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  • [Guide] How to use the ItemList Looting System.

    Discussion in 'Trinity' started by xzjv, Aug 11, 2016.

    1. xzjv

      xzjv Community Developer

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      XZJV's Item List

      The old version of this thread can be found here: https://www.thebuddyforum.com/demon...ty/212365-item-list-stashing-system-xzjv.html

      1) How to set Item List to be used as your system for handling loot.


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      2) The item List tab.

      * Things that are selected will be stashed (assuming any rules specified are met)
      * Things that are not selected will be trashed/sold/salvaged

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      3) Searching

      The best way to find specific items is to start typing it into the auto-complete search box, the list will refresh with items with a matching name.

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      4) Grouping

      Another way to quickly find the items you need is to enable results grouping.

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      5) Creating Rules

      Each item may have rules added to it, it will be kept ONLY if the rules are met. If it has no rules then it will be kept.

      There are two types of rules Required and Optional

      • Required Rules - All of these properties must be present at equal or higher than the value specified.
      • Optional Rules - X or more of these properties must be present at equal or higher than the value specified.


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      6) Export and Import

      You can share your item list with others by clicking the export button at the top, then copy the entire code that gets shown.


      • No identifying information is included in the code, it is just a compressed Base64 encoded version of the XML settings for Item List. If you would like to look at the code you will find the export/import commands in this file DB\Plugins\Trinity\Items\ItemList\ItemListSettings.cs
      • When importing a code, all of your existing item-list selections will be lost, so use with caution - back up your export code somewhere before importing.


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      7) Advanced Options

      Under the Misc tab are some useful tools.


      • The Always Keep Ancient checkbox will override any other rules you may have set up for individual items, if its ancient, it will be kept, (excludes crafting materials, potions and things like that).
      • The Always Sell/Salvage non-Ancient will override any other rules, if its not ancient, it will be sold/salvaged (excludes crafting materials, potions and things like that).
      • The Auto-Upgrade option will automatically increase the selected slider value of any rules you have configured. It does this to ensure that you are only keeping items that are more powerful than the ones you already have.
      • Load Items from Character will look through your Equipped or Stash and add those items as selected on your current item list. This is particularly useful in combination with 'Always sell/Salvage non-ancients' because in two clicks you can be keeping only ancient versions of the items needed for your current build.

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      8) Other Things.

      The more options drop-down has some useful tools to make building item lists easier.

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      How do i KNOW that its working?

      In your log window when evaluating loot, it should say 'ItemListCheck'

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      If you look inside your log file, you will see more detailed information about how the loot was evaluated rule by rule.

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      Code:
      00:36:58.176 INFO  Logger [Trinity] No more space to pickup a 2-slot item, now running town-run routine. (TownRun)
      00:36:58.254 DEBUG TrinityDebug [Trinity]   >>  Odyssey's End (271880) is a Selected ListItem with 6 rules.
      00:36:58.254 DEBUG TrinityDebug [Trinity]   >>  2 required rules:
      00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Base Max Damage  Type=Required (Item: 1882 -v- Rule: 1861) = True
      00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Ancient  Type=Required (Item: 1 -v- Rule: 1) = True
      00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  2/4 optional rules:
      00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Attack Speed  Type=Optional (Item: 0 -v- Rule: 5) = False
      00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Percent Damage  Type=Optional (Item: 10 -v- Rule: 6) = True
      00:36:58.256 DEBUG TrinityDebug [Trinity]   >>  Evaluated Odyssey's End -- Primary Stat  Type=Optional (Item: 954 -v- Rule: 416) = True
      00:36:58.256 INFO  Logger [Trinity] Odyssey's End [x1_bow_norm_unique_10-138] [TwoHandBow] = ItemListCheck=KEEP
      00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  Accursed Visage (414753) is a Selected ListItem with 3 rules.
      00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  1 required rules:
      00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  Evaluated Accursed Visage -- Primary Stat  Type=Required (Item: 712 -v- Rule: 626) = True
      00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  1/2 optional rules:
      00:36:58.263 DEBUG TrinityDebug [Trinity]   >>  Evaluated Accursed Visage -- Skill Damage Multishot Type=Optional (Item: 14 -v- Rule: 11) = True
      00:36:58.263 INFO  Logger [Trinity] Accursed Visage [p2_Helm_norm_set_05-141] [Helm] = ItemListCheck=KEEP
      00:36:58.269 DEBUG TrinityDebug [Trinity]   >>  Unselected ListItem Blackthorne's Surcoat 222456
      00:36:58.269 INFO  Logger [Trinity] Blackthorne's Surcoat [chestArmor_norm_unique_050-149] [Chest] = ItemListCheck=TRASH
      00:36:58.276 DEBUG TrinityDebug [Trinity]   >>  Marauder's Treads (336995) is a Selected ListItem with 2 rules.
      00:36:58.276 DEBUG TrinityDebug [Trinity]   >>  2 required rules:
      00:36:58.276 DEBUG TrinityDebug [Trinity]   >>  Evaluated Marauder's Treads -- Ancient  Type=Required (Item: 0 -v- Rule: 1) = False
      00:36:58.276 INFO  Logger [Trinity] Marauder's Treads [x1_Boots_norm_set_07-150] [Boots] = ItemListCheck=TRASH
      00:36:58.281 DEBUG TrinityDebug [Trinity]   >>  Illusory Boots (332342) is a Selected ListItem with 1 rules.
      00:36:58.281 DEBUG TrinityDebug [Trinity]   >>  1 required rules:
      00:36:58.281 DEBUG TrinityDebug [Trinity]   >>  Evaluated Illusory Boots -- Ancient  Type=Required (Item: 0 -v- Rule: 1) = False
      00:36:58.281 INFO  Logger [Trinity] Illusory Boots [x1_Boots_norm_unique_03-151] [Boots] = ItemListCheck=TRASH
      00:36:58.289 DEBUG TrinityDebug [Trinity]   >>  Unknown Item Mad Monarch's Scepter 271663 - Auto-keeping
      00:36:58.289 INFO  Logger [Trinity] Mad Monarch's Scepter [x1_Mace_norm_unique_12-170] [Mace] = ItemListCheck=KEEP
      00:36:58.304 DEBUG TrinityDebug [Trinity]   >>  Unknown Item Mad Monarch's Scepter 271663 - Auto-keeping
      00:36:58.304 INFO  Logger [Trinity] Mad Monarch's Scepter [x1_Mace_norm_unique_12-175] [Mace] = ItemListCheck=KEEP
      00:36:58.333 DEBUG TrinityDebug [Trinity]   >>  Unselected ListItem Andariel's Visage 198014
      00:36:58.333 INFO  Logger [Trinity] Andariel's Visage [Helm_norm_base_flippy-11020] [Helm] = ItemListCheck=TRASH
      00:36:58.343 DEBUG CommonCoroutines Moving to Stash
      
       
      Last edited: Aug 11, 2016
    2. Draknarak

      Draknarak New Member

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      is there a way to set it so it never sells or salvages any legendaries EVER even if i have multiples, it keeps salvaging everything from kadala if i have more than 1 of the item, i dontwanna have to go through every single legendary item and change it to keep 10
       
    3. KillerGiova

      KillerGiova Member

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      Very very useful guide! Thx! Gonna try it later!
       
    4. donovan

      donovan New Member

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      it's possible the off-line config of item list?
       

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