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Lootinn - Community Run Loot Rules

Tinnvec

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Joined
Sep 29, 2012
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Project is no longer under develoment

Nesox and the boys are always improving the db core, and I'm sure one day we'll have a weighted loot system right in Demonbuddy, along the likes of GilesTrinity. But until that day, those of us who have need to run without plugins find a large lack in loot rule diversity and updates. So in an attempt to help with this, I've created a public Gist with some initial loot rules converted from darkfriend77's Loot Rule add-on to db native xml rules with the addition of the default "High Level Rules.xml".

How the gist works

Visit https://gist.github.com/4115543 to view/download/fork the gist

If you want to make changes for the community
  1. Fork the gist (basically copies to your Github account)
  2. Save/Commit your changes
  3. a. PM me with the private clone url of YOUR gist and I can then incorporate the changes via a pull request (this is best and most accurate way)
    b. Post a comment on the gist with the additional rule or rule change
    c. Post the additional rule or change to a rule in this thread
If you post changes as a comment or here in the thread, just make sure you thoroughly explain what to change to make sure it gets implemented correctly.

Gists can also contain multiple files so we can have multiple versions as well, for instance one that salvages and one that doesn't

I hope everyone enjoys this addition and please contribute, as that's the only way it will improve.

Items that NEED work badly
  • Gloves (keeps all with crit chance of 8+ for now)
  • Jewlery (needs more, mainly rings)
 
Last edited:
Have you tested the Lootinn.xml file? I've done a quick check and has several errors that might end with valuables being sold...

Couple of things:
Code:
<ItemRule itemBaseType="Gem" itemName="*Star*" description="Star+ Gem" />
Star gems (sadly) doesn't drop, so you don't need to add them.

Code:
<ItemRule twoHanded="false" ... >
twoHanded=true/false doesn't seem to work pretty well atm. You will find some 2H that might be saved due to a twoHanded="false" rule that will suit them if they where 1H. Its better to code the weapons via itemType="typeofweapon" (daibo,axe,sword,etc). That way you got more control, so you wouldn't end with a wand or daibo with lots of strenght and none int/dex for example.

PHP:
<Category ruleType="Salvage">
  <ItemRule description="Salvage any trash iLvl 63 or Legendary Items">
    <StatRules>
      <Rule stat="Level" minValue="63" logic="Or" />
      <Rule stat="Quality" value="Legendary" logic="Or" />
    </StatRules>
  </ItemRule>
</Category>

<Category ruleType="Sell">
  <ItemRule description="Sell Everything Else">
    <StatRules>
      <Rule stat="Quality" value="Inferior" />
    </StatRules>
  </ItemRule>
</Category>
Haven't tested this myself, but since DB first keeps items (saves them in the stash), then salvages and then sells all items in your inventory, all savage materials should be sold (at least theoretically), since you're telling DB to sell all junk or higher items in your inventory once it has finished salvaging. You should end without pots and without mats (but haven't tested).

The idea is good, but I think it should be easier to set a base, like what stats on a weapon/armor are worth and then enter them on the loot file. That way it should be easier follow the xml loot rule and see in a quick look what could be missing.
 
Have you tested the Lootinn.xml file? I've done a quick check and has several errors that might end with valuables being sold...

Couple of things:
Code:
<ItemRule itemBaseType="Gem" itemName="*Star*" description="Star+ Gem" />
Star gems (sadly) doesn't drop, so you don't need to add them.

Code:
<ItemRule twoHanded="false" ... >
twoHanded=true/false doesn't seem to work pretty well atm. You will find some 2H that might be saved due to a twoHanded="false" rule that will suit them if they where 1H. Its better to code the weapons via itemType="typeofweapon" (daibo,axe,sword,etc). That way you got more control, so you wouldn't end with a wand or daibo with lots of strenght and none int/dex for example.

PHP:
<Category ruleType="Salvage">
  <ItemRule description="Salvage any trash iLvl 63 or Legendary Items">
    <StatRules>
      <Rule stat="Level" minValue="63" logic="Or" />
      <Rule stat="Quality" value="Legendary" logic="Or" />
    </StatRules>
  </ItemRule>
</Category>

<Category ruleType="Sell">
  <ItemRule description="Sell Everything Else">
    <StatRules>
      <Rule stat="Quality" value="Inferior" />
    </StatRules>
  </ItemRule>
</Category>
Haven't tested this myself, but since DB first keeps items (saves them in the stash), then salvages and then sells all items in your inventory, all savage materials should be sold (at least theoretically), since you're telling DB to sell all junk or higher items in your inventory once it has finished salvaging. You should end without pots and without mats (but haven't tested).

The idea is good, but I think it should be easier to set a base, like what stats on a weapon/armor are worth and then enter them on the loot file. That way it should be easier follow the xml loot rule and see in a quick look what could be missing.

First off, thanks for checking out the files, and if you're interested in contributing, it would be most welcome.

For star gems, I thought they didn't drop, but thought I'd include that if they ever do (or for transferring ease).

Good call on the twoHanded thing, I seem to remember reading about that but forgot about it when writing these. I guess I've got some work to do (would be easier with more than 1 "Or" set per rule)

As for the salvage thing, it actually ends up marking things for salvage. So it IDs, stashes, sells and then salvages. Only downside is you end up with some crafting items in inventory after town run.

Over all, it really runs quite well with the exception of some questionable 2 hand items being kept. I'll just be happy when we get a good weighted loot system in db core so I don't have to write these super tedious rules
 
As for the salvage thing, it actually ends up marking things for salvage. So it IDs, stashes, sells and then salvages. Only downside is you end up with some crafting items in inventory after town run.
Nice, I didn't know it first marked the items, then did the actions. I will try to take a deeper look and see if I can find anything more that could be improved.
 
I was using this for a while, and it went to town and vendored my health potions... lol
 
This is probably a stupid question but I've only been running DB for a couple days and I'm still trying to figure things out. I like your loot rules but I'm not exactly sure how to implement them. Do i use this in tandem with Giles and just select "Use Custom Loot Rules" in the Giles tab after loading the .xml onto DB's item rule set?
 
This is probably a stupid question but I've only been running DB for a couple days and I'm still trying to figure things out. I like your loot rules but I'm not exactly sure how to implement them. Do i use this in tandem with Giles and just select "Use Custom Loot Rules" in the Giles tab after loading the .xml onto DB's item rule set?

With Giles, you would use the custom rule option, this disables giles rules and enables the rules loaded in the settings tab. Although, if you like giles, i would suggest the custom loot edition made by darkfriend77, my loot rules are mainly translated from those, and to be honest those are more complete
 
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