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[Plugin Addon] "Item Rules" DIS Files (let's work together)

darkfriend77, two things:

1. it seems to have a problem with selling the plans (i set all but legendary as TRASH).
2. could it be possible to add a new tag that specifically sends to trinity?
[KEEP],[UNSURE],[TRASH]

That way we can have a big cleanup rule at the end and only send the "unsure" ones to trinity.
 
Been running the rules from SVN for a day on mp2 with only 2 items qualifying, they're pretty strict, im wondering, what gold cap do you think they catch? items over 10mil? over 5mil?

I assume at some point there's an efficiency just like mp farming whereas if you loosen them just a bit for slightly less high gearscore items you actually make more selling... at least in the perspective of a 1bot-player. For big botters i'd say keep as-is so you dont have to deal with anything possibly not sellable.

for mine im just tweaking the jewelery to lower dmgfactor. i also tweaked daggers to anything over 300dps, LS, Critdmg > 50, & socket (dps ww barb offhand will sell at low dmg).

Thanks for the rules and the plugin... its awesome!
 
Would this replace the loot rules in gilesunid plugin?

(sorry if its a stupid question)
 
Last edited:
[QUALITY] == Other && [TYPE] == Gem # True # [KEEP] ??

New community version doesn't work with gems..
 
Getting this on the newest beta:

[22:20:42.404 N] [Trinity] Town-run request received, will town-run at next possible moment.
[22:20:47.206 D] System.FormatException: Input string was not in a correct format.
at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
at System.Single.Parse(String s)
at GilesTrinity.Interpreter.checkExpression(String str1, String comparator, String str2, Boolean& checkFlag)
at GilesTrinity.Interpreter.checkTruth(String str, Boolean& checkFlag)
at GilesTrinity.Interpreter.checkTruth(String str, Boolean& checkFlag)
at GilesTrinity.Interpreter.interpret(String line, Boolean& checkFlag)
at GilesTrinity.Interpreter.checkItem(GilesCachedACDItem item, GItemType thisGilesItemType, GBaseItemType thisGilesBaseType)
at GilesTrinity.GilesTrinity.ShouldWeStashThis(GilesCachedACDItem thisitem)
at GilesTrinity.GilesTrinity.GilesStashOverlord(Object ret)
at GilesTrinity.GilesTrinity.<GetStashDecorator>b__19(Object ctx)
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.CommonBot.BotMain.()
 
Gem is not supported ...

check the readme file ... for more information ...

Plugins\GilesTrinity\ItemRules\RulesReadMe.txt
 
Can you add this check for log directory into Interpreter.cs ? Without this, it will cause DB to crash with an unhandled exception if the directory doesn't exist.

Code:
startTimestamp = DateTime.Now.ToString("ddMMyyyyHHmmss");
customPath = @"Plugins\GilesTrinity\ItemRules\";
logPath = @"Plugins\GilesTrinity\Log\";


[SIZE=2][B]if (!Directory.Exists(logPath))
{
    Directory.CreateDirectory(logPath);
}[/B][/SIZE]
 
Can you add this check for log directory into Interpreter.cs ? Without this, it will cause DB to crash with an unhandled exception if the directory doesn't exist.

Code:
startTimestamp = DateTime.Now.ToString("ddMMyyyyHHmmss");
customPath = @"Plugins\GilesTrinity\ItemRules\";
logPath = @"Plugins\GilesTrinity\Log\";


[SIZE=2][B]if (!Directory.Exists(logPath))
{
    Directory.CreateDirectory(logPath);
}[/B][/SIZE]

ok ... i will add this ... or better i will work on an actual fork when i move beta to public ^^

we might also add a other radio button in the gui to use ItemRules & Scoring .... to the two buttons GilesScoring and CustomLootrules ... so we offer the options to bypass itemrules ... and use only scoring for those who want this.
 
Last edited:
Can I know what's the difference between this and ducks item rules?
 
