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[Plugin] Giles Stash & Loot Rule Replacer

i was casually checking some weapon today and i noticed that it trashed 2 weapon, one 2 hand with 1100 dps and one 1 hand axe with 700 dps, i'm not saying that they were worth stashing, but after checking trash log i noticed that the dps listed for those 2 weapon was lower than half the real value
 
*Deleted*

I'll stop being lazy and write my own loot rules for low level shit. :cool:
 
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not sure what went wrong but I have a mess.
I am using DB 199 and when you updated your other plugins I grabbed them all.
including GilesStashReplacer_v1.9.7.1.zip
I unzipped them all into my plugins and of course THIS IS NOT for 199
so I got compile errors about follower etc.
so I deleted it and put back 1.9.3 and still getting the same compile errors as before
is there a config or something that is causing this?

So I made a new directory and a new 199 with the old versions of all my plugins.
NOW things get weird.
with 1.9.3 I am still seeing the same compile errors.
and its not showing up in my DB plugin listings.
only 2 of 5 are listed, the 3 giles plugins do not even show up.

Is there some hidden config place that I need to delete to get back to running?
 
Just reporting a little oddity, not a big deal.

After an all night run, the bot seems to be stashing tomes of secrets in an odd way. I have 1st and 3rd pages protected, and a stack of 645 tomes on the second page. The bot seems to have deposited some tomes in that stack (it was 600 or so yesterday), and made 3 more stacks going from left to right in the available space, of 15, 5, and 32. Other things like essences seem to be stacking normally. I doubt that I got 15 in a single run, so it appears that it is not depositing to a new stack every time, just... sometimes. PITA bug to track, lol.

Anyway, like I said, its just weird. It would take ages to fill a stash at this rate, so not a big problem. Thanks!
 
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not sure what went wrong but I have a mess.
I am using DB 199 and when you updated your other plugins I grabbed them all.
including GilesStashReplacer_v1.9.7.1.zip
I unzipped them all into my plugins and of course THIS IS NOT for 199
so I got compile errors about follower etc.
so I deleted it and put back 1.9.3 and still getting the same compile errors as before
is there a config or something that is causing this?
So I made a new directory and a new 199 with the old versions of all my plugins.
NOW things get weird.
with 1.9.3 I am still seeing the same compile errors.
and its not showing up in my DB plugin listings.
only 2 of 5 are listed, the 3 giles plugins do not even show up.
Is there some hidden config place that I need to delete to get back to running?

Delete the "CompiledAssemblies" folder in DemonBuddy folder. And try removing some of the other plugins - there may be other incompatibilities with older DB versions (tbh, there's no reason anyone should be running an older DB < #204 at the moment... except a few extreme cases where butcher runs are absolutely required because the newest screwed up entering the door to the butcher for example). If one plugin fails to load/compile, they all will. But beyond that I can't really help with compile issues in older versions of DemonBuddy, so you'll have to experiment.

Just reporting a little oddity, not a big deal.
After an all night run, the bot seems to be stashing tomes of secrets in an odd way. I have 1st and 3rd pages protected, and a stack of 645 tomes on the second page. The bot seems to have deposited some tomes in that stack (it was 600 or so yesterday), and made 3 more stacks going from left to right in the available space, of 15, 5, and 32. Other things like essences seem to be stacking normally. I doubt that I got 15 in a single run, so it appears that it is not depositing to a new stack every time, just... sometimes. PITA bug to track, lol.
Anyway, like I said, its just weird. It would take ages to fill a stash at this rate, so not a big problem. Thanks!

Pretty sure that's safety kicking in because of DB mis-reading items. DB seems to mis-read craft tomes more than anything - it's likely that when it hit the stash, it mis-read the tomes already in there, so my plugin forced the tomes into new slots rather than try to merge what it would have seen as stacks of 2 different item-types.

Edit: I just posted this thread in Developer forums showing some examples of DB mis-reading. Plugin prevented DB from trying to loot a portal, a monster, a magic-missile, an explosion, and a tombstone. Also logged DB ignoring a unique-set helm. They were all found with the latest 1.9.7.1 Stash Replacer - load your logs and search for the string "GSDebug: Item" and you can see what your own bots have been mis-reading. Note that this only logs item-type mis-reading, DB can mis-read all the other stats too - from the DPS to the other stat bonuses to how many slots the item takes up.
 
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Request!

Can you change the stash log to append at the top instead of the bottom of the file?
 
Yet another suggestion.

Does the bot specifically spots for barb offhand WW weapons? With the upcoming patch and still no nerf in sight, they are going to be really valuable! Not to mention your combat plugin kinda raises the demand for such weapons.

Might want to make an exception for 1 hand weapons score calculation to keep weapons regardless of damage, should they have.
1) Loh > 700
2) Crit > 70
3) Open socket
 
Wizard's source is set as weapon or armor?

Because i have weapon score 58k , armor score 12k and bot was going to salvage source:

92-360 dmg
82 int
14% gf
14% mf
crit hit chance 8%

which is worth few millions...
Thanks god that i stopped him before salvage :)

Is there a way to improve loot stats reading?
 
