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[Plugin Addon] "Item Rules" DIS Files (let's work together)

darkfriend77

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Jun 14, 2011
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...

so we have the Item Rules Plugin for GilesTrinity.

... but still we are missing those UEBER perfect ... item.dis files to keep us away from sorting out trash ...from our stash !!!

so let's start on the rare.dis

just write ur addition ur replacments ur changes ... and we will have a perfect rare.dis at the end ...

take this as a chance to work together ^^


here is a smart example on how we could do it ...

Code:
// +---------------------------------------------------------------------------+ 
// |     __ _____ _ _ _ _____ __    _____ __ __ 
// |  __|  |   __| | | |   __|  |  | __  |  |  |
// | |  |  |   __| | | |   __|  |__|    -|_   _|
// | |_____|_____|_____|_____|_____|__|__| |_|  
// | +++++++++++++++++++++++++++++++++++++++++++                                           
// +---------------------------------------------------------------------------+

Code:
// +---------------------------------------------------------------------------+
// | -- Amulet
// +---------------------------------------------------------------------------+
// | [MAXSTAT] == 350, [LIFE%] == 16, [AS%] == 9, [CRIT%] == 10, [LOH] == 959,
// | [MAXONERES] == 60, [CRITDMG%] == 100, [ALLRES] == 80,
// +---------------------------------------------------------------------------+
// | [DMGFACTOR] == 56, [TOTRES] == 140, [AVGDMG] == 70
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Amulet # [DMGFACTOR] >= 35
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] >= 70 && [DMGFACTOR] >= 32
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] >= 90 && [ALLRES] >= 40 && [DMGFACTOR] > 30
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] >= 110 && [ALLRES] >= 40 && [DMGFACTOR] >= 25 && ([LOH] >= 300 || [LIFE%] >= 9)
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] >= 190 && [ALLRES] >= 50 && [DMGFACTOR] >= 24 && ([LOH] >= 400 || [LIFE%] >= 12)
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] >= 210 && [ALLRES] >= 70 && [DMGFACTOR] >= 23 && [LOH] >= 400 && [LIFE%] >= 12
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] >= 230 && [ALLRES] >= 80 && [LIFE%] >= 15
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTAT] >= 300 && [VIT] > 0 && [TOTRES] >= 135
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [TOTRES] >= 135
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [LOH] >= 900
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [THORNS] >= 2500
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [MF%] > 44 && [GF%] > 49
[QUALITY] == Rare && [TYPE] == Amulet # [CRITDMG%] >= 95
// trash rule
[QUALITY] == Rare && [TYPE] == Amulet # True # [TRASH]

Code:
// +---------------------------------------------------------------------------+
// | -- Ring
// +---------------------------------------------------------------------------+
// | [MAXSTAT] == 200, [LIFE%] == 12,[ AS%] == 9, [CRIT%] == 6, [LOH] == 479,
// | [MAXONERES] == 60, [CRITDMG%] == 50, [ALLRES] == 80, [MINDMG] == 36,
// | [MAXDMG] == 104
// +---------------------------------------------------------------------------+
// | [DMGFACTOR] == 38, [TOTRES] == 140, [AVGDMG] == 70
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == Ring # [DMGFACTOR] > 19
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 49 && [DMGFACTOR] > 17
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 69 && [ALLRES] > 39 && [DMGFACTOR] > 15
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 89 && [ALLRES] > 39 && [DMGFACTOR] > 10 && ([LOH] > 149 || [LIFE%] > 5)
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 109 && [ALLRES] > 49 && [DMGFACTOR] > 9 && ([LOH] > 249 || [LIFE%] > 8)
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 129 && [ALLRES] > 69 && [DMGFACTOR] > 8 && [LOH] > 249 && [LIFE%] > 8
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 149 && [ALLRES] > 79 && [LIFE%] > 11
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTAT] > 199 && [VIT] > 0 && [TOTRES] > 135
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [TOTRES] > 135
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [LOH] > 450
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [THORNS] > 900
[QUALITY] == Rare && [TYPE] == Ring # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [MF%] > 19 && [GF%] > 24
[QUALITY] == Rare && [TYPE] == Ring # [CRITDMG%] > 47
// trash rule
[QUALITY] == Rare && [TYPE] == Ring # True # [TRASH]

Code:
// +---------------------------------------------------------------------------+
// | -- FollowerSpecial
// +---------------------------------------------------------------------------+
[QUALITY] == Rare && [TYPE] == FollowerSpecial # [MAXSTATVIT] >= 300 && [ALLRES] >= 50 && [DMGFACTOR] >= 10
// trash rule
[QUALITY] == Rare && [TYPE] == FollowerSpecial # True # [TRASH]