So what is " safety rule " do more specific beside the indivudual items rules ? I ask this becuases i edited the individual items as I preffer them to be keept ,and I still found trash like items in my stash ,that don't corespond to my preffered setting. !?
 
yep .. thats because of the safety rule ....if u sure u ... kept all items u can ... remove them ^^
 
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
// +---------------------------------------------------------------------------+
// | ______ __                             __              
// ||      |  |--.---.-.-----.-----.-----.|  |.-----.-----.
// ||   ---|     |  _  |     |  _  |  -__||  ||  _  |  _  |
// ||______|__|__|___._|__|__|___  |_____||__||_____|___  |
// |                         |_____|                |_____|
// +---------------------------------------------------------------------------+
// | 2.0061(beta):
// | - fixed the PICKUP validation ...
// | - fix selling craftingPlan
// +---------------------------------------------------------------------------+
// | 2.005(beta):
// | - better pickup identification with PICKUP & IGNORE
// | - better logging and fixed some bugs
// | - added pickup rules
// | - workaround for name bug
// | - fixed some rules
// | - added soft rules
// | - added language legendary.dis for fr, it, ru
// | - moved UnifiedTrinity CE 1.7.1.3 to 1.7.1.4
// +---------------------------------------------------------------------------+
// | 2.004(alpha):
// | - starting on implementation for pickup.dis
// | - separate pickup rules for itemtypes possible
// | - added some medium rules from tesslerc
// +---------------------------------------------------------------------------+
// | 2.003(beta):
// | - fixed bug, ... hope so 
// +---------------------------------------------------------------------------+
// | 2.0021(beta):
// | - dirty hack to loot all 58+ rare gloves fix applied
// | - added better rules for legendary 2-h weapons
// | - experimentel try on Cached Items - working stable so far
// | - rewrote some rules to be easier readable
// +---------------------------------------------------------------------------+
// | 2.001(beta):
// | - Fixed CraftingPlans
// +---------------------------------------------------------------------------+       
// | 2.00(beta):
// | - no major issues (i think)         
// | - moved UnifiedTrinity 0.44 to 0.45
// | - moved UnifiedTrinity CE 1.7.1.2 to 1.7.1.3
// | - added the converted rules to section hard
// | - added some documentation
// | - added better rules for legendary 1-h weapons
// +---------------------------------------------------------------------------+
// | 2.00(alpha):
// | - complete new scripting engine
// | - allowing much more flexibility
// | - converted all rules to 2.0 standard
// | - more information comming                                               
// +---------------------------------------------------------------------------+
// | 1.03a(fix1):
// | - Fixed selling of crafting plans
// | - added a version in repository with UnifiedTrinity v0.44                                                
// +---------------------------------------------------------------------------+
// | 1.03a(final):
// | - working on rule set ... relying on auctionhouse values
// | - better log's
// | - changed [DMGFACTOR] to include also average dmg
// | - added [OFFSTATS] and [DEFSTATS]
// | - crafting plans settings now in special.dis
// | - fixed crafting plans [TYPE] == CraftingPlan,
// |   [QUALITY] == Legendary,Rare6,Rare5,Rare4
// | - added rules for class specific one-hand weapons
// | - added rules for class specific two-hand weapons
// | - added rules for class specific helms and chest .. cloak
// +---------------------------------------------------------------------------+

STATUS: PUBLIC DOWNLOAD (since 04.12.12)


PUBLIC RELEASE : RELEASED! :p


public release contains actual beta
including rules sets from private dev.
- hard rare rules
- soft legendary rules
- common pickup rules

HAVE FUN!!!

plz report bugs and errors



CONTACT:
skype: darkfriend77
email: [email protected]
PM demonbuddypage: darkfriend77
 
Thanks dark! Used these last night and have come to the conclusion that the previous rare rules were better, this newest version stashed a lot of rares and I think I vendor'd 99% of them myself.
 
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