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[Item Rules] ShutteR's Updated Item Rules for RoS

yea np bro updated your common.dis

set plans:

[Type] == "CraftingPlan" && [NAME] == "Plan: Asheara's Vestments"
[Type] == "CraftingPlan" && [NAME] == "Plan: Aughild's Authority"
[Type] == "CraftingPlan" && [NAME] == "Plan: Born's Command"
[Type] == "CraftingPlan" && [NAME] == "Plan: Cain's Destiny"
[Type] == "CraftingPlan" && [NAME] == "Plan: Captain Crimson's Trimmings"
[Type] == "CraftingPlan" && [NAME] == "Plan: Demon's Hide"
[Type] == "CraftingPlan" && [NAME] == "Plan: Guardian's Jeopardy"
[Type] == "CraftingPlan" && [NAME] == "Plan: Hallowed Protectors"
[Type] == "CraftingPlan" && [NAME] == "Plan: Sage's Journey"

you want add the plans for gems too?
 
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when making this loot rule.. did u think about items that u can enchant? thats the way u get good gear.. so just 3 of 4 stats need to match.. not all 4 stats for exampel.
 
Just pushed an update with the crafting materials and some minor fixes for rares. I'll try to get more done later after work !

Cheers
 
I didnt pick up a rare in over 2 days and i got a lot of selfmade rules with lowbob gear for some twinks.

So i tried this line to check if its working at all.

Code:
[QUALITY] == "Rare" && [TYPE] == "Ring" # [RESLIGHTNING] > 50

This should pick up all rings with lightning resistance, but it still didnt pick up a single rare in over 10 hours. Im 99% percent sure something is not working, probably on my side. I dont know.
Any ideas ?
 
does bot support single resists? try LIGHTNINGRES insteed RESLIGHTNING.
 
Getting this;
[Trinity] Item Rules doesn't handle Furious Mighty Scourge of Hurling of type MightyBelt and quality Magic2!
[Trinity] Item Rules doesn't handle Ascended Armor of Detonation of type Chest and quality Magic1!

Bot stops working after that D:
 
I didnt pick up a rare in over 2 days and i got a lot of selfmade rules with lowbob gear for some twinks.

So i tried this line to check if its working at all.

Code:
[QUALITY] == "Rare" && [TYPE] == "Ring" # [RESLIGHTNING] > 50

This should pick up all rings with lightning resistance, but it still didnt pick up a single rare in over 10 hours. Im 99% percent sure something is not working, probably on my side. I dont know.
Any ideas ?
I get the occasional rare, but I'll look into this man. Is anyone else having this problem?

Would a syntax error cause the whole item rules file to not work?
 
Currently not working AT ALL for me. The bot just stashes all the rares.

Clean DB BETA 372
Trinity .18

The Trinity IR2 error log has a bunch of errors. Example below, all of the other errors are formatted the same way. i.e. they say the same thing: specified cast is not valid; ParseError; unexpected token; etc. etc. The error about the plan for Wall of Man repeats.

Code:
.Hero;ERROR;NULL;Specified cast is not valid.;last use rule: [TYPE]=="CraftingPlan"&&[NAME]=="Plan:WallofMan;tree.Errors = 3;ParseError( 4097): Unexpected token '' found. Expected EOF;ParseError( 111): TryGetValue NUMBER failed '' check this key!;ParseError( 111): TryGetValue NUMBER failed '' check this key!;;
 
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Currently not working AT ALL for me. The bot just stashes all the rares.

Clean DB BETA 372
Trinity .18

The Trinity IR2 error log has a bunch of errors. Example below, all of the other errors are formatted the same way. i.e. they say the same thing: specified cast is not valid; ParseError; unexpected token; etc. etc. The error about the plan for Wall of Man repeats.

Code:
.Hero;ERROR;NULL;Specified cast is not valid.;last use rule: [TYPE]=="CraftingPlan"&&[NAME]=="Plan:WallofMan;tree.Errors = 3;ParseError( 4097): Unexpected token '' found. Expected EOF;ParseError( 111): TryGetValue NUMBER failed '' check this key!;ParseError( 111): TryGetValue NUMBER failed '' check this key!;;
One of the rules that someone gave me had an end quote missing. Just fixed that and I'll update the repo soon.
 
Just pushed a new update, should fix the parse error and a few minor changes

Cheers
 
OK, working fine now, but now I have a different problem: the bot just keeps stashing all the rares. I double checked my Trinity settings and I do have it set to salvage rares... any ideas? So far I got 1 keep (acc to the Trinity IR2 log) and others trash.. but it stashes them instead. Wut.
 
you might start to use some sort of macro ... might be easier ...

Code:
@TRIFE := ([AS%] * [CRIT%] * [CRITDMG%]) > 0

and use them like this ...

