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

No way to make it salvage lengendaries that aren't up to scratch is there :( Must read earlier emails :)

G
 
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Code:
// +--------------------------------------------------------------------------------------+
// |   __|  |  |    \     \ |   __|  __|  |      _ \   __| 
// |  (     __ |   _ \   .  |  (_ |  _|   |     (   | (_ | 
// | \___| _| _| _/  _\ _|\_| \___| ___| ____| \___/ \___|                                                        
// +--------------------------------------------------------------------------------------+
// | 08a:
// | - legendarys selling and salvaging now properly
// | - legendary rules .. and some structuring ... (unfinished)
// | - usining Bombastic version off GilesTrinity as base
// +--------------------------------------------------------------------------------------+

untested but should work out of the box ^^


So Trinity needs to be set to salvage ? This will also salvage yellows (if you are picking them up) and legendaries, not the most desirable outcome, selling rares is worth so much more than salvaging them, need to be able to salvage legendaries and sell rares IMHO.

need rules for (i'll add more as I go through my stash)
Skycutter
Fragment of Destiny
Balefire Caster
Wormwood
The Three hundredth Spear
Pus Spitter
The Gravel of Judegment
The butchers sickle

so they get salvaged instead of sold.

G
 
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So Trinity needs to be set to salvage ? This will also salvage yellows (if you are picking them up) and legendaries, not the most desirable outcome, selling rares is worth so much more than salvaging them, need to be able to salvage legendaries and sell rares IMHO.

Also sells Fragmnet of Destiny, this can be salvaged into a fiery brimstone.

G

Agree completely.
 
Is it even worth the extra hassle to salvage those legendaries? It would seem like it's a 7-8k profit per bad 60+ legendary. So... like 150k a day? Not mentioning that it steals the time to run to the blacksmith.
 
Is it even worth the extra hassle to salvage those legendaries? It would seem like it's a 7-8k profit per bad 60+ legendary. So... like 150k a day? Not mentioning that it steals the time to run to the blacksmith.


I think it is worth the hassle, can craft some shit with the fiery brimstone, might get lucky there.

I am having troubles stashing legendaries now, kept getting identified and left in my bag :( neither sold, salvaged or stashed ?????

G
 
Loving this project, just going to give some notes and heads up.

First off, this is a great idea, but far from DONE, i'd warn people about using this, as it will throw away LOADS of good stuff in it's current state. (Here is just an example).

// +--- Rings
[TYPE] == Ring # [MAXSTAT] >= 60 && ([VIT] >= 60 || [LIFE%] >= 6) && [ALLRES] >= 40 # [KEEP]
[TYPE] == Ring # [MAXSTAT] >= 60 && ([CRITDMG%] > 0 || [AS%] > 0 || [CRIT%] > 0) && ([VIT] >= 60 || [LOH] >= 200 || [ALLRES] >= 40 || [LIFE%] >= 6) # [KEEP]
[TYPE] == Ring # [MAXSTAT] >= 60 && [CRITDMG%] > 0 && [AS%] > 0 && [CRIT%] > 0 # [KEEP]
[BASETYPE] == Jewelry # [1] == 1 # [TRASH]

This would then throw away any combination of really really high AS + crit% and whatever.... Example: 40-70(or another _insane_ ammount of +average damage), 200 str, 6% crit, and 40% crit hit dmg. or 7% aspd, or... loads of other combinations.

Code is _filled_ with this type of stuff, and im really not complaining, it's a _GREAT_ addon, but it will take alot of work before all these hole's are covered up.

Just wanted to bring attention, so people dont use this un-supervised and belive it will grab everything good, as i suspect at it's current state it will miss even more good loot then the flawed trinity system does :P.



As for salvaging legendarys, i cant belive some people here put so much value in a few brimstones.... imagine 1 of those rings i mentioned, that's like 300m+ Heck just go for something shabby for 10m.... You know how many brimstones you can buy with that?...

Lets just say i'd hardly even say the walk-time to go to the blacksmith is loosing you more money then having the bot go out and farm faster again, potentially getting those 10m items ^^.

