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Downloaded directly from Immortalbob's page at http://www.immortalbob.com/phpBB3/viewtopic.php?f=7&t=3
and I have add'l examples of loot profiles located at (Loot profile Examples)

LootSnobV4.zip LootSnobV4.zip
Size : 25.738 Kb
Type : zip
Instructions for the less technically inclined:

Here's a quick step by step to use my profile.

1. Download Immortalbobs loot profile above.

2. Drag and drop the lootsnobv4.utl file from your download directory into your vtank directory located at:
C:\games\virindiplugins\vtank
C:\Program Files\VirindiPlugins\VirindiTank (on windows XP)

3. Go back one directory and then into the VT classic looter folder, open the utank settings editor, click file then open, select lootsnobv4

4. Look through it, toggle on the rules you want on, and edit the settings to your personal preferences.

5. Once you have it set the way you like click file, then save.

6. Load up AC, and you should see the profile in the drop down menu on the profiles tab in Vtank.

Quick notes on how some things work:
Weapons/Wands:
F = Finesse
L = Light
H = Heavy
M = Missile
W = Wand

Melee weapons:
OD: what is refered to as over damage, anything with greater damage than maxbd8
MaxBD8: maximum top end damage, with blood drinker 8, and a medium or greater variance
20/20, 25/15, 15/25, 22/18, 18/22: weapons with max top end damage, no bd8, maximum mods or better
4%: weapons with max top end damage, no bd8, and 4% magicd mod
25D, 25A: spear/staff only rules for dual wielders for max damage weapons with 25 attack or def mods

Buffedmaxdamage on weapons is max damage+2 for bd8 so a 68 damage axe with bd8 would be 70 in the profile. It will also take into account blood thirst cantrips to meet the requirement listed, so a 66 damage axe with bd8 and minor bt would still equal 70 and be looted.

Missile weapons:
The names on these pretty much list what they are, if no bd8 specified then no bd8

Formula for missile values: damage modifier / 3 + damage bonus + bd8 + bloodthirst cantrip

Wands:
No wield is no war wield requirement, level requirement will still be looted regardless
21+: anything over 20 melee defense
20/4: 20 meleed and 4% magicd or better
13/15: max elemental damage bonus, Spirit Drinker 8/minor spirit thirst, 15 melee defense or better
12/4: max elemental damage bonus, 4% magicd

Armor:
buffedarmorlevel on armor takes into account impen cantrips, so if i have a min buffed armor level of 240 it will pick up anything with base 240 armor, or 220 with minor impen, or 200 with major impen, or 180 with epic impen

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More advanced info should you need it? Located at http://acpedia.org/wiki/User:Immortalbob/Guides/Beginner%27s_Guide_to_looting_with_VTank

Note that this page references  Mag-Enhanced Virindi Tank Classic Looter but this should be good info even for VirindiTank Classic Looter (aka utank settings editor).

Overview
In this guide ImmortalBob will try to teach you how to create rules to loot weapons, armor, clothing, jewelry, salvage, and trophies using the VTClassic loot system and mag's enhanced looter. The rules presented are simplified rules in order to help you get your feet wet with the system. Once you figure out these basics, other features become easier to figure out.

Please also feel free to view the guides on Virindi's wiki, as they cover some different things.


Getting Started
Mag-Enhanced Virindi Classic Looter is now automatically installed with the Virindi Tank Bundle.
For the rules shown in this guide the Virindi Bundle, and the Mag-Enhanced Virindi Tank Classic Looter must be installed.

For instructions on how to install the enhanced looter, read this forum post.


Item Properties
Every loot generated item in Asheron's Call has fixed parameters, some with fixed or random values. The VTC loot system loots items based on these properties, using your values as a guide. To see an items properties in game, select it and type "/vt propertydump". (If you ID the item first you will get more information.) Below is an example of what you should see:

[VTank] --------------Object dump--------------
[VTank] [Meta] Create count: 1
[VTank] [Meta] Create time: 1/4/2013 7:31 PM
[VTank] [Meta] Has identify data: True
[VTank] [Meta] Last ID time: 1/4/2013 9:43 PM
[VTank] [Meta] Worldfilter valid: True
[VTank] ID: AE5CDED4
[VTank] ObjectClass: Armor
[VTank] (S) Name: Platemail Breastplate
[VTank] (S) FullDescription: 
[VTank] (S) LastTinkeredBy: D I S T U R B E D
[VTank] (B) Dyeable: False
[VTank] (I) CreateFlags1: -2128117608
[VTank] (I) Type: 42
[VTank] (I) Icon: 6275
[VTank] (I) Category: 2
[VTank] (I) Behavior: 18
[VTank] (I) Value: 23388
[VTank] (I) Unknown10: 1
[VTank] (I) IconOutline: 1
[VTank] (I) Container: 1342911189
[VTank] (I) Slot: -1
[VTank] (I) EquipableSlots: 512 (j)
[VTank] (I) EquippedSlots: 512 (j)
[VTank] (I) Coverage: 1024
[VTank] (I) Burden: 433
[VTank] (I) Material: 52
[VTank] (I) PhysicsDataFlags: 137217
[VTank] (I) WieldReqValue: 180
[VTank] (I) GemSettingQty: 4
[VTank] (I) GemSettingType: 38
[VTank] (I) SkillLevelReq: 0
[VTank] (I) Workmanship: 6
[VTank] (I) ArmorSet: 14
[VTank] (I) Spellcraft: 370
[VTank] (I) NumberTimesTinkered: 10
[VTank] (I) CurrentMana: 627
[VTank] (I) DescriptionFormat: 5
[VTank] (I) MaximumMana: 1743
[VTank] (I) ArmorLevel: 655
[VTank] (I) LoreRequirement: 394
[VTank] (I) WieldReqType: 7
[VTank] (I) RankRequirement: 0
[VTank] (I) WieldReqAttribute: 1
[VTank] (D) SalvageWorkmanship: 6
[VTank] (D) ManaRateOfChange: -0.0666666701436043
[VTank] (D) SlashProt: 3.20000004768372
[VTank] (D) PierceProt: 3.09999990463257
[VTank] (D) BludgeonProt: 3
[VTank] (D) ColdProt: 2.40000009536743
[VTank] (D) FireProt: 2.70000004768372
[VTank] (D) AcidProt: 2.29999995231628
[VTank] (D) LightningProt: 3.01535987854004
[VTank] Palette Entry 0: ID 0x0005EE, Ex Color: 132B43, 174/12
[VTank] Palette Entry 1: ID 0x00068F, Ex Color: 411104, 186/12


Getting Acquainted with the loot editor
The VTC loot editor is not an ingame plugin, but rather an out of game application. It is usually located in the C:\Games\VirindiPlugins\VirindiTankClassicLooter folder on your hard drive. Open the "uTank2 settings editor.exe" file to access the editor.

After you open the editor you will see a blank white box in front of you. In order to load a profile that you have created, or downloaded, click File, then load and choose it from the list. (loot profiles should always be in the vtank folder)


Creating your first rule
Click "New" on the bottom left, this will create a new rule for you to play with.
Now it is time to set some requirements. Click on the rule you created in the left pane, and then in the middle you can click a new "New" button. This will create a new requirement for looting.
You will now see a drop down menu labeled as "Requirement type". In this menu you have the power to loot any item you wish.
Choose ObjectClass from the first drop down, and then MeleeWeapon from the second.
Now click New again, you now can add a second requirement, this time let's go to LongValueKey>= in the first drop down, and MaxDamage in the second. Type in a damage value in the text box underneath these drop down menus.
Using this rule, you will loot any melee weapon that meets the damage requirement you entered or greater. You can continue clicking new and adding even more requirements.


Requirement Breakdown
These are the most used requirements:

ObjectClass - What type of object is it? MeleeWeapon, MissileWeapon, WandStaffOrb, Armor, Clothing, Jewelry, etc
LongValueKey - Requirement for many types of parameters that use a solid number. ex: 1, 15, 55, 68 etc
DoubleValueKey - Requirement for many types of parameters that use a decimal. ex: 1.04, 1.12, 1.2, etc
StringValueMatch - Match a string of text
SpellNameMatch - Match a single spell
SpellMatch and Count - Match one or multiple spells

What's with the ==<=!=>=?
I'm glad you asked!

"==" - Equals to
"<=" - less than or equal to
">=" - greater than or equal to
"!=" - not equal to
Use these requirement modifiers to hone in on what you want to loot.


Notes
Always remember to click File, then Save after you are done editing your rules.
If you edit out of game while still in game, you must reload the loot profile in vtank by switching to an alternate profile or none, and then going back on the profiles tab. Or type /vt refresh to repopulate the dropdown lists.

