n if ((/ [\\|\\-\\\\\\/>»] /).test(curTitle)) {\n titleHadHierarchicalSeparators = / [\\\\\\/>»] /.test(curTitle);\n curTitle = origTitle.replace(/(.*)[\\|\\-\\\\\\/>»] .*/gi, \"$1\");\n\n // If the resulting title is too short (3 words or fewer), remove\n // the first part instead:\n if (wordCount(curTitle) < 3)\n curTitle = origTitle.replace(/[^\\|\\-\\\\\\/>»]*[\\|\\-\\\\\\/>»](.*)/gi, \"$1\");\n } else if (curTitle.indexOf(\": \") !== -1) {\n // Check if we have an heading containing this exact string, so we\n // could assume it's the full title.\n var headings = this._concatNodeLists(\n doc.getElementsByTagName(\"h1\"),\n doc.getElementsByTagName(\"h2\")\n );\n var trimmedTitle = curTitle.trim();\n var match = this._someNode(headings, function(heading) {\n return heading.textContent.trim() === trimmedTitle;\n });\n\n // If we don't, let's extract the title out of the original title string.\n if (!match) {\n curTitle = origTitle.substring(origTitle.lastIndexOf(\":\") + 1);\n\n // If the title is now too short, try the first colon instead:\n if (wordCount(curTitle) < 3) {\n curTitle = origTitle.substring(origTitle.indexOf(\":\") + 1);\n // But if we have too many words before the colon there's something weird\n // with the titles and the H tags so let's just use the original title instead\n } else if (wordCount(origTitle.substr(0, origTitle.indexOf(\":\"))) > 5) {\n curTitle = origTitle;\n }\n }\n } else if (curTitle.length > 150 || curTitle.length < 15) {\n var hOnes = doc.getElementsByTagName(\"h1\");\n\n if (hOnes.length === 1)\n curTitle = this._getInnerText(hOnes[0]);\n }\n\n curTitle = curTitle.trim().replace(this.REGEXPS.normalize, \" \");\n // If we now have 4 words or fewer as our title, and either no\n // 'hierarchical' separators (\\, /, > or ») were found in the original\n // title or we decreased the number of words by more than 1 word, use\n // the original title.\n var curTitleWordCount = wordCount(curTitle);\n if (curTitleWordCount <= 4 &&\n (!titleHadHierarchicalSeparators ||\n curTitleWordCount != wordCount(origTitle.replace(/[\\|\\-\\\\\\/>»]+/g, \"\")) - 1)) {\n curTitle = origTitle;\n }\n\n return curTitle;\n },\n\n /**\n * Prepare the HTML document for readability to scrape it.\n * This includes things like stripping javascript, CSS, and handling terrible markup.\n *\n * @return void\n **/\n _prepDocument: function() {\n var doc = this._doc;\n\n // Remove all style tags in head\n this._removeNodes(this._getAllNodesWithTag(doc, [\"style\"]));\n\n if (doc.body) {\n this._replaceBrs(doc.body);\n }\n\n this._replaceNodeTags(this._getAllNodesWithTag(doc, [\"font\"]), \"SPAN\");\n },\n\n /**\n * Finds the next element, starting from the given node, and ignoring\n * whitespace in between. If the given node is an element, the same node is\n * returned.\n */\n _nextElement: function (node) {\n var next = node;\n while (next\n && (next.nodeType != this.ELEMENT_NODE)\n && this.REGEXPS.whitespace.test(next.textContent)) {\n next = next.nextSibling;\n }\n return next;\n },\n\n /**\n * Replaces 2 or more successive
elements with a single

.\n * Whitespace between
elements are ignored. For example:\n *

foo
bar


abc
\n * will become:\n *
foo
bar

abc

\n */\n _replaceBrs: function (elem) {\n this._forEachNode(this._getAllNodesWithTag(elem, [\"br\"]), function(br) {\n var next = br.nextSibling;\n\n // Whether 2 or more
elements have been found and replaced with a\n //

block.\n var replaced = false;\n\n // If we find a
chain, remove the
s until we hit another element\n // or non-whitespace. This leaves behind the first
in the chain\n // (which will be replaced with a

later).\n while ((next = this._nextElement(next)) && (next.tagName == \"BR\")) {\n replaced = true;\n var brSibling = next.nextSibling;\n next.parentNode.removeChild(next);\n next = brSibling;\n }\n\n // If we removed a
chain, replace the remaining
with a

. Add\n // all sibling nodes as children of the

until we hit another
\n // chain.\n if (replaced) {\n var p = this._doc.createElement(\"p\");\n br.parentNode.replaceChild(p, br);\n\n next = p.nextSibling;\n while (next) {\n // If we've hit another

