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[Plugin Addon] "Item Rules" DIS Files (let's work together)

Either I haven't got mine setup properly or it's grabbing things from an alternate file list too. This is my section for shoulders in rare.dis:
// +---------------------------------------------------------------------------+
// | -- Shoulders
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Shoulder # ([DEX] >= 150 || [STR] >= 200 || [INT] >= 150) && ([VIT] >= 60 || [LIFE%] >= 9) && [ALLRES] >= 60 # [KEEP]

Yet just before it stashed these: Armor - Shoulders 'Tenacious Mail'. Score = 16707. Vitality=159. +All Resist=64
Edit: On actual inspection of them item the stats are: 73 STR, 58 DEX, 159 VIT, 64 ALLRES.

These meet two of the 3 attributes but they don't have a main stat on them, maybe the brackets are being misused or not necessary? When I used to write some javascript and light botting for other games brackets were only used to separate equations with math in them to avoid miscalculations, this seems like it will only do one of the three regardless if they're in brackets or not. I might test it out by putting the item back in my inventory and resuming the bot after removing the brackets to verify if that's the reason or not.

Also, it's stashing follower tokens even though these are also not in my plugin .dis files. Is it my DefaultItemRules.xml causing this? Should I edit or delete it? I've looked into it and doesn't look like it's really doing anything but I could be wrong.
 
Either I haven't got mine setup properly or it's grabbing things from an alternate file list too. This is my section for shoulders in rare.dis:


Yet just before it stashed these: Armor - Shoulders 'Tenacious Mail'. Score = 16707. Vitality=159. +All Resist=64
Edit: On actual inspection of them item the stats are: 73 STR, 58 DEX, 159 VIT, 64 ALLRES.

These meet two of the 3 attributes but they don't have a main stat on them, maybe the brackets are being misused or not necessary? When I used to write some javascript and light botting for other games brackets were only used to separate equations with math in them to avoid miscalculations, this seems like it will only do one of the three regardless if they're in brackets or not. I might test it out by putting the item back in my inventory and resuming the bot after removing the brackets to verify if that's the reason or not.

Also, it's stashing follower tokens even though these are also not in my plugin .dis files. Is it my DefaultItemRules.xml causing this? Should I edit or delete it? I've looked into it and doesn't look like it's really doing anything but I could be wrong.


At the end i have some saftey rules ... to pick up worthy stuff ... even if it passed all rules till then ...

Code:
// safety rule
[QUALITY] == Rare && [BASETYPE] == Weapon && [ONEHAND] == true # [DPS] > 900 && [SOCKETS] > 0 && ([CRITDMG%] > 50 || [LOH] > 400 || [LS%] > 3 || [MAXSTATVIT] > 200)
[QUALITY] == Rare && [BASETYPE] == Weapon && [TWOHAND] == true # [DPS] > 1200 && [SOCKETS] > 0 && ([CRITDMG%] > 100 || [LOH] > 800 || [LS%] > 6 || [MAXSTATVIT] > 400) 
[QUALITY] == Rare && [BASETYPE] == Armor # [MAXSTATVIT] > 400 || [DMGFACTOR] > 20
[QUALITY] == Rare && [BASETYPE] == Armor # [MAXSTATVIT] > 300 && ([DMGFACTOR] > 16 || [ALLRES] > 60)
[QUALITY] == Rare && [BASETYPE] == Armor # [MAXSTATVIT] > 200 && [DMGFACTOR] > 12 && [ALLRES] > 60
[QUALITY] == Rare && [BASETYPE] == Jewelry # [MAXSTATVIT] > 300 || [DMGFACTOR] > 12
[QUALITY] == Rare && [BASETYPE] == Jewelry # [MAXSTATVIT] > 200 && ([DMGFACTOR] > 9 || [ALLRES] > 60)
[QUALITY] == Rare && [BASETYPE] == Jewelry # [MAXSTATVIT] > 100 && [DMGFACTOR] > 6 && [ALLRES] > 60


for ur item pickup also u can check in the log file ...which rule it was ...that was true ...

Code:
22112012211022: -----------------------------------------------------------------
22112012211022: KEEP: Piercing Band,Rare5,Ring (62) 1146967348
22112012211022: Rule:[QUALITY]==Rare&&[TYPE]==Ring#[MAXSTATVIT]>0&&[DMGFACTOR]>0&&[THORNS]>900
22112012225749: -----------------------------------------------------------------
 
I have all those safety rules already, still same thing. Where is that log paste from? Plugins\GilesTrinity\Log? Mine isn't logging to there, the only logging I get is in the base \Plugins\GilesTrinity, three text documents: JunkLog, StashLog, Stats. None of them look the same as yours.
 
