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

trying soft/medium rules and its very rarely stashing anything on 13 bots. now either im extremly unlucky or something is really wrong with the beta version


That is why I stopped using this, something is definitely wrong, even putting my own gear that meets rule requirements into my bag they don't get statshed :( I will be away for a week so no time to figure it out, hopefully someone does in the meantime.

G
 
go look at ur logs. see if anything good are being thrashed.
 
Code:
// +---------------------------------------------------------------------------+
// | ______ __                             __              
// ||      |  |--.---.-.-----.-----.-----.|  |.-----.-----.
// ||   ---|     |  _  |     |  _  |  -__||  ||  _  |  _  |
// ||______|__|__|___._|__|__|___  |_____||__||_____|___  |
// |                         |_____|                |_____|
// +---------------------------------------------------------------------------+
// | 2.012(alpha):
// | - 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.
// +---------------------------------------------------------------------------+

rule examples ... for the new function dual

Code:
@OFFSTAT:=[AS%].dual+[CRIT%].dual+[CRITDMG%].dual+[MINDMG].dual+[MAXDMG].dual
@DEFSTAT:=[VIT].dual+[LIFE%].dual+[ALLRES].dual+[MS%].dual+[ARMORBONUS].dual+[LS%].dual+[LOH].dual+[REGEN].dual
@WIZSTAT:=[INT].dual+[MAXARCPOWER].dual+[ARCONCRIT].dual
@WITSTAT:=[INT].dual+[MAXMANA].dual+[MANAREG].dual
@MONSTAT:=[DEX].dual+[RESPHYSICAL].dual+[RESFIRE].dual+[RESCOLD].dual+[RESLIGHTNING].dual+[RESARCAN].dual+[RESPOISON].dual+[RESHOLY].dual+[HEALTHSPIRIT].dual+[MAXSPIRIT].dual+[SPIRITREG].dual
@DEMSTAT:=[DEX].dual+[HATREDREG].dual+[MAXDISCIP].dual
@BARSTAT:=[STR].dual+[MAXFURY].dual
 
[QUALITY] == "Rare" # ([@OFFSTAT] + [@WIZSTAT]) >= 5 || ([@OFFSTAT] + [@DEFSTAT] + [@WIZSTAT]) >= 6
[QUALITY] == "Rare" # ([@OFFSTAT] + [@WITSTAT]) >= 5 || ([@OFFSTAT] + [@DEFSTAT] + [@WITSTAT]) >= 6
[QUALITY] == "Rare" # ([@OFFSTAT] + [@MONSTAT]) >= 5 || ([@OFFSTAT] + [@DEFSTAT] + [@MONSTAT]) >= 6
[QUALITY] == "Rare" # ([@OFFSTAT] + [@DEMSTAT]) >= 5 || ([@OFFSTAT] + [@DEFSTAT] + [@DEMSTAT]) >= 6
[QUALITY] == "Rare" # ([@OFFSTAT] + [@BARSTAT]) >= 5 || ([@OFFSTAT] + [@DEFSTAT] + [@BARSTAT]) >= 6
 
could you develop a function in your script, which will concatenate multiply conditions coditions by nums.

eg.
FUNCTION([MAXMANA] > 0,[MANAREG] > 0, [CRITDMG%] > 40 ,[SOCKETS] > 0,[LOH] > 500, [LS%] > 0 ,...,3)
using this function any three attributes are matched then the income will return "ture". so it will simplify the rules greatly.


u can use the function [VIT].dual ^^
 
atm i am looking into the rules cause it very rarely stashed anything. i notice some rules are not so resonable.
eg.
the below comes from the hard rare.dis
Code:
// +---------------------------------------------------------------------------+
// +---------- Axe, Dagger, Mace, Spear, Sword
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 600 && [MAXSTATVIT] > 200 && [CRITDMG%] > 50 && [SOCKETS] > 0 && [LOH] > 700
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 700 && [CRITDMG%] > 50 && [SOCKETS] > 0 && [LOH] > 500
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 700 && [MAXSTATVIT] > 200 && [CRITDMG%] > 50 && [SOCKETS] > 0 && ([LOH] > 700 || [LS%] > 0)
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 800 && [MAXSTATVIT] > 100 && [CRITDMG%] > 50 && [SOCKETS] > 0 && ([LOH] > 700 || [LS%] > 0)
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 900 && [MAXSTATVIT] > 50 && [CRITDMG%] > 50 && [SOCKETS] > 0
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 950 && [SOCKETS] > 0 && [CRITDMG%] > 50
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 1000 && [SOCKETS] > 0 && ([MAXSTATVIT] > 200 || [LOH] > 500 || [LS%] > 0)
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 1100
// trash rule
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true -> [TRASH]