, we're done adding children to this

.\n if (next.tagName == \"BR\") {\n var nextElem = this._nextElement(next.nextSibling);\n if (nextElem && nextElem.tagName == \"BR\")\n break;\n }\n\n if (!this._isPhrasingContent(next))\n break;\n\n // Otherwise, make this node a child of the new

.\n var sibling = next.nextSibling;\n p.appendChild(next);\n next = sibling;\n }\n\n while (p.lastChild && this._isWhitespace(p.lastChild)) {\n p.removeChild(p.lastChild);\n }\n\n if (p.parentNode.tagName === \"P\")\n this._setNodeTag(p.parentNode, \"DIV\");\n }\n });\n },\n\n _setNodeTag: function (node, tag) {\n this.log(\"_setNodeTag\", node, tag);\n if (this._docJSDOMParser) {\n node.localName = tag.toLowerCase();\n node.tagName = tag.toUpperCase();\n return node;\n }\n\n var replacement = node.ownerDocument.createElement(tag);\n while (node.firstChild) {\n replacement.appendChild(node.firstChild);\n }\n node.parentNode.replaceChild(replacement, node);\n if (node.readability)\n replacement.readability = node.readability;\n\n for (var i = 0; i < node.attributes.length; i++) {\n try {\n replacement.setAttribute(node.attributes[i].name, node.attributes[i].value);\n } catch (ex) {\n /* it's possible for setAttribute() to throw if the attribute name\n * isn't a valid XML Name. Such attributes can however be parsed from\n * source in HTML docs, see https://github.com/whatwg/html/issues/4275,\n * so we can hit them here and then throw. We don't care about such\n * attributes so we ignore them.\n */\n }\n }\n return replacement;\n },\n\n /**\n * Prepare the article node for display. Clean out any inline styles,\n * iframes, forms, strip extraneous

tags, etc.\n *\n * @param Element\n * @return void\n **/\n _prepArticle: function(articleContent) {\n this._cleanStyles(articleContent);\n\n // Check for data tables before we continue, to avoid removing items in\n // those tables, which will often be isolated even though they're\n // visually linked to other content-ful elements (text, images, etc.).\n this._markDataTables(articleContent);\n\n this._fixLazyImages(articleContent);\n\n // Clean out junk from the article content\n this._cleanConditionally(articleContent, \"form\");\n this._cleanConditionally(articleContent, \"fieldset\");\n this._clean(articleContent, \"object\");\n this._clean(articleContent, \"embed\");\n this._clean(articleContent, \"h1\");\n this._clean(articleContent, \"footer\");\n this._clean(articleContent, \"link\");\n this._clean(articleContent, \"aside\");\n\n // Clean out elements with little content that have \"share\" in their id/class combinations from final top candidates,\n // which means we don't remove the top candidates even they have \"share\".\n\n var shareElementThreshold = this.DEFAULT_CHAR_THRESHOLD;\n\n this._forEachNode(articleContent.children, function (topCandidate) {\n this._cleanMatchedNodes(topCandidate, function (node, matchString) {\n return this.REGEXPS.shareElements.test(matchString) && node.textContent.length < shareElementThreshold;\n });\n });\n\n // If there is only one h2 and its text content substantially equals article title,\n // they are probably using it as a header and not a subheader,\n // so remove it since we already extract the title separately.\n var h2 = articleContent.getElementsByTagName(\"h2\");\n if (h2.length === 1) {\n var lengthSimilarRate = (h2[0].textContent.length - this._articleTitle.length) / this._articleTitle.length;\n if (Math.abs(lengthSimilarRate) < 0.5) {\n var titlesMatch = false;\n if (lengthSimilarRate > 0) {\n titlesMatch = h2[0].textContent.includes(this._articleTitle);\n } else {\n titlesMatch = this._articleTitle.includes(h2[0].textContent);\n }\n if (titlesMatch) {\n this._clean(articleContent, \"h2\");\n }\n }\n }\n\n this._clean(articleContent, \"iframe\");\n this._clean(articleContent, \"input\");\n this._clean(articleContent, \"textarea\");\n this._clean(articleContent, \"select\");\n this._clean(articleContent, \"button\");\n this._cleanHeaders(articleContent);\n\n // Do these last as the previous stuff may have removed junk\n // that will affect these\n this._cleanConditionally(articleContent, \"table\");\n this._cleanConditionally(articleContent, \"ul\");\n this._cleanConditionally(articleContent, \"div\");\n\n // Remove extra paragraphs\n this._removeNodes(this._getAllNodesWithTag(articleContent, [\"p\"]), function (paragraph) {\n var imgCount = paragraph.getElementsByTagName(\"img\").length;\n var embedCount = paragraph.getElementsByTagName(\"embed\").length;\n var objectCount = paragraph.getElementsByTagName(\"object\").length;\n // At this point, nasty iframes have been removed, only remain embedded video ones.