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[Plugin] "Item Rules 2" File based scripting language!

darkfriend77

Member
Joined
Jun 14, 2011
Messages
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[Plugin] "Item Rules 2" Public released!

Item Rules 2

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: http://redd.it/19fzxv
  • public: Build into Trinity

Code:
// +---------------------------------------------------------------------------+
// | ______ __                             __              
// ||      |  |--.---.-.-----.-----.-----.|  |.-----.-----.
// ||   ---|     |  _  |     |  _  |  -__||  ||  _  |  _  |
// ||______|__|__|___._|__|__|___  |_____||__||_____|___  |
// |                                                |_____| 
// +---------------------------------------------------------------------------+
2.2.3.0(beta) Item Rules 2
  • added new actions [UNIDENT] & [IDENTIFY] (default) usable in identify.dis
  • added new actions [SELL] & [SALVAGE](default) usable in salvageSell.dis
  • added some minor rule sets to those new files
  • refactored some code
  • moved onto latest Trinity 1.7.3.30 thx to rrix

STATUS: PUBLIC BUILT IN TRINITY RELEASE (since 04.12.12)


PUBLIC RELEASE : RELEASED! :p


push the like button ...if u like!!!

DONATOR's get access TO early developer stuff ...

HAVE FUN!!!

plz report bugs and errors

CONTACT:
skype: darkfriend77
email: [email protected]
PM demonbuddypage: darkfriend77




or


 
Last edited:
Code:
// +---------------------------------------------------------------------------+
// | _______                              __              
// ||    ___|.--.--.---.-.--------.-----.|  |.-----.-----.
// ||    ___||_   _|  _  |        |  _  ||  ||  -__|__ --|
// ||_______||__.__|___._|__|__|__|   __||__||_____|_____|
// |                              |__|                                             
// +---------------------------------------------------------------------------+ 
// |
// | This rule will multiply attackspeed, critchance & critdmg an every rare item
// | and if the result is bigger then 0 it will keep that item. This qualifys
// | every item that has all three stats on it.
// | 
// | - [QUALITY] == "Rare" # [AS%] * [CRIT%] * [CRITDMG%] > 0 -> [KEEP]
// |
// | Maybee an implementation of an EHP calculation like on www.d3rawr.com/ehp
// | would be possible:
// | - +1 Strength	+0.14 EHP
// | - +1 Dexterity	+0.44 EHP
// | - +1 Intelligence	+0.14 EHP
// | - +1 Vitality	+50 EHP
// | - +1 Armor	        +0.14 EHP
// | - +1 Resist All	+1.41 EHP
// | - +1 Life Bonus %	+4.44 EHP
// | Rule:
// | - ([STR]*0.14+[DEX]*0.44+[INT]*0.14+[VIT]*50
// |    +[ARMORTOT]*0.14+[ALLRES]*1.41+[LIFE%]*4.44) > x EHP
// +---------------------------------------------------------------------------+

example: legendary.dis
Code:
// - Skorn --------------------------------------------------------------------+
// "Legendary" Two-Handed Axe
// 1051.9?1476.0 Damage Per Second
// (917-1190)?(1187-1763) Damage
// 1.00 Attacks per Second
// +143-286 Minimum Damage
// +191-381 Maximum Damage
// +41-50% Damage
// Critical Hit Damage Increased by 132-200%
// One of 3 Magic Properties (varies)
// +290-340 Intelligence
// +290-340 Dexterity
// +290-340 Strength
// +1 Random Magic Properties
// Empty Socket
// Item Level: 63
[QUALITY] == "Legendary" && [NAME] == "Skorn" # [DPS] > 1100 && ([CRITDMG%] > 180 || [LOH] > 0 ||  [LS%] > 0 || [MAXSTATVIT]  > 400) 
[QUALITY] == "Legendary" && [NAME] == "Skorn" # [DPS] > 1200 && ([CRITDMG%] > 150 || [LOH] > 0 ||  [LS%] > 0 || [MAXSTATVIT]  > 335) 
[QUALITY] == "Legendary" && [NAME] == "Skorn" # [DPS] > 1300

