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

Can someone tell me what I need to modify to make my bots salvage all of the ilvl 59 and higher legendary items for brimstones?
 
i have 3 bots ... and they run with out a stuck with this version ....

can someone of you provide deeper informations about the stuck ...

for example you could reuse the old rare.dis and tell me if u still have this loop at identifying

thx :-)
 
darkfriend77 - it looping inventory - for example i put 10 items in inventory it identyfied 10, then tested via rules and after 10th item it started from beginning and was doing it in loop mode.
Im going to make decent donation to this project, because its very good (well for me), just after my head will heat down after all this changes in rules :- p
I have rewrite jewerly/hands/amulets like 3times; p and now with this all new [TAGS] oh my god: p When I saw all this new rules (like DEXVIT etc) I was so happy but got same problem with intentory analyze loop during town run.

darkfriend77 - I have question - it is possible to make 1.03a (final) rules + interpreter with old Unified GilesTrinity (same as was used in 10d). All new Unified/Community trinity makes my bots do not work as I expect.
The one from 10d works flawless. I actually made 10d + 1.02a rules but couldnt make 10d + 1.03a rules (errors in compile).
I would donate right away (will do anyway because this project is great) to have this old GilesTrinity.cs + final 1.03a rules. I can upload .cs file if needed.
 
Last edited:
darkfriend77 - it looping inventory - for example i put 10 items in inventory it identyfied 10, then tested via rules and after 10th item it started from beginning and was doing it in loop mode.
Im going to make decent donation to this project, because its very good (well for me), just after my head will heat down after all this changes in rules :- p
I have rewrite jewerly/hands/amulets like 3times; p and now with this all new [TAGS] oh my god: p When I saw all this new rules (like DEXVIT etc) I was so happy but got same problem with intentory analyze loop during town run.

I have same problem, I have to use old rare.dis :(
 
darkfriend77, it identifies plans that are TRASH but it doesn't sell them.
 
I am wondering how tight the rules actually are, I am new to DemonBuddy ran it first with the default Giles rules and the bot kept as good as everything. Now I am using the latest release from yesterday for almost 24 hours, champion farming Act3 and all loot that was kept have been 2 legendaries. All rares got marked as trash, is that a normal ratio or am I just unlucky or are those rules ment to keep only rares for dunno 10 million gold and up of worth ?
 
i will do a separate version with old unified trinity ... and 1.03 ...fix selling craftingplan ..(for the looping plz help me identify ... the rule that is wrong ... check tat 10th item ^^ and show me stats ....)
 
Code:
// +---------------------------------------------------------------------------+
// |  _ _|   \ |  __| _ \  _ \   \  |    \ __ __| _ _|   _ \   \ | 
// |    |   .  |  _| (   |   /  |\/ |   _ \   |     |   (   | .  | 
// |  ___| _|\_| _| \___/ _|_\ _|  _| _/  _\ _|   ___| \___/ _|\_|                                                                                                               
// +---------------------------------------------------------------------------+
// | - actual beta development can be downloaded separate on the
// |   donators repository.
// | - actual beta rules can be downloaded separate on the donators repository
// | - contributors are welcome to help building rules
// | - rules sets provide a best effort for valuable items (not beeing perfect)
// | - donators: https://riouxsvn.com/svn/dbplugins
// | - public: https://subversion.assembla.com/svn/CustomTrinity/trunk
// +---------------------------------------------------------------------------+
// |   __|  |  |    \     \ |   __|  __|  |      _ \   __| 
// |  (     __ |   _ \   .  |  (_ |  _|   |     (   | (_ | 
// | \___| _| _| _/  _\ _|\_| \___| ___| ____| \___/ \___|        
// +---------------------------------------------------------------------------+
// | 1.03a(fix1):
// | - Fixed selling of crafting plans
// | - added a version in repository with UnifiedTrinity v0.44                                                
// +---------------------------------------------------------------------------+

 
Darkfriend77 can you in your changelogs say which files have been edited (if its not too much work for you)?
as me and many others do tons of editing for ourselfs, and copy-pasting each piece of code every time is a hassle and would be great to know which files need the work.

Thx :)
 
Darkfriend77 can you in your changelogs say which files have been edited (if its not too much work for you)?
as me and many others do tons of editing for ourselfs, and copy-pasting each piece of code every time is a hassle and would be great to know which files need the work.

Thx :)


the fix is in SellValidation function ...

Code:
            switch (thisGilesBaseType)
            {
                case GilesBaseItemType.WeaponRange:
                case GilesBaseItemType.WeaponOneHand:
                case GilesBaseItemType.WeaponTwoHand:
                case GilesBaseItemType.Armor:
                case GilesBaseItemType.Offhand:
                case GilesBaseItemType.Jewelry:
                case GilesBaseItemType.FollowerItem:
                    return true;
                case GilesBaseItemType.Gem:
                // Darkfriend's Looting Rule(add#3)
                case GilesBaseItemType.Misc:
                    if (thisGilesItemType == GilesItemType.CraftingPlan)
                        return true;
                    else
                        return false;
                case GilesBaseItemType.Unknown:
                    return false;
            }
 
I have same problem, I have to use old rare.dis :(

can some one do me a favour with the loop bug (a difficult approach) ???

turn DEBUG == true in config.dis

help me to find the BUG...

as soon as it loops ...

1. remove one item .... and replace it with a gem or whatever .. and restart ... if it doesnt loop anymore ...

2. if it still loops go to nr.1

3. check item stats and tell me name and check debug log for the entry of this item ....


thx ..
 
I apologize for newbish question, but how can I actually use those rules? Where do I put them?
 
Is it possible to make your SVN not archived? That way we can see what files got changed/updated. I use TortoiseSVN, and it let's me compare with previous versions and what lines got changed in case need to find any bugs (for example, http://www.thebuddyforum.com/demonb...e-based-scripting-language-48.html#post870040)

If the files are archieved, it's hard for me to compare the files on the fly and wouldn't been able to find that old bug =(
 
I solved the loop problem. It was a rule missing the '#' in front of [KEEP].

WRONG: "xxxxx && xxxxx [KEEP]"

RIGHT: "xxxxx && xxxxx # [KEEP]"
 
Back
Top