(just for referance, 10m ~= 1250 brimstones, more then you'll ever have patience to craft.)

I wouldent waste coding time, trying to fix this "issue". :D
 
I fully agree with Bitte, i rather have people focus on the perfect keep and sell list then salvaging brimstones.

Anyway prop's for the creator i love this initiative!!!
 
Loving this project, just going to give some notes and heads up.

First off, this is a great idea, but far from DONE, i'd warn people about using this, as it will throw away LOADS of good stuff in it's current state. (Here is just an example).

// +--- Rings
[TYPE] == Ring # [MAXSTAT] >= 60 && ([VIT] >= 60 || [LIFE%] >= 6) && [ALLRES] >= 40 # [KEEP]
[TYPE] == Ring # [MAXSTAT] >= 60 && ([CRITDMG%] > 0 || [AS%] > 0 || [CRIT%] > 0) && ([VIT] >= 60 || [LOH] >= 200 || [ALLRES] >= 40 || [LIFE%] >= 6) # [KEEP]
[TYPE] == Ring # [MAXSTAT] >= 60 && [CRITDMG%] > 0 && [AS%] > 0 && [CRIT%] > 0 # [KEEP]
[BASETYPE] == Jewelry # [1] == 1 # [TRASH]

This would then throw away any combination of really really high AS + crit% and whatever.... Example: 40-70(or another _insane_ ammount of +average damage), 200 str, 6% crit, and 40% crit hit dmg. or 7% aspd, or... loads of other combinations.

Code is _filled_ with this type of stuff, and im really not complaining, it's a _GREAT_ addon, but it will take alot of work before all these hole's are covered up.

Just wanted to bring attention, so people dont use this un-supervised and belive it will grab everything good, as i suspect at it's current state it will miss even more good loot then the flawed trinity system does :P.



As for salvaging legendarys, i cant belive some people here put so much value in a few brimstones.... imagine 1 of those rings i mentioned, that's like 300m+ Heck just go for something shabby for 10m.... You know how many brimstones you can buy with that?...

Lets just say i'd hardly even say the walk-time to go to the blacksmith is loosing you more money then having the bot go out and farm faster again, potentially getting those 10m items ^^.

(just for referance, 10m ~= 1250 brimstones, more then you'll ever have patience to craft.)

I wouldent waste coding time, trying to fix this "issue". :D

You are right, i use this as a second measure to get some of the good loot (trifecta gloves etc.), but still use the build in trinity function. So i get some thrash, but the 2 step identification is awesome. So i dont thrash anything with this add-on to trinity, just add's stuff. Only have 2 bots, and i can use ?-1 hour a day sorting items.
 
Loving this project, just going to give some notes and heads up.

First off, this is a great idea, but far from DONE, i'd warn people about using this, as it will throw away LOADS of good stuff in it's current state. (Here is just an example).

// +--- Rings
[TYPE] == Ring # [MAXSTAT] >= 60 && ([VIT] >= 60 || [LIFE%] >= 6) && [ALLRES] >= 40 # [KEEP]
[TYPE] == Ring # [MAXSTAT] >= 60 && ([CRITDMG%] > 0 || [AS%] > 0 || [CRIT%] > 0) && ([VIT] >= 60 || [LOH] >= 200 || [ALLRES] >= 40 || [LIFE%] >= 6) # [KEEP]
[TYPE] == Ring # [MAXSTAT] >= 60 && [CRITDMG%] > 0 && [AS%] > 0 && [CRIT%] > 0 # [KEEP]
[BASETYPE] == Jewelry # [1] == 1 # [TRASH]

This would then throw away any combination of really really high AS + crit% and whatever.... Example: 40-70(or another _insane_ ammount of +average damage), 200 str, 6% crit, and 40% crit hit dmg. or 7% aspd, or... loads of other combinations.

Code is _filled_ with this type of stuff, and im really not complaining, it's a _GREAT_ addon, but it will take alot of work before all these hole's are covered up.