example: rare.dis
Code:
// +---------------------------------------------------------------------------+
// | -- Ring
// +---------------------------------------------------------------------------+
// | [MAXSTAT] == 200, [LIFE%] == 12,[ AS%] == 9, [CRIT%] == 6, [LOH] == 479,
// | [MAXONERES] == 60, [CRITDMG%] == 50, [ALLRES] == 80, [MINDMG] == 36,
// | [MAXDMG] == 104
// +---------------------------------------------------------------------------+
// | [DMGFACTOR] == 38, [TOTRES] == 140, [AVGDMG] == 70
// +---------------------------------------------------------------------------+
[QUALITY] == "Rare" && [TYPE] == "Ring" # [OFFSTATS] > 2
[QUALITY] == "Rare" && [TYPE] == "Ring" # [DMGFACTOR] > 19
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 49 && [DMGFACTOR] > 17
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 69 && [ALLRES] > 39 && [DMGFACTOR] > 15
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 89 && [ALLRES] > 39 && [DMGFACTOR] > 10 && ([LOH] > 149 || [LIFE%] > 5)
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 109 && [ALLRES] > 49 && [DMGFACTOR] > 9 && ([LOH] > 249 || [LIFE%] > 8)
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 129 && [ALLRES] > 69 && [DMGFACTOR] > 8 && [LOH] > 249 && [LIFE%] > 8
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 149 && [ALLRES] > 79 && [LIFE%] > 11
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTAT] > 199 && [VIT] > 0 && [TOTRES] > 135
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [TOTRES] > 135
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [LOH] > 450
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [THORNS] > 900
[QUALITY] == "Rare" && [TYPE] == "Ring" # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [MF%] > 19 && [GF%] > 24
[QUALITY] == "Rare" && [TYPE] == "Ring" # [CRITDMG%] > 47
// trash rule
[QUALITY] == "Rare" && [TYPE] == "Ring" # True -> [TRASH]

example: pickup.dis
Code:
// +--------------------------------------------------------------------------------------+
// |  ______ _______ ______ _______ 
// | |   __ \   _   |   __ \    ___|
// | |      <       |      <    ___|
// | |___|__|___|___|___|__|_______|                     
// +--------------------------------------------------------------------------------------+
[QUALITY] == "Rare"  && [LEVEL] > 61  && [BASETYPE] == "Weapon"
//ignore rule
[QUALITY] == "Rare"  && [LEVEL] <= 61 && [BASETYPE] == "Weapon" -> [IGNORE]

[QUALITY] == "Rare"  && [LEVEL] > 60  && [BASETYPE] == "Armor"
[QUALITY] == "Rare"  && [LEVEL] > 57  && [BASETYPE] == "Armor" && [TYPE] == "Gloves"
//ignore rule
[QUALITY] == "Rare"  && [LEVEL] <= 60 && [BASETYPE] == "Armor"  -> [IGNORE]

[QUALITY] == "Rare"  && [LEVEL] > 54 && [BASETYPE] == "Jewelry"
//ignore rule
[QUALITY] == "Rare"  && [LEVEL] <= 54 && [BASETYPE] == "Jewelry"-> [IGNORE]

