What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

[Item Rules] TrollinGoblin ROS Item Rules [Keep Updating]

Quote Originally Posted by pixelzzz View Post
is there a way to pick up amu´s with elemental dmg / cc / cd / mainstat?
It is already in the rules

[@CNTPRI]>=1 means elemental dmg?
 
Cheers.. its to bad 1% CDR dont give u 1%.. but its blizzard.. what can i say ^^


If each piece was added instead of multiplied we would have people running around with instant cooldown. Is that balanced to you?

Should we add up damage reduction too instead of multiplying it? Lets see.. I have about 140% damage reduction that way. I cant die. Real fun.

No stat that cannot get to 0% or 100% without breaking the game are added together, its all multiplied. But that works in our favor as well with ele/skill/elite/etc DMG%+. All of those are added together in each catagory then multplied with each other. Thats very advantageous and the reason why you want to mix types to get higher end damage.
 
Last edited:
Hi tmxkn1, I have a problem, I don't know if it's about Trinity or Item Rules itself. The situation is that, when I set Free Bag Slots for Town Run to 8 in Trinity, currently I have 10 slots in bag, and now boss(for example Ghom) drops four items, when bot picks up the first item, the free bag slots now is 8, it triggers a town run, so bot teleports to town selling and salvaging items, however bot totally ignored the remaining three items, then leaves game, the three remaining items are gone forever, if there is a legendary in them, it's not good. I am wondering if it is related to Trinity or item rules. Any ideas to fix this? Thanks.

BTW, fantastic work!
 
Last edited:
i get this [Trinity] Item Rules doesn't handle Daring Medal of type Amulet and quality Rare5!
[Trinity] Item Rules doesn't handle Death's Breath of type CraftingReagent and quality Rare4!

can u help me a little?

Did these stuck your bot? If they didn't, these warnings won't matter. However, did the bot actually pick that amulet. It is strange though, the item rule should handle amulet of quality rare. Have you modified pickup.dis?
 
how do i set for bot only pick up rare Ring and amulet?
Open pickup.dis, uncomment whatever you don't need, then add the following code at the top of everything:
[QUALITY] == "Rare" && [BASETYPE] == "Jewelry"

Quote Originally Posted by pixelzzz View Post
is there a way to pick up amu´s with elemental dmg / cc / cd / mainstat?
It is already in the rules

[@CNTPRI]>=1 means elemental dmg?
the value of @CNTPRI represents the number of primary stats of an item.
the line which is CC & CD & MAXSTAT & CNTPRI covers elemental dmg / cc / cd / mainstat
elemental dmg / cc / cd / mainstat is the only thing you need, you can comment out all other lines and add this line:
Code:
[MAXSTAT] && [CRIT%] && [CRITDMG%] && [@CNTEPDMG]
the value of CNTEPDMG is the number of elemental damage or physical damage on an item. If you don't need physical damage, simply use [ELEMDMG%] instead of [@CNTEPDMG]


Hi tmxkn1, I have a problem, I don't know if it's about Trinity or Item Rules itself. The situation is that, when I set Free Bag Slots for Town Run to 8 in Trinity, currently I have 10 slots in bag, and now boss(for example Ghom) drops four items, when bot picks up the first item, the free bag slots now is 8, it triggers a town run, so bot teleports to town selling and salvaging items, however bot totally ignored the remaining three items, then leaves game, the three remaining items are gone forever, if there is a legendary in them, it's not good. I am wondering if it is related to Trinity or item rules. Any ideas to fix this? Thanks.

BTW, fantastic work!
Hi,
This is trinity's fault. The item rules can't do anything on this. The only solution is wait for an update of Trinity addressing this issue.
Sorry I can't help you with that, and thanks for your compliments :D.
 
Hey tmxkn1,

As discussed in PM's, please find my logs attached.

Again, thanks for all your help!

Hey Powered,

Thanks for your really detailed report, thanks indeed! Since the number of words in my reply exceeds the allowance for PM, I have to post my answers here.

