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Item List - How does it work?

N4zroth

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Joined
Dec 16, 2014
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Hi,
I've recently tried to use the Item List from Trinity and edited the items in the list. I checked the ones I want to keep and added the restriction 'ancient' to some. I assumed that would trash everything not checked and only keep ancient versions of the items on which I checked the 'ancient' box. I added nothing else to any items, no min stat, nothing. Somehow, the bot kept one ancient item and trashed all other ancient items. It also kept some gloves which I didn't check. Did I do something wrong or am I not understanding the item list correctly?
If you need a log, please tell me, I'll be happy to provide one.
Thanks.
 
The two main reasons that would prevent it from working are:

1) Not having your 'ItemRulesMode' set to Item List in Pickup Tab
2) Having 'Keep legendaries Unidentified' checked in Town Run Tab.

How to set Item List to be used as your system for handling loot.

nlySTyc.png


How to make the bot identify legendaries.

zdbSJ5T.png



The item List tab.

* Things that are selected will be stashed (assuming any rules specified are met)
* Things that are not selected will be trashed/sold/salvaged

WfrGfKJ.png



Creating Rules

Each item may have rules added to it, it will be kept ONLY if the rules are met. If it has no rules then it will be kept.

You can add Required or Optional (At Least X of) rules.

* Required Rules - All of these properties must be present at equal or higher than the value specified.
* Optional Rules - X or more of these properties must be present at equal or higher than the value specified.

j3879L7.png


Special Cases

Crafted items and items that have a 0 ID or are completely unknown will always be KEPT/STASHED

Export

You can share your item list with others by clicking the export button at the top, then copy the entire code that gets shown.

Note: No identifying information is included in the code, it is just a compressed Base64 encoded version of the XML settings for ItemList. If you would like to look at the code you will find the export/import commands in this file Trinity\Settings\Loot\ItemListSettings.cs

LDSjzdk.png



620MZo7.png


Here's the export code for my current settings.

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


Import

Click the import button at the top right. and paste in an ItemList code and click the Import Button.

BE WARNED - I suggest you back up your export code before doing an import. An import will cause all of your existing selections and rules to be lost and replaced by the settings from the code.

1TqR8DY.png



Where is the data Stored?

it is stored in with the other trinity settings: \Settings\BattleTag#0000\Trinity.xml

Under the loot XML block you will see it like this

Code:
        <LItem>
          <Id>193670</Id>
          <Ops>1</Ops>
          <Rules>
            <LRule>
              <Id>4</Id>
              <TypeId>1</TypeId>
              <Value>26</Value>
            </LRule>
            <LRule>
              <Id>73</Id>
              <TypeId>0</TypeId>
              <Value>416</Value>
            </LRule>
            <LRule>
              <Id>41</Id>
              <TypeId>1</TypeId>
              <Value>5</Value>
            </LRule>
          </Rules>
        </LItem>

How does it actually work?

If you are curious about the nuts and bolts of how these rules get checked against items then have a look at \Trinity\Items\ItemList.cs


How do i KNOW that its working?

In your log window when evaluating loot, it should say 'ItemListCheck'

lIww9kn.png


If you look inside your log file, you will see more detailed information about how the loot was evaluated rule by rule.