Code:
// +---------------------------------------------------------------------------+
// | ______ __                             __              
// ||      |  |--.---.-.-----.-----.-----.|  |.-----.-----.
// ||   ---|     |  _  |     |  _  |  -__||  ||  _  |  _  |
// ||______|__|__|___._|__|__|___  |_____||__||_____|___  |
// |                         |_____|                |_____|
// +---------------------------------------------------------------------------+
// | 0.91(beta)
// | - update for newest release
// +---------------------------------------------------------------------------+
// | 2.030(beta)
// | - added possibility to add an other rulepath outside of demonbuddy
// | - logging is also pushed to TrinityLog folder
// | - moved onto latest Trinity 1.7.1.13 devOnly thx to rrix
// +---------------------------------------------------------------------------+
// | 2.0235(beta)
// | - should now accept any characters ... chinese russian ... and so on.
// | - moved onto latest Trinity 1.7.1.12 devOnly thx to rrix
// +---------------------------------------------------------------------------+
// | 0.9(beta)
// | - another log viewer (beta release)
// +---------------------------------------------------------------------------+
// | 2.020(public):
// | - removed testing rules
// | - added function possibility for float attributes
// | - function dual transform a number into binary 0 or 1
// |   ex. item has 123 vitalityand no strength [VIT].dual -> 1 [STR].dual -> 0
// | - function max gets back the percentage of the max that is pos on that item
// |   this function is under work.
// | - .max function still in work
// | - added macro possibility
// | - some fixes at the log system
// | - added a open-source AH Parser (use on ur own risk!) documentation incl.
// | - moved from Trinity 1.7.1.6 to 1.7.1.7 thx to rrix for his hard work
// | - moved on last developer version.
// | - added documentation for macro, function and installation
// +---------------------------------------------------------------------------+
// | 2.009(beta):
// | - working on a better log system
// | - added again more rules
// | - fixed some filepath issues
// | - added archive functionality
// +---------------------------------------------------------------------------+
// | 2.0081(beta):
// | - changed attribut pickupradius to [PICKRAD]
// | - moved from Trinity 1.7.1.4 to 1.7.1.5 thx to rrix for his hard work
// | - moved from Trinity 1.7.1.5 to 1.7.1.6 thx to rrix for his hard work
// +---------------------------------------------------------------------------+
// | 2.007(beta):
// | - smarter log files
// | - can set [RULE] type now in config.dis (soft,medium,hard,custom)
// | - all rule files now included in release
// | - small fix in comment only use words soft,medium,hard
// | - updated with the new rules
// +---------------------------------------------------------------------------+
// | 2.0063(beta):
// | - PICKUP rules should work now! Trinity setting was still active.
// +---------------------------------------------------------------------------+
// | 2.0062(beta):
// | - reverted a monk change that isn't good for everyone
// +---------------------------------------------------------------------------+
// | 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
// +---------------------------------------------------------------------------+
 
Last edited:
Thanks for all your hard work, darkfriend77. Can't wait to try it out!
 
Going to donate some money, when my items are sold and the money on paypal ;)
 
is it possible to write some script that:

Would loot all ilvl 61+ rare 1-hand weapons and ignore all 2h
And loot all 61lvl+ armor except for gloves (would like to loot 58+ cause even 58lvl gloves can be worth bilions now)

and on top of that it would just use simple GileScoring? (You wouldn't need any other fancy scripit)...Or it can use Your stash rules...anyway this would save a ton of time of not picking up 99% of trash thar are most of the 2h weapons :(

would donate to person who can make that possible
 
Last edited:
is it possible to write some script that:

Would loot all ilvl 61+ rare 1-hand weapons and ignore all 2h
And loot all 61lvl+ armor except for gloves (would like to loot 58+ cause even 58lvl gloves can be worth bilions now)

and on top of that it would just use simple GileScoring? (You wouldn't need any other fancy scripit)...Or it can use Your stash rules...anyway this would save a ton of time of not picking up 99% of trash thar are most of the 2h weapons :(

would donate to person who can make that possible

this could be implemented but this needs an overall plan on how to specify the items beeing picked up ... at the moment the settings in the GUI is deciding what to pick up ...
 
can You make it somehow? or plan to do it? I guess everyone would love to see that even more than item scoring cause this is the fastest and easiest way to increase Your item/h...

at the moment You need to pickup all armor 58ilvl to get that stupid gloves. You would do like 1/10 of town runs that You do atm..
 
is it possible to write some script that:

Would loot all ilvl 61+ rare 1-hand weapons and ignore all 2h
And loot all 61lvl+ armor except for gloves (would like to loot 58+ cause even 58lvl gloves can be worth bilions now)

