Can not make ground decorators to start displaying rare keep gear. menu

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  1. #1
    Saah's Avatar Member
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    Can not make ground decorators to start displaying rare keep gear.

    Can not make ground decorators to start displaying rare keep gear. (needed for the "upgrade rare" cube recipe).
    So i disabled the "ItemsPlugin" completely and copied it's content to my own file with all of it's dependancies, that reqired changing namespace. Continued until exceptions stopped.
    Eventually, the keep Set item (IK mighty weap) does work and display ground pulsing circle (which is by default), but the keep Rare (rare Steppes smasher, aka 2h Mighty weap) item does not display it's ground decorators. In my inventory it is not grayed (unlike other rares), but ground decorators dont work for it.
    Yes i have noticed, that there is a comment "// disabled by default", but even changing the value to "Enabled = true" doesn change anything, it still doesn't work.

    Can someone test it?

    pickit part to make some more rares keep'able:

    1h = name=Limb Cleaver & quality+6 ; <-- 1h-mighty weapon (barb)
    1h = name=Tsunami Blade & quality+6 ; <-- 1h-sword (Istvan set)
    2h = name=Trishula & quality+6 ; <-- 2h-polearm
    2h = name=Steppes Smasher & quality+6 ; <-- 2h-mighty weapon (barb)
    2h = name=Persuader & quality+6 ; <-- 2h-mace (Furnace)

    ItemsPlugin.cs file is same (except changing to "Enabled = true" for the section "RareKeepDecorator = new WorldDecoratorCollection( ", as i mentioned)

    Can not make ground decorators to start displaying rare keep gear.
  2. Thanks JarJarD3 (1 members gave Thanks to Saah for this useful post)
  3. #2
    JarJarD3's Avatar Contributor
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    I dont know if there is a plugin for your requirements but I created one, as I did not have better thing to do atm.

    I see that there is a good reason for a plugin like this and it might be helpful to highlight those items you are mostly interested in!

    https://www.ownedcore.com/forums/dia...arerecipe.html

  4. #3
    Saah's Avatar Member
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    Ok, your plugin does it without relying on pickit. So it is done in a different way, but it is a working alternative variant for now.

    I will later experiment with trying to make it work for Keep-evaluated items, just to know and report to KJ, if it is actually not supported, then KJ could either remove those lines, or fix the bug. (im talking about 3 sections: "NormalKeepDecorator", "MagicKeepDecorator" "RareKeepDecorator" in the ItemsPlugin.cs file).

  5. #4
    JarJarD3's Avatar Contributor
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    I don't know if anybody really edits pickit.ini manually and copies it over new versions now and then.
    I tried it by it felt too awkward and cumbersome to edit those values and figure out how everything works together.
    Further more you have no control how item perfection is calculated and that kind of is the whole purpose of the pickit list, I think.

    So I created my own alternative pickit system so that I can include only those attributes that are relevant in the corresponding build context.
    Example:
    Code:
    With("Leap/Quake", () => {
        Add("Eyes of the Earth", SOCKET(1), PRI_STR(), CHC(), VIT());
        Add("Spires of the Earth", PRI_STR(), CDR(), POWER_DMG_BONUS(), AREA_DAMAGE(), VIT());
        Add("Spirit of the Earth", SOCKET(3), PRI_STR(), VIT(), POWER_DMG_BONUS());
        Add("Weight of the Earth", SOCKET(2), PRI_STR(), VIT(), RES_ALL());
        Add("Pull of the Earth", PRI_STR(), CHC(), CHD(), AREA_DAMAGE());
        Add("Foundation of the Earth", PRI_STR(), VIT(), RES_ALL(), ARMOR());
        Add("Girdle of Giants", PRI_STR(), VIT(), RES_ALL(), LIFE_PER_FURY());
        Add("Ancient Parthan Defenders", PRI_STR(), FIRE_DMG_BONUS(), CHC(), VIT());
        Add("Focus", SOCKET(1), CHC(), CHD(), AREA_DAMAGE(), PRI_STR());
        Add("Restraint", SOCKET(1), CHC(), CHD(), AREA_DAMAGE(), PRI_STR());
        Add("Hellfire Amulet", SOCKET(1), CHC(), CHD(), FIRE_DMG_BONUS());
        Add("Blade of the Tribes", SOCKET(1), WEAPON_DAMAGE(), PRI_STR(), VIT(), AREA_DAMAGE(), LIFE_PER_FURY());
    });
    If somebody can show me how to configure THUD builtin pickit system that it calculates items perfection value using given attributes I would like to try it once more!

  6. #5
    Saah's Avatar Member
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    Personally i am not skilled at modding/writing c# plugins, and i didn't know how to do a kind of "pickit" using it, but i spent much time in configuring pickit.ini.
    it does not calculate perfection % (such advanced things can only bw done in C#, you probably know how to do it), pickit.ini can just check for minimal allowed values, and result with "yes" or "no" to pickit evaluation (actually there are 3 possible results:
    1) "keep", when item succesfully passed a rule
    2) ignore (when it's "not keep", that word i just took from my head), there is no such termin in THUD
    3) sell or force-sell (when item succesfully passed a "negative rule", aka the rule with the "-" (minus) sign at the beginning of the line.

    so it results not a number, it is a lot simplier, it just return's one of 3 variants, almost as a boolean value. By specifying minimal values you know, that if it passed succesfully - it is already "enough perfected".

    easy example:
    Code:
    +helm = name=Raekor's Will & at_least[3, str+500, crit+4.0, vita+500, sock+1]
    will evaluate is "keep" if that helm will have at least 3 those conditions from 4 total conditions to chose from. If it has just 500+ str and 4+ crit, but no socket and vita is lower than 500, then this line of code will not result in "keep" and pickit will continue to evalueate other lines in the pickit file until either it finds which line will result as "keep" or until it checks bottom (last) line of the pickit file trying to find a line that would succesfully let it evaluate as "keep". Again, after finding a succesfull "keep" there is no reason to continue and pickit stops checking other lines for that item.

    a bit more advanced line:
    Code:
    +helm = name=Helm of the Wastes & at_least[2, str+700, crit+5.5, sock+1] & at_least[3, str+700, crit+5.5, sock+1, skilldmg+13, vita+700]
    it will pass succesfully, if it finds at least 2 conditions from the list of the following 3 conditions: 1) 700 str, 2) 5.5 crit, 3) socket. If it finds at least 2 of those 3, then it will continue evaluating same line (AND) look for at least 3 conditions out of 5 conditions, so you know, if it passed previous "at_least" conditions, then it can have either vita or skilldmg, or none of them and have all three condtions from the first "at_least" block.

    in short, pickit has less functionality, there is nothing pickit can do, what C# could not. But at least pickit is easier to write sintax-wise, my pickit file is 4k lines large. if you dont want to evaluate all the items and just care about few items, then ofc you can continue ignoring pickit and do it with C# only.

    Edit:
    in case you dont understand pickit syntax, "vita+700" does not mean do sum anything, it just means "700+ of vitality", or in other words "vita > 700". Another example "vita-700" means "vita is less, than 700", usually you will use just "+" sign.
    Last edited by Saah; 01-31-2019 at 12:55 PM.

  7. Thanks JarJarD3 (1 members gave Thanks to Saah for this useful post)

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