· 6 years ago · Oct 08, 2019, 10:34 AM
1//==================================================================================================
2// NeverSink's Filter Optionfile.
3//==================================================================================================
4// AUTHOR: Haggis, NeverSink and Tobnac
5// TYPE: Default
6//===================================================================================================
7// This file can be used as an example... a very advanced example.
8
9// Filter Info
10Info_ForumID("1246208");
11Info_FilterDescription("NeverSink's LootFilter, endgame + leveling 2in1, version 7.33, updated on September 20th");
12
13// Customizer/OptionFile Info
14Info_OptionVersion("1.0.1d");
15Info_OptionAuthor("NeverSink & Tobnac");
16
17//===================================================================================================
18// LIVE INTEGRITY TESTS
19//===================================================================================================
20
21// Severeness: Write/Enable = 1, GetDynamic = 2, Find = 3
22// These are "defensive" searches. They define rules that should never get hit. If we hit those, something is wrong.
23
24DefensiveSearch S10(3){ Class "IllegalItem" };
25DefensiveSearch S10(1){ Class "Body Armour"; DropLevel 1; ItemLevel 60; Rarity Normal; SocketGroup "R"; };
26DefensiveSearch S10(1){ Class "Body Armour"; DropLevel 1; ItemLevel 99; Rarity Normal; SocketGroup "R"; };
27DefensiveSearch S10(1){ Class "Wand"; DropLevel 1; ItemLevel 75; Rarity Rare; SocketGroup "R"; };
28DefensiveSearch S10(1){ Class "Wand"; DropLevel 1; ItemLevel 65; Rarity Rare; SocketGroup "R"; };
29DefensiveSearch S10(1){ BaseType "Flask"; Rarity Magic; ItemLevel 69; };
30DefensiveSearch S10(1){ Class "Maps"; };
31
32//===================================================================================================
33// FUNCTIONS /// PATTERNS
34//===================================================================================================
35
36Function VEBox ($s, $shd = "SDH", $text)
37{
38 Box()
39 {
40 Title($text);
41 VisualEditor($s, $shd);
42 }
43}
44
45//===================================================================================================
46// WayPoints /// ConditionalTargets /// InheritedSearches
47//===================================================================================================
48
49// EndGame Rare Targets
50InheritedDeepSearch WP_EG_EVERYHING("skip") { LinkedSockets 6; SocketGroup "RRRGGB"; ItemLevel 80; Rarity Normal; BaseType "Gladiator Plate"; }
51InheritedDeepSearch WP_EG_EVERYTHING_SAFE("skip") { LinkedSockets 5; SocketGroup "RRGGB"; ItemLevel 80; Rarity Normal; BaseType "Gladiator Plate"; }
52
53// EndGame Rare Targets
54InheritedDeepSearch WP_EGR_A("skip") { ItemLevel 86; Rarity Rare; BaseType "Onyx Amulet"; }
55InheritedDeepSearch WP_EGR_B("skip") { ItemLevel 75; Rarity Rare; BaseType "Opal Wand"; }
56InheritedDeepSearch WP_EGR_C("skip") { ItemLevel 75; Rarity Rare; BaseType "Corsair Sword"; }
57InheritedDeepSearch WP_EGR_D("skip") { BaseType "Corsair Sword"; Rarity Rare; ItemLevel 75; }
58InheritedDeepSearch WP_EGR_E("skip") { ItemLevel 75; Rarity Rare; BaseType "Slaughter Knife"; }
59
60// Leveling Rare Targets
61InheritedDeepSearch WP_LVL_A("skip") { ItemLevel 15; BaseType "Small Hybrid Flask"; }
62InheritedDeepSearch WP_LVL_B("skip") { SocketGroup "RGRG"; Rarity Rare; ItemLevel 60; }
63InheritedDeepSearch WP_LVL_C("skip") { Width 1; Height 3; Rarity Rare; ItemLevel 60; }
64InheritedDeepSearch WP_LVL_D("skip") { BaseType "Topaz Ring"; Rarity Normal; ItemLevel 13; }
65InheritedDeepSearch WP_LVL_E("skip") { Class "Body Armours"; Rarity Normal; ItemLevel 3; }
66
67//===================================================================================================
68// VENDOR RECIPES
69//===================================================================================================
70
71Chapter() {
72
73 SectionTitle("General");
74
75 Section("Vendor Recipes", "Chromatic") {
76 Section("Chromatic Orb", "Chromatic") {
77
78 Warning("You can hover over the wisdom scroll below to get extra information! It frequently contains explanations that new players will find very useful.");
79 Description("Selling any item with a linked Red-Green-Blue socket group rewards you with a Chromatic Orb.", "'RGB' items", "The size of the item or its other stats don't matter. It's more efficient to pick up small RGB-items. Note that the order of colors or any additional sockets or links don't matter.");
80
81 Search S0(0.0, "RGB Chromatic recipe EG small2x2") { ItemLevel 65; SocketGroup RGB; Rarity Magic; Width 2; Height 2; Class Boots; }
82 Search S1(0.0, "RGB Chromatic recipe EG small1x3") { ItemLevel 65; SocketGroup RGB; Rarity Magic; Width 1; Height 3; Class Wands; }
83 Search S2(0.0, "RGB Chromatic recipe EG medium") { ItemLevel 65; SocketGroup RGB; Rarity Magic; Class "Body Armours"; }
84 Search S3(0.0, "RGB Chromatic recipe EG large") { ItemLevel 65; SocketGroup RGB; Rarity Magic; Width 2; Height 4; Class "Two Hand Axe"; }
85 DeepSearchMulti S4(0.0, "RGB Chromatic Recipe EG rare small", 0, 4){ -BaseType "Example Item"; ^Rarity Rare; !ItemLevel >= 65; !SocketGroup RGB; +Width <= 2; +Height <= 1; }
86 DeepSearchMulti S5(0.0, "RGB Chromatic Recipe EG rare large", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !ItemLevel >= 65; !SocketGroup RGB;}
87
88 VEBox(S0, "SH", "Endgame: Small (2x2)");
89 VEBox(S1, "SH", "Endgame: Small (1x3, 1x4)");
90 VEBox(S2, "SH", "Endgame: Medium-sized (2x3)");
91 VEBox(S3, "SH", "Endgame: Large (2x4)");
92 VEBox(S4, "SD", "Endgame: Small Rare");
93 VEBox(S5, "SD", "Endgame: Large Rare");
94
95 Box() { Title("Chromatic Recipe: Leveling"); Description("The leveling chromatic recipe can be changed in the 'Leveling -> Colors and Links' section");}
96 }
97
98 Section("Gemcutter's Prism", "GCP") {
99 Description("Selling gems with a combined total of 40% quality to a vendor will give you one Gemcutter's Prism in return. The same also works with flasks, maps, and gear (weapons, armour, etc...)");
100
101 Search S0(0.0, "Gemcutter recipe high quality gems") { Class Gems; Quality 20; }
102 Search S1(0.0, "Gemcutter recipe mid quality gems") { Class Gems; Quality 14; }
103 DeepSearch S2(0.0, "Gemcutter recipe low quality gems") { Class Gems; Quality 1; }
104
105 VEBox(0, "SD", "High Quality Gems (20% Quality):");
106 Box() { Title("Mid Quality Gems:"); VisualEditor(1, "SD"); Slider(1, "Quality"); }
107 Box() { Title("Low Quality Gems:"); VisualEditor(2, "SD"); Slider(2, "Quality"); }
108 }
109
110 Section("Cartographer's Chisel", "Chisel") {
111
112 Description("Vendors will reward you with a Cartographer's Chisel upon selling a 20% quality Gavel, Rock Breaker, or Stone Hammer together with any map.", "Chisel Recipes", "Note that most experienced players find this recipe to be too slow, especially once your clearspeed is high.");
113
114 DeepSearch S0(0.0, "Chisel recipe top quality") { BaseType "Stone Hammer"; Quality 20; Rarity Normal; Corrupted False; }
115 DeepSearch S1(0.0, "Chisel recipe mid quality A") { BaseType "Stone Hammer"; Quality 15; Rarity Normal; Corrupted False; }
116 DeepSearch S1(0.0, "Chisel recipe mid quality B") { BaseType "Stone Hammer"; Quality 18; Rarity Magic; Corrupted False; }
117 DeepSearch S2(0.0, "Chisel recipe low quality A") { BaseType "Stone Hammer"; Quality 12; Rarity Magic; Corrupted False; }
118 DeepSearch S2(0.0, "Chisel recipe low quality B") { BaseType "Stone Hammer"; Rarity Normal; Corrupted False; }
119
120 VEBox(0, "SD", "Hammers: 20% quality");
121 VEBox("S1", "SD", "Hammers: 15% or more quality (18%+ if magic)");
122 VEBox("S2", "SD", "Hammers: 0-15% quality (12%+ if magic)");
123 }
124
125 Section("Glassblower's Bauble", "Glassblower") {
126 DeepSearch S0(0.0, "Glassblower recipe top quality") { Quality 20; BaseType "Flask"; Rarity Normal; ItemLevel 66; }
127 DeepSearch S1(0.0, "Glassblower recipe mid quality") { Quality 15; BaseType "Flask"; Rarity Normal; ItemLevel 66; }
128 DeepSearch S1(0.0, "Glassblower recipe low quality") { Quality 1; BaseType "Flask"; Rarity Normal; ItemLevel 66; }
129
130 Description("Vendors will reward you with a glassblowers bauble upon selling them a 20% quality flask or random quality flasks with a total quality of 40%.", "Glassblower Recipe", "It's recommended to at least use the threshhold of 14. This allows you to get 1 glassblower per 3 mid quality flasks. This recipe can be very useful in selffound and during the start of new leagues.");
131
132 Box() { Title("Endgame: 20% Quality Flasks:"); VisualEditor(0, "SD"); Slider(*, "Rarity"); }
133 Box() { Title("Endgame: Mid Quality Flasks:"); VisualEditor(1, "SD"); Slider(*, "Quality"); }
134 Box() { Title("Endgame: Low Quality Flasks:"); VisualEditor(2, "SD"); Slider(*, "Quality"); }
135 }
136
137 Section("Jeweller Orbs", "Jeweller") {
138 DeepSearch S0(0.0, "Jeweller recipe 6 sockets") { Class "Body Armours"; SocketGroup "R R G B R G"; Rarity Magic; }
139 DeepSearch S1(0.0, "Jeweller recipe 6sock-5links") { Class "Body Armours"; SocketGroup "RRGBR G"; Rarity Magic; ItemLevel 75; }
140
141 Description("Vendors will reward you with 7 Jeweller's Orbs upon selling them an item with 6 sockets");
142
143 Box() {
144 Title("6 Sockets:");
145 Description("Note: There are more 6-socket settings in: Crafting rules -> Desirable crafting 6 Sockets.");
146 VisualEditor("S0", "SD");
147 Slider("S0", "Height");
148 }
149
150 Box() {
151 Title("6 Sockets + 5 Link items:");
152 VisualEditor("S1", "SD");
153 Slider("S1", "Height");
154 }
155 }
156
157 Section("Loreweave Unique Rings", "Loreweave") {
158 Description("Selling a total of 60 Unique Rings together to a vendor will reward you with the Loreweave Unique body armour.");
159 DeepSearch S0(0.0, "Loreweave Rings") { Rarity Unique; !Class "Rings"; -ItemLevel 1; }
160 Box() { Title("Loreweave Rings"); VisualEditor(S0, "SD"); Slider(S0, "ItemLevel"); Buttons(S0, "Class", "AllGearClasses"); }
161 }
162 }
163
164 //===================================================================================================
165 // CHANCING
166 //===================================================================================================
167
168 Section("Chancing Bases", "Skyforth") {
169 Function ChancingList($s, $shd = "SHD", $text) { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, "Chancing Bases"); } }
170
171 DeepSearch S1(1.0, "Chancing bases (leather belt HH)", "chancing;hh") { Rarity Normal; BaseType "Leather Belt"; Corrupted False; }
172 DeepSearch S2(1.0, "Chancing bases (normal)", "chancing;t2") { Rarity Normal; BaseType "Sadist Garb"; Corrupted False; }
173
174 Description("You can drag & drop the basetypes to change their tier. You can add new tiers at the bottom.", "'Chancing' items", "There’s a lot to add here. First of all, chancing is a very controversial thing in Path of Exile. Many players don’t believe that it’s worth the time or effort. However, chance orbs are extremely cheap, so worst case scenario is that you’re not losing much.<hr>Furthermore, the item level or quality does not matter while chancing (example: you can chance a low item level Gold Ring into an Andvarius, even if Andvarius regularly only starts dropping later on).<hr>Another important detail is that you can only chance non-drop-restricted uniques. Things that can only be obtained by special means (such as Shaper and Atziri) drops can not be chanced. Items that are league specific (such as Headhunter) can only be chanced inside a Zana map with the appropriate league mod.");
175
176 ChancingList(S2, "SD", "Normal Chancing Bases:");
177 ChancingList(S1, "SD", "Leather Belts for Headhunter chancing:");
178
179 Conditional("?ChancingBaseNewTiers", 2000, [0], ["default"], "notSimpleBuilder") { Show; Rarity Normal; SetTextColor 255 255 255 255; SetBorderColor 0 150 0 150; }
180 ElementAdder_Tier("?ChancingBaseNewTiers", "ChancingList");
181 }
182
183 //===================================================================================================
184 // TIER LISTS
185 //===================================================================================================
186
187 Section("Currency", "Exalted") {
188
189 Function CurrencyList($s, $shd = "SHD", $text = "New Currency Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, false); } }
190
191 TierListToolBar(false, "Currency", [], ["Silver Coin", "Stacked Deck"]);
192 Description("You can drag & drop the basetypes to change their tier. You can add new tiers at the bottom. You can hover over the wisdom scroll to receive additional advise for currency management strategy.", "Currency Strategy", "Path of Exile rewards speed. It's an efficient strategy to save time by picking up just the minimum amount of scrolls, scraps, augments and other low currency. You can even completely stop picking them up. Do note that you can sell transmutation orbs and whetstones for a 1:4 wisdom scroll gain and armorer scraps for 1:2 wisdom scrolls. You can also buy a portal gem to save on portal scrolls. Another efficient technique is to hide low currencies entirely - but with the maximum font size, but show them, while ALT is pressed.");
193
194 Search S0(3.0, "Currency God Tier 1") { Class Currency; BaseType "Exalted Orb"; }
195 Search S1(3.0, "Currency High Tier 1") { Class Currency; BaseType "Master Cartographer's Sextant"; }
196 Search S2(3.0, "Currency High Tier 2") { Class Currency; BaseType "Chaos Orb"; }
197 Search S3(3.0, "Currency High Tier 3") { Class Currency; BaseType "Orb of Fusing"; }
198 Search S4(3.0, "Currency Mid Tier 1") { Class Currency; BaseType "Silver Coin"; }
199 Search S5(3.0, "Currency Mid Tier 2") { Class Currency; BaseType "Orb of Alteration"; }
200 Search S6(3.0, "Currency Basic Tier 1") { Class Currency; BaseType "Orb of Transmutation"; }
201 Search S7(3.0, "Currency Basic Tier 2") { Class Currency; BaseType "Armourer's Scrap"; }
202 Search S8(3.0, "Currency Basic Tier 3") { Class Currency; BaseType "Portal Scroll"; }
203 Search S9(3.0, "Currency Basic Tier 4") { Class Currency; BaseType "Scroll of Wisdom"; }
204 Search S10(3.0, "Currency God Tier 2") { Class Currency; BaseType "Divine Orb"; }
205
206 CurrencyList(S0, "S", "God Tier 1:");
207 CurrencyList(S10, "S", "God Tier 2:");
208 CurrencyList(S1, "SH", "High Tier 1:");
209 CurrencyList(S2, "SH", "High Tier 2:");
210 CurrencyList(S3, "SH", "High Tier 3:");
211 CurrencyList(S4, "SH", "Mid Tier 1:");
212 CurrencyList(S5, "SH", "Mid Tier 2:");
213 CurrencyList(S6, "SH", "Basic Tier 1:");
214 CurrencyList(S7, "SH", "Basic Tier 2:");
215 CurrencyList(S8, "SH", "Basic Tier 3:");
216 CurrencyList(S9, "SH", "Basic Tier 4:");
217
218 Description("You can find rules for Currency stacks at the bottom of the Customizer under Misc. Items.");
219
220 Conditional("?CurrencyNewTiers", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class Currency; SetTextColor 210 178 135; SetBackgroundColor 0 0 0 255; SetBorderColor 213 159 100 200; SetFontSize 42; }
221 ElementAdder_Tier("?CurrencyNewTiers", "CurrencyList");
222 }
223
224 Section("Unique items", "Unique") {
225
226 Function UniqueList($s, $shd = "SHD", $text = "New Unique Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, "GearPlusFlasks"); } }
227
228 TierListToolBar("uniques", "Uniques", [4, 2, 5, 7], ["Ruby Flask"]);
229 Warning("IMPORTANT: Path of Exile lootfilters currently can't differentiate between different uniques with the same BaseTypes. It's not recommended to hide the 'remaining' tier.");
230
231 Search S0(8.1, "Uniques Tier 1", "uniques;t1") { Rarity Unique; BaseType "Glorious Plate"; }
232 Search S1(8.1, "Uniques Tier 2", "uniques;t2") { Rarity Unique; BaseType "Rotfeather Talisman"; }
233 Search S2(8.1, "Uniques (MultiBase)", "uniques;multispecial") { Rarity Unique; BaseType "Gold Amulet"; }
234 Search S3(8.1, "Uniques (Remaining)", "uniques;rest") { Rarity Unique; BaseType "Vaal Axe"; }
235 DeepSearch S4(8.1, "Uniques (Fated)", "uniques;prophecy") { Rarity Unique; BaseType "Plate Vest"; }
236 Search S5(8.1, "Uniques (MultiBase, League specific)", "uniques;multileague") { Rarity Unique; BaseType "Leather Belt"; }
237 Search S6(8.1, "Uniques (Hideable trash)", "uniques;hideable") { Rarity Unique; BaseType "Bone Armour"; }
238// Search S7(8.1, "Uniques (possibly expensive meta)", "uniques;metainfluenced") { Rarity Unique; BaseType "Deerskin Gloves"; }
