What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

[Plugin Addon] "Item Rules" with a file based scripting language

yes

i put up 06c ...i had a bad item.dis in it ... which took me 1 h to find de f... error ..

Code:
[QUALITY] == Legendary && [QUALITY] == Special # [1] == [1] # [KEEP]

made it crash badly

[1] == 1 is right make always sure that on the right side of the expression is either a string or a number ..
 
Install it like any other plugin

I also just wanted to verify that I'm writing these correctly:
Code:
// Genzaniku - iLvl 12
[QUALITY] == Legendary && [TYPE] == Axe && [ONEHAND] == true && [LEVEL] == 12

Is this the correct way to match only this legendary? I'm just a little confused because of this line in the default:
Code:
[QUALITY] == Legendary && [QUALITY] == Special # [1] == [1] # [KEEP]

Unless those items are both legendary AND special? Perhaps I should be using parentheses around defining what item to match?


ur right this is a mistake even 2 of them .. ^^

[QUALITY] == Legendary || [QUALITY] == Special # [1] == 1 # [KEEP] .. would be correct
 
ur right this is a mistake even 2 of them .. ^^

[QUALITY] == Legendary || [QUALITY] == Special # [1] == 1 # [KEEP] .. would be correct

Thanks for the clarification, I've currently got all the weapon rules written, just need to update to test it, will let you know how it goes, and maybe you'll have a base for legendaries to include in the default item.dis
 
Rules update for 0.6c

Many fixes and softened a little

Code:
// +----------------------------+
// | ReDev1L's PickIt Selection |
// +----------------------------+

// - WEAPONS -----------------------------------------------------------------------------
// - Weapons One handed
[BASETYPE] == Weapon && [ONEHAND] == true # [DPS] >= 799 && [CRITDMG%] >= 50 && [SOCKETS] > 0 && ([LOH] >= 700 || [LS%] > 0) # [KEEP]
[BASETYPE] == Weapon && [ONEHAND] == true # [DPS] >= 799 && [CRITDMG%] >= 50 && [SOCKETS] > 0 # [KEEP]
[BASETYPE] == Weapon && [ONEHAND] == true # [DPS] > 700 && [MAXSTATVIT] > 200 && ([CRITDMG%] > 50 || [LOH] > 300) && [SOCKETS] > 0

// - Weapons Two handed
[BASETYPE] == Weapon && [TWOHAND] == true # [DPS] >= 1200 && [CRITDMG%] >= 100 && [SOCKETS] > 0 # [KEEP]
[BASETYPE] == Weapon && [TWOHAND] == true # [DPS] >= 1100 && [CRITDMG%] >= 100 && [SOCKETS] > 0 && ([LOH] >= 700 || [LS%] > 0) # [KEEP]
[BASETYPE] == Weapon && [TWOHAND] == true # [DPS] > 1000 && [MAXSTATVIT] > 200 && ([CRITDMG%] > 50 || [LOH] > 600) && [SOCKETS] > 0
[BASETYPE] == Weapon # [1] == 1 # [TRASH]

// - ARMOR -------------------------------------------------------------------------------
// - Gloves
[TYPE] == Gloves # [MAXSTAT] >= 100 && ([CRITDMG%] > 0 || [AS%] > 0 || [CRIT%] > 0) && [ALLRES] >= 60 && [VIT] >= 60 # [KEEP]
[TYPE] == Gloves # [MAXSTAT] >= 100 && [CRITDMG%] > 0 && [CRIT%] > 0 && [ALLRES] >= 40 # [KEEP]
[TYPE] == Gloves # [MAXSTAT] >= 100 && [AS%] > 0 && [CRIT%] > 0 && [ALLRES] >= 40 # [KEEP]
[TYPE] == Gloves # [CRITDMG%] > 0 && [CRIT%] > 0 && [AS%] > 0 # [KEEP]
[TYPE] == Gloves # [MAXSTAT] >= 100 && [CRITDMG%] > 0 && [AS%] > 0 && [ALLRES] >= 40 # [KEEP]


