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  • So, When will be able to make "intelligent" Loot Filters?

    Discussion in 'Archives' started by Nixon233, Feb 7, 2014.

    1. Nixon233

      Nixon233 New Member

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      Any Dev comment ?
       
    2. guppysb

      guppysb Member

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      What do you mean?
       
    3. randomstraw

      randomstraw Community Developer

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      you can make intelligent lootfilters.

      its just a lot of work. ok, they're not that intelligent, else you would not need thousands of them ... sorry!

      :)
       
    4. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      I would assume he means looting upgrades to current gear, if you're character is missing a piece of gear, pick it up and equip, stuff like that.

      "Intelligent" loot filters would not be implemented via filters; they'd have to be implemented via something scriptable (maybe like the HB profile system).

      However, things like that are long term goals, so there's no time frame for it. It'd be nice, and fun to support, but we have other things that are higher priority right now.
       
    5. Nixon233

      Nixon233 New Member

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      No, Sorry I really meant lootfilters that would pick up gear not for upgrades of current gear but gear based on my loot settings that I think would be of value of an ex or plus. for example a belt with +35 to resist's +75 to life, +35 to strength etc etc.
       
    6. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      The reason it was never added (even though we do have the API done for it) is because of the complications involved in exposing the system to users.

      In order to provide a filtering system people need, we have to be able to filter by implicit mods, explicit mods, and the combined result.

      Implicit mod filtering is saying you want to pickup all Leather Belts that have a 40 life implicit stat roll.
      Explicit mod filtering is saying you want to pickup all Leather Belts that have at least a 90 life explicit stat roll (from a mod)
      Combined filtering is saying you want to pickup all Leather Belts whose total life is 60 (combines implicit and explicit)

      However, no one is going to want to try to create a bunch of stat combinations for items they want. That'd take ages to do correctly. Instead, it's been talked about making an "item score" based on the stats the item has and the rolled values. However, some of the stats and values get merged (local/base, which will be talked about in a minute). This would break some stat filtering, as there'd be no way to determine which roll the stat was in. Likewise, another issue would be if you found this godly item except for one bad stat, it'd still probably be worth picking up anyways, but actually making a heuristic for that case isn't trivial because you'd need to be able to tell the filters how to classify each tier of affix. While we could provide some defaults, which would take quite a bit of time to come up with, there's always going to be an issue with ES users vs Life users, Int users vs Str users, and so on.

      Now, part of the complexity comes from the local and base mods. If you want an item that has + ES, there's two types of mods for that, Base Maximum Energy Shield and Local Energy Shield. We need to have special processing for those types of mods, so if you say you just want ES, then it counts both of them. Otherwise, if you only check one, and not the other, you can miss an item that you want to get. Likewise, if you check both, and it doesn't have both, then you can miss an item.

      If you want Energy Shield +%, then there's more mods that overlap for that: Local Energy Shield +%, Maximum Energy Shield +%, Local Armour And Energy Shield +%, Local Evasion And Energy Shield +%. We need to go through and handle all those in a similar way, since they are different stats.

      There are currently 2154 stats in the game. Most of those aren't even relevant for item filtering for magic/rate items, since Unique items are going to be looted no matter what. These stats can change time to time, so we can't store them as they are in game (as an enum). If we did, and the stats order changed, then all filters would break. Instead, we need to map them out as strings and save them that way, and then convert back and forth.

      The current item filter is already painful enough to use. It's even more painful to change and update. I just looked at trying to find a way to work in some of this stuff, but it'd be far easier and faster for me to rewrite it all, but it'd still take quite some time to get it working as people would expect.

      So in short, it's far easier and more convenient for people to sort through their own Rares rather than trying to add something that would be really hard to use and not even work correctly for mots cases. Long term goal wise, we would like to find a solution, but for now, there's plenty of other things that have a high priority to fix.
       
    7. Bob23

      Bob23 Member

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      is it possible to set it up that he take a specific item? Maybe Spinebows or two stone rings (the normal ones) for crafting? chance or alching?
       
    8. randomstraw

      randomstraw Community Developer

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      yes, pretty easy

      create a new pickup filter, check the qualities you want it to pickup, maybe even sockets, and type the item name in the regex field

      it will pick it up, and since it has no sell filter, it'll stash it.
       
    9. Nixon233

      Nixon233 New Member

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      Thank you for the detailed responses, and although this is very unfortunate for me I understand totally. I will have to come up with a solution with your suggestions provided! Thanks anyways
       
    10. IeU

      IeU Member

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      Siege Axe is not a Type, if i am not wrong /Weapons/ is a Type

      Just leave Siege Axe in the name and leave the "Match Any" box unchecked!
       
    11. Bob23

      Bob23 Member

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      thx for the quick answer i try it out and i have seen that i dont mark anything on rarities so he cant pickup^^
       
    12. IeU

      IeU Member

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      It does not matter. It will pickup ANY rarity of Siege Axe.

      If you just want to pick up whites Siege Axes, you would mark the normal check box for item rarity and have Siege Axe in the name box.

      I think this should work.

      [​IMG]

      And this should be under the pickup category.
       
    13. Bob23

      Bob23 Member

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      can i add other items in the name box too? for example Spine Bow? Or have i to create a new filter for that item?
       
    14. randomstraw

      randomstraw Community Developer

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      put each item in a new line and mark the "match" any

      should would.
       
    15. Bob23

      Bob23 Member

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      works great... i tought before i tryed all possibillities.... but something i just misst it seems ;) thx allot...
       
    16. deductabel

      deductabel New Member

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      Im doing this for stone hammers but the bot is vendoring the stone hammers even though I have the loot filters to STASH stone hammers.
       
    17. pushedx

      pushedx Moderator Moderator Buddy Core Dev

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      The issue here is just the gui itself. When you created a filter to work with Stone Hammers, it was most likely related under the wrong section due to visual bugs where it looks like you're in the right spot, but aren't. If you close the item editor window and open it again, and check the filter, it should not be correct.

      It's possible you now also have an empty sell filter that is matching everything you don't have as marked as stash. This was something I came across when trying to figure out why the gui messes up so badly. If you were to make a filter via code, then it should work exactly as expected, because the problem isn't the underlying item eval code, but rather the gui and the wpf bindings that are trying to seamlessly manage filters through the gui itself. The actual vendor logic is very specific in making sure you don't vendor things you want by accident by first checking the stash filters. When things don't work out right, I'm pretty sure it's a result of the current gui problems.
       
    18. deductabel

      deductabel New Member

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      Interesting. I'll have to take a look at the filter code.

      These filter settings where working a few versions ago before the overhaul. Just recently starting using the bot again.
       
    19. imdivesmaintank

      imdivesmaintank New Member

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      I was thinking you guys could basically copy the poe.xyz.is search form. It really has everything you'd need to create an amazing filter. The only feature I think it needs is filter by item level.
       
    20. Serby

      Serby Member

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      Why don't they just make the loot filter like D2Etal

      [Type] == Ring && [Quality] == Rare # [FCR] == 10 && [HPRegen] >= 10 && [Mana] >= 50 && [ItemLevelReq] <= 30
      //[Name] == Boots && [Quality] == Unique && [Flag] != ethereal # [EnhancedDefense] == 20 && [FireResist] == 45 # [MaxQuantity] == 1
       

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