\n var iframeCount = paragraph.getElementsByTagName(\"iframe\").length;\n var totalCount = imgCount + embedCount + objectCount + iframeCount;\n\n return totalCount === 0 && !this._getInnerText(paragraph, false);\n });\n\n this._forEachNode(this._getAllNodesWithTag(articleContent, [\"br\"]), function(br) {\n var next = this._nextElement(br.nextSibling);\n if (next && next.tagName == \"P\")\n br.parentNode.removeChild(br);\n });\n\n // Remove single-cell tables\n this._forEachNode(this._getAllNodesWithTag(articleContent, [\"table\"]), function(table) {\n var tbody = this._hasSingleTagInsideElement(table, \"TBODY\") ? table.firstElementChild : table;\n if (this._hasSingleTagInsideElement(tbody, \"TR\")) {\n var row = tbody.firstElementChild;\n if (this._hasSingleTagInsideElement(row, \"TD\")) {\n var cell = row.firstElementChild;\n cell = this._setNodeTag(cell, this._everyNode(cell.childNodes, this._isPhrasingContent) ? \"P\" : \"DIV\");\n table.parentNode.replaceChild(cell, table);\n }\n }\n });\n },\n\n /**\n * Initialize a node with the readability object. Also checks the\n * className/id for special names to add to its score.\n *\n * @param Element\n * @return void\n **/\n _initializeNode: function(node) {\n node.readability = {\"contentScore\": 0};\n\n switch (node.tagName) {\n case \"DIV\":\n node.readability.contentScore += 5;\n break;\n\n case \"PRE\":\n case \"TD\":\n case \"BLOCKQUOTE\":\n node.readability.contentScore += 3;\n break;\n\n case \"ADDRESS\":\n case \"OL\":\n case \"UL\":\n case \"DL\":\n case \"DD\":\n case \"DT\":\n case \"LI\":\n case \"FORM\":\n node.readability.contentScore -= 3;\n break;\n\n case \"H1\":\n case \"H2\":\n case \"H3\":\n case \"H4\":\n case \"H5\":\n case \"H6\":\n case \"TH\":\n node.readability.contentScore -= 5;\n break;\n }\n\n node.readability.contentScore += this._getClassWeight(node);\n },\n\n _removeAndGetNext: function(node) {\n var nextNode = this._getNextNode(node, true);\n node.parentNode.removeChild(node);\n return nextNode;\n },\n\n /**\n * Traverse the DOM from node to node, starting at the node passed in.\n * Pass true for the second parameter to indicate this node itself\n * (and its kids) are going away, and we want the next node over.\n *\n * Calling this in a loop will traverse the DOM depth-first.\n */\n _getNextNode: function(node, ignoreSelfAndKids) {\n // First check for kids if those aren't being ignored\n if (!ignoreSelfAndKids && node.firstElementChild) {\n return node.firstElementChild;\n }\n // Then for siblings...\n if (node.nextElementSibling) {\n return node.nextElementSibling;\n }\n // And finally, move up the parent chain *and* find a sibling\n // (because this is depth-first traversal, we will have already\n // seen the parent nodes themselves).\n do {\n node = node.parentNode;\n } while (node && !node.nextElementSibling);\n return node && node.nextElementSibling;\n },\n\n _checkByline: function(node, matchString) {\n if (this._articleByline) {\n return false;\n }\n\n if (node.getAttribute !== undefined) {\n var rel = node.getAttribute(\"rel\");\n var itemprop = node.getAttribute(\"itemprop\");\n }\n\n if ((rel === \"author\" || (itemprop && itemprop.indexOf(\"author\") !== -1) || this.REGEXPS.byline.test(matchString)) && this._isValidByline(node.textContent)) {\n this._articleByline = node.textContent.trim();\n return true;\n }\n\n return false;\n },\n\n _getNodeAncestors: function(node, maxDepth) {\n maxDepth = maxDepth || 0;\n var i = 0, ancestors = [];\n while (node.parentNode) {\n ancestors.push(node.parentNode);\n if (maxDepth && ++i === maxDepth)\n break;\n node = node.parentNode;\n }\n return ancestors;\n },\n\n /***\n * grabArticle - Using a variety of metrics (content score, classname, element types), find the content that is\n * most likely to be the stuff a user wants to read. Then return it wrapped up in a div.