Hi,
Pickup gray/white items and blue jewelry Items will not affect the efficiency of T10 run
Due to these items drop less in each run
In order to get more Reusable Parts and Arcane Dust,
We must enable open Weapon racks and Pickup Blue Armor,
But both options may cause an efficiency issue,
So it’s good to have a conditional option such as PickupFreeBackpackThreshold
Following code is the modification that I currently used
// @TrinityItemManager.cs,
// @RefreshGizmo.cs
Pickup gray/white items and blue jewelry Items will not affect the efficiency of T10 run
Due to these items drop less in each run
In order to get more Reusable Parts and Arcane Dust,
We must enable open Weapon racks and Pickup Blue Armor,
But both options may cause an efficiency issue,
So it’s good to have a conditional option such as PickupFreeBackpackThreshold
Following code is the modification that I currently used
// @TrinityItemManager.cs,
Code:
case TrinityItemBaseType.Armor:
case TrinityItemBaseType.Offhand:
if (item.Quality >= ItemQuality.Legendary)
return Trinity.Settings.Loot.Pickup.PickupLegendaries;
[COLOR="#FF0000"]var pickupBlueArmor = Trinity.Settings.Loot.Pickup.PickupBlueArmor ? (itemType == TrinityItemType.Belt || Trinity.Player.FreeBackpackSlots > 40) : false; [/COLOR]
return CheckLevelRequirements(item.Level, item.Quality, [COLOR="#FF0000"]pickupBlueArmor[/COLOR], Trinity.Settings.Loot.Pickup.PickupYellowArmor);
// @RefreshGizmo.cs
Code:
if(isWeaponRack && Settings.WorldObject.InspectWeaponRacks) {
[COLOR="#FF0000"]var numOfNorItemInBackpack = ConvertMaterials.GetBackpackItemsOfQuality(new List<ItemQuality>{
ItemQuality.Inferior,
ItemQuality.Normal,
ItemQuality.Superior
}).Count;
if(Player.FreeBackpackSlots > 24 && numOfNorItemInBackpack < 6) {
return true;
}[/COLOR]
}