Here's my feedback:
  1. This is my mistake. Thanks for pointing out. For hand crossbow, it is [TYPE]=="HandCrossbow".
  2. The reason it is stash this helm is because there is no Crowd Control Reduction in DB's item stats, further to this DB doesn't have Chance to Stun on Hit either. Since these two secondary are missing, and the CNTPRI, which is a counter for counting the number of primary stats an item has, is calculated in such way: CNTPRI = [ROLL] - [CNTSEC], where ROLL is total number of stats and CNTSEC is total number of 2ndary stats, the CNTPRI, in fact, is equal to total number of primary stats + C.C.Red. + C.StunOnHit. That is if an item has 2 primary stats plus C.C.Red and C.StunOnHit, CNTPRI will give 4... However, lucky enough, C.C.Red isn't a common stat (only on Helm, shield and jewlery), and C.StunOnHit only exists on weapons and gloves.
  3. Because you made a small mistake in the rule handling twohand weapons:
    Code:
    [QUALITY] == "Rare" && [TWOHAND] -> [Trash]
    it should be
    Code:
    [QUALITY] == "Rare" && [TWOHAND] [COLOR="#FF0000"]== "true"[/COLOR] -> [Trash]
  4. Because that item has cdr = 7% and you put this code right underneath the weapon rule:
    Code:
    [CDRED%]>=6
    Therefore, all items of quality rare have cdr>=6% will be kept, except for weapon. Remember trinity searches for rules from top to bottom, and once it finds a rule applies to the item, it will totally ignore other rules. 6,7,8,9,11 and 12.
    Note: for weapons, although you've stated the rules for them above the cdr rule, since trinity couldn't find a rule applied to the item, it moved down and found the cdr rule which applied to the item.
  5. Ref. to 4
  6. Ref. to 4
  7. Ref. to 4
  8. Ref. to 4
  9. Ref. to 4
  10. Your rules for bracers:
    Code:
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [ALLRES]>=86 && [VIT]>=400 && ([CRIT%]>=5.5 || [@CNTPRI]>=1))
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [ALLRES]>=86 && [CRIT%]>=5.5 && ([VIT]>=400 || [@CNTPRI]>=1))
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [CRIT%]>=5.5 && [VIT]>=400 && ([ALLRES]>=86 || [@CNTPRI]>=1))
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([CRIT%]>=5.5 && [ALLRES]>=86 && [VIT]>=400 && ([MAXSTAT]>=400 || [@CNTPRI]>=1))
    The value of CNTPRI is the number of primary stats on an item. If you say CNTPRI >= 1, it means an item with only 1 primary stat is fit in with this statement. Now looking at your rules, you have coded three compulsory primary stats in each rule and one additional stat out of two, in total 8 rules, and to be more exact, 5 rules because 1 rule is repeated three times, i.e. maxstat + allres + vit + crit%.
    Therefore, these are the 5 rules:
    Code:
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [ALLRES]>=86 && [VIT]>=400 && [CRIT%]>=5.5)
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [ALLRES]>=86 && [VIT]>=400 && [@CNTPRI]>=1)
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [ALLRES]>=86 && [CRIT%]>=5.5 && [@CNTPRI]>=1)
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [CRIT%]>=5.5 && [VIT]>=400 && [@CNTPRI]>=1)
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([CRIT%]>=5.5 && [ALLRES]>=86 && [VIT]>=400 && [@CNTPRI]>=1)
    4 out 5 rules require only 3 primary stats + CNTPRI>=1. And that is why that bracer with 3 primary stats got stashed.
    The better way to code these rules is:
    Code:
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [ALLRES]>=86 && [VIT]>=400 && ([CRIT%]>=5.5 || [@CNTPRI]>=4))
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [ALLRES]>=86 && [CRIT%]>=5.5 && [@CNTPRI]>=4)
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([MAXSTAT]>=390 && [CRIT%]>=5.5 && [VIT]>=400 && [@CNTPRI]>=4)
    [QUALITY] == "Rare" && [TYPE] == "Bracer" # ([CRIT%]>=5.5 && [ALLRES]>=86 && [VIT]>=400 && [@CNTPRI]>=4)
    The reason I keep repeating the same rule is to make it clearer for me, because the rules are of the same length so that I can easily identify if I miss anything in a certain rule by just comparing the length.
  11. Ref. to 4
  12. Ref. to 4

Regarding the list of stats in the doc file, I will see what I can do after I update rules 4.1, which would very likely to happen tonight :D.

Also I would like to thank you for the thought of donation ;).
 
Hey, the rules work fine for me... but today i got a Problem after uncommenting
Code:
[QUALITY] == "Normal" && [NAME] == "Ascended Armor"
in pickup.dis and common.dis

While reloading this error occours:
Code:
[Trinity] No translation found for rule: [QUALITY]=="Normal"&&[NAME]=="AscendedArmor"
 
so you dont mind if i create my own rulers for legendaries only? :)

This would be nice. Ive been considering starting this as well but its quite a long task.

