I dont wanna be rude or something, but the ID rule doesnt work for me. I even removed the itemlevel, rings still get ID'd.
item.IsRare and not item.IsRing and item.ItemLevel >= 75
[01/10/2015 17:02:20][None] Rule item.IsRare and not item.IsRing and item.ItemLevel >= 75 returned False for Iron Ring
[Network Object]
BaseAddress: 0x70790EB0
Name: Iron Ring
Type: Metadata/Items/Rings/Ring1
API Type: Loki.Game.Objects.Item
[Components]
Base: 0x8BAF4D20
LocalStats: 0x8C3C65D8
Mods: 0x70A22AD0
RenderItem: 0x70791050
[BaseComponent]
BaseAddress: 0x8BAF4D20
Base: *************.****************
_0C: 0x3F5B808
_10: 0x4583288
_14: 0x0
_18: 0x0
_1C: 0x0
_20:
VisualAttachments: First: 0x0, Last: 0x0, End: 0x0, Allocator: 0x84105308
_4C: 1
_50: 0
_54: 0
_58: First: 0x617936D0, Last: 0x617936D4, End: 0x617936D4, Allocator: 0x8C7D5E60
IsCorrupted: False
_6C: 0x8C7DA090
GGPK: 0x1032BBC8
_04: 0x10301A50
SizeX: 1
SizeY: 1
TypeName: Iron Ring
BaseLevel: 2
DescriptionText:
WorldObjectSize: 1
BaseItemTypePtrObj: 0x3F66080
BaseItemTypePtrRef: 0x3FB185C
Tags: First: 0x103379C0, Last: 0x103379D0, End: 0x103379D0, Allocator: 0x0
default
ring
[LocalStatsComponent]
BaseAddress: 0x8C3C65D8
_08: 0x10349760
Stats:
[ModsComponent]
BaseAddress: 0x70A22AD0
_08: First: 0x0, Last: 0x0, End: 0x0, Allocator: 0x0
GGPK: 0x1036DD60
ModNames:
_2C:
_48: <<set:MS>><<set:M>><<set:S>>
IsIdentified: 0
Rarity: Rare
ImplicitAffixes:
Level: 2, Category: PhysicalDamage, InternalName: AddedPhysicalDamageImplicitRing1, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 1, Max: 1, Stat: AttackMinimumAddedPhysicalDamage, Min: 4, Max: 4, Stat: AttackMaximumAddedPhysicalDamage, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Values: 1, 4
ExplicitAffixes:
ImplicitStats:
AttackMinimumAddedPhysicalDamage: 1
AttackMaximumAddedPhysicalDamage: 4
ExplicitStats:
MergedStats:
AttackMinimumAddedPhysicalDamage: 1
AttackMaximumAddedPhysicalDamage: 4
Stats_A0:
Stats_B0:
TooltipBuilt: 1
ImplicitStrings:
Adds 1-4 Physical Damage to Attacks
ExplicitStrings:
CraftedStrings:
_F4: 0x69BD718
Tags:
rare
UnableToBeUsed: 0
Mirrored: 0
ItemLevel: 75
BaseRequireLevel: 59
_114: 0x1
[RenderItemComponent]
BaseAddress: 0x70791050
_0C: 0x10337948
_10: 0x102D6F98
_14: 0x1032BAE8
Code:item.IsRare and not item.IsRing and item.ItemLevel >= 75 [01/10/2015 17:02:20][None] Rule item.IsRare and not item.IsRing and item.ItemLevel >= 75 returned False for Iron Ring
What do you mean by dump object data? ObjectExplorer -> Inventory items -> iron ring?
