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Re: comparing stats of items

Posted: Fri Jan 21, 2011 8:20 am
by rock5
I just tested that code. Checked 4 items at a time, moved them around and checked again and even moved the mouse over items before pressing enter. It worked properly every time(except for the data being truncated). Can't think of anything that would cause it to behave the way you said.

Seeing as the main reason we use tooltips is for the stats, I thought maybe I could whip up an 'in game function' to return just the stats. What do you think?

Re: comparing stats of items

Posted: Fri Jan 21, 2011 10:34 am
by lisa
sounds like a plan to me.

Did you check 4 items in 1 go, 4 bag slots? or do 1 item then another then another?

I should also mention it is when there are missing gaps.

So if you did 4 items and all had 6 stats, all had + dura and all mentioned the same things. then values do deff over ride old values. If you do an item with all stats, then do an item with just a couple stats, it will show stats from the first item in the result for second item.

item 1 with 3 stats.

Code: Select all

1 stam X
2 Stam XI
3 Int X
item 2 with 1 stat, i.e. wis X would show as

Code: Select all

1 wis X
2 stam XI
3 Int X

Re: comparing stats of items

Posted: Fri Jan 21, 2011 8:08 pm
by rock5
Yes I did print all 4 at once and they had gaps at different levels. Actually I was using high level gear so there were 1 or 2 gaps between the stats too. It printed them all correctly.

I don't think this function would take too long to do but I had a brilliant idea last night to get more data back from RoMScript, so I got to try that first.

Re: comparing stats of items

Posted: Fri Jan 21, 2011 9:51 pm
by rock5
I'm so excited! My better RoMScript is working. With it I can get all of the tooltip data.

I need to test it a bit more but I'll release it soon.

The only downside to it is it uses about 16 extra characters in the macro command so it would limit the command length by that much but that should still leave about 155 characters and I think the benefits are worth it.

The way it works is, if the answer is short then it will work as it does now, but if the answer is long then it will keep going back for chunks of 255 characters until it has all the data.

Re: comparing stats of items

Posted: Fri Jan 21, 2011 9:55 pm
by lisa
sounds awesome =)

Re: comparing stats of items

Posted: Fri Jan 21, 2011 10:34 pm
by jduartedj
:arrow: Like

Re: comparing stats of items

Posted: Fri Jan 21, 2011 11:17 pm
by rock5
Ok. Committed the improved RoMScript in rev 563.

As an added tweak I've made it so if the result is less than 255 characters the command wont be limited by those extra 16 characters. It's only if it returns more than 255 characters does it use those extra 16 characters.

Re: comparing stats of items

Posted: Thu Jan 27, 2011 5:10 pm
by Germangold
I have a question regarding the auto sell to npc function:

Is there a way to filter Items like

I have severall waypoint in Northern Jan Forestand Dessert Limo for leveling issues and BTW farming T4 Items for AT
I want to sell all items wich wort>3000 gold. Cheapest npc item is a belt for 3498 gold.


WARNING PseuydoCode

Code: Select all

youritem = inventory:getItemWorth() 

if (youritem < 3000)
 printf("This Item should be used for arcane transmutation!");
 else
 SellItem();
end

Re: comparing stats of items

Posted: Thu Jan 27, 2011 6:26 pm
by rock5
If the cheapest is 3498 doesn't that mean it will sell everything?

As there is no option for autoselling by worth you would have to check each item manaully.

First open the store. You can use the new function "player:openStore".Then you need to check the value of each item in the inventory (I'm assuming you are only talking about weapons and armor)

Code: Select all

if player:openStore("npc_name") then -- opens the store, then continues if it opened.
    for i, item in pairs(inventory.BagSlot) do
        if ( item:isType("Weapon") or item:isType("Armor") ) and item.Worth > 3000 then
            item:use() -- sells it to the store
        end
    end
end
See if that works.

Re: comparing stats of items

Posted: Fri Jan 28, 2011 10:07 am
by Germangold
Thank you for your super fast reply


Mobs that I am killing there
  • Scavenger Newt
    Dimstar Bolmu
    Dimstar Pukari
    Swamp Kulang
All mobs have nearly the same loottable list

What I want is keep Items that a worth below 3000 Gold and sell all items over 3000 Gold.

I will try the code you posted and report back here.
I had over 300 Arkane Transmutation Charges left per character (!!) do use all charges I had to buy to many Excellent Belt (Item ID 227502) from NPC "Nebular Grey-Eye". He sell the belt for 3455 Gold, what I was asuming that is it more efficient to farm random T4 Items myself so far its working perfect.
Top of the noct would be selling all items that worth more than the cheapest (see above) NPC T4 Item.

feel free to contribute :)

Re: comparing stats of items

Posted: Sun Apr 10, 2011 10:43 am
by Mushroomstamp
Lisa - did you get the function working like you wanted?