// - Boots
[TYPE] == Boots # [DEX] >= 240 && [MS%] >= 10 && [VIT] >= 60 && [ALLRES] >= 60 # [KEEP]
[TYPE] == Boots # ([STR] >= 150 || [INT] >= 150) && [MS%] >= 10 && [VIT] >= 60 && [ALLRES] >= 60 # [KEEP]

// - Chests
[TYPE] == Chest # [MAXSTAT] >= 70 && [SOCKETS] >= 2 && [VIT] >= 60 && [ALLRES] >= 60 # [KEEP]
[TYPE] == Chest # [MAXSTAT] >= 100 && [VIT] >= 150 && [ALLRES] >= 60 # [KEEP]
[TYPE] == Chest # [MAXSTAT] >= 100 && [VIT] >= 60 && [ALLRES] >= 60 && [LIFE%] >= 9 # [KEEP]

// - Shoulders
[TYPE] == Shoulder # ([DEX] >= 150 || [STR] >= 200 || [INT] >= 150) && ([VIT] >= 60 || [LIFE%] >= 9) && [ALLRES] >= 60 # [KEEP]
 
// - Pants
[TYPE] == Legs # [MAXSTAT] >= 100 && [SOCKETS] >= 1 && [VIT] >= 150 && [ALLRES] >= 60 # [KEEP]
[TYPE] == Legs # [MAXSTAT] >= 150 && [VIT] >= 150 && [ALLRES] >= 60 # [KEEP]

// - Helms
[TYPE] == Helm # ([DEX] >= 150 || [STR] >= 150 || [INT] >= 200) && [SOCKETS] >= 1 && ([VIT] >= 60 || [LIFE%] >= 9) && [ALLRES] >= 60 # [KEEP]
[TYPE] == Helm # ([DEX] >= 120 || [STR] >= 120 || [INT] >= 160) && [SOCKETS] >= 1 && [CRIT%] > 0 # [KEEP]
[TYPE] == WizardHat # [INT] >= 200 && [SOCKETS] >= 1 && ([VIT] >= 60 || [LIFE%] >= 9) && [ALLRES] >= 60 # [KEEP]
[TYPE] == WizardHat # [INT] >= 160 && [SOCKETS] >= 1 && [CRIT%] > 0 # [KEEP]
[TYPE] == VoodooMask # [INT] >= 200 && [SOCKETS] >= 1 && ([VIT] >= 60 || [LIFE%] >= 9) && [ALLRES] >= 60 # [KEEP]
[TYPE] == VoodooMask # [INT] >= 160 && [SOCKETS] >= 1 && [CRIT%] > 0 # [KEEP]

// - Belts
[TYPE] == Belt # ([DEX] >= 150 || [STR] >= 200 || [INT] >= 150) && ([VIT] >= 60 || [LIFE%] >= 9) && [ALLRES] >= 60 # [KEEP]
[TYPE] == MightyBelt # [STR] >= 200 && ([VIT] >= 60 || [LIFE%] >= 9) && [ALLRES] >= 60 # [KEEP]

// - Bracers
[TYPE] == Bracer # [MAXSTAT] >= 150 && ([CRIT%] >= 3 || [VIT] >= 60) && [ALLRES] >= 60 # [KEEP]
[BASETYPE] == Armor # [1] == 1 # [TRASH]

// - JEWELRY -----------------------------------------------------------------------------
// - Rings
[TYPE] == Ring # [MAXSTAT] >= 60 && ([VIT] >= 60 || [LIFE%] >= 6) && [ALLRES] >= 40 # [KEEP]
[TYPE] == Ring # [MAXSTAT] >= 60 && ([CRITDMG%] > 0 || [AS%] > 0 || [CRIT%] > 0) && ([VIT]  >= 60 || [LOH] >= 200 || [ALLRES] >= 40 || [LIFE%] >= 6) # [KEEP]
[TYPE] == Ring # [MAXSTAT] >= 60 && [CRITDMG%] > 0 && [AS%] > 0 && [CRIT%] > 0 # [KEEP]