\n *\n * @param page a document to run upon. Needs to be a full document, complete with body.\n * @return Element\n **/\n _grabArticle: function (page) {\n this.log(\"**** grabArticle ****\");\n var doc = this._doc;\n var isPaging = (page !== null ? true: false);\n page = page ? page : this._doc.body;\n\n // We can't grab an article if we don't have a page!\n if (!page) {\n this.log(\"No body found in document. Abort.\");\n return null;\n }\n\n var pageCacheHtml = page.innerHTML;\n\n while (true) {\n var stripUnlikelyCandidates = this._flagIsActive(this.FLAG_STRIP_UNLIKELYS);\n\n // First, node prepping. Trash nodes that look cruddy (like ones with the\n // class name \"comment\", etc), and turn divs into P tags where they have been\n // used inappropriately (as in, where they contain no other block level elements.)\n var elementsToScore = [];\n var node = this._doc.documentElement;\n\n while (node) {\n var matchString = node.className + \" \" + node.id;\n\n if (!this._isProbablyVisible(node)) {\n this.log(\"Removing hidden node - \" + matchString);\n node = this._removeAndGetNext(node);\n continue;\n }\n\n // Check to see if this node is a byline, and remove it if it is.\n if (this._checkByline(node, matchString)) {\n node = this._removeAndGetNext(node);\n continue;\n }\n\n // Remove unlikely candidates\n if (stripUnlikelyCandidates) {\n if (this.REGEXPS.unlikelyCandidates.test(matchString) &&\n !this.REGEXPS.okMaybeItsACandidate.test(matchString) &&\n !this._hasAncestorTag(node, \"table\") &&\n node.tagName !== \"BODY\" &&\n node.tagName !== \"A\") {\n this.log(\"Removing unlikely candidate - \" + matchString);\n node = this._removeAndGetNext(node);\n continue;\n }\n\n if (node.getAttribute(\"role\") == \"complementary\") {\n this.log(\"Removing complementary content - \" + matchString);\n node = this._removeAndGetNext(node);\n continue;\n }\n }\n\n // Remove DIV, SECTION, and HEADER nodes without any content(e.g. text, image, video, or iframe).\n if ((node.tagName === \"DIV\" || node.tagName === \"SECTION\" || node.tagName === \"HEADER\" ||\n node.tagName === \"H1\" || node.tagName === \"H2\" || node.tagName === \"H3\" ||\n node.tagName === \"H4\" || node.tagName === \"H5\" || node.tagName === \"H6\") &&\n this._isElementWithoutContent(node)) {\n node = this._removeAndGetNext(node);\n continue;\n }\n\n if (this.DEFAULT_TAGS_TO_SCORE.indexOf(node.tagName) !== -1) {\n elementsToScore.push(node);\n }\n\n // Turn all divs that don't have children block level elements into p's\n if (node.tagName === \"DIV\") {\n // Put phrasing content into paragraphs.\n var p = null;\n var childNode = node.firstChild;\n while (childNode) {\n var nextSibling = childNode.nextSibling;\n if (this._isPhrasingContent(childNode)) {\n if (p !== null) {\n p.appendChild(childNode);\n } else if (!this._isWhitespace(childNode)) {\n p = doc.createElement(\"p\");\n node.replaceChild(p, childNode);\n p.appendChild(childNode);\n }\n } else if (p !== null) {\n while (p.lastChild && this._isWhitespace(p.lastChild)) {\n p.removeChild(p.lastChild);\n }\n p = null;\n }\n childNode = nextSibling;\n }\n\n // Sites like http://mobile.slate.com encloses each paragraph with a DIV\n // element. DIVs with only a P element inside and no text content can be\n // safely converted into plain P elements to avoid confusing the scoring\n // algorithm with DIVs with are, in practice, paragraphs.\n if (this._hasSingleTagInsideElement(node, \"P\") && this._getLinkDensity(node) < 0.25) {\n var newNode = node.children[0];\n node.parentNode.replaceChild(newNode, node);\n node = newNode;\n elementsToScore.push(node);\n } else if (!this._hasChildBlockElement(node)) {\n node = this._setNodeTag(node, \"P\");\n elementsToScore.push(node);\n }\n }\n node = this._getNextNode(node);\n }\n\n /**\n * Loop through all paragraphs, and assign a score to them based on how content-y they look.