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

Just read few replies before. Here's explanation how to store all the legendaries.



@Poplkas: you shouldn't be mad at someone making plugins for us, he dedicate his time for community. It's only your god damn fault you can set your settings and read the infos.



Most of the explanation is on the first page. You can edit config.dis in Specification folder and set where are loot rules for legendaries, rare and magic items, then you just edit (use notepad or even notepad++ it's better) those pointed files with your rules.
I saw SOME explanation on the first page, but nowhere in there did it say the location of where I was supposed to be adding said rules. It gives examples, but doesn't really say (unless I missed it) what location or file I should be editing.

edit: seems like keeping/stashing all legendaries should be a default >< not like they are to common that they would overflow someone's stash.
 
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Found the folder where I am able to edit all the rules at. All I want to accomplish by this is so that my bot WON'T pick up 2 hand RARE weapons (bows, xbows, maces, swords, mighty weapons, monk weapons), 1 hand bows, voodoomasks, wizardhat, shields, mojos, orbs, quivers. Would it be possible to just leave the default rules in place and just add a few lines for the "trash" section?

Or would it be easier to write lines for all the stuff I want to keep? Most of that stuff comes with criteria though... sockets, maxstatvit > 100, allresist >50, socket + critdamage > 50 on weapons etc... This is all a bit intimidating since I am just getting into it...

edit: also wanted to be sure that messing with the rare config won't effect the keeping of all legendaries, will it? I figure that they don't drop to often and I don't typically leave my but unattended for more than an 8 hour period, so chances of stash overflowing due to legendaries is a small chance, so I can sort through them.
 
from .log
11112012044133: Legendary&&{itemname}#8||[INTVIT]300||350#
11112012044133: #WARNING(BAD LINE): [QUALITY]==Legendary&&[NAME]=={itemname}#[DMGFACTOR]>8||[INTVIT]>300||[MAXDMG]>350#[KEEP]
11112012044133: 183:[QUALITY]==Legendary&&[NAME]=={itemname}#[1]==1#[TRASH]
11112012044133: Legendary&&{itemname}#350||[INTVIT]300#
11112012044133: #WARNING(BAD LINE): [QUALITY]==Legendary&&[NAME]=={itemname}#[MAXDMG]>350||[INTVIT]>300#[KEEP]
11112012044133: 184:[QUALITY]==Legendary&&[NAME]=={itemname}#[1]==1#[TRASH]
11112012044133: Legendary&&{itemname}#8||[INTVIT]300||350#
11112012044133: #WARNING(BAD LINE): [QUALITY]==Legendary&&[NAME]=={itemname}#[DMGFACTOR]>8||[INTVIT]>300||[MAXDMG]>350#[KEEP]
11112012044133: 185:[QUALITY]==Legendary&&[NAME]=={itemname}#[1]==1#[TRASH]
11112012044133: Legendary&&{itemname}#8||[INTVIT]300||350#
....
11112012044133: Legendary&&{itemname}#[INTVIT]300||350#


Looks like DEXVIT / INTVIT / STRVIT doesnt work :(


EDIT: You forgot to add it into string[] strArrayFloat = new string[] { ... }; section :)
 
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from .log



Looks like DEXVIT / INTVIT / STRVIT doesnt work :(


EDIT: You forgot to add it into string[] strArrayFloat = new string[] { ... }; section :)
so, morale of this story is we shouldn't automatically update our plugins, cause you know they aren't always 100% :x
 
are you fckng kidding me?

Armor - SpiritStone 'Inna's Radiance'. Score = 28594 {legendary item}
Dexterity=144. Vitality=79. Life Regen=102. Sockets=1. Crit Chance %=6. +Highest Single Resist=50


Offhand - Mojo 'Manajuma's Gory Fetch'. Score = 19019 {legendary item}
Intelligence=178. Life %=12. +Min Damage=112. +Max Damage=213. Mana Regen=13


this is in JUNK_LOG


WTF!? this with last update...

for what you do that shit? all been fine before that update.. :mad::mad::mad::mad::mad::mad::mad:

if you are not smart enough to use this plugin go with giles scoring system... really unbelievable
 
No one is holding a gun to your head and forcing you to use this plugin. Dont like it? Then delete plugin, problem solved, no need to bitch at the dev like he owe you something. Hope the dev quits this project so people like Poplkas will learn. You are one of the reason why this community is ehh.
 