// - Amulet
[TYPE] == Amulet # [MAXSTAT] >= 100 && ([CRITDMG%] > 0 || [AS%] > 0 || [CRIT%] > 0) && ([VIT]  >= 60 || [LOH] >= 200 || [ALLRES] >= 40 || [LIFE%] >= 6) # [KEEP]
[TYPE] == Amulet # [MAXSTAT] >= 200 && ([VIT]  >= 100 || [LIFE%] >= 6) && [ALLRES] >= 40 # [KEEP]
[TYPE] == Amulet # [MAXSTAT] >= 60 && [CRITDMG%] > 0 && [AS%] > 0 && [CRIT%] > 0 # [KEEP]
[BASETYPE] == Jewelry # [1] == 1 # [TRASH]

// - OFFHANDS ----------------------------------------------------------------------------
[TYPE] == Mojo # [INT] >= 100 && [CRIT%] >= 8 && [MINDMG] >= 60 && [MAXDMG] >= 300 && ([MAXMANA] >= 80 || [MANAREG] >= 9) # [KEEP]
[TYPE] == Mojo # [1] == 1 # [TRASH]
[TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [MINDMG] >= 60 && [MAXDMG] >= 300 # [KEEP]
[TYPE] == Orb # [1] == 1 # [TRASH]
[TYPE] == Shield # [MAXSTATVIT] >= 150 && [CRIT%] >= 8 && [LIFE%] >= 8 && [ALLRES] >= 60 # [KEEP]
[TYPE] == Shield # [1] == 1 # [TRASH]
[TYPE] == Quiver # [DEX] >= 150 && [AS%] >= 15 && [CRIT%] >= 8 && [MAXDISCIP] >= 9 # [KEEP]
[TYPE] == Quiver # [1] == 1 # [TRASH]


BUG: Plugin doesnt counts Polearms as Two-handed weapons
 
Last edited:
There seems to be an issue with selling legendaries

Here's the logs

GilesTrinity\Log
Code:
02112012010749: TRASH: Paragon's Deed,Rare4,Chest (61) (Rule:86)
02112012010749: TRASH: Rough Reaper,Rare4,Quiver (62) (Rule:86)
02112012010749: TRASH: Socketed Arch Axe of the Avalanche,Magic2,Axe (63) (Rule:63)
02112012010758: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010758: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010758: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010758: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010758: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010758: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010758: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010758: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010758: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010759: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010759: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010759: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010759: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010759: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010759: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010759: TRASH: Sever,Legendary,Sword (62) (Rule:12)
02112012010759: TRASH: Sever,Legendary,Sword (62) (Rule:12)

