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[Plugin] AdvancedItemFilter RELOADED !

Status
Not open for further replies.
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.
 
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.

Place an eligible ring for that rule (75+) in the 1st square of inventory, copy the rule into the evaluation box, press evaluate and paste me the end of the log plz :) tyvm you can also dump object data to see what happend :)
 
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
 
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

Delete your 3 rules and use the 1 line I gave you few posts ago, should work. ;)
 
I tested it on single line rule, 3 rules with level, 3 rules without level, just IsRare and not IsRing.

Now the ONLY rule in ID enabled, which was item.IsRare and not item.IsRing, ring still got ID.
Im a sad panda now.
 
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.
 
Last edited:
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.

ItemRules ask the default hardcoded filters of EB (not a plugin, hardcoded in the bot) if no rules match. so basically, it's a rule issue, mind pming me teamviewer or something? I may help
 
Did you checkbox "Never id items"?

Well, I can't see his toon doing it and it seems like that without this I can't understand why it does it... Weird stuff... his log says nothing wrong but id the belt... And since the IdTask asks AIF's itemeval, it can only be a rule fucking things up
 
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.
 
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.

No, actually never Id items is a bit misplaced, it just ignore the identification process for EVERY items. no exceptions.

The specific tab is ignored if the recipe is disabled.

So basically, you run 75+ maps drop items like rings/belts/amys but when townrun happens, the bot ID them? I'm also gonna figure out why the log doesn't print rules from the "Id" category.

This is how it works :

- Recipe is enabled, bot process item to check if it's eligible. If not CustomRules take over (the world hahaha) if CRules don't give an answer, default hardcoded rules evaluates
- If custom rules find an eligible rule (return true for all criterias) the category is processed (Pickup, Id etc....)

So if CRules are enabled, if no rules match the criterias it returns false (not IDed) else it gets IDed

CRules checks for ANY rule returning true, so if 1 returns true for ID, it's done. need to make sure nothing is wrong.
 
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.
 
Last edited:
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.

1. Make sure to restart the bot sometimes bot derps and don't save the tab properly.
The outcome is logical, except the tab

2. If CRules are enabled, another rule must have returned true. check them wisely.

Code:
                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;
                }

This is the part where the Id stuff is handled, parser evaluates each rules you have in this category and if one returns true, then it's ided
 
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 )
 
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 )
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.
 
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,
 
Last edited:
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,

Fixed in next build ;) I failed and added the WeaponElemDmg instead of pure elemental damage to this stat :D gonna add weapelementaldamage aside this one. Ty for the report ! (also, loop may have been fixed ? :D)
 
Fixed in next build ;) I failed and added the WeaponElemDmg instead of pure elemental damage to this stat :D gonna add weapelementaldamage aside this one. Ty for the report ! (also, loop may have been fixed ? :D)
I dont experience any loop no more. Excellent Job toNyx!
 
Is there an easy way to disable pickup of gems with no quality except for empower etc. or do I have to alter my itemfilter?
 
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