Code:[Network Object] BaseAddress: 0x70790EB0 Name: Iron Ring Type: Metadata/Items/Rings/Ring1 API Type: Loki.Game.Objects.Item [Components] Base: 0x8BAF4D20 LocalStats: 0x8C3C65D8 Mods: 0x70A22AD0 RenderItem: 0x70791050 [BaseComponent] BaseAddress: 0x8BAF4D20 Base: *************.**************** _0C: 0x3F5B808 _10: 0x4583288 _14: 0x0 _18: 0x0 _1C: 0x0 _20: VisualAttachments: First: 0x0, Last: 0x0, End: 0x0, Allocator: 0x84105308 _4C: 1 _50: 0 _54: 0 _58: First: 0x617936D0, Last: 0x617936D4, End: 0x617936D4, Allocator: 0x8C7D5E60 IsCorrupted: False _6C: 0x8C7DA090 GGPK: 0x1032BBC8 _04: 0x10301A50 SizeX: 1 SizeY: 1 TypeName: Iron Ring BaseLevel: 2 DescriptionText: WorldObjectSize: 1 BaseItemTypePtrObj: 0x3F66080 BaseItemTypePtrRef: 0x3FB185C Tags: First: 0x103379C0, Last: 0x103379D0, End: 0x103379D0, Allocator: 0x0 default ring [LocalStatsComponent] BaseAddress: 0x8C3C65D8 _08: 0x10349760 Stats: [ModsComponent] BaseAddress: 0x70A22AD0 _08: First: 0x0, Last: 0x0, End: 0x0, Allocator: 0x0 GGPK: 0x1036DD60 ModNames: _2C: _48: <<set:MS>><<set:M>><<set:S>> IsIdentified: 0 Rarity: Rare ImplicitAffixes: Level: 2, Category: PhysicalDamage, InternalName: AddedPhysicalDamageImplicitRing1, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 1, Max: 1, Stat: AttackMinimumAddedPhysicalDamage, Min: 4, Max: 4, Stat: AttackMaximumAddedPhysicalDamage, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Values: 1, 4 ExplicitAffixes: ImplicitStats: AttackMinimumAddedPhysicalDamage: 1 AttackMaximumAddedPhysicalDamage: 4 ExplicitStats: MergedStats: AttackMinimumAddedPhysicalDamage: 1 AttackMaximumAddedPhysicalDamage: 4 Stats_A0: Stats_B0: TooltipBuilt: 1 ImplicitStrings: Adds 1-4 Physical Damage to Attacks ExplicitStrings: CraftedStrings: _F4: 0x69BD718 Tags: rare UnableToBeUsed: 0 Mirrored: 0 ItemLevel: 75 BaseRequireLevel: 59 _114: 0x1 [RenderItemComponent] BaseAddress: 0x70791050 _0C: 0x10337948 _10: 0x102D6F98 _14: 0x1032BAE8
Fun fact.
Disabled ALL ID rules (so nothing should be ID'd). Put unid chest into inventory. Started bot. Chest got IDd...
Enabled plugins:
Common Events
AdvancedLootFilter
AutoLogin
DeathLogger
FlaskHelper
GemLeveler
MapRunner
ObjectExplorer
Stats
StuckDetection
OldGrindBot
IncinerateRoutine
I really dont think ANY of them is IDing the item.
Disabled AdvancedLootFilter - item did not get IDd.
Did you checkbox "Never id items"?
Regal recipe was turned off, because even if I told bot to put regal recipe into tab named 3, it put it into tab named 1. So if i understand correctly, since recipe is disabled, all options in recipes should be ignored, including Never id items.
Also, I want items that are supposed to be sold ID.
I was running bot with different setups.
1. Regal enabled, DONT ID ANYTHING disabled. Put regal items to tab 3.
outcome:
regal items were NOT ID (not sure though), regal items were in tab 1.
2. Regal disabled, DONT ID ANYTHING disabled, CRule dont ID rings.
outcome:
rings were ID.
The thing u said about hardcoded stuff. Maybe, if CRule returns false for item.IsRare and not item.IsRing (dont ID rare ring), hardcoded rule kicks in and IDs it?
What happens if I enable DONT ID ANYTHING and then in CRules tell him to ID stuff?