Looting Melee Weapons

Most Important Requirements
ObjectClass - What type of object are we looking for? MeleeWeapon
WeaponMasteryCategory - This denotes the weapon type you are looking to loot be it an axe, dagger, mace, etc. This is a "LongValueKey"
WieldReqAttribute - This denotes the skill required to wield the weapon you are looking to loot. (Finesse/Light/Heavy/Two Handed) This is a "LongValueKey"
BuffedMaxDamage - The minimum damage allowed before pickup including blood thirst cantrips(+2, +4, or +7) and blood drinker 8(+2). This is a "BuffedLongValueKey"
BuffedAttackBonus - The minimum attack bonus allowed before pickup including heart seeker cantrips (+3, +5, or +7). This is a "BuffedDoubleValueKey".
BuffedMeleeDefenseBonus - The minimum defense bonus allowed before pickup including defender cantrips (+3, +5, +or +7). This is a "BuffedDoubleValueKey".
MagicDBonus - The minimum magicd bonus allowed before pickup. This is a "DoubleValueKey"
MissileDBonus - The minimum missiled bonus allowed before pickup. This is a "DoubleValueKey"
Variance - the minimum variance allowed before pickup. This is a "DoubleValueKey"
You can use all of these requirements in a single rule, or as few as 2. (ObjectClass is required)


Building a Simple Weapon Rule
Set ObjectClass to MeleeWeapon
Set LongValueKey== -> WeaponMasteryCategory to the desired number. (You can find the values in the dropdown labeled "select a mastery")
Set LongValueKey== -> WieldReqAttribute to the desired skill (you can find the values in the drop down labeled "select a skill"
Set BuffedLongValueKey>= -> BuffedMaxDamage to the desired damage.
Optionally you can also add requirements for the attack mod, variance, and various defenses. Since these are all DoubleValueKeys, they will require a decimal. A 15% attack or defense bonus will be entered in as 1.15 in the editor, a 4% magicd bonus will be entered in as 1.04. Basically just ad a "1." in front of the value you wish to loot.


Notes
For no wield melee weapons, you would change the WieldReqAttribute to <= and put in 0. This will tell it to only look for weapons that do not have a wield requirement.

Looting Missile Weapons
Looting missle weapons is a bit more in depth, but its really not much harder.


Most Important Requirements
ObjectClass - What type of object are we looking for? MissileWeapon
WeaponMasteryCategory - This denotes the weapon type you are looking to loot be it a bow, crossbow, or thrown weapon. This is a "LongValueKey"
BuffedMissileDamage - The minimum buffed damage required for looting an item. Takes into account Damage Bonus, Damage Modifier, Blood Thirst Cantrips, and Blood Drinker 8.
BuffedMeleeDefenseBonus - The minimum defense bonus allowed before pickup including defender cantrips (+3, +5, +or +7). This is a "BuffedDoubleValueKey".
MagicDBonus - The minimum magicd bonus allowed before pickup. This is a "DoubleValueKey"
MissileDBonus - The minimum missiled bonus allowed before pickup. This is a "DoubleValueKey"

Building a Simple Missile Weapon Rule
Set ObjectClass to MissileWeapon
Set LongValueKey== -> WeaponMasteryCategory to the desired number. (You can find the values in the dropdown labeled "select a mastery")
Set BuffedMissileDamage to the desired damage (see Notes).
Optionally you can also add requirements for the various defenses. Since these are all DoubleValueKeys, they will require a decimal. A 15% defense bonus will be entered in as 1.15 in the editor, a 4% magicd bonus will be entered in as 1.04. Basically just ad a "1." in front of the value you wish to loot.


Notes
To get the BuffedMissileDamage of a weapon divide the Damage Modifier by 3, and add the damage bonus, cantrips, and BD8(+2). A max damage bow, with bd8 and epic blood thirst should look like this: (130/3)+16+2+7 = 68.3

Looting Wands

Most Important Requirements
ObjectClass - What type of object are we looking for? WandStaffOrb
BuffedElementalDamageVsMonsters - Minimum buffed elemental damage mod required for pickup, takes spirit thirst cantrips (+1, +3, or +4)and Spirit Drinker 8 (+1) into account. This is a BuffedDoubleValueKey.
BuffedMeleeDefenseBonus - The minimum defense bonus allowed before pickup including defender cantrips (+3, +5, +or +7). This is a "BuffedDoubleValueKey".
MagicDBonus - The minimum magicd bonus allowed before pickup. This is a "DoubleValueKey"
MissileDBonus - The minimum missiled bonus allowed before pickup. This is a "DoubleValueKey"

