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[GUIDE] How to use "Item Rules 2" in Trinity

How big is the work to make this awesome rules working again for RoS ? I'm sure there is many talented and passionated devs here (i am !), maybe if we split the rework of all the rules we could manage to have something nice... Because salvaging all rares isn't a good solution when we need new stuffs!

I can start working on something, but where to start ? What's working and what's not ?
 
I trying to do that ... but need some stuff implemented into the API .... working on it.

:-)
 
the most known issues - DB dont support % to skills or % to fire/lightning/phys skilldamage

may be resource cost reduction and cooldown reduction too
 
I have noticed that using this new item rules, tempts to ignore all dropping salvage materials and especially death's breath, how can I make it collect them as well?
 
I have noticed that using this new item rules, tempts to ignore all dropping salvage materials and especially death's breath, how can I make it collect them as well?

I would like to know this too :)
 
If I want to for an example keeping a white item Doubleshot do I just write:

[NAME] == "Doubleshot" -> [KEEP] or
[NAME] == "DOUBLESHOT" -> [KEEP] or
Something entirely different

In a file called common.dis ?

EDIT:

I tried to use one [NAME] == "Ascended Bracers" -> [KEEP] and it salvaged it.
 
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What does it mean if the IR2Bugs log says NULL for every single rare?

Code:
.Hero;LOG;NULL;

That is what I am getting for every single rare picked up.

EDIT: there might be a bug in Trinity .18 where it ignores or doesn't correctly interpret custom item rules. Using Shutter9's correctly formatted custom item rules, I get .Hero;LOG;NULL; listed in IR2Bugs for every single item I pickup.

EDIT 2: Tested some more and Trinity ignores all catchall TRASH rules.

For example

Code:
[QUALITY] == "Rare" && [TYPE] == "Legs" -> [TRASH]

From Trinity soft item rules, is ignored. Instead, says NULL for any rare legs that match this rule and stashes them instead.

EDIT3: Looks like this bug was introduced in Trinity .17. I tested with .17 and .18 and both give NULL errors with items that match a TRASH rule. This happens even with Trinity's own soft/hard item rules. After downgrading to Trinity .15, however, the same items are correctly classified as TRASH and salvaged accordingly.
 
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are there a code for "Reduced Level Requirement ",i need that .
thx
 
any idea if DB will ever support % to skills or % to fire/lightning/phys skilldamage?
has been a while since 2.0/ROS is out =)
 
Same question here, I'd love to add those % to skills filters to my item rules.
 
Hi! I just got the bot few days ago and love it, using the basic trinity loot features, but i never find any neck/rings put into stash

I'm so confused about setting up the item rules
Can someone help me with setting up rules for picking up Rare rings/necks? looking for trifecta/quad pieces or pieces that can be rolled into trifecta/quad or give me a copy of their loot rules for wizards?
Int/CHD/CHC/IAS or CR

Thanks in advance
 
Does the [DPS] tag work? I have a bunch of weapon rules set up as follows (for example):

[QUALITY] == "Legendary" && [NAME] == "Buriza-Do Kyanon" # [DPS] > 2400 -> [KEEP]
[QUALITY] == "Legendary" && [NAME] == "Buriza-Do Kyanon" -> [TRASH]

In 4 days of botting, I got exactly zero weapons in my stash. RNG or did I set up something wrong?
 
Can someone please tell me if I'm following the proper syntax here:

@BADCHEST := [MAXSTAT].dual + [VIT].dual + ([SOCKETS] == 3) < 2
[QUALITY] == "Legendary" && [NAME] == "Jade Harvester's Peace" # [@BADCHEST] -> [TRASH]

I'm not sure if the sockets portion will return a binary value, and I'm not sure if it's okay to put the conditional operator as part of the macro.
 
can anyone tell me what's wrong with my rules?


My DB when find any of those items, no matter what are the stats i get a (NULL) message saying there is no rules and it keeps everything. It is happening with everything.