\n * Then add their score to their parent node.\n *\n * A score is determined by things like number of commas, class names, etc. Maybe eventually link density.\n **/\n var candidates = [];\n this._forEachNode(elementsToScore, function(elementToScore) {\n if (!elementToScore.parentNode || typeof(elementToScore.parentNode.tagName) === \"undefined\")\n return;\n\n // If this paragraph is less than 25 characters, don't even count it.\n var innerText = this._getInnerText(elementToScore);\n if (innerText.length < 25)\n return;\n\n // Exclude nodes with no ancestor.\n var ancestors = this._getNodeAncestors(elementToScore, 3);\n if (ancestors.length === 0)\n return;\n\n var contentScore = 0;\n\n // Add a point for the paragraph itself as a base.\n contentScore += 1;\n\n // Add points for any commas within this paragraph.\n contentScore += innerText.split(\",\").length;\n\n // For every 100 characters in this paragraph, add another point. Up to 3 points.\n contentScore += Math.min(Math.floor(innerText.length / 100), 3);\n\n // Initialize and score ancestors.\n this._forEachNode(ancestors, function(ancestor, level) {\n if (!ancestor.tagName || !ancestor.parentNode || typeof(ancestor.parentNode.tagName) === \"undefined\")\n return;\n\n if (typeof(ancestor.readability) === \"undefined\") {\n this._initializeNode(ancestor);\n candidates.push(ancestor);\n }\n\n // Node score divider:\n // - parent: 1 (no division)\n // - grandparent: 2\n // - great grandparent+: ancestor level * 3\n if (level === 0)\n var scoreDivider = 1;\n else if (level === 1)\n scoreDivider = 2;\n else\n scoreDivider = level * 3;\n ancestor.readability.contentScore += contentScore / scoreDivider;\n });\n });\n\n // After we've calculated scores, loop through all of the possible\n // candidate nodes we found and find the one with the highest score.\n var topCandidates = [];\n for (var c = 0, cl = candidates.length; c < cl; c += 1) {\n var candidate = candidates[c];\n\n // Scale the final candidates score based on link density. Good content\n // should have a relatively small link density (5% or less) and be mostly\n // unaffected by this operation.\n var candidateScore = candidate.readability.contentScore * (1 - this._getLinkDensity(candidate));\n candidate.readability.contentScore = candidateScore;\n\n this.log(\"Candidate:\", candidate, \"with score \" + candidateScore);\n\n for (var t = 0; t < this._nbTopCandidates; t++) {\n var aTopCandidate = topCandidates[t];\n\n if (!aTopCandidate || candidateScore > aTopCandidate.readability.contentScore) {\n topCandidates.splice(t, 0, candidate);\n if (topCandidates.length > this._nbTopCandidates)\n topCandidates.pop();\n break;\n }\n }\n }\n\n var topCandidate = topCandidates[0] || null;\n var neededToCreateTopCandidate = false;\n var parentOfTopCandidate;\n\n // If we still have no top candidate, just use the body as a last resort.\n // We also have to copy the body node so it is something we can modify.\n if (topCandidate === null || topCandidate.tagName === \"BODY\") {\n // Move all of the page's children into topCandidate\n topCandidate = doc.createElement(\"DIV\");\n neededToCreateTopCandidate = true;\n // Move everything (not just elements, also text nodes etc.) into the container\n // so we even include text directly in the body:\n var kids = page.childNodes;\n while (kids.length) {\n this.log(\"Moving child out:\", kids[0]);\n topCandidate.appendChild(kids[0]);\n }\n\n page.appendChild(topCandidate);\n\n this._initializeNode(topCandidate);\n } else if (topCandidate) {\n // Find a better top candidate node if it contains (at least three) nodes which belong to `topCandidates` array\n // and whose scores are quite closed with current `topCandidate` node.\n var alternativeCandidateAncestors = [];\n for (var i = 1; i < topCandidates.length; i++) {\n if (topCandidates[i].readability.contentScore / topCandidate.readability.contentScore >= 0.75) {\n alternativeCandidateAncestors.push(this._getNodeAncestors(topCandidates[i]));\n }\n }\n var MINIMUM_TOPCANDIDATES = 3;\n if (alternativeCandidateAncestors.length >= MINIMUM_TOPCANDIDATES) {\n parentOfTopCandidate = topCandidate.parentNode;\n while (parentOfTopCandidate.tagName !