Wizard's source is set as weapon or armor?
Because i have weapon score 58k , armor score 12k and bot was going to salvage source:
92-360 dmg
82 int
14% gf
14% mf
crit hit chance 8%

Well, worth a few hundred k anyway! (found a similar one for 200k, and one with vitality too for about 400k). But I've tweaked the source & mojo scoring for next release so something like that would get a higher score in future. Oh, and off-handers are treated as "armor", score-necessity wise :D
 
Well, worth a few hundred k anyway! (found a similar one for 200k, and one with vitality too for about 400k). But I've tweaked the source & mojo scoring for next release so something like that would get a higher score in future. Oh, and off-handers are treated as "armor", score-necessity wise :D

worth way more than a few hundred k. you sure you looked with that crit chance / int in that damage range???
 
could you put a new button in next Version
the new button likes Blue Items -LV20 LV30 LV40 LV50 than LV52.53.54.---LV60
yellow the same .
Beaucuse some time we will need the plugin to fram hell or NM
 
This would be great... But i want it to salvage even like Hell and Nightmare blues and rares, can any one show me how to do that?
 
i think you should make the offhands with crit.chance and ap on crit above 6 , to be kept , so we decide if its good or bad , i got offhand 8 crit, 8 ap on crit, %life, socket and 70-370 dmg, really good stats got score only 17,5k (16k is the recomended) and i sold it for 40 mil , my point is 17,5k score for 40 mil offhand is really low ;o , and yea boost the score for crit chance in general for offhands ,

btw <3 your profiles , great work :D
 
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i think you should make the offhands with crit.chance and ap on crit above 6 , to be kept , so we decide if its good or bad , i got offhand 8 crit, 8 ap on crit, %life, socket and 70-370 dmg, really good stats got score only 17,5k (16k is the recomended) and i sold it for 40 mil , my point is 17,5k score for 40 mil offhand is really low ;o , and yea boost the score for crit chance in general for offhands ,
btw <3 your profiles , great work :D

Remember the score isn't a reflection of sale value necessarily (it can be a vague indicator but not reliable) - rather it's more used to try and ensure anything that is "worth money" gets above that score. While obvious stat combos will get huge scores, the less obvious ones might get lower - which is why those defaults are "recommended" and I make it so easy to click a button to set them back to defaults incase people play about. Trying to make scores actually relate to *SALE VALUES* is a whole other kettle of fish, and would mean that along with scoring items to make good ones be stashed bad ones trashed, I'd also have to be calculating scoring based on "average sale prices" of particular combos (and that changes all the time and isn't at all linear).
 
i guess i coudnt explain myself good ;/ , i dont want the score to be based on sale price , its way too much work and prices chance daily , my point was that the score for all this stats is too low compared to other armor parts with 17k score , i know you had problems with the offhands scoring , so generally keeping all items with crit and ap on crit combo is good to be kept , also boosting the score for crit , maybe its good idea to post how much score diferent stats give to offhands ,so ppl that have knowledge about offhands can help to tweak it , or is it general scoring for offhands+armors ?


edit: maybe an solution will be if you can give the offhands some starting score points , so they dont start at 0 score , but lets say 5000 and the score from the stats is added to the 5000 score
 
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sorry i have to edit this i was way misunderstand this plugin

and for someone that need to keep specific stat

backup your file before doing this
put this line inside "GilesStashReplacer.cs"

1. find "Special stat handling stuff for non-jewelry types"
put line i gave below above

// *************************************************
// Special stat handling stuff for non-jewelry types
// *************************************************

---------------------------------------------------------------------------------------------

// special rule


// if CRITCHANCE over 4 keep it

if ((i==CRITCHANCE)&&(iTempStatistic >3.95))
iFinalBonusGranted += 1000.25;


// if CRITDAMAGE over 30 keep it

if ((i==CRITDAMAGE)&&(iTempStatistic >29.95))
iFinalBonusGranted += 1000.25;

// if ATTACKSPEED over 9 keep it

if ((i==ATTACKSPEED)&&(iTempStatistic >8.95))
iFinalBonusGranted += 1000.25;

// if LIFEONHIT over 300 keep it

if ((i==LIFEONHIT)&&(iTempStatistic >299.95))
iFinalBonusGranted += 1000.25;

// end special rule

------------------------------------------------------------------------------

explanation :
it's just simple rule like "if i have 4 critchance just multiple my score by 1000 times"
 
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for some reason even though my loot radius is like 100, it keeps skipping some certain items even though its right on top of my character. esp sovereign helms and centaron spears. :/

i monitor it frequently and it always disappoints me, but other than that great plugins.

by the way, i also downloaded and set the item loot rules just in case as you stated, doesnt fix.
 
for some reason even though my loot radius is like 100, it keeps skipping some certain items even though its right on top of my character. esp sovereign helms and centaron spears. :/

i monitor it frequently and it always disappoints me, but other than that great plugins.

by the way, i also downloaded and set the item loot rules just in case as you stated, doesnt fix.
thats a memory read error by db should be pretty rare. you should post a log for when it does this so giles can try and figure out if it was his plugin missing it or DB
 
I have a couple of questions.

Below are my settings for the plugin, along with your XML loot file which I have used for the rules.

2uzwfgh.png


However, I find it isn't picking up any items, nor any potions (I currently have 2 heroic potions in my hand). I've only run it for an hour so it may not have found a worthy weapon to loot, but it isn't looting any tomes or pages of jewelcrafting etc.

Anyone know why?
 
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