I have all those safety rules already, still same thing. Where is that log paste from? Plugins\GilesTrinity\Log? Mine isn't logging to there, the only logging I get is in the base \Plugins\GilesTrinity, three text documents: JunkLog, StashLog, Stats. None of them look the same as yours.

in GilesTrinity folder it should look like this ...


Code:
[GilesTrinity PLUGIN]
   |- Log                    <-- folder for your itemrule logs
   |- Specification          <-- item rules *.dis files
      +- config.dis
      +- legendary.dis
      +- rare.dis
      +- magic.dis
   |- Functions              <-- script for itemrules
      +- interpreter.cs
 
Last edited:
Made some for chests:
Code:
// +---------------------------------------------------------------------------+
// | -- Chest
// +---------------------------------------------------------------------------+

[QUALITY] == Rare && [TYPE] == Chest # [MAXSTAT] >= 100 && ([VIT] >= 100 || [LIFE%] >= 9) && [ALLRES] >= 60 && [SOCKETS] >2 #
Do you want further more kind of chests?

And made some for boots:
Code:
// +---------------------------------------------------------------------------+
// | -- Boots
// +---------------------------------------------------------------------------+

[QUALITY] == Rare && [TYPE] == Boots # ([STR] >= 120 || [DEX] >= 200 || [INT] >=120) && [VIT] >= 100 && [ALLRES] >= 60 && [MS%] ==12 #
Do you want further more kind of boots?

And made some for gloves:
Code:
// +---------------------------------------------------------------------------+
// | -- Gloves
// +---------------------------------------------------------------------------+

[QUALITY] == Rare && [TYPE] == Gloves # ([STR] >= 120 || [DEX] >= 200 || [INT] >=200) && [VIT] >= 100 && [ALLRES] >= 60 && [CRIT%] >= 7 && ([AS%] >= 6 || [CRIT%] >= 25) #
 
[QUALITY] == Rare && [TYPE] == Gloves # ([STR] >= 120 || [DEX] >= 200 || [INT] >=200) && [VIT] >= 100 && [CRIT%] >= 7 && [AS%] >= 6 && [CRIT%] >= 25 #
Do you want further more kind of gloves?
 
Last edited:
Any chance of you posting your Legendary setup? :)

Doesnt have any yet. Dont know how to implement the item rules ;D ... Just wanted to make some which I would implement if I knew how it works ;D
 
Here something from TrinityCustomBeta rules.

Code:
// +---------------------------------------------------------------------------+
// +---------- WizardHat
// | OFF: [INT] == 300, [CRIT%] == 6, 
// | DEF: [VIT] == 200, [LIFE%] == 12, [ALLRES] == 80, [MAXONERES] == 60, [ARMOR] == 397
// | ADD: [SOCKETS] == 1, [REGEN] == 342, [GF%] == 25, [MF%] == 20
// | CLA: [ARCONCRIT] == 10, [MAXARCPOWER] == 15
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == WizardHat # [INTVIT] > 100 && [ALLRES] > 60 && ([SOCKETS] > 0 || [LIFE%] > 11)&& [CRIT%] > 0 && ([ARCONCRIT] > 7 || [MAXARCPOWER] > 9 || [LIFE%] > 5 || [REGEN] > 300 || [ARMORBONUS] > 300 || ([GF%] > 24 && [MF%] > 19)) 
[QUALITY] == Rare && [TYPE] == WizardHat # [INTVIT] > 100 && ([ALLRES] > 60 || [CRIT%] > 0) && [SOCKETS] > 0 && [ARCONCRIT] > 0 && [MAXARCPOWER] > 0
[QUALITY] == Rare && [TYPE] == WizardHat # [INTVIT] > 225 && ([ALLRES] > 60 || [CRIT%] > 0) && [SOCKETS] > 0
// trash rule
[QUALITY] == Rare && [TYPE] == WizardHat # True # [TRASH]
 
All of this is included in the SVN of yours darkfriend77(except the beta ofc)?
 