Suggestion:
If people have a lot of tabs, option to select multiple tabs for regal recipe.
if (Main.AdvSettings.EnableCustomRules)
{
var idRules = Main.CustomRulesManager.Rules.Where(r => r.Enabled && r.Type == Enums.RuleType.Id);
foreach (var customRule in idRules)
{
if (PythonParser.EvaluateCondition(item, customRule.Rule, customRule.Type))
{
Main.Log.DebugFormat("[CustomRules][Id] {0} returned true for {1}", customRule.Rule, item.FullName);
return true;
}
}
return false;
}
It's bad enough that you posted without a full log, it's even worse you are reposting something that has no relevance to this plugin.Does anyone know what would be causing:
[Tick] Exception during execution:System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Loki.Bot.GridExplorer.Tick()
at Loki.Bot.Logic.Bots.OldGrindBot.AreaStateCache.********()
at Loki.Bot.Logic.Bots.OldGrindBot.AreaStateCache.Tick()
at Loki.Bot.Logic.Bots.OldGrindBot.OldGrindBot.Tick()
at Loki.Bot.BotManager.*******(IBot )
[Network Object]
BaseAddress: 0xB7755B90
Name: Royal Sceptre
Type: Metadata/Items/Weapons/OneHandWeapons/OneHandMaces/Sceptre14
API Type: Loki.Game.Objects.Items.Weapon
[Components]
Base: 0xBBB3B628
Sockets: 0x9373A030
AttributeRequirements: 0x6EF75988
LocalStats: 0x58A9FF90
Quality: 0x6EF75FE8
Weapon: 0xB7755CD0
Mods: 0xB6F4B768
RenderItem: 0xB7755930
[BaseComponent]
BaseAddress: 0xBBB3B628
Base: ************.***************
_0C: 0x41D14B8
_10: 0x41E32AC
_14: 0x0
_18: 0x0
_1C: 0x0
_20:
VisualAttachments: First: 0x0, Last: 0x0, End: 0x0, Allocator: 0x690056
_4C: 1
_50: 0
_54: 0
_58: First: 0xD7B9C908, Last: 0xD7B9C90C, End: 0xD7B9C90C, Allocator: 0x670000
IsCorrupted: False
_6C: 0xAE6E0101
GGPK: 0x11FE26A8
_04: 0x64EDF00
SizeX: 2
SizeY: 3
TypeName: Royal Sceptre
BaseLevel: 50
DescriptionText:
WorldObjectSize: 2
BaseItemTypePtrObj: 0x3B77BE8
BaseItemTypePtrRef: 0x3BBC444
Tags: First: 0x121DE968, Last: 0x121DE998, End: 0x121DE998, Allocator: 0x600058
default
weapon
onehand
sceptre
sceptre
one_hand_weapon
[SocketsComponent]
BaseAddress: 0x9373A030
_08: 0x121888F0
DisplayString: B
SocketedSkillGemsByLinks:
[AttributeRequirementsComponent]
BaseAddress: 0x6EF75988
AttributeReqs: 0x120F5B68
Int: 86
Str: 86
Dex: 0
[LocalStatsComponent]
BaseAddress: 0x58A9FF90
_08: 0x12195098
Stats:
LocalPhysicalDamagePosPct: 23
LocalAccuracyRating: 16
[QualityComponent]
BaseAddress: 0x6EF75FE8
Quality: 0
MaxQuality: 20
GGPK: 0x121B8078
[WeaponComponent]
BaseAddress: 0xB7755CD0
_0C: 0x58A9FF90
RowPtr: 0x121DE8C8
BaseWeaponType: 5
BaseMinPhysicalDamage: 29
BaseMaxPhysicalDamage: 67
BaseAttacksPerSecond: 1.20048019207683
BaseCritialStrikeChance: 6
_14: 0
_18: 5
_1C: 0
_14: 0x121DE8C0
[ModsComponent]
BaseAddress: 0xB6F4B768
_08: First: 0x0, Last: 0x0, End: 0x0, Allocator: 0x0
GGPK: 0x64B4920
ModNames:
_2C:
_48: <<set:MS>><<set:M>><<set:S>>
IsIdentified: 1
Rarity: Magic
ImplicitAffixes:
Level: 1, Category: ElementalDamagePercent, InternalName: ElementalDamagePercentImplicitSceptre1, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 10, Max: 10, Stat: ElementalDamagePosPct, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Values: 10
ExplicitAffixes:
Level: 11, Category: LocalIncreasedPhysicalDamagePercentAndAccuracyRating, InternalName: LocalIncreasedPhysicalDamagePercentAndAccuracyRating2, DisplayName: Journeyman's, IsHidden: False, IsPrefix: True, IsSuffix: False, Stats: Min: 20, Max: 24, Stat: LocalPhysicalDamagePosPct, Min: 8, Max: 30, Stat: LocalAccuracyRating, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Values: 23, 16
Level: 20, Category: StunThresholdReduction, InternalName: StunThresholdReduction2, DisplayName: of the Brawler, IsHidden: False, IsPrefix: False, IsSuffix: True, Stats: Min: 8, Max: 9, Stat: BaseStunThresholdReductionPosPct, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Values: 9
ImplicitStats:
ElementalDamagePosPct: 10
ExplicitStats:
LocalPhysicalDamagePosPct: 23
LocalAccuracyRating: 16
BaseStunThresholdReductionPosPct: 9
MergedStats:
LocalPhysicalDamagePosPct: 23
BaseStunThresholdReductionPosPct: 9
ElementalDamagePosPct: 10
LocalAccuracyRating: 16
Stats_A0:
Stats_B0:
TooltipBuilt: 1
ImplicitStrings:
10% increased Elemental Damage
ExplicitStrings:
23% increased Physical Damage
9% reduced Enemy Stun Threshold
+16 to Accuracy Rating
CraftedStrings:
_F4: 0x64F5568
Tags:
magic
UnableToBeUsed: 0
Mirrored: 0
ItemLevel: 62
BaseRequireLevel: 50
_114: 0x1
[RenderItemComponent]
BaseAddress: 0xB7755930
_0C: 0x121B8180
_10: 0x121A2140
_14: 0x11FDEB98
Hello All,
I played a lot with your amazing plugin (even more since One month League)![]()
I m' trying to keep some item with %Increased Elemental Damage but for some reason, it's seems not working for me :/
My rule is : item.Is1HMace and item.IncreasedElementalDamage >= 1
but it returns False when I try this item :
Code:[Network Object] BaseAddress: 0xB7755B90 Name: Royal Sceptre Type: Metadata/Items/Weapons/OneHandWeapons/OneHandMaces/Sceptre14 API Type: Loki.Game.Objects.Items.Weapon [Components] Base: 0xBBB3B628 Sockets: 0x9373A030 AttributeRequirements: 0x6EF75988 LocalStats: 0x58A9FF90 Quality: 0x6EF75FE8 Weapon: 0xB7755CD0 Mods: 0xB6F4B768 RenderItem: 0xB7755930 [BaseComponent] BaseAddress: 0xBBB3B628 Base: ************.*************** _0C: 0x41D14B8 _10: 0x41E32AC _14: 0x0 _18: 0x0 _1C: 0x0 _20: VisualAttachments: First: 0x0, Last: 0x0, End: 0x0, Allocator: 0x690056 _4C: 1 _50: 0 _54: 0 _58: First: 0xD7B9C908, Last: 0xD7B9C90C, End: 0xD7B9C90C, Allocator: 0x670000 IsCorrupted: False _6C: 0xAE6E0101 GGPK: 0x11FE26A8 _04: 0x64EDF00 SizeX: 2 SizeY: 3 TypeName: Royal Sceptre BaseLevel: 50 DescriptionText: WorldObjectSize: 2 BaseItemTypePtrObj: 0x3B77BE8 BaseItemTypePtrRef: 0x3BBC444 Tags: First: 0x121DE968, Last: 0x121DE998, End: 0x121DE998, Allocator: 0x600058 default weapon onehand sceptre sceptre