the below is compiled by myself
Code:
// +---------------------------------------------------------------------------+
// +---------- Axe, Dagger, Mace, Spear, Sword
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 1100
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 1000 && ([SOCKETS] > 0 || [CRITDMG%] > 79) && ([MAXSTATVIT] > 100 || [LOH] > 500 || [LS%] > 0)
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 950 && [SOCKETS] > 0 && [CRITDMG%] > 40
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 950 && [LOH] > 500 && [LS%] > 0
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 800 && [SOCKETS] > 0 && [CRITDMG%] > 40 && ([MAXSTATVIT] > 100 || [LOH] > 500 || [LS%] > 0)
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 900 && ([SOCKETS] > 0 || [CRITDMG%] > 79) && [MAXSTATVIT] > 100 && ([LOH] > 500 || [LS%] > 0)
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 870 && ([SOCKETS] > 0 || [CRITDMG%] > 79) && [LOH] > 500 && [LS%] > 0
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 900 && [MAXSTATVIT] > 100 && [LOH] > 500 && [LS%] > 0
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 700 && [SOCKETS] > 0 && [CRITDMG%] > 40 && [MAXSTATVIT] > 100 && ([LOH] > 500 || [LS%] > 0)
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 700 && [SOCKETS] > 0 && [CRITDMG%] > 40 && [LOH] > 500 && [LS%] > 0
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 850 && ([SOCKETS] > 0 || [CRITDMG%] > 79) && [MAXSTATVIT] > 100 && [LOH] > 500 && [LS%] > 0
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 700 && [SOCKETS] > 0 && [CRITDMG%] > 40 && [MAXSTATVIT] > 100 && [LOH] > 500 && [LS%] > 0

<note: these rules are edited by the AH in aisa, the criteria may be loose but it will lose good stuff rarely.>
 
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how do i make it to stash all legendaries? half of the time it just goes and vendor the legendaries and not salvage and some thrash legendaries still sells for at least 100k in AH. thanks in advanced :D
 
Some bugs/mistakes from \Rules\hard\legendary.dis:

Code:
// - Tzo Krin's Gaze ----------------------------------------------------------+
// "Legendary" Spirit Stone
// 322?359 Armor
// +78-83 Dexterity
// +78-83 Vitality
// Attack Speed Increased by 6-7%
// +6-7% Life
// Gain 15.1-29.8 Life per Spirit Spent (Monk Only)
// +1 Random Magic Properties
// Item Level: 61
[QUALITY] == "Legendary" && [NAME] == "Tzo Krin's Gaze" # [DEXVIT] > 200 || [SOCKETS] > 0 || [TOTRES] > 0 || [CRIT%] > 0

These rules are definetly not hard. Honestly i cant imagine any Tzo Krin's Gaze worth selling.



Another one:

Code:
// - Fire Walkers -------------------------------------------------------------+
// "Legendary" Boots
// 280?308 Armor
// +46-50 Fire Resistance
// +12% Movement Speed
// Reduces damage from melee attacks by 4%.
// Burn the ground you walk on.
// One of 3 Magic Properties (varies)
// +150-169 Intelligence
// +150-169 Dexterity
// +150-169 Strength
// +2 Random Magic Properties
// Item Level: 62
[QUALITY] == "Legendary" && [NAME] == "Fire Walkers" # [MAXSTATVIT] > 200 || [ALLRES] > 0

In hard rules should be at least:
Code:
[QUALITY] == "Legendary" && [NAME] == "Fire Walkers" # [MAXSTATVIT] > 200 && [ALLRES] > 60

Next:

Code:
// - Blackthorne's Surcoat ----------------------------------------------------+
// Set Chest Armor
// 397?457 Armor
// +71-80 Resistance to All Elements
// Reduces damage from ranged attacks by 5-6%.
// One of 2 Magic Properties (varies)
// +90-100 Vitality
// +170-200 Vitality
// +2 Random Magic Properties
// Empty Socket
// Empty Socket
// Empty Socket
// Blackthorne's Armor
// Item Level: 63
[QUALITY] == "Legendary" && [NAME] == "Blackthorne's Surcoat"

No rules so every Surcoat would be stashed.
 
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trying soft/medium rules and its very rarely stashing anything on 13 bots. now either im extremly unlucky or something is really wrong with the beta version



u can check ur logs .. u will see fast which legendarys get trashed .... if u set the debug on true u can even check each rare that gets trashed ...

hard rules are very strict with some ....exceptions like the mentioned .. Tso monk shizzle ... but thats because this rule hasnt been worked on ...