239 Search S8(8.1, "Unique Jewels", "uniques;ex->jewels") { Rarity Unique; BaseType "Crimson Jewel"; }
240
241 UniqueList(0, "S", "Tier 1:");
242 UniqueList(1, "S", "Tier 2:");
243
244 Box() { Title("Multi-Base Uniques:"); Description("Some BaseTypes have both: very valuable uniques AND cheap ones. The filter can't say which one dropped. These multi-base uniques get more highlight, but play the low-tier unique sound."); VisualEditor(2, "SH"); SortableList(2, "GearPlusFlasks"); }
245 Box() { Title("Multi-Base Uniques (League specific):"); VisualEditor(5, "SH"); SortableList(5, "GearPlusFlasks"); }
246 Box() { Title("Fated Uniques:"); Description("Certain uniques can be upgraded with the matching prophecy. This indicator highlights basetypes of upgradable uniques."); VisualEditor(4, "SD"); SortableList(4, "GearPlusFlasks"); }
247// Box() { Title("Meta Influenced Uniques:"); Description("Possibly expensive - meta influenced uniques"); VisualEditor(S7, "SD"); SortableList(*, "GearPlusFlasks"); }
248 Box() { Title("Unique Jewels:"); Description("Since there are only three jewel BaseTypes and still no way to distinguish the different uniques of the same base, unique jewels are very hard to tier."); VisualEditor(S8, "SH"); }
249 Box() { Title("All remaining Uniques:"); Description("To add an item into this tier, just remove it from all other tiers."); VisualEditor(3, "SH"); SortableList(3, false); }
250 Box() { Title("Hideable Uniques:"); Description("These uniques are not worth much in the softcore economy. Note that the game and the meta changes fairly fast, so be careful with this section! Disabling this section at the start of new leagues and in SSF is also a bad idea. You've been warned."); VisualEditor(S6, "SH"); SortableList(*, "GearPlusFlasks"); }
251
252 Description("The Tabula Rasa is an exception and can be edited under 'Misc. Items' at the bottom of the customizer.");
253
254 Conditional("?UniqueNewTiers", 2000, [0], ["default"], "notSimpleBuilder") { Show; Rarity Unique; SetTextColor 175 96 37 255; SetBackgroundColor 0 0 0 255; SetBorderColor 175 96 37 255; SetFontSize 42; PlayAlertSound 3 300; }
255 ElementAdder_Tier("?UniqueNewTiers", "UniqueList");
256 }
257
258 Section("Divination Cards", "StackedDeck") {
259
260 Function DivCardList($s, $shd = "SHD", $text = "New Divination Card Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, "Divination Cards"); } }
261
262 TierListToolBar("divination", "DivinationCard", [5, 6], []);
263
264 Search S0(5.1, "Divination Cards T1", "divination;t1") { BaseType "House of Mirrors"; }
265 Search S1(5.1, "Divination Cards T2", "divination;t2") { BaseType "The Hoarder"; }
266 Search S2(5.1, "Divination Cards T3", "divination;t3") { BaseType "The Dapper Prodigy"; }
267 Search S3(5.1, "Divination Cards T4", "divination;rest") { Class Divination; }
268 Search S4(5.1, "Divination Cards T5", "divination;t5") { BaseType "The Carrion Crow"; }
269 Search S5(5.1, "Divination Cards T5C", "divination;t5c") { BaseType "Rain of Chaos"; }
270 Search S6(5.1, "Divination Cards T4C", "divination;t4c") { BaseType "Emperor's Luck"; }
271
272 DivCardList(0, "S", "Tier 1:");
273 DivCardList(1, "SH", "Tier 2:");
274 DivCardList(2, "SH", "Tier 3:");
275 DivCardList(6, "SH", "Tier 4 (Currency Cards):");
276 Box() { Title("Tier 4 (all other Cards):"); Text("To add an item into this tier, just remove it from all other tiers."); VisualEditor(3, "SH"); SortableList(3, "Divination Cards"); }
277 DivCardList(5, "SH", "Tier 5 (Currency Cards):");
278 DivCardList(4, "SH", "Tier 5 :");
279
280 Description("'The Wolf's Shadow' and 'The Master Artisan' are exceptions. Edit them at the bottom of the Customizer under 'Misc. Items'.");
281
282 Conditional("?DivCardsNewTiers", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class "Divination"; SetTextColor 0 0 0 255; SetBackgroundColor 145 215 230 225; SetBorderColor 0 100 150 255; SetFontSize 40; PlayAlertSound 2 300; }
283 ElementAdder_Tier("?DivCardsNewTiers", "DivCardList");
284 }
285
286 //===================================================================================================
287 // CURRENT LEAGUE
288 //===================================================================================================
289
290 Section("Current League: Blight", "BlightOil") {
291 Section("Oils") {
292 Function OilTierList($s, $shd = "SHD", $text = "New Oil Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, "BlightOils"); } }
293
294 Search S0(0.0, "Blight Oils T1", "currency->oil;t1") { BaseType "Golden Oil"; }
295 Search S1(0.0, "Blight Oils T2", "currency->oil;t2") { BaseType "Black Oil"; }
296 Search S2(0.0, "Blight Oils T3", "currency->oil;t3") { BaseType "Azure Oil"; }
297 Search S3(0.0, "Blight Oils T4", "currency->oil;t4") { BaseType "Clear Oil"; }
298
299 TierListToolBar("currency_oil", "Oil", [], []);
300
301 OilTierList(S0, "SH", "Oils Tier 1");
302 OilTierList(S1, "SH", "Oils Tier 2");
303 OilTierList(S2, "SH", "Oils Tier 3");
304 OilTierList(S3, "SH", "Oils Tier 4");
305
306 Conditional("?BlightOilNewTier", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class Currency; SetTextColor 210 178 135; SetBackgroundColor 0 0 0 255; SetBorderColor 213 159 100 200; SetFontSize 42; }
307 ElementAdder_Tier("?BlightOilNewTier", "OilTierList");
308 }
309
310 Section("Blighted Maps") {
311 Function BlightedMapTier($s, $shd = "SHD", $text = "New Map Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, "Maps", true); Slider(*, "MapTier"); Slider(*, "ItemLevel"); Slider(*, "Rarity"); Slider(*, "Quality"); } }
312
313 Search S0(0.0, "Blighted Maps High") { Class Maps; BlightedMap True; Rarity Rare; MapTier 15; }
314 Search S1(0.0, "Blighted Maps Mid") { Class Maps; BlightedMap True; Rarity Rare; MapTier 11; }
315 Search S2(0.0, "Blighted Maps Low") { Class Maps; BlightedMap True; Rarity Rare; MapTier 4; }
316
317 BlightedMapTier(S0, "SH", "High Blighted Maps");
318 BlightedMapTier(S1, "SH", "Mid Blighted Maps");
319 BlightedMapTier(S2, "SH", "Low Blighted Maps");
320
321 Conditional("?BlightedMapNewTier", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class Maps; BlightedMap True; SetTextColor 210 178 135; SetBackgroundColor 0 0 0 255; SetBorderColor 213 159 100 200; SetFontSize 42; }
322 ElementAdder_Tier("?BlightedMapNewTier", "BlightedMapTier");
323 }
324 }
325}
326
327//===================================================================================================
328// CRAFTING
329//===================================================================================================
330
331Chapter() {
332
333 SectionTitle("Endgame - General (lvl 65+) ");
334
335 Section("Crafting Rules", "Lion") {
336
337 Description("The highest relevant itemlevel is current 86. It's advisable to use this ItemLevel for armors and trinkets for crafting. Physical weapons require ItemLevel 83 for most interesting mods, but receive some minor upgrades on ItemLevel 85 too.");
338
339 Section("High level rules") {
340 Function CraftBox ($s, $shd = "SDH", $text) { Box() { Title($text); VisualEditor($s, $shd); Slider($s, "ItemLevel"); } }
341
342 DeepSearch S0(2.0, "86 normal crafting bases T1", "normalcraft->i86;t1") { ItemLevel 86; Rarity Normal; BaseType "Steel Ring"; }
343 DeepSearch S1(2.0, "86 normal crafting bases T2", "normalcraft->i86;t2") { ItemLevel 86; Rarity Normal; BaseType "Bone Helmet"; }
344 DeepSearch S2(2.0, "86 normal crafting bases T3", "normalcraft->i86;t3") { ItemLevel 86; Rarity Normal; BaseType "Lion Pelt"; }
345 DeepSearch S2J(2.0, "86 normal crafting bases T3J", "normalcraft->i86;t3j") { ItemLevel 86; Rarity Normal; BaseType "Onyx Amulet"; }
346 DeepSearch S3(2.0, "86 normal crafting bases T4", "normalcraft->i86;t4") { ItemLevel 86; Rarity Normal; BaseType "Agate Amulet" }
347 DeepSearch S3J(2.0, "86 normal crafting bases T4J", "normalcraft->i86;t4j") { ItemLevel 86; Rarity Normal; BaseType "Amber Amulet"; }
348
349 DeepSearch S0(2.0, "84 normal crafting bases T1", "normalcraft->i84;t1") { ItemLevel 84; Rarity Normal; BaseType "Steel Ring"; }
350 DeepSearch S1(2.0, "84 normal crafting bases T2", "normalcraft->i84;t2") { ItemLevel 84; Rarity Normal; BaseType "Bone Helmet"; }
351 DeepSearch S2(2.0, "84 normal crafting bases T3", "normalcraft->i84;t3") { ItemLevel 84; Rarity Normal; BaseType "Lion Pelt"; }
352 DeepSearch S2J(2.0, "84 normal crafting bases T3J", "normalcraft->i84;t3j") { ItemLevel 84; Rarity Normal; BaseType "Onyx Amulet"; }
353 DeepSearch S3(2.0, "84 normal crafting bases T4", "normalcraft->i84;t4") { ItemLevel 84; Rarity Normal; BaseType "Agate Amulet"; }
354 DeepSearch S3J(2.0, "84 normal crafting bases T4J", "normalcraft->i84;t4j") { ItemLevel 84; Rarity Normal; BaseType "Amber Amulet"; }
355
356 DeepSearch S0(2.0, "low normal crafting bases T1", "normalcraft->rest;t1") { ItemLevel 80; Rarity Normal; BaseType "Steel Ring"; }
357 DeepSearch S1(2.0, "low normal crafting bases T2", "normalcraft->rest;t2") { ItemLevel 80; Rarity Normal; BaseType "Bone Helmet"; }
358 DeepSearch S2(2.0, "low normal crafting bases T3", "normalcraft->rest;t3") { ItemLevel 80; Rarity Normal; BaseType "Lion Pelt"; }
359 DeepSearch S2J(2.0, "low normal crafting bases T3J", "normalcraft->rest;t3j") { ItemLevel 80; Rarity Normal; BaseType "Onyx Amulet"; }
360 DeepSearch S3(2.0, "low normal crafting bases T4", "normalcraft->rest;t4") { ItemLevel 80; Rarity Normal; BaseType "Agate Amulet"; }
361 DeepSearch S3J(2.0, "low normal crafting bases T4J", "normalcraft->rest;t4j") { ItemLevel 80; Rarity Normal; BaseType "Amber Amulet"; }
362
363 DeepSearch SHigh(2.0, "extreme value crafting bases", "generalcrafting;eco") { ItemLevel 86; Rarity Normal; BaseType "Bone Helmet"; }
364
365 Box() { Title("Extreme value crafting bases"); VisualEditor(SHigh, SD); Slider(*, "ItemLevel"); TagList(*, "BaseType", "Gear"); }
366 Divider();
367
368 Box() { Title("Tier 1"); SortableList("S0", "Gear"); }
369 Box() { Title("Tier 2"); SortableList("S1", "Gear"); }
370 Box() { Title("Tier 3"); SortableList("S2", "Gear"); }
371 Box() { Title("Tier 3 Jewellery"); SortableList("S2J", "Gear"); }
372 Box() { Title("Tier 4"); SortableList("S3", "Gear"); }
373 Box() { Title("Tier 4 Jewellery"); SortableList("S3J", "Gear"); }
374 Divider();
375 CraftBox(0, "SD", "Lvl 86 Tier 1:");
376 CraftBox(1, "SD", "Lvl 86 Tier 2:");
377 CraftBox(2, "SD", "Lvl 86 Tier 3:");
378 CraftBox(3, "SD", "Lvl 86 Tier 3 Jewellery:");
379 CraftBox(4, "SD", "Lvl 86 Tier 4:");
380 CraftBox(5, "SD", "Lvl 86 Tier 4 Jewellery:");
381 Divider();
382 CraftBox(6, "SD", "Lvl 84 Tier 1:");
383 CraftBox(7, "SD", "Lvl 84 Tier 2:");
384 CraftBox(8, "SD", "Lvl 84 Tier 3:");
385 CraftBox(9, "SD", "Lvl 84 Tier 3 Jewellery:");
386 CraftBox(10, "SD", "Lvl 84 Tier 4:");
387 CraftBox(11, "SD", "Lvl 84 Tier 4 Jewellery:");
388 Divider();
389 CraftBox(12, "SD", "Low Lvl Tier 1:");
390 CraftBox(13, "SD", "Low Lvl Tier 2:");
391 CraftBox(14, "SD", "Low Lvl Tier 3:");
392 CraftBox(15, "SD", "Low Lvl Tier 3 Jewellery:");
393 CraftBox(16, "SD", "Low Lvl Tier 4:");
394 CraftBox(17, "SD", "Low Lvl Tier 4 Jewellery:");
395 }
396
397 Section("High level desirable 6-Sockets") {
398 Description("These items have a high ilvl, good bases and 6 sockets. They can make for a decent crafting base.");
399
400 DeepSearch S0(0.0, "83/83 crafting 6 sockets (body armour)") { SocketGroup "R B B G R B"; Rarity Rare; ItemLevel 86; BaseType "Vaal Regalia"; }
401 DeepSearch S0(0.0, "83/83 crafting 6 sockets (weapon)") { SocketGroup "R G B R R R"; Rarity Rare; ItemLevel 86; BaseType "Vaal Axe"; }
402
403 Box() { Title("Body Armours:"); VisualEditor(0, "SD"); Slider(0, "ItemLevel"); TagList(0, "BaseType", "Gear"); }
404 Box() { Title("Weapons:"); VisualEditor(1, "SD"); Slider(1, "ItemLevel"); TagList(1, "BaseType", "Gear"); }
405 }
406
407 Section("Lvl 75+ Accessories") {
408 Description("Chaos/Regal recipes often lack amulets, rings or belts. These items here are bases to use alchemy orbs on. Best case scenario, they turn into a good item, worst case scenario a Chaos/Regal Recipe piece.");
409
410 DeepSearch S0(0.0, "75+ Accessories T1") { Rarity Normal; ItemLevel 75; Class Rings; BaseType "Two-Stone"; }
411 DeepSearch S1(0.0, "75+ Accessories T2") { Rarity Normal; ItemLevel 75; Class Rings; BaseType "Lapis"; }
412
413 Box() { Title("Crafting Jewellery, Tier 1:"); VisualEditor(0, "SD"); Slider(0, "ItemLevel"); SortableList(0, "Gear"); Slider(0, "Rarity"); }
414 Box() { Title("Crafting Jewellery, Tier 2:"); VisualEditor(1, "SD"); Slider(1, "ItemLevel"); SortableList(1, "Gear"); Slider(1, "Rarity"); }
415 }
416
417 Section("Lvl 65+ Accessories") {
418 Description("Chaos/Regal recipes often lack amulets, rings or belts. These items here are bases to use alchemy orbs on. Best case scenario, they turn into a good item, worst case scenario a Chaos/Regal Recipe piece.");
419
420 DeepSearch S0(1.0, "60+ Accessories T1") { ItemLevel 65; Class Rings; Rarity Normal; BaseType "Two-Stone"; }
421 DeepSearch S1(1.0, "60+ Accessories T2") { ItemLevel 65; Class Rings; Rarity Normal; BaseType "Lapis"; }
422 DeepSearch S2(1.0, "60+ Accessories (magic)") { ItemLevel 65; Class Rings; Rarity Magic; }
423
424 Box() { Title("Crafting Jewellery, Tier 1:"); VisualEditor(0, "SD"); Slider(0, "ItemLevel"); SortableList(0, "Gear"); Slider(0, "Rarity"); }
425 Box() { Title("Crafting Jewellery, Tier 2:"); VisualEditor(1, "SD"); Slider(1, "ItemLevel"); SortableList(1, "Gear"); Slider(1, "Rarity"); }
426 Box() { Title("Magic Jewellery:"); VisualEditor(2, "SD"); Slider(2, "ItemLevel"); Slider(2, "Rarity"); }
427 }
428
429 Section("Early endgame 4-links") {
430 Description("Usually the player will find enough 4-links by the time they're 65, however this can be useful for certain private leagues and ssf players with special plans");
431
432 DeepSearch S0(0.0, "64+ 4 Links") { SocketGroup "BBRB"; DropLevel 65; Class Boots; Rarity Magic; ItemLevel 70; }
433
434 Box() { Title("Early endgame 4-links:"); VisualEditor(0, "SD"); Slider(0, "ItemLevel"); Buttons(0, "Class", ["Helmets", "Gloves", "Body Armour", "Boots"]); }
435 }
436 }
437
438 //===================================================================================================
439 // MAPS
440 //===================================================================================================
441
442 Section("Maps, Fragments, etc.", "Map") {
443
444 Box(){ YTLink("0CfZ_ba__Qg", "Map Section Tutorial"); }
445
446 Section("Highlight & Hide specific maps") {
447 Search S0("skip") { ShapedMap True; MapTier >= 15; Class Maps; }
448
449 Function ShowMapBaseTypeTier ($s, $shd = "SD", $title = "Highlight maps")
450 {
451 Box()
452 {
453 Title($title);
454 VisualEditor($s, $shd);
455 TagList($s, "BaseType", "Maps");
456 Slider($s, "MapTier");
457 Slider($s, "Quality");
458 Slider($s, "Rarity");
459 RadioButtons($s, "ShapedMap");
460 }
461 }
462
463 Conditional("?CShowMaps", 3500, [0], ["default"]) { Show; Class Maps; BaseType "Strand Map"; SetFontSize 44; SetBackgroundColor 180 70 50 220; PlayAlertSound 5 300; SetTextColor 0 0 0; MinimapIcon 2 Brown Square; PlayEffect Brown; }
464 ElementAdder_Tier("?CShowMaps", "ShowMapBaseTypeTier");
465
466 Divider();
467
468 Function HideMapBaseTypeTier ($s, $shd = "HD", $title = "Hide maps")
469 {
470 Box()
471 {
472 Title($title);
473 VisualEditor($s, $shd);
474 TagList($s, "BaseType", "Maps");
475 Slider($s, "MapTier");
476 Slider($s, "Quality");
477 Slider($s, "Rarity");
478 RadioButtons($s, "ShapedMap");
479 }
480 }
481
482 Conditional("?CHideMaps", 1100, [0], ["default"]) { Hide; Class Maps; SetFontSize 18; }
483 ElementAdder_Tier("?CHideMaps", "HideMapBaseTypeTier");
484 }
485
486 Section("Highlight: Map Properties") {
487 Description("These rules will only apply to non-unique maps. These rules also have less priority than the previous section.");
488
489 Search S0("skip") { ShapedMap True; MapTier >= 15; Class Maps; }
490
491 Conditional("?CShowMapsQuality", 3340, [0], ["default"]) { Show; Class Maps; Quality >= 20; SetFontSize 40; SetBackgroundColor 180 70 50 220; PlayAlertSound 5 300; SetTextColor 0 0 0; MinimapIcon 2 Brown Square; PlayEffect Brown; }
492 Conditional("?CShowMapsRareRarity", 3350, [0], ["default"]) { Show; Class Maps; Rarity = Rare; SetFontSize 40; SetBackgroundColor 180 70 50 220; PlayAlertSound 5 300; SetTextColor 0 0 0; MinimapIcon 2 Brown Square; PlayEffect Brown; }
493 Conditional("?CShowMapsMagicRarity", 3310, [0], ["default"]) { Show; Class Maps; Rarity = Magic; SetFontSize 40; SetBackgroundColor 180 70 50 220; PlayAlertSound 5 300; SetTextColor 0 0 0; MinimapIcon 2 Brown Square; PlayEffect Brown; }
