Hi,
I've recently tried to use the Item List from Trinity and edited the items in the list. I checked the ones I want to keep and added the restriction 'ancient' to some. I assumed that would trash everything not checked and only keep ancient versions of the items on which I checked the 'ancient' box. I added nothing else to any items, no min stat, nothing. Somehow, the bot kept one ancient item and trashed all other ancient items. It also kept some gloves which I didn't check. Did I do something wrong or am I not understanding the item list correctly?
If you need a log, please tell me, I'll be happy to provide one.
Thanks.
The two main reasons that would prevent it from working are:
1) Not having your 'ItemRulesMode' set to Item List in Pickup Tab
2) Having 'Keep legendaries Unidentified' checked in Town Run Tab.
How to set Item List to be used as your system for handling loot.
How to make the bot identify legendaries.
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
Each 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.
Special Cases
Crafted items and items that have a 0 ID or are completely unknown will always be KEPT/STASHED
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.
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
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.
Where is the data Stored?
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
Thanks a bunch for the quick tutorial, it seems to be very intuitive - I guessed it to work exactly the same way as you explained.
I have to take a look at the logs then, I had set up everything correctly
this is a bug because the item actually does have Attack speed on it, but for some reason (i will have to look into it) its being reported as 0. If you find properties like this with an incorrect 0 on them be sure to let us know.
this is a bug because the item actually does have Attack speed on it, but for some reason (i will have to look into it) its being reported as 0. If you find properties like this with an incorrect 0 on them be sure to let us know.
In https://www.assembla.com/code/unifiedtrinity/git/nodes/master/Trinity/Items/ItemList.cs the EvaluateRule method is using cItem's properties for evaluating Ancient, PrimaryStat, CHC, CHD and AS while the other evaluations are using cItem.AcdItem's properties. Not sure if that matters, didn't have the time to check out the code and set it up in my IDE properly but that's a difference I've noticed.
In https://www.assembla.com/code/unifiedtrinity/git/nodes/master/Trinity/Items/ItemList.cs the EvaluateRule method is using cItem's properties for evaluating Ancient, PrimaryStat, CHC, CHD and AS while the other evaluations are using cItem.AcdItem's properties. Not sure if that matters, didn't have the time to check out the code and set it up in my IDE properly but that's a difference I've noticed.
Yeah.. there's actually been a few properties that i found to not be working (and have fixed already - in itemlist only), Black/Phys weapon damage for example, elemental damage, skill damage; Min and Max damage properties got switched for each other.... apparently nesox has to update many of these manually every patch. So i've started building my own extensions for some of them.
this is a bug because the item actually does have Attack speed on it, but for some reason (i will have to look into it) its being reported as 0. If you find properties like this with an incorrect 0 on them be sure to let us know.
I have been playing around with this and have setup my own list of rules but it doesn't seem to be paying attention to the must have properties and just puts those items into my stash. I will run more tests and see but thats what I have experienced so far.