... plz give us an example ... of somethig beeing trashed that u think shouldnt.

this would be a constructive attempt to work on ur problem ..... thx
 
I think they are different, cause .dual only judges whether one criterion can be satisfied, but you need to give another condition such as "[vit] > 100" in addition.


ur right ... :-) dual will only solve halve of ur problem ...
 
Seems its better to use medium rules for now because a lot of trash items are incorrectly stashed in hard rules.
 
can u ... give me ur log so i can check ... which rules are keeping trash?

it might be the new rules that i added in alpha rleease to test the new functions macro and dual ...

:-)
 
I'll let it run on hard rules and when i see something i'll post it here.

1:

Safety rules are commented out from medium rules but not from hard rules.

HARD:
Code:
// safety rule
[QUALITY] == "Legendary" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 900 && [SOCKETS] > 0 && ([CRITDMG%] > 50 || [LOH] > 400 || [LS%] > 3 || [MAXSTATVIT] > 200)
[QUALITY] == "Legendary" && [BASETYPE] == "Weapon" && [TWOHAND] == true # [DPS] > 1200 && [SOCKETS] > 0 && ([CRITDMG%] > 100 || [LOH] > 800 || [LS%] > 6 || [MAXSTATVIT] > 400) 
[QUALITY] == "Legendary" && [BASETYPE] == "Armor" # [MAXSTATVIT] > 400 || [DMGFACTOR] > 15
[QUALITY] == "Legendary" && [BASETYPE] == "Armor" # [MAXSTATVIT] > 300 && ([DMGFACTOR] > 12 || [ALLRES] > 60)
[QUALITY] == "Legendary" && [BASETYPE] == "Armor" # [MAXSTATVIT] > 200 && [DMGFACTOR] > 9 && [ALLRES] > 60
[QUALITY] == "Legendary" && [BASETYPE] == "Jewelry" # [MAXSTATVIT] > 300 || [DMGFACTOR] > 6
[QUALITY] == "Legendary" && [BASETYPE] == "Jewelry" # [MAXSTATVIT] > 200 && ([DMGFACTOR] > 4 || [ALLRES] > 60)
[QUALITY] == "Legendary" && [BASETYPE] == "Jewelry" # [MAXSTATVIT] > 100 && [DMGFACTOR] > 3 && [ALLRES] > 60

MEDIUM:
Code:
// safety rule
//[QUALITY] == "Legendary" && [BASETYPE] == "Weapon" && [ONEHAND] == true # [DPS] > 900 && [SOCKETS] > 0 && ([CRITDMG%] > 50 || [LOH] > 400 || [LS%] > 3 || [MAXSTATVIT] > 200)
//[QUALITY] == "Legendary" && [BASETYPE] == "Weapon" && [TWOHAND] == true # [DPS] > 1200 && [SOCKETS] > 0 && ([CRITDMG%] > 100 || [LOH] > 800 || [LS%] > 5 || [MAXSTATVIT] > 400) 
//[QUALITY] == "Legendary" && [BASETYPE] == "Armor" # [MAXSTATVIT] > 400 || [DMGFACTOR] > 15
//[QUALITY] == "Legendary" && [BASETYPE] == "Armor" # [MAXSTATVIT] > 300 && ([DMGFACTOR] > 12 || [ALLRES] > 60)
//[QUALITY] == "Legendary" && [BASETYPE] == "Armor" # [MAXSTATVIT] > 200 && [DMGFACTOR] > 9 && [ALLRES] > 60
//[QUALITY] == "Legendary" && [BASETYPE] == "Jewelry" # [MAXSTATVIT] > 300 || [DMGFACTOR] > 6
//[QUALITY] == "Legendary" && [BASETYPE] == "Jewelry" # [MAXSTATVIT] > 200 && ([DMGFACTOR] > 4 || [ALLRES] > 60)
//[QUALITY] == "Legendary" && [BASETYPE] == "Jewelry" # [MAXSTATVIT] > 100 && [DMGFACTOR] > 3 && [ALLRES] > 60

Because of this Gladiator Gauntlets with crit damage are going to be stashed with hard rules but not with medium.

