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

Demonic Essences are not being picked up.

bodhi

New Member
Joined
Apr 13, 2012
Messages
9
Reaction score
0
Can i fix this by changing some lines, or should i wait for an update?
 
Thats what one would think. i can't seem to figure it out.
 
when the demonic essence drops...dont pick it up. Do an Object Dump from the DB info pane window. It will give a list of objects within the vicinity. Paste that info here.
 
[17:47:28.348 N] [4E0C5E88] Type: Item Name: CraftingMaterials_Flippy_Global-21555 ActorSNO: 137958
 
when the demonic essence drops...dont pick it up. Do an Object Dump from the DB info pane window. It will give a list of objects within the vicinity. Paste that info here.

Sorry but i dont understand how to do it, maybe can you tell how to do it by small steps ?
 
I'm actually looking for a solution for this as well. Help would be much appreciated.
 
[17:47:28.348 N] [4E0C5E88] Type: Item Name: CraftingMaterials_Flippy_Global-21555 ActorSNO: 137958

OK that should be picked up by Trinity so long as your bot is set to pick up crafting tomes/plans. One thing you can try is this:

Go to Dictionaries.cs in the Trinity plugin folder and change this:

Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943,
         };

to this:
Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943, 137958,
         };

All we did is add the SNO to a forced item list. Not sure if this will work or not as I can't test at the moment but this might do the trick for now. I'm sure rrrix will have a permanent fix for it soon enough.
 
OK that should be picked up by Trinity so long as your bot is set to pick up crafting tomes/plans. One thing you can try is this:

Go to Dictionaries.cs in the Trinity plugin folder and change this:

Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943,
         };

to this:
Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943, 137958,
         };

All we did is add the SNO to a forced item list. Not sure if this will work or not as I can't test at the moment but this might do the trick for now. I'm sure rrrix will have a permanent fix for it soon enough.
Trying this now... ill update asap.
 
OK that should be picked up by Trinity so long as your bot is set to pick up crafting tomes/plans. One thing you can try is this:

Go to Dictionaries.cs in the Trinity plugin folder and change this:

Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943,
         };

to this:
Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943, 137958,
         };

All we did is add the SNO to a forced item list. Not sure if this will work or not as I can't test at the moment but this might do the trick for now. I'm sure rrrix will have a permanent fix for it soon enough.

Tried this while bot was running, no result, closed the bot and started again but it wouldnt recognize any plugins.
 
OK that should be picked up by Trinity so long as your bot is set to pick up crafting tomes/plans. One thing you can try is this:

Go to Dictionaries.cs in the Trinity plugin folder and change this:

Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943,
         };

to this:
Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943, 137958,
         };

All we did is add the SNO to a forced item list. Not sure if this will work or not as I can't test at the moment but this might do the trick for now. I'm sure rrrix will have a permanent fix for it soon enough.
did try that. he just runs past em.
 
might need to modify the loot rules than in soft/hard depending on what you use.

Try going into common.dis and remove the [TRASH] versions and add one so it looks like this:

Code:
// crafting plans setting
[QUALITY] == "Legendary" && [TYPE] == "CraftingPlan"
[TYPE] == "CraftingPlan"
 
OK that should be picked up by Trinity so long as your bot is set to pick up crafting tomes/plans. One thing you can try is this:

Go to Dictionaries.cs in the Trinity plugin folder and change this:

Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943,
         };

to this:
Code:
/// World-object dictionaries eg large object lists, ignore lists etc.
        /// A list of SNO's to *FORCE* to type: Item. (BE CAREFUL WITH THIS!).
        /// 166943 = infernal key
        /// </summary>
        internal static HashSet<int> hashForceSNOToItemList = new HashSet<int> {
            166943, 137958,
         };

All we did is add the SNO to a forced item list. Not sure if this will work or not as I can't test at the moment but this might do the trick for now. I'm sure rrrix will have a permanent fix for it soon enough.

unfortunately this does not work :(

the key is legendary does that specific line of code consider color at some point prior to this ?
 
This is how I did it for Trinity 1.7.2.0

Open ItemHandling.cs

Around Line 67 add this:

Code:
if (item.ActorSNO == 137958) { return true; }

so it looks like this

Code:
        internal static bool GilesPickupItemValidation(PickupItem item)
        {
            if (item.ActorSNO == 137958) { return true; }
			
			// If it's legendary, we always want it *IF* it's level is right
            if (item.Quality >= ItemQuality.Legendary)
            {
                return (Settings.Loot.Pickup.LegendaryLevel > 0 && (item.Level >= Settings.Loot.Pickup.LegendaryLevel || Settings.Loot.Pickup.LegendaryLevel == 1));
            }
 
From the loot rules master himself:


in pickup.dis

// craftingReagents like Demonic Essences
[TYPE] == "CraftingReagent"

in common.dis or special.dis depends on what version ur using ...

// keep demonic essences
[TYPE] == "CraftingReagent"
 
This is how I did it for Trinity 1.7.2.0

Open ItemHandling.cs

Around Line 67 add this:

Code:
if (item.ActorSNO == 137958) { return true; }
so it looks like this

Code:
internal static bool GilesPickupItemValidation(PickupItem item)
{
if (item.ActorSNO == 137958) { return true; }

// If it's legendary, we always want it *IF* it's level is right
if (item.Quality >= ItemQuality.Legendary)
{
return (Settings.Loot.Pickup.LegendaryLevel > 0 && (item.Level >= Settings.Loot.Pickup.LegendaryLevel || Settings.Loot.Pickup.LegendaryLevel == 1));
}






Works perfectly , thanks a lot
 
Back
Top