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

please stop your theorycrafting, just wait author answer

Why not just listen to the people that have used the plugin and know how it works? like Teo?
You are just arrogant now. You could also use 10 min, and read all the posts in the thread. Then you get an answer.

Have a question, Unified GilesPlugin's have this ruleset in it right?
 
Well.
It is very easy to understand.
Item drop -> Town Run for identify and stash/sell items

Sell to vendor <--- [TRASH] <------ Item Rules Addon ------> [KEEP] ---> Stash in your chest.
........................................................ |.................................................
.........................................................V.................................................
.................................Nothing. Not [KEEP] and not [TRASH]...................
........................................................ |.................................................
.........................................................V.................................................
.....................................Use Giles Trinity Settings..................................


...sure
 
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Why not just listen to the people that have used the plugin and know how it works? like Teo?
im too use this plugin, lol, and know how it works.

Have a question, Unified GilesPlugin's have this ruleset in it right?
l2read first post link to svn, and on svn unified+this item rules GilesTrinity plugin.
 
Well.
It is very easy to understand.
Item drop -> Town Run for identify and stash/sell items

Sell to vendor <--- [TRASH] <------ Item Rules Addon ------> [KEEP] ---> Stash in your chest.
........................................................ |.................................................
.........................................................V.................................................
.................................Nothing. Not [KEEP] and not [TRASH]...................
........................................................ |.................................................
.........................................................V.................................................
.....................................Use Giles Trinity Settings..................................


So only when the plugin does not know what something is does it go through Giles? So setting the score lower in Giles WOULD make you get some crap in your pack only when it is unknown to the plugin and the Giles score is set too low.
 
So only when the plugin does not know what something is does it go through Giles? So setting the score lower in Giles WOULD make you get some crap in your pack only when it is unknown to the plugin and the Giles score is set too low.
yes, i think no rules only for follower special, i disable checkbox and my bot does not loot that items, so i think that is "problem" for my default item scores, that why my bot does not sell good items, and does not stash crap items.
 
Wonderfull initiative, this reduces the time spend for each bot by a huge amount!

Just a plugin for calculating prices and selling on gold auction house and demonbuddy is at a perfect state!
 
I highly doubt DB team will touch AH-functionality ever. Especially not since that blitzkrieg-bot guy got sentenced to 2 years :D Botting a game is one thing, botting an economic system (which AH is) is another =)
 
Anyone else have a much higher cpu usage with this as opposed to standart trinity?
 
Ok ... the Item Rules are implemented this way ....

if a rule matches with an item ... GilesScoring want take place ... and the action for that rule will be performed ...
ex.
Code:
[QUALITY] == Rare && [BASETYPE] == Jewelry # [1] == 1 # [TRASH]
no scoring takes places ... and evry jewelry that wasnt keept until that rule will be trashed

if no rules matches the item ... GilesScoring will check the item.


an other tricky example is this one ...

Code:
[TYPE] == Ring # ([CRITDMG%] > 28 && [CRIT%] > 3) || ([AS%] > 7 && [CRIT%] > 3) || ([AS%] > 7 && [CRITDMG%] > 28) # [KEEP]
[BASETYPE] == Jewelry # [1] == 1 # [TRASH]

this will not only affect RARE item ... it also will affect all legendarys ...

Code:
[QUALITY] == Rare && [TYPE] == Ring # ([CRITDMG%] > 28 && [CRIT%] > 3) || ([AS%] > 7 && [CRIT%] > 3) || ([AS%] > 7 && [CRITDMG%] > 28) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Jewelry # [1] == 1 # [TRASH]

so be sure to have QUALITY check in ur rare section .. ^^
 
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I highly doubt DB team will touch AH-functionality ever. Especially not since that blitzkrieg-bot guy got sentenced to 2 years :D Botting a game is one thing, botting an economic system (which AH is) is another =)

I would love the ability to calculate the price though. Even if it doesn't auto-post. It's a nightmare for me to decide on a price, especially for legendaries where the find-similar-items system searches by name only. So time consuming ...

Also are the latest changes from Nesox in the SVN? Something to do with the inactivity timer. And if i may request that some changes in the Monk combat system be implemented. Namely this:

Code:
// Wave of light
                    if (!bOOCBuff && !bCurrentlyAvoiding && !playerStatus.bIsIncapacitated &&
                        (iElitesWithinRange[RANGE_25] > 0 || ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisBoss) && targetCurrent.fRadiusDistance <= 14f) || iAnythingWithinRange[RANGE_25] > 3) &&
                        hashPowerHotbarAbilities.Contains(SNOPower.Monk_WaveOfLight) &&
                        GilesUseTimer(SNOPower.Monk_WaveOfLight) &&
                        (playerStatus.dCurrentEnergy >= 80 || playerStatus.dCurrentEnergyPct >= 0.85))
                    {
                        if (!bOOCBuff && playerStatus.dCurrentEnergy >= 135 && (iElitesWithinRange[RANGE_25] >= 1 || ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisBoss) && targetCurrent.fRadiusDistance <= 30f)))
                        {
                            if (hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfConviction) && GilesUseTimer(SNOPower.Monk_MantraOfConviction))
                            {
                                return new GilesPower(SNOPower.Monk_MantraOfConviction, 0f, vNullLocation, iCurrentWorldID, -1, 1, 1, USE_SLOWLY);
                            }
                        }
                        return new GilesPower(SNOPower.Monk_WaveOfLight, 16f, vNullLocation, -1, targetCurrent.iThisACDGUID, 1, 1, USE_SLOWLY);
                    }
 
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Ok ... the Item Rules are implemented this way ....

if a rule matches with an item ... GilesScoring want take place ... and the action for that rule will be performed ...
ex.
Code:
[QUALITY] == Rare && [BASETYPE] == Jewelry # [1] == 1 # [TRASH]
no scoring takes places ... and evry jewelry that wasnt keept until that rule will be trashed

if no rules matches the item ... GilesScoring will check the item.


an other tricky example is this one ...

Code:
[TYPE] == Ring # ([CRITDMG%] > 28 && [CRIT%] > 3) || ([AS%] > 7 && [CRIT%] > 3) || ([AS%] > 7 && [CRITDMG%] > 28) # [KEEP]
[BASETYPE] == Jewelry # [1] == 1 # [TRASH]

this will not only affect RARE item ... it also will affect all legendarys ...

Code:
[QUALITY] == Rare && [TYPE] == Ring # ([CRITDMG%] > 28 && [CRIT%] > 3) || ([AS%] > 7 && [CRIT%] > 3) || ([AS%] > 7 && [CRITDMG%] > 28) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Jewelry # [1] == 1 # [TRASH]

so be sure to have QUALITY check in ur rare section .. ^^


ok thanks, http://www.thebuddyforum.com/demonb...e-based-scripting-language-23.html#post851261 - he was right :)
 
Code:
// +--------------------------------------------------------------------------------------+
// |   __|  |  |    \     \ |   __|  __|  |      _ \   __| 
// |  (     __ |   _ \   .  |  (_ |  _|   |     (   | (_ | 
// | \___| _| _| _/  _\ _|\_| \___| ___| ____| \___/ \___|                                                        
// +--------------------------------------------------------------------------------------+
// | 09a:
// | - merged with unified
// | - put the source on svn
// | - added [NAME] for check names ... [NAME] == Andariel's Visage (untested) 
// | - added [TOTRES] to check summ of all resists single and allres together
// | - added config.dis and [FILE] to add diffrent item rule files
// | - changed "[QUALITY]" to check for rare and magic instet of rare456 and magic456
// | - added legendary weapons fixed major issue with rare.dis
// | - added additional syntax control watch out for bad lines in ur log
// | - fixed many rules ...
// | - at the top of each rule file ([quality].dis) there is one rule to keep everything
// |   to start rules kicking remove or comment that line out!!! 
// +--------------------------------------------------------------------------------------+

commited ... check out ...

https://subversion.assembla.com/svn...ityCustom/TrinityCustom/Plugins/GilesTrinity/
 
for all those that complain about item rules trashing good items... stop crying :p ... if u not satisfyied with does rules than write ur own rules ... and post them here so we can all work together on does rules ... to get the perfect pickit ...

i started with a more or less complet legendary weapon rule set ... for legendarys 60+ ... and will do the rest of the legendarys to ... but ... it would be nice to have some off u grabing an hour or two checking the ah and adding some valuable items to the rule sets for rares ..
 
$$ [FILE] == magic.dis // rare item rules

where is that magic.dis file? oO
 

legendary.dis
Code:
// keep all legendarys and special items
// this is a saftey line ... as long it isn't removed it will keep all items
// specifyed by the rule ... the action of commenting it out
// will apply all following rules ... this set of rules is no where of complete
[QUALITY] == Legendary || [QUALITY] == Special # [1] == 1 # [KEEP]

rare.dis
Code:
// keep all rare items
// this is a saftey line ... as long it isn't removed it will keep all items
// specifyed by the rule ... the action of commenting it out
// will apply all following rules ... this set of rules is no where of complete
[QUALITY] == Rare # [1] == 1 # [KEEP]

magic.dis
Code:
// keep all magic items
// this is a saftey line ... as long it isn't removed it will keep all items
// specifyed by the rule ... the action of commenting it out
// will apply all following rules ... this set of rules is no where of complete
[QUALITY] == Magic # [1] == 1 # [KEEP]

these rules will keep everything ... if u wanna have the rules specified in the files apply u have to comment them out ...

this is to avoid having someone using the plugin without knowing what it does.
 
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