Code:
08:16:08[LOG]:KEEP;[BASETYPE]:Armor;[TYPE]:Gloves;[QUALITY]:Legendary;[NAME]:GladiatorGauntlets;[LEVEL]:61,00;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[LIFE%]:6,99;[LOH]:207,00;[CRIT%]:7,00;[CRITDMG%]:30,00;[ARMOR]:265,83;[ARMORBONUS]:203,00;[ARMORTOT]:468,00;[DMGFACTOR]:20,00;[OFFSTATS]:2,00;[DEFSTATS]:3,00;[@EHP]:39861,45;[@OFFSTAT]:2,00;[@DEFSTAT]:3,00;[QUALITY]=="Legendary"&&[BASETYPE]=="Armor"#[MAXSTATVIT]>400||[DMGFACTOR]>15

2:

HARD:
Code:
[LOG]:KEEP;[BASETYPE]:Jewelry;[TYPE]:Ring;[QUALITY]:Legendary;[NAME]:Hierophant'sSeal;[LEVEL]:61,00;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[AS%]:6,00;[LIFE%]:6,00;[REGEN]:118,00;[MINDMG]:24,00;[MAXDMG]:44,00;[ARMORBONUS]:195,00;[ARMORTOT]:195,00;[DMGFACTOR]:9,40;[AVGDMG]:34,00;[OFFSTATS]:2,00;[DEFSTATS]:3,00;[@EHP]:39396,57;[@OFFSTAT]:3,00;[@DEFSTAT]:3,00;[QUALITY]=="Legendary"&&[NAME]=="Hierophant'sSeal"#[DMGFACTOR]>7||[MAXSTATVIT]>50||[ALLRES]>40

MEDIUM:
Code:
[LOG]:TRASH;[BASETYPE]:Jewelry;[TYPE]:Ring;[QUALITY]:Legendary;[NAME]:Hierophant'sSeal;[LEVEL]:61,00;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[AS%]:6,00;[LIFE%]:6,00;[REGEN]:118,00;[MINDMG]:24,00;[MAXDMG]:44,00;[ARMORBONUS]:195,00;[ARMORTOT]:195,00;[DMGFACTOR]:9,40;[AVGDMG]:34,00;[OFFSTATS]:2,00;[DEFSTATS]:3,00;[QUALITY]=="Legendary"&&[BASETYPE]=="Jewelry"#True->[TRASH]

3:

HARD:
Code:
[LOG]:KEEP;[BASETYPE]:Jewelry;[TYPE]:Ring;[QUALITY]:Legendary;[NAME]:BandofHollowWhispers;[LEVEL]:61,00;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[DEX]:39,00;[VIT]:133,00;[LOH]:220,00;[ALLRES]:53,00;[MAXSTAT]:39,00;[MAXSTATVIT]:172,00;[STRVIT]:133,00;[DEXVIT]:172,00;[INTVIT]:133,00;[TOTRES]:53,00;[DEFSTATS]:2,00;[@EHP]:47676,81;[@DEFSTAT]:3,00;[@MONSTAT]:1,00;[@DEMSTAT]:1,00;[QUALITY]=="Legendary"&&[NAME]=="BandofHollowWhispers"#[DMGFACTOR]>3||[MAXSTATVIT]>100||[MAXSTATVIT]>200

MEDIUM:
Code:
[LOG]:TRASH;[BASETYPE]:Jewelry;[TYPE]:Ring;[QUALITY]:Legendary;[NAME]:BandofHollowWhispers;[LEVEL]:61,00;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[DEX]:39,00;[VIT]:133,00;[LOH]:220,00;[ALLRES]:53,00;[MAXSTAT]:39,00;[MAXSTATVIT]:172,00;[STRVIT]:133,00;[DEXVIT]:172,00;[INTVIT]:133,00;[TOTRES]:53,00;[DEFSTATS]:2,00;[QUALITY]=="Legendary"&&[BASETYPE]=="Jewelry"#True->[TRASH]

4:

HARD:
Code:
[LOG]:KEEP;[BASETYPE]:Jewelry;[TYPE]:Amulet;[QUALITY]:Legendary;[NAME]:XephirianAmulet;[LEVEL]:62,00;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[REGEN]:386,00;[CRIT%]:6,50;[GF%]:35,99;[MF%]:36,99;[MAXARCPOWER]:15,00;[DMGFACTOR]:13,00;[OFFSTATS]:1,00;[DEFSTATS]:1,00;[@EHP]:35000,00;[@OFFSTAT]:1,00;[@DEFSTAT]:1,00;[@WIZSTAT]:1,00;[QUALITY]=="Legendary"&&[NAME]=="XephirianAmulet"#[DMGFACTOR]>10||[MAXSTATVIT]>100&&[ALLRES]>50

MEDIUM:
Code:
[LOG]:TRASH;[BASETYPE]:Jewelry;[TYPE]:Amulet;[QUALITY]:Legendary;[NAME]:XephirianAmulet;[LEVEL]:62,00;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[REGEN]:386,00;[CRIT%]:6,50;[GF%]:35,99;[MF%]:36,99;[MAXARCPOWER]:15,00;[DMGFACTOR]:13,00;[OFFSTATS]:1,00;[DEFSTATS]:1,00;[QUALITY]=="Legendary"&&[BASETYPE]=="Jewelry"#True->[TRASH]

As you can see rules are commented out in medium but not in hard.
There are a lot more of these.
 