DB Logs:
Code:
[06:07:43.966 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:44.001 N] [GilesTrinity] SPECIAL!!! --> Steady Brim [wizardHat_norm_base_03-201] = (TRASH)
[06:07:44.027 N] [GilesTrinity] SPECIAL!!! --> Reach Pride [Gloves_hell_base_04-202] = (TRASH)
[06:07:44.064 N] [GilesTrinity] SPECIAL!!! --> Sly Desolator Wand of Valor [Wand_norm_base_07-208] = (TRASH)
[06:07:44.089 N] [GilesTrinity] SPECIAL!!! --> Mighty Blazon [shoulderPads_hell_base_05-209] = (TRASH)
[06:07:44.112 N] [GilesTrinity] SPECIAL!!! --> Merciless Centurion Spear of Sores [Spear_norm_base_05-210] = (TRASH)
[06:07:44.137 N] [GilesTrinity] SPECIAL!!! --> Reckless Titan Axe of Incineration [mightyWeapon_2H_norm_base_04-211] = (TRASH)
[06:07:44.162 N] [GilesTrinity] SPECIAL!!! --> Paragon's Deed [chestArmor_hell_base_04-212] = (TRASH)
[06:07:44.184 N] [GilesTrinity] SPECIAL!!! --> Rough Reaper [Quiver_norm_base_05-213] = (TRASH)
[06:07:44.208 N] [GilesTrinity] SPECIAL!!! --> Socketed Arch Axe of the Avalanche [Axe_norm_base_07-214] = (TRASH)
[06:07:44.215 D] [GilesTrinity] GSDebug: Stash routine started.
[06:07:45.655 D] Parsing parent type table: 167097204
[06:07:45.656 D] Parsing parent type table: -1079338204
[06:07:46.073 D] Moving item args: <itemId:2033582437, ownerId:2033254762, InventorySlot:PlayerSharedStash, column:2, row:29>
[06:07:46.496 D] Moving item args: <itemId:2033516902, ownerId:2033254762, InventorySlot:PlayerSharedStash, column:6, row:29>
[06:07:47.118 D] Moving item args: <itemId:2035876212, ownerId:2033254762, InventorySlot:PlayerSharedStash, column:0, row:29>
[06:07:47.125 D] [GilesTrinity] GSDebug: Stash routine ending sequence...
[06:07:47.138 D] [GilesTrinity] GSDebug: Stash routine finished.
[06:07:48.909 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:48.932 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:48.962 N] [GilesTrinity] SPECIAL!!! --> Steady Brim [wizardHat_norm_base_03-201] = (TRASH)
[06:07:48.986 N] [GilesTrinity] SPECIAL!!! --> Reach Pride [Gloves_hell_base_04-202] = (TRASH)
[06:07:49.010 N] [GilesTrinity] SPECIAL!!! --> Sly Desolator Wand of Valor [Wand_norm_base_07-208] = (TRASH)
[06:07:49.032 N] [GilesTrinity] SPECIAL!!! --> Mighty Blazon [shoulderPads_hell_base_05-209] = (TRASH)
[06:07:49.056 N] [GilesTrinity] SPECIAL!!! --> Merciless Centurion Spear of Sores [Spear_norm_base_05-210] = (TRASH)
[06:07:49.079 N] [GilesTrinity] SPECIAL!!! --> Reckless Titan Axe of Incineration [mightyWeapon_2H_norm_base_04-211] = (TRASH)
[06:07:49.102 N] [GilesTrinity] SPECIAL!!! --> Paragon's Deed [chestArmor_hell_base_04-212] = (TRASH)
[06:07:49.123 N] [GilesTrinity] SPECIAL!!! --> Rough Reaper [Quiver_norm_base_05-213] = (TRASH)
[06:07:49.147 N] [GilesTrinity] SPECIAL!!! --> Socketed Arch Axe of the Avalanche [Axe_norm_base_07-214] = (TRASH)
[06:07:49.226 D] [GilesTrinity] GSDebug: Sell routine started.
[06:07:56.215 D] [GilesTrinity] GSDebug: Sell routine ending sequence...
[06:07:56.232 D] [GilesTrinity] GSDebug: Sell routine finished.
[06:07:57.995 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:58.015 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:58.063 D] Generating path to Town Portal (Possible) - <2985.752, 2797.352, 24.04532>
[06:07:58.180 D] Successfully generated path from {X=201,Y=224} to {X=207,Y=258} in 00:00:00.0059355 with 35(7) hops
[06:07:58.180 D] Client path generated.
[06:07:58.180 D] Generated path to <2985.752, 2797.352, 24.04532> (Town Portal (Possible)) with 7 hops.
[06:07:58.217 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:58.235 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:58.307 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:58.321 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:58.413 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:58.430 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:58.514 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:58.528 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:58.605 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:58.623 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:58.691 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:58.706 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:58.797 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:58.815 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:58.894 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:58.908 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:58.987 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:59.005 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:59.080 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:59.094 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:59.181 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:59.198 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:59.265 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:59.279 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:59.363 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:59.381 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:59.459 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:59.474 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:59.562 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:59.580 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:59.657 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:07:59.671 N] [GilesTrinity] SPECIAL!!! --> Sever [Sword_norm_unique_flippy_02-941] = (TRASH)
[06:07:59.721 D] Done vendoring.
[06:07:59.748 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:08:06.348 D] Start/Stop Button Clicked!
[06:08:06.350 N] Stopping the bot.
[06:08:06.350 D] CurrentBot.Stop()
[06:08:06.350 D] Navigator.Clear()
[06:08:06.351 D] Navigator.Clear
[06:08:06.351 D] TreeHooks.Instance.ClearAll()
[06:08:06.351 D] OnStop event
[06:08:06.351 D] OnStop Event Invoking
[06:08:06.360 D] QuestOrderManager.OnBotStop(). Resetting caches.
[06:08:06.363 D] Resetting current behavior.
[06:08:06.363 D] QuestOrderManager.OnBotStop(). Resetting caches.
[06:08:06.438 N] Bot Thread Ended. Was this requested?
 