== \"BODY\") {\n var listsContainingThisAncestor = 0;\n for (var ancestorIndex = 0; ancestorIndex < alternativeCandidateAncestors.length && listsContainingThisAncestor < MINIMUM_TOPCANDIDATES; ancestorIndex++) {\n listsContainingThisAncestor += Number(alternativeCandidateAncestors[ancestorIndex].includes(parentOfTopCandidate));\n }\n if (listsContainingThisAncestor >= MINIMUM_TOPCANDIDATES) {\n topCandidate = parentOfTopCandidate;\n break;\n }\n parentOfTopCandidate = parentOfTopCandidate.parentNode;\n }\n }\n if (!topCandidate.readability) {\n this._initializeNode(topCandidate);\n }\n\n // Because of our bonus system, parents of candidates might have scores\n // themselves. They get half of the node. There won't be nodes with higher\n // scores than our topCandidate, but if we see the score going *up* in the first\n // few steps up the tree, that's a decent sign that there might be more content\n // lurking in other places that we want to unify in. The sibling stuff\n // below does some of that - but only if we've looked high enough up the DOM\n // tree.\n parentOfTopCandidate = topCandidate.parentNode;\n var lastScore = topCandidate.readability.contentScore;\n // The scores shouldn't get too low.\n var scoreThreshold = lastScore / 3;\n while (parentOfTopCandidate.tagName !== \"BODY\") {\n if (!parentOfTopCandidate.readability) {\n parentOfTopCandidate = parentOfTopCandidate.parentNode;\n continue;\n }\n var parentScore = parentOfTopCandidate.readability.contentScore;\n if (parentScore < scoreThreshold)\n break;\n if (parentScore > lastScore) {\n // Alright! We found a better parent to use.\n topCandidate = parentOfTopCandidate;\n break;\n }\n lastScore = parentOfTopCandidate.readability.contentScore;\n parentOfTopCandidate = parentOfTopCandidate.parentNode;\n }\n\n // If the top candidate is the only child, use parent instead. This will help sibling\n // joining logic when adjacent content is actually located in parent's sibling node.\n parentOfTopCandidate = topCandidate.parentNode;\n while (parentOfTopCandidate.tagName != \"BODY\" && parentOfTopCandidate.children.length == 1) {\n topCandidate = parentOfTopCandidate;\n parentOfTopCandidate = topCandidate.parentNode;\n }\n if (!topCandidate.readability) {\n this._initializeNode(topCandidate);\n }\n }\n\n // Now that we have the top candidate, look through its siblings for content\n // that might also be related. Things like preambles, content split by ads\n // that we removed, etc.\n var articleContent = doc.createElement(\"DIV\");\n if (isPaging)\n articleContent.id = \"readability-content\";\n\n var siblingScoreThreshold = Math.max(10, topCandidate.readability.contentScore * 0.2);\n // Keep potential top candidate's parent node to try to get text direction of it later.\n parentOfTopCandidate = topCandidate.parentNode;\n var siblings = parentOfTopCandidate.children;\n\n for (var s = 0, sl = siblings.length; s < sl; s++) {\n var sibling = siblings[s];\n var append = false;\n\n this.log(\"Looking at sibling node:\", sibling, sibling.readability ? (\"with score \" + sibling.readability.contentScore) : \"\");\n this.log(\"Sibling has score\", sibling.readability ? sibling.readability.contentScore : \"Unknown\");\n\n if (sibling === topCandidate) {\n append = true;\n } else {\n var contentBonus = 0;\n\n // Give a bonus if sibling nodes and top candidates have the example same classname\n if (sibling.className === topCandidate.className && topCandidate.className !== \"\")\n contentBonus += topCandidate.readability.contentScore * 0.2;\n\n if (sibling.readability &&\n ((sibling.readability.contentScore + contentBonus) >= siblingScoreThreshold)) {\n append = true;\n } else if (sibling.nodeName === \"P\") {\n var linkDensity = this._getLinkDensity(sibling);\n var nodeContent = this._getInnerText(sibling);\n var nodeLength = nodeContent.length;\n\n if (nodeLength > 80 && linkDensity < 0.25) {\n append = true;\n } else if (nodeLength < 80 && nodeLength > 0 && linkDensity === 0 &&\n nodeContent.search(/\\.