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ETA on good itemfilter plug-in?

demonD

Member
Joined
Jun 6, 2015
Messages
248
default itemfilter just a big lackluster, my inventory got filled up just by running 2 maps, all garbage rares took up all my spaces, need to fix this please or I can't sleep good...
 
Define good... default filter working just fine with 10 minutes of setup. Only thing it lacks is chaos recipe, but that's coming eventually.
 
Define good... default filter working just fine with 10 minutes of setup. Only thing it lacks is chaos recipe, but that's coming eventually.
good as in ID all rare and unis then only keep those worth 5c+. pick up only 10% or better flasks, pick up only 5% or better gems. If you have a good file set up already mind share it?
 
Default filter can handle all but the "keep items worth 5c+" pretty easily.

Id filters -> right click on the category (Add Filter) -> name it, Expand rarities -> checkbox Rare -> Save
Pickup Filters -> Left click on "Any quality flask" -> expand quality -> change minimal from 1 to 10 -> Save
Pickup Filters -> Left click on "All skill gems" -> expand quality -> set minimal to 5 -> Right click on the filter -> Enable -> Save
 
Default filter can handle all but the "keep items worth 5c+" pretty easily.

Id filters -> right click on the category (Add Filter) -> name it, Expand rarities -> checkbox Rare -> Save
Pickup Filters -> Left click on "Any quality flask" -> expand quality -> change minimal from 1 to 10 -> Save
Pickup Filters -> Left click on "All skill gems" -> expand quality -> set minimal to 5 -> Right click on the filter -> Enable -> Save
Already got them after messing with them. but how to set up rares to keep in case its a super valuable like over 20Cs? what is "max implicit value" how to set it, is there a spread sheet explaining all keywords and usages available?
 
How do you define an item is worth any amount of chaos? Basically, if it's not part of the game itself, then the API doesn't expose it. One of the things AIF might have done was create a custom property that calculated the estimated value of an item based on mods and stuff, not too sure but that's why there's no property to just value an item.

Max Implicit Value is something new, but consider the following scenario:
You want to loot 40 life leather belts
You want to loot 30 resist cold/fire/lit
You want to loot some 30%+ spell power wands.

In any of these cases, you'd have to use the more complicated and nearly impossible to use affix system of the plugin (which is why I said it cant handle the 5c thing easily) to match implicit affixes with the respective value.

The underlying question I asked before adding that property was, "but why"?

What if instead, you match metadata of the items you want, which is easy enough, dump BaseItemTypes, and instead just specified the implicit value you wanted to match, since there's only 1 visible implicit, and the actual stat on it doesnt matter because modified implicit items don't drop in the wild.

So, that's the idea behind the max implicit value, it was something new added for 3.0 because I needed it for testing some 3.0 stuff at the time, so that's why its not in the item filter guide: https://www.thebuddyforum.com/threads/old-item-filter-editor-guide.157401/

To get current game data, you can go to the DumpTab and dump BaseItemTypes / Stats.
 
How do you define an item is worth any amount of chaos? Basically, if it's not part of the game itself, then the API doesn't expose it. One of the things AIF might have done was create a custom property that calculated the estimated value of an item based on mods and stuff, not too sure but that's why there's no property to just value an item.

Max Implicit Value is something new, but consider the following scenario:
You want to loot 40 life leather belts
You want to loot 30 resist cold/fire/lit
You want to loot some 30%+ spell power wands.

In any of these cases, you'd have to use the more complicated and nearly impossible to use affix system of the plugin (which is why I said it cant handle the 5c thing easily) to match implicit affixes with the respective value.

The underlying question I asked before adding that property was, "but why"?

What if instead, you match metadata of the items you want, which is easy enough, dump BaseItemTypes, and instead just specified the implicit value you wanted to match, since there's only 1 visible implicit, and the actual stat on it doesnt matter because modified implicit items don't drop in the wild.

So, that's the idea behind the max implicit value, it was something new added for 3.0 because I needed it for testing some 3.0 stuff at the time, so that's why its not in the item filter guide: https://www.thebuddyforum.com/threads/old-item-filter-editor-guide.157401/

To get current game data, you can go to the DumpTab and dump BaseItemTypes / Stats.
Good to know thx. OK, so do bots know internally what max(or near max) explicit value of a rare? or do we need to spell them out for it? Let say I want to keep rare armor/weapon with near max implicit PLUS at least 5 of explicits near max. for exmp: If a boots with implicit of +20 light and fire resis; then iexplicit of +50 life; +40 mana; +30% cold resis; + 25% light resis; 30% faster movement dropped, how do I keep it? ty
 
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