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Have made many similar ones for any level items in the past.
Don't know all that much about LLD though. was wondering if I could get some feedback on them.
anything you have to offer is more than welcome
Thanks!
([name] == mask || [name] == crown || [name] == bonehelm || [type] == circlet) && [quality] == rare && [class] == normal # ([enhanceddefence] * .5 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 100 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= ((350 && [itemlevelreq] <=18) || (300 && [itemlevelreq] <= 9))
The Idea is to be able to make each stat equal to a certain value. And be able to control the quality of the item being found, simply by changing the total amount (350 and 300 in the above line of code). Not sure how the final level requirement part will work. can always seperate them.[COLOR="Silver"]
---------- Post added at 11:51 PM ---------- Previous post was at 10:50 PM ----------
[/COLOR]Had to split it into 2
([name] == mask || [name] == crown || [name] == bonehelm || [type] == circlet) && [quality] == rare && [class] == normal # ([enhanceddefence] * .5 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 100 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 350 && [itemlevelreq] <=18
([name] == mask || [name] == crown || [name] == bonehelm || [type] == circlet) && [quality] == rare && [class] == normal # ([enhanceddefence] * .5 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 100 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 300 && [itemlevelreq] <= 9
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02-21-2012, 11:15 AM
(This post was last modified: 02-21-2012, 12:21 PM by bmxrider1279.)
The 300 and 350 are the total amount i want the stats to equal.
I set the value of each mod (what i thought to be the good ones, and i am rather ignorant when it come to LLD) equal to 100 by multiplying the stat by whatever number would get me there.
example: The value that fhr will be if it is on the helm will be 10. I therefore had it multiply the [fhr] amount by 10 in order to get to 100.
The lesser stat that i thought were still useful i set equal to 25 or so (surely due an adjustment)
By adding everything together and haveing parenthesis around them, it allows you to treat all of the stats as one. This allows you to set it to pick up items that do not necessarily have two or three specific stats but a combination of stats that meet your overall quota.
This quota is what the 300 and 350 are. I set the one for 18 or less to 350 and the one for lvl 9 to 300 in order to make it slightly more strict for lvl 18 items over lvl 9. This is due to the fact that the stats can be better at 18 (ed max is 40 for lvl 9, while 50 for lvl 18) and that some of the stats cannot even be found on lvl 9 items, such as the visionary mod.
To make it more or less strict you simply can increase or decrease the quota accordingly.
---------- Post added at 07:45 PM ---------- Previous post was at 07:33 PM ----------
updated one for helms.. includes eth/repair items
added one for armors
wondering if rather absurd to have the bot pick up every rare normal class item in hopes that its LLD...
Input would be very helpful.
([name] == mask || [name] == crown || [name] == bonehelm || [type] == circlet) && [quality] == rare && [class] == normal # ([enhanceddefence] * .75 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 350 && [itemlevelreq] <=18
([name] == mask || [name] == crown || [name] == bonehelm || [type] == circlet) && [quality] == rare && [class] == normal # ([enhanceddefence] * .75 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 300 && [itemlevelreq] <= 9
([type] == helm || [type] == circlet) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 225 && [itemlevelreq] <=18
([type] == helm || [type] == circlet) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 = [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 200 && [itemlevelreq] <= 9
[type] == armor && [quality] == rare && [class] == normal # ([enhanceddefense] + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 + [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 450 && [itemlevelreq] <= 18
[type] == armor && [quality] == rare && [class] == normal # ([enhanceddefense] + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 + [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 250 && [itemlevelreq] <= 9