( |$)/) !== -1) {\n append = true;\n }\n }\n }\n\n if (append) {\n this.log(\"Appending node:\", sibling);\n\n if (this.ALTER_TO_DIV_EXCEPTIONS.indexOf(sibling.nodeName) === -1) {\n // We have a node that isn't a common block level element, like a form or td tag.\n // Turn it into a div so it doesn't get filtered out later by accident.\n this.log(\"Altering sibling:\", sibling, \"to div.\");\n\n sibling = this._setNodeTag(sibling, \"DIV\");\n }\n\n articleContent.appendChild(sibling);\n // siblings is a reference to the children array, and\n // sibling is removed from the array when we call appendChild().\n // As a result, we must revisit this index since the nodes\n // have been shifted.\n s -= 1;\n sl -= 1;\n }\n }\n\n if (this._debug)\n this.log(\"Article content pre-prep: \" + articleContent.innerHTML);\n // So we have all of the content that we need. Now we clean it up for presentation.\n this._prepArticle(articleContent);\n if (this._debug)\n this.log(\"Article content post-prep: \" + articleContent.innerHTML);\n\n if (neededToCreateTopCandidate) {\n // We already created a fake div thing, and there wouldn't have been any siblings left\n // for the previous loop, so there's no point trying to create a new div, and then\n // move all the children over. Just assign IDs and class names here. No need to append\n // because that already happened anyway.\n topCandidate.id = \"readability-page-1\";\n topCandidate.className = \"page\";\n } else {\n var div = doc.createElement(\"DIV\");\n div.id = \"readability-page-1\";\n div.className = \"page\";\n var children = articleContent.childNodes;\n while (children.length) {\n div.appendChild(children[0]);\n }\n articleContent.appendChild(div);\n }\n\n if (this._debug)\n this.log(\"Article content after paging: \" + articleContent.innerHTML);\n\n var parseSuccessful = true;\n\n // Now that we've gone through the full algorithm, check to see if\n // we got any meaningful content. If we didn't, we may need to re-run\n // grabArticle with different flags set. This gives us a higher likelihood of\n // finding the content, and the sieve approach gives us a higher likelihood of\n // finding the -right- content.\n var textLength = this._getInnerText(articleContent, true).length;\n if (textLength < this._charThreshold) {\n parseSuccessful = false;\n page.innerHTML = pageCacheHtml;\n\n if (this._flagIsActive(this.FLAG_STRIP_UNLIKELYS)) {\n this._removeFlag(this.FLAG_STRIP_UNLIKELYS);\n this._attempts.push({articleContent: articleContent, textLength: textLength});\n } else if (this._flagIsActive(this.FLAG_WEIGHT_CLASSES)) {\n this._removeFlag(this.FLAG_WEIGHT_CLASSES);\n this._attempts.push({articleContent: articleContent, textLength: textLength});\n } else if (this._flagIsActive(this.FLAG_CLEAN_CONDITIONALLY)) {\n this._removeFlag(this.FLAG_CLEAN_CONDITIONALLY);\n this._attempts.push({articleContent: articleContent, textLength: textLength});\n } else {\n this._attempts.push({articleContent: articleContent, textLength: textLength});\n // No luck after removing flags, just return the longest text we found during the different loops\n this._attempts.sort(function (a, b) {\n return b.textLength - a.textLength;\n });\n\n // But first check if we actually have something\n if (!this._attempts[0].textLength) {\n return null;\n }\n\n articleContent = this._attempts[0].articleContent;\n parseSuccessful = true;\n }\n }\n\n if (parseSuccessful) {\n // Find out text direction from ancestors of final top candidate.\n var ancestors = [parentOfTopCandidate, topCandidate].concat(this._getNodeAncestors(parentOfTopCandidate));\n this._someNode(ancestors, function(ancestor) {\n if (!ancestor.tagName)\n return false;\n var articleDir = ancestor.getAttribute(\"dir\");\n if (articleDir) {\n this._articleDir = articleDir;\n return true;\n }\n return false;\n });\n return articleContent;\n }\n }\n },\n\n /**\n * Check whether the input string could be a byline.\n * This verifies that the input is a string, and that the length\n * is less than 100 chars.\n *\n * @param possibleByline {string} - a string to check whether its a byline.