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[ItemRules2] Gnillers Super-Tight Loot Rules

For those reporting the bot is vendoring all legendaries, i would like to refer you to the first page. Always make sure you read a first page to know what you are using and what it is supposed to do, not to mention when reporting something as error :)

here is the translation for portuguese br
dunno why when I open with normal notepad it is all mess... with notepad++ it is organized :)

Great, i'll bundle it as i did with the russian version! :)
 
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Just as a heads up to others, a bot using these rules would trash this item

QP2ZDIJ.png


It's worth about 40m. I'm going to play with the .dis files to see if I can get it to keep a piece like this, even though it's not worth ?5


Also, I think the two-hander rules definitely need a little tightening, because lately I've found the bot keeping these items

http://i.imgur.com/yJGDwnU.png
http://i.imgur.com/0SSV4Hn.png
http://i.imgur.com/8PcjNxI.png
http://i.imgur.com/IlaL3Pp.png

EDIT: This is my first time actually using ItemRules (the original ones didn't cut it for me) so thanks Gniller for sparking my interest because it is proving to be so effective for trashing bad items :)
 
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Dumb question: Should i use "trinity scoring" or "file based rules"?
 
Just as a heads up to others, a bot using these rules would trash this item

QP2ZDIJ.png


It's worth about 40m. I'm going to play with the .dis files to see if I can get it to keep a piece like this, even though it's not worth ?5


Also, I think the two-hander rules definitely need a little tightening, because lately I've found the bot keeping these items

http://i.imgur.com/8PcjNxI.png
http://i.imgur.com/IlaL3Pp.png
http://i.imgur.com/0SSV4Hn.png

EDIT: This is my first time actually using ItemRules (the original ones didn't cut it for me) so thanks Gniller for sparking my interest because it is proving to be so effective for trashing bad items :)

2 Handed weapons are heavily tightened in the beta version, which i haven't released yet due to testing purposes :)

Also, expect an easy config option in the code for increasing the amount kept sometime soon. Im gonna enable this to multiply the calculation output so it will still calculate based on stats but you are able to have it "reach whats needed" easier.

Dumb question: Should i use "trinity scoring" or "file based rules"?

file based rules, and make sure to select hard or soft whichever you copied my files into :)
 
1.2.0 uploaded. Download is on the first page, change log below :)

-- 1.2.0
- 2Handers thightened (+50%) to match new calculations
- Legendary Mighty betls tightened (+25%)
- intelligence Witching hours tightened a little (+12.5%)

- @GNILLERCONFIG added, the higher this number is: the more items are kept, Default: 100. Multiplies calculation outcome to easiliy increase/decrease items kept.
WARNING: Lowering this number may result in items trashed to much!
This value can be found on the very top of rare.dis (line 29)
- All calculations updated to support @GNILLERCONFIG
- items that are not valued on calculations currently don't support @GNILLERCONFIG, These will be kept at my regular values
-Not calculated: Offhands, Heads

- Chest armors are now also calculated by @GNILLERMSD, hereby also supports @GNILLERCONFIG
 
so im using a trinity,
how do i make it so trinity dosnt use it's rules,
and make it so it uses these rules?

is there a step by step on how to acomplish this?
 
I have used this for a while now and I think its working great! I just have one question, Is it possible to make it salvage legendaries instead of vendoring them?

I want them brimstones.
 
Installation guide will be coming soon (tm) when i've got some spare time :)

I have used this for a while now and I think its working great! I just have one question, Is it possible to make it salvage legendaries instead of vendoring them?

I want them brimstones.

That would be a trinity option which is handled after loot rules valued the item, trinity settings enable you to sell or salvage items that are marked to be trashed
 
when I check log I find 299int with 80vit vile ward sold out lolz than I checked file and I find something wrong lol
I believe it sold the Vile Ward because it had no Life %

Which is silly, there are very valuable Vile Wards with no Life % roll, aren't there?
 
yeah these loot rules need some serious attention - i love the idea of super tight rules these however are lacking.. i assume in time they will be up to par
 
// - Vile Ward ----------------------------------------------------------------+
// "Legendary" Shoulders
// 594?671 Armor
// +71-80 Resistance to All Elements
// +241-265 Armor
// Regenerates 235-342 Life per Second
// One of 3 Magic Properties (varies)
// +170-200 Intelligence
// +170-200 Dexterity
// +170-200 Strength
// +2 Random Magic Properties
// Item Level: 63
[QUALITY] == "Legendary" && [NAME] == "Vile Ward" # ([MAXSTAT] > 250 || [MAXSTATVIT] > 300) && ([LIFE%] > 0 || [CRIT%] > 3)


I am not sure || [CRIT%] > 3 this opt mean critical damage ? If that I think something wrong lol Vile Ward is Shoulders cant get CRIT opt ..

when I check log I find 299int with 80vit vile ward sold out lolz than I checked file and I find something wrong lol

Updated for next beta, thanks for the suggestion :)
 
Just for clarity, increasing gnillerconfig variable makes the bot keep more stuff? Also, how much gnillerconfig hard rules would be? I'm trying to find a value inbetween hard and gniller default. Cheers, and thanks for the good work :)
 
Just for clarity, increasing gnillerconfig variable makes the bot keep more stuff? Also, how much gnillerconfig hard rules would be? I'm trying to find a value inbetween hard and gniller default. Cheers, and thanks for the good work :)

That really depends on the items you compare, as my calculations in their core disagree with some core aspects of the public hard rules. raising the value to 200 would keep an immense number of items i expect, i wouldn't go a lot higher than that.

I haven't tested any other number than default myself, just if the calculation worked :) playing around and finding out what "feels right" for you is really something i can't answer.
 
Of course, thank you for your anwser. Generally speaking I just wanted to know what scale of increase we are talking about - should I increase by 10 or by 1000. I'll try something close to 150 and see for myself.
 
thx for ur answer :) and I have one more suggestion.

about ice climbers



// - Ice Climbers -------------------------------------------------------------+
// "Legendary" Boots
// 309?355 Armor
// +71-80 Resistance to All Elements
// +10-12% Life
// Reduces damage from Cold attacks by 7-10%.
// One of 3 Magic Properties (varies)
// +170-200 Intelligence
// +170-200 Dexterity
// +170-200 Strength
// +3 Random Magic Properties
// Empty Socket
// Item Level: 63
[QUALITY] == "Legendary" && [NAME] == "Ice Climbers" # [@GNILLERMSD] > 450 && [MS%] > 11


&& [MS%] > 11 this opt mean "with 11 MovementSpeed" I think only [@GNILLERMSD] > 450 is enought :)

high stat with 11movementspeed is very hardly opt when I find my log 297dex with 80vit also sell out T_T that also expansive T_T

After a little Auction House research i came to the conclusion [@GNILLERMSD] > 450 is not enough in my book, i do however agree with you that boots without movement speed can be of value! so i reworked the ice climber and rare boots validation for the beta version.

New validation : [QUALITY] == "Legendary" && [NAME] == "Ice Climbers" # ([@GNILLERMSD] > 450 && [MS%] > 11) || [@GNILLERMSD] > 550.

Keep in mind Ice Climbers drop with a minimum of 350 @GNILLERMSD and have 3 magic properties to raise this.

Thanks for the suggestion though, probably wouldn't have reworked this anytime soon otherwise! :)
 
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