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Item Rules?

I'm not keen on maintaining both ItemRules and ItemList in Trinity.

But i have made a plugin for you, so you can keep using it.

One important difference is that this doesn't fall back onto Trinity's auto-keep random stuff, the rules are in full control and impacted settings in Trinity will be hidden while it detects you've got this plugin running (LootProvider replaced). I edited the soft and hard rules included to pickup/stash crafting materials etc.
 
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Thank you but I can't say that it works.
It stashes everything, including protected slots. Tested with custom path as I cant locate soft/hard folders in .676 anymore.
 
The Hard/Soft are in the Rules folder of the new plugins.

Added a test rules button to check backpack, and it appears to be following the rules now.

If not being kept It should now Salvage if there is a rule to in salvageSell.dis otherwise Sell.
 

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So you removed a part of Trinity just to replace it with a plug in???
 
Does it work for anybody?

Now instead of stashing, it sells full inventory (including protected slots).
- I did clean install using installer, new directory, cleaning caches etc.
- IR2Tran log says "missing" or "wrong", live log says "translation: missing/wrong"
- There were always appropriate rules to [TRASH] legendary in my legendary.dis and I added them to salvageSell.dis as well (tried [SALVAGE] command as well)
- It does seem to keep items I want to keep, just ignores my salvage.dis or magic/rare/legendary.dis AND protected slots
 
I love this more than itemlist. I'll give it a spin tonight.

xzjv, do you plan to maintain this plugin? As in making sure it functions correctly and continue to fix bugs if found?
 
I love this more than itemlist. I'll give it a spin tonight.

xzjv, do you plan to maintain this plugin? As in making sure it functions correctly and continue to fix bugs if found?

Where do you put this plugin and where are the options found once in?
 
So you removed a part of Trinity just to replace it with a plug in???

There aren't many people that use it. But i know they're old school and a bunch of them are developers. i'm making it easy for someone else to take it over.

do you plan to maintain this plugin? As in making sure it functions correctly and continue to fix bugs if found?

No i'm not planning to support it. Half of the attributes don't work, one of the reasons i wanted it gone from Trinity - It relies on ACDItem and DB Attributes which were the reason for many bugs with items being trashed incorrectly and the fiasco with three months of ancients not being detected properly, if anyone remembers those fun times.
 
I'm botting without breaks since 2012 and I never remember any good item being trashed because of a bug when using ItemRules.
I prefer ItemRules because ItemList has limitations that would require a lot more micro management of my bots and my rules (no mass edit option). When ItemList was first introduced, I thought it was just an API but ability to edit code in N++ was lost :(

It is like SimpleFollow vs AutoFollow, both work, both have pros and cons. I understand you can only devote time to improve one (default, noob-friendly) but the other should still be an option and only get version updates so people have a choice.
 
I'm botting without breaks since 2012 and I never remember any good item being trashed because of a bug when using ItemRules.
I prefer ItemRules because ItemList has limitations that would require a lot more micro management of my bots and my rules (no mass edit option). When ItemList was first introduced, I thought it was just an API but ability to edit code in N++ was lost :(

It is like SimpleFollow vs AutoFollow, both work, both have pros and cons. I understand you can only devote time to improve one (default, noob-friendly) but the other should still be an option and only get version updates so people have a choice.

Yeah you've been around since before i started botting D3 :)

I'll get it working. ItemRules was only checked for legendary's after a huge amount of pre-processing by Trinity.

What you're seeing now is stand-alone Trinity town run just calls the interface ShouldStash etc and does what its told for every item - so that includes, potions crafting materials pets etc etc.
 
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re: missing/wrong - that is for when 'Use item Ids instead of names' is enabled, it uses Engine\Translation.dis to find a GameBalanceId with a matching name. It looks like the translation.dis file is severely outdated which is why its posting those warnings. Maybe nobody used that feature.

Here's some basic rules for the stuff Trinity was auto-keeping or had settings for. http://pastebin.com/raw/81RQ9A4X
 
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I used to use item ID's from that file + my own but it was too much work to update it every patch when they were adding 40+ items, I suppose 95% botters bot in English so this was never an issue. It is one of the pros of ItemRules, they are ready before patch whilst (I'm guessing that is how it works) it takes you weeks to hunt all ID's (less nowadays as there are no rare items anymore but still).

I wanted to test ItemList today but not a single rule for all classes posted publicly, disappointing. I remember debiut of ItemList when Trinity didn't work at all and ItemRules were removed for the first time. That is when my evil plan was hatched, contribute pro rules to get people addicted so you wont remove them ever again :)
 
If you're still looking there are are whole lot of threads with Item-list codes in the Guides sub-forum. I haven't seen any for all classes though, maybe because all settings are saved per-hero they tend to lean to specific builds.

I found what the issue was, it wasn't honoring an action if you specified them in the keep files. eg.

[QUALITY] == "Magic" -> [TRASH]

Added some missing features. The rest of the logging, Pickup/Keep Level and made the test button work better. Hopefully its working now!

You'll want to run on .682+ because i added some checks for protected slots, if an item can't be salvaged, if inventory is locked due to greater rift etc to before the loot interface is called.
 

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If you're still looking there are are whole lot of threads with Item-list codes in the Guides sub-forum. I haven't seen any for all classes though, maybe because all settings are saved per-hero they tend to lean to specific builds.

I found what the issue was, it wasn't honoring an action if you specified them in the keep files. eg.

[QUALITY] == "Magic" -> [TRASH]

Added some missing features. The rest of the logging, Pickup/Keep Level and made the test button work better. Hopefully its working now!

You'll want to run on .682+ because i added some checks for protected slots, if an item can't be salvaged, if inventory is locked due to greater rift etc to before the loot interface is called.



Hi i haven't used the bot since almost 2014 somewhere so very outdated but i can't seem to add these loot rules i can only seem to Import loot rules Codes via the import system in itemlist ... how ever this is a Zip file with various files in it . any clarification on how to use these " Files" would be greatly appreciated :) thank youy very much have a awesome night .
 
Nothing seems to work (at least when using a custom path), ignores magic/rare when leveling and on high lvl it does not filter legendaries according to my rules. It keeps only 25% of the items but I dont know where it gets rules from, probably some 2012 list because it keeps Mempo/Echoing Fury... I wish it worked the same way as before, Trinity handling pickup/auto-equip etc. and rules only to filter stats, just like ItemList which I have been using extensively for the past month but it requires 10 times more micro management from me so not too viable at season start :(
 
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