Code:
[QUALITY] == "Rare" && [TYPE] == "Gloves" # [@TRIFE]

also there are new ... stats .... that I implemented in itemrules2 in the up coming release

Code:
// +----------------------------------+-----------------------------+----------+
// |  [PHYSDMG%]                      | SkillDamagePercentBonus     | 3			
// |  [FIREDMG%]                      | FireDamagePercentBonus      | 3					 
// |  [LIGHTNINGDMG%]                 | LightningDamagePercentBonus | 3			 
// |  [COLDDMG%]                      | ColdDamagePercentBonus      | 3					 
// |  [POISONDMG%]                    | PoisonDamagePercentBonus    | 3				 
// |  [ARCANEDMG%]                    | ArcaneDamagePercentBonus    | 3				 
// |  [HOLYDMG%]                      | HolyDamagePercentBonus      | 3	
// |  [ELEMDMG%]                      | max of element dmg          | 3			
// |  [SKILLDMG%]                     | max of all dmg              | 3	
// +----------------------------------+-----------------------------+----------+	
// |  [SLOWPROC%]                     | WeaponOnHitSlowProcChance   | 3	
// |  [BLINDPROC%]                    | WeaponOnHitBlindProcChance  | 3	
// |  [CHILLPROC%]                    | WeaponOnHitChillProcChance  | 3	
// |  [FEARPROC%]                     | WeaponOnHitFearProcChance   | 3	
// |  [FREEZEPROC%]                   | WeaponOnHitFreezeProcChance | 3	
// |  [IMMOPROC%]                     | WeaponOnHitImmobilizeProcC. | 3	
// |  [KNOCKPROC%]                    | WeaponOnHitKnockbackProcC.  | 3	
// |  [BLEEDPROC%]                    | WeaponOnHitBleedProcChance  | 3		
// |  [AREADMGPROC%]                  | OnHitAreaDamageProcChance   | 3	
// |  [CDRED%]                        | PowerCooldownReductionPerc. | 3	
// |  [RESRED%]                       | ResourceCostReductionPer.   | 3	 	
// +----------------------------------+-----------------------------+----------+	
// |  [UPDMG]                         | Item Upgrade Damage         | 0	
// |  [UPHEAL]                        | Item Upgrade Heal           | 0	
// |  [UPTOUGH]                       | Item Upgrade Toughness      | 0				 
// +----------------------------------+-----------------------------+----------+
 
Just to be on the safe side, does these rules keep Horadric Cache?
 
Just to be on the safe side, does these rules keep Horadric Cache?
Yep.
day 5 i think using this rules and no rare in stash :D
o_O
you might start to use some sort of macro ... might be easier ...

Code:
@TRIFE := ([AS%] * [CRIT%] * [CRITDMG%]) > 0

and use them like this ...

Code:
[QUALITY] == "Rare" && [TYPE] == "Gloves" # [@TRIFE]

also there are new ... stats .... that I implemented in itemrules2 in the up coming release

Code:
// +----------------------------------+-----------------------------+----------+
// |  [PHYSDMG%]                      | SkillDamagePercentBonus     | 3			
// |  [FIREDMG%]                      | FireDamagePercentBonus      | 3					 
// |  [LIGHTNINGDMG%]                 | LightningDamagePercentBonus | 3			 
// |  [COLDDMG%]                      | ColdDamagePercentBonus      | 3					 
// |  [POISONDMG%]                    | PoisonDamagePercentBonus    | 3				 
// |  [ARCANEDMG%]                    | ArcaneDamagePercentBonus    | 3				 
// |  [HOLYDMG%]                      | HolyDamagePercentBonus      | 3	
// |  [ELEMDMG%]                      | max of element dmg          | 3			
// |  [SKILLDMG%]                     | max of all dmg              | 3	
// +----------------------------------+-----------------------------+----------+	
// |  [SLOWPROC%]                     | WeaponOnHitSlowProcChance   | 3	
// |  [BLINDPROC%]                    | WeaponOnHitBlindProcChance  | 3	
// |  [CHILLPROC%]                    | WeaponOnHitChillProcChance  | 3	
// |  [FEARPROC%]                     | WeaponOnHitFearProcChance   | 3	
// |  [FREEZEPROC%]                   | WeaponOnHitFreezeProcChance | 3	
// |  [IMMOPROC%]                     | WeaponOnHitImmobilizeProcC. | 3	
// |  [KNOCKPROC%]                    | WeaponOnHitKnockbackProcC.  | 3	
// |  [BLEEDPROC%]                    | WeaponOnHitBleedProcChance  | 3		
// |  [AREADMGPROC%]                  | OnHitAreaDamageProcChance   | 3	
// |  [CDRED%]                        | PowerCooldownReductionPerc. | 3	
// |  [RESRED%]                       | ResourceCostReductionPer.   | 3	 	
// +----------------------------------+-----------------------------+----------+	
// |  [UPDMG]                         | Item Upgrade Damage         | 0	
// |  [UPHEAL]                        | Item Upgrade Heal           | 0	
// |  [UPTOUGH]                       | Item Upgrade Toughness      | 0				 
// +----------------------------------+-----------------------------+----------+

Thanks for the new stats. Yes there are a few macros I can probably come up with that would be useful.
 
OK, working fine now, but now I have a different problem: the bot just keeps stashing all the rares. I double checked my Trinity settings and I do have it set to salvage rares... any ideas? So far I got 1 keep (acc to the Trinity IR2 log) and others trash.. but it stashes them instead. Wut.
Hey sorry I missed this. There was/is a Trinity bug that was causing the bot to stash a ton of rares that weren't supposed to be stashed. It stopped doing that for me after v1.8.18, but it seems like it's not stashing rares at all anymore. Either the chances of finding these items are too low, or there's still a bug. I really don't know what's going on.
 
[Type] == "CraftingPlan" && [NAME] == "Plan: Wall of Man

i missed the " in the end, sorry for that bro

right is : [Type] == "CraftingPlan" && [NAME] == "Plan: Wall of Man"


testing now your updated one :)
 
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