I've been taking a closer look at the coding and i got no clue what to change, but I found stuff like this:
// Stashing Whites, auto-keep
if (Trinity.Settings.Loot.TownRun.StashWhites && isEquipment && cItem.Quality <= ItemQuality.Superior)
{
Logger.Log(TrinityLogLevel.Info, LogCategory.UserInformation, "{0} [{1}] [{2}] = (stashing whites)", cItem.RealName, cItem.InternalName, tItemType);
return true;
}
// Else auto-trash
if (cItem.Quality <= ItemQuality.Superior && (isEquipment || cItem.TrinityItemBaseType == TrinityItemBaseType.FollowerItem))
{
Logger.Log(TrinityLogLevel.Info, LogCategory.UserInformation, "{0} [{1}] [{2}] = (trash whites)", cItem.RealName, cItem.InternalName, tItemType);
return false;
}
// Stashing blues, auto-keep
if (Trinity.Settings.Loot.TownRun.StashBlues && isEquipment && cItem.Quality >= ItemQuality.Magic1 && cItem.Quality <= ItemQuality.Magic3)
{
Logger.Log(TrinityLogLevel.Info, LogCategory.UserInformation, "{0} [{1}] [{2}] = (stashing blues)", cItem.RealName, cItem.InternalName, tItemType);
return true;
}
// Else auto trash
if (cItem.Quality >= ItemQuality.Magic1 && cItem.Quality <= ItemQuality.Magic3 && (isEquipment || cItem.TrinityItemBaseType == TrinityItemBaseType.FollowerItem))
{
Logger.Log(TrinityLogLevel.Info, LogCategory.UserInformation, "{0} [{1}] [{2}] = (trashing blues)", cItem.RealName, cItem.InternalName, tItemType);
return false;
}
public override bool ShouldStashItem(ACDItem item)
{
// Salvage/Sell/Stashing is disabled during greater rifts
if (Trinity.Player.ParticipatingInTieredLootRun)
return false;
bool action = ShouldStashItem(item, ItemEvaluationType.Keep);
if (action)
ItemStashSellAppender.Instance.AppendItem(CachedACDItem.GetCachedItem(item), "Stash");
if (item.ItemQualityLevel >= ItemQuality.Magic1 && Trinity.Settings.Loot.TownRun.DropInTownOption == DropInTownOption.All)
ItemDropper.Drop(item);
if (action && item.ItemQualityLevel >= ItemQuality.Magic1 && Trinity.Settings.Loot.TownRun.DropInTownOption == DropInTownOption.Keep)
ItemDropper.Drop(item);
if (!action && item.ItemQualityLevel >= ItemQuality.Magic1 && Trinity.Settings.Loot.TownRun.DropInTownOption == DropInTownOption.Vendor)
ItemDropper.Drop(item);
return action;
}
I'm sure there is somewhere in Trinity where i can adjust some config / settings / code to make it work. Anyone got any clue where/what/how?