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Author Topic: Adding the new weapon types to Classic Looter. [Locked]
AresMorae  1 star
Posts: 99
Registered: 2002-9-10 23:34:09
Does anyone have this info please?

 

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Ares Morae / Rhasta
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Virindi-Inquisitor  4 stars
Posts: 1,538
Registered: 2001-11-18 22:25:54
Mastery type is long value key id 353. For the moment you'll have to deal with it not being in the dropdown. Here is an example rule to paste which matches against sword mastery weapons:

****BEGIN PASTE****
Sword Mastery Weapon Example

0;1;12
8
2
353

****END PASTE****

 

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AresMorae  1 star
Posts: 99
Registered: 2002-9-10 23:34:09
thnx V

 

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Ares Morae / Rhasta
-Partytide-
Mag-nus  1 star
Posts: 234
Registered:
Yes, that is how you can single out weapons of X mastery.

However, the MasteryBonus parameter (353) is a parameter that requires id data (inefficient).

All the cool dudes will be using the names of the weapons to determine their masteries. The names for each weight class can be found here:
http://forums.ac.turbine.com/showthread.php?t=53918
-MaynardJKeenan  1 star
Posts: 52
Registered: 2001-3-12 12:38:53
Using the names seems like it wil ltake forever to make lol

 

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Rahl
pb
Mag-nus  1 star
Posts: 234
Registered:
It will take longer but its a one time thing.

Then, it will make your entire looting experience faster as you won't be requesting id data for items outside of your scope.
joeblow8579  2 stars
Posts: 257
Registered:
Mag-nus posted:

It will take longer but its a one time thing.

Then, it will make your entire looting experience faster as you won't be requesting id data for items outside of your scope.


If someone could output a rule for each sub-class of the three weapon skills (hint, hint!) that we could copy/paste into classic looter, I would be that person's best friend.

Like here's your rule for heavy swords, here's light swords, finesse swords, etc, etc.
Mag-nus  1 star
Posts: 234
Registered:
==================================
Heavy Weapons

0;1;12
15
44
218103840
==================================

==================================
Light Weapons

0;1;12
15
45
218103840
==================================

==================================
Finesse Weapons

0;1;12
15
46
218103840
==================================

Notice the # 44, 45, 46, those are the skill id's for heavy/light/finesse.

If you want to make rules against wieldreqattribute or other skill attributes, just use those #'s for the one handed melee skill.
joeblow8579  2 stars
Posts: 257
Registered:
That EquipSkill attribute requires an identification, though.

I meant a rule based on weapon name that covers all the various names a weapon of a certain mastery type can come in, if that makes sense. That would eliminate unnecessary ids. It would require manually creating 21 rules (24, if you include missile weapons), which is why I haven't done it yet.
Mag-nus  1 star
Posts: 234
Registered:
Right. Ideally it'd be great to lump all heavy weapons together as one, the problem is some of the weapons have HUGE variances, like axe, that make the buffedmediandamage value inconsistent.

I'm now working on a loot requirement that will calculate the optimal rend tinked buffed median damage that you can use to set as your minimum requirement. That way, regardless of how large or small the variance is, you will still pick up weapons that have the POTENTIAL of reaching a buffed tinked median damage of X.

For CS/CB weapons this isn't an issue because all you really care about is the buffedmaxdamage number.

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