All of this is included in the SVN of yours darkfriend77(except the beta ofc)?

svn containing version 1.02a

and im working on 1.03(beta)

Code:
// +--------------------------------------------------------------------------------------+
// |   __|  |  |    \     \ |   __|  __|  |      _ \   __| 
// |  (     __ |   _ \   .  |  (_ |  _|   |     (   | (_ | 
// | \___| _| _| _/  _\ _|\_| \___| ___| ____| \___/ \___|                                                        
// +--------------------------------------------------------------------------------------+
// | 1.03(beta):
// | - working on rule set ... relying on auctionhouse values
// | - better log's
// | - changed [DMGFACTOR] to include also average dmg
// | - added [OFFSTATS] and [DEFSTATS]
// | - crafting plans settings now in special.dis
// | - fixed crafting plans [TYPE] == CraftingPlan, [QUALITY] == Legendary,Rare6,Rare5,Rare4
// | - added rules for class specific one-hand weapons
// +--------------------------------------------------------------------------------------+
 
legendary items that are thrash should be salvaged. can this be done via this addon?
 
legendary items that are thrash should be salvaged. can this be done via this addon?

need to edit trinity.cs, search for where it determines what items to salvage and tell it only ilvl 59+ and quality - legendary.
then in trinity plugin set it to salvage.

that way all trash legendaries will be salvaged, other items will be sold.
 
Is it possible to Keep certain legendaries Unidentified andd deposit them into stash (Amulets/Rings)?
 
need to edit trinity.cs, search for where it determines what items to salvage and tell it only ilvl 59+ and quality - legendary.
then in trinity plugin set it to salvage.

that way all trash legendaries will be salvaged, other items will be sold.
Can you explain this better please? I want to salvage all the legendaries, how can i do it?
Thanks
 
Last edited:
Is the '# KEEP' at the end of lines required or not? Right now it's there on some lines and it's not there on other lines.
 
just a quick one. do i have to use the custombeta of giles along with the donators specification files or will the official unified suffice?

nevermind a quick search through the file answered it. guess ill stick to your beta
 
Last edited:
Here's my take on rare.dis

This will most likely keep more items. Use only if you're fine with doing some sorting yourself.

- loosened some rules, especially on jewelry
- fewer rules in total
- simplified some rules
- minor code cleanup ('true' -> 'True', added '# KEEP' where missing)

Code:
// +--------------------------------------------------------------------------------------+
// |  _ \    \    _ \  __| 
// |    /   _ \     /  _|  
// | _|_\ _/  _\ _|_\ ___| 
// +--------------------------------------------------------------------------------------+

// keep all rare items
// this is a saftey line ... as long it isn't removed it will keep all items
// specifyed by the rule ... the action of commenting it out
// will apply all following rules ... this set of rules is no where of complete
//[QUALITY] == Rare # True # [KEEP]

// keep all Weapon for now
//[QUALITY] == Rare && [BASETYPE] == Weapon # True # [KEEP]

// keep all Armor for now
//[QUALITY] == Rare && [BASETYPE] == Armor # True # [KEEP]

// keep all jewelerys for now
//[QUALITY] == Rare && [BASETYPE] == Jewelry # True # [KEEP]

// +---------------------------------------------------------------------------+ 
// |  _ _ _ _____ _____ _____ _____ _____ 
// | | | | |   __|  _  |  _  |     |   | |
// | | | | |   __|     |   __|  |  | | | |
// | |_____|_____|__|__|__|  |_____|_|___|
// | +++++++++++++++++++++++++++++++++++++                                   
// +---------------------------------------------------------------------------+

// +---------------------------------------------------------------------------+ 
// +---------- One-Handed
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [BASETYPE] == Weapon && [ONEHAND] == True # [DPS] > 500 && [MAXSTATVIT] > 200 && ([SOCKETS] > 0 || [CRITDMG%] > 70) && ([LOH] >= 500 || [LS%] > 0) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Weapon && [ONEHAND] == True # [DPS] > 800 && [MAXSTATVIT] > 200 &&  ([SOCKETS] > 0 || [CRITDMG%] > 70) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Weapon && [ONEHAND] == True # [DPS] > 900 && ([SOCKETS] > 0 || [CRITDMG%] > 70) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Weapon && [ONEHAND] == True # [DPS] > 1000 # [KEEP]