So do we just push Giles slider as far right as they can go so his current rules are ignored ? and these ones the only ones used ?

G
 
Not really sure how to follow the install instructions.

So you're saying inside the Plugins folder, I make 2 new folders named Specifications and Functions, then put the specific files inside them?

I saw from the older thread you made these additions:

*code deprecated*

That's what you meant right? Just add the 2 folders/files and then add that into the Guiles plugin?

Edit:

I just read the newest version of the code

The two folders are inside Guiles folder, both have their respective files.

Inside GuilesTrinity.cs the red parts were added...

On top:


Code:
...
using Zeta.Navigation;
using Zeta.TreeSharp;
using Zeta.XmlEngine;
[COLOR="#FF0000"]
using GilesTrinity.Functions;[/COLOR]

namespace GilesTrinity
{
    public class GilesTrinity : IPlugin
    {
		....


Initialized here:


Code:
        // *****************************************
        // *****    End of config variables    *****
        // *****************************************

        // **********************************************************************************************
        // *****                       End of classes, actual variables now                         *****
        // **********************************************************************************************

        [COLOR="#FF0000"][B]//!!!darkfriend
        private static Interpreter interpreter = new Interpreter();[/B][/COLOR]

        // I create so many variables that it's a pain in the arse to categorize them
        // So I just throw them all here for quick searching, reference etc.
        // I've tried to make most variable names be pretty damned obvious what they are for!
        // I've also commented a lot of variables/sections of variables to explain what they are for, incase you are trying to work them all out!

        // A null location, may shave off the tiniest fraction of CPU time, but probably not. Still, I like using this variable! :D
        private static readonly Vector3 vNullLocation = Vector3.Zero;

Used here:

Code:
[B]private static bool ShouldWeStashThis(GilesCachedACDItem thisitem)[/B]
        {
			...
			
            if (TrueItemType == GilesItemType.HealthPotion)
            {
                if (bOutputItemScores) Log(thisitem.ThisRealName + " [" + thisitem.ThisInternalName + "] [" + TrueItemType.ToString() + "] = (ignoring potions)");
                return false;
            }

           [COLOR="#FF0000"][B] Interpreter.InterpreterAction action = interpreter.checkItem(thisitem.DBItem);
            switch (action)
            {
                case Interpreter.InterpreterAction.KEEP:
                    Log("SPECIAL!!! --> " + thisitem.ThisRealName + " [" + thisitem.ThisInternalName + "] = (KEEP)");
                    return true;
                case Interpreter.InterpreterAction.TRASH:
                    Log("SPECIAL!!! --> " + thisitem.ThisRealName + " [" + thisitem.ThisInternalName + "] = (TRASH)");
                    return false;
                default:
                    Log("no interpreter action for " + thisitem.ThisRealName);
                    break;
            }[/B][/COLOR]

            if (thisitem.ThisQuality >= ItemQuality.Legendary)
            {
                if (bOutputItemScores) Log(thisitem.ThisRealName + " [" + thisitem.ThisInternalName + "] [" + TrueItemType.ToString() + "] = (autokeep legendaries)");
                return true;
            }
			
			...