Re: comparing stats of items

Posted: Sun Apr 10, 2011 11:53 pm
by lisa
I had issues with it getting stats from a previously moused over item, in the end I just decided to move on.

Maybe one day I will revisit it, hard to say.

Re: comparing stats of items

Posted: Tue Apr 12, 2011 9:11 am
by Mushroomstamp
Damn... I'm trying to tie all my waypoints together so the bot is mostly self-sufficient, but the sticking point is upgrading armor and weapons.

The function "openGiftbags1To10(player.Level);" equips items by name or ID right? So at the very least, I could expand that function to include other gear for higher levels yes?

Re: comparing stats of items

Posted: Tue Apr 12, 2011 11:38 am
by lisa
If you know what items you want to use then yes deffinately, I was trying to upgrade with items I had looted which was much more difficult.

I had mine basically 1-10/10 just by starting 1 WP and off it would go. After lvl 10 though it gets harder unless you upgrade your equipment.

You could always put the items you want to lvl in specific slots in ur bags and of course make sure it doesn't autosell those slots. Then at right level equip them.

Re: comparing stats of items

Posted: Tue Apr 12, 2011 1:47 pm
by Mushroomstamp
I'm thinking along the same lines you were with auto-upgrading, as opposed to having a set inventory in your bag that gets equiped at X level.

Couldn't you do an inventory scan onleavecombat or at a given waypoint and equip Y item if available?

Re: comparing stats of items

Posted: Tue Apr 12, 2011 9:09 pm
by lisa
The trouble I had was making sure it wasd an actual upgrade, I was taking into consideration that people might put dirty stated items on their low chars. So if you just scanned for a higher lvl item then it would actually be a downgrade.
If you are just doing for personal use you could just do up a comparison of item types with item lvles and equip highest lvl item of that type. Means you might equip an item with no stats instead of something with stamina III, which would be a down grade. The trouble with RoM is the stats mean much more then the def or lvl of an item. Imagine being lvl 62 trying to do DL without stating items. You simply couldn't do it, first mob would kill you.

So yeah in the end I decided that getting the actual stats from items was to much hassle for what I wanted at the time.

Re: comparing stats of items

Posted: Tue Apr 12, 2011 10:04 pm
by rock5
Yeh it's a problem but one thing I used to do is buy a level 8 staff from Dimar in Logar on the way through, as better weapons are hard to come by.

Another idea, if you already have a high level characters, is to make a bunch of level 5 stated gear that you can pass on from character to character. Once your character gets to Logar and after completing all the walk around quests you should be level 5. You then go to the mail box and get the stated gear. Equip them, then continiue out of logar. When you finish leveling the character you go to the nearest mailbox, unequip your gear, and mail to the next character. My mail functions has an option to send items by stat count.

Stating doesn't cost too much either. What I did was buy 3 matching fusion stones from AH and combine them with 3 clean looted items from my high level character with green 'X' or 'XI' stats. I even used the gems you get from the gift bags to plus the items. The difficulty is getting the best items to start with. Some of them I had to farm for myself. You also have to take steps to make sure you don't accidentally sell them. I thought I added a 'stat count' option in autosell but it looks like I didn't.

This is a list of my 'Uber' gear.
Rough Cloth Garment (Blue) + 2
Magical Leggings (Blue) HD
Boots (White) + 2
Ordinary Belt (White) HD
Delicate Cloak (White) HD + 2
Long Staff (Blue) HD +2
All of them with 3 'X' or 'XI' green stats each.

With this gear at level 5 I would go directly to the Yuri's camp and kill mobs 2 to 4 levels above me until I reached level 10.

Re: comparing stats of items

Posted: Thu Apr 14, 2011 7:25 am
by Mushroomstamp
Well, I HAD a character at 61/61... but he got perma-banned last week. Funny thing about that was, I got e-mail messages that I was banned, but when I got home, he was still logged in, farming mats. So I figured I'd just send all my gear & gold to a new character and be able to start over easier. But then I bumped the "sleep" button on my POS keyboard and it logged me out. Nothing like WATCHING everything you have in-game disappear.

As far as dirty-statting, I usually only do one piece under 15, add 2 more by 25, then the rest by 40. Then I look for clean or yellow-dirty plussed stuff from there.

I might just do a slow-leveler using only looted gear... see how far he gets & how long it takes him. My goal is to be able to have a character get himself to 55... that's when the game starts to get fun.