I'll put it in a new guide soon, but Beta now includes scripts for users to dump the list each update if they need the most up to date copy.
All you have to do is go to the Dev tab, click on the "..." and navigate to the Scripts folder, select "DumpBaseItemTypes.cs", then click on "Run File". Inside a new folder called "dump", you'll have the data you need.
pushedx, did the Forsaken Masters update modify how item filters (specifically for affixes) are written and, if so, where can I find updated details on that? it looks like this guide wasn't updated since April.
pushedx, did the Forsaken Masters update modify how item filters (specifically for affixes) are written and, if so, where can I find updated details on that? it looks like this guide wasn't updated since April.
The changes from Forsaken Masters don't require the item filter to really change any, because the only change possible would be to totally drop the affix system for something else. I will add a warning though of the new behavior soon when I do other guide updates.
What changed in 1.2 stats wise, does affect item filtering, but there's nothing to change in response to it. Stats from mods are completely merged now, so there's no way to be able to distinguish between implicit and explicit mod values. Before, only explicit stats were merged on double rolls, so it wasn't a big issue.
A simple example: if you have a Coral ring with the 40 base life implicit modifier, and some +Life explicit modifier, say 20, when you check implicit, it'll be 60 rather than 40. When you check the explicit, it'll be 60 rather than 20. There's no way to correctly determine the rolls anymore from the stats based on the stored numerical data. Affixes do store min/max rolls, but that doesn't matter since you can't guess the correct combination since it's merged.
However, in #907, I added API support for getting the strings that are stored for knowing the mod values, so you can actually know these values, you just have to correctly parse the strings. I'm not going to switch this item filter over to that system though, because trying to parse all the strings correctly will be really messy and at that point, might as well just drop this item filter editor and switch to something else. I would like to do that, but in terms of getting other things done, what we have for now is good enough.
had a quick question, is there a way to set "Not" cases? IE lets say i want to make a filter that vendors any 6s item that isn't 6L (fairly straight forward) but would not vendor the top tier weapon of each type. I could go thru and add everything but the top tier to the list, but i was wondering if there's a better way
also does it count total number of sockets linked to another socket, or the longest chain? so if something is say 4L + 2L would it filter as 4L (as it's the largest chain) or 6L since technically speaking all 6 sockets are linked to something else?
Thx pushedx. One more question, kinda similar to TurboNerd's. I don't want all skill gems to be picked up, but I also don't want to be constantly adding gems to the list so I can't do it by name. However, if there was a way to do an exclusion list, I could just list all the common gems after I have enough to not want any more.
had a quick question, is there a way to set "Not" cases? IE lets say i want to make a filter that vendors any 6s item that isn't 6L (fairly straight forward) but would not vendor the top tier weapon of each type. I could go thru and add everything but the top tier to the list, but i was wondering if there's a better way
also does it count total number of sockets linked to another socket, or the longest chain? so if something is say 4L + 2L would it filter as 4L (as it's the largest chain) or 6L since technically speaking all 6 sockets are linked to something else?
The "Names and Types" section goes over how you can exclude based on name or type. After you setup your normal sockets/links to only sell 6s and 5L or less, you'd add the names or types and uncheck the Match Any box. Before using a live filter to sell though, you might want to disable all pick filters and create it as a pick filter to verify it's working as expected.
It only counts the longest chain, as that's the convention used when talking about linked sockets in PoE.
