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REQ super tight loot set

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Jan 16, 2010
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Using Gimmz 2.3 Extreme now, I have 8 characters full of stuff and 3 tabs, and most of it is crap even with the extreme rules. Anyone have a super tight set they use ? Anyone have set where you can filter by class, so if I wanted to get rid of anything that had say monk specific qualities as I would not be building a monk it will just delete them ?

I have 2 lvl70 capable of running T6, and leveling another now, I don't think I will level anymore. So most of the stuff in store is junk and I don't want to go thru it by hand :)

G
 
It's really not alot of work to just take my blank template and add IGNORE to all the items you don't want.
 
It's really not alot of work to just take my blank template and add IGNORE to all the items you don't want.
maybe write a few lines of the code so we can see what it looks like, also if its listed as ignore then does it salvage the item
 
I've already got an entire thread about loot rules. You are welcome to read and download the 2.1 list on your own time.
 
i wasent asking you to write a new loot rules i was asking clarification on how to make my own using your 2.1 template like on how to make it salavage and what to keep i dont know the coding so i guess ill just post the question for some one else that might know
so as a example how would i edit the list if i wanted it to trash or keep somthing
so for example if i wanted to trash the breast plate but keep everything else how would i edit this
// Armor of Akkhan
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Cuisses of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Gauntlets of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Helm of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Pauldrons of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Sabatons of Akkhan"

thanks for anyone who might be able to answer this
 
i wasent asking you to write a new loot rules i was asking clarification on how to make my own using your 2.1 template like on how to make it salavage and what to keep i dont know the coding so i guess ill just post the question for some one else that might know
so as a example how would i edit the list if i wanted it to trash or keep somthing
so for example if i wanted to trash the breast plate but keep everything else how would i edit this
// Armor of Akkhan
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Cuisses of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Gauntlets of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Helm of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Pauldrons of Akkhan"
[QUALITY] == "Legendary" && [NAME] == "Sabatons of Akkhan"

thanks for anyone who might be able to answer this


In the Loot rules you put // in the front of any line you DONT want to keep

[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" KEEP

would now be

//[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" SALVAGE

Thats the easy part
What I would like to know and be more interested in is
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" (how can i make it even more specific and get 480+ str and 480+ vit AND have 3 sockets, trash if it doesnt meet this)
 
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In the Loot rules you put // in the front of any line you DONT want to keep

[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" KEEP

would now be

//[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" SALVAGE

Thats the easy part
What I would like to know and be more interested in is
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" (how can i make it even more specific and get 480+ str and 480+ vit AND have 3 sockets, trash if it doesnt meet this)

The commenting with // only works if there is a final catch-all that trashes all remaining legendaries, which isn't the case for Jobs 2.1 template. If there isn't a rule, it will keep it by default. To trash an item, it looks like:

Code:
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" -> [TRASH]

To keep an item with those stats in particular, you would want the lines:

Code:
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" # [MAXSTAT] >= 480 && [VIT] >= 480 && [SOCKETS] == 3 -> [KEEP]
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" -> [TRASH]

This will keep all the ones that match the first case, and then trash all others. All this information is found inside Trinity/ItemRules/ItemRules2.txt
 
The commenting with // only works if there is a final catch-all that trashes all remaining legendaries, which isn't the case for Jobs 2.1 template. If there isn't a rule, it will keep it by default. To trash an item, it looks like:

Code:
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" -> [TRASH]

To keep an item with those stats in particular, you would want the lines:

Code:
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" # [MAXSTAT] >= 480 && [VIT] >= 480 && [SOCKETS] == 3 -> [KEEP]
[QUALITY] == "Legendary" && [NAME] == "Breastplate of Akkhan" -> [TRASH]

This will keep all the ones that match the first case, and then trash all others. All this information is found inside Trinity/ItemRules/ItemRules2.txt
ty ill try and edit this
 
Thanks Gomit!
Yeah I went through the "How to Item Rules 2", but I just cant wrap my head around it. Seeing examples helps.
 
So can anyone let me know if I am doing too much work for myself or is this the way to go ?

Code:
// Embodiment of the Marauder
[QUALITY] == "Legendary" && [NAME] == "Marauder's Carapace" # [MAXSTAT] >= 480 && [VIT] >= 480 && [SOCKETS] == 3 -> [KEEP]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Carapace" -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Encasement" # [MAXSTAT] >= 480 && [VIT] >= 480 && [SOCKETS] == 2 -> [KEEP]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Encasement" -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Gloves" # [MAXSTAT] >= 700 && [CRIT%] >= 9 && [CRITDMG%] >= 40 && [AS%] >= 6 -> [KEEP]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Gloves" -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Spines" # [MAXSTAT] >= 480 && [VIT] >= 480 && [ALLRES] >= 95 -> [KEEP] 
[QUALITY] == "Legendary" && [NAME] == "Marauder's Spines" -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Treads" # [MAXSTAT] >= 480 && [VIT] >= 480 -> [KEEP]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Treads" -> [TRASH]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Visage" # [MAXSTAT] >= 720 && [VIT] >= 720 && [SOCKETS] == 1 -> [KEEP]
[QUALITY] == "Legendary" && [NAME] == "Marauder's Visage" -> [TRASH]

Any help would be appreciated.
yours truely,
"loot rules retarded"
 
Yeah looks good. You can make a general TRASH rule for everything, but personally i don't like using them because if a leg isn't on the list it'll get tossed. It's a bit more work putting trash lines for every single leg but imo much safer.
 
