Read weapon damage rolls? menu

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  1. #1
    Csavo's Avatar Active Member
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    Read weapon damage rolls?

    I need to read hovered item damage rolls to be able to print a % on how high or low it is (just like TurboMGR does)
    Im talking about these numbers:


    Pls help me if you know how to!

    Should be something like
    PHP Code:
    Hud.Inventory.HoveredItem.{i need this part

    Read weapon damage rolls?
  2. #2
    prrovoss's Avatar Contributor
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    with this code you can cycle through all the stats this item has
    Code:
                var item = Hud.Inventory.HoveredItem;
    
                if (item != null)
                {
                    foreach (IItemStat stat in item.StatList)                {
                        if (stat != null)
                        {
    
                              // code here
                        }
    
                    }
                }
    the things you will probably need are stat.Id and stat.Value

    this image shows you a dump of some dmg related stat ids and their values on the left and the corresponding item on the right.
    in you code you will have to check for something like this: stat.Id.Equals("Damage_Weapon_Min_#2")

    i am also pretty sure that you can look up the stat ids in an acd dump


  3. Thanks Csavo (1 members gave Thanks to prrovoss for this useful post)
  4. #3
    Csavo's Avatar Active Member
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    Oh, thats a lot of help, can you tell me how did you print all that on the screen?

  5. #4
    JackCeparou's Avatar Savvy ? 🐒
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    Originally Posted by Csavo View Post
    can you tell me how did you print all that on the screen?
    He used my dev plugin : Jack.Says

    And probably a code snippet like this :
    PHP Code:
                var item Hud.Inventory.HoveredItem;

                if (
    item != null)
                {
                    
    Jack.Says.Debug("======= hovered ========");
                    
                    foreach (
    IItemStat stat in item.StatList)
                    {
                        if (
    stat != null)
                        {
                              
    Jack.Says.Debug("statId {0}"stat.Id);
                              
    Jack.Says.Debug("statValue {0}"stat.Value);
                        }
                    }
                } 
    Last edited by JackCeparou; 04-11-2017 at 04:42 PM.
    Hide the Rum! --> Default theme customization 101 <--

  6. Thanks Csavo (1 members gave Thanks to JackCeparou for this useful post)
  7. #5
    Csavo's Avatar Active Member
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    holy shit thats some sweet tool over there :gusta:

  8. #6
    Csavo's Avatar Active Member
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    looks like the average weapon roll ID is different for different elements (Damage_Weapon_Min#3 is for added cold damage, #4 is for poison, #2 lightning) but I still can't figure out how to call for their value? can you give an example on how to call for the stat.Value of Damage_Weapon_Min#3 for example?

  9. #7
    prrovoss's Avatar Contributor
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    Originally Posted by Csavo View Post
    looks like the average weapon roll ID is different for different elements (Damage_Weapon_Min#3 is for added cold damage, #4 is for poison, #2 lightning) but I still can't figure out how to call for their value? can you give an example on how to call for the stat.Value of Damage_Weapon_Min#3 for example?
    you cycle through the stats and check for the id
    Code:
    if(stat.Id.Equals("Damage_Weapon_Min#3")) {
    var value = stat.Value;
    }

  10. Thanks Csavo (1 members gave Thanks to prrovoss for this useful post)
  11. #8
    Csavo's Avatar Active Member
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    Thank you! Bear with me, I'm still a newbie at programming
    But with this I can check for every Weapon_Min and Weapon_Max #, see which is greater than 0, make a % compared to possible min/max rolls, and print them on the Hud.Inventory.GetHoveredItemMainUiElement()

    Soon I'll have a new Plugin in the review zone! Thanks guys <3

  12. #9
    prrovoss's Avatar Contributor
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    the IItem interface already has an
    IItemPerfection[] Perfections { get; }


    attribute that gives you (probably) a percentage of how good the attributes rolled, for each attribute on the item.
    in addition to that there is the
    double Perfection { get; }


    that gives you a perfection percentage of the whole item.

  13. #10
    Csavo's Avatar Active Member
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    Originally Posted by prrovoss View Post
    the IItem interface already has an
    IItemPerfection[] Perfections { get; }
    oh shit ^^ and how do I use that for displaying the weapon dmg roll percentage?

    because if its the same as the TurboMGR's weapon dmg roll estimation, its useless:


    how is that weapon roll only 54% perfect?
    the min dmg roll 1347 is almost maxed [1153-1365]
    the max roll 1615 is decent too [1408-1700]
    no way its an "average" roll
    Last edited by Csavo; 04-11-2017 at 08:03 PM.

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