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

hmm, this plugin just wanna trash amu > 90 cd, 9 cc, 40 all ress, 300 armor so be careful with that :D
 
hmm, this plugin just wanna trash amu > 90 cd, 9 cc, 40 all ress, 300 armor so be careful with that :D

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


this plugin is not to be used for braindead people

these are the rules if u complain then write ur RULE FOR IT!!! as u see no max stat --> trash

it's really important ... that u check the rules ... so they match ur needs ... i havent tested them ... and they are far from beeing complet ...so better start reading those rules before u use it ...
 
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i didnt complain -.- just wanna warn people to use this with brain : > sorry!
 
Does it matter what stash/keep score I have set on Trinity when using this, or it completely ignores that function on Trinity?
 
I'm noticing an issue with bracketed or statements. I hope it's just me doing something wrong but I've triple checked everything.

Code:
[QUALITY] == Rare && [TYPE] == Gloves # ([STR] >=85 || [INT] >=190 || [DEX] >=190) && [CRITDMG%] >=0 && [CRIT%] >=0 && [ALLRES] >= 40 && [VIT] >= 0 # [KEEP]

results in me getting this

Code:
Armor - Gloves 'Sovereign Vambraces'. Score = 5603 
Intelligence=191. Life Regen=147. Thorns=98

Please tell me I'm just doing something wrong....
 
ah... I just fixed my salvage legendary bug. and you came across a better version.
just to remind, your "[NAME]" tag have already replaced all " " to "", I think you should use a better syntax to handle name...
like "[NAME] == The_Butcher's_Sickle" I think.
 
I'm noticing an issue with bracketed or statements. I hope it's just me doing something wrong but I've triple checked everything.

Code:
[QUALITY] == Rare && [TYPE] == Gloves # ([STR] >=85 || [INT] >=190 || [DEX] >=190) && [CRITDMG%] >=0 && [CRIT%] >=0 && [ALLRES] >= 40 && [VIT] >= 0 # [KEEP]

results in me getting this

Code:
Armor - Gloves 'Sovereign Vambraces'. Score = 5603 
Intelligence=191. Life Regen=147. Thorns=98

Please tell me I'm just doing something wrong....

the rule u mentioned .. [QUALITY] == Rare && [TYPE] == Gloves # ([STR] >=85 || [INT] >=190 || [DEX] >=190) && [CRITDMG%] >=0 && [CRIT%] >=0 && [ALLRES] >= 40 && [VIT] >= 0 # [KEEP]

will do following:
- [QUALITY] == Rare && [TYPE] == Gloves --> check rare gloves ... that gilestrinity pickes up
- if they have any critdmg and have critchance and have all resistance and some vitality ... and some str or int or dex ...
- if that is the case it will kepp that item

ur item ... has no crit no crit dmg and no all resistance so it will not be keeped by item rules ....and gilesscoring is applied ... ---> gilesscoring is decideing if u keep this item or not.
 
ah... I just fixed my salvage legendary bug. and you came across a better version.
just to remind, your "[NAME]" tag have already replaced all " " to "", I think you should use a better syntax to handle name...
like "[NAME] == The_Butcher's_Sickle" I think.

that's why i wasn't so happy to implement the [NAME] .. but it's working ... my rules ignore spaces .. thats why i remove blanks also from itemname ... [NAME]==TheButcher'sSickle# ... :-) its not so fenzy .. as u could also right the rule like this [NAME]==The Butcher 's Si c k l e # and it would work ^^
 
Nice system with separate files for different items types, makes it a lot more clean.
I will rewrite my rules tomorrow, the ones that i added. Though i also changed the standards a bit, so they fit the items i want.
And THANKS YOU for this awesome add-on to giles, it getting alot of items that giles would miss on its own.
 
Next release comming soon will have this ... new possiblity .. ^^

- [DMGFACTOR] = attackspeed + critchance + (critdmg / 10)
ex. item has 6% crit, 50% critdamage, 7% as ... DMGFACTOR would be .. = 18

so rules like that will go strong:

[QUALITY] == Rare && [TYPE] == Amulet # [DMGFACTOR] > 13 && ([MAXSTATVIT] > 0 || [ALLRES] > 0 || [LOH] > 0)
 
nice, with the [NAME] tag, I'll get back to writing these legendary rules heh
 
the rule u mentioned .. [QUALITY] == Rare && [TYPE] == Gloves # ([STR] >=85 || [INT] >=190 || [DEX] >=190) && [CRITDMG%] >=0 && [CRIT%] >=0 && [ALLRES] >= 40 && [VIT] >= 0 # [KEEP]

will do following:
- [QUALITY] == Rare && [TYPE] == Gloves --> check rare gloves ... that gilestrinity pickes up
- if they have any critdmg and have critchance and have all resistance and some vitality ... and some str or int or dex ...
- if that is the case it will kepp that item

ur item ... has no crit no crit dmg and no all resistance so it will not be keeped by item rules ....and gilesscoring is applied ... ---> gilesscoring is decideing if u keep this item or not.

The score for that item is 5603 and I have my Giles sliders set to 30k. So this item was kept by the plugin. I'm just wondering why. It seems it's only checking the first argument (whether the item has str/dex/int of my defined value) and if that's positive it doesn't check the other arguments for crit etc....

I have 6 bots running this and this is happening on all of them. And it's not just happening on shoulders. It's happening on everything.
 
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The score for that item is 5603 and I have my Giles sliders set to 30k. So this item was kept by the plugin. I'm just wondering why. It seems it's only checking the first argument (whether the item has str/dex/int of my defined value) and if that's positive it doesn't check the other arguments for crit etc....

I have 6 bots running this and this is happening on all of them. And it's not just happening on shoulders. It's happening on everything.

i do a test ... with ur rule quick ...
 
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