494 Conditional("?CShowMapsCorrupted", 3330, [0], ["default"]) { Show; Class Maps; Corrupted True; SetFontSize 40; SetBackgroundColor 180 70 50 220; PlayAlertSound 5 300; SetTextColor 0 0 0; MinimapIcon 2 Brown Square; PlayEffect Brown; }
495
496 Box() { Title("Highlight maps with high quality"); VisualEditor("?CShowMapsQuality", "SD"); Slider(*, "MapTier"); Slider(*, "Quality"); Slider(*, "Rarity"); RadioButtons(*, "ShapedMap"); }
497 Box() { Title("Highlight rare maps"); VisualEditor("?CShowMapsRareRarity", "SD"); Slider(*, "MapTier"); RadioButtons(*, "ShapedMap"); }
498 Box() { Title("Highlight magic maps"); VisualEditor("?CShowMapsMagicRarity", "SD"); Slider(*, "MapTier"); RadioButtons(*, "ShapedMap"); }
499 Box() { Title("Highlight corrupted maps"); VisualEditor("?CShowMapsCorrupted", "SD"); Slider(*, "MapTier"); RadioButtons(*, "ShapedMap"); }
500 }
501
502 Section("Tier Specific Settings") {
503
504 // Hide ALL Maps by tiers
505 Search S3("skip") { ShapedMap True; MapTier >= 15; Class Maps; }
506
507 SearchMulti S0(0.0, "Map Tier Settings"){ !Class Maps; Rarity <= Rare; -BaseType NON; +ItemLevel 1; MapTier < 10;}
508
509 Box() {
510 Title("Threshold: Outleveled maps");
511 Description("A low tier map dropping in a high level zone, will get outleveled (no dropsound, low visibility). You can adjust the level difference for that to happen below. This does not affect shaped, unique or maps over tier 9. Moving the slider to the very right will disable outleveling", "An Example:", "The threshold below is set to 8. You're running a spider forest (T11) map. Some monster drops a 'Flooded Mine Map' (T2). 11-2=9. Since the difference is equal or bigger than 8, the flooded mine map will appear barely visible and won't make a dropsound. ");
512
513 MapTierSlider("S0", 1);
514 }
515
516 Conditional("?HideALLMapsByTier", 2000, [0], ["default"]) { Hide; Class Maps; ShapedMap False; MapTier < 8; }
517 Box() { Title("Hide Non-Shaped Maps by tier"); Description("Does not affect shaped maps."); VisualEditor("?HideALLMapsByTier", "HD"); Slider(*, "MapTier"); }
518
519 Conditional("?HideShapedMapsByTier", 2000, [0], ["default"]) { Hide; Class Maps; ShapedMap True; MapTier < 8; }
520 Box() { Title("Hide Shaped-ONLY Maps by tier"); Description("ONLY affects shaped maps."); VisualEditor("?HideShapedMapsByTier", "HD"); Slider(*, "MapTier"); }
521 }
522
523 Section("Edit Appearance") {
524
525 Title("Shaped Maps");
526
527 Search ElderMap(0.0, "Map appearance (ElderMap)") { Class Maps; ElderMap True; Rarity Normal; }
528 Search ST15(2.1, "Map appearance (Shaped T15)"){ !Class Maps; Rarity = Normal; ShapedMap True; MapTier 15; }
529 Search ST11T14(2.1, "Map appearance (High Shaped)"){ !Class Maps; Rarity = Normal; ShapedMap True; MapTier 13; }
530 Search ST6T10(2.1, "Map appearance (Low Shaped)"){ !Class Maps; Rarity = Normal; ShapedMap True; MapTier 8; }
531
532 Box() { Title("Highlight - Eldered T16:"); VisualEditor("ElderMap", "SH"); }
533 Box() { Title("Highlight - Shaped T15:"); VisualEditor("ST15", "SH"); }
534 Box() { Title("Highlight - Shaped T11-T14"); VisualEditor("ST11T14", "SH"); }
535 Box() { Title("Highlight - Shaped T6-10:"); VisualEditor("ST6T10", "SH"); }
536
537 Divider();
538
539 Title("Normal Maps");
540
541 Search T16(0.1, "Map appearance T16") { MapTier 16; Class Maps; BaseType "Lair of the Hydra Map"; Rarity "Normal"; }
542 Search T15(0.1, "Map appearance T15") { MapTier 15; Class Maps; Rarity "Normal"; }
543 Search T11T14(0.1, "Map appearance T11-T14a") { MapTier 14; Class Maps; Rarity "Normal"; }
544 Search T11T14(0.1, "Map appearance T11-T14b") { MapTier 13; Class Maps; Rarity "Normal"; }
545 Search T11T14(0.1, "Map appearance T11-T14c") { MapTier 12; Class Maps; Rarity "Normal"; }
546 Search T11T14(0.1, "Map appearance T11-T14d") { MapTier 11; Class Maps; Rarity "Normal"; }
547 Search T10(0.1, "Map appearance T10") { MapTier 10; Class Maps; Rarity "Normal"; }
548
549 SearchMulti T9T6(2.1, "Map appearance T6-T9", 0,4){ !Class Maps; Rarity = Normal; -BaseType "Jungle Valley Map"; +ItemLevel 1; MapTier < 10;}
550 SearchMulti T1T5(0.1, "Map appearance T1-T5", 0,5){ !Class Maps; Rarity = Normal; -BaseType "Dungeon Map"; +ItemLevel 1; MapTier < 6;}
551
552 SearchMulti OutleveledT6T9(0.2, "Map appearance outleveled T6-T9", 0,4){ !Class Maps; Rarity = Normal; -BaseType "Outleveled Map"; -ShapedMap False; -ItemLevel 1; MapTier < 10; }
553 SearchMulti OutleveledT1T5(0.2, "Map appearance outleveled T1-T5", 0,5){ !Class Maps; Rarity = Normal; -BaseType "Outleveled Map"; -ShapedMap False; -ItemLevel 1; MapTier < 6; }
554
555 Box() { Title("Highlight - T16:"); VisualEditor("T16", "SH"); }
556 Box() { Title("Highlight - T15"); VisualEditor("T15", "SH"); }
557 Box() { Title("Highlight - T11-T14:"); VisualEditor("T11T14", "SH"); }
558 Box() { Title("Highlight - T10:"); VisualEditor("T10", "SH"); }
559 Box() { Title("Highlight - T6-T9:"); VisualEditor("T9T6", "SH"); }
560 Box() { Title("Highlight - T1-T5:"); VisualEditor("T1T5", "SH"); }
561
562 Divider();
563
564 Title("Outleveled maps");
565 Description("Low tier maps that drop in maps of a much higher tier are considered 'outleveled'.");
566
567 Box() { Title("Outleveled T6-T9:"); VisualEditor("OutleveledT6T9", "SH"); }
568 Box() { Title("Outleveled T1-T5:"); VisualEditor("OutleveledT1T5", "SH"); }
569
570 }
571
572 Section("Map Fragments and Misc-Map Items") {
573 Function FragmentsFunc($s, $shd = "SHD", $title = "Map Fragments") { Box() { Title($title); VisualEditor($s, $shd); SortableList($s, "MapFragments"); } }
574
575 Search S2(1.0, "Uber Lab Offering") { BaseType "Offering to the Goddess"; }
576 Search S3(1.0, "Map Fragments T1") { BaseType "Mortal Hope"; }
577 Search S4(1.0, "Map Fragments T2") { BaseType "Fragment of the Hydra"; Class "Map Fragments"; }
578 Search S5(1.0, "Map Fragments T3") { BaseType "Divine Vessel"; }
579 Search S6(1.0, "Map Fragments T4 (remaining)") { Class "Map Fragments"; BaseType "Sacrifice at Dawn"; }
580
581 TierListToolBar(false, "Fragment", [], []);
582
583 FragmentsFunc(S2, "SH", "Uber Lab Offering");
584 FragmentsFunc(S3, "SH", "Fragments, Tier 1:");
585 FragmentsFunc(S4, "SH", "Fragments, Tier 2:");
586 FragmentsFunc(S5, "SH", "Fragments, Tier 3:");
587 FragmentsFunc(S6, "SH", "Fragments, remaining:");
588
589 Conditional("?MapFragmentsNewTier", 1000, [0], ["default"], "notSimple") { Show; Class "Map Fragments"; SetFontSize 45; SetBorderColor 0 0 0 255; PlayAlertSound 2 300; MinimapIcon 2 White Triangle; PlayEffect White; SetTextColor 0 0 0 255; SetBackgroundColor 159 15 213 255; }
590 ElementAdder_Tier("?MapFragmentsNewTier", "FragmentsFunc");
591 }
592
593 Section("Unique Maps") {
594
595 Search S0(0.0, "Unique Maps T1", "unique->maps;t1") { BaseType "Museum Map"; Rarity Unique; }
596 Search S1(0.0, "Unique Maps T2", "unique->maps;rest") { Class Maps; Rarity Unique; }
597 Search S2(0.0, "Unique Maps T3", "unique->maps;t2") { BaseType "Moon Temple Map"; Rarity Unique; }
598
599 Function UniqueMaps ($s, $shd = "SHD", $title = "Unique Maps") { Box() { Title($title); VisualEditor($s, $shd); SortableList($s, "Maps"); } }
600 Conditional("?UniqueMapTier", 1000, [0], ["default"], "notSimple") { Show; Rarity Unique; Class Maps; SetFontSize 45; SetBorderColor 175 96 37 255; PlayAlertSound 4 300; MinimapIcon 2 Brown Square; PlayEffect Brown; }
601
602 TierListToolBar("unique_maps", "UniqueMap", [], []);
603
604 UniqueMaps(0, "SH", "Unique Maps Tier 1");
605 UniqueMaps(2, "SH", "Unique Maps Tier 2");
606 UniqueMaps(1, "SH", "Unique Maps Tier 3");
607
608 ElementAdder_Tier("?UniqueMapTier", "UniqueMaps");
609 }
610 }
611
612 Section("Flasks", "Flask") {
613 DeepSearch S0(0.0, "Endgame utility flasks") { Class "Utility Flasks"; BaseType "Stibnite Flask"; Rarity Normal; ItemLevel 66; }
614 DeepSearch S1(0.0, "Endgame life flasks") { BaseType "Divine Life Flask"; Rarity "Normal"; ItemLevel 71; }
615 DeepSearch S2(0.0, "Endgame mana flasks") { BaseType "Divine Mana Flask"; Rarity "Normal"; ItemLevel 71; }
616
617 Box() { Title("Utility Flasks"); VisualEditor(0, "SD"); Buttons(0, "BaseType", "UtilityFlasks"); Slider(0, "ItemLevel"); Slider(0, "Quality"); Slider(0, "Rarity"); }
618 Box() { Title("Life Flasks"); VisualEditor(1, "SD"); TagList(1, "BaseType", "Life Flasks"); Slider(1, "ItemLevel"); Slider(1, "Quality"); Slider(1, "Rarity"); }
619 Box() { Title("Mana Flasks"); VisualEditor(2, "SD"); TagList(2, "BaseType", "Mana Flasks"); Slider(2, "ItemLevel"); Slider(2, "Quality"); Slider(2, "Rarity"); }
620 }
621
622 //===================================================================================================
623 // ADVANCED CRAFTING
624 //===================================================================================================
625
626 Section("Special Bases and Rules", "Opal Ring") {
627
628 Section("Jewels") {
629
630 Description("Magic jewels are a commonly used crafting base. They're usually not too valuable, but it's fairly easy to get decent and lucrative results by crafting them (alteration orbs and regaling good results). Some players prefer to corrupt them as they may turn into a valuable rare or unique jewel.", "Jewel Crafting", "Jewel crafting tends to be pretty profitable. Jewels with Maximum life or Maximum Energy shield and 2 other complimentary mods, such as 'burn damage and area damage' or '2x crit multippliers' can sell for a lot of currency.");
631 Description("Rare jewels are solid pickups. They're small and can be very valuable.");
632
633 DeepSearch S0(0.0, "Magic Jewels") { Class Jewel; Rarity Magic; }
634 Search S1(0.0, "Rare Jewels") { Class Jewel; Rarity Rare; }
635
636 Box() { Title("Magic Jewel preferences"); VisualEditor(0, "SH"); Buttons(0, "BaseType", ["Cobalt Jewel", "Crimson Jewel", "Viridian Jewel", "Prismatic Jewel"]); }
637 Box() { Title("Rare Jewel preferences"); VisualEditor(1, "SH"); Buttons(1, "BaseType", ["Cobalt Jewel", "Crimson Jewel", "Viridian Jewel", "Prismatic Jewel"]); }
638 }
639
640 Section("SRS Crude bow") {
641 DeepSearch S0(0.0, "SRS Crude bow") { BaseType "Crude Bow"; Rarity Rare; ItemLevel 50; }
642
643 Box() {
644 Title("High level Crude Bow (for SRS casters):");
645 Description("ilvl 50+ bows were sometimes used by Summon Raging Spirit builds, as well as some other builds. These builds enchant said bows with +2/+3 to fire spells (using essences) and can still use a quiver (usually SoulStrike). The low dexterity requirements is convenient and also makes rolling colors easier. Since it's a very early-game base and those barely drop in the endgame, they're quite a rare sight and can be valuable.");
646 VisualEditor(0, "SD"); Slider(0, "ItemLevel");
647 }
648 }
649
650 Section("Enchanted items") {
651 Description("In some cases, items with enchantments from the Izaro Labyrinth can drop.");
652 DeepSearch S0(0.0, "Enchanted items (remaining)") { AnyEnchantment True; Rarity Normal; Class Helmet; }
653 Box() { Title("Enchanted items"); VisualEditor(S0, "SD"); RadioButtons(*, "Corrupted"); Buttons(*, "Class", "LabEnchantmentClasses"); TagList(*, "BaseType", "Gear", true); }
654
655 Function EnchantedItemsFunc ($s, $shd = "SHD", $title = "Additional Custom Rule")
656 {
657 Box()
658 {
659 Title($title);
660 VisualEditor($s, $shd);
661 TagList($s, "HasEnchantment", "Enchantments");
662 Buttons($s, "Class", "LabEnchantmentClasses");
663 TagList($s, "BaseType", "Gear", true);
664 MultipleSliders($s, ["StackSize", "GemLevel", "MapTier"]);
665 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
666 }
667 }
668
669 Conditional("?CEnchantedItems", 3000, [0], ["default"]) { Show; SetBorderColor 0 240 190 240; SetFontSize 40; Class "Boots" "Gloves" "Helmets"; Rarity <= Rare; AnyEnchantment True; MinimapIcon 2 White Hexagon; PlayEffect White Temp; }
670 ElementAdder_Tier("?CEnchantedItems", "EnchantedItemsFunc");
671 }
672 }
673}
674
675//===================================================================================================
676// RARES
677//===================================================================================================
678
679Chapter() {
680
681 SectionTitle("Endgame - Rare Items (lvl 65+)", "ImpClaw");
682
683 Section("Add custom Show/Hide rules", "IronRing") {
684
685 Box() { YTLink("IfJaYYj5kXk", "Chaos Recipe Filter Tutorial"); }
686
687 Description("Augment the filter with entirely new rules, such as 'hide all belts', 'highlight all gemini claws in a special color', 'hide all evasion type armors, gloves, shields, and boots' or 'show all corrupted rares'.", "Additional Endgame Rules", "This section is designed to be foolproof. It will have no effect on 6Llinks, leveling items, elder/shaper items, uniques, atlas bases (such as Steel Rings), abyss belts, fishing rods and other special bases. These sections frequently feature the 'strictness' dropdown menu. This tool defines how many rules are overwritten by your custom rules. I recommend playing around with the loot simulator, while switching back and forth to the customizer to get familiar with this section");
688
689 Section("Highlight rares by Base", "Firefly") {
690 Function CondShowBase ($s, $shd = "SD", $title = "Highlight rares by Base")
691 {
692 Box()
693 {
694 Title($title);
695 EntrySelector($s);
696 VisualEditor($s, $shd);
697 TagList($s, "BaseType", "Gear");
698 Slider($s, "ItemLevel");
699 Slider($s, "DropLevel");
700 Slider($s, "Height");
701 Slider($s, "Width");
702 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
703 }
704 }
705
706 Description("Give specific BaseTypes more highlighting here.");
707
708 Conditional("?CRareShowBases", 4000, ["WP_EGR_E", "WP_EGR_D", "WP_EGR_C", "WP_EGR_B", "WP_EGR_A"], ["1) Only affects T3 and lower items", "2) Affects previous sections + random non-handpicked rings and amulets", "3) Affects previous sections + T2 rares", "4) Affects previous sections + T1 rares", "5) Affects all rares"]) { Show; SetBorderColor 200 0 0; SetFontSize 38; ItemLevel >= 65; Rarity Rare; }
709 ElementAdder_Tier("?CRareShowBases", "CondShowBase");
710 }
711
712 Section("Highlight rares by Armour Type", "Firefly") {
713 Description("Highlight gear by their type, like Evasion or Evasion-EnergyShield items.");
714
715 Conditional("?CRareShowItemTypes", 3500, ["WP_EGR_E", "WP_EGR_D", "WP_EGR_C", "WP_EGR_B", "WP_EGR_A"], ["1) Only affects T3 and lower items", "2) Affects previous sections + random non-handpicked rings and amulets", "3) Affects previous sections + T2 rares", "4) Affects previous sections + T1 rares", "5) Affects all rares"]) { Show; SetBorderColor 200 0 0; SetFontSize 38; ItemLevel >= 65; Rarity Rare; Class "Body Armour" "Gloves" "Boots" "Helmets" "Shields"; }
716
717 Function CondShowType ($s, $shd = "SD", $title = "Highlight rares by Armour Type")
718 {
719 Box() {
720 Title($title);
721 EntrySelector($s);
722 VisualEditor(*, $shd);
723 ItemTypeButtons(*);
724 Buttons(*, "Class", ["Body Armour", "Gloves", "Boots", "Helmets", "Shields"]);
725 Slider(*, "ItemLevel");
726 Slider(*, "DropLevel");
727 Slider(*, "LinkedSockets");
728 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
729 }
730 }
731
732 ElementAdder_Tier("?CRareShowItemTypes", "CondShowType");
733 }
734
735 Section("Highlight rares by item slot", "Firefly") {
736
737 Function CondShowClass ($s, $shd = "SD", $title = "Highlight rares by slot")
738 {
739 Box()
740 {
741 Title($title);
742 EntrySelector($s);
743 VisualEditor($s, $shd);
744 Buttons($s, "Class", "AllGearClasses");
745 Slider($s, "ItemLevel");
746 Slider($s, "DropLevel");
747 Slider($s, "Height");
748 Slider($s, "Width");
749 Slider($s, "LinkedSockets");
750 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
751 }
752 }
753
754 Description("Highlight specific item classes here.");
755
756 Conditional("?CRareShowClasses", 3000, ["WP_EGR_E", "WP_EGR_D", "WP_EGR_C", "WP_EGR_B", "WP_EGR_A"], ["1) Only affects T3 and lower items", "2) Affects previous sections + random non-handpicked rings and amulets", "3) Affects previous sections + T2 rares", "4) Affects previous sections + T1 rares", "5) Affects all rares"]) { Show; SetBorderColor 200 0 0; SetFontSize 38; ItemLevel >= 65; Rarity Rare; }
757 ElementAdder_Tier("?CRareShowClasses", "CondShowClass");
758 }
759
760 Section("Highlight chromatic Rares", "Chromatic") {
761
762 Function CondShowClass ($s, $shd = "SD", $title = "Highlight rares by slot")
763 {
764 Box()
765 {
766 Title($title);
767 EntrySelector($s);
768 VisualEditor($s, $shd);