In the current setup, you'd have to do something like this:
Code:
TotalStat BaseMaxLife Value> 69 Optional Group 2
TotalStat BaseColdDamageResistancePct Value> 35 Optional Group 2
TotalStat BaseFireDamageResistancePct Value> 35 Optional Group 2
TotalStat BaseLightningDamageResistancePct Value> 35 Optional Group 2
TotalStat BaseChaosDamageResistancePct Value> 20 Optional Group 2
TotalStat AttackSpeedPosPct Value> 10 Optional Group 3
TotalStat BaseColdDamageResistancePct Value> 35 Optional Group 3
TotalStat BaseFireDamageResistancePct Value> 35 Optional Group 3
TotalStat BaseLightningDamageResistancePct Value> 35 Optional Group 3
TotalStat BaseChaosDamageResistancePct Value> 20 Optional Group 3
TotalStat AttackSpeedPosPct Value> 10 Optional Group 4
TotalStat BaseMaxLife Value> 69 Optional Group 4
TotalStat BaseFireDamageResistancePct Value> 35 Optional Group 4
TotalStat BaseLightningDamageResistancePct Value> 35 Optional Group 4
TotalStat BaseChaosDamageResistancePct Value> 20 Optional Group 4
TotalStat AttackSpeedPosPct Value> 10 Optional Group 5
TotalStat BaseMaxLife Value> 69 Optional Group 5
TotalStat BaseColdDamageResistancePct Value> 35 Optional Group 5
TotalStat BaseLightningDamageResistancePct Value> 35 Optional Group 5
TotalStat BaseChaosDamageResistancePct Value> 20 Optional Group 5
TotalStat AttackSpeedPosPct Value> 10 Optional Group 6
TotalStat BaseMaxLife Value> 69 Optional Group 6
TotalStat BaseColdDamageResistancePct Value> 35 Optional Group 6
TotalStat BaseFireDamageResistancePct Value> 35 Optional Group 6
TotalStat BaseChaosDamageResistancePct Value> 20 Optional Group 6
TotalStat AttackSpeedPosPct Value> 10 Optional Group 7
TotalStat BaseMaxLife Value> 69 Optional Group 7
TotalStat BaseColdDamageResistancePct Value> 35 Optional Group 7
TotalStat BaseFireDamageResistancePct Value> 35 Optional Group 7
TotalStat BaseLightningDamageResistancePct Value> 35 Optional Group 7
You duplicate the entire list for each stat you are checking, then you remove one stat from each so there's full coverage of matching 1 (since you care about at least 2 stats).
So for example, if the item matched AttackSpeedPosPct, but nothing else, group 2 would fail. Likewise for any other stat and its respective group where it was removed.
If the item has 2 stats you want, AttackSpeedPosPct and BaseMaxLife, each group matches either one of those, so the filter would be matched. That is, the group that doesn't have AttackSpeedPosPct does have BaseMaxLife, and vice versa.
Affixes and stats are a bit too complicated to easily fit into the filtering system we had, which was designed around simple matching, but for now, it's the only way though the GUI to match them. Using code, the task is much easier and more easy to work with.
I'll have a guide soon about using the new custom item filters outside of the gui for users to do things though code, which allows for a lot more flexibility than this GUI setup.
Thx pushedx. One more question, kinda similar to TurboNerd's. I don't want all skill gems to be picked up, but I also don't want to be constantly adding gems to the list so I can't do it by name. However, if there was a way to do an exclusion list, I could just list all the common gems after I have enough to not want any more.
The "Names and Types" goes over how to do this, except with currency. You'd do the same thing for skill gems by name. For example, go to the "All skill gems" filter. Start entering the names of the skillgems you don't want into Names. Change "Match Any" to be unchecked. Save, and it should be easy to test.
The "Names and Types" section goes over how you can exclude based on name or type. After you setup your normal sockets/links to only sell 6s and 5L or less, you'd add the names or types and uncheck the Match Any box. Before using a live filter to sell though, you might want to disable all pick filters and create it as a pick filter to verify it's working as expected.
It only counts the longest chain, as that's the convention used when talking about linked sockets in PoE.
thanks pushed, i coulda swore i went thru the settings thing 2-3 times and didn't see the bit about the check box. as for the link settings the reason i asked is with it set to min sockets 6, max links 4, i noticed it didn't vendor a 6s with a 4L + 2L white... i'll keep an eye on it a bit more and see if it was a 1 off thing or what.
thanks pushed, i coulda swore i went thru the settings thing 2-3 times and didn't see the bit about the check box. as for the link settings the reason i asked is with it set to min sockets 6, max links 4, i noticed it didn't vendor a 6s with a 4L + 2L white... i'll keep an eye on it a bit more and see if it was a 1 off thing or what.
The "Names and Types" goes over how to do this, except with currency. You'd do the same thing for skill gems by name. For example, go to the "All skill gems" filter. Start entering the names of the skillgems you don't want into Names. Change "Match Any" to be unchecked. Save, and it should be easy to test.