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

Hmm I tried adding ignore rules in the pickup.dis, but it doesn't seem to be following.

Here are my rare rules:

Code:
// +--------------------------------------------------------------------------------------+
// |  ______ _______ ______ _______ 
// | |   __ \   _   |   __ \    ___|
// | |      <       |      <    ___|
// | |___|__|___|___|___|__|_______|                     
// +--------------------------------------------------------------------------------------+
[QUALITY] == "Rare"  && [LEVEL] > 61  && [BASETYPE] == "Weapon"
[QUALITY] == "Rare"  && [TYPE] == "Crossbow"
[QUALITY] == "Rare"  && [TYPE] == "Bow"
//ignore rule
[QUALITY] == "Rare"  && [TWOHAND] == true -> [IGNORE]
[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"  && [TYPE] == "SpiritStone"  -> [IGNORE]
[QUALITY] == "Rare"  && [TYPE] == "Belt"  -> [IGNORE]
[QUALITY] == "Rare"  && [TYPE] == "Orb"  -> [IGNORE]
[QUALITY] == "Rare"  && [TYPE] == "Cloak"  -> [IGNORE]
[QUALITY] == "Rare"  && [TYPE] == "Shield"  -> [IGNORE]
[QUALITY] == "Rare"  && [LEVEL] <= 60 && [BASETYPE] == "Armor"  -> [IGNORE]

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

Does order matter?
 
Hmm I tried adding ignore rules in the pickup.dis, but it doesn't seem to be following.

Here are my rare rules:

Code:
// +--------------------------------------------------------------------------------------+
// |  ______ _______ ______ _______ 
// | |   __ \   _   |   __ \    ___|
// | |      <       |      <    ___|
// | |___|__|___|___|___|__|_______|                     
// +--------------------------------------------------------------------------------------+
[QUALITY] == "Rare"  && [LEVEL] > 61  && [BASETYPE] == "Weapon"
[QUALITY] == "Rare"  && [TYPE] == "Crossbow"
[QUALITY] == "Rare"  && [TYPE] == "Bow"
//ignore rule
[QUALITY] == "Rare"  && [TWOHAND] == true -> [IGNORE]
[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"  && [TYPE] == "SpiritStone"  -> [IGNORE]
[QUALITY] == "Rare"  && [TYPE] == "Belt"  -> [IGNORE]
[QUALITY] == "Rare"  && [TYPE] == "Orb"  -> [IGNORE]
[QUALITY] == "Rare"  && [TYPE] == "Cloak"  -> [IGNORE]
[QUALITY] == "Rare"  && [TYPE] == "Shield"  -> [IGNORE]
[QUALITY] == "Rare"  && [LEVEL] <= 60 && [BASETYPE] == "Armor"  -> [IGNORE]

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

Does order matter?

Yes it is really important that order is correct ... the compiler will leave as soon as he finds a matching rule!!!

Means .... from Top -> Down

u have to make sure

For Example:

As soon as this rule comes any weapon over 61 will be kept ... so any specific [TYPE] from weapons u want to ignore IGNORE has to come before
Code:
[QUALITY] == "Rare"  && [LEVEL] > 61  && [BASETYPE] == "Weapon"

if u want to IGNORE every Polearm

u need to do this like that

Code:
[QUALITY] == "Rare"  && [BASETYPE] == "Weapon" && [TYPE] == "Polearm" -> [IGNORE]
[QUALITY] == "Rare"  && [LEVEL] > 61  && [BASETYPE] == "Weapon"
 
Last edited:
Some rules are not making sense to me. Example:

Code:
[QUALITY] == "Legendary" && [NAME] == "Echoing Fury" # [DPS] > 1100 && ([CRITDMG%] > 50 || [LOH]*[LS%] > 0)

Why make a rule to only keep a Echoing Fury with Critc Dmg (ok) OR both ls and loh??