and on top of that it would just use simple GileScoring? (You wouldn't need any other fancy scripit)...Or it can use Your stash rules...anyway this would save a ton of time of not picking up 99% of trash thar are most of the 2h weapons :(
This is an ugly hack, but it will work. Open up ItemHandling.cs in the Giles Community directory, and around line 67 make this:
Code:
case GBaseItemType.Armor:
case GBaseItemType.Offhand:
    return CheckLevelRequirements(level, quality, Settings.Loot.Pickup.ArmorBlueLevel, Settings.Loot.Pickup.ArmorYellowLevel);
look like this:
Code:
case GBaseItemType.Armor:
    if (itemType == GItemType.Gloves)
        return CheckLevelRequirements(level, quality, Settings.Loot.Pickup.ArmorBlueLevel, 58);
    else
        return CheckLevelRequirements(level, quality, Settings.Loot.Pickup.ArmorBlueLevel, Settings.Loot.Pickup.ArmorYellowLevel);
case GBaseItemType.Offhand:
    return CheckLevelRequirements(level, quality, Settings.Loot.Pickup.ArmorBlueLevel, Settings.Loot.Pickup.ArmorYellowLevel);
It just substitutes 58 for whatever value you have it set to pick up rares. Then just adjust your rare pickup to 61 and go. If it's not a glove, it will drop down to the next case and treat it armor and offhand items the same. The same concept can be applied to the weapons, change this:
Code:
case GBaseItemType.WeaponTwoHand:
case GBaseItemType.WeaponOneHand:
case GBaseItemType.WeaponRange:
    return CheckLevelRequirements(level, quality, Settings.Loot.Pickup.WeaponBlueLevel, Settings.Loot.Pickup.WeaponYellowLevel);
to this:
Code:
case GBaseItemType.WeaponTwoHand:
    return CheckLevelRequirements(level, quality, Settings.Loot.Pickup.WeaponBlueLevel, 63);
case GBaseItemType.WeaponOneHand:
case GBaseItemType.WeaponRange:
    return CheckLevelRequirements(level, quality, Settings.Loot.Pickup.WeaponBlueLevel, Settings.Loot.Pickup.WeaponYellowLevel);
EDIT: fr0stebyte's solution for two handed weapons is better than mine if you don't want to pick them up at all. Just put a "//" in front of the two handed case label, as in:
Code:
//case GBaseItemType.WeaponTwoHand:
 
Last edited:
Anyway, I agree with the above, pickup rules are probably the most obvious good use of these rule sets. I have finals over the next two weeks, but if no one has implemented it by then, I might take a ***** at it over the holidays.
 
hmm, I got this error when I try to implement th
[15:11:33.862 N] Compiler Error: d:\DB1Matt_p\Plugins\GilesTrinity\ItemHandling.cs(66,13) : error CS0103: Nazwa „CheckLevelRequirements” nie istnieje w bieżącym kontekście.
[15:11:33.862 N] Compiler Error: d:\DB1Matt_p\Plugins\GilesTrinity\ItemHandling.cs(69,13) : error CS0103: Nazwa „CheckLevelRequirements” nie istnieje w bieżącym kontekście.
[15:11:33.862 N] Compiler Error: d:\DB1Matt_p\Plugins\GilesTrinity\ItemHandling.cs(99,14) : error CS0103: Nazwa „CheckLevelRequirements” nie istnieje w bieżącym kontekście.
[15:11:33.862 N] Compiler Error: d:\DB1Matt_p\Plugins\GilesTrinity\ItemHandling.cs(101,14) : error CS0103: Nazwa „CheckLevelRequirements” nie istnieje w bieżącym kontekście.
[15:11:33.862 N] Compiler Error: d:\DB1Matt_p\Plugins\GilesTrinity\RefreshDiaObject.cs(1285,29) : warning CS0162: Wykryto nieosiągalny kod.
 
Copy and post the first 10 lines of the switch (baseType) ?

I've also got my finger on the donate button, just waiting for some decent rules to be implemented.
Just waiting for the rules to be tested better, anything that will save me 1-2 hours a day sorting through crap on multiple bots with the lowered risk of missing good items will have my support!
 
Hey is there any "standard" item rules, I mean well know and works well enough?
I need some rules that take into account like crit chance and crit damage on the same piece.

If I have something good to start from I think I could improve on it later and share to you guys :)
 
Hey is there any "standard" item rules, I mean well know and works well enough?
I need some rules that take into account like crit chance and crit damage on the same piece.

If I have something good to start from I think I could improve on it later and share to you guys :)

i have reworked rules at the moment in the beta folder ... they will probably released soon ...

with Item Rules 2 making rules is easy .... and sofar ... the beta release seems stable running on 3 bots more then 24h ...

rules like ....