\n * @return Boolean - whether the input string is a byline.\n */\n _isValidByline: function(byline) {\n if (typeof byline == \"string\" || byline instanceof String) {\n byline = byline.trim();\n return (byline.length > 0) && (byline.length < 100);\n }\n return false;\n },\n\n /**\n * Converts some of the common HTML entities in string to their corresponding characters.\n *\n * @param str {string} - a string to unescape.\n * @return string without HTML entity.\n */\n _unescapeHtmlEntities: function(str) {\n if (!str) {\n return str;\n }\n\n var htmlEscapeMap = this.HTML_ESCAPE_MAP;\n return str.replace(/&(quot|amp|apos|lt|gt);/g, function(_, tag) {\n return htmlEscapeMap[tag];\n }).replace(/&#(?:x([0-9a-z]{1,4})|([0-9]{1,4}));/gi, function(_, hex, numStr) {\n var num = parseInt(hex || numStr, hex ? 16 : 10);\n return String.fromCharCode(num);\n });\n },\n\n /**\n * Attempts to get excerpt and byline metadata for the article.\n *\n * @return Object with optional \"excerpt\" and \"byline\" properties\n */\n _getArticleMetadata: function() {\n var metadata = {};\n var values = {};\n var metaElements = this._doc.getElementsByTagName(\"meta\");\n\n // property is a space-separated list of values\n var propertyPattern = /\\s*(dc|dcterm|og|twitter)\\s*:\\s*(author|creator|description|title|site_name)\\s*/gi;\n\n // name is a single value\n var namePattern = /^\\s*(?:(dc|dcterm|og|twitter|weibo:(article|webpage))\\s*[\\.:]\\s*)?(author|creator|description|title|site_name)\\s*$/i;\n\n // Find description tags.\n this._forEachNode(metaElements, function(element) {\n var elementName = element.getAttribute(\"name\");\n var elementProperty = element.getAttribute(\"property\");\n var content = element.getAttribute(\"content\");\n if (!content) {\n return;\n }\n var matches = null;\n var name = null;\n\n if (elementProperty) {\n matches = elementProperty.match(propertyPattern);\n if (matches) {\n for (var i = matches.length - 1; i >= 0; i--) {\n // Convert to lowercase, and remove any whitespace\n // so we can match below.\n name = matches[i].toLowerCase().replace(/\\s/g, \"\");\n // multiple authors\n values[name] = content.trim();\n }\n }\n }\n if (!matches && elementName && namePattern.test(elementName)) {\n name = elementName;\n if (content) {\n // Convert to lowercase, remove any whitespace, and convert dots\n // to colons so we can match below.\n name = name.toLowerCase().replace(/\\s/g, \"\").replace(/\\./g, \":\");\n values[name] = content.trim();\n }\n }\n });\n\n // get title\n metadata.title = values[\"dc:title\"] ||\n values[\"dcterm:title\"] ||\n values[\"og:title\"] ||\n values[\"weibo:article:title\"] ||\n values[\"weibo:webpage:title\"] ||\n values[\"title\"] ||\n values[\"twitter:title\"];\n\n if (!metadata.title) {\n metadata.title = this._getArticleTitle();\n }\n\n // get author\n metadata.byline = values[\"dc:creator\"] ||\n values[\"dcterm:creator\"] ||\n values[\"author\"];\n\n // get description\n metadata.excerpt = values[\"dc:description\"] ||\n values[\"dcterm:description\"] ||\n values[\"og:description\"] ||\n values[\"weibo:article:description\"] ||\n values[\"weibo:webpage:description\"] ||\n values[\"description\"] ||\n values[\"twitter:description\"];\n\n // get site name\n metadata.siteName = values[\"og:site_name\"];\n\n // in many sites the meta value is escaped with HTML entities,\n // so here we need to unescape it\n metadata.title = this._unescapeHtmlEntities(metadata.title);\n metadata.byline = this._unescapeHtmlEntities(metadata.byline);\n metadata.excerpt = this._unescapeHtmlEntities(metadata.excerpt);\n metadata.siteName = this._unescapeHtmlEntities(metadata.siteName);\n\n return metadata;\n },\n\n /**\n * Check if node is image, or if node contains exactly only one image\n * whether as a direct child or as its descendants.\n *\n * @param Element\n **/\n _isSingleImage: function(node) {\n if (node.tagName === \"IMG\") {\n return true;\n }\n\n if (node.children.length !== 1 || node.textContent.trim() !== \"\") {\n return false;\n }\n\n return this._isSingleImage(node.children[0]);\n },\n\n /**\n * Find all