If you are doing this PLEASE have a system where the user can change weight rules via a single variable.
That is I mean to say:

// USER CAN EDIT WEIGHT FOR LOOSER OR TIGHTER RULES
// 60=soft 70=Standard 80=Hard 90=Extreme 100=Perfect
@WEIGHT:= 90
@W:= @WEIGHT/100

[QUALITY] == "Legendary" && [TYPE] == "Shoulder" # ([MAXSTAT]>=500*@W && [VIT]>=500*@W && [ALLRES]>=100*@MOD)

If you get what I mean.

Also keep in mind we have an enchanter so we can always change at least one stat. I *really* don't want to FS an otherwise perfect leg weapon because it came with loh instead of a socket.
 
Last edited:
Hey, the rules work fine for me... but today i got a Problem after uncommenting
Code:
[QUALITY] == "Normal" && [NAME] == "Ascended Armor"
in pickup.dis and common.dis

While reloading this error occours:
Code:
[Trinity] No translation found for rule: [QUALITY]=="Normal"&&[NAME]=="AscendedArmor"

Oh, lol, rrix or the item rule author hasn't updated the translation library. I will see what I can do. Thanks for reporting.

Sorry, I didn't explain anything :D.

I guess you aren't using English client for Diablo 3 are you? What you can do now is to localize the name in the rules. For example, if "Ascended Armor" is "Xxxxxx Yyyyy" in someone's language, make the rule look like this:
Code:
[QUALITY] == "Normal" && [NAME] == "Xxxxxx Yyyyy"
 
This would be nice. Ive been considering starting this as well but its quite a long task.

If you are doing this PLEASE have a system where the user can change weight rules via a single variable.
That is I mean to say:



If you get what I mean.

Also keep in mind we have an enchanter so we can always change at least one stat. I *really* don't want to FS an otherwise perfect leg weapon because it came with loh instead of a socket.


And maybe be softer to some particular legendaries or set :D.

The reason I don't want to make legendary rules is I found myself quite enjoy unidentifying them, no matter how crap they are; plus I'm too lazy to do that (maybe this is more important :rolleyes:)
 
Oh, lol, rrix or the item rule author hasn't updated the translation library. I will see what I can do. Thanks for reporting.

Sorry, I didn't explain anything :D.

I guess you aren't using English client for Diablo 3 are you? What you can do now is to localize the name in the rules. For example, if "Ascended Armor" is "Xxxxxx Yyyyy" in someone's language, make the rule look like this:
Code:
[QUALITY] == "Normal" && [NAME] == "Xxxxxx Yyyyy"

Can i update the Library Myself?
Nope im not an english user i'm Austrian;)
But if write:
Code:
[QUALITY] == "Normal" && [NAME] == "Aszendenten Rüstung"
instead of
Code:
[QUALITY] == "Normal" && [NAME] == "Ascended Armor"

The result is the same:
Code:
[Trinity] No translation found for rule: [QUALITY]=="Normal"&&[NAME]=="AszendentenRüstung"
 
Can i update the Library Myself?
Nope im not an english user i'm Austrian;)
But if write:
Code:
[QUALITY] == "Normal" && [NAME] == "Aszendenten Rüstung"
instead of
Code:
[QUALITY] == "Normal" && [NAME] == "Ascended Armor"

The result is the same:
Code:
[Trinity] No translation found for rule: [QUALITY]=="Normal"&&[NAME]=="AszendentenRüstung"

lol a good joke :D

I just looked into the translation dictionary, it is tiny, only contains a few set/legendaries and I'm not sure if they are outdated or not.
As long as you localize the name, the bot will pick it up and you can uncheck using id in trinity config.
 
lol a good joke :D

I just looked into the translation dictionary, it is tiny, only contains a few set/legendaries and I'm not sure if they are outdated or not.
As long as you localize the name, the bot will pick it up and you can uncheck using id in trinity config.

Ah. uncheck the id setting was the clue ;) Now it works thanks.
And yeah also had a look at the translation dictionary... i dont think it is up to date
 
And maybe be softer to some particular legendaries or set :D.

The reason I don't want to make legendary rules is I found myself quite enjoy unidentifying them, no matter how crap they are; plus I'm too lazy to do that (maybe this is more important :rolleyes:)

I am this way as well, but now all my bags are full of bad legs I have a hard time parting with :O
 
I've read tips on how to adjust your sell/salvage yet i cant fully understand how it works. In what folder should i put those files pickup and sell/salvage? Rules in HB main directory or in trinity rules (if so which one: hard/soft?)