Example of my rules:

[QUALITY] == "Legendary" && [NAME] == "Marauder's Carapace" # ([MAXSTAT] < 450 && [VIT] < 450 && [SOCKETS] < 3) || ([MAXSTAT] < 450 && [VIT] < 450 && [SKILLDMG%] < 14) || ([MAXSTAT] < 450 && [SKILLDMG%] < 14 && [SOCKETS] < 3) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Encasement" # ([MAXSTAT] < 450 && [VIT] < 450 && [SOCKETS] < 2) || ([MAXSTAT] < 450 && [VIT] < 450 && [ALLRES] < 90) || ([MAXSTAT] < 450 && [ALLRES] < 90 && [SOCKETS] < 2) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Gloves" # ([MAXSTAT] < 600 && [CRIT%] < 9 && [CRITDMG%] < 40) || ([MAXSTAT] < 600 && [CRIT%] < 9 && [CDRED%] < 7) || ([MAXSTAT] < 600 && [CDRED%] <7 && [CRITDMG%] < 40) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Spines" # ([MAXSTAT] < 450 && [VIT] < 450 && [CDRED%] < 7) || ([MAXSTAT] < 450 && [VIT] < 450 && [SKILLDMG%] < 14) || ([MAXSTAT] < 450 && [SKILLDMG%] < 14 && [CDRED%] < 7) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Treads" # [MAXSTAT] < 480 && [VIT] < 480 -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Visage" # ([MAXSTAT] < 600 && [CRIT%] < 6 && [SOCKETS] < 1) || ([MAXSTAT] < 600 && [CRIT%] < 6 && [SKILLDMG%] < 14) || ([MAXSTAT] < 600 && [SKILLDMG%] < 14 & [SOCKETS] < 1) -> [TRASH]
 
Hi,
I'm not too sure about my coding, could anyone help me?

1) I'd like to pick up helm with more than 700 VIT, main stat and either a socket or 6 crit hit chance, or both (so at least one of these 2 conditions)
[QUALITY] == "Legendary" && [NAME] == "Mask of Jeram" # [INT] < 700 || [VIT] < 700 || ([CRIT%] != 6 && [SOCKETS] != 1) -> [TRASH]

I am not too sure about "and" or "or" in the last part. Any alternative?

2) [QUALITY] == "Legendary" && [NAME] == "Kymbo's Gold" # [CRIT%] != 10 && [CRITDMG%] < 90 && [SOCKETS] == 0 -> [TRASH]
I am trying to pick up some good amies. I think this will pick up an ammy (here a Kimbo) that has one of these stats (or more). Is there any way to say I want at least 2 out of these 3 conditions?

Many thanks in advance!
 
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Thank you to rrix and xzjv for getting the [ANCIENT] tag introduced!

Is there an official list of which attributes, operators, actions are currently functioning or broken?


I have read in several places that there are issues with [MAXSTAT]. Most people are using [STR], [DEX], etc instead.

  • While this works great on things like Akkhan, Marauders, Sunwuko, Firebirds, and other class specific legs, it fails at any items that are multiclass.
  • It cleans up the legendary.dis to have a single tag to use instead of using multiple specific tags.
  • Why keep any multiclass items, they usually aren't Best in Slot?
    • Diablo Seasons creates a need for rules on every non-crafted set item to gear/level quickly and efficiently
    • Some players enjoy making BiS Zero-DPS builds for when they play with friends

Everyone seems to be requesting additional options:
Elemental Damage %
Elemental Damage Type
Cooldown Reduction %
Resource Reduction %
Specific damage types [IE Sentry damage %, Gargantuan damage %, etc]


A demonhunter example... If would be amazing to setup all amulets to only keep specific Amulets...
4 of these 5 items:
Fire % or Cold % > 18
Dexterity
Critical Hit Chance > 8
Critical Hit Damage > 80
Socket

That would make every amulet found viable as a near-Best-in-Slot or at least useable when a stat can be re-rolled.


We can currently tell it not to pickup anything with less than a certain DPS, but some stats are preferable depending on the class or build. To keep good Legendary Weapons it's important to designate not just the overall DPS, but how it got there.

IE a weapon is an Ancient Legendary with 3100+ DPS it will be kept. What if it had a terrible base damage roll with 10% damage, base stat and a socket? Now I can re-roll the socket to something more useful like cooldown/resource reduction or attack speed, but I am stuck with a terrible base damage roll. True this would be better than any non-ancient weapon, but it will clutter up the stash due to the [ANCIENT] tag once you already have other ancient weapons.

If Item has a socket, it must also contain:
Ancient = true
DPS > 3100
Weapon Damage % OR Attack Speed %
Cooldown Reduction % OR Resource Cost Reduction %


I suppose I could summarize to say:
More working tags to be more specific for Best In Slot items would allow for more non-stop botting
Getting the generic [MAXSTAT] tag would help increase the overall functionality for all build types

This would allow people to post more specific custom rule sets that could be compiled into a community rules set. I understand the idea "If it isn't broken, why fix it," but these would be lasting changes that would improve quality of life for all botters.


Perhaps the information I posted above is in error in which case I would love explanation of how to make the current tags work better than what's currently posted in threads like Job's Loot Rules.
 
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