Just wanted to bring attention, so people dont use this un-supervised and belive it will grab everything good, as i suspect at it's current state it will miss even more good loot then the flawed trinity system does :P.



As for salvaging legendarys, i cant belive some people here put so much value in a few brimstones.... imagine 1 of those rings i mentioned, that's like 300m+ Heck just go for something shabby for 10m.... You know how many brimstones you can buy with that?...

Lets just say i'd hardly even say the walk-time to go to the blacksmith is loosing you more money then having the bot go out and farm faster again, potentially getting those 10m items ^^.

(just for referance, 10m ~= 1250 brimstones, more then you'll ever have patience to craft.)

I wouldent waste coding time, trying to fix this "issue". :D

As for now ... GilesScoring is applied on any item that u haven't marked as KEEP or TRASH ... so no way u lose something except u made a Rule with TRASH for it

:D

what is missing? what isn't working at the moment ? on what shall i focus?

Is there anything important needed ?
 
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As for now ... GilesScoring is applied on any item that u haven't marked as KEEP or TRASH ... so no way u lose something except u made a Rule with TRASH for it

:D

what is missing? what isn't working at the moment ? on what shall i focus?

Is there anything important needed ?

Since there are often multiples of a legendary type at the same iLvl (like Fist Weapons, there are 4 legendary iLvl 63 ones) a solid way to differentiate between them would be awesome. In the DB item rules they can check item name, is that possible here?
 
legendary rules def need working. it decided to trash a 30m+ bul kathos wep (high dmg+crit dmg roll, and wep already has loh) because in the "general" legendary rules it required a socket. lucky i was there to keep an eye on it... almost cost me a free pizza
 
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Here an attempt to catch one handed legendary weapons ... rules are set to hold ...even lowballs ... some one need to adjust them ...
but this is the way to document it ... so u can keep track of what u changed

Example:
Code:
// - The Butcher's Sickle ----------------------------------------------------------------+
// Legendary Axe
// 349.7?1044.4 Damage Per Second
// (204-536)?(334-1071) Damage
// 1.30 Attacks per Second
// +66-316 Minimum Damage
// +88-411 Maximum Damage
// +26-30% Damage
// Critical Hit Damage Increased by 51-55%
// 2.50-2.70% of Damage Dealt Is Converted to Life
// 20-25% chance to drag enemies to you when attacking.
// +2 Random Magic Properties
// Item Level: 60
// [QUALITY] == Legendary && [TYPE] == Axe && [ONEHAND] == true && [LEVEL] == 60 # [DPS] > 1000 && ([LOH] > 400 || [MAXSTATVIT] > 100)&& [SOCKETS] == 1 # [KEEP] // keep perfect stats
// [QUALITY] == Legendary && [TYPE] == Axe && [ONEHAND] == true && [LEVEL] == 60 # [DPS] < 1000 || ([LOH] < 400 && [MAXSTATVIT] < 100) || [SOCKETS] < 1 # [TRASH] // trash not perfect stats
[QUALITY] == Legendary && [TYPE] == Axe && [ONEHAND] == true && [LEVEL] == 60 # [DPS] < 900 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

Code:
// +--------------------------------------------------------------------------------------+ 
// | WEAPONS
// +--------------------------------------------------------------------------------------+

// +--------------------------------------------------------------------------------------+ 
// +---------- One-Handed
// +--------------------------------------------------------------------------------------+

// +--------------------------------------------------------------------------------------+ 
// +--- Axes