If i want ot salvage all but trollingoblin hard rule items should it look like this?
//---------------------------------------------------------------------------
//Salvage rules for Rare items - comment to sell it; uncomment to salvage it.
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" -> [SALVAGE]
[QUALITY] == "Rare" && [BASETYPE] == "Armor" -> [SALVAGE]
[QUALITY] == "Rare" && [BASETYPE] == "Jewelry" -> [SALVAGE]
[QUALITY] == "Rare" && [TYPE] == "FollowerSpecial" -> [SALVAGE]

//Salvage rules for Magic, normal, inferior items - comment to sell it; uncomment to salvage it.


Magic weapon, armor, jewelry and follower's item
[QUALITY] == "Magic" && ([BASETYPE] == "Weapon" || [BASETYPE] == "Armor" || [BASETYPE] == "Jewelry" || [TYPE] == "FollowerSpecial") -> [SALVAGE]


Normal weapon, armor and jewelry
[QUALITY] == "Normal" && ([BASETYPE] == "Weapon" || [BASETYPE] == "Armor" || [BASETYPE] == "Jewelry") -> [SALVAGE]


Inferior weapon, armor and jewelry
[QUALITY] == "Inferior" && ([BASETYPE] == "Weapon" || [BASETYPE] == "Armor" || [BASETYPE] == "Jewelry") -> [SALVAGE]


Thanks for your time!
 
When I'm using this profile it refuses to pick up Bloodshards, Using trinity scoring it does pick up bloodshards however, any idea what's up?
 
I am this way as well, but now all my bags are full of bad legs I have a hard time parting with :O
That's why I would like to keep legs unidentified :). I check the bot in the morning, after work, before bed, identify all the legs and salvage them if not good.

I've read tips on how to adjust your sell/salvage yet i cant fully understand how it works. In what folder should i put those files pickup and sell/salvage? Rules in HB main directory or in trinity rules (if so which one: hard/soft?)

If i want ot salvage all but trollingoblin hard rule items should it look like this?
//---------------------------------------------------------------------------
//Salvage rules for Rare items - comment to sell it; uncomment to salvage it.
[QUALITY] == "Rare" && [BASETYPE] == "Weapon" -> [SALVAGE]
[QUALITY] == "Rare" && [BASETYPE] == "Armor" -> [SALVAGE]
[QUALITY] == "Rare" && [BASETYPE] == "Jewelry" -> [SALVAGE]
[QUALITY] == "Rare" && [TYPE] == "FollowerSpecial" -> [SALVAGE]

//Salvage rules for Magic, normal, inferior items - comment to sell it; uncomment to salvage it.


Magic weapon, armor, jewelry and follower's item
[QUALITY] == "Magic" && ([BASETYPE] == "Weapon" || [BASETYPE] == "Armor" || [BASETYPE] == "Jewelry" || [TYPE] == "FollowerSpecial") -> [SALVAGE]


Normal weapon, armor and jewelry
[QUALITY] == "Normal" && ([BASETYPE] == "Weapon" || [BASETYPE] == "Armor" || [BASETYPE] == "Jewelry") -> [SALVAGE]


Inferior weapon, armor and jewelry
[QUALITY] == "Inferior" && ([BASETYPE] == "Weapon" || [BASETYPE] == "Armor" || [BASETYPE] == "Jewelry") -> [SALVAGE]


Thanks for your time!
Nice work. You've done it correctly. You only need to put those *.dis files in the same folder, the location of the folder does not matter, as long as you selected the correct path in Trinity Config.

Ah. uncheck the id setting was the clue ;) Now it works thanks.
And yeah also had a look at the translation dictionary... i dont think it is up to date
I've started to update the dict. After three hours I managed to get most of them done. However, I'm unable to loot three class specific ones, Tecpatl (WitchDoctor Ceremonial Knife), Steppes Smasher (Barb Mighty Weapon) and Suwaiya Monk (Fist Weapon). I will try my luck again tomorrow :P.

When I'm using this profile it refuses to pick up Bloodshards, Using trinity scoring it does pick up bloodshards however, any idea what's up?
Did your bot stuck there because of this? There are several people telling me this and everytime I asked them this question but no one has replied lol. My bot won't get stuck over bloodshard though...
 
When I'm using this profile it refuses to pick up Bloodshards, Using trinity scoring it does pick up bloodshards however, any idea what's up?

Just set Trinity to ignore it then. Blood shard will be automatically collected if you run over it (same as gold and normal potion).
 
Back
Top