:-)
 

Attachments

Last edited:
Ok, I've been working with rare rules for some time, this is a part of it I would like to share. Seems like with latest specifications the most of the trash you get are ammys, rings and gloves, so I started with the most difficult (I think at least). The ammys. I warn you - these rules are strict as fuck, they are designed to trash anything unsellable or sellable but below 10kk AH price, and ofc it may have contain mistakes that will make it trash some godlies (I doubt it though) so use at own risk.
To use these rules - copy all the lines and put em between
Code:
// +---------------------------------------------------------------------------+
// +--- Amulet
// +---------------------------------------------------------------------------+
and
Code:
// +---------------------------------------------------------------------------+
// +--- Ring
// +---------------------------------------------------------------------------+
replacing everything that is there.

I tested these on my bots and they at least don't show any warnings while compiling and don't cause any loop bugs, so they are syntax-correct.
I would appreciate input on the rules itself or occurencies of them trashing good ammys, if the demand for it is there I might share gloves and rings when I do them next. If you would like to report something good that it trashed, first search AH for the stats. If it's below 10kk gold, then it's working as intended.

The code itself
Code:
// +---------------------------------------------------------------------------+
// +--- Amulet
// +---------------------------------------------------------------------------+
//Ok let's try this crap. First mass good rolls, keep em almost regardless of numbers:
[QUALITY] == Rare && [TYPE] == Amulet # [STR] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [STR] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0 || [ARMORBONUS] > 200 || [LOH] > 350)
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0 || [ARMORBONUS] > 200 || [LOH] > 350)
[QUALITY] == Rare && [TYPE] == Amulet # [INT] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [INT] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0 || [ARMORBONUS] > 200 || [LOH] > 350)
[QUALITY] == Rare && [TYPE] == Amulet # [VIT] > 0 && [CRIT%] >= 6 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [STR] > 0 && ([VIT] > 0 || [LIFE%] > 0) && [ALLRES] > 0 && [CRIT%] > 0 && ([AS%] > 0 || [CRITDMG%] > 0)
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] > 0 && ([VIT] > 0 || [LIFE%] > 0) && [ALLRES] > 0 && [CRIT%] > 0 && ([AS%] > 0 || [CRITDMG%] > 0)
[QUALITY] == Rare && [TYPE] == Amulet # [INT] > 0 && ([VIT] > 0 || [LIFE%] > 0) && [ALLRES] > 0 && [CRIT%] > 0 && ([AS%] > 0 || [CRITDMG%] > 0)
[QUALITY] == Rare && [TYPE] == Amulet # [LOH] > 300 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [LOH] > 0 && [CRIT%] > 7 && [AS%] > 0 && [CRITDMG%] > 0
//Ok, now we start some average rolls that are good if the numbers are good
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 100 || ([STR] >= 60 && [SOCKETS] == 1)) && ([VIT] >= 100 || [LIFE%] >= 10) && [ALLRES] >= 50 && [CRIT%] >= 7 && [LOH] >= 500
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && [SOCKETS] == 1)) && ([VIT] >= 100 || [LIFE%] >= 10) && [ALLRES] >= 50 && [CRIT%] >= 7 && [LOH] >= 500
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && [SOCKETS] == 1)) && ([VIT] >= 100 || [LIFE%] >= 10) && [ALLRES] >= 50 && [CRIT%] >= 7 && [LOH] >= 500
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 260 || ([STR] >= 220 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 100 || ([STR] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 0 && [CRITDMG%] >= 85
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 100 || ([STR] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] >= 7 && [CRITDMG%] >= 75
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 100 || ([STR] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] >= 9 && [CRITDMG%] >= 65
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 100 || ([STR] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200)))&& [CRIT%] > 9 && [CRITDMG%] >= 60
