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Job's Legendary Rule set

Then simply change the follower items to not trash, and his unity isn't filtered so your shitty luck has nothing to do with anything here. Happy hunting!

Is it enough to remove trash thing end of the follower items?
 
[QUALITY] == "Legendary" && [NAME] == "Unity" # [CRIT%] != 6 || ([CRITDMG%] < 40 && [SOCKETS] == 0) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Wand of Woh" # [MINDMG] < 1100 || [MAXDMG] < 1400 || ([WEAPDMG%] < 8 && [AS%] < 5) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Rimeheart" # [MINDMG] < 1100 || [MAXDMG] < 1400 || ([WEAPDMG%] < 8 && [AS%] < 5) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Stone of Jordan" # [SOCKETS] == 0 || ([FIREDMG%] < 18 && [COLDDMG%] < 18 && [POISONDMG%] < 18) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Hexing Pants of Mr. Yan" # [VIT] < 480 || [SOCKETS] != 2 || [ALLRES] < 95 -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Depth Diggers" # [VIT] < 480 || [SOCKETS] != 2 -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Ice Climbers" # [VIT] < 480 || [ALLRES] < 95 -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Frostburn" # ([DEX] < 700 && [INT] < 700 && [STR] < 700) || ([CRIT%] != 10 && [CRITDMG%] < 45)-> [TRASH]

[QUALITY] == "Legendary" && [NAME] == "Mara's Kaleidoscope" # [CRIT%] != 10 || [SOCKETS] == 0 -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Talisman of Aranoch" # ([CRIT%] < 8 && [CRITDMG%] < 90) || [SOCKETS] == 0 -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "The Star of Azkaranth" # ([CRIT%] < 8 && [CRITDMG%] < 90) || [SOCKETS] == 0 -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Xephirian Amulet" # ([CRIT%] < 8 && [CRITDMG%] < 90) || [SOCKETS] == 0 -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Countess Julia's Cameo" # ([CRIT%] < 8 && [CRITDMG%] < 90) || [SOCKETS] == 0 -> [TRASH]

All those as far as I remember are 1% to 2% drop items. Even with 3 month seasons and botting 24 hours I don't think you really need to discriminate that harshly on items that may drop a handful of times in a season. It's of course all personal preference, and blindly using someones itemrules is always a very very bad idea.

I know that these are very rare drops but personally I've found many of them over the past few months, so I just ended up being really harsh in my rules, looking only for upgrades of the items I have. Though the only item i haven't gotten yet is the rimeheart.
 
Any clue why Trinity would have these errors running a custom rule set?
This happens for a lot of these items it was working fine before I haven't updated anything, normally they skip all magic and rare items by default.

[Trinity] Item Rules doesn't handle Warden's Boon of type Bow and quality Rare4!
[Trinity] Item Rules doesn't handle Prime Grant of type Helm and quality Rare4!
[Trinity] Item Rules doesn't handle Death's Breath of type CraftingReagent and quality Rare4!

EDIT: Now it only hangs up on legendaries
 
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looks like your rules trash follower can not die items... And in 4 weeks i never see unity...

as Job wrote,
[QUALITY] == "Legendary" && [NAME] == "Unity" -> [KEEP]

it's just Your luck bro...

as for follower items, yes i trash them all cause have like 5 of each..this shit drop every now and then.

I keep all of the rare legendary items that might be usefull for any class (in currently or pottentialy best performing build)
 
it needs to be updated in interperter.cs
[19:55:36] Gardettos: need to switch
[19:55:37] Gardettos: itemDic.Add("[PHYSDMG%]", item.Stats.SkillDamagePercentBonus);
[19:55:38] Gardettos: with
[19:55:46] Gardettos: itemDic.Add("[PHYSDMG%]", item.Stats.PhysicalSkillDamagePercentBonus);


only this will not fix physical dmg, You have to add it also below in this:

itemDic.Add("[ELEMDMG%]", new float[] { item.Stats.FireSkillDamagePercentBonus,
item.Stats.LightningSkillDamagePercentBonus,
item.Stats.ColdSkillDamagePercentBonus,
item.Stats.PosionSkillDamagePercentBonus,
item.Stats.ArcaneSkillDamagePercentBonus,
item.Stats.HolySkillDamagePercentBonus,
item.Stats.PhysicalSkillDamagePercentBonus}.Max());