769 Buttons($s, "Class", "AllGearClasses");
770 Slider($s, "ItemLevel");
771 Slider($s, "DropLevel");
772 Slider($s, "Height");
773 Slider($s, "Width");
774 Slider($s, "LinkedSockets");
775 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
776 }
777 }
778
779 Description("By default rares have a higher evaluation priority than chromatic recipes. This can be changed here.");
780
781 Conditional("?CRareShowRGB", 2500, ["WP_EGR_E", "WP_EGR_D", "WP_EGR_C", "WP_EGR_B", "WP_EGR_A"], ["1) Only affects T3 and lower items", "2) Affects previous sections + random non-handpicked rings and amulets", "3) Affects previous sections + T2 rares", "4) Affects previous sections + T1 rares", "5) Affects all rares"]) { Show; SetBorderColor 0 0 0; SetBackgroundColor 150 150 150; SetFontSize 40; ItemLevel >= 65; Rarity Rare; SocketGroup RGB; }
782 ElementAdder_Tier("?CRareShowRGB", "CondShowClass");
783 }
784
785 Section("Hide rares by Base", "Annulment") {
786 Function CondHideBase ($s, $shd = "HD", $title = "Hide rares by Base")
787 {
788 Box()
789 {
790 Title($title);
791 EntrySelector($s);
792 VisualEditor($s, $shd);
793 TagList($s, "BaseType", "Gear");
794 Slider($s, "ItemLevel");
795 Slider($s, "DropLevel");
796 Slider($s, "Height");
797 Slider($s, "Width");
798 Slider($s, "LinkedSockets");
799 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
800 }
801 }
802
803 Conditional("?CRareHideBases", 1500, ["WP_EGR_E", "WP_EGR_D", "WP_EGR_C", "WP_EGR_B", "WP_EGR_A"], ["1) Only affects T3 and lower items", "2) Affects previous sections + random non-handpicked rings and amulets", "3) Affects previous sections + T2 rares", "4) Affects previous sections + T1 rares", "5) Affects all rares"]) { Hide; SetFontSize 18; ItemLevel >= 65; Rarity Rare; }
804 ElementAdder_Tier("?CRareHideBases", "CondHideBase");
805 }
806
807 Section("Hide rares by Armour Type", "Annulment") {
808 Conditional("?CRareHideItemTypes", 1200, ["WP_EGR_E", "WP_EGR_D", "WP_EGR_C", "WP_EGR_B", "WP_EGR_A"], ["1) Only affects the regular normal/magic items", "2) Affects previous sections + normal/magic handpicked items", "3) Affects previous sections + decent rares", "4) Affects previous sections + handpicked/good rares", "5) Affects all gear"]) { Hide; ItemLevel >= 65; Rarity Rare; Class "Body Armour" "Gloves" "Boots" "Helmets" "Shields"; }
809
810 Function CondHideType ($s, $shd = "HD", $title = "Hide rares by Armour Type")
811 {
812 Box() {
813 Title($title);
814 EntrySelector($s);
815 VisualEditor(*, $shd);
816 ItemTypeButtons(*);
817 Buttons(*, "Class", ["Body Armour", "Gloves", "Boots", "Helmets", "Shields"]);
818 Slider(*, "ItemLevel");
819 Slider(*, "DropLevel");
820 Slider(*, "LinkedSockets");
821 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
822 }
823 }
824
825 ElementAdder_Tier("?CRareHideItemTypes", "CondHideType");
826 }
827
828 Section("Hide rares by item slot", "Annulment") {
829 Function CondHideClass ($s, $shd = "HD", $title = "Hide rares by slot")
830 {
831 Box()
832 {
833 Title($title);
834 EntrySelector($s);
835 VisualEditor($s, $shd);
836 Buttons($s, "Class", "AllGearClasses");
837 Slider($s, "ItemLevel");
838 Slider($s, "DropLevel");
839 Slider($s, "Height");
840 Slider($s, "Width");
841 Slider($s, "LinkedSockets");
842 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
843 }
844 }
845
846 Description("Hide uninteresting items, such as bows for melee characters or melee weapons for casters.");
847
848 Conditional("?CRareHideClasses", 1000, ["WP_EGR_E", "WP_EGR_D", "WP_EGR_C", "WP_EGR_B", "WP_EGR_A"], ["1) Only affects T3 and lower items", "2) Affects previous sections + random non-handpicked rings and amulets", "3) Affects previous sections + T2 rares", "4) Affects previous sections + T1 rares", "5) Affects all rares"]) { Hide; SetFontSize 18; ItemLevel >= 65; Rarity Rare; }
849 ElementAdder_Tier("?CRareHideClasses", "CondHideClass");
850 }
851
852 Section("Hide rares by Tier", "Annulment") {
853
854 Description("Note: The section 'hide and highlight rares by type' section can be used to achieve the same result, while also having control over classes and levels.");
855
856 DeepSearch S0("skip") { ItemLevel 86; Rarity Rare; BaseType "Onyx Amulet"; }
857 DeepSearch S1("skip") { BaseType "Jewelled Foil"; Rarity Rare; ItemLevel 75; }
858 DeepSearch S2("skip") { BaseType "Corsair Sword"; Rarity Rare; ItemLevel 75; }
859 DeepSearch S3("skip") { ItemLevel 75; Rarity Rare; BaseType "Slaughter Knife"; }
860
861 Conditional("?CRareSimpleHide", 850, [3,2,1,0], ["Hides T3 and worse items", "Hides T2 and worse tiers", "Hides T1 and worse tiers, excluding jewellery and 83-86 crafting items", "Hides all rares, excluding jewellery"]) { Hide; Class "Helmets" "Gloves" "Boots" "Body Armours" "Shields" "Quivers" "Wands" "Rune Dagger" "Warstaff" "Daggers" "Sceptres" "Bows" "Claws" "One Hand Swords" "Thrusting One Hand Swords" "One Hand Axes" "One Hand Maces" "Staves" "Two Hand Swords" "Two Hand Axes" "Two Hand Maces"; SetFontSize 18; ItemLevel >= 65; Rarity Rare; }
862
863 Box() {
864 Title("Hide Rares By Tier");
865 EntrySelector("?CRareSimpleHide");
866 VisualEditor(*, "HD");
867 Slider(*, "LinkedSockets");
868 }
869 }
870
871 Section ("Corrupted and Identified Rares", "Vaal Orb") {
872 DeepSearch S0("skip") { ItemLevel 65; Rarity Rare; BaseType "Sharktooth Arrow Quiver"; }
873 Description("Sextants, prophecies and other events can produce identified or rare corrupted items.");
874 Conditional("?CorruptedRares", -3200, ["WP_EGR_A", "WP_EGR_B", "WP_EGR_C", "WP_EGR_D", "WP_EGR_E"], ["5) Affects all rares", "4) Affects previous sections + T1 rares", "3) Affects previous sections + T2 rares", "2) Affects previous sections + random non-handpicked rings and amulets", "1) Only affects T3 and lower items"]) { Show; Corrupted True; Rarity Rare; ItemLevel >= 65; SetFontSize 28; SetBorderColor 180 70 0; }
875
876 Box() {
877 Title("Special Treatment: Corrupted Rares");
878 EntrySelector("?CorruptedRares");
879 VisualEditor("?CorruptedRares", "SD");
880 Buttons(*, "Class", "AllGearClasses");
881 Slider(*, "ItemLevel");
882 Slider(*, "DropLevel");
883 Slider(*, "Height");
884 Slider(*, "Width");
885 }
886
887 Conditional("?IdentifiedRares", -3100, ["WP_EGR_A", "WP_EGR_B", "WP_EGR_C", "WP_EGR_D", "WP_EGR_E"], ["5) Affects all rares", "4) Affects previous sections + T1 rares", "3) Affects previous sections + T2 rares", "2) Affects previous sections + random non-handpicked rings and amulets", "1) Only affects T3 and lower items"]) { Show; Identified True; Rarity Rare; ItemLevel >= 65; SetFontSize 28; SetBorderColor 180 70 0; }
888
889 Box() {
890 Title("Special Treatment: Identified Rares");
891 EntrySelector("?IdentifiedRares");
892 VisualEditor("?IdentifiedRares", "SD");
893 Buttons(*, "Class", "AllGearClasses");
894 Slider(*, "ItemLevel");
895 Slider(*, "DropLevel");
896 Slider(*, "Height");
897 Slider(*, "Width");
898 }
899 }
900 }
901
902 Section("Crafting: high level bases", "ImpClaw") {
903 Description("Handpicked ilvl84 and ilvl86 bases are bases with potential with a bit of luck. These bases are often adjusted to correspond to the current meta. Additionally one can use them for crafting purposes.");
904
905 Function CraftBox ($s, $shd = "SDH", $text) { Box() { Title($text); VisualEditor($s, $shd); Slider($s, "ItemLevel"); } }
906
907 DeepSearch S0(2.0, "86 rare crafting bases T1", "rarecraft->i86;t1") { ItemLevel 86; Rarity Rare; BaseType "Steel Ring"; }
908 DeepSearch S1(2.0, "86 rare crafting bases T2", "rarecraft->i86;t2") { ItemLevel 86; Rarity Rare; BaseType "Bone Helmet"; }
909 DeepSearch S2(2.0, "86 rare crafting bases T3", "rarecraft->i86;t3") { ItemLevel 86; Rarity Rare; BaseType "Lion Pelt"; }
910 DeepSearch S2J(2.0, "86 rare crafting bases T3J", "rarecraft->i86;t3j") { ItemLevel 86; Rarity Rare; BaseType "Onyx Amulet"; }
911 DeepSearch S3(2.0, "86 rare crafting bases T4", "rarecraft->i86;t4") { ItemLevel 86; Rarity Rare; BaseType "Agate Amulet"; }
912 DeepSearch S3J(2.0, "86 rare crafting bases T4J", "rarecraft->i86;t4j") { ItemLevel 86; Rarity Rare; BaseType "Amber Amulet"; }
913
914 DeepSearch S0(2.0, "84 rare crafting bases T1", "rarecraft->i84;t1") { ItemLevel 84; Rarity Rare; BaseType "Steel Ring"; }
915 DeepSearch S1(2.0, "84 rare crafting bases T2", "rarecraft->i84;t2") { ItemLevel 84; Rarity Rare; BaseType "Bone Helmet"; }
916 DeepSearch S2(2.0, "84 rare crafting bases T3", "rarecraft->i84;t3") { ItemLevel 84; Rarity Rare; BaseType "Lion Pelt"; }
917 DeepSearch S2J(2.0, "84 rare crafting bases T3J", "rarecraft->i84;t3j") { ItemLevel 84; Rarity Rare; BaseType "Onyx Amulet"; }
918 DeepSearch S3(2.0, "84 rare crafting bases T4", "rarecraft->i84;t4") { ItemLevel 84; Rarity Rare; BaseType "Agate Amulet"; }
919 DeepSearch S3J(2.0, "84 rare crafting bases T4J", "rarecraft->i84;t4j") { ItemLevel 84; Rarity Rare; BaseType "Amber Amulet"; }
920
921 DeepSearch S0(2.0, "low rare crafting bases T1", "rarecraft->rest;t1") { ItemLevel 80; Rarity Rare; BaseType "Steel Ring"; }
922 DeepSearch S1(2.0, "low rare crafting bases T2", "rarecraft->rest;t2") { ItemLevel 80; Rarity Rare; BaseType "Bone Helmet"; }
923 DeepSearch S2(2.0, "low rare crafting bases T3", "rarecraft->rest;t3") { ItemLevel 80; Rarity Rare; BaseType "Lion Pelt"; }
924 DeepSearch S2J(2.0, "low rare crafting bases T3J", "rarecraft->rest;t3j") { ItemLevel 80; Rarity Rare; BaseType "Onyx Amulet"; }
925 DeepSearch S3(2.0, "low rare crafting bases T4", "rarecraft->rest;t4") { ItemLevel 80; Rarity Rare; BaseType "Agate Amulet"; }
926 DeepSearch S3J(2.0, "low rare crafting bases T4J", "rarecraft->rest;t4j") { ItemLevel 80; Rarity Rare; BaseType "Amber Amulet"; }
927
928 Box() { Title("Tier 1"); SortableList("S0", "Gear"); }
929 Box() { Title("Tier 2"); SortableList("S1", "Gear"); }
930 Box() { Title("Tier 3"); SortableList("S2", "Gear"); }
931 Box() { Title("Tier 3 Jewellery"); SortableList("S2J", "Gear"); }
932 Box() { Title("Tier 4"); SortableList("S3", "Gear"); }
933 Box() { Title("Tier 4 Jewellery"); SortableList("S3J", "Gear"); }
934 Divider();
935 CraftBox(0, "SD", "Lvl 86 Tier 1:");
936 CraftBox(1, "SD", "Lvl 86 Tier 2:");
937 CraftBox(2, "SD", "Lvl 86 Tier 3:");
938 CraftBox(3, "SD", "Lvl 86 Tier 3 Jewellery:");
939 CraftBox(4, "SD", "Lvl 86 Tier 4:");
940 CraftBox(5, "SD", "Lvl 86 Tier 4 Jewellery:");
941 Divider();
942 CraftBox(6, "SD", "Lvl 84 Tier 1:");
943 CraftBox(7, "SD", "Lvl 84 Tier 2:");
944 CraftBox(8, "SD", "Lvl 84 Tier 3:");
945 CraftBox(9, "SD", "Lvl 84 Tier 3 Jewellery:");
946 CraftBox(10, "SD", "Lvl 84 Tier 4:");
947 CraftBox(11, "SD", "Lvl 84 Tier 4 Jewellery:");
948 Divider();
949 CraftBox(12, "SD", "Low Lvl Tier 1:");
950 CraftBox(13, "SD", "Low Lvl Tier 2:");
951 CraftBox(14, "SD", "Low Lvl Tier 3:");
952 CraftBox(15, "SD", "Low Lvl Tier 3 Jewellery:");
953 CraftBox(16, "SD", "Low Lvl Tier 4:");
954 CraftBox(17, "SD", "Low Lvl Tier 4 Jewellery:");
955 }
956
957 Section("T1 and T2: Handpicked Bases", "RoyalBurgonet") {
958
959 Description("Beware when changing the TEXT-color of items. All entries have a 65+ and a 75+ variation (rares with ilvl 75 have orange textcolor, others yellow). By changing the textcolor, you will change both colors at once.");
960 Description("Pro-Tip: If you want to change the colors of rare items, check out the '<u class='CustomizeWarningLink'><i><b onclick='gFilterBlade.screenSelector.selectDiv(3)'>Style Editor</b></i></u>' to change all of them at once.");
961
962 Section("Tier 1 Rares") {
963 Description("These are handpicked T1 rares. These feature some of the best BaseTypes, but only if they also fit well into the current meta. They receive a stronger highlight than other rares.");
964
965 DeepSearch S0(1.0, "Tier 1 rare weapons (small) 75+") { BaseType "Opal Wand"; Rarity Rare; ItemLevel 75; }
966 DeepSearch S0(1.0, "Tier 1 rare weapons (small)") { BaseType "Opal Wand"; Rarity Rare; ItemLevel 65; }
967
968 Box() { Title("Smaller Weapons:"); VisualEditor("S0", "SD"); TagList("S0", "BaseType", "Gear"); }
969
970 DeepSearch S2(0.0, "Tier 1 rare armour (small) 75+") { BaseType "Dragonscale Boots"; Rarity Rare; ItemLevel 75; }
971 DeepSearch S2(0.0, "Tier 1 rare armour (small)") { BaseType "Dragonscale Boots"; Rarity Rare; ItemLevel 65; }
972
973 Box() { Title("Small Armours:"); VisualEditor("S2", "SD"); TagList("S2", "BaseType", "Gear"); }
974 }
975
976 Section("Tier 2 Rares") {
977
978 Description("Tier 2 items are good rares with certain drawbacks. They're either large or are T2 meta bases / T1 offmeta bases.");
979
980 DeepSearch S0(1.0, "Tier 2 rare weapons (small) 75+") { BaseType "Corsair Sword"; Rarity Rare; ItemLevel 75; }
981 DeepSearch S0(1.0, "Tier 2 rare weapons (small)") { BaseType "Corsair Sword"; Rarity Rare; ItemLevel 65; }
982
983 Box() { Title("Small weapons:"); VisualEditor("S0", "SD"); TagList("S0", "BaseType", "Gear"); }
984
985 DeepSearch S4(0.0, "Tier 2 rare weapons 75+") { BaseType "Vaal Sceptre"; Rarity Rare; ItemLevel 75; }
986 DeepSearch S4(0.0, "Tier 2 rare weapons") { BaseType "Vaal Sceptre"; Rarity Rare; ItemLevel 65; }
987
988 Box() { Title("Larger weapons:"); VisualEditor("S4", "SD"); TagList("S4", "BaseType", "Gear"); }
989
990 DeepSearch S6(0.0, "Tier 2 rare armour (small) 75+") { BaseType "Crusader Boots"; Rarity Rare; ItemLevel 75; }
991 DeepSearch S6(0.0, "Tier 2 rare armour (small)") { BaseType "Crusader Boots"; Rarity Rare; ItemLevel 65; }
992
993 Box() { Title("Small armours:"); VisualEditor("S6", "SD"); TagList("S6", "BaseType", "Gear"); }
994
995 DeepSearch S8(0.0, "Tier 2 rare armour 75+") { BaseType "Glorious Plate"; Rarity Rare; ItemLevel 75; }
996 DeepSearch S8(0.0, "Tier 2 rare armour") { BaseType "Glorious Plate"; Rarity Rare; ItemLevel 65; }
997
998 Box() { Title("Large Armours:"); VisualEditor("S8", "SD"); TagList("S8", "BaseType", "Gear"); }
999 }
1000
1001 Section("Rings, Amulets and Belts") {
1002
1003 Description("Deleting an item from the tier two list will automatically add it to the list of tier one items. Hover over the wisdom scroll for more info :).", "Hiding Specific Jewellery", "To hide or highlight specific items, create a custom Show/Hide rule in the section above. Use 'Hide by item slot' or 'Hide by Base', select the class you wish (such as belts) or specific rings, click on hide and you're done.");
1004
1005 DeepSearch S0(1.0, "Rare rings/amulets T2 75+") { Class Rings; Rarity Rare; ItemLevel 75; BaseType "Paua Ring"; }
1006 DeepSearch S0(1.0, "Rare rings/amulets T2") { Class Rings; Rarity Rare; ItemLevel 65; BaseType "Paua Ring"; }
1007 DeepSearch S2(1.0, "Rare rings/amulets T1 75+") { Class Rings; Rarity Rare; ItemLevel 75; }
1008 DeepSearch S2(1.0, "Rare rings/amulets T1") { Class Rings; Rarity Rare; ItemLevel 65; }
1009
1010 Box() { Title("Tier 1 Accessories:"); VisualEditor("S2", "SD"); SortableList("S2", false); }
1011 Box() { Title("Tier 2 Accessories:"); VisualEditor("S0", "SH"); SortableList("S0", "Gear"); }
1012
1013 DeepSearch S5(2.0, "Breach Rings ilvl 75+") { Class Rings; BaseType "Breach Ring"; Rarity "Rare"; ItemLevel 75; }
1014 DeepSearch S5(2.0, "Breach Rings") { Class Rings; BaseType "Breach Ring"; Rarity "Rare"; ItemLevel 65; }
1015
1016 Box() { Title("Breach Rings:"); Description("Breach rings stat rolls are weighted to be weaker and their implicit is questionable. A lot of players prefer hiding them for these reasons."); VisualEditor("S5", "SH"); }
1017 }
1018 }
1019
1020 Section("T3 and T4: DropLevel Settings", "ReaverHelmet") {
1021
1022 // For other rares
1023 Function RareVES ($s, $shd = "SDH", $text)
1024 {
1025 Box()
1026 {
1027 Title($text);
1028 VisualEditor($s, $shd);
1029 Slider($s, "DropLevel");
1030 }
1031 }
1032
1033 // For T4
1034 Function RareVE4 ($s, $shd = "SDH", $text)
1035 {
1036 Box()
1037 {
1038 Title($text);
1039 VisualEditor($s, $shd);
1040 }
1041 }
1042
1043 Description("Beware when changing the TEXT-color of items. All entries have a 65+ and a 75+ variation (rares with ilvl 75 have orange textcolor, others yellow). By changing the textcolor, you will change both colors at once.");
1044
1045 Section("Daggers")
1046 {
1047 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Daggers", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class Daggers; !ItemLevel >= 65; +DropLevel > 1}
1048 RareVES(S0,SD,"Daggers - Tier 3");
1049
1050 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Daggers", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class Daggers; !ItemLevel >= 65; -DropLevel > 1}
1051 RareVE4(S1,SD,"Daggers - Tier 4");
1052 }
1053