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 250 || ([DEX] >= 210 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] == 10 && [CRITDMG%] >= 50
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 9 && [CRITDMG%] >= 60
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 8 && [CRITDMG%] >= 65
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 7 && [CRITDMG%] >= 70
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 6 && [CRITDMG%] >= 75
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] >= 6 && [CRITDMG%] >= 80
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 0 && [CRITDMG%] >= 90
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 280 || ([INT] >= 240 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] == 10 && [CRITDMG%] >= 60
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 9 && [CRITDMG%] >= 65
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 8 && [CRITDMG%] >= 70
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] >= 8 && [CRITDMG%] >= 75
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 7 && [CRITDMG%] >= 80
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] >= 7 && [CRITDMG%] >= 85
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [AVGDMG] >= 20 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [CRIT%] > 6 && [CRITDMG%] >= 95
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 150 || ([STR] >= 110 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 100 || ([STR] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] > 0 && [CRITDMG%] >= 68
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 100 || ([STR] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] >= 7 && [CRITDMG%] >= 55
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 100 || ([STR] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] > 5 && [CRITDMG%] >= 60
[QUALITY] == Rare && [TYPE] == Amulet # ([STR] >= 100 || ([STR] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] >= 8 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 160 || ([DEX] >= 120 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] > 0 && [CRITDMG%] >= 65
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] >= 6 && [CRITDMG%] >= 60
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] >= 7 && [CRITDMG%] >= 55
[QUALITY] == Rare && [TYPE] == Amulet # ([DEX] >= 100 || ([DEX] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] >= 8 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 170 || ([INT] >= 130 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] > 0 && [CRITDMG%] >= 80
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] > 5 && [CRITDMG%] >= 70
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] >= 7 && [CRITDMG%] >= 55
[QUALITY] == Rare && [TYPE] == Amulet # ([INT] >= 100 || ([INT] >= 60 && ([SOCKETS] == 1 || [VIT] >= 50 || [LIFE%] >= 7 || [ALLRES] >= 30 || [LOH] >= 300 || [ARMORBONUS] >= 200))) && [AVGDMG] >= 35 && [CRIT%] > 8 && [CRITDMG%] > 0
//adding more mid-range rolls
[QUALITY] == Rare && [TYPE] == Amulet # [STR] >= 160 && ([VIT] >= 60 || [LIFE%] >= 8) && [CRIT%] >= 7 && [CRITDMG%] >= 50
[QUALITY] == Rare && [TYPE] == Amulet # [STR] >= 200 && ([VIT] > 0 || [LIFE%] >= 4) && [CRIT%] >= 7 && [CRITDMG%] >= 50
[QUALITY] == Rare && [TYPE] == Amulet # [STR] >= 110 && ([VIT] >= 110 || [LIFE%] >= 13) && [CRIT%] >= 7 && [CRITDMG%] >= 50
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] >= 100 && ([VIT] >= 100 || [LIFE%] >= 12) && [CRIT%] >= 8 && [CRITDMG%] >= 50
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] >= 150 && ([VIT] >= 50 || [LIFE%] >= 7) && [CRIT%] >= 8 && [CRITDMG%] >= 50
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] >= 200 && ([VIT] > 0 || [LIFE%] >= 4) && [CRIT%] >= 8 && [CRITDMG%] >= 50
[QUALITY] == Rare && [TYPE] == Amulet # [INT] >= 110 && ([VIT] >= 110 || [LIFE%] >= 13) && [CRIT%] >= 8 && [CRITDMG%] >= 50
[QUALITY] == Rare && [TYPE] == Amulet # [INT] >= 160 && ([VIT] >= 60 || [LIFE%] >= 8) && [CRIT%] >= 8 && [CRITDMG%] >= 50
[QUALITY] == Rare && [TYPE] == Amulet # [STR] >= 100 && [ALLRES] >= 50 && [CRIT%] >= 5 && [CRITDMG%] >= 40 && ([SOCKETS] > 0 || [AVGDMG] > 30 || [VIT] > 0 || [LIFE%] > 0 || [AS%] > 0 || [ARMORBONUS] > 200 || [LOH] > 350)