There's a problem in that it doesn't take enchanting into consideration. For example Marauder's Carapace could have 500 dex, 500 vit, 15% Sentry damage, but only 1 socket. This would get trashed despite being perfect after enchanting.

If you wanna be that strict for a select few items, you could put several OR's in the equation.

Code:
[QUALITY] == "Legendary" && [NAME] == "Marauder's Carapace" # ([MAXSTAT] >= 480 && [VIT] >= 480) || ( [MAXSTAT] >= 480 && [SOCKETS] == 3) || ([VIT] >= 480 && [SOCKETS] == 3) -> [KEEP]

This checks DEX and VIT, then DEX and SOCKETS, then VIT and SOCKETS. If any of those are true, it keeps the item.


Edit: Also, I agree with Job about it being safer to specify which legendaries to trash.
 
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There's a problem in that it doesn't take enchanting into consideration. For example Marauder's Carapace could have 500 dex, 500 vit, 15% Sentry damage, but only 1 socket. This would get trashed despite being perfect after enchanting.

If you wanna be that strict for a select few items, you could put several OR's in the equation.

Code:
[QUALITY] == "Legendary" && [NAME] == "Marauder's Carapace" # ([MAXSTAT] >= 480 && [VIT] >= 480) || ( [MAXSTAT] >= 480 && [SOCKETS] == 3) || ([VIT] >= 480 && [SOCKETS] == 3) -> [KEEP]

This checks DEX and VIT, then DEX and SOCKETS, then VIT and SOCKETS. If any of those are true, it keeps the item.


Edit: Also, I agree with Job about it being safer to specify which legendaries to trash.

Well, my rules are pretty much "trash everything" but it stashes everything, ahem... something went terribly wrong there.
 
Thanks for all the posts guys and girls, as someone previously mentioned it is easier when someone types a few lines and gives an explanation of the rule than RTFM. I'll have a go.

Stats by Slot (Crusader Ask-A-Q Supplement) - Forums - Diablo III

I am after specific items for my crusader, going to see if I can make one just to collect any item that meets the conditions laid out. The allowing for enchanting just made it a bit tricker, but I need the challenge.

G
 
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There's a problem in that it doesn't take enchanting into consideration. For example Marauder's Carapace could have 500 dex, 500 vit, 15% Sentry damage, but only 1 socket. This would get trashed despite being perfect after enchanting.

If you wanna be that strict for a select few items, you could put several OR's in the equation.

Code:
[QUALITY] == "Legendary" && [NAME] == "Marauder's Carapace" # ([MAXSTAT] >= 480 && [VIT] >= 480) || ( [MAXSTAT] >= 480 && [SOCKETS] == 3) || ([VIT] >= 480 && [SOCKETS] == 3) -> [KEEP]

This checks DEX and VIT, then DEX and SOCKETS, then VIT and SOCKETS. If any of those are true, it keeps the item.


Edit: Also, I agree with Job about it being safer to specify which legendaries to trash.


Thanks for saving me some legendaries.
You just gave me a headache though with all those OR's Im going to have to put in.
 
so when you modify the 2.1 rules file and you put it under the custom folder in trinity do you need to have any other files to go with it or will trinity do the rest and pickup everything and just salavage according to the item settings,
 
Thanks for saving me some legendaries.
You just gave me a headache though with all those OR's Im going to have to put in.

I've been toying around with the interpreter to see if there is better ways to do it, like

Code:
(([MAXSTAT] > 700).dual + ([VIT] > 700).dual + ([SOCKETS] == 3).dual) >= 2

Which would return a 1 for each true statement, and then check how many true statements there were. But no luck yet.


xxxmalicexxx I personally just replaced the one in the SOFT folder. I also removed everything inside Pickup.dis to have Trinity handle picking things up.
 
I've been toying around with the interpreter to see if there is better ways to do it, like

Code:
(([MAXSTAT] > 700).dual + ([VIT] > 700).dual + ([SOCKETS] == 3).dual) >= 2

Which would return a 1 for each true statement, and then check how many true statements there were. But no luck yet.


xxxmalicexxx I personally just replaced the one in the SOFT folder. I also removed everything inside Pickup.dis to have Trinity handle picking things up.
by putting the updated leg.dis in the soft folder nd erasing everything in the pickup file , now trinity is saving items (rares) i take it because its now using the rare.dis in the soft folder if i want it to just salvage all rares and magic items it picks up where to i adjust that
 
I've been toying around with the interpreter to see if there is better ways to do it, like

Code:
(([MAXSTAT] > 700).dual + ([VIT] > 700).dual + ([SOCKETS] == 3).dual) >= 2

Which would return a 1 for each true statement, and then check how many true statements there were. But no luck yet.


xxxmalicexxx I personally just replaced the one in the SOFT folder. I also removed everything inside Pickup.dis to have Trinity handle picking things up.


Let me know if you find out if this is possible. Would make some good macros w/ those types of conditions.
 
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