Yes, right. Im happy for projects like this. And If someone isn?t able to make simple setting or read simple instructions, just don?t use it and don?t troll it
 
before that shitty update sorting of legendaries working fine, now it's deleting all legendaries because loot rules for legens - shit, and now only 1 solution uncomment loot rules for keeping all legend items, yes, but again - before that shitty update sorting of legendaries working fine

If you are too stupid to use that plugin, delete it and do your stuff yourself!

Before I forget it: U mad bro?
 
are you fckng kidding me?

Armor - SpiritStone 'Inna's Radiance'. Score = 28594 {legendary item}
Dexterity=144. Vitality=79. Life Regen=102. Sockets=1. Crit Chance %=6. +Highest Single Resist=50


Offhand - Mojo 'Manajuma's Gory Fetch'. Score = 19019 {legendary item}
Intelligence=178. Life %=12. +Min Damage=112. +Max Damage=213. Mana Regen=13


this is in JUNK_LOG


WTF!? this with last update...

for what you do that shit? all been fine before that update.. :mad::mad::mad::mad::mad::mad::mad:

hehehe ^^ check the rules ...

[QUALITY] == Legendary && [NAME] == Inna's Radiance # ([ALLRES] > 0 || [MAXSTATVIT] > 300 || [CRITDMG%] > 0 || [AS%] > 0 || [LIFE%] > 0)
[QUALITY] == Legendary && [NAME] == Manajuma's Gory Fetch # [DMGFACTOR] > 9 || [ALLRES] > 50 || [MAXSTATVIT] > 300

...

ur using my rules .... if u arnt happy with them ... then sit down and make ur own loot rules .... :p

i dont care ... as long as the rules work for me ...
 
from .log



Looks like DEXVIT / INTVIT / STRVIT doesnt work :(


EDIT: You forgot to add it into string[] strArrayFloat = new string[] { ... }; section :)


will be fixed in next version ... as long as u can't fix alone wait .... to use them ^^
 
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I think a good and easy approach to write rules could be the following:
Rules for MUST Keep items
Rules for MUST Trash items
leave rest of them for trinity to decide.ex.
Code:
// +--- Chests
[QUALITY] == Rare && [TYPE] == Chest # [MAXSTAT] >= 70 && [SOCKETS] >= 2 && [VIT] >= 60 && [ALLRES] >= 60 # [KEEP]
[QUALITY] == Rare && [TYPE] == Chest # [MAXSTAT] >= 100 && [VIT] >= 150 && [ALLRES] >= 60 # [KEEP]
[QUALITY] == Rare && [TYPE] == Chest # [MAXSTAT] >= 100 && [VIT] >= 60 && [ALLRES] >= 60 && [LIFE%] >= 9 # [KEEP]
[QUALITY] == Rare && [TYPE] == Chest # ([MAXSTAT] < 80 || [SOCKETS] < 2) && ([VIT] < 100 || [LIFE%] < 8) && [ALLRES] < 60 # [TRASH]

Also i would like to suggest [SCORE] tag which returns item score based on trinity scoring method.ex.
Code:
// +--- Gloves
[QUALITY] == Rare && [TYPE] == Gloves # [MAXSTAT] > 0  && (([CRITDMG%] > 0 && [AS%] > 0)  || [CRIT%] > 0) && [SCORE] > 17000  # [KEEP]
Also [RLVLR] for reduced level requirement could be useful too.
 