// +---------------------------------------------------------------------------+ 
// +---------- Two-Handed
// +---------------------------------------------------------------------------+ 
[QUALITY] == Rare && [BASETYPE] == Weapon && [TWOHAND] == True # [DPS] > 1100 && ([SOCKETS] > 0 || [CRITDMG%] > 100) && ([LOH] >= 700 || [LS%] > 0) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Weapon && [TWOHAND] == True # [DPS] > 1100 && ([SOCKETS] > 0 || [CRITDMG%] > 100) && [MAXSTATVIT] > 200 # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Weapon && [TWOHAND] == True # [DPS] > 1300 # [KEEP]

// +---------------------------------------------------------------------------+ 
// +---------- Ranged
// +---------------------------------------------------------------------------+ 

// +---------------------------------------------------------------------------+ 
// |  _____ _____ _____ _____ _____ 
// | |  _  | __  |     |     | __  |
// | |     |    -| | | |  |  |    -|
// | |__|__|__|__|_|_|_|_____|__|__|
// | +++++++++++++++++++++++++++++++                               
// +---------------------------------------------------------------------------+

// +---------------------------------------------------------------------------+
// +---------- Head
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Helm # [MAXSTATVIT] >= 200 && [SOCKETS] > 0 && [ALLRES] >= 60 # [KEEP]
[QUALITY] == Rare && [TYPE] == Helm # [MAXSTATVIT] >= 200 && [SOCKETS] > 0 && [CRIT%] >= 4 # [KEEP]

[QUALITY] == Rare && [TYPE] == WizardHat # [INTVIT] >= 200 && [SOCKETS] > 0 && [ALLRES] >= 60 # [KEEP]
[QUALITY] == Rare && [TYPE] == WizardHat # [INTVIT] >= 200 && [SOCKETS] > 0 && [CRIT%] >= 4 # [KEEP]

[QUALITY] == Rare && [TYPE] == VoodooMask # [INTVIT] >= 200 && [SOCKETS] > 0 && [ALLRES] >= 60 # [KEEP]
[QUALITY] == Rare && [TYPE] == VoodooMask # [INTVIT] >= 200 && [SOCKETS] > 0 && [CRIT%] >= 4 # [KEEP]

// +---------------------------------------------------------------------------+
// | -- Shoulders
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Shoulder # [ALLRES] >= 60 && [MAXSTATVIT] >= 200 # [KEEP]

// +---------------------------------------------------------------------------+
// | -- Torso
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Chest # [ALLRES] >= 60 && [MAXSTATVIT] >= 200 && [SOCKETS] > 0 # [KEEP]
[QUALITY] == Rare && [TYPE] == Chest # [ALLRES] >= 60 && [MAXSTATVIT] >= 300 # [KEEP]

// +---------------------------------------------------------------------------+
// | -- Wrists
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Bracer # [MAXSTATVIT] >= 150 && [CRIT%] >= 3 && [ALLRES] >= 60 # [KEEP]

// +---------------------------------------------------------------------------+
// | -- Hands
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Gloves # [DMGFACTOR] > 20 && [MAXSTATVIT] > 150 # [KEEP]
[QUALITY] == Rare && [TYPE] == Gloves # [DMGFACTOR] > 24 # [KEEP]

// +---------------------------------------------------------------------------+
// | -- Waist
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Belt # [MAXSTATVIT] >= 250 && [ALLRES] >= 60 # [KEEP] 

// +---------------------------------------------------------------------------+
// | -- MightyBelt
[QUALITY] == Rare && [TYPE] == MightyBelt # [STRVIT] >= 300 && [ALLRES] >= 60 && [LS%] >= 2 # [KEEP]

// +---------------------------------------------------------------------------+
// | -- Legs
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Legs # [MAXSTATVIT] >= 200 && [ALLRES] >= 60 && [SOCKETS] > 0 # [KEEP]
[QUALITY] == Rare && [TYPE] == Legs # [MAXSTATVIT] >= 300 && [ALLRES] >= 60 # [KEEP]

// +---------------------------------------------------------------------------+
// | -- Feet
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Boots # [MAXSTATVIT] >= 200 && [MS%] >= 10 && [ALLRES] >= 60 # [KEEP]

// +---------------------------------------------------------------------------+ 
// |  _____ _____ _____     _____ _____ _____ ____  
// | |     |   __|   __|___|  |  |  _  |   | |    \ 
// | |  |  |   __|   __|___|     |     | | | |  |  |
// | |_____|__|  |__|      |__|__|__|__|_|___|____/ 
// | +++++++++++++++++++++++++++++++++++++++++++++++                                               
// +---------------------------------------------------------------------------+