Thanks darkfiend.
 
Last edited:
in the zip the files are already ... u can just use it like it would be a gilesTrinity version ... with my scripting language implemented ... if someone wants to add it with out giles he has to make those changes himself .... thats why i putted them on the main page ...
 
in the zip the files are already ... u can just use it like it would be a gilesTrinity version ... with my scripting language implemented ... if someone wants to add it with out giles he has to make those changes himself .... thats why i putted them on the main page ...

Thanks, I noticed the download had everything. I have custom settings on my Guiles, thats why it was easier to just add in your code into my custom one.

Good job on this, sir.
 
I'd like to use this but since I have a few customizations already done on the GilesTrinity.cs file I'm hesitant to port them all over just to try this out. Would it be possible to put all of your new code in a separate source file and reference it that way? That way I could make a small customization to GilesTrinity once and then just update your source file to update.
 
I'd like to use this but since I have a few customizations already done on the GilesTrinity.cs file I'm hesitant to port them all over just to try this out. Would it be possible to put all of your new code in a separate source file and reference it that way? That way I could make a small customization to GilesTrinity once and then just update your source file to update.

Read what I posted a couple posts back. Just add the red part inside Guiles.cs and you need the 2 folders inside Guiles folder(you get the two folders from the download in the front page).
 
Read what I posted a couple posts back. Just add the red part inside Guiles.cs and you need the 2 folders inside Guiles folder(you get the two folders from the download in the front page).

Thanks. I've fallen victim to RTFM...
 
Read what I posted a couple posts back. Just add the red part inside Guiles.cs and you need the 2 folders inside Guiles folder(you get the two folders from the download in the front page).


DOH, trying now, I was trying the hardest way :)

G

EDIT, grrrrrrr

08:30:32.980 N] Compiler Error: g:\DemonBuddy\farming\Plugins\GilesTrinity\GilesTrinity.cs(993,24) : error CS0246: The type or namespace name 'Interpreter' could not be found (are you missing a using directive or an assembly reference?)

edited both pieces in red in gilestrinity.cs, not sure what I did wrong. ?
FWIW http://www.thebuddyforum.com/demonb...uild-act-3-champion-farming-6.html#post815600 is the build I am using, does it look any different to you ? Should your chnges in red just work ? TIA

G
 
Last edited:
There also appears to be a major error with legendaries that causes a crash, here's the logs, but i'm thinking its a specific item (probably whatever it was trying to test after Doombringer)

Code:
[06:24:56.136 N] [GilesTrinity] Town-run request received, will town-run at next possible moment.
[06:24:56.138 D] Exception during scheduling Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
   at Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
   at Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
   at Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
   at Zeta.CommonBot.Logic.BrainBehavior.()
[06:24:57.990 N] [GilesTrinity] SPECIAL!!! --> Doombringer [Sword_norm_unique_flippy_07-569] = (TRASH)

I'll start individually running items and let you know what i come up with
 
I'm not having issues atm with Legendary items (yet). What rules are you using to test the item?
 
DOH, trying now, I was trying the hardest way :)

G

EDIT, grrrrrrr

08:30:32.980 N] Compiler Error: g:\DemonBuddy\farming\Plugins\GilesTrinity\GilesTrinity.cs(993,24) : error CS0246: The type or namespace name 'Interpreter' could not be found (are you missing a using directive or an assembly reference?)

edited both pieces in red in gilestrinity.cs, not sure what I did wrong. ?
FWIW http://www.thebuddyforum.com/demonb...uild-act-3-champion-farming-6.html#post815600 is the build I am using, does it look any different to you ? Should your chnges in red just work ? TIA

G

It can't find the Interpreter, do you have the 2 folders(Functions and Specifications) inside Guiles?
 
It can't find the Interpreter, do you have the 2 folders(Functions and Specifications) inside Guiles?

Same issue here. The Functions, Log, and Specification folders (and their files) are each in .../Plugins/GilesTrinity. I've made the changes in red.

Any thoughts?
 
Back
Top