[type] == armor && ([name] != quiltedarmor || [name] != leatherarmor) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefense] * 4 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 + [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 300 && [itemlevelreq] <= 18
[type] == armor && ([name] != quiltedarmor || [name] != leatherarmor) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefense] * 4 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 + [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 200 && [itemlevelreq] <= 9
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Here is everything as i have it before bed
// HELMS
([name] == mask || [name] == crown || [name] == bonehelm || [type] == circlet) && [quality] == rare && [class] == normal # ([enhanceddefence] * .75 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 350 && [itemlevelreq] <= 18
([name] == mask || [name] == crown || [name] == bonehelm || [type] == circlet) && [quality] == rare && [class] == normal # ([enhanceddefence] * .75 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 300 && [itemlevelreq] <= 9
([type] == helm || [type] == circlet) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 225 && [itemlevelreq] <=18
([type] == helm || [type] == circlet) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 = [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 200 && [itemlevelreq] <= 9
// ARMOR
[type] == armor && [quality] == rare && [class] == normal # ([enhanceddefense] + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 + [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 400 && [itemlevelreq] <= 18
[type] == armor && [quality] == rare && [class] == normal # ([enhanceddefense] + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 + [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 250 && [itemlevelreq] <= 9
[type] == armor && ([name] != quiltedarmor || [name] != leatherarmor) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefense] * 4 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 + [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 300 && [itemlevelreq] <= 18
[type] == armor && ([name] != quiltedarmor || [name] != leatherarmor) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefense] * 4 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 + [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 200 && [itemlevelreq] <= 9
// SHIELDS
[type] == shield && [quality] == rare && [class] == normal # ([enhanceddefence] * 0.75 + [fbr] * 4 + [fhr] * 7 + [maxmana] * 2.5 + [maxhp] * 2.5 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + [itemskilltab] * 25 + [ItemDamageToMana] * 3 + ([sockets] -1) * 150 + [itempoisonlengthresist]) * 0.5 >= 350 && [itemlevelreq] <= 18
[type] == shield && [quality] == rare && [class] == normal # ([enhanceddefence] * 0.75 + [fbr] * 4 + [fhr] * 7 + [maxmana] * 2.5 + [maxhp] * 2.5 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + [itemskilltab] * 25 + [ItemDamageToMana] * 3 + ([sockets] -1) * 150 + [itempoisonlengthresist]) * 0.5 >= 275 && [itemlevelreq] <= 9
[type] == shield && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 + [fbr] * 4 + [fhr] * 7 + [maxmana] * 2.5 + [maxhp] * 2.5 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + [itemskilltab] * 25 + [ItemDamageToMana] * 3 + ([sockets] -1) * 150 + [itempoisonlengthresist]) * 0.5 >= 200 && [itemlevelreq] <= 18
[type] == shield && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 + [fbr] * 4 + [fhr] * 7 + [maxmana] * 2.5 + [maxhp] * 2.5 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + [itemskilltab] * 25 + [ItemDamageToMana] * 3 + ([sockets] -1) * 150 + [itempoisonlengthresist]) * 0.5 >= 150 && [itemlevelreq] <= 9
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Just added weapons and lowered the quota for everything to test them out.
If someone with multiple bots could help me test these and just let me know if it finds anything.
Can always raise quota or delete if it finds too much .
Would really help out, Thanks.
// HELMS
([name] == mask || [name] == crown || [name] == bonehelm || [type] == circlet) && [quality] == rare && [class] == normal # ([enhanceddefence] * .75 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 250 && [itemlevelreq] <= 18
([name] == mask || [name] == crown || [name] == bonehelm || [type] == circlet) && [quality] == rare && [class] == normal # ([enhanceddefence] * .75 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 200 && [itemlevelreq] <= 9
