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[Item Rules] ShutteR's Updated Item Rules for RoS

Is there a way to search for items with skill boosts ? For example boots with bonus damage to arcane orb ?


nope, skills haven't been added to ItemRules interpreter so far and aren't supported by the DB API, I'm asking for it since around 1 Year, but with out success ....

cooldown reduction and ressource reduction will be in in a later DB release ... I will add them to the Item Rules ...
 
it dosent pickup the Legendary Human Cartilage material :) dont know if anyone have posted that?
 
It in an earlier post:
Thank you for your response. I did check my Trinity settings and found out that Trinity pickup settings seem to be ignored. I tested this with magic items which it would pick up regardless of settings. This might be a problem with Trinity 1.8.13 which I am using. Anyway, I was able to fix this by editing your pickup.dis file:
Code:
// +---------------------------------------------------------------------------+
// |  _______ ______ _______ ______ _______ _______ _____   
// | |     __|   __ \    ___|      |_     _|   _   |     |_ 
// | |__     |    __/    ___|   ---|_|   |_|       |       |
// | |_______|___|  |_______|______|_______|___|___|_______|
// +---------------------------------------------------------------------------+                                               

// craftingPlans on the ground have all quality normal cant decide here
[TYPE] == "CraftingPlan"

// craftingReagents like Demonic Essences (now handled through Trinity)
[TYPE] == "CraftingReagent"
Note that CraftingPlan and CraftingReagent were uncommented.

I think community focus should now be on rare.dis. There is some room for optimisation/customisation. It's nice that the community reported bugs like CRIT%% and you fixing this quickly. Keep up the good work!


However, my guy hasnt stashed a single rare in over 300 legendary road runs... I think something may be amiss.
 
can it be becouse of this rule in pickup?

[QUALITY] == "Legendary" && [LEVEL] > 57
[QUALITY] == "Legendary" && [LEVEL] > 50 && [TYPE] == "Jewelry"
//ignore rule
[QUALITY] == "Legendary" && [LEVEL] <= 56 -> [IGNORE]

dont think the materials goes as lvl 57+

so remade that to a

[QUALITY] == "Legendary"

meaning it will pickup any legendary
 
can it be becouse of this rule in pickup?

[QUALITY] == "Legendary" && [LEVEL] > 57
[QUALITY] == "Legendary" && [LEVEL] > 50 && [TYPE] == "Jewelry"
//ignore rule
[QUALITY] == "Legendary" && [LEVEL] <= 56 -> [IGNORE]

dont think the materials goes as lvl 57+

so remade that to a

[QUALITY] == "Legendary"

meaning it will pickup any legendary

Thanks for this. I just made the change and updated the repo. Cheers!
 
However, my guy hasnt stashed a single rare in over 300 legendary road runs... I think something may be amiss.

I've definitely gotten some gloves, bracers, and plenty of rings with this already. I'll keep my eye open for this though. I doubt anything is really screwed up. It just only keeps the best rares :)
 
heres a fast question.. what is the best to farm at... Normal or T1 .. gearwise when hitting lvl 70.. my carcter can do T1 but it goes rly slow atm
 
Thanks for these rules.
Ill help get this github going.

Saw some reroll-potential states missing, added to mine.

Maybe we should branch off a [noob-mode] and [expert-mode]
where noob-mode will be set so that relatively lower stats would be stashed whereas
expert-mode will stash only the high ends
 
Yeah,

Like a CRD Crus build asks for odd rolls on items... I may try to take a stab at this, but I really don't have the time lol.
 
Seconding the noob/expert rule sets.

90% of the things these item rules stash are still junk. Even to my 3 day old alt account, lol.

Maybe it's just my RNG but I noticed it does a great job at picking out great gloves above all else. I've had 2 perfect tri-fectas (7% IAS, 50% CD, 10% CHR) stashed since I started using it. All the other slot items it stashes have been pretty bad haha). Still, it's a relief only having to look through a few probably-bad items every few hours rather than having to look through 20 always-bad items every 15 minutes. So excellent job!
 
I've added rules for stashing white crafting materials.
will ask author to merge soon.
 
I've definitely gotten some gloves, bracers, and plenty of rings with this already. I'll keep my eye open for this though. I doubt anything is really screwed up. It just only keeps the best rares :)

deadmeat1, does it matter what your trinity scoring is set to when using this or does this completely override trinity? If it does matter, can you post a pic of your trinity scoring settings?
 
Just updated to DBbeta .370 along with the new Trinity 1.8.16 ... after that my log keeps spamming errors and all Magic / Rares regardless of suckiness is stashed.