1054 Section("Rune Dagger")
1055 {
1056 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Rune Dagger", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Rune Dagger"; !ItemLevel >= 65; +DropLevel > 1}
1057 RareVES(S0,SD,"Rune Dagger - Tier 3");
1058
1059 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Rune Dagger", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Rune Dagger"; !ItemLevel >= 65; -DropLevel > 1}
1060 RareVE4(S1,SD,"Rune Dagger - Tier 4");
1061 }
1062
1063 Section("Warstaff")
1064 {
1065 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Warstaff", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class Warstaff; !ItemLevel >= 65; +DropLevel > 1}
1066 RareVES(S0,SD,"Warstaff - Tier 3");
1067
1068 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Warstaff", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class Warstaff; !ItemLevel >= 65; -DropLevel > 1}
1069 RareVE4(S1,SD,"Warstaff - Tier 4");
1070 }
1071
1072 Section("Wands")
1073 {
1074 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Wands", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class Wands; !ItemLevel >= 65; +DropLevel > 1}
1075 RareVES(S0,SD,"Wands - Tier 3");
1076
1077 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Wands", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class Wands; !ItemLevel >= 65; -DropLevel > 1}
1078 RareVE4(S1,SD,"Wands - Tier 4");
1079 }
1080
1081 Section("Sceptres")
1082 {
1083 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Sceptres", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Sceptres"; !ItemLevel >= 65; +DropLevel > 1; Height < 4}
1084 RareVES(S0,SD,"1H-Sceptres - Tier 3");
1085
1086 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Sceptres", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Sceptres"; !ItemLevel >= 65; -DropLevel > 1; Height < 4}
1087 RareVE4(S1,SD,"1H-Sceptres - Tier 4");
1088 }
1089
1090 Section("Claws")
1091 {
1092 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Claws", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class Claws; !ItemLevel >= 65; +DropLevel > 1}
1093 RareVES(S0,SD,"Claws - Tier 3");
1094
1095 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Claws", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class Claws; !ItemLevel >= 65; -DropLevel > 1}
1096 RareVE4(S1,SD,"Claws - Tier 4");
1097 }
1098
1099 Section("Foils")
1100 {
1101 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Foils", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "One Hand Swords"; !ItemLevel >= 65; +DropLevel > 1; Height = 4}
1102 RareVES(S0,SD,"Foils - Tier 3");
1103
1104 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Foils", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "One Hand Swords"; !ItemLevel >= 65; -DropLevel > 1; Height = 4}
1105 RareVE4(S1,SD,"Foils - Tier 4");
1106 }
1107
1108 Section("1H-Swords")
1109 {
1110 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-1HSwords", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "One Hand Swords"; !ItemLevel >= 65; +DropLevel > 1; Height < 4}
1111 RareVES(S0,SD,"1H-Swords - Tier 3");
1112
1113 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-1HSwords", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "One Hand Swords"; !ItemLevel >= 65; -DropLevel > 1; Height < 4}
1114 RareVE4(S1,SD,"1H-Swords - Tier 4");
1115 }
1116
1117 Section("1H-Maces")
1118 {
1119 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-1HMaces", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "One Hand Maces"; !ItemLevel >= 65; +DropLevel > 1;}
1120 RareVES(S0,SD,"1H-Maces - Tier 3");
1121
1122 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-1HMaces", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "One Hand Maces"; !ItemLevel >= 65; -DropLevel > 1;}
1123 RareVE4(S1,SD,"1H-Maces - Tier 4");
1124 }
1125
1126 Section("1H-Axes")
1127 {
1128 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-1HAxe", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "One Hand Axes"; !ItemLevel >= 65; +DropLevel > 1;}
1129 RareVES(S0,SD,"1H-Axes - Tier 3");
1130
1131 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-1HAxe", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "One Hand Axes"; !ItemLevel >= 65; -DropLevel > 1;}
1132 RareVE4(S1,SD,"1H-Axes - Tier 4");
1133 }
1134
1135 Section("2H-Staves")
1136 {
1137 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-2HStaves", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Staves"; !ItemLevel >= 65; +DropLevel > 1;}
1138 RareVES(S0,SD,"2H-Staves - Tier 3");
1139
1140 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-2HStaves", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Staves"; !ItemLevel >= 65; -DropLevel > 1;}
1141 RareVE4(S1,SD,"2H-Staves - Tier 4");
1142 }
1143
1144 Section("Two-Handed Weapons")
1145 {
1146 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-2HWeap", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Two Hand Swords"; !ItemLevel >= 65; +DropLevel > 1;}
1147
1148 Box()
1149 {
1150 Title("2H-Weapons - Tier 3");
1151 VisualEditor(S0, SD);
1152 Buttons(S0, "Class", ["Two Hand Maces", "Two Hand Axes", "Two Hand Swords"]);
1153 Slider(S0, "DropLevel");
1154 }
1155
1156 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-2HWeap", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Two Hand Swords"; !ItemLevel >= 65; -DropLevel > 1;}
1157 Box()
1158 {
1159 Title("2H-Weapons - Tier 4");
1160 VisualEditor(S1, SD);
1161 Buttons(S1, "Class", ["Two Hand Maces", "Two Hand Axes", "Two Hand Swords"]);
1162 Slider(S1, "DropLevel");
1163 }
1164 }
1165
1166 Section("Bows")
1167 {
1168 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Bows", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Bows"; !ItemLevel >= 65; +DropLevel > 1;}
1169 RareVES(S0,SD,"Bows - Tier 3");
1170
1171 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Bows", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Bows"; !ItemLevel >= 65; -DropLevel > 1;}
1172 RareVE4(S1,SD,"Bows - Tier 4");
1173 }
1174
1175 Section("Gloves, Boots, Helmets")
1176 {
1177 DeepSearchMulti S2(0.0, "Endgame-Rares-T3-T4-ArmSmall-Linked", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; SocketGroup RRRR; !LinkedSockets = 4; !Class "Boots"; !ItemLevel >= 65;}
1178 Box()
1179 {
1180 Title("Small Armour Pieces - Tier 3");
1181 VisualEditor("S2", SD);
1182 Buttons("S2", "Class", ["Helmets", "Gloves", "Boots"]);
1183 Slider("S2", "DropLevel");
1184 Slider("S2", "LinkedSockets");
1185 }
1186
1187 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-ArmSmall", 0, 2){ -BaseType "Example Item"; -LinkedSockets >= 1; SocketGroup RRRR; ^Rarity Rare; !Class "Boots"; !ItemLevel >= 65; +DropLevel > 1;}
1188 Box()
1189 {
1190 Title("Small Armour Pieces - Tier 3");
1191 VisualEditor("S0", SD);
1192 Buttons("S0", "Class", ["Helmets", "Gloves", "Boots"]);
1193 Slider("S0", "DropLevel");
1194 Slider("S0", "LinkedSockets");
1195 }
1196
1197 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-ArmSmall", 0, 2){ -BaseType "Example Item"; -LinkedSockets >= 1; SocketGroup RRRR; ^Rarity Rare; !Class "Boots"; !ItemLevel >= 65; -DropLevel > 1;}
1198 Box()
1199 {
1200 Title("Small Armour Pieces - Tier 4");
1201 VisualEditor(S1, SD);
1202 Buttons(S1, "Class", ["Helmets", "Gloves", "Boots"]);
1203 Slider("S1", "LinkedSockets");
1204 }
1205 }
1206
1207 Section("Body Armours")
1208 {
1209 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-BodyArmours", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Body Armour"; !ItemLevel >= 65; +DropLevel > 1;}
1210 RareVES(S0,SD,"Body Armour - Tier 3");
1211
1212 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-BodyArmours", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Body Armour"; !ItemLevel >= 65; -DropLevel > 1;}
1213 RareVE4(S1,SD,"Body Armour - Tier 4");
1214 }
1215
1216 Section("Shields")
1217 {
1218 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Small-Shields", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Shields"; !ItemLevel >= 65; +DropLevel > 1; !Height = 2; !Width = 2;}
1219 RareVES(S0,SD,"OH-Shields-Tier 3 (2x2 Small)");
1220
1221 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Small-Shields", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Shields"; !ItemLevel >= 65; -DropLevel > 1; !Height = 2; !Width = 2;}
1222 RareVE4(S1,SD,"OH-Shields-Tier 4 (2x2 Small)");
1223
1224 DeepSearchMulti S2(0.0, "Endgame-Rares-T3-Shields", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Shields"; !ItemLevel >= 65; +DropLevel > 1; -Height > 2; -Width = 2;}
1225 RareVES(S2,SD,"OH-Shields-Tier 3 (Others)");
1226
1227 DeepSearchMulti S3(0.0, "Endgame-Rares-T4-Shields", 0, 2){ -BaseType "Example Item"; ^Rarity Rare; !Class "Shields"; !ItemLevel >= 65; -DropLevel > 1; -Height > 2; -Width = 2;}
1228 RareVE4(S3,SD,"OH-Shields-Tier 4 (Others)");
1229 }
1230
1231 Section("Quivers")
1232 {
1233 DeepSearchMulti S0(0.0, "Endgame-Rares-T3-Quivers", 0, 2){ !BaseType "Penetrating Arrow Quiver"; ^Rarity Rare; !Class "Quivers"; !ItemLevel >= 65;}
1234 RareVES(S0,SD,"T3-Quivers");
1235
1236 DeepSearchMulti S1(0.0, "Endgame-Rares-T4-Quivers", 0, 2){ -BaseType "Penetrating Arrow Quiver"; ^Rarity Rare; !Class "Quivers"; !ItemLevel >= 65;}
1237 RareVE4(S1,SD,"T4-Quivers");
1238 }
1239
1240 Section("Rings, Amulets, Belts")
1241 {
1242 Description("Rings, Amulets, Belts and jewels only have Tier 1 and Tier 2 classes");
1243 }
1244 }
1245
1246 Section("Shaper and Elder Items", "Voidorb") {
1247 Function BaseTypeBox($s, $text) { Box() { Title($text); VisualEditor($s, "SH"); SortableList($s, "Gear"); Slider($s, "ItemLevel"); } }
1248 Function ClassBox($s, $text) { Box() { Title($text); VisualEditor($s, "SH"); Buttons($s, "Class", "AllGearClasses"); Slider($s, "ItemLevel"); Slider($s, "DropLevel");} }
1249
1250 Section("Shaper Items: Tier 0 BaseTypes") {
1251 Search S0(0.0, "Shaper items T1 Atlas") { ShaperItem True; Rarity Rare; BaseType "Steel Ring"; ItemLevel 80; }
1252 Box() { Title("Exceptional Shaper BaseTypes"); VisualEditor(S0, "S"); SortableList(*, "Gear"); Slider(*, "ItemLevel"); }
1253 }
1254
1255 Section("Shaper Items: Tier 1 BaseTypes") {
1256 Search S0(0.0, "Shaper items T1 ilvl 82", "rare->shaper;t1-1") { ShaperItem True; Rarity Rare; BaseType "Eclipse Staff"; ItemLevel 82; }
1257 Search S1(0.0, "Shaper items T1 ilvl 85", "rare->shaper;t1-3") { ShaperItem True; Rarity Rare; BaseType "Gold Amulet"; ItemLevel 86; }
1258 Search S2(0.0, "Shaper items T1 ilvl 84", "rare->shaper;t1-2") { ShaperItem True; Rarity Rare; BaseType "Vaal Regalia"; ItemLevel 84; }
1259 BaseTypeBox(S0, "Tier 1 Bases");
1260 BaseTypeBox(S2, "Tier 1 Bases");
1261 BaseTypeBox(S1, "Tier 1 Bases");
1262 }
1263
1264 Section("Shaper Items: Tier 1 Classes") {
1265 Search S0(0.0, "Shaper items T1 Amulets", "rare->shaper;t1c") { ShaperItem True; Rarity Rare; Class "Amulets"; ItemLevel 85; }
1266 ClassBox(S0, "Tier 1 Classes");
1267 }
1268
1269 Section("Shaper Items: Tier 2 BaseTypes") {
1270 Search S0(0.0, "Shaper items T2 Bases a", "rare->shaper;t2-1") { ShaperItem True; Rarity Rare; BaseType "Opal Sceptre"; ItemLevel 80; }
1271 Search S1(0.0, "Shaper items T2 Bases b", "rare->shaper;t2-2") { ShaperItem True; Rarity Rare; BaseType "Spike-Point Arrow Quiver"; ItemLevel 85; }
1272 Search S2(0.0, "Shaper items T2 Atlas") { ShaperItem True; Rarity Rare; BaseType "Opal Ring"; }
1273
1274 BaseTypeBox(S0, "Tier 2 Bases");
1275 BaseTypeBox(S1, "Tier 2 Bases");
1276 BaseTypeBox(S2, "Tier 2 Bases, Atlas & Co.");
1277 }
1278
1279 Section("Shaper Items: Tier 2 Classes") {
1280 // Search S0(0.0, "Shaper items T2b") { ShaperItem True; Rarity Rare; Class "Daggers"; ItemLevel 86; }
1281 Search S1(0.0, "Shaper items T2e", "rare->shaper;t2c") { ShaperItem True; Rarity Rare; Class "Boots"; ItemLevel 86; }
1282 // ClassBox(S0, "Tier 2 Classes");
1283 ClassBox(S1, "Tier 2 Classes");
1284 }
1285
1286 Section("Shaper Items: Tier 3 (remaining)") {
1287 Search S0(0.0, "Shaper items T3 small", "rare->shaper;rest-trinkets") { ShaperItem True; Rarity Rare; Class "Belts"; }
1288 Search S1(0.0, "Shaper items T3", "rare->shaper;rest") { ShaperItem True; Rarity Rare; BaseType "Driftwood Wand"; }
1289 ClassBox(S0, "All remaining small Shaper items");
1290 VEBox(S1, "SH", "All remaining Shaper items");
1291 }
1292
1293 Divider();
1294
1295 Section("Elder Items: Tier 0 BaseTypes") {
1296 Search S0(0.0, "Elder items T1 Atlas") { ElderItem True; Rarity Rare; BaseType "Steel Ring"; ItemLevel 80; }
1297 Box() { Title("Exceptional Elder BaseTypes"); VisualEditor(S0, "S"); SortableList(*, "Gear"); Slider(*, "ItemLevel"); }
1298 }
1299
1300 Section("Elder Items: Tier 1 BaseTypes") {
1301 Search S0(0.0, "Elder items T1 ilvl 82", "rare->elder;t1-1") { ElderItem True; Rarity Rare; BaseType "Two-Stone Ring"; ItemLevel 82; }
1302 Search S1(0.0, "Elder items T1 ilvl 85", "rare->elder;t1-3") { ElderItem True; Rarity Rare; BaseType "Onyx Amulet"; ItemLevel 86; }
1303 Search S2(0.0, "Elder items T1 ilvl 84", "rare->elder;t1-2") { ElderItem True; Rarity Rare; BaseType "Opal Wand"; ItemLevel 84; }
1304 BaseTypeBox(S0, "Tier 1 Bases");
1305 BaseTypeBox(S2, "Tier 1 Bases");
1306 BaseTypeBox(S1, "Tier 1 Bases");
1307 }
1308
1309 Section("Elder Items: Tier 1 Classes") {
1310 // Search S0(0.0, "Elder items T1 Classes") { ElderItem True; Rarity Rare; Class "Amulets"; ItemLevel 86; }
1311 // ClassBox(S0, "Tier 1 Classes");
1312 Description("There are no Tier 1 Class-based Elder rules.");
1313 }
1314
1315 Section("Elder Items: Tier 2 BaseTypes") {
1316 Search S0(0.0, "Elder items T2 Bases a", "rare->elder;t2-1") { ElderItem True; Rarity Rare; BaseType "Ezomyte Burgonet"; ItemLevel 80; }
1317 Search S1(0.0, "Elder items T2 Bases b", "rare->elder;t2-2") { ElderItem True; Rarity Rare; BaseType "Vaal Regalia"; ItemLevel 85; }
1318 Search S2(0.0, "Elder items T2 Atlas") { ElderItem True; Rarity Rare; BaseType "Opal Ring"; }
1319
1320 BaseTypeBox(S0, "Tier 2 Bases");
1321 BaseTypeBox(S1, "Tier 2 Bases");
1322 BaseTypeBox(S2, "Tier 2 Bases, Atlas & Co.");
1323 }
1324
1325 Section("Elder Items: Tier 2 Classes") {
1326 Search S0(0.0, "Elder items T2d", "rare->elder;t2c") { ElderItem True; Rarity Rare; Class "Helmets"; ItemLevel 86; }
1327 ClassBox(S0, "Tier 2 Classes");
1328 }
1329
1330 Section("Elder Items: Tier 3 (remaining)") {
1331 Search S0(0.0, "Elder items T3 small", "rare->elder;rest-trinkets") { ElderItem True; Rarity Rare; Class "Belts"; }
1332 Search S1(0.0, "Elder items T3", "rare->elder;rest") { ElderItem True; Rarity Rare; BaseType "Driftwood Wand"; }
1333 ClassBox(S0, "All remaining small Elder items");
1334 VEBox(1, "SH", "All remaining Elder items");
1335 }
1336
1337 Divider();
1338 Description("To add more Shaper/Elder rules to the filter, use the 'Add additional Rules' section of the Customizer to do so.");
1339
1340 }
1341}
1342
1343//===================================================================================================
1344// LEAGUE ITEMS
1345//===================================================================================================
1346
1347Chapter() {
1348
1349 SectionTitle("League-Specific Items");
1350
1351 Section("Legion", "LegionEmblem") {
1352 Section("Timeless Splinters") {
1353 Function SplinterTierList($s, $shd = "SHD", $text = "New Splinter Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, "LegionSplinters"); } }
1354
1355 Search S0(0.0, "Legion Splinters T1") { BaseType "Timeless Maraketh Splinter"; }
1356 Search S1(0.0, "Legion Splinters T2") { BaseType "Timeless Karui Splinter"; }
1357 SplinterTierList(S0, "SH", "Splinters Tier 1");
1358 SplinterTierList(S1, "SH", "Splinters Tier 2");
1359
1360 Conditional("?LegionSplintersNewTier", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class Currency; SetTextColor 210 178 135; SetBackgroundColor 0 0 0 255; SetBorderColor 213 159 100 200; SetFontSize 42; }
1361 ElementAdder_Tier("?LegionSplintersNewTier", "SplinterTierList");
1362 }
1363
1364 Section("Timeless Emblems") {
1365// Search S0(0.0, "Legion Emblems") { BaseType "Timeless Templar Emblem"; Class "Map Fragments"; }
1366// VEBox(S0, "SH", "Timeless Emblems");
1367 Description("Since Emblems can't normally drop, they are simply handled with the existing Map Fragment rules in the Endgame General -> Maps -> Map Fragments section.");
1368 }
1369
1370 Section("Incubators") {
1371 Function IncubatorTierList($s, $shd = "SHD", $text = "New Incubator Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, "Incubators"); Slider($s, "ItemLevel"); } }
1372