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] >= 120 && [ALLRES] >= 50 && [CRIT%] >= 5 && [CRITDMG%] >= 40 && ([SOCKETS] > 0 || [AVGDMG] > 30 || [VIT] > 0 || [LIFE%] > 0 || [AS%] > 0 || [ARMORBONUS] > 200 || [LOH] > 350)
[QUALITY] == Rare && [TYPE] == Amulet # [INT] >= 140 && [ALLRES] >= 50 && [CRIT%] >= 5 && [CRITDMG%] >= 40 && ([SOCKETS] > 0 || [AVGDMG] > 30 || [VIT] > 0 || [LIFE%] > 0 || [AS%] > 0 || [ARMORBONUS] > 200 || [LOH] > 350)
[QUALITY] == Rare && [TYPE] == Amulet # [STR] >= 200 && ([VIT] >= 40 || [LIFE%] >= 5) && [CRIT%] >= 9 && [ALLRES] >= 35
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] >= 200 && ([VIT] >= 40 || [LIFE%] >= 5) && [CRIT%] >= 9 && [ALLRES] >= 35
[QUALITY] == Rare && [TYPE] == Amulet # [INT] >= 200 && ([VIT] >= 40 || [LIFE%] >= 5) && [CRIT%] >= 9 && [ALLRES] >= 35
//fuck my life. Ok, now some statless rolls, which are still good if numbers are high enough.
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 9 && [CRITDMG%] >= 50 && [AVGDMG] >= 40 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 7 && [CRITDMG%] >= 60 && [AVGDMG] >= 40 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] >= 85 && [AVGDMG] >= 40 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] == 10 && [CRITDMG%] >= 55 && [AVGDMG] >= 35
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 8 && [CRITDMG%] >= 75 && [AVGDMG] >= 35
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 6 && [CRITDMG%] >= 85 && [AVGDMG] >= 35
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] >= 90 && [AVGDMG] >= 35
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] == 10 && [CRITDMG%] >= 65
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 9 && [CRITDMG%] >= 75
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 9 && [CRITDMG%] >= 85
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 8 && [CRITDMG%] >= 98
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 7 && [CRITDMG%] >= 98 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 8 && [CRITDMG%] >= 88 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 8 && [CRITDMG%] >= 82 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 9 && [CRITDMG%] >= 74 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 9 && [CRITDMG%] >= 64 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] >= 65 && [AS%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 8 && [CRITDMG%] > 0 && [AS%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] > 0 && [AS%] >= 9
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 8 && [CRITDMG%] >= 55 && [AS%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 7 && [CRITDMG%] >= 50 && [AS%] >= 7
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 7 && [CRITDMG%] >= 45 && [AS%] >= 8
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 5 && [CRITDMG%] >= 65 && [AS%] >= 8
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] > 0 && [AS%] >= 7 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 7 && [CRITDMG%] > 0 && [AS%] > 0 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] >= 60 && [AS%] > 0 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 6 && [CRITDMG%] >= 50 && [AS%] >= 6 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] > 0 && [AS%] > 0 && [AVGDMG] >= 38
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 7 && [CRITDMG%] > 0 && [AS%] > 0 && [AVGDMG] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] >= 63 && [AS%] > 0 && [AVGDMG] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] > 0 && [AS%] >= 8 && [AVGDMG] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] >= 6 && [CRITDMG%] >= 55 && [AS%] >= 7 && [AVGDMG] >= 25
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] > 0 && [AS%] > 0 && [AVGDMG] >= 25 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 6 && [CRITDMG%] > 0 && [AS%] > 0 && [AVGDMG] > 0 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] >= 45 && [AS%] > 0 && [AVGDMG] > 0 && [SOCKETS] == 1
[QUALITY] == Rare && [TYPE] == Amulet # [CRIT%] > 0 && [CRITDMG%] > 0 && [AS%] >= 7 && [AVGDMG] > 0 && [SOCKETS] == 1
//Let's hope that all that shit was enough. Here we trash the rest, no safety rules, because fuck safety, that's for pussies!
[QUALITY] == Rare && [TYPE] == Amulet # [1] == 1 # [TRASH]
 