Building a Simple Wand Rule
Set ObjectClass to WandStaffOrb
Set BuffedDoubleValueKey>= -> BuffedElementalDamageVsMonsters to desired value. (Remember, this is a double value key, so you must use a decimal. for 5% elemental damage wands, it would be 1.05, for 12% 1.12, etc.)
Optionally you can also add requirements for the various defenses. Since these are all DoubleValueKeys, they will require a decimal. A 15% defense bonus will be entered in as 1.15 in the editor, a 4% magicd bonus will be entered in as 1.04. Basically just ad a "1." in front of the value you wish to loot.


Looting Armor

Most Important Requirements
ObjectClass - What type of object are we looking for? Armor OR Clothing (See Notes)
BuffedArmorLevel - Minimum armor level required in order to loot an item, takes impenetrability cantrips into account (+20, +40, or +60) This is a "BuffedLongValueKey"
SpellMatch and Count - Designate which spells you want, and how many must match before loot.
ArmorSetID - Allows you to specify whether a set is a requirement to loot an item. This is a "LongValueKey"
Unenchantable - Do you want this rule to apply to unenchantable armor such as Coventant, or only enchantable. This is a "LongValueKey"
Coverage" - Applies rule to armor that only covers the slot specified.

Building a Simple Armor Rule
Set ObjectClass to Armor or Clothing
Set BuffedLongValueKey>= -> BuffedArmorLevel to desired armor level
In SpellMatch and Count add the word "Epic", and the minimum spells required to match. This will match any epic you come across.(You can also set does not match to anything that you may not want.)
At this point, you have built a rule that loots epic of a certain armor level or higher. From here, you may want to clone this rule, and add these to the cloned rule:

set LongValueKey>= -> ArmorSetID to 1. Combined with the first rule you made, this will loot set epics of any type.
set LongValueKey!= -> Unenchantable to 9999 to disregard cov armor, or to == if the rule is just for cov armor.

Notes
There are "Clothing" armor pieces that fit the head, hands and feet slots, so secondary rules for armor with ObjectClass -> Clothing should be created, they can just be clones of the armor rules with the ObjectClass changed.

Looting Clothing

Most Important Requirements
ObjectClass - What type of object are we looking for? Clothing
SpellMatch and Count - Designate which spells you want, and how many must match before loot.
Coverage" - Applies rule to armor that only covers the slot specified.

Building a Simple Clothing Rule
Set ObjectClass to Clothing
In SpellMatch and Count add the word "Epic", and the minimum spells required to match. This will match any epic you come across.(You can also set does not match to anything that you may not want.)
Optionally, you can set LongValueKey== -> Coverage to 104 for a full coverage shirt, clone the rule, and change the coverage in the second rule to 22 for full coverage pants.


Looting Jewelry

Most Important Requirements
ObjectClass - What type of object are we looking for? Jewelry
SpellMatch and Count - Designate which spells you want, and how many must match before loot.

Building a Simple Jewelry Rule
Set ObjectClass to Jewelry
In SpellMatch and Count add the word "Epic", and the minimum spells required to match. This will match any epic you come across.(You can also set does not match to anything that you may not want.)

Looting Trophies

Most Important Requirements
Name Matches - Designate the name of the trophy you wish to loot.

Building a Simple Trophy Rule
Set StringValueMatch -> Name Matches to the name of the item you wish to loot.
Optionally, you can click the "Action" drop down on the top and choose "Keep #" to specify a maximum amount of this item you wish to loot.

Looting Salvage

Most Important Requirements

Material - Designate the material of salvage you wish to loot. (Iron, Mahogany, Granite, etc) This is a "LongValueKey"

Building a Simple Salvage Rule
Set LongValueKey== -> Material to the material you wish to loot. (Material numbers located in Select a Material Drop down)
Set the "Action" dropdown at the top to Salvage.
Now go to the second Tab at the top of the editor called "Salvage Combination", If the salvage is in the list already click it (otherwise you will have to add it by clicking the New button), and tell it how to combine bags. Ex: 1-10 will combine all salvage workmanships into single bags. 1-5,6-7,8,9,10 will combine 1-5 in one bag, 6-7 in another, and seperate bags for 8, 9, and 10.