Another:
Code:
[QUALITY] == "Legendary" && [NAME] == "Immortal King's Triumph" #  [STRVIT] > 195 || [ALLRES] > 0 || [AS%] > 0 || [LIFE%] > 0

All KT has LIFE%, and no chance to roll AS%
 
Last edited:
Some rules are not making sense to me. Example:

Code:
[QUALITY] == "Legendary" && [NAME] == "Echoing Fury" # [DPS] > 1100 && ([CRITDMG%] > 50 || [LOH]*[LS%] > 0)

Why make a rule to only keep a Echoing Fury with Critc Dmg (ok) OR both ls and loh??

Strange, I use DF medium rules and esp. for EF he used 3 lines.
Since it is Donators only, I will not post them here, but they are very precise at all.
 
Another strange rule:
Code:
[QUALITY] == "Legendary" && [NAME] == "Immortal King's Irons" # [DMGFACTOR] > 10 || [MAXSTATVIT] > 169 || [ALLRES] > 0

This will keep every IK Irons, cause they always have 9%+ crit chance (making DMGFACTOR always >= 18)

Or I'm missing something?
 
Last edited:
In those Medium rules it says DMG Factor > 22. To keep them if they have CritDMG and/or AS
 
Some rules are not making sense to me. Example:

Code:
[QUALITY] == "Legendary" && [NAME] == "Echoing Fury" # [DPS] > 1100 && ([CRITDMG%] > 50 || [LOH]*[LS%] > 0)

Why make a rule to only keep a Echoing Fury with Critc Dmg (ok) OR both ls and loh??

yep some rules make no sense .... and that's where u as user can help .... post the rules and .... make a improvement suggestion !

so its a constructive feedback :-)

i would appreciate that ... i can't work on script compiler, implementing into UnifiedTrintiy, fixing bugs and write perfect rules ...

:-)
 
I'm talking about the formula. It's:
dmg factor = as% + crit%*2 + critdmg%/5

Let's say a good IK glove with 0 as%, 10% crit% and 45% critdmg%
0 + 10*2 + 45/5 = 20+9 = 29

Now let's calculate DMGFACTOR of a trash IK gloves, with ONLY the minimum 9% critical chance:
0 + 9*2 + 0/5 = 18

You see? Every single IK gloves will be picked up (the actual rule is pick anything with DMGFACTOR > 10)
 
Last edited:
yep some rules make no sense .... and that's where u as user can help .... post the rules and .... make a improvement suggestion !

so its a constructive feedback :-)

i would appreciate that ... i can't work on script compiler, implementing into UnifiedTrintiy, fixing bugs and write perfect rules ...

:-)

:p

ok, gonna report some more things as soon as I spot them :p
 
Another strange rule:
Code:
[QUALITY] == "Legendary" && [NAME] == "Immortal King's Irons" # [DMGFACTOR] > 10 || [MAXSTATVIT] > 169 || [ALLRES] > 0

This will keep every IK Irons, cause they always have 9%+ crit chance (making DMGFACTOR always >= 18)

Or I'm missing something?

improvement suggestion ??

Development of ItemRules
is now kept private until release
access will be garanted to
donators & contributors
including new rule sets

get a contributor its ur chance!
 
I guess it only supports EN clients, and if i want it to work with RU i have to translate the names of the items in the legendary.dis? (rest of the rules should work just fine for RU, yep?)
 
improvement suggestion ??

Development of ItemRules
is now kept private until release
access will be garanted to
donators & contributors
including new rule sets

get a contributor its ur chance!

Thumbs up for this. Those contributor rule sets are really nice. And if you made/make good money with botting this small fee wont hurt you.
For the few bucks Dark charges he won?t even buy himself a beer in Swizerland ^^
 
Thumbs up for this. Those contributor rule sets are really nice. And if you made/make good money with botting this small fee wont hurt you.
For the few bucks Dark charges he won?t even buy himself a beer in Swizerland ^^
WTF? I dont ever want to go to Switzerland then, if I cant even buy myself a beer for 11 usd :p
 
Dark, the newest beta you put out 20062 freezes DB. The 20061 works fine however.
 
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