bYen6P8.png


Code:
00:36:58.176 INFO  Logger [Trinity] No more space to pickup a 2-slot item, now running town-run routine. (TownRun)
00:36:58.254 DEBUG TrinityDebug [Trinity]   >>  Odyssey's End (271880) is a Selected ListItem with 6 rules.
00:36:58.254 DEBUG TrinityDebug [Trinity]   >>  2 required rules:
00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Base Max Damage  Type=Required (Item: 1882 -v- Rule: 1861) = True
00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Ancient  Type=Required (Item: 1 -v- Rule: 1) = True
00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  2/4 optional rules:
00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Attack Speed  Type=Optional (Item: 0 -v- Rule: 5) = False
00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Percent Damage  Type=Optional (Item: 10 -v- Rule: 6) = True
00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Primary Stat  Type=Optional (Item: 954 -v- Rule: 416) = True
00:36:58.256 INFO  Logger [Trinity] Odyssey's End [x1_bow_norm_unique_10-138] [TwoHandBow] = ItemListCheck=KEEP
00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  Accursed Visage (414753) is a Selected ListItem with 3 rules.
00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  1 required rules:
00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  Evaluated Accursed Visage -- Primary Stat  Type=Required (Item: 712 -v- Rule: 626) = True
00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  1/2 optional rules:
00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  Evaluated Accursed Visage -- Skill Damage Multishot Type=Optional (Item: 14 -v- Rule: 11) = True
00:36:58.263 INFO  Logger [Trinity] Accursed Visage [p2_Helm_norm_set_05-141] [Helm] = ItemListCheck=KEEP
00:36:58.269 DEBUG TrinityDebug [Trinity]   >>  Unselected ListItem Blackthorne's Surcoat 222456
00:36:58.269 INFO  Logger [Trinity] Blackthorne's Surcoat [chestArmor_norm_unique_050-149] [Chest] = ItemListCheck=TRASH
00:36:58.276 DEBUG TrinityDebug [Trinity]   >>  Marauder's Treads (336995) is a Selected ListItem with 2 rules.
00:36:58.276 DEBUG TrinityDebug [Trinity]   >>  2 required rules:
00:36:58.276 DEBUG TrinityDebug [Trinity]   >>  Evaluated Marauder's Treads -- Ancient  Type=Required (Item: 0 -v- Rule: 1) = False
00:36:58.276 INFO  Logger [Trinity] Marauder's Treads [x1_Boots_norm_set_07-150] [Boots] = ItemListCheck=TRASH
00:36:58.281 DEBUG TrinityDebug [Trinity]   >>  Illusory Boots (332342) is a Selected ListItem with 1 rules.
00:36:58.281 DEBUG TrinityDebug [Trinity]   >>  1 required rules:
00:36:58.281 DEBUG TrinityDebug [Trinity]   >>  Evaluated Illusory Boots -- Ancient  Type=Required (Item: 0 -v- Rule: 1) = False
00:36:58.281 INFO  Logger [Trinity] Illusory Boots [x1_Boots_norm_unique_03-151] [Boots] = ItemListCheck=TRASH
00:36:58.289 DEBUG TrinityDebug [Trinity]   >>  Unknown Item Mad Monarch's Scepter 271663 - Auto-keeping
00:36:58.289 INFO  Logger [Trinity] Mad Monarch's Scepter [x1_Mace_norm_unique_12-170] [Mace] = ItemListCheck=KEEP
00:36:58.304 DEBUG TrinityDebug [Trinity]   >>  Unknown Item Mad Monarch's Scepter 271663 - Auto-keeping
00:36:58.304 INFO  Logger [Trinity] Mad Monarch's Scepter [x1_Mace_norm_unique_12-175] [Mace] = ItemListCheck=KEEP
00:36:58.333 DEBUG TrinityDebug [Trinity]   >>  Unselected ListItem Andariel's Visage 198014
00:36:58.333 INFO  Logger [Trinity] Andariel's Visage [Helm_norm_base_flippy-11020] [Helm] = ItemListCheck=TRASH
00:36:58.343 DEBUG CommonCoroutines Moving to Stash
 
Last edited:
Thanks a bunch for the quick tutorial, it seems to be very intuitive - I guessed it to work exactly the same way as you explained.
I have to take a look at the logs then, I had set up everything correctly :(
 
I should point out that this is still being tested and may have some bugs. For example in the log i just posted it says

00:36:58.256 DEBUG TrinityDebug [Trinity] >> Evaluated Odyssey's End -- Attack Speed Type=Optional (Item: 0 -v- Rule: 5) = False

this is a bug because the item actually does have Attack speed on it, but for some reason (i will have to look into it) its being reported as 0. If you find properties like this with an incorrect 0 on them be sure to let us know.
 
I should point out that this is still being tested and may have some bugs. For example in the log i just posted it says

00:36:58.256 DEBUG TrinityDebug [Trinity] >> Evaluated Odyssey's End -- Attack Speed Type=Optional (Item: 0 -v- Rule: 5) = False

this is a bug because the item actually does have Attack speed on it, but for some reason (i will have to look into it) its being reported as 0. If you find properties like this with an incorrect 0 on them be sure to let us know.

In https://www.assembla.com/code/unifiedtrinity/git/nodes/master/Trinity/Items/ItemList.cs the EvaluateRule method is using cItem's properties for evaluating Ancient, PrimaryStat, CHC, CHD and AS while the other evaluations are using cItem.AcdItem's properties. Not sure if that matters, didn't have the time to check out the code and set it up in my IDE properly but that's a difference I've noticed.
 
Looks pretty neat. May have to try this out next season if it's filtering +skills and +elementdmg it'll have an edge over filebased item rules.
 
on the itemslist cant find the new set items ..like wrath of the waste
 
In https://www.assembla.com/code/unifiedtrinity/git/nodes/master/Trinity/Items/ItemList.cs the EvaluateRule method is using cItem's properties for evaluating Ancient, PrimaryStat, CHC, CHD and AS while the other evaluations are using cItem.AcdItem's properties. Not sure if that matters, didn't have the time to check out the code and set it up in my IDE properly but that's a difference I've noticed.

Yeah.. there's actually been a few properties that i found to not be working (and have fixed already - in itemlist only), Black/Phys weapon damage for example, elemental damage, skill damage; Min and Max damage properties got switched for each other.... apparently nesox has to update many of these manually every patch. So i've started building my own extensions for some of them.
 
Last edited:
I should point out that this is still being tested and may have some bugs. For example in the log i just posted it says

00:36:58.256 DEBUG TrinityDebug [Trinity] >> Evaluated Odyssey's End -- Attack Speed Type=Optional (Item: 0 -v- Rule: 5) = False

this is a bug because the item actually does have Attack speed on it, but for some reason (i will have to look into it) its being reported as 0. If you find properties like this with an incorrect 0 on them be sure to let us know.

Fixed in 2.8
 
Is there actually any chance that you will introduce setting up rules for certain item types. This could come in handy with Amulets for example :-)
 
I have been playing around with this and have setup my own list of rules but it doesn't seem to be paying attention to the must have properties and just puts those items into my stash. I will run more tests and see but thats what I have experienced so far.
 
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