// - The Butcher's Sickle ----------------------------------------------------------------+
// Legendary Axe
// 349.7?1044.4 Damage Per Second
// (204-536)?(334-1071) Damage
// 1.30 Attacks per Second
// +66-316 Minimum Damage
// +88-411 Maximum Damage
// +26-30% Damage
// Critical Hit Damage Increased by 51-55%
// 2.50-2.70% of Damage Dealt Is Converted to Life
// 20-25% chance to drag enemies to you when attacking.
// +2 Random Magic Properties
// Item Level: 60
[QUALITY] == Legendary && [TYPE] == Axe && [ONEHAND] == true && [LEVEL] == 60 # [DPS] < 900 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - The Burning Axe of Sankis -----------------------------------------------------------+
// Legendary Axe
// 566.9?972.9 Damage Per Second
// (287-477)?(585-1020) Damage
// 1.30 Attacks per Second
// +(112-296)?(261-687) Fire Damage
// Adds 5-6% to Fire Damage
// Fire skills deal 15-25% more damage.
// +36-40% Damage
// +46-50 Fire Resistance
// Each Hit Adds +449-657 Life
// Chance to fight through the pain when enemies hit you.
// +1 Random Magic Properties
// Item Level: 62
[QUALITY] == Legendary && [TYPE] == Axe && [ONEHAND] == true && [LEVEL] == 62 # [DPS] < 900 && [CRITDMG%] == 0 && [SOCKETS] == 0 # [TRASH]

// - Sky Splitter ------------------------------------------------------------------------+
// Legendary Axe
// 768.5?1146.5 Damage Per Second
// (353-510)?(722-1080) Damage
// 1.43-1.44 Attacks per Second
// +(143-286)?(334-667) Holy Damage
// +41-50% Damage
// Increases Attack Speed by 10-11%
// Regenerates 411-599 Life per Second
// 10-20% chance to Smite enemies when you hit them.
// One of 3 Magic Properties (varies)
// +170-200 Intelligence
// +170-200 Dexterity
// +170-200 Strength
// +1 Random Magic Properties
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == Axe && [ONEHAND] == true && [LEVEL] == 63 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// +--------------------------------------------------------------------------------------+
// +--- Daggers

// - Wizardspike -------------------------------------------------------------------------+
// Legendary Dagger
// 658.1?1030.6 Damage Per Second
// (219-351)?(578-888) Damage
// 1.65-1.67 Attacks per Second
// +(125-250)?(292-583) Arcane Damage
// +41-50% Damage
// +71-80 Resistance to All Elements
// Increases Attack Speed by 10-11%
// Critical Hits grant 9-10 Arcane Power (Wizard Only)
// Ignores Durability Loss
// 20-35% chance to hurl a frozen orb when attacking.
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == Dagger && [LEVEL] == 63 # [DPS] < 900 && [ALLRES] < 80 # [TRASH]

// +--------------------------------------------------------------------------------------+
// +--- Maces

// - Nailbiter ---------------------------------------------------------------------------+
// Legendary Mace
// 377.1?1040.1 Damage Per Second
// (226-558)?(373-1093) Damage
// 1.26 Attacks per Second
// +66-316 Minimum Damage
// +88-411 Maximum Damage
// +26-30% Damage
// Increases Attack Speed by 5%
// Melee attackers take 552-811 damage per hit.
// +2 Random Magic Properties
// Item Level: 60
[QUALITY] == Legendary && [TYPE] == Mace && [ONEHAND] == true && [LEVEL] == 60 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Echoing Fury ------------------------------------------------------------------------+
// Legendary Mace
// 687.5?1323.6 Damage Per Second
// (370-638)?(605-1187) Damage
// 1.41-1.45 Attacks per Second
// +112-296 Minimum Damage
// +149-391 Maximum Damage
// +36-40% Damage
// +0.21-0.25 Attacks per Second
// 10.0-20.0% Chance to Fear on Hit
// One of 3 Magic Properties (varies)
// +150-169 Intelligence
// +150-169 Dexterity
// +150-169 Strength
// +2 Random Magic Properties
// Item Level: 62
[QUALITY] == Legendary && [TYPE] == Mace && [ONEHAND] == true && [LEVEL] == 62 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Sun Keeper --------------------------------------------------------------------------+
// Legendary Mace
// 734.6?1048.8 Damage Per Second
// (405-565)?(819-1183) Damage
// 1.20 Attacks per Second
// +(143-286)?(334-667) Holy Damage
// +41-50% Damage
// 41-45% Better Chance of Finding Magical Items
// Increases Damage Against Elites by 5-10%
// One of 3 Magic Properties (varies)
// +170-200 Intelligence
// +170-200 Dexterity
// +170-200 Strength
// +2 Random Magic Properties
[QUALITY] == Legendary && [TYPE] == Mace && [ONEHAND] == true && [LEVEL] == 63 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// +--------------------------------------------------------------------------------------+
// +--- Spears