Last edited:
first thx ... for ur work ... gona put it in first post ... later .... .-)

Code:
[QUALITY] == Rare && [TYPE] == Amulet # [STR] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [STR] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0)
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0)
[QUALITY] == Rare && [TYPE] == Amulet # [INT] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [INT] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0)
[QUALITY] == Rare && [TYPE] == Amulet # [VIT] > 0 && [CRIT%] >= 6 && [AS%] > 0 && [CRITDMG%] > 0
should be same as ...*
Code:
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTAT] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0)

maybee i should implement [DMGATTRIB] ... counting CRIT CRITDMG AS ... AVGDMG

so gloves with AS and CRIT would have [DMGATTRIB] == 2
 
Great idea, but perhaps we should establish what constitutes keepable? Maybe set a typical gold value you would keep at? I personally have a lower limit of 1.5 mil unless I'm building up a stash of crap, and because I have cheap child labor that handles the auctioning for an allowance supplement. :)

Or maybe the .dis could snag the 5 or 10m + stuff and let Giles settings filter the rest.
 
first thx ... for ur work ... gona put it in first post ... later .... .-)

Code:
[QUALITY] == Rare && [TYPE] == Amulet # [STR] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [STR] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0)
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [DEX] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0)
[QUALITY] == Rare && [TYPE] == Amulet # [INT] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [INT] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0)
[QUALITY] == Rare && [TYPE] == Amulet # [VIT] > 0 && [CRIT%] >= 6 && [AS%] > 0 && [CRITDMG%] > 0
should be same as ...*
Code:
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTATVIT] > 0 && [CRIT%] >= 4 && [AS%] > 0 && [CRITDMG%] > 0
[QUALITY] == Rare && [TYPE] == Amulet # [MAXSTAT] > 0 && [CRIT%] > 0 && [AS%] > 0 && [CRITDMG%] > 0 && ([SOCKETS] > 0 || [AVGDMG] > 0 || [ALLRES] > 0 || [VIT] > 0 || [LIFE%] > 0)

maybee i should implement [DMGATTRIB] ... counting CRIT CRITDMG AS ... AVGDMG

so gloves with AS and CRIT would have [DMGATTRIB] == 2

I know I could've done less lines, BUT I really think that those lines will be changed much, and since all stats have different "price" I don't want to make em all one line, because when I would need to edit only ammys with INT, I would have to split them again. And it's just easier for me to read, when all stats are "simple".

I am not sure if DMGATTRIB would be great help, since I didn't even use a single "dmgfactor" in these rules as you can see. I think aggregate rules are evil, they make it really hard to be precise. They are easier - yes, but I prefer the hard, but precise, way. Though it might be good for a quick fix for now, to just trash all gloves and rings w/o at least 2 dmgattrib
 
i think item > 5 mio ... would be okay ... to have giles filter rest ... u just remove any trash commands ...
 
I know I could've done less lines, BUT I really think that those lines will be changed much, and since all stats have different "price" I don't want to make em all one line, because when I would need to edit only ammys with INT, I would have to split them again. And it's just easier for me to read, when all stats are "simple".

I am not sure if DMGATTRIB would be great help, since I didn't even use a single "dmgfactor" in these rules as you can see. I think aggregate rules are evil, they make it really hard to be precise. They are easier - yes, but I prefer the hard, but precise, way. Though it might be good for a quick fix for now, to just trash all gloves and rings w/o at least 2 dmgattrib

ur right to be precise and have the oppurtunity to change later ... on diffent class demands ... ur lines are necessary ...
 
Would love to see more of rings and gloves, i got quite a few optimizations for all them legendaries.. :)
 
Updated my post with the ammy stuff. Ran through all my bots and figured I was trashing too much middle-range stuff. Now will probably catch more of that.
 
Looking forward to rings and amus update, are you allready on it?
 
Is this allowed/valid?

Original:
Code:
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [MINDMG] >= 60 && [MAXDMG] >= 300

Updated:
Code:
[QUALITY] == Rare && [TYPE] == (Orb || Mojo) # [INT] >= 100 && [CRIT%] >= 8 && [MINDMG] >= 60 && [MAXDMG] >= 300

Added || to [TYPE], not sure if that syntax is acceptable or not, want someone to confirm if possible. Trying to simplify the rules.
 
I think the correct one would be
Code:
[COLOR=#333333][QUALITY] == Rare && ([TYPE] == Orb || [TYPE] == Mojo) # [INT] >= 100 && [CRIT%] >= 8 && [MINDMG] >= 60 && [MAXDMG] >= 300
[/COLOR]
 
Hello,

I'm new to Demonbuddy (long time GB user). Was wondering when i've placed this file into the right folders etc and go to config plugins do I run it as "use custom loot rules" or leave it as it is?

Cheers
 
Hello,

I'm new to Demonbuddy (long time GB user). Was wondering when i've placed this file into the right folders etc and go to config plugins do I run it as "use custom loot rules" or leave it as it is?

Cheers

You need to set the default rules. (giles score)
 
I checked the rare.dis and I noticed some lines don't have # [KEEP] next to them. Does that mean it won't stash those items (for example gloves)?
 
I checked the rare.dis and I noticed some lines don't have # [KEEP] next to them. Does that mean it won't stash those items (for example gloves)?
KEEP is the action by default ... so its not necessary to write it ..
 
Is this allowed/valid?

Original:
Code:
[QUALITY] == Rare && [TYPE] == Orb # [INT] >= 100 && [CRIT%] >= 8 && [MINDMG] >= 60 && [MAXDMG] >= 300

Updated:
Code:
[QUALITY] == Rare && [TYPE] == (Orb || Mojo) # [INT] >= 100 && [CRIT%] >= 8 && [MINDMG] >= 60 && [MAXDMG] >= 300

Added || to [TYPE], not sure if that syntax is acceptable or not, want someone to confirm if possible. Trying to simplify the rules.

this will not work .... :-)

Its like ... Teo ... posted

I think the correct one would be
Code:
[COLOR=#333333][QUALITY] == Rare && ([TYPE] == Orb || [TYPE] == Mojo) # [INT] >= 100 && [CRIT%] >= 8 && [MINDMG] >= 60 && [MAXDMG] >= 300
[/COLOR]
 
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