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

What happens if an item doesn't apply to the rules or if there were no rules for that item, does Giles trinity scoring come in affect?
 
what about reading the first post? isnt that hard...

@Yori
just replace giles trinity plugin and your are done. there is nothing more to do.
 
what about reading the first post? isnt that hard...

@Yori
just replace giles trinity plugin and your are done. there is nothing more to do.


OK, let me clarify, I'm talking about what if an item is not on the rules set and not using trinity. What would happen with the item? Would it automatically be stashed if there's no rules for it?
 
what about reading the first post? isnt that hard...

@Yori
just replace giles trinity plugin and your are done. there is nothing more to do.

So once I replace it, all of the items from that other guys post will be picked up and everything else will be tossed? Why is my game still picking up rares? Where is that file within the .cs to edit so that I can put in my rare information that I want picked up? You say I replace the file but I don't think you understand what I want to do.
 
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How do you want to use this script without trinity hm?

How to use in a Plugin without GilesTrinity:

- instiantiate the interpreter at the beginning of ur plugin
Code:

private static Interpreter interpreter = new Interpreter();

- the function to use is
Code:

public InterpreterAction checkItem(ACDItem item)


Gotta be prepared in case trinity never gets updated and brakes down the road. Incase giles doesn't want to return, better to have no dependencies plugins. And be able to run as a plugin on it's own.
 

There's a reason why its called unofficial. I was talking about Giles specifically. Plus the OP made an option to use it without trinity. Which i originally ask about, but you guys like to get sidetracked a lot. Go a few post back to see my question about rules and no trinity involved. Just a simple answer, like 2+2=4, don't question the question and add variables, lol
 
There's a reason why its called unofficial. I was talking about Giles specifically. Plus the OP made an option to use it without trinity. Which i originally ask about, but you guys like to get sidetracked a lot. Go a few post back to see my question about rules and no trinity involved. Just a simple answer, like 2+2=4, don't question the question and add variables, lol

it can be used ... in an other plugin with out trinity .... but at the moment trinity is the only plugin that is working around the demonbuddy standard loot, stash logic ... and this involved ... a big chunk of code ... there is no option or api to let developpers go around those methods without writing them fully new ...

at the moment the only offred options from Demonbuddy are those events.

OnGameChanged
OnGameJoined
OnGameLeft
OnItemIdentificationRequest
OnItemLooted
OnLevelUp
OnPlayerDied
OnWorldChanged
OnWorldTransferStart

So there is no way to decide for a plugin if the bot should loot an item or not or should stash the item or not...
means we can't intercept except we rewrite the whole looting/stashing/salvaging procedure ... ^^ :-)

to be able to build such a clean simple plugin ... we would need some more posibilitys ...

we would need a possibility to replace the method ItemManager.EvaluateItem();
 
So nobody has still answered my question... Once i replace the files with the updated files in the "Unified GilesPlugin's" how do I start writing in what items I want the bot to loot/sell... There are no actual directions on this, I've read that I need to create folders but it says nothing about this on the main page...

Says download from here : https://subversion.assembla.com/svn...ityCustom/TrinityCustom/Plugins/GilesTrinity/

However when I go there there are a bunch of files and it doesn't say where to put them, nor how to save them or how to upload my own items once I get that far.
 
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So nobody has still answered my question... Once i replace the files with the updated files in the "Unified GilesPlugin's" how do I start writing in what items I want the bot to loot/sell... There are no actual directions on this, I've read that I need to create folders but it says nothing about this on the main page...

Says download from here : https://subversion.assembla.com/svn...ityCustom/TrinityCustom/Plugins/GilesTrinity/

However when I go there there are a bunch of files and it doesn't say where to put them, nor how to save them or how to upload my own items once I get that far.
learn to read and download tortoise svn TortoiseSVN - Downloads
 
you can't google "how to download from SVN"? omg

... You dumb? I'm saying that there is no where in this thread or anywhere else to my knowledge that says you require svn to get everything setup correctly, I wa sasking where I can find this info and thanking you for it.
 
... You dumb? I'm saying that there is no where in this thread or anywhere else to my knowledge that says you require svn to get everything setup correctly, I wa sasking where I can find this info and thanking you for it.
omg, so many stupid idiots on this forum. delete bot and farm with hands, please.
 
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omg, so many stupid idiots on this forum. delete bot and farm with hands, please.

No need to get smart, you're the one not understanding. I got it up and operation, thank you for the program. It should be listed on the first page.
 
Hey i have problem, my bot keep all.
it "read" the rule 152:[QUALITY]==Rare#[1]==1#[KEEP]
and dont read the rule
200:[QUALITY]==Rare&&[TYPE]==Quiver#[1]==1#[TRASH]

i have giles and radatom.

LOG:View attachment log_101120121617.txt


Thks
 
// | - 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!!!

you should comment out the rule 152 ... because its keeping everything ...
 
So just to verify.. Say I don't want it to keep any magic items, would I change the code like this?

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]
 
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