// - The Tree Hundredth Spear ------------------------------------------------------------+
// Legendary Spear
// 454.4?1095.1 Damage Per Second
// (310-645)?(447-1180) Damage
// 1.20 Attacks per Second
// +66-316 Minimum Damage
// +88-411 Maximum Damage
// +26-30% Damage
// +112-129 Strength
// +12% Movement Speed
// Reduces damage from melee attacks by 3-4%.
// Increases Weapon Throw Damage by 35-50% (Barbarian Only)
// Increases Ancient Spear Damage by 35-50% (Barbarian Only)
// +1 Random Magic Properties
// Item Level: 60
[QUALITY] == Legendary && [TYPE] == Spear && [LEVEL] == 60 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Empyrean Messenger ------------------------------------------------------------------+
// Legendary Spear
// 725.3?1038.9 Damage Per Second
// (438-600)?(771-1132) Damage
// 1.20 Attacks per Second
// +(143-286)?(334-667) Holy Damage
// +41-50% Damage
// +40-50 Strength
// +40-50 Dexterity
// +40-50 Intelligence
// +40-50 Vitality
// +71-80 Resistance to All Elements
// Increases Damage Against Elites by 3-6%
// +1 Random Magic Properties
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == Spear && [LEVEL] == 63 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// +--------------------------------------------------------------------------------------+
// +--- Swords

// - Doombringer -------------------------------------------------------------------------+
// Legendary Sword
// 344.5?926.7 Damage Per Second
// (148-401)?(344-923) Damage
// 1.40 Attacks per Second
// +(66-316)?(154-727) Fire Damage
// +26-30% Damage
// +9-10% Life
// +7% Chance to Block
// One of 3 Magic Properties (varies)
// +112-129 Intelligence
// +112-129 Dexterity
// +112-129 Strength
// +1 Random Magic Properties
// Item Level: 60
[QUALITY] == Legendary && [TYPE] == Sword && [ONEHAND] == true && [LEVEL] == 60 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Skycutter ---------------------------------------------------------------------------+
// Legendary Sword
// 344.5?926.7 Damage Per Second
// (148-401)?(344-923) Damage
// 1.40 Attacks per Second
// +(66-316)?(154-727) Holy Damage
// +26-30% Damage
// +5-11% Damage to Demons
// Critical Hit Damage Increased by 51-55%
// Chance to summon angelic assistance when attacking.
// One of 3 Magic Properties (varies)
// +112-129 Intelligence
// +112-129 Dexterity
// +112-129 Strength
// +1 Random Magic Properties
// Item Level: 60
[QUALITY] == Legendary && [TYPE] == Sword && [ONEHAND] == true && [LEVEL] == 60 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Sever -------------------------------------------------------------------------------+
// Legendary Sword
// 534.1?1140.7 Damage Per Second
// (275-540)?(488-1089) Damage
// 1.40 Attacks per Second
// +112-296 Minimum Damage
// +149-391 Maximum Damage
// +36-40% Damage
// +150-169 Vitality
// +15-25% Damage to Demons
// Critical Hit Chance Increased by 1.0%
// Slain enemies rest in pieces.
// +1 Random Magic Properties
// Item Level: 62
[QUALITY] == Legendary && [TYPE] == Sword && [ONEHAND] == true && [LEVEL] == 62 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Azurewrath --------------------------------------------------------------------------+
// Legendary Sword
// 623.0?922.4 Damage Per Second
// (233-327)?(541-762) Damage
// 1.61-1.69 Attacks per Second
// +(86-171)?(200-399) Cold Damage
// +41-50% Damage
// +40-50 Strength
// +40-50 Dexterity
// +40-50 Intelligence
// +40-50 Vitality
// Increases Attack Speed by 15-21%
// 5.0-15.0% Chance to Freeze on Hit
// This weapon will forcefully repel undead enemies.
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == Sword && [ONEHAND] == true && [LEVEL] == 63 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Devil Tongue ------------------------------------------------------------------------+
// Legendary Sword
// 675.4?1030.4 Damage Per Second
// (290-442)?(675-1030) Damage
// 1.40 Attacks per Second
// +(143-286)?(334-667) Fire Damage
// +41-50% Damage
// +40-50 Strength
// +40-50 Dexterity
// +40-50 Intelligence
// +40-50 Vitality
// One of 3 Magic Properties (varies)
// +170-200 Intelligence
// +170-200 Dexterity
// +170-200 Strength
// +2 Random Magic Properties
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == Sword && [ONEHAND] == true && [LEVEL] == 63 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// +--------------------------------------------------------------------------------------+
// +--- Ceremonial Knives

