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

Hey darkfriend, thx for your invite. The donation was 110% worth it. XD

Just a quick question tho, what exactly does """[Trinity]Item Rules doesn't handle mightyWeapon_1H_norm_base_flippy_03 of type MightyWeapon and quality Rare4!""" mean. Thx again!

that looks like ur rule set doens't handle MightyWeapons at all ... what rules are u using which version ... of trinity and itemrules?


http://www.thebuddyforum.com/demonb...00470-guide-how-use-item-rules-2-trinity.html
 
Using .295 DB with .13 Trinity and Rel.-v 2.0.2.35 Item Rules. But the actual ruleset I took from your repository and edited it a bit myself. Does that mean it doesnt pick up mighty weapon 1h'ders or does that mean it just passes the ruleset to Trinity and trinity decides if it picks it up?
 
Does [BLOCK%] > 25 work?

at the moment total block chance is in [BLOCK%] in the next release most of those references that are wrong will be fixed ...

next release will have a lot fixed ... as long as we find a way to handle the item.name bug which has popped out again in the beta release ...

// | - changed [AS%] now working also on weapons
// | - changed [BLOCK%] now working also on shield
// | - added [TOTBLOCK%] for total blockchance on shield
// | - added [DMGVSELITE%] for percent damage bonus vs elite
// | - added [DMGREDELITE%] for percent damage reduction from elite
// | - added [EXPBONUS] for experience bonus
// | - added [LOK] for Life on kill
// | - added [REQLEVEL] for item required level
// | - added [WEAPDMGTYPE] (Arcane,Holy, etv.)
// | - added [WEAPDMG%] for damage % enhancment on wepon
// | - added [ROLL] representing the attribut roll on magic and rare items
// | - added [D3QUALITY] orginal db quality rare3,rare4 etc.
// | - Polearm and Andariels woraround removed again ... DB is right now
// | - maximum function is now usable examples will follow
// | - moved onto latest Trinity 1.7.1.14 BETA devOnly thx to rrix
 
at the moment total block chance is in [BLOCK%] in the next release most of those references that are wrong will be fixed ...

next release will have a lot fixed ... as long as we find a way to handle the item.name bug which has popped out again in the beta release ...

So currently, [AS%] detection isn't working on weapons?

Are there any plans to detect [% Chance to Freeze on Hit]? For items like:
- Buriza
- Azurewrath
- The Star of Azkaranth
 
is possible to make pickup rule for magics where I can set item price?

somethink like that:

[QUALITY] == "Magic" && [ITEMPRICE] > 800"
[QUALITY] == "Magic" -> [IGNORE]
 
at the moment total block chance is in [BLOCK%] in the next release most of those references that are wrong will be fixed ...

next release will have a lot fixed ... as long as we find a way to handle the item.name bug which has popped out again in the beta release ...

Not sure if it relates to the current bug but when I was having this I fixed it by disabling BuddyStats
 
[AS%] for weapons and [BLOCK%] for shields detection currently do not work at all.
 
Why is it that my bots, using IR2, sometimes just keeps a legendary item no matter the rules? Just this night, one bot saved three skorns that were all worse than my rules. Is there something wrong with the following rules for example or what?

[QUALITY] == "Legendary" && [NAME] == "Skorn" # [DPS] > 1200 && [LS%] > 0
[QUALITY] == "Legendary" && [NAME] == "Skorn" # [DPS] > 1300 && ([CRITDMG%] > 175 || [MAXSTATVIT] > 400 || [STRVIT] > 350)
[QUALITY] == "Legendary" && [NAME] == "Skorn" # [DPS] > 1400
 
Why is it that my bots, using IR2, sometimes just keeps a legendary item no matter the rules? Just this night, one bot saved three skorns that were all worse than my rules. Is there something wrong with the following rules for example or what?

[QUALITY] == "Legendary" && [NAME] == "Skorn" # [DPS] > 1200 && [LS%] > 0
[QUALITY] == "Legendary" && [NAME] == "Skorn" # [DPS] > 1300 && ([CRITDMG%] > 175 || [MAXSTATVIT] > 400 || [STRVIT] > 350)
[QUALITY] == "Legendary" && [NAME] == "Skorn" # [DPS] > 1400

u might look in the item rules log file .... u will see at the end of each log entry which rule was matching for that item ...
 
Why is it that my bot doesn't record the name of the Legendary it just names it the item type?

Example:
Code:
[BASETYPE]:Armor;[TYPE]:MightyBelt;[QUALITY]:Legendary;[NAME]:MightyBelt;[LEVEL]:63;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[STR]:200;[LS%]:3;[ALLRES]:71;[ARMOR]:358;[ARMORTOT]:358;[PICKRAD]:5;[MAXFURY]:13;[MAXSTAT]:200;[MAXSTATVIT]:200;[STRVIT]:200;[TOTRES]:71;[DEFSTATS]:2;[@EHP]:45180.17;[@DEFSTAT]:2;[@BARSTAT]:2;[QUALITY]=="Legendary"&&[BASETYPE]=="Armor"->[TRASH]

Just want to make sure that I don't lose anything that it's supposed to keep because the name isn't being logged properly.

Thanks in advance.
 
Why is it that my bot doesn't record the name of the Legendary it just names it the item type?

