PainfulDeath
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- Joined
- Jul 12, 2012
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I know of that site. THere are no minimums there. And that's the part that I actually could use help with =)
I know of that site. THere are no minimums there. And that's the part that I actually could use help with =)
http://i.imgur.com/ilMQf.png
Can anyone tell me why the plugin is keeping this item?
I have the current thing set in rare.dis
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && ([CRITDMG%] > 0 || [AS%] > 0)
so basically I only want to keep amulets that have crit% and either crit damage or attackspeed.
but somehow this item is getting kept
i dont know if this is correct but i just add something like this to interpreter:
string[] strArrayString = new string[] { "[BASETYPE]", "[TYPE]", "[QUALITY]", "[NAME]", "[ITEMID]" };
.....
case "[ITEMID]":
return item.GameBalanceId.ToString();
i think we should go this way for legendary items, but im not sure if "gameBalancedID" is proper variable...(it seems to be a id of a item class like bracers etc)
meaby someone can find leg item id variable in giles trinity?
[21:23:43.571 D] System.NullReferenceException: Object reference not set to an instance of an object. at GilesTrinity.Functions.Interpreter.logItemFullTag(ACDItem item, LogType logType)
at GilesTrinity.Functions.Interpreter.loggingAction(ACDItem item, InterpreterAction action, String rule)
at GilesTrinity.Functions.Interpreter.checkItem(ACDItem item)
at GilesTrinity.GilesTrinity.ShouldWeStashThis(GilesCachedACDItem thisitem)
at GilesTrinity.GilesTrinity.GilesStashOverlord(Object ret)
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.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.()
using latest:
Code:[21:23:43.571 D] System.NullReferenceException: Object reference not set to an instance of an object. at GilesTrinity.Functions.Interpreter.logItemFullTag(ACDItem item, LogType logType) at GilesTrinity.Functions.Interpreter.loggingAction(ACDItem item, InterpreterAction action, String rule) at GilesTrinity.Functions.Interpreter.checkItem(ACDItem item) at GilesTrinity.GilesTrinity.ShouldWeStashThis(GilesCachedACDItem thisitem) at GilesTrinity.GilesTrinity.GilesStashOverlord(Object ret) 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.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.()
OVer and over once inventory gets full.
{[STR] > 100 | [VIT] > 100 | [CRIT] > 0}2
trash log from about 20 minutes ago--hopefully not throwing lots of stuff like this away:
Armor - Pants 'Depth Diggers'. Score = 27591 {legendary item}
Dexterity=175. Magic Find %=20. Gold Find %=24. Thorns=1435. +All Resist=79. +Highest Single Resist=29