// - The Gidbinn -------------------------------------------------------------------------+
// Legendary Ceremonial Knife
// 452.4?966.1 Damage Per Second
// (158-379)?(489-1001) Damage
// 1.40 Attacks per Second
// +(87-306)?(203-707) Holy Damage
// +31-35% Damage
// +130-149 Intelligence
// 31-35% Better Chance of Finding Magical Items
// +105-119 Maximum Mana (Witch Doctor Only)
// Chance to summon a Fetish when attacking.
// +1 Random Magic Properties
// Item Level: 61
[QUALITY] == Legendary && [TYPE] == CeremonialDagger && [LEVEL] == 61 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Last Breath -------------------------------------------------------------------------+
// Legendary Ceremonial Knife
// 688.2?1044.1 Damage Per Second
// (243-393)?(740-1099) Damage
// 1.40 Attacks per Second
// +(143-286)?(334-667) Fire Damage
// +41-50% Damage
// +170-200 Intelligence
// Regenerates 411-599 Life per Second
// Reduces cooldown of Mass Confusion by 15 seconds. (Witch Doctor Only)
// Slain enemies rest in pieces.
// One of 3 Magic Properties (varies)
// Reduces resource cost of Firebomb by 1-9 Mana. (Witch Doctor Only)
// Increases Haunt Damage by 5-14% (Witch Doctor Only)
// Increases Plague of Toads Damage by 5-14% (Witch Doctor Only)
// +1 Random Magic Properties
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == CeremonialDagger && [LEVEL] == 63 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Manajuma's Carving Knife ------------------------------------------------------------+
// Set Ceremonial Knife
// 688.2?1044.1 Damage Per Second
// (243-393)?(740-1099) Damage
// 1.40 Attacks per Second
// +(143-286)?(334-667) Poison Damage
// +41-50% Damage
// +170-200 Intelligence
// Critical Hit Damage Increased by 66-100%
// 2.80-3.00% of Damage Dealt Is Converted to Life
// +1 Random Magic Properties
// Manajuma's Ornaments
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == CeremonialDagger && [LEVEL] == 63 # [DPS] < 800 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// +--------------------------------------------------------------------------------------+
// +--- Fist Weapons