Example:
Code:
[BASETYPE]:Armor;[TYPE]:MightyBelt;[QUALITY]:Legendary;[NAME]:MightyBelt;[LEVEL]:63;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[STR]:200;[LS%]:3;[ALLRES]:71;[ARMOR]:358;[ARMORTOT]:358;[PICKRAD]:5;[MAXFURY]:13;[MAXSTAT]:200;[MAXSTATVIT]:200;[STRVIT]:200;[TOTRES]:71;[DEFSTATS]:2;[@EHP]:45180.17;[@DEFSTAT]:2;[@BARSTAT]:2;[QUALITY]=="Legendary"&&[BASETYPE]=="Armor"->[TRASH]

Just want to make sure that I don't lose anything that it's supposed to keep because the name isn't being logged properly.

Thanks in advance.

this is the name bug ... what version are u using ... ? i build a work around for that bug ... ...what plugins except trinity do u use?
 
Ah gotcha. I'm using the release version on your repository, so 1.7.1.9. Does the beta version have the fix? Besides trinity im using RadsAtom, Destroy Barricades, and BuddyStats
 
Ah gotcha. I'm using the release version on your repository, so 1.7.1.9. Does the beta version have the fix? Besides trinity im using RadsAtom, Destroy Barricades, and BuddyStats

Do me a favour and try it with out BuddyStats .. just to check ..
 
I want to keep rare item by trinity score, legendary by this plugin
what do I do?

do I delete rare.dis?
 
Code:
[BASETYPE]:Jewelry;[TYPE]:Ring;[QUALITY]:Rare;[NAME]:GloryPeak;[LEVEL]:60;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[DEX]:44;[VIT]:60;[LIFE%]:5;[CRITDMG%]:27;[MINDMG]:34;[MAXDMG]:92;[RESPHYSICAL]:30;[MAXSTAT]:44;[MAXSTATVIT]:104;[STRVIT]:60;[DEXVIT]:104;[INTVIT]:60;[MAXONERES]:30;[TOTRES]:30;[DMGFACTOR]:11.70;[AVGDMG]:63;[OFFSTATS]:2;[DEFSTATS]:2;[@EHP]:39491.85;[@OFFSTAT]:3;[@DEFSTAT]:2;[@MONSTAT]:2;[@DEMSTAT]:1;[QUALITY]=="Rare"&&[BASETYPE]=="Jewelry"#[@OFFSTAT]>3||([@OFFSTAT]>2&&[@DEFSTAT]>1)||([@OFFSTAT]+[@DEFSTAT])>=6

Why does it says [OFFSTATS]:2 and then [@OFFSTAT]:3?

The item has crittical hit damge and average damge, so 2 offensive properties not 3.

I check the macro, and it adds both minimum and maximum damage for @OFFSTAT, which is really strange (?!). And what is the simple OFFSTAT and how it differs from the macro one (@OFFSTAT) so it knows to correctly count only 2.
Can it be fixed to also have this correct behavior of counting only once? Pehaps counting the [AVGDMG]:>0 ?
 
Code:
[BASETYPE]:Jewelry;[TYPE]:Ring;[QUALITY]:Rare;[NAME]:GloryPeak;[LEVEL]:60;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[DEX]:44;[VIT]:60;[LIFE%]:5;[CRITDMG%]:27;[MINDMG]:34;[MAXDMG]:92;[RESPHYSICAL]:30;[MAXSTAT]:44;[MAXSTATVIT]:104;[STRVIT]:60;[DEXVIT]:104;[INTVIT]:60;[MAXONERES]:30;[TOTRES]:30;[DMGFACTOR]:11.70;[AVGDMG]:63;[OFFSTATS]:2;[DEFSTATS]:2;[@EHP]:39491.85;[@OFFSTAT]:3;[@DEFSTAT]:2;[@MONSTAT]:2;[@DEMSTAT]:1;[QUALITY]=="Rare"&&[BASETYPE]=="Jewelry"#[@OFFSTAT]>3||([@OFFSTAT]>2&&[@DEFSTAT]>1)||([@OFFSTAT]+[@DEFSTAT])>=6

Why does it says [OFFSTATS]:2 and then [@OFFSTAT]:3?

The item has crittical hit damge and average damge, so 2 offensive properties not 3.

I check the macro, and it adds both minimum and maximum damage for @OFFSTAT, which is really strange (?!). And what is the simple OFFSTAT and how it differs from the macro one (@OFFSTAT) so it knows to correctly count only 2.
Can it be fixed to also have this correct behavior of counting only once? Pehaps counting the [AVGDMG]:>0 ?

@OFFSTAT is a Macro u have the rule inside ur rare.dis

Code:
@OFFSTAT:=[AS%].dual+[CRIT%].dual+[CRITDMG%].dual+[MINDMG].dual+[MAXDMG].dual

OFFSTAT is a fix attribute you have the definition inside the itemRules2.txt user guide

Code:
// |  [OFFSTATS]                      | offensiv stats              | 3					
// |                                  | = as%,crit%,critdmg%,avgdmg |
// |                                  | counting each as one if it is
// |                                  | bigger then 0	            |

tho have both the same way just replace [MINDMG].dual+[MAXDMG].dual with [AVGDMG].dual
 
Thanks a lot.
Is there also a SALVAGE tag, as they are KEEP, SCORE or TRASH?
 
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