([type] == helm || [type] == circlet) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 + [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 125 && [itemlevelreq] <=18
([type] == helm || [type] == circlet) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 = [fhr] * 10 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + ([sockets] - 1) * 125 + [itempoisonlengthresist] + [tohit] + [itemtohitpercentperlevel] * 100) >= 100 && [itemlevelreq] <= 9
// ARMOR
[type] == armor && [quality] == rare && [class] == normal # ([enhanceddefense] + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 - [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 300 && [itemlevelreq] <= 18
[type] == armor && [quality] == rare && [class] == normal # ([enhanceddefense] + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 - [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 150 && [itemlevelreq] <= 9
[type] == armor && ([name] != quiltedarmor || [name] != leatherarmor) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefense] * 4 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 - [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 200 && [itemlevelreq] <= 18
[type] == armor && ([name] != quiltedarmor || [name] != leatherarmor) && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefense] * 4 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2.5 + [itempoisonlengthresist] * 0.75 + [fhr] * 7 + [tohit] * 2 + ([sockets] - 1) * 200 + [maxhp] * 5 - [itemreqpercent] * 2 + [maxmana] * 4 + ([strength]+[dexterity]) * 10 ) >= 100 && [itemlevelreq] <= 9
// SHIELDS
[type] == shield && [quality] == rare && [class] == normal # ([enhanceddefence] * 0.75 + [fbr] * 4 + [fhr] * 7 + [maxmana] * 2.5 + [maxhp] * 2.5 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + [itemskilltab] * 25 + [ItemDamageToMana] * 3 + ([sockets] -1) * 150 + [itempoisonlengthresist]) * 0.5 >= 250 && [itemlevelreq] <= 18
[type] == shield && [quality] == rare && [class] == normal # ([enhanceddefence] * 0.75 + [fbr] * 4 + [fhr] * 7 + [maxmana] * 2.5 + [maxhp] * 2.5 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + [itemskilltab] * 25 + [ItemDamageToMana] * 3 + ([sockets] -1) * 150 + [itempoisonlengthresist]) * 0.5 >= 175 && [itemlevelreq] <= 9
[type] == shield && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 + [fbr] * 4 + [fhr] * 7 + [maxmana] * 2.5 + [maxhp] * 2.5 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + [itemskilltab] * 25 + [ItemDamageToMana] * 3 + ([sockets] -1) * 150 + [itempoisonlengthresist]) * 0.5 >= 100 && [itemlevelreq] <= 18
[type] == shield && [quality] == rare && [class] == normal && [flag] == ethereal # [itemreplenishdurability] >= 1 && ([enhanceddefence] * 2 + [fbr] * 4 + [fhr] * 7 + [maxmana] * 2.5 + [maxhp] * 2.5 + ([FireResist]+[LightResist]+[ColdResist]+[PoisonResist]) * 2 + [itemskilltab] * 25 + [ItemDamageToMana] * 3 + ([sockets] -1) * 150 + [itempoisonlengthresist]) * 0.5 >= 60 && [itemlevelreq] <= 9
// WEAPONS
[type] == weapon && [class] == normal # ([tohit] * .75 + [itemtohitpercentperlevel] * 75 + [enhanceddamage] * 1.5 + ([sockets] - 1) * 150 + [dexterity] * 5 + [strength] * 5 + [maxhp] * 2.5 + [mindamage] * 7.5 + [maxdamage] * 7.5 + [lifeleech] * 7 + [ias] * 10 - [itemreqpercent]) >= 300 && [itemlevelreq] <= 18
[type] == weapon && [class] == normal # ([tohit] * .75 + [itemtohitpercentperlevel] * 75 + [enhanceddamage] * 1.5 + ([sockets] - 1) * 150 + [dexterity] * 5 + [strength] * 5 + [maxhp] * 2.5 + [mindamage] * 7.5 + [maxdamage] * 7.5 + [lifeleech] * 7 + [ias] * 10 - [itemreqpercent]) >= 225 && [itemlevelreq] <= 9
[type] == weapon && [class] == normal # ([tohit] * .75 + [itemtohitpercentperlevel] * 75 + [enhanceddamage] * 1.5 + ([sockets] - 1) * 150 + [dexterity] * 5 + [strength] * 5 + [maxhp] * 2.5 + [mindamage] * 7.5 + [maxdamage] * 7.5 + [lifeleech] * 7 + [ias] * 10 - [itemreqpercent]) >= 150 && [itemlevelreq] <= 18
[type] == weapon && [class] == normal # ([tohit] * .75 + [itemtohitpercentperlevel] * 75 + [enhanceddamage] * 1.5 + ([sockets] - 1) * 150 + [dexterity] * 5 + [strength] * 5 + [maxhp] * 2.5 + [mindamage] * 7.5 + [maxdamage] * 7.5 + [lifeleech] * 7 + [ias] * 10 - [itemreqpercent]) >= 100 && [itemlevelreq] <= 9
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thanks for the info for lld items - I will try to set it up and run it for a while
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Thank you very much, for everything
Ill work on a few more before then.
and take a stab at pastebin