// - Won Khim Lau ------------------------------------------------------------------------+
// Legendary Fist Weapon
// 546.7?982.1 Damage Per Second
// (234-422)?(547-981) Damage
// 1.40 Attacks per Second
// +(112-296)?(261-687) Lightning Damage
// Adds 5-6% to Lightning Damage
// Lightning skills deal 15-25% more damage.
// +36-40% Damage
// +150-169 Dexterity
// +2 Random Magic Properties
// Item Level: 62
[QUALITY] == Legendary && [TYPE] == FistWeapon && [LEVEL] == 62 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Crystal Fist ------------------------------------------------------------------------+
// Legendary Fist Weapon
// 675.4?1030.4 Damage Per Second
// (290-442)?(675-1030) Damage
// 1.40 Attacks per Second
// +(143-286)?(334-667) Holy Damage
// +41-50% Damage
// +170-200 Dexterity
// +170-200 Vitality
// Ignores Durability Loss
// +2 Random Magic Properties
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == FistWeapon && [LEVEL] == 63 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - The Fist of Az'Turrasq --------------------------------------------------------------+
// Legendary Fist Weapon
// 744.8?1354.3 Damage Per Second
// (348-585)?(619-1158) Damage
// 1.54-1.55 Attacks per Second
// +143-286 Minimum Damage
// +191-381 Maximum Damage
// +41-50% Damage
// +170-200 Dexterity
// Increases Attack Speed by 10-11%
// Increases Spirit Regeneration by 1.00-2.50 per Second (Monk Only)
// 3.0-5.6% Chance to Stun on Hit
// +1 Random Magic Properties
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == FistWeapon && [LEVEL] == 63 # [DPS] < 800 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Shenlong's Fist of Legend -----------------------------------------------------------+
// Set Fist Weapon
// 675.4?1030.4 Damage Per Second
// (290-442)?(675-1030) Damage
// 1.40 Attacks per Second
// +(143-286)?(334-667) Lightning Damage
// +41-50% Damage
// +170-200 Dexterity
// Critical Hit Damage Increased by 66-100%
// Gain 29.9-63.9 Life per Spirit Spent (Monk Only)
// +1 Random Magic Properties
// Shenlong's Noble Path
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == FistWeapon && [LEVEL] == 63 # [DPS] < 800 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Shenlong's Relentless Assault -------------------------------------------------------+
// Set Fist Weapon
// 742.9?1143.7 Damage Per Second
// (290-442)?(675-1030) Damage
// 1.54-1.55 Attacks per Second
// +(143-286)?(334-667) Lightning Damage
// +41-50% Damage
// +170-200 Dexterity
// Increases Attack Speed by 10-11%
// Each Hit Adds +658-959 Life
// +1 Random Magic Properties
// Shenlong's Noble Path
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == FistWeapon && [LEVEL] == 63 # [DPS] < 800 && [CRITDMG%] == 0 && [SOCKETS] == 0 # [TRASH]

// +--------------------------------------------------------------------------------------+
// +--- Mighty Weapons

// - Blade of the Warlord ----------------------------------------------------------------+
// Legendary Mighty Weapon
// 771.5?1149.7 Damage Per Second
// (355-511)?(725-1083) Damage
// 1.43-1.44 Attacks per Second
// +(143-286)?(334-667) Holy Damage
// +41-50% Damage
// +170-200 Strength
// Increases Attack Speed by 10-11%
// Gain 19-20 Life per Fury Spent (Barbarian Only)
// +1 Random Magic Properties
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == MightyWeapon && [ONEHAND] == true && [LEVEL] == 63 # [DPS] < 900 && [CRITDMG%] == 0 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]

// - Bul-Kathos's Solemn Vow -------------------------------------------------------------+
// Set Mighty Weapon
// 771.5?1149.7 Damage Per Second
// (355-511)?(725-1083) Damage
// 1.43-1.44 Attacks per Second
// +(143-286)?(334-667) Holy Damage
// +41-50% Damage
// +170-200 Strength
// Increases Attack Speed by 10-11%
// Each Hit Adds +658-959 Life
// +1 Random Magic Properties
// Bul-Kathos's Glory
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == MightyWeapon && [ONEHAND] == true && [LEVEL] == 63 # [DPS] < 800 && [CRITDMG%] == 0 && [SOCKETS] == 0 # [TRASH]