1373 Search S0(0.0, "Incubators T0", "currency->incubators;t1") { BaseType "Eldritch Incubator"; }
1374 Search S1(0.0, "Incubators T1", "currency->incubators;rest") { BaseType "Primal Incubator"; }
1375 Search S2(0.0, "Incubators T1.5", "currency->incubators;t2") { BaseType "Thaumaturge's Incubator"; }
1376
1377 TierListToolBar("currency_incubators", "Incubator", [], []);
1378
1379 IncubatorTierList(S0, "SH", "Incubators Tier 1");
1380 IncubatorTierList(S2, "SH", "Incubators Tier 2");
1381 IncubatorTierList(S1, "SH", "Incubators Tier 3");
1382
1383 Conditional("?LegionIncubatorsNewTier", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class Incubator; SetTextColor 210 178 135; SetBackgroundColor 0 0 0 255; SetBorderColor 213 159 100 200; SetFontSize 42; }
1384 ElementAdder_Tier("?LegionIncubatorsNewTier", "IncubatorTierList");
1385 }
1386 }
1387
1388 Section("Betrayal", "Scarab") {
1389
1390 Section("Veiled mods") {
1391 DeepSearch S0(0.0, "Betrayal Veiled Mods") { Identified True; HasExplicitMod ["Veil"]; BaseType "Glorious Plate"; Rarity Rare; }
1392 DeepSearch S1(0.0, "Betrayal Veiled Mods Tier 1") { Identified True; HasExplicitMod ["Catarina's Veiled"]; BaseType "Glorious Plate"; Rarity Rare; }
1393 DeepSearch S2(0.0, "Betrayal Veiled Mods Tier 2") { Identified True; HasExplicitMod ["Gravicius' Veiled"]; BaseType "Glorious Plate"; Rarity Rare; }
1394
1395 Function VeilModTierList($s, $shd = "SHD", $text = "New Veiled Mod Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList(*, "Item Mods", false, "HasExplicitMod"); Buttons(*, "Class", "AllGearClassesPlusFlask"); Slider(*, "DropLevel"); Slider(*, "ItemLevel"); } }
1396
1397 VeilModTierList(S1, "SH", "Veiled Mods Tier 1");
1398 VeilModTierList(S2, "SH", "Veiled Mods Tier 2");
1399 Box() { Title("Veiled Mods Tier 3"); VisualEditor(S0, "SHD"); SortableList(*, "Item Mods", false, "HasExplicitMod"); Buttons(*, "Class", "AllGearClassesPlusFlask"); Slider(*, "DropLevel"); Slider(*, "ItemLevel"); }
1400
1401 // new tiers
1402 Conditional("?VeiledModsNewTiers", 2000, [1], ["default"], "notSimpleBuilder") { Show; Identified True; SetFontSize 45; SetBorderColor 0 240 190 240; PlayEffect White Temp; MinimapIcon 2 White Hexagon; }
1403 ElementAdder_Tier("?VeiledModsNewTiers", "VeilModTierList");
1404 }
1405
1406 Section("Scarabs") {
1407 Function ScarabTierList($s, $shd = "SHD", $text = "New Scarab Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList(*, "MapFragments", false); } }
1408
1409 Search S0(0.0, "Betrayal Scarabs T1", "fragments->scarabs;t1") { BaseType "Gilded Breach Scarab"; }
1410 Search S1(0.0, "Betrayal Scarabs T2", "fragments->scarabs;t2") { BaseType "Polished Sulphite Scarab"; }
1411 Search S2(0.0, "Betrayal Scarabs T3", "fragments->scarabs;rest") { BaseType "Rusted Torment Scarab"; }
1412
1413 TierListToolBar("fragments_scarabs", "Scarab", [], []);
1414 ScarabTierList(S0, "SH", "Tier 1 Scarabs");
1415 ScarabTierList(S1, "SH", "Tier 2 Scarabs");
1416 VEBox(S2, "SH", "Tier 3 Scarabs");
1417
1418 // new tiers
1419 Conditional("?ScarabNewTiers", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class "Map Fragments"; SetFontSize 45; SetTextColor 159 15 213 255; SetBorderColor 159 15 213 255; SetBackgroundColor 0 0 0 255; PlayAlertSound 2 300; PlayEffect Yellow; MinimapIcon 2 Yellow Hexagon; }
1420 ElementAdder_Tier("?ScarabNewTiers", "ScarabTierList");
1421 }
1422 }
1423
1424 Section("Delve", "DelveResonator") {
1425
1426 Section("Reliquary Keys") {
1427 Search S0(1.0, "Special map items") { Class "Misc Map Items"; BaseType "Timeworn Reliquary Key"; }
1428 Box() { Title("Reliquary Keys (Legacy and Delve)"); VisualEditor(S0, "S"); }
1429 }
1430
1431 Section("Delve mods") {
1432 DeepSearch S0(0.0, "Delve mods T2") { Identified True; Rarity Rare; HasExplicitMod ["of Crafting"]; BaseType "Glorious Plate"; }
1433 Search S1(0.0, "Delve mods T1") { Identified True; Rarity Rare; HasExplicitMod ["of the Underground"]; BaseType "Glorious Plate"; }
1434
1435 Box() { Title("Delve mods Tier 1"); VisualEditor(S1, "SD"); TagList(*, "HasExplicitMod", "Item Mods", false); TagList(*, "BaseType", "Gear", true); Slider(*, "Rarity"); Buttons(*, "Class", "AllGearClasses"); }
1436 Box() { Title("Delve mods Tier 2"); VisualEditor(S0, "SD"); TagList(*, "HasExplicitMod", "Item Mods", false); TagList(*, "BaseType", "Gear", true); Slider(*, "Rarity"); Buttons(*, "Class", "AllGearClasses"); }
1437 }
1438
1439 Section("Resonators") {
1440 Function ResonatorTierFunc($s, $shd = "SHD", $text = "New Resonator Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList(*, "Resonators", false); } }
1441 Search S0(0.0, "Delve Socketable Currency Resonators T1") { Class "Delve Stackable Socketable Currency"; BaseType "Prime Chaotic Resonator"; }
1442 Search S1(0.0, "Delve Socketable Currency Resonators T2") { Class "Delve Stackable Socketable Currency"; BaseType "Powerful Chaotic Resonator"; }
1443 Search S2(0.0, "Delve Socketable Currency Resonators T3") { Class "Delve Stackable Socketable Currency"; BaseType "Powerful Alchemical Resonator"; }
1444
1445 TierListToolBar(false, "Resonator", [], []);
1446
1447 ResonatorTierFunc(S0, "SH", "Resonators Tier 1");
1448 ResonatorTierFunc(S1, "SH", "Resonators Tier 2");
1449 ResonatorTierFunc(S2, "SH", "Resonators Tier 3 (all remaining)");
1450
1451 // new tiers
1452 Conditional("?DelveResonatorNewTier", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class "Delve Socketable Currency"; SetTextColor 0 0 0 255; SetBackgroundColor 210 178 135; SetBorderColor 0 0 0 255; SetFontSize 45; PlayAlertSound 2 300; }
1453 ElementAdder_Tier("?DelveResonatorNewTier", "ResonatorTierFunc");
1454 }
1455
1456 Section("Fossils") {
1457 Function FossilTierFunc($s, $shd = "SHD", $text = "New Fossil Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList(*, "Fossils", false); } }
1458 Search S0(0.0, "Delve Currency Fossils T1", "currency->fossil;t1") { BaseType "Hollow Fossil"; }
1459 Search S1(0.0, "Delve Currency Fossils T2", "currency->fossil;t2") { BaseType "Enchanted Fossil"; }
1460 Search S2(0.0, "Delve Currency Fossils T3", "currency->fossil;rest") { BaseType "Prismatic Fossil"; }
1461 Search S3(0.0, "Delve Currency Fossils T4", "currency->fossil;t4") { BaseType "Aberrant Fossil"; }
1462
1463 TierListToolBar("currency_fossil", "Fossil", [], []);
1464
1465 FossilTierFunc(S0, "SH", "Fossils Tier 1");
1466 FossilTierFunc(S1, "SH", "Fossils Tier 2");
1467 Box() { Title("Fossils Tier 3 (all remaining)"); Description("This tier contains all Fossils that are not in any other tier."); VisualEditor(S2, "SH"); }
1468 FossilTierFunc(S3, "SH", "Fossils Tier 4");
1469
1470 // new tiers
1471 Conditional("?DelveFossilsNewTier", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class "Currency"; SetTextColor 0 0 0 255; SetBackgroundColor 249 150 25; SetBorderColor 0 0 0 255; SetFontSize 45; PlayAlertSound 2 300; PlayEffect Yellow; MinimapIcon 1 Yellow Circle; }
1472 ElementAdder_Tier("?DelveFossilsNewTier", "FossilTierFunc");
1473 }
1474 }
1475
1476 Section("Abyss League", "AbyssJewel") {
1477 Section("Stygian Vise (Abyss Belt)") {
1478 Description("Stygian Vise has been merged into the normal rare and crafting tiers.");
1479 }
1480
1481 Section("Abyss Jewels") {
1482 DeepSearch S0(0.0, "Abyss Jewels rare ilvl 86") { Class "Abyss Jewel"; Rarity Rare; ItemLevel 86; }
1483 DeepSearch S1(0.0, "Abyss Jewels magic ilvl 86") { Class "Abyss Jewel"; Rarity Magic; ItemLevel 86; }
1484 DeepSearch S2(0.0, "Abyss Jewels rare") { Class "Abyss Jewel"; Rarity Rare; }
1485 DeepSearch S3(0.0, "Abyss Jewels magic") { Class "Abyss Jewel"; Rarity Magic; }
1486
1487 Description("There are 4 types of jewels, one for each build archetype: Murderous (focused around melee), Searching (bows/wanders), Hypnotic (for spellcasters) and Ghastly (for summoners) Eye Jewel.", "Abyss Jewels", "Abyss Jewels have itemlevel depending rolls. If you want to craft abyss jewels, it's highly recommended to use ItemLevel 84 material.");
1488
1489 Box() { Title("Rare Abyss Jewels - ilvl 82"); VisualEditor(S0, "SH"); Buttons(*, "BaseType", ["Murderous Eye Jewel", "Searching Eye Jewel", "Hypnotic Eye Jewel", "Ghastly Eye Jewel"]); Slider(*, "ItemLevel"); }
1490 Box() { Title("Magic Abyss Jewels - ilvl 82"); VisualEditor(S1, "SH"); Buttons(*, "BaseType", ["Murderous Eye Jewel", "Searching Eye Jewel", "Hypnotic Eye Jewel", "Ghastly Eye Jewel"]); Slider(*, "ItemLevel"); }
1491 Box() { Title("Rare Abyss Jewels"); VisualEditor(S2, "SH"); Buttons(*, "BaseType", ["Murderous Eye Jewel", "Searching Eye Jewel", "Hypnotic Eye Jewel", "Ghastly Eye Jewel"]); Slider(*, "ItemLevel"); }
1492 Box() { Title("Magic Abyss Jewels"); VisualEditor(S3, "SH"); Buttons(*, "BaseType", ["Murderous Eye Jewel", "Searching Eye Jewel", "Hypnotic Eye Jewel", "Ghastly Eye Jewel"]); Slider(*, "ItemLevel"); }
1493 }
1494 }
1495
1496 Section("Breach League", "Breachstone") {
1497 Function SplinterList($s, $shd = "SHD", $text = "New Breach Splinter Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, false); } }
1498 Function BreachStoneList($s, $shd = "SHD", $text = "New Breach Blessing Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, false); } }
1499
1500 Search S0(0.0, "Breach splinters T1") { Class Currency; BaseType "Splinter of Chayula"; }
1501 Search S1(0.0, "Breach splinters T2") { Class Currency; BaseType "Splinter of Esh"; }
1502
1503 SplinterList(0, "SH", "Breach Splinters, Tier 1:");
1504 SplinterList(1, "SH", "Breach Splinters, Tier 2:");
1505
1506 Conditional("?BreachSplinterNewTiers", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class "Currency"; SetTextColor 255 235 235 255; SetBackgroundColor 65 20 80; SetBorderColor 130 25 255 255; SetFontSize 42; PlayAlertSound 2 100; }
1507 ElementAdder_Tier("?BreachSplinterNewTiers", "SplinterList");
1508
1509 Divider();
1510
1511 Search S2(1.0, "Breach Blessings T1") { BaseType "Blessing of Chayula"; }
1512 Search S3(1.0, "Breach Blessings T2") { BaseType "Blessing of Esh"; }
1513 BreachStoneList(2, "SH", "Blessings, Tier 1");
1514 BreachStoneList(3, "SH", "Blessings, Tier 2");
1515
1516 Conditional("?BreachBlessingNewTiers", 2000, [2], ["default"], "notSimpleBuilder") { Show; Class "Currency"; SetFontSize 45; SetTextColor 130 25 255 255; SetBackgroundColor 255 255 255 255; SetBorderColor 130 25 255 255; PlayAlertSound 6 300; }
1517 ElementAdder_Tier("?BreachBlessingNewTiers", "BreachStoneList");
1518 }
1519
1520 Section("Incursion", "IncursionHelmet") {
1521
1522 Section("Stone of Passage") {
1523 // stone of passage
1524 DeepSearch S0(0.0, "Incursion Item") { Class "Incursion Item"; BaseType "Stone of Passage"; }
1525 Box() { Title("Incursion Stones of Passage"); VisualEditor("S0", "SH"); }
1526 }
1527
1528 Section("Vials") {
1529 DeepSearch S1(0.0, "Incursion Vials T1", "currency->incursion;t1") { BaseType "Vial of Sacrifice"; }
1530 DeepSearch S3(0.0, "Incursion Vials T2", "currency->incursion;t2") { BaseType "Vial of Fate"; }
1531
1532 Box() { Title("Vials Tier 1"); VisualEditor("S1", "SH"); SortableList(*, false); }
1533 Box() { Title("Vials Tier 2"); VisualEditor("S3", "SH"); SortableList(*, false); }
1534
1535 // new vial tiers
1536 Function VialTierList($s, $shd = "SHD", $text = "New Vial Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList(*, false); } }
1537 Conditional("?IncVialNewTier", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class Currency; SetTextColor 0 0 0 255; SetBackgroundColor 159 15 213 255; SetBorderColor 0 0 0 255; SetFontSize 45; PlayAlertSound 2 300; }
1538 ElementAdder_Tier("?IncVialNewTier", "VialTierList");
1539 }
1540
1541 Section("Mods") {
1542 Search S2(0.0, "Incursion Mod Item rare") { Identified True; BaseType "Driftwood Wand"; Rarity Magic; HasExplicitMod ["Tacati"]; }
1543 Search S4(0.0, "Incursion Mod Item magic") { Identified True; BaseType "Driftwood Wand"; Rarity Rare; HasExplicitMod ["Tacati"]; }
1544 Search S5(0.0, "Incursion Mod Map") { Identified True; Class Maps; HasExplicitMod ["Vaal"]; Rarity Magic; }
1545
1546 Box() { Title("Incursion Mods (Rare)"); VisualEditor("S4", "SH"); Buttons(*, "Class", "AllGearClasses"); ListHandler(*, "HasExplicitMod", "Item Mods"); }
1547 Box() { Title("Incursion Mods (Magic)"); VisualEditor("S2", "SH"); Buttons(*, "Class", "AllGearClasses"); ListHandler(*, "HasExplicitMod", "Item Mods"); }
1548 Box() { Title("Incursion Map Mods"); VisualEditor(S5, "SD"); }
1549 }
1550 }
1551
1552 Section("Prophecy", "Prophecy") {
1553 Function ProphecyTierList($s, $shd = "SHD", $text = "New Prophecy Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList(*, "Prophecy", false, "Prophecy"); } }
1554
1555 Search S0(0.0, "Prophecy Tier 1", "currency->prophecy;t1") { Class Currency; Prophecy "Monstrous Treasure"; BaseType Prophecy; }
1556 Search S1(0.0, "Prophecy Tier 2", "currency->prophecy;t2") { Class Currency; Prophecy "Twice Enchanted"; BaseType Prophecy; }
1557 Search S2(0.0, "Prophecy Tier 3", "currency->prophecy;rest") { Class Currency; BaseType "Prophecy"; }
1558
1559 TierListToolBar("currency_prophecy", "Prophecy", [], []);
1560
1561 ProphecyTierList(S0, "SH", "Tier 1");
1562 ProphecyTierList(S1, "SH", "Tier 2");
1563 Box() { Title("Prophecies"); VisualEditor(S2, "SH"); }
1564
1565 // new tiers
1566 Conditional("?NewProphecyTier", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class Currency; SetFontSize 45; PlayAlertSound 2 300; SetTextColor 0 0 0 255; SetBackgroundColor 159 15 213 255; SetBorderColor 0 0 0 255; }
1567 ElementAdder_Tier("?NewProphecyTier", "ProphecyTierList");
1568 }
1569
1570 Section("Other Leagues", "Essence") {
1571
1572 Section("Synthesis", "Synthesis") {
1573
1574 Search SSyn(0.0, "Synthesised items") { SynthesisedItem True; Rarity Rare; BaseType "Astral Plate"; }
1575 VEBox(SSyn, "S", "Synthesised items");
1576 Divider();
1577
1578 Search S0(0.0, "Fractured Jewels") { FracturedItem True; Rarity Rare; Class "Jewel"; }
1579 Search S1(0.0, "Fractured Rules: Leveling") { FracturedItem True; ItemLevel 64; Rarity Rare; }
1580 Search S2(0.0, "Fractured ES Items (lvl86)") { FracturedItem True; ItemLevel 86; Rarity Rare; BaseType "Hubris Circlet"; }
1581 Search S3(0.0, "Fractured ES Items (lvl84)") { FracturedItem True; ItemLevel 84; Rarity Rare; BaseType "Hubris Circlet"; }
1582 Search S4(0.0, "Fractured ES Items") { FracturedItem True; Rarity Rare; BaseType "Hubris Circlet"; }
1583 Search S5(0.0, "Fractured Boots LVL86 - onslaught base") { FracturedItem True; ItemLevel 86; Rarity Rare; Class "Boots"; }
1584 Search S6(0.0, "Fractured Good bases 86") { FracturedItem True; ItemLevel 86; Rarity Rare; BaseType "Ambusher"; }
1585 Search S7(0.0, "Fractured Good bases 84") { FracturedItem True; ItemLevel 84; Rarity Rare; BaseType "Ambusher"; }
1586 Search S8(0.0, "Fractured Good bases") { FracturedItem True; Rarity Rare; BaseType "Ambusher"; }
1587 Search S9(0.0, "Fractured Trinkets (86)") { FracturedItem True; ItemLevel 86; Rarity Rare; Class "Amulets"; }
1588 Search S10(0.0, "Fractured Trinkets") { FracturedItem True; ItemLevel 82; Rarity Rare; Class "Amulets"; }
1589 Search S11(0.0, "Fractured Random Items LVL 86") { FracturedItem True; ItemLevel 86; Rarity Rare; }
1590 Search S12(0.0, "Fractured 1.5 APS Bows T1") { FracturedItem True; ItemLevel 84; Rarity Rare; BaseType "Grove Bow"; }
1591 Search S13(0.0, "Fractured 1.5 APS Bows T2") { FracturedItem True; ItemLevel 75; Rarity Rare; BaseType "Grove Bow"; }
1592 Search S14(0.0, "Fractured - Extra Classes") { FracturedItem True; ItemLevel 84; DropLevel 55; Rarity Rare; Class "Body Armours"; }
1593 Search S15(0.0, "Fractured small items (thin)") { FracturedItem True; Width 1; Height 4; Rarity Rare; }
1594 Search S16(0.0, "Fractured small items") { FracturedItem True; Width 2; Height 2; Rarity Rare; }
1595 Search S17(0.0, "Fractured items, medium") { FracturedItem True; Rarity Rare; BaseType "Astral Plate"; }
1596
1597 VEBox(S0, "SD", "Jewels");
1598 VEBox(S1, "SD", "Leveling");
1599 Box() { Title("High itemLevel"); VisualEditor(S11, "SD"); Buttons(*, "Class", "AllGearClasses"); Slider(*, "ItemLevel"); Slider(*, "DropLevel"); }
1600
1601 Divider();
1602
1603 Box() { Title("ES Tier 1"); VisualEditor(S2, "SD"); TagList(*, "BaseType"); Slider(*, "ItemLevel"); }
1604 Box() { Title("ES Tier 2"); VisualEditor(S3, "SD"); TagList(*, "BaseType"); Slider(*, "ItemLevel"); }
1605 Box() { Title("ES Tier 3"); VisualEditor(S4, "SD"); TagList(*, "BaseType"); Slider(*, "ItemLevel"); }
1606
1607 Divider();
1608
1609 VEBox(S5, "SD", "Onslaught Boots");
1610
1611 Divider();
1612