// +---------------------------------------------------------------------------+
// | -- Shields
[QUALITY] == Rare && [TYPE] == Shield # [MAXSTATVIT] > 200 && [CRIT%] > 8 && [ALLRES] > 60 && ([LIFE%] > 9 || [BLOCK%] > 8) # [KEEP]
// trash rule
[QUALITY] == Rare && [TYPE] == Shield # True # [TRASH]

// +---------------------------------------------------------------------------+
// | -- Mojos
[QUALITY] == Rare && [TYPE] == Mojo # [INTVIT] > 300 && [DMGFACTOR] > 25 && ([MAXMANA] >= 80 || [MANAREG] >= 9 || [LIFE%] >= 12) # [KEEP]
// trash rule
[QUALITY] == Rare && [TYPE] == Mojo # True # [TRASH]

// +---------------------------------------------------------------------------+
// | -- Orbs
[QUALITY] == Rare && [TYPE] == Orb # [INTVIT] > 300 && [DMGFACTOR] > 25 && [ARCONCRIT] > 8 # [KEEP]
// trash rule
[QUALITY] == Rare && [TYPE] == Orb # True # [TRASH]

// +---------------------------------------------------------------------------+
// | -- Quivers
[QUALITY] == Rare && [TYPE] == Quiver # [DEXVIT] > 300 && [DMGFACTOR] > 32 && ([MAXDISCIP] >= 10 || [HATREDREG] > 1 || [LIFE%] >= 12) # [KEEP]
// trash rule
[QUALITY] == Rare && [TYPE] == Quiver # True # [TRASH]
            
// +---------------------------------------------------------------------------+ 
// |     __ _____ _ _ _ _____ __    _____ __ __ 
// |  __|  |   __| | | |   __|  |  | __  |  |  |
// | |  |  |   __| | | |   __|  |__|    -|_   _|
// | |_____|_____|_____|_____|_____|__|__| |_|  
// | +++++++++++++++++++++++++++++++++++++++++++                                           
// +---------------------------------------------------------------------------+

// +---------------------------------------------------------------------------+
// | -- Amulet
// +---------------------------------------------------------------------------+
// | [MAXSTAT] == 350, [LIFE%] == 16, [AS%] == 9, [CRIT%] == 10, [LOH] == 959,
// | [MAXONERES] == 60, [CRITDMG%] == 100, [ALLRES] == 80,
// +---------------------------------------------------------------------------+
// | [DMGFACTOR] == 56, [TOTRES] == 140, [AVGDMG] == 70
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Amulet # [DMGFACTOR] >= 28 # [KEEP]
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] >= 70 && [DMGFACTOR] >= 24 # [KEEP]
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] >= 140 && [DMGFACTOR] >= 20 # [KEEP]
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] >= 300 # [KEEP]
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [TOTRES] >= 135 # [KEEP]
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [LOH] >= 900 # [KEEP]
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [THORNS] >= 2500 # [KEEP]
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [MF%] >= 44 && [GF%] >= 49 # [KEEP]
[QUALITY] == Rare && [TYPE] == Amulet # [CRITDMG%] >= 90 # [KEEP]
// trash rule
[QUALITY] == Rare && [TYPE] == Amulet # True # [TRASH]

// +---------------------------------------------------------------------------+
// | -- Ring
// +---------------------------------------------------------------------------+
// | [MAXSTAT] == 200, [LIFE%] == 12,[ AS%] == 9, [CRIT%] == 6, [LOH] == 479,
// | [MAXONERES] == 60, [CRITDMG%] == 50, [ALLRES] == 80, [MINDMG] == 36,
// | [MAXDMG] == 104
// +---------------------------------------------------------------------------+
// | [DMGFACTOR] == 38, [TOTRES] == 140, [AVGDMG] == 70
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Ring # [DMGFACTOR] >= 14 # [KEEP]
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] >= 50 && [DMGFACTOR] >= 12 # [KEEP]
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] >= 80 && [DMGFACTOR] >= 10 # [KEEP]
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] >= 100 && [DMGFACTOR] >= 8 # [KEEP]
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] >= 200 # [KEEP]
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [TOTRES] >= 135 # [KEEP]
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [LOH] >= 450 # [KEEP]
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [THORNS] >= 900 # [KEEP]
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [MF%] >= 19 && [GF%] >= 24 # [KEEP]
[QUALITY] == Rare && [TYPE] == Ring # [CRITDMG%] >= 40 # [KEEP]
// trash rule
[QUALITY] == Rare && [TYPE] == Ring # True # [TRASH]