// - Bul-Kathos's Warrior Blood ----------------------------------------------------------+
// Set Mighty Weapon
// 701.4?1035.8 Damage Per Second
// (355-511)?(725-1083) Damage
// 1.30 Attacks per Second
// +(143-286)?(334-667) Holy Damage
// +41-50% Damage
// +170-200 Strength
// Critical Hit Damage Increased by 66-100%
// Increases Damage Against Elites by 3-6%
// +1 Random Magic Properties
// Bul-Kathos's Glory
// Item Level: 63
[QUALITY] == Legendary && [TYPE] == MightyWeapon && [ONEHAND] == true && [LEVEL] == 63 # [DPS] < 800 && [LOH] < 400 && [SOCKETS] == 0 # [TRASH]
 
legendary rules def need working. it decided to trash a 30m+ bul kathos wep (high dmg+crit dmg roll, and wep already has loh) because in the "general" legendary rules it required a socket. lucky i was there to keep an eye on it... almost cost me a free pizza

change in item.dis

// common rules for legendarys
Code:
[QUALITY] == Legendary && [BASETYPE] == Weapon && [ONEHAND] == true && [LEVEL] >= 60 # [DPS] < 850 && [SOCKETS] == 0 && [CRITDMG%] == 0 # [TRASH]
[QUALITY] == Legendary && [BASETYPE] == Weapon && [TWOHAND] == true && [LEVEL] >= 60 # [DPS] < 1000 && [SOCKETS] == 0 && [CRITDMG%] == 0 # [TRASH]
[QUALITY] == Legendary || [QUALITY] == Special # [1] == 1 # [KEEP]
 
As for now ... GilesScoring is applied on any item that u haven't marked as KEEP or TRASH ... so no way u lose something except u made a Rule with TRASH for it

:D

what is missing? what isn't working at the moment ? on what shall i focus?

Is there anything important needed ?

What about [BASETYPE] == Jewelry # [1] == 1 # [TRASH]

Wouldent this trash _all_ jewelry except the specified ones?
 
What about [BASETYPE] == Jewelry # [1] == 1 # [TRASH]

Wouldent this trash _all_ jewelry except the specified ones?

yes .. like i said except there is a true rule with trash for it ^^

by the way

Code:
// +--------------------------------------------------------------------------------------+
// |   __|  |  |    \     \ |   __|  __|  |      _ \   __| 
// |  (     __ |   _ \   .  |  (_ |  _|   |     (   | (_ | 
// | \___| _| _| _/  _\ _|\_| \___| ___| ____| \___/ \___|                                                        
// +--------------------------------------------------------------------------------------+
// | 08c:
// | - removed legendary rules (keeping all by default)
// |   check forum for some rule set from users that work for u 
// | - based on UnifiedGilesTrinity_v0.2.zip
// +--------------------------------------------------------------------------------------+
 
As for salvaging legendarys, i cant belive some people here put so much value in a few brimstones.... imagine 1 of those rings i mentioned, that's like 300m+ Heck just go for something shabby for 10m.... You know how many brimstones you can buy with that?...

Lets just say i'd hardly even say the walk-time to go to the blacksmith is loosing you more money then having the bot go out and farm faster again, potentially getting those 10m items ^^.

(just for referance, 10m ~= 1250 brimstones, more then you'll ever have patience to craft.)

I wouldent waste coding time, trying to fix this "issue". :D

We all have different needs, just because you don't want it someone else might, if a simple tick box fixes the issue then it may not be too much trouble to code.

G
 
What about [BASETYPE] == Jewelry # [1] == 1 # [TRASH]

Wouldent this trash _all_ jewelry except the specified ones?


Would this rule fix it ?

Code:
[TYPE] == Ring # ([CRITDMG%] > 28 && [CRIT%] > 3) || ([AS%] > 7 && [CRIT%] > 3) || ([AS%] > 7 && [CRITDMG%] > 28) # [KEEP]
 
Would this rule fix it ?

Code:
[TYPE] == Ring # ([CRITDMG%] > 28 && [CRIT%] > 3) || ([AS%] > 7 && [CRIT%] > 3) || ([AS%] > 7 && [CRITDMG%] > 28) # [KEEP]

Well, yes (altough i'd probably set it at 25 critdmg), but this was just an example aswell, you'd need alot of tweaking like this :P... Im not even sure i can think of all the combinations of "good stuff", but its a good start :).

Ill add that code to rings and gloves aswell :P.

(Altough tweak it slightly) thx! :D.
 
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