I think a good and easy approach to write rules could be the following:
Rules for MUST Keep items
Rules for MUST Trash items
leave rest of them for trinity to decide.ex.
Code:
// +--- Chests
[QUALITY] == Rare && [TYPE] == Chest # [MAXSTAT] >= 70 && [SOCKETS] >= 2 && [VIT] >= 60 && [ALLRES] >= 60 # [KEEP]
[QUALITY] == Rare && [TYPE] == Chest # [MAXSTAT] >= 100 && [VIT] >= 150 && [ALLRES] >= 60 # [KEEP]
[QUALITY] == Rare && [TYPE] == Chest # [MAXSTAT] >= 100 && [VIT] >= 60 && [ALLRES] >= 60 && [LIFE%] >= 9 # [KEEP]
[QUALITY] == Rare && [TYPE] == Chest # ([MAXSTAT] < 80 || [SOCKETS] < 2) && ([VIT] < 100 || [LIFE%] < 8) && [ALLRES] < 60 # [TRASH]

Also i would like to suggest [SCORE] tag which returns item score based on trinity scoring method.ex.
Code:
// +--- Gloves
[QUALITY] == Rare && [TYPE] == Gloves # [MAXSTAT] > 0  && (([CRITDMG%] > 0 && [AS%] > 0)  || [CRIT%] > 0) && [SCORE] > 17000  # [KEEP]
Also [RLVLR] for reduced level requirement could be useful too.


yep ... thats a good way to go .. keep ... realy important items and trash shizzle stuff ...

[SCORE] would be nice but one of my primary goals is still to avoid any dependancys on Giles ... (started already on a standalone version .. much stabler) ...

[RLVLR] isn't implemented or tracked by Demonbuddys API .. as a stat ... but i might get around with req. level and level ... to provide something in a next version ...
 
yep ... thats a good way to go .. keep ... realy important items and trash shizzle stuff ...

[SCORE] would be nice but one of my primary goals is still to avoid any dependancys on Giles ... (started already on a standalone version .. much stabler) ...

[RLVLR] isn't implemented or tracked by Demonbuddys API .. as a stat ... but i might get around with req. level and level ... to provide something in a next version ...

I see,
last version included DPS factor which somehow can be used like score. Then it would be nice to have a EHP factor for defensive stats too These two can be used instead of score.
anyway nicely done so far.
 
its stashing a lot of (bad) quivers in the new version, some1 can help me with a rule for only stash the good ones?

thanks
 
its stashing a lot of (bad) quivers in the new version, some1 can help me with a rule for only stash the good ones?

thanks

this rule is guilty for that ...
[QUALITY] == Rare && [BASETYPE] == Armor # [MAXSTATVIT] > 400 || [DMGFACTOR] > 15
 
Some more ideas!
we also can have Profit factor which is based on MF & GF & MS & radius.
Also for the sake of simplicity its good idea to normalize these factors into (min, max) range i.e if participant factors are close to their assumed MAX values, factor will be near its max value and in the lowest case will be near to 0.
example stats and their weight in each Factor could be like this:
Code:
DPS FACTOR
+1 Primary Attribute:	30
+1% Critical Hit Chance:	1200
+1% Critical Hit Damage:	120
+1% Attack Speed:	700
+1 Min. Damage:	45
+1 Max. Damage:	45

EHP FACTOR
+1 Strength:	55
+1 Dexterity:	150
+1 Intelligence:	55
+1 Vitality:    550     
+1 Bonus Armor:	55
+1 Resist All:	575
+1 Life Bonus %:	3900

ex. for a glove with 150 STR and 8% CRIT and 25% CRITDMG and 7% AS :  DPS Factor =  22000 and we can normalize factors for gloves by dividing them by 300 (based on max stat values on glove). 
Hence that particular item will have DPS factor of 73
anyway nicely done so far.
 
Does the MINDMG MAXDMG work for offhands?
If not then how do you filter the offhands by damage? -_-
Looking at your rare.dis, I think that it does work, but still, there should be something for average damage, since we can't use math. Can you add a [AVGDMG] tag?
 
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