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Could you look into the russian rules I sent you and check if there's a problem ?
Seems to be totally broken but I don't understand why, all I did was replace the english item names by the russian names.

I get this error on every single legendary:
12 d?c. 10:12:55[ERROR]:Specified cast is not valid.;last use rule: [QUALITY]=="Legendary"&&[NAME]=="СыпьЗунимассы";tree.Errors = 3;ParseError( 4097): Unexpected token '' found. Expected EOF;ParseError( 111): TryGetValue NUMBER failed '' check this key!;ParseError( 111): TryGetValue NUMBER failed '' check this key!;;[BASETYPE]:Weapon;[TYPE]:Staff;[QUALITY]:Rare;[NAME]:Мифическийпосох;[LEVEL]:62,00;[ONEHAND]:False;[TWOHAND]:True;[UNIDENT]:False;[DEX]:175,00;[VIT]:215,00;[LS%]:5,10;[DPS]:785,50;[WEAPAS]:1,00;[WEAPMAXDMG]:1032,00;[WEAPMINDMG]:539,00;[CRITDMG%]:129,00;[MAXSTAT]:175,00;[MAXSTATVIT]:390,00;[STRVIT]:215,00;[DEXVIT]:390,00;[INTVIT]:215,00;[DMGFACTOR]:25,80;[OFFSTATS]:1,00;[DEFSTATS]:1,00;
 
Last edited:
O, in latest commit new file was added: "ahstatistic"
-------------------------
| Black Bone Arrows | Average Price Min Price - Max Price
-------------------------
No. of unique items scanned: 174 1,630,000 50,000 - 30,000,000

71.3% chance for 40-240 Dexterity 2,130,000 70,000 - 30,000,000 130.7% +
41.4% chance for 38-239 Strength 1,720,000 50,000 - 30,000,000 105.5% +
...
2.3% chance for 8-11 DemonHunterSkillBonusHungeringArrow 9,350,000 500,000 - 30,000,000 573.6% +++
1.7% chance for 2-4 DemonHunterSkillBonusMultishot 3,920,000 270,000 - 10,000,000 240.5% ++
...
Chance for 1 Gem Slots: 47.7% 1,760,000 50,000 - 30,000,000 108.0% +
Chance for 2 Gem Slots: 0.0%
Chance for 3 Gem Slots: 0.0%
...

So, it ll be possible to auto generate legendary.dis file ?
 
O, in latest commit new file was added: "ahstatistic"
-------------------------
| Black Bone Arrows | Average Price Min Price - Max Price
-------------------------
No. of unique items scanned: 174 1,630,000 50,000 - 30,000,000

71.3% chance for 40-240 Dexterity 2,130,000 70,000 - 30,000,000 130.7% +
41.4% chance for 38-239 Strength 1,720,000 50,000 - 30,000,000 105.5% +
...
2.3% chance for 8-11 DemonHunterSkillBonusHungeringArrow 9,350,000 500,000 - 30,000,000 573.6% +++
1.7% chance for 2-4 DemonHunterSkillBonusMultishot 3,920,000 270,000 - 10,000,000 240.5% ++
...
Chance for 1 Gem Slots: 47.7% 1,760,000 50,000 - 30,000,000 108.0% +
Chance for 2 Gem Slots: 0.0%
Chance for 3 Gem Slots: 0.0%
...

So, it ll be possible to auto generate legendary.dis file ?

pssssssssssssssssssst :p
 
sry even if its a stupid question i downloaded the version from you (public version) and now ? i dont now how to activate it^^ i planted it in plugin folder ... now i have again in db the giles plugin ? what now ?
 
I just want to pick up bracers, gloves, 1h axe/sword/mace, score with trinity and ignore all other armor and weapons. using trinity 1.7.1.7.

Whats the best way to go about that?
 
sry even if its a stupid question i downloaded the version from you (public version) and now ? i dont now how to activate it^^ i planted it in plugin folder ... now i have again in db the giles plugin ? what now ?

i choose now file based script rules in giles cfg. ... but could it be that it just sells useless legs like "ageless might" ? i think it just sold oO it should salvage it ... -.-
 
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