itemDic.Add("[SKILLDMG%]", new float[] { item.Stats.FireSkillDamagePercentBonus,
item.Stats.LightningSkillDamagePercentBonus,
item.Stats.ColdSkillDamagePercentBonus,
item.Stats.PosionSkillDamagePercentBonus,
item.Stats.ArcaneSkillDamagePercentBonus,
item.Stats.HolySkillDamagePercentBonus,
item.Stats.SkillDamagePercentBonus,
item.Stats.PhysicalSkillDamagePercentBonus}.Max());

tested it and it works this way (together with Your fix)
 
latest GIT version questtools and trinity gives a lot errors. any one getting this errors?
 
My character doesn't pick the Arcane Dust""Veiled Crystal""Death's Breath" "Rift Keystone Fragment" after using this,how should I do?
 
For some odd reason my bot picks everything rift guardian drops, other times the pickup rules leave the shit on the ground just fine but it gets some kind of brain fart with rift guardian
 
Hi guys,
Can someone explain please why this rule does not work on +10% damage on weapon?
Where is my mistake? Maybe this [WEAPDMG%] is wrong for damage bonus?
Thank you in advance!

[QUALITY] == "Legendary" && [NAME] == "The Raven's Wing" # [WEAPDMG%] > 9 -> [KEEP]
 
how can we make it so that the custom rules picks up riftstone frags but not yellow gear?
 
I have been using Hitmanreborn's rules for a couple of hours with a few edits, seems to be doing what I like.

For the crafting material, is there any way to set a cap? Say above 5,000 materials of each type I don't want to pick 'm up of I want to sell them? That would basically help a lot.
 
can anyone tell me what's wrong with my rules?


My DB when find any of those items, no matter what are the stats i get a (NULL) message saying there is no rules and it keeps everything. It is happening with everything.

Example of my rules:

[QUALITY] == "Legendary" && [NAME] == "Marauder's Carapace" # ([MAXSTAT] < 450 && [VIT] < 450 && [SOCKETS] < 3) || ([MAXSTAT] < 450 && [VIT] < 450 && [SKILLDMG%] < 14) || ([MAXSTAT] < 450 && [SKILLDMG%] < 14 && [SOCKETS] < 3) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Encasement" # ([MAXSTAT] < 450 && [VIT] < 450 && [SOCKETS] < 2) || ([MAXSTAT] < 450 && [VIT] < 450 && [ALLRES] < 90) || ([MAXSTAT] < 450 && [ALLRES] < 90 && [SOCKETS] < 2) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Gloves" # ([MAXSTAT] < 600 && [CRIT%] < 9 && [CRITDMG%] < 40) || ([MAXSTAT] < 600 && [CRIT%] < 9 && [CDRED%] < 7) || ([MAXSTAT] < 600 && [CDRED%] <7 && [CRITDMG%] < 40) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Spines" # ([MAXSTAT] < 450 && [VIT] < 450 && [CDRED%] < 7) || ([MAXSTAT] < 450 && [VIT] < 450 && [SKILLDMG%] < 14) || ([MAXSTAT] < 450 && [SKILLDMG%] < 14 && [CDRED%] < 7) -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Treads" # [MAXSTAT] < 480 && [VIT] < 480 -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Visage" # ([MAXSTAT] < 600 && [CRIT%] < 6 && [SOCKETS] < 1) || ([MAXSTAT] < 600 && [CRIT%] < 6 && [SKILLDMG%] < 14) || ([MAXSTAT] < 600 && [SKILLDMG%] < 14 & [SOCKETS] < 1) -> [TRASH]
 
can anyone tell me what's wrong with my rules?


My DB when find any of those items, no matter what are the stats i get a (NULL) message saying there is no rules and it keeps everything. It is happening with everything.

Example of my rules:

From my testing the MAXSTAT variable doesn't work. I've also noticed the elemental % dmg doesn't work either. Quite sad tbh that these still haven't been fixed in DB
 
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