1613 Box() { Title("Good bases T1"); VisualEditor(S6, "SD"); Buttons(*, "Class", "AllGearClasses"); TagList(*, "BaseType"); Slider(*, "ItemLevel"); }
1614 Box() { Title("Good bases T2"); VisualEditor(S7, "SD"); Buttons(*, "Class", "AllGearClasses"); TagList(*, "BaseType"); Slider(*, "ItemLevel"); }
1615 Box() { Title("Good bases T3"); VisualEditor(S8, "SD"); Buttons(*, "Class", "AllGearClasses"); TagList(*, "BaseType"); Slider(*, "ItemLevel"); }
1616
1617 Divider();
1618
1619 VEBox(S9, "SD", "Amulets T1");
1620 VEBox(S10, "SD", "Amulets T2");
1621
1622 Divider();
1623
1624 Box() { Title("AttackSpeed Bows T1"); VisualEditor(S12, "SD"); TagList(*, "BaseType"); Slider(*, "ItemLevel"); }
1625 Box() { Title("AttackSpeed Bows T2"); VisualEditor(S13, "SD"); TagList(*, "BaseType"); Slider(*, "ItemLevel"); }
1626
1627 Divider();
1628
1629 Box() { Title("Desirable classes"); VisualEditor(S14, "SD"); Buttons(*, "Class", "AllGearClasses"); Slider(*, "ItemLevel"); Slider(*, "DropLevel"); }
1630 VEBox(S15, "SD", "small items (thin)");
1631 VEBox(S16, "SD", "small items");
1632 Box() { Title("remaining items"); Description("Disabling this rule will cause all remaining fractured items to be treated like normal rares. However, the filter will still not be able to hide them."); VisualEditor(S17, "SD"); Buttons(*, "Class", "AllGearClasses"); Slider(*, "ItemLevel"); Slider(*, "DropLevel"); }
1633
1634 Divider();
1635
1636 Function FracturedItemCustomRuleFunc ($s, $shd = "SD", $title = "Additional Custom Rule")
1637 {
1638 Box()
1639 {
1640 Title($title);
1641 VisualEditor($s, $shd);
1642 Buttons($s, "Class", "AllGearClassesPlusJewel");
1643 TagList($s, "BaseType", "Gear", true);
1644 MultipleSliders($s, ["StackSize", "GemLevel", "MapTier"]);
1645 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem"], ["bool"]);
1646 }
1647 }
1648
1649 Conditional("?CFracturedItemCustomRule", 3000, [1], ["default"]) { Show; SetBorderColor 0 240 190 240; SetFontSize 40; Rarity <= Rare; FracturedItem True; MinimapIcon 2 White Hexagon; PlayEffect White Temp; }
1650 ElementAdder_Tier("?CFracturedItemCustomRule", "FracturedItemCustomRuleFunc");
1651 }
1652
1653 Section("Bestiary", "BestiaryOrb") {
1654 DeepSearch S0(0.0, "Bestiary Mod Items") { Identified True; HasExplicitMod ["of Farrul"]; Rarity Rare; }
1655 Box() {
1656 Title("Bestiary Mod Items");
1657 VisualEditor(0, "SHD");
1658 Slider(*, "DropLevel");
1659 Buttons(*, "Class", "AllGearClasses");
1660 }
1661 }
1662
1663 Section("Essences", "Essence") {
1664 Search S0(0.0, "Essences T1+2") { Class Currency; BaseType "Essence of Hysteria"; }
1665 Search S1(0.0, "Essences T3") { Class Currency; BaseType "Screaming Essence of Woe"; }
1666 Search S2(0.0, "Essences T4") { Class Currency; BaseType "Wailing Essence of Woe"; }
1667 Search S3(0.0, "Essences T5") { Class Currency; BaseType "Weeping Essence of Woe"; }
1668 Search S4(0.0, "Essences T6") { Class Currency; BaseType "Muttering Essence of Woe"; }
1669 Search S5(0.0, "Essences T7") { Class Currency; BaseType "Whispering Essence of Woe"; }
1670
1671 Conditional("?EssenceHighlight", 1000, [0], ["default"]) { Show; Class Currency; SetFontSize 40; PlayAlertSound 2 300; SetBorderColor 0 0 0; SetTextColor 0 0 0; SetBackgroundColor 180 0 230; }
1672
1673 Box() { Title("Highlight Essences by type:"); VisualEditor("?EssenceHighlight", "SD"); Buttons(*, "BaseType", ["Hatred", "Woe", "Greed", "Contempt", "Sorrow", "Anger", "Torment", "Fear", "Suffering", "Rage", "Wrath", "Doubt", "Anguish", "Loathing", "Spite", "Zeal", "Misery", "Dread", "Scorn", "Envy", "Hysteria", "Insanity", "Horror", "Delirium", "Remnant"]); }
1674
1675 Box() { Title("Tier 1, 2, and corrupted Essences:"); VisualEditor(0, "S"); }
1676 Box() { Title("Tier 3:"); VisualEditor(1, "SH"); }
1677 Box() { Title("Tier 4:"); VisualEditor(2, "SH"); }
1678 Box() { Title("Tier 5:"); VisualEditor(3, "SH"); }
1679 Box() { Title("Tier 6:"); VisualEditor(4, "SH"); }
1680 Box() { Title("Tier 7:"); VisualEditor(5, "SH"); }
1681 }
1682
1683 Section("Talismans", "Talisman") {
1684 DeepSearch S0(0.0, "Talismans") { Class Amulets; BaseType "Talisman"; Rarity Rare; }
1685 Box() { Title("Talismans:"); VisualEditor(0, "SD"); Slider(0, "Rarity"); }
1686 }
1687
1688 Section("Perandus Coins", "PerandusCoins") {
1689 Search S0(0.0, "Perandus Coins (big stack)") { BaseType "Perandus Coin"; StackSize 15; }
1690 Search S1(0.0, "Perandus Coins (small stack)") { BaseType "Perandus Coin"; StackSize 1; }
1691 Search S2(0.0, "Perandus Coin") { BaseType "Perandus Coin"; StackSize 5; }
1692
1693 Box() { Title("Perandus Coins, big stacks"); VisualEditor(0, "SH"); Slider(0, "StackSize"); }
1694 Box() { Title("Perandus Coins, medium sized stacks"); VisualEditor(2, "SH"); Slider(2, "StackSize"); }
1695 Box() { Title("Perandus Coins, small stacks"); VisualEditor(1, "SH"); Slider(1, "StackSize"); }
1696 }
1697
1698 Section("Harbinger", "Annulment") {
1699 Description("Harbinger Currency has been merged into the normal currency tiers.");
1700 }
1701
1702 Section("Warband items", "Warband")
1703 {
1704 Search S0(0.0, "Warband items") { Corrupted False; Identified True; HasExplicitMod ["Redblade"]; BaseType "Driftwood Wand"; Rarity "Magic";}
1705
1706 Description("Warband bases are magic items rarely dropped by Warbands. These bases drop identified and have a special affix and can only appear on a specific class. Hover over the wisdom scroll to find out more.", "Warband Items", "Redblade (fire) warbands may drop a helmet with the '10% physical damage taken is converted to fire damage'. The Brinerot may drop gloves with the '% increased damage while using a flask' mod and the Mutewind may drop 'Cannot be frozen' boots. Chaos warbands may drop weapons with a single elemental penetration bonus. These items are fairly exotic and may be used for crafting. Please note that if you put the entry on 'Hide', you can click 'alt' to see hidden items, to check if the warband dropped any special magic gear upon their demise. This is convenient, because identified items can also drop due to several sextant and leaguestone effects.");
1707
1708 Box() {
1709 Title("Warband items:");
1710 VisualEditor(0, "SH");
1711 Slider(0, "ItemLevel");
1712 Buttons(0, "Class", ["Helmets", "Boots", "Gloves"]);
1713 ListHandler(0, "HasExplicitMod", "Item Mods");
1714 }
1715
1716 // Box() {
1717 // Title("Warband - Chaos warband items");
1718 // VisualEditor(1, "SH");
1719 // Slider(1, "ItemLevel");
1720 // Buttons(1, "Class", "WeaponClasses");
1721 // }
1722 }
1723 }
1724}
1725
1726//===================================================================================================
1727// LEVELING
1728//===================================================================================================
1729
1730Chapter() {
1731
1732 SectionTitle("Leveling (below lvl 65)");
1733
1734 Section("Add custom Show/Hide rules", "Kite Shield") {
1735
1736 Box() { YTLink("PiSHS8T63ys", "Creating the Perfect Leveling Filter"); }
1737
1738 Description("Augment the filter with entirely new rules, such as 'only show AR and AR/EV armors', 'highlight all rare axes' and 'hide all wands'", "Additional Leveling Rules", "This section is designed to be foolproof. It will have no effect on 6Llinks, endgame items, elder/shaper items, uniques etc), abyss belts, fishing rods and other special bases. These sections frequently feature the 'strictness' dropdown menu. This tool defines ho w many rules are overwritten by your custom rules. I recommend playing around with the loot simulator, while switching back and forth to the customizer to get familiar with this section");
1739
1740 Section("Highlight items by Base", "Firefly") {
1741 Function CondShowBase_Lvl ($s, $shd = "SD", $title = "Highlight items by Base")
1742 {
1743 Box()
1744 {
1745 Title($title);
1746 EntrySelector($s);
1747 VisualEditor($s, $shd);
1748 TagList($s, "BaseType", "Gear");
1749 MultipleSliders($s, ["StackSize", "GemLevel", "Quality", "MapTier"]);
1750 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
1751 }
1752 }
1753
1754 Conditional("?CLevelShowBases", 3500, ["WP_LVL_E", "WP_LVL_D", "WP_LVL_C", "WP_LVL_B", "WP_LVL_A"], ["1) Only affects the regular normal/magic items", "2) Affects previous sections + normal/magic handpicked items", "3) Affects previous sections + decent rares", "4) Affects previous sections + handpicked/good rares", "5) Affects all gear"]) { Show; SetBorderColor 200 0 0; SetFontSize 38; }
1755 ElementAdder_Tier("?CLevelShowBases", "CondShowBase_Lvl");
1756 }
1757
1758 Section("Highlight items by Armour Type", "Firefly") {
1759 Conditional("?CLevelShowType", 3400, ["WP_LVL_E", "WP_LVL_D", "WP_LVL_C", "WP_LVL_B", "WP_LVL_A"], ["1) Only affects the regular normal/magic items", "2) Affects previous sections + normal/magic handpicked items", "3) Affects previous sections + decent rares", "4) Affects previous sections + handpicked/good rares", "5) Affects all gear"]) { Show; SetBorderColor 200 0 0; SetFontSize 38; Class "Body Armour" "Gloves" "Boots" "Helmets" "Shields"; }
1760 Function CondShowTypeLVL ($s, $shd = "SD", $title = "Highlight items by Armour Type")
1761 {
1762 Box() {
1763 Title($title);
1764 EntrySelector($s);
1765 VisualEditor(*, $shd);
1766 ItemTypeButtons(*);
1767 Buttons(*, "Class", ["Body Armour", "Gloves", "Boots", "Helmets", "Shields"]);
1768 MultipleSliders($s, ["StackSize", "GemLevel", "Quality", "MapTier"]);
1769 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
1770 }
1771 }
1772
1773 ElementAdder_Tier("?CLevelShowType", "CondShowTypeLVL");
1774 }
1775
1776 Section("Highlight items by slot", "Firefly") {
1777 Function CondShowClass_Lvl ($s, $shd = "SD", $title = "Highlight items by slot")
1778 {
1779 Box()
1780 {
1781 Title($title);
1782 EntrySelector($s);
1783 VisualEditor($s, $shd);
1784 Buttons($s, "Class", "AllGearClasses");
1785 MultipleSliders($s, ["StackSize", "GemLevel", "Quality", "MapTier"]);
1786 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
1787 }
1788 }
1789
1790 Conditional("?CLevelShowClasses", 3300, ["WP_LVL_E", "WP_LVL_D", "WP_LVL_C", "WP_LVL_B", "WP_LVL_A"], ["1) Only affects the regular normal/magic items", "2) Affects previous sections + normal/magic handpicked items", "3) Affects previous sections + decent rares", "4) Affects previous sections + handpicked/good rares", "5) Affects all gear"]) { Show; SetBorderColor 200 0 0; SetFontSize 38; }
1791 ElementAdder_Tier("?CLevelShowClasses", "CondShowClass_Lvl");
1792 }
1793
1794 Section("Hide items by Armour Type", "Annulment") {
1795 Conditional("?CLevelHideType", 1500, ["WP_LVL_E", "WP_LVL_D", "WP_LVL_C", "WP_LVL_B", "WP_LVL_A"], ["1) Only affects the regular normal/magic items", "2) Affects previous sections + normal/magic handpicked items", "3) Affects previous sections + decent rares", "4) Affects previous sections + handpicked/good rares", "5) Affects all gear"]) { Hide; Class "Body Armour" "Gloves" "Boots" "Helmets" "Shields"; }
1796
1797 Function CondHideTypeLVL ($s, $shd = "HD", $title = "Hide items by Armour Type")
1798 {
1799 Box() {
1800 Title($title);
1801 EntrySelector($s);
1802 VisualEditor(*, $shd);
1803 ItemTypeButtons(*);
1804 Buttons(*, "Class", ["Body Armour", "Gloves", "Boots", "Helmets", "Shields"]);
1805 MultipleSliders($s, ["StackSize", "GemLevel", "Quality", "MapTier"]);
1806 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
1807 }
1808 }
1809
1810 ElementAdder_Tier("?CLevelHideType", "CondHideTypeLVL");
1811 }
1812
1813 Section("Hide items by slot", "Annulment") {
1814 Function CondHideClass_Lvl ($s, $shd = "HD", $title = "Hide items by slot")
1815 {
1816 Box()
1817 {
1818 Title($title);
1819 EntrySelector($s);
1820 VisualEditor($s, $shd);
1821 Buttons($s, "Class", "AllGearClasses");
1822 MultipleSliders($s, ["StackSize", "GemLevel", "Quality", "MapTier"]);
1823 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem", "AnyEnchantment", "ShaperItem", "ElderItem", "AnyEnchantment"], ["bool"]);
1824 }
1825 }
1826
1827 Conditional("?CLevelHideClasses", 1100, ["WP_LVL_E", "WP_LVL_D", "WP_LVL_C", "WP_LVL_B", "WP_LVL_A"], ["1) Only affects the regular normal/magic items", "2) Affects previous sections + normal/magic handpicked items", "3) Affects previous sections + decent rares", "4) Affects previous sections + handpicked/good rares", "5) Affects all gear"]) { Hide; SetFontSize 18; }
1828 ElementAdder_Tier("?CLevelHideClasses", "CondHideClass_Lvl");
1829 }
1830 }
1831
1832 Section("Item Progression", "Siege Axe") {
1833
1834 Box(){
1835 Description("Attack builds often want to see the best weapon type (such as only 1h Axe or Claw) available on your level. This tool does exactly that. Select up to 3 Weapon types below and we'll create your perfect progression in just 1 click.");
1836 }
1837 Section("Personal Item Progression #1") {
1838 DeepSearch S0("skip") { SocketGroup "RGBR"; ItemLevel 20; BaseType "Driftwood Wand"; }
1839
1840 Conditional("?LvlItemProgression1", 3100, [0], ["default"], "notSimpleBuilder") { Show; BaseType "Progression Item"; Rarity <= Magic; SetBorderColor 200 0 0; SetFontSize 38; }
1841 Box() {
1842 Title("Item Progression Editor");
1843 VisualEditor("?LvlItemProgression1", "");
1844 Slider(*, "Rarity");
1845 Slider(*, "Sockets");
1846 Slider(*, "LinkedSockets");
1847 ItemProgressionUI(*, 65);
1848 }
1849 }
1850
1851 Section("Personal Item Progression #2") {
1852 DeepSearch S0("skip") { SocketGroup "RGBR"; ItemLevel 20; BaseType "Driftwood Wand"; }
1853
1854 Conditional("?LvlItemProgression2", 3100, [0], ["default"], "notSimpleBuilder") { Show; BaseType "Progression Item"; Rarity <= Magic; SetBorderColor 200 0 0; SetFontSize 38; }
1855 Box() {
1856 Title("Item Progression Editor");
1857 VisualEditor("?LvlItemProgression2", "");
1858 Slider(*, "Rarity");
1859 Slider(*, "Sockets");
1860 Slider(*, "LinkedSockets");
1861 ItemProgressionUI(*, 65);
1862 }
1863 }
1864
1865 Section("Personal Item Progression #3") {
1866 DeepSearch S0("skip") { SocketGroup "RGBR"; ItemLevel 20; BaseType "Driftwood Wand"; }
1867
1868 Conditional("?LvlItemProgression3", 3100, [0], ["default"], "notSimpleBuilder") { Show; BaseType "Progression Item"; Rarity <= Magic; SetBorderColor 200 0 0; SetFontSize 38; }
1869 Box() {
1870 Title("Item Progression Editor");
1871 VisualEditor("?LvlItemProgression3", "");
1872 Slider(*, "Rarity");
1873 Slider(*, "Sockets");
1874 Slider(*, "LinkedSockets");
1875 ItemProgressionUI(*, 65);
1876 }
1877 }
1878
1879 Box(){
1880 Description("The filter has a progression of its own. It's much more general and also includes some armours. You might want to customize or disable it, especially if you've defined your own progression above.");
1881 }
1882
1883 Section ("Edit the Default Progression")
1884 {
1885 Function ItemProgression ($s, $shd = "SDH", $text)
1886 {
1887 Box()
1888 {
1889 Title($text);
1890 VisualEditor($s, $shd);
1891 Slider(*, "Sockets");
1892 Slider(*, "LinkedSockets");
1893 Buttons(*, "Class", "SocketedGearClasses");
1894 }
1895 }
1896
1897 Description("These sections combine over 25 rules and will show the current top available base-types.");
1898
1899 DeepSearchMulti S0(0.0, "Leveling-Progression-Full", 0, 30) { -BaseType "Progression Item"; !Class "Claws"; +DropLevel <= 65; !ItemLevel < 65; Rarity = Normal; SocketGroup G; }
1900
1901 ItemProgression(S0, SD, "Default Item Progression");
1902
1903 Box()
1904 {
1905 Title("Advanced: Rarity Setting");
1906 Description("After the first acts players usually only want to see normal items (if any), to turn them into rares. Magic items become very trivial. The slider setting defines the point, when you no longer want to see magic items, making the filter stricter starting with that level.");
1907 Description("Example: Setting the slider to the minimum (9), will set this rule to never show magic items (making the filter stricter).");
1908 MapTierSlider("S0", 4);
1909 }
1910 }
1911 }
1912
1913 Section("Colors and Links", "Fusing") {
1914
1915 Section("Chromatic Recipe Items", "Chromatic") {
1916 DeepSearch S1(0.0, "Leveling RGB Chromatic recipe (small 2x2)") { SocketGroup RGB; Width 2; Height 2; BaseType "Wool Shoes"; Rarity Magic; }
1917 DeepSearch S2(0.0, "Leveling RGB Chromatic recipe (small 1x3)") { SocketGroup RGB; Width 1; Height 3; BaseType "Driftwood Wand"; Rarity Magic; }
1918 DeepSearch S3(0.0, "Leveling RGB Chromatic recipe (large)") { SocketGroup RGB; Width 2; Height 4; BaseType "Primitive Staff"; Rarity Magic; }
1919 DeepSearch S4(0.0, "Leveling RGB Chromatic recipe (medium)") { SocketGroup RGB; BaseType "Wyrmscale Doublet"; Rarity Magic; }