one_hand_weapon [SocketsComponent] BaseAddress: 0x9373A030 _08: 0x121888F0 DisplayString: B SocketedSkillGemsByLinks: [AttributeRequirementsComponent] BaseAddress: 0x6EF75988 AttributeReqs: 0x120F5B68 Int: 86 Str: 86 Dex: 0 [LocalStatsComponent] BaseAddress: 0x58A9FF90 _08: 0x12195098 Stats: LocalPhysicalDamagePosPct: 23 LocalAccuracyRating: 16 [QualityComponent] BaseAddress: 0x6EF75FE8 Quality: 0 MaxQuality: 20 GGPK: 0x121B8078 [WeaponComponent] BaseAddress: 0xB7755CD0 _0C: 0x58A9FF90 RowPtr: 0x121DE8C8 BaseWeaponType: 5 BaseMinPhysicalDamage: 29 BaseMaxPhysicalDamage: 67 BaseAttacksPerSecond: 1.20048019207683 BaseCritialStrikeChance: 6 _14: 0 _18: 5 _1C: 0 _14: 0x121DE8C0 [ModsComponent] BaseAddress: 0xB6F4B768 _08: First: 0x0, Last: 0x0, End: 0x0, Allocator: 0x0 GGPK: 0x64B4920 ModNames: _2C: _48: <<set:MS>><<set:M>><<set:S>> IsIdentified: 1 Rarity: Magic ImplicitAffixes: Level: 1, Category: ElementalDamagePercent, InternalName: ElementalDamagePercentImplicitSceptre1, DisplayName: , IsHidden: True, IsPrefix: False, IsSuffix: False, Stats: Min: 10, Max: 10, Stat: ElementalDamagePosPct, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Values: 10 ExplicitAffixes: Level: 11, Category: LocalIncreasedPhysicalDamagePercentAndAccuracyRating, InternalName: LocalIncreasedPhysicalDamagePercentAndAccuracyRating2, DisplayName: Journeyman's, IsHidden: False, IsPrefix: True, IsSuffix: False, Stats: Min: 20, Max: 24, Stat: LocalPhysicalDamagePosPct, Min: 8, Max: 30, Stat: LocalAccuracyRating, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Values: 23, 16 Level: 20, Category: StunThresholdReduction, InternalName: StunThresholdReduction2, DisplayName: of the Brawler, IsHidden: False, IsPrefix: False, IsSuffix: True, Stats: Min: 8, Max: 9, Stat: BaseStunThresholdReductionPosPct, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Min: 0, Max: 0, Stat: 0, Values: 9 ImplicitStats: ElementalDamagePosPct: 10 ExplicitStats: LocalPhysicalDamagePosPct: 23 LocalAccuracyRating: 16 BaseStunThresholdReductionPosPct: 9 MergedStats: LocalPhysicalDamagePosPct: 23 BaseStunThresholdReductionPosPct: 9 ElementalDamagePosPct: 10 LocalAccuracyRating: 16 Stats_A0: Stats_B0: TooltipBuilt: 1 ImplicitStrings: 10% increased Elemental Damage ExplicitStrings: 23% increased Physical Damage 9% reduced Enemy Stun Threshold +16 to Accuracy Rating CraftedStrings: _F4: 0x64F5568 Tags: magic UnableToBeUsed: 0 Mirrored: 0 ItemLevel: 62 BaseRequireLevel: 50 _114: 0x1 [RenderItemComponent] BaseAddress: 0xB7755930 _0C: 0x121B8180 _10: 0x121A2140 _14: 0x11FDEB98
Do I miss something ?
Regards,
I dont experience any loop no more. Excellent Job toNyx!Fixed in next buildI failed and added the WeaponElemDmg instead of pure elemental damage to this stat
gonna add weapelementaldamage aside this one. Ty for the report ! (also, loop may have been fixed ?
)
I dont experience any loop no more. Excellent Job toNyx!