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Temp Fix For Item Rules

naut

Community Developer
Joined
Feb 9, 2012
Messages
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I created an edited version of the standard custom itemrules included in Trinity as a temp fix until it is updated to level 70 item stats

These items rules will pick up all legendary, rare, and magic items.

The rules will keep all legendary items, and either sell or salvage all magic and rare items depending on your settings in trinity.

Hope it helps out some of you.

View attachment LegendariesOnly.zip
 
trinity already picks up all legendaries/rares/magics and salvages/stashes them
 
trinity already picks up all legendaries/rares/magics and salvages/stashes them

Trinity's itemrules are made for level 60 items at the moment, it will keep many rares you do not want it to even setting the bar to the maximum, at least in my experience.
 
For me trinity is working fine, except I can't make it sell rares.

But thanks anyways :)!
 
For me trinity is working fine, except I can't make it sell rares.

But thanks anyways :)!

For me, if i set trinity so sell magics and rares. It also stashes alot of items.
Vinking on "Savage all rares" it sells them to the vendor.

Hope this helps.
 
For me trinity is working fine, except I can't make it sell rares.

But thanks anyways :)!

Under the second tab (pickup/scoring), choose 'none' for salvaging rares and check the box for 'salvage all rares'. This crushes all the rares that it would have stashed and vendors everything else. That way you get some mats, some gold, and keeps all legendaries without your stash filling up with yellows.
 
I'm having a problem salvaging rares AND picking up Veiled Crystals and Death Breaths...Is there a fix for this anywhere???

I'm also using the latest Trinity 1.8.12
 
How should I get this to work in DB? Where should I copied the files into? Plugins or...?
 
For rare pick ups, I found it necessary to just gut all of trinity's pickup.dis stuff and replace it with this:

Code:
[QUALITY] == "Rare"

Since the stat variances are low, you don't have to be too specific about actual values anymore, especially this early into the expansion. Often checking if a stat exists will be good enough.

Code:
[QUALITY] == "Rare" && [TYPE] == "HandCrossbow" # [DEXVIT] >= 1050 && [CRITDMG%] >= 1 && [SOCKETS] >= 1 && [MAXDISCIP] >= 1
[QUALITY] == "Rare" && [TYPE] == "HandCrossbow" # [DEX] >= 525 && [LOH] >= 1 && [CRITDMG%] >= 1 && [SOCKETS] >= 1 && [MAXDISCIP] >= 1
// trash rule
[QUALITY] == "Rare" && [TYPE] == "HandCrossbow" -> [TRASH]

Since I don't know the codes for element damage, I am a bit lenient on things just so I can manually check it out. Here is an example for bracers:

Code:
[QUALITY] == "Rare" && [TYPE] == "Bracer" # [MAXSTATVIT] >= 700 && [CRIT%] >= 6
[QUALITY] == "Rare" && [TYPE] == "Bracer" # [MAXSTAT] >= 350 && [ALLRES] >= 1 && [CRIT%] >= 6

If you're lenient like this, you can probably change the 4th stat to elemental damage using the mystic, which will make a very nice upgrade for most characters until you find a legendary.

For legendaries, I just keep them all and personally inspect them. I am not confident in any script choosing what to keep or salvage at this point.
 
Last edited:
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