Code:
2014-04-02 21:38:04,726 [Main Bot Thread] INFO  Logger (null) - [Trinity] No more space to pickup a 2-slot item, now running town-run routine.
2014-04-02 21:38:04,796 [Main Bot Thread] INFO  WeightSet (null) - [Items] Loaded Weight Set: Default weight set
2014-04-02 21:38:04,806 [Main Bot Thread] DEBUG WeightSet (null) - Using stat weight category Weights for mighty belts. for scoring item
2014-04-02 21:38:04,836 [Main Bot Thread] INFO  Logger (null) - [Trinity] Exception in checkItem: System.NullReferenceException: Object reference not set to an instance of an object.
   at Trinity.ItemRules.Interpreter.getInterpreterAction(String str) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 561
   at Trinity.ItemRules.Interpreter.checkItem(ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 399
   at Trinity.ItemRules.Interpreter.checkItem(ACDItem item, ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 331 item: Journeyman's Vagabond/x1_BarbBelt_norm_base_02-103 eval type: Keep
2014-04-02 21:38:04,836 [Main Bot Thread] INFO  Logger (null) - [Trinity] Journeyman's Vagabond [x1_BarbBelt_norm_base_02-103] [MightyBelt] = (KEEP)
2014-04-02 21:38:04,841 [Main Bot Thread] DEBUG WeightSet (null) - Using stat weight category Weights for Hand Crossbows. for scoring item
2014-04-02 21:38:04,846 [Main Bot Thread] INFO  Logger (null) - [Trinity] Exception in checkItem: System.NullReferenceException: Object reference not set to an instance of an object.
   at Trinity.ItemRules.Interpreter.getInterpreterAction(String str) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 561
   at Trinity.ItemRules.Interpreter.checkItem(ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 399
   at Trinity.ItemRules.Interpreter.checkItem(ACDItem item, ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 331 item: Bullseye Break/x1_handXbow_norm_base_02-104 eval type: Keep
2014-04-02 21:38:04,846 [Main Bot Thread] INFO  Logger (null) - [Trinity] Bullseye Break [x1_handXbow_norm_base_02-104] [HandCrossbow] = (KEEP)
2014-04-02 21:38:04,846 [Main Bot Thread] DEBUG WeightSet (null) - Using stat weight category Default weights for Armor for

View attachment 5500 2014-04-02 23.37.txt
 
I've added rules for stashing white crafting materials.
will ask author to merge soon.

Awesome! Thanks man.

Just updated to DBbeta .370 along with the new Trinity 1.8.16 ... after that my log keeps spamming errors and all Magic / Rares regardless of suckiness is stashed.

Code:
2014-04-02 21:38:04,726 [Main Bot Thread] INFO  Logger (null) - [Trinity] No more space to pickup a 2-slot item, now running town-run routine.
2014-04-02 21:38:04,796 [Main Bot Thread] INFO  WeightSet (null) - [Items] Loaded Weight Set: Default weight set
2014-04-02 21:38:04,806 [Main Bot Thread] DEBUG WeightSet (null) - Using stat weight category Weights for mighty belts. for scoring item
2014-04-02 21:38:04,836 [Main Bot Thread] INFO  Logger (null) - [Trinity] Exception in checkItem: System.NullReferenceException: Object reference not set to an instance of an object.
   at Trinity.ItemRules.Interpreter.getInterpreterAction(String str) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 561
   at Trinity.ItemRules.Interpreter.checkItem(ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 399
   at Trinity.ItemRules.Interpreter.checkItem(ACDItem item, ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 331 item: Journeyman's Vagabond/x1_BarbBelt_norm_base_02-103 eval type: Keep
2014-04-02 21:38:04,836 [Main Bot Thread] INFO  Logger (null) - [Trinity] Journeyman's Vagabond [x1_BarbBelt_norm_base_02-103] [MightyBelt] = (KEEP)
2014-04-02 21:38:04,841 [Main Bot Thread] DEBUG WeightSet (null) - Using stat weight category Weights for Hand Crossbows. for scoring item
2014-04-02 21:38:04,846 [Main Bot Thread] INFO  Logger (null) - [Trinity] Exception in checkItem: System.NullReferenceException: Object reference not set to an instance of an object.
   at Trinity.ItemRules.Interpreter.getInterpreterAction(String str) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 561
   at Trinity.ItemRules.Interpreter.checkItem(ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 399
   at Trinity.ItemRules.Interpreter.checkItem(ACDItem item, ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 331 item: Bullseye Break/x1_handXbow_norm_base_02-104 eval type: Keep
2014-04-02 21:38:04,846 [Main Bot Thread] INFO  Logger (null) - [Trinity] Bullseye Break [x1_handXbow_norm_base_02-104] [HandCrossbow] = (KEEP)
2014-04-02 21:38:04,846 [Main Bot Thread] DEBUG WeightSet (null) - Using stat weight category Default weights for Armor for

View attachment 123382
I haven't updated yet, but damn ! Might not want to now hehe. I'll have to look into this. It does look like something is wrong with two items it's checking from your log:

at Trinity.ItemRules.Interpreter.checkItem(ACDItem item, ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 331 item: Journeyman's Vagabond/x1_BarbBelt_norm_base_02-103 eval type: Keep

at Trinity.ItemRules.Interpreter.checkItem(ACDItem item, ItemEvaluationType evaluationType) in d:\Games\Diablo III\min\DemonbuddyBETA 1.1.1756.370\Plugins\Trinity\ItemRules\Interpreter.cs:line 331 item: Bullseye Break/x1_handXbow_norm_base_02-104 eval type: Keep
 
I posted it for rrrix as well in the trinity section, he might have something insightful to add then, i can only say that i don't have the skill nor knowledge, but i've enjoyed this ruleset ALOT :) thanks for the work so far ;)
 
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