Code:
// - Sledge of Athskeleng -----------------------------------------------------+
// "Legendary" Two-Handed Mace
// 903.3?1314.2 Damage Per Second
// (902-1186)?(1106-1735) Damage
// 0.90 Attacks per Second
// +112-296 Minimum Damage
// +149-391 Maximum Damage
// +36-40% Damage
// Each Hit Adds +898-1315 Life
// +12% Movement Speed
// +2 Random Magic Properties
// Item Level: 62
//[QUALITY] == "Legendary" && [NAME] == "Sledge of Athskeleng" # [DPS] > 1100 && [SOCKETS] > 0 && ([CRITDMG%] > 180 || [LS%] > 0 || [MAXSTATVIT]  > 200) //soft
//[QUALITY] == "Legendary" && [NAME] == "Sledge of Athskeleng" # [DPS] > 1200 && ([SOCKETS] > 0 || [CRITDMG%] > 0 || [LS%] > 0 || [MAXSTATVIT]  > 100) //soft
//[QUALITY] == "Legendary" && [NAME] == "Sledge of Athskeleng" # [DPS] > 1300 //soft
[QUALITY] == "Legendary" && [NAME] == "Sledge of Athskeleng" # [DPS] > 1300 && [SOCKETS] > 0 && ([CRITDMG%]*[LS%] > 0)

Code:
// HIGH DAMAGE STUFF                      
[QUALITY] == "Rare" # [AS%] * [CRIT%] * [CRITDMG%] > 0 -> [KEEP]

Code:
// crafting plans setting
[QUALITY] == "Legendary" && [TYPE] == "CraftingPlan" -> [KEEP]
[QUALITY] == "Rare6" && [TYPE] == "CraftingPlan" -> [KEEP]
[QUALITY] == "Rare5" && [TYPE] == "CraftingPlan" -> [TRASH]
[QUALITY] == "Rare4" && [TYPE] == "CraftingPlan" -> [TRASH]

can now be done and even more ... complicated stuff ... should be easy now ...

in the beta rules we have about 400 rules at the moment ...
 
u get acces to my private development repository ... which contains the actual zip files of the stable versions ... also it contains ... rules sets ... and some documentation...

Code:
Folders			Description
-------			-----------

- alpha			some ugly testing, better don't touch this ....
- beta			this should be the version to use for advantage to non donators
- release		        public release

to use newest release i will provide a ItemRule Version number in each file, but i will release
on a stable UnifiedGiles and on the most actual probably unstable...

- rules
  |- soft		only best selling stuff is beeing pickt up probably 1+ Million
  |- medium		only best selling stuff is beeing pickt up probably 5+ Million
  |- hard		only best selling stuff is beeing pickt up probably 10+ Million

01.12.2012: today it looks like ... 
- alpha
- beta
  |- changeLog.txt
  |- ItemRules2.txt
  |- ItemRules200UniTrinity1-7-1-2stable.zip
  |- ItemRules200UniTrinity1-7-1-3stable.zip
  |- ItemRules2001UniTrinity1-7-1-3stable.zip
  |- ItemRules200UniTrinity0_44stable.zip
  |- ItemRules200UniTrinity0_45stable.zip
  |- README.TXT
- preFinal
- release
- rules
  |- 1 - hard
      |- legendary.dis
      |- magic.dis
      |- rare.dis
      |- special.dis
  |- 2 - medium
  |- 3 - soft
  |- 9 - old
  |- changeLog.txt
  |- disfile.INI
  |- README.TXT
- DONATOR INFO.TXT


try give some feedback trough... eMail, Skype, PM or what ever

skype darkfriend77
 
Code:
// +---------------------------------------------------------------------------+
// | ______ __                             __              
// ||      |  |--.---.-.-----.-----.-----.|  |.-----.-----.
// ||   ---|     |  _  |     |  _  |  -__||  ||  _  |  _  |
// ||______|__|__|___._|__|__|___  |_____||__||_____|___  |
// |                         |_____|                |_____|
// +---------------------------------------------------------------------------+
// | 2.002(beta):
// | - dirty hack to loot all 58+ rare gloves
// | - 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                                               
// +---------------------------------------------------------------------------+
 
Code:
// +---------------------------------------------------------------------------+
// | ______ __                             __              
// ||      |  |--.---.-.-----.-----.-----.|  |.-----.-----.
// ||   ---|     |  _  |     |  _  |  -__||  ||  _  |  _  |
// ||______|__|__|___._|__|__|___  |_____||__||_____|___  |
// |                         |_____|                |_____|
// +---------------------------------------------------------------------------+
// | 2.002(beta):
// | - dirty hack to loot all 58+ rare gloves
// | - 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                                               
// +---------------------------------------------------------------------------+

With this dirty hack i also loot all types of 58lvl gloves (blue and white trash)...
 
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