1920 VEBox("S1", "SD", "Small 2x2 Chromatics");
1921 VEBox("S2", "SD", "Small 1x3, 1x4 Chromatics");
1922 VEBox("S4", "SD", "Medium Chromatics");
1923 VEBox("S3", "SD", "Large Chromatics");
1924 }
1925
1926 Section("Desired SocketGroups", "Chromatic") {
1927
1928 Function SocketFunction($s, $shd = "SD", $title = "Desired SocketGroups") {
1929 Box() {
1930 Title($title);
1931 VisualEditor($s, $shd);
1932 TagList($s, "SocketGroup", "SocketGroup");
1933 Buttons($s, "Class", "SocketedGearClasses");
1934 Slider($s, "ItemLevel");
1935 Slider($s, "LinkedSockets");
1936 }
1937 }
1938
1939 Warning("Example: To highlight an item with 3 red sockets that are linked to each other, write RRR into the input field.");
1940 DeepSearch S0("skip") { SocketGroup "RGBB"; Rarity Normal; BaseType "Iron Gauntlets";}
1941 Conditional("?CLvlS0", 3355, [0], ["default"]) { Show; SocketGroup "RRR"; SetBorderColor 200 0 0; SetFontSize 38; Class "Helmets" "Gloves" "Boots" "Body Armours" "Shields"; };
1942
1943 SocketFunction("?CLvlS0", "SD", "Racing Socket Group");
1944 ElementAdder_Tier("?CLvlS0", "SocketFunction");
1945 }
1946
1947 Function VEBox ($s, $shd = "SDH", $text)
1948 {
1949 Box()
1950 {
1951 Title($text);
1952 VisualEditor($s, $shd);
1953 Slider(*, "ItemLevel");
1954 Buttons(*, "Class", "SocketedGearClasses");
1955 }
1956 }
1957
1958 Section("4-Linked Gear: Chromatic", "Fusing") {
1959 DeepSearchMulti S0(0.0, "Leveling RGB 4 links",0,3) { SocketGroup "RGBG"; BaseType "Wool Shoes"; Rarity <= Rare; ItemLevel 60; }
1960 VEBox(0, "SD", "4-links: Rares Gear");
1961 }
1962
1963
1964 Section("4-Linked Gear: General", "Fusing") {
1965
1966 Box()
1967 {
1968 Title("Minimum Color Requirements");
1969 Description("By adding 'GG' all 4-links will need to at least have 2 green colors to get highlighted. You can add one or multiple combinations of 'R', 'G' and 'B'. This is very useful to hide uninteresting linked items.");
1970 TagListOptional("S0", "SocketGroup", "SocketGroup");
1971 }
1972
1973 DeepSearch S0(0.0, "Leveling Rare 4 links") { SocketGroup "BBBR"; Rarity Rare; BaseType "Wool Shoes"; ItemLevel 60; }
1974 DeepSearchMulti S0(0.0, "Leveling Normal 4 links",0,2) { SocketGroup "BBBR"; Rarity <= Magic; BaseType "Wool Shoes"; ItemLevel 60; }
1975
1976 VEBox(0, "SD", "4-links: Rares Gear");
1977 VEBox(1, "SD", "4-links: Normal/Magic Gear");
1978 }
1979
1980 Section("3-Linked Gear: General", "Fusing") {
1981 Box()
1982 {
1983 Title("Minimum Color Requirements");
1984 Description("By adding 'GG' all 3-links will need to at least have 2 green colors to get highlighted. You can add one or multiple combinations of 'R', 'G' and 'B'. This is very useful to hide uninteresting linked items.");
1985 TagListOptional("S0", "SocketGroup", "SocketGroup");
1986 }
1987
1988
1989 DeepSearchMulti S0(1.0, "Leveling 3 links lvl 1-12",0,2) { SocketGroup "GGR"; BaseType "Rusted Sword"; Rarity <= Magic; !ItemLevel 12; }
1990 DeepSearch S0(1.0, "Leveling 3 links lvl 1-24",0,2) { SocketGroup "GGR"; BaseType "Iron Hat"; Rarity <= Magic; ItemLevel 24; }
1991 // DeepSearch S0(1.0, "Leveling 3 links lvl 25-40") { SocketGroup "GGR"; BaseType "Wool Shoes"; Rarity Magic; ItemLevel 24; }
1992
1993 VEBox(0, "SD", "3 linked Gear: 1-12");
1994 VEBox(1, "SD", "3 linked Gear: 1-24");
1995 // VEBox(2, "SD", "3 linked Gear: 25-40");
1996 }
1997
1998 Section("3-Linked Gear: Caster", "Fusing") {
1999 Description("Casters are frequently interested in highlighting linked wands, sceptres or daggers with specific socket colours early on.");
2000
2001 DeepSearch S0(0.0, "Leveling caster 3 links A") { SocketGroup "BBR"; BaseType "Driftwood Wand"; Rarity Normal; !ItemLevel 20; }
2002
2003 Box()
2004 {
2005 Title("Caster Weapons: 3-links norm/magic");
2006 VisualEditor("S0", "SD");
2007 Slider(*, "ItemLevel");
2008 Slider(*, "Sockets");
2009 Slider(*, "LinkedSockets");
2010 Buttons(*, "Class", "SocketedGearClasses");
2011 TagList(*, "SocketGroup", "SocketGroup");
2012 }
2013 }
2014 }
2015
2016 Section("Flask Sections", "Flask") {
2017 Function FlaskBox ($s, $shd = "SDH", $text)
2018 {
2019 Box()
2020 {
2021 Title($text);
2022 VisualEditor($s, $shd);
2023 Slider(*, "Rarity");
2024 Slider(*, "Quality");
2025 }
2026 }
2027
2028 Function BaseFlaskBox ($s, $shd = "SDH", $text)
2029 {
2030 Box()
2031 {
2032 Title($text);
2033 VisualEditor($s, $shd);
2034 Slider(*, "Rarity");
2035 Slider(*, "Quality");
2036 TagList(*, "BaseType", "Flasks");
2037 }
2038 }
2039
2040 Section("Flask Progression","FlaskLife")
2041 {
2042 Description("This section combines 30 different rules that will highlight the best available life, mana and hybrid flasks, during your leveling progress.");
2043 DeepSearchMulti S0(0.0, "Leveling-Flasks-Hybrid-Progression", 0, 6){ +BaseType "Hybrid Flask"; !Class "Hybrid Flasks"; ItemLevel <= 65; -Quality = 0; Rarity Normal; }
2044 DeepSearchMulti S1(0.0, "Leveling-Flasks-Life-Progression", 0, 12){ +BaseType "Life Flasks"; !Class "Life Flasks"; ItemLevel <= 65; -Quality = 0; Rarity Normal; }
2045 DeepSearchMulti S2(0.0, "Leveling-Flasks-Mana-Progression", 0, 12){ +BaseType "Mana Flasks"; !Class "Mana Flasks"; ItemLevel <= 65; -Quality = 0; Rarity Normal; }
2046 DeepSearch S3 (0.0, "Remaining Flasks"){ BaseType "Medium Life Flask"; Rarity = Normal; ItemLevel = 12; }
2047
2048 FlaskBox(S0, SD, "Hybrid Flasks");
2049 FlaskBox(S1, SD, "Life Flasks");
2050 FlaskBox(S2, SD, "Mana Flasks");
2051 FlaskBox(S3, SD, "Other Flasks. Can be disabled fairly safely.");
2052 }
2053
2054 Section ("Utility Flasks","Flask")
2055 {
2056 DeepSearch S3(0.0, "Leveling-Flasks-Handpicked-Utility-Quality") { Quality 1; BaseType "Quicksilver Flask"; Rarity Magic; ItemLevel 5; }
2057 DeepSearch S4(0.0, "Leveling-Flasks-Handpicked-Utility") { BaseType "Quicksilver Flask"; Rarity Magic; ItemLevel 60; }
2058 DeepSearch S5(0.0, "Leveling-Flasks-Utility") { BaseType "Amethyst Flask"; Rarity Magic; ItemLevel 60; }
2059
2060 BaseFlaskBox(S3, SD, "Quality Handpicked Utility Flasks");
2061 BaseFlaskBox(S4, SD, "Handpicked Utility Flasks");
2062 FlaskBox(S5, SD, "Other Utility Flasks");
2063 }
2064
2065 Section ("Quality Flasks","FlaskMana")
2066 {
2067 Description("These rules have less priority than the 2 sections above.");
2068 DeepSearch S0(0.0, "Leveling-Flasks-Quality-20") { Quality 20; BaseType "Amethyst Flask"; Rarity Normal; ItemLevel 60; }
2069 DeepSearch S1(0.0, "Leveling-Flasks-Quality-High") { Quality 15; BaseType "Amethyst Flask"; Rarity Normal; ItemLevel 60; }
2070 DeepSearch S2(0.0, "Leveling-Flasks-Quality-Any") { Quality 2; BaseType "Amethyst Flask"; Rarity Normal; ItemLevel 60; }
2071
2072 FlaskBox(S0, SD, "Top Quality Random Flasks");
2073 FlaskBox(S1, SD, "High Quality Random Flasks");
2074 FlaskBox(S2, SD, "Low Quality Flasks");
2075 }
2076 }
2077
2078 Section("Leveling rares", "IronRing") {
2079 Warning("These are SOME of the leveling rules for rare items. Should you want to edit ALL the rares while leveling, we recommend you add a custom show/hide rule.");
2080
2081 Function ClassBox ($s, $shd = "SDH", $text)
2082 {
2083 Box()
2084 {
2085 Title($text);
2086 VisualEditor($s, $shd);
2087 Slider(*, "Rarity");
2088 Slider(*, "ItemLevel");
2089 Slider(*, "DropLevel");
2090 Buttons($s, "Class", "AllGearClasses");
2091 }
2092 }
2093
2094 Section("Rings, Amulets, Belts") {
2095 DeepSearch S0(0.0, "Leveling Rare Accessories") { BaseType "Coral Ring"; Rarity Rare; ItemLevel 60; }
2096 ClassBox(0, "SD", "Rare Accessories");
2097 }
2098
2099 Section("Boots") {
2100 DeepSearch S0(0.0, "Leveling rare boots") { BaseType "Wool Shoes"; Rarity Rare; ItemLevel 29; }
2101 ClassBox(0, "SD", "Early rare boots");
2102 }
2103
2104 Section("Small Armours") {
2105 DeepSearch S0(0.0, "Leveling small rare armours") { BaseType "Wool Shoes"; Rarity Rare; ItemLevel 60; }
2106 ClassBox(0, "SD", "Small rare armours");
2107 }
2108
2109 Section("Caster weapons") {
2110 DeepSearch S0(0.0, "Leveling rare caster weapons") { BaseType "Driftwood Wand"; Rarity Rare; ItemLevel 60; }
2111 ClassBox(0, "SD", "Rare caster weapons");
2112 }
2113 }
2114
2115 Section("Advanced: Finetune Settings", "Ring") {
2116 Box() { Description("Veteran players and racers can adjust individual rules to their liking here. Most players however, should usually be quite happy with the default settings. My recommendation: disable things, you have absolutely no interest for, such as quivers, if you don't care about bows."); }
2117
2118 Function ClassBox ($s, $shd = "SDH", $text)
2119 {
2120 Box()
2121 {
2122 Title($text);
2123 VisualEditor($s, $shd);
2124 Slider(*, "Rarity");
2125 Slider(*, "ItemLevel");
2126 Slider(*, "DropLevel");
2127 Buttons($s, "Class", "AllGearClasses");
2128 }
2129 }
2130
2131 Function BaseTypeBox ($s, $shd = "SDH", $text)
2132 {
2133 Box()
2134 {
2135 Title($text);
2136 VisualEditor($s, $shd);
2137 Slider(*, "ItemLevel");
2138 Slider(*, "Rarity");
2139 TagList(* ,"BaseType", "Gear");
2140 }
2141 }
2142
2143 Function BaseTypeBoxX ($s, $shd = "SDH", $text)
2144 {
2145 Box()
2146 {
2147 Title($text);
2148 VisualEditor($s, $shd);
2149 Slider(*, "ItemLevel");
2150 TagList(* ,"BaseType", "Gear");
2151 }
2152 }
2153
2154 Function ClassBoxX ($s, $shd = "SDH", $text)
2155 {
2156 Box()
2157 {
2158 Title($text);
2159 VisualEditor($s, $shd);
2160 Buttons($s, "Class", "AllGearClasses");
2161 }
2162 }
2163
2164 Section("Handpicked: Act 1") {
2165
2166 DeepSearch S0(0.0, "Act 1 Rings ilvl 8 normal") { BaseType "Iron Ring"; Rarity Normal; ItemLevel 14; }
2167 DeepSearch S0(0.0, "Act 1 Rings ilvl 8 magic") { BaseType "Iron Ring"; Rarity Magic; ItemLevel 14; }
2168
2169 // DeepSearch S2(0.0, "Act 1 Rings ilvl 12 normal") { BaseType "Coral Ring"; Rarity Magic; ItemLevel 8; }
2170
2171 DeepSearch S2(0.0, "Act 1 Rings ilvl 12 magic") { BaseType "Paua Amulet"; Rarity Magic; ItemLevel 8; }
2172 DeepSearch S4(0.0, "Act 1 Rings ilvl 12 magic T2") { BaseType "Paua Amulet"; Rarity Magic; ItemLevel 14; }
2173
2174 // DeepSearch S5(0.0, "Act 1 Anti Brutus Gear") { BaseType "Battered Helm"; Rarity Normal; ItemLevel 8; }
2175 // DeepSearch S5(0.0, "Act 1 Anti Brutus Gear") { BaseType "Battered Helm"; Rarity Magic; ItemLevel 8; }
2176
2177 DeepSearch S7(0.0, "Act 1 Caster Weapons") { BaseType "Driftwood Wand"; Rarity Magic; ItemLevel 12; }
2178
2179 Description("Coral Rings help you rush through the content early on. They provide a solid life buffer that helps you stay alive - even if underleveled. Resistance rings have 2 purposes: +1 Recipes (very useful for casters) and cold resistance - act1 is fairly cold heavy");
2180 Box() { Title("LVL 1-16: Defensive and Recipe Trinkets (norm/magic)"); VisualEditor("S2", "SD"); Slider(*, "ItemLevel"); }
2181
2182 Description("Flat damage is king during the first levels, while leveling an archer or melee build. You can also use them in recipes");
2183 BaseTypeBoxX("S0", "SD", "LVL 1-12: Physical Trinkets (norm/magic)");
2184 ClassBox("S4", "SD", "LVL 1-12: Random Trinkets");
2185 ClassBox("S7", "SD", "LVL 1-12: Caster Weapons");
2186
2187 // Description("Wearing a healthy mix of Armor/Evasion gear will allow you to tank brutus effectively. Good for racing.");
2188 // BaseTypeBoxX("S5", "SD", "LVL 1-8: Anti Brutus Gear (norm/magic)");
2189 }
2190
2191 Section("Handpicked: Act 2, 3")
2192 {
2193 DeepSearch S0(0.0, "Act 2/3 Rings") { BaseType "Topaz Ring"; Rarity Normal; ItemLevel 32; }
2194
2195 Description("Act 2 and 3 are fairly lightning heavy. Topaz rings are a good opportunity to boost your defenses, when rushing.");
2196 BaseTypeBoxX("S0", "SD", "LVL 12-32 Top Rings (Norm/Magic)");
2197 }
2198
2199 Section("Handpicked: Act 4, 5, 6") {
2200 DeepSearch S0(0.0, "Act 4/5/6 Rings") { BaseType "Ruby Ring"; Rarity Normal; ItemLevel 50; }
2201
2202 Description("Acts 4-6 contain a lot of deadly fire damage sources. Ruby rings help a lot. After act 5 you want to try to have each of your resistances very high or capped as any damage source can be deadly otherwise.");
2203 BaseTypeBoxX("S0", "SD", "Act 4/5/6 Rings (norm/magic)");
2204 }
2205
2206 // Section("Highlight: Jewellery") {
2207 //// DeepSearch S0(0.0, "Regular leveling jewellery ilvl 40") { BaseType "Topaz Ring"; Rarity Magic; ItemLevel 40; }
2208 //// DeepSearch S1(0.0, "Regular leveling jewellery ilvl 26") { BaseType "Leather Belt"; Rarity Magic; ItemLevel 26; }
2209 //// DeepSearch S2(0.0, "Regular leveling jewellery stats ilvl 26") { BaseType "Amber Amulet"; Rarity Magic; ItemLevel 26; }
2210 // DeepSearch S3(1.0, "Random Jewellery") { BaseType "Paua Ring"; Rarity Magic; ItemLevel 32; }
2211 //
2212 // Description("Otherwise unclassified normal/rare jewellery is handled here.");
2213 //// BaseTypeBox(0, "SD", "Bases: Resistance and Top Trinkets");
2214 //// BaseTypeBox(1, "SD", "Bases: Good Belts");
2215 //// BaseTypeBox(2, "SD", "Bases: Stat Trinkets");
2216 // ClassBox(0, "SD", "Bases: Random Trinkets");
2217 // }
2218
2219 Section("Highlight: Early Boots") {
2220
2221 Description("Path of Exile racers know - getting movement speed boots early on boosts you up quite a bit. These rules highlight magic sneakers early on. Good luck identifying.", "Movement Speed", "Depending on the build you play, you might not want to focus on movement speed too much. It's very useful during the first levels, but builds that reply on leap slam often don't need bother at all about it.");
2222
2223 DeepSearch S0(0.0, "Early Leveling Boots ilvl 12") { BaseType "Wool Shoes"; Rarity Magic; ItemLevel 12; }
2224 DeepSearch S1(0.0, "Early Leveling Boots ilvl 24") { BaseType "Wool Shoes"; Rarity Magic; ItemLevel 24; }
2225
2226 ClassBox(0, "SD", "Boots before level 12");
2227 ClassBox(1, "SD", "Boots before level 24");
2228 }
2229
2230 Section("Quiver Progression") {
2231
2232 DeepSearch S0(0.0, "Leveling Quivers lvl 1-8") { BaseType "Two-Point Arrow Quiver"; Rarity Magic; ItemLevel 8; }
2233 DeepSearch S1(0.0, "Leveling Quivers lvl 8-25") { BaseType "Two-Point Arrow Quiver"; Rarity Magic; ItemLevel 24; }
2234 DeepSearch S2(0.0, "Leveling Quivers lvl 24-34") { BaseType "Broadhead Arrow Quiver"; Rarity Magic; ItemLevel 34; }
2235 DeepSearch S3(0.0, "Leveling Quivers lvl 34-48") { BaseType "Broadhead Arrow Quiver"; Rarity Magic; ItemLevel 48; }
2236
2237 Description("The quiver progression covers different quivers, but it's main focus is the flat physical damage quivers. If you're not interested in playing an archer, you can safely disable this section.");
2238
2239 BaseTypeBox(0, "SD", "Quivers: Levels 1-8");
2240 BaseTypeBox(1, "SD", "Quivers: Levels 8-25");
2241 BaseTypeBox(2, "SD", "Quivers: Levels 24-34");
2242 BaseTypeBox(3, "SD", "Quivers: Levels 34-48");
2243 }
2244
2245 Section("First Levels: Normal Items") {
2246
2247 Description("Just some normal gear for your very first levels. You can sell these for wisdom fragments.");
2248 DeepSearch S0 (0.0, "Early leveling normal items (body armour)") { BaseType "Plate Vest"; Rarity Normal; ItemLevel 5; }
2249 DeepSearch S1 (0.0, "Early leveling normal items (small items A)") { BaseType "Rusted Spike"; Rarity Normal; !ItemLevel 4; }
2250 DeepSearch S1 (0.0, "Early leveling normal items (small items B)") { BaseType "Iron Gauntlets"; Rarity Normal; ItemLevel 4; }
2251 DeepSearch S3 (0.0, "Early leveling normal items (other)") { BaseType "Corroded Blade"; Rarity Normal; !ItemLevel 3; }
2252
2253 ClassBox("S1", "SD", "First 4 Levels: Small Items");
2254 ClassBox("S3", "SD", "First 4 Levels: Other Items");
2255 ClassBox("S0", "SD", "Exception: Body Armours");
2256 }
2257
2258 Section("Early Levels: Magic Items") {
2259 Description("Magic gear can be sold early on to get transmutation shards or identified to protect your innards.");
2260
2261 DeepSearch S3 (0.0, "Early leveling magic items lvl 3 all") { Rarity Magic; ItemLevel 3; BaseType "Rusted Spike"; }
2262 VEBox(S3, "SD", "Until level 3");
2263
2264 DeepSearch S4 (0.0, "Early leveling magic items lvl 12 s1") { Rarity Magic; ItemLevel 12; BaseType "Rusted Spike"; }
2265 DeepSearch S4 (0.0, "Early leveling magic items lvl 12 s2") { Rarity Magic; ItemLevel 12; BaseType "Iron Hat"; }
2266 VEBox(S4, "SD", "Until level 12 (small)");
2267
2268 DeepSearch S2 (0.0, "Early leveling magic items 1") { BaseType "Corroded Blade"; Rarity Magic; ItemLevel 12; }
2269 ClassBox("S2", "SD", "Until level 12 (big)");
2270
2271 DeepSearch S0 (0.0, "Early leveling magic items 2a") { BaseType "Rusted Spike"; !Width = 2; !Height = 2; Rarity Magic; ItemLevel 24; }
2272 DeepSearch S0 (0.0, "Early leveling magic items 2b") { BaseType