Where to get item identifiers?

08/22/2024 21:05 James3549#1
Hello,

I started a bot from scratch. Once done, I would like to share it.
I need a function that, for each item in the inventory, determines if the item is a weapon that needs to be stored in the Xunlai Chest (or kept if Xunlai's full) based on the statistics and modifiers of the weapon.

I think I need to use the "GetModByIdentifier()" function.
I don't know how to find the identifiers of a weapon.
Here is a list of identifiers I would like to obtain:

1. For any kind of weapons:
-> Weapon requirements: To sort weapons by requirements.
-> Weapon damage: To sort weapons from a damage range.
-> Find if the weapon whether is Old School or not.

2. Inscriptions for martial weapons:
-> Damage +X% (while health is above 50%) - From a 13..15^50 range.
-> Damage +X% (while Enchanted) - From a 13..15we range.
-> Damage +X% (while in a Stance) - From a 13..15ws range.
-> Energy +5

3. Casting weapons:
-> Halves Casting Time (X%) - From a range of 9..10% or 15..20%
-> 20/20 weapons: From 15/15 to 20/20 (and everything in between)

4. Shields:
-> Shield Armor: From 8 to 16.
-> Armor Bonus: +9..10 vs. each damage or creature type.
-> Health Bonus: +25..30, +40..45we, +40..45ws, +55..60wh
-> Damage Reduction Bonus: -2we / -2ws ) -3wh / -5(Chance: 10..20%)

I wrote this list to give a general idea.
I don't ask to someone to do the work.
I only need to understand how to get the identifiers above.

Thank you in advance for any reply.
Have a great day,
James.
09/12/2024 19:47 apoguita#2
Quote:
Originally Posted by James3549 View Post
Hello,

I started a bot from scratch. Once done, I would like to share it.
I need a function that, for each item in the inventory, determines if the item is a weapon that needs to be stored in the Xunlai Chest (or kept if Xunlai's full) based on the statistics and modifiers of the weapon.

I think I need to use the "GetModByIdentifier()" function.
I don't know how to find the identifiers of a weapon.
Here is a list of identifiers I would like to obtain:

1. For any kind of weapons:
-> Weapon requirements: To sort weapons by requirements.
-> Weapon damage: To sort weapons from a damage range.
-> Find if the weapon whether is Old School or not.

2. Inscriptions for martial weapons:
-> Damage +X% (while health is above 50%) - From a 13..15^50 range.
-> Damage +X% (while Enchanted) - From a 13..15we range.
-> Damage +X% (while in a Stance) - From a 13..15ws range.
-> Energy +5

3. Casting weapons:
-> Halves Casting Time (X%) - From a range of 9..10% or 15..20%
-> 20/20 weapons: From 15/15 to 20/20 (and everything in between)

4. Shields:
-> Shield Armor: From 8 to 16.
-> Armor Bonus: +9..10 vs. each damage or creature type.
-> Health Bonus: +25..30, +40..45we, +40..45ws, +55..60wh
-> Damage Reduction Bonus: -2we / -2ws ) -3wh / -5(Chance: 10..20%)

I wrote this list to give a general idea.
I don't ask to someone to do the work.
I only need to understand how to get the identifiers above.

Thank you in advance for any reply.
Have a great day,
James.
I do t thinkntlwhat you look for is ready in AutoIt.

Mods and item properties are encoded in a formula that the item has.

You need to decide the formula and extract the values.

After extracting the formula, the values are still encoded , so you need to look for bit groups to identify, modas and properties.

I'm working on a python solution that will make everything more visible and ready, so people can either update AutoIt or work in python with GWCA, you can also see most of the data (altough not so visibly presented) on toolbox, look for the item properties in info module, you will have to create a function to "make" your own mod headers since the headers are closely tied to vlaues in the mods, example, thres not a mod for "20% ecnhantments" its a mod for %enchantments with 20 as value....