rrrix
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- Jul 11, 2010
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XZJV's Item ListHow to set Item List to be used as your system for handling loot.

The item List tab.
* Things that are selected will be stashed (assuming any rules specified are met)
* Things that are not selected will be trashed/sold/salvaged

Creating Rules
Creating RulesEach item may have rules added to it, it will be kept ONLY if the rules are met. If it has no rules then it will be kept.
-You can add Required or Optional (At Least X of) rules.
- Required Rules - All of these properties must be present at equal or higher than the value specified.
- Optional Rules - X or more of these properties must be present at equal or higher than the value specified.

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Special Cases
Crafted items and items that have a 0 ID or are completely unknown will always be KEPT/STASHED
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Export
You can share your item list with others by clicking the export button at the top, then copy the entire code that gets shown.
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Note: No identifying information is included in the code, it is just a compressed Base64 encoded version of the XML settings for ItemList. If you would like to look at the code you will find the export/import commands in this file Trinity\Settings\Loot\ItemListSettings.cs
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Import
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Click the import button at the top right. and paste in an ItemList code and click the Import Button.
BE WARNED - I suggest you back up your export code before doing an import. An import will cause all of your existing selections and rules to be lost and replaced by the settings from the code.
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Where is the data Stored?
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it is stored in with the other trinity settings: \Settings\BattleTag#0000\Trinity.xml
Under the loot XML block you will see it like this
Code:
<LItem>
<Id>193670</Id>
<Ops>1</Ops>
<Rules>
<LRule>
<Id>4</Id>
<TypeId>1</TypeId>
<Value>26</Value>
</LRule>
<LRule>
<Id>73</Id>
<TypeId>0</TypeId>
<Value>416</Value>
</LRule>
<LRule>
<Id>41</Id>
<TypeId>1</TypeId>
<Value>5</Value>
</LRule>
</Rules>
</LItem>
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How does it actually work?
How do i KNOW that its working?
In your log window when evaluating loot, it should say 'ItemListCheck'

If you look inside your log file, you will see more detailed information about how the loot was evaluated rule by rule.
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Code:
00:36:58.176 INFO Logger [Trinity] No more space to pickup a 2-slot item, now running town-run routine. (TownRun)
00:36:58.254 DEBUG TrinityDebug [Trinity] >> Odyssey's End (271880) is a Selected ListItem with 6 rules.
00:36:58.254 DEBUG TrinityDebug [Trinity] >> 2 required rules:
00:36:58.256 DEBUG TrinityDebug [Trinity] >> Evaluated Odyssey's End -- Base Max Damage Type=Required (Item: 1882 -v- Rule: 1861) = True
00:36:58.256 DEBUG TrinityDebug [Trinity] >> Evaluated Odyssey's End -- Ancient Type=Required (Item: 1 -v- Rule: 1) = True
00:36:58.256 DEBUG TrinityDebug [Trinity] >> 2/4 optional rules:
00:36:58.256 DEBUG TrinityDebug [Trinity] >> Evaluated Odyssey's End -- Attack Speed Type=Optional (Item: 0 -v- Rule: 5) = False
00:36:58.256 DEBUG TrinityDebug [Trinity] >> Evaluated Odyssey's End -- Percent Damage Type=Optional (Item: 10 -v- Rule: 6) = True
00:36:58.256 DEBUG TrinityDebug [Trinity] >> Evaluated Odyssey's End -- Primary Stat Type=Optional (Item: 954 -v- Rule: 416) = True
00:36:58.256 INFO Logger [Trinity] Odyssey's End [x1_bow_norm_unique_10-138] [TwoHandBow] = ItemListCheck=KEEP
00:36:58.263 DEBUG TrinityDebug [Trinity] >> Accursed Visage (414753) is a Selected ListItem with 3 rules.
00:36:58.263 DEBUG TrinityDebug [Trinity] >> 1 required rules:
00:36:58.263 DEBUG TrinityDebug [Trinity] >> Evaluated Accursed Visage -- Primary Stat Type=Required (Item: 712 -v- Rule: 626) = True
00:36:58.263 DEBUG TrinityDebug [Trinity] >> 1/2 optional rules:
00:36:58.263 DEBUG TrinityDebug [Trinity] >> Evaluated Accursed Visage -- Skill Damage Multishot Type=Optional (Item: 14 -v- Rule: 11) = True
00:36:58.263 INFO Logger [Trinity] Accursed Visage [p2_Helm_norm_set_05-141] [Helm] = ItemListCheck=KEEP
00:36:58.269 DEBUG TrinityDebug [Trinity] >> Unselected ListItem Blackthorne's Surcoat 222456
00:36:58.269 INFO Logger [Trinity] Blackthorne's Surcoat [chestArmor_norm_unique_050-149] [Chest] = ItemListCheck=TRASH
00:36:58.276 DEBUG TrinityDebug [Trinity] >> Marauder's Treads (336995) is a Selected ListItem with 2 rules.
00:36:58.276 DEBUG TrinityDebug [Trinity] >> 2 required rules:
00:36:58.276 DEBUG TrinityDebug [Trinity] >> Evaluated Marauder's Treads -- Ancient Type=Required (Item: 0 -v- Rule: 1) = False
00:36:58.276 INFO Logger [Trinity] Marauder's Treads [x1_Boots_norm_set_07-150] [Boots] = ItemListCheck=TRASH
00:36:58.281 DEBUG TrinityDebug [Trinity] >> Illusory Boots (332342) is a Selected ListItem with 1 rules.
00:36:58.281 DEBUG TrinityDebug [Trinity] >> 1 required rules:
00:36:58.281 DEBUG TrinityDebug [Trinity] >> Evaluated Illusory Boots -- Ancient Type=Required (Item: 0 -v- Rule: 1) = False
00:36:58.281 INFO Logger [Trinity] Illusory Boots [x1_Boots_norm_unique_03-151] [Boots] = ItemListCheck=TRASH
00:36:58.289 DEBUG TrinityDebug [Trinity] >> Unknown Item Mad Monarch's Scepter 271663 - Auto-keeping
00:36:58.289 INFO Logger [Trinity] Mad Monarch's Scepter [x1_Mace_norm_unique_12-170] [Mace] = ItemListCheck=KEEP
00:36:58.304 DEBUG TrinityDebug [Trinity] >> Unknown Item Mad Monarch's Scepter 271663 - Auto-keeping
00:36:58.304 INFO Logger [Trinity] Mad Monarch's Scepter [x1_Mace_norm_unique_12-175] [Mace] = ItemListCheck=KEEP
00:36:58.333 DEBUG TrinityDebug [Trinity] >> Unselected ListItem Andariel's Visage 198014
00:36:58.333 INFO Logger [Trinity] Andariel's Visage [Helm_norm_base_flippy-11020] [Helm] = ItemListCheck=TRASH
00:36:58.343 DEBUG CommonCoroutines Moving to Stash
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