// +---------------------------------------------------------------------------+
// | -- FollowerSpecial
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == FollowerSpecial # [MAXSTATVIT] >= 300 && [ALLRES] >= 50 # [KEEP]
[QUALITY] == Rare && [TYPE] == FollowerSpecial # [MAXSTATVIT] >= 300 && [DMGFACTOR] >= 8 # [KEEP]
[QUALITY] == Rare && [TYPE] == FollowerSpecial # [MAXSTATVIT] >= 400 # [KEEP]
// trash rule
[QUALITY] == Rare && [TYPE] == FollowerSpecial # True # [TRASH]

// +---------------------------------------------------------------------------+ 
// | _____ _____ _____ _____ _____ 
// ||_   _| __  |  _  |   __|  |  |
// |  | | |    -|     |__   |     |
// |  |_| |__|__|__|__|_____|__|__|
// | ++++++++++++++++++++++++++++++                                           
// +---------------------------------------------------------------------------+

// safety rule
[QUALITY] == Rare && [BASETYPE] == Weapon && [ONEHAND] == True # [DPS] > 900 && [SOCKETS] > 0 && ([CRITDMG%] > 50 || [LOH] > 400 || [LS%] > 3 || [MAXSTATVIT] > 200) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Weapon && [TWOHAND] == True # [DPS] > 1200 && [SOCKETS] > 0 && ([CRITDMG%] > 100 || [LOH] > 800 || [LS%] > 6 || [MAXSTATVIT] > 400) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Armor # [MAXSTATVIT] > 400 || [DMGFACTOR] > 20 # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Armor # [MAXSTATVIT] > 300 && ([DMGFACTOR] > 16 || [ALLRES] > 60) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Armor # [MAXSTATVIT] > 200 && [DMGFACTOR] > 12 && [ALLRES] > 60 # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Jewelry # [MAXSTATVIT] > 300 || [DMGFACTOR] > 12 # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Jewelry # [MAXSTATVIT] > 200 && ([DMGFACTOR] > 9 || [ALLRES] > 60) # [KEEP]
[QUALITY] == Rare && [BASETYPE] == Jewelry # [MAXSTATVIT] > 100 && [DMGFACTOR] > 6 && [ALLRES] > 60 # [KEEP]

// cleanup rule trashing all other weapon legendarys
[QUALITY] == Rare && [BASETYPE] == Weapon # True # [TRASH]
[QUALITY] == Rare && [BASETYPE] == Armor # True # [TRASH]
[QUALITY] == Rare && [BASETYPE] == Jewelry # True # [TRASH]
 
Last edited:
Code:
// +---------------------------------------------------------------------------+
// |  _ _|   \ |  __| _ \  _ \   \  |    \ __ __| _ _|   _ \   \ | 
// |    |   .  |  _| (   |   /  |\/ |   _ \   |     |   (   | .  | 
// |  ___| _|\_| _| \___/ _|_\ _|  _| _/  _\ _|   ___| \___/ _|\_|                                                                                                               
// +---------------------------------------------------------------------------+
// | - actual beta development can be downloaded separate on the
// |   donators repository.
// | - actual beta rules can be downloaded separate on the donators repository
// | - contributors are welcome to help building rules
// | - rules sets provide a best effort for valuable items (not beeing perfect)
// | - donators: https://riouxsvn.com/svn/dbplugins
// | - public: https://subversion.assembla.com/svn/CustomTrinity/trunk
// +---------------------------------------------------------------------------+
// |   __|  |  |    \     \ |   __|  __|  |      _ \   __| 
// |  (     __ |   _ \   .  |  (_ |  _|   |     (   | (_ | 
// | \___| _| _| _/  _\ _|\_| \___| ___| ____| \___/ \___|                                                        
// +---------------------------------------------------------------------------+
// | 1.03a(final):
// | - working on rule set ... relying on auctionhouse values
// | - better log's
// | - changed [DMGFACTOR] to include also average dmg
// | - added [OFFSTATS] and [DEFSTATS]
// | - crafting plans settings now in special.dis
// | - fixed crafting plans [TYPE] == CraftingPlan,
// |   [QUALITY] == Legendary,Rare6,Rare5,Rare4
// | - added rules for class specific one-hand weapons
// | - added rules for class specific two-hand weapons
// | - added rules for class specific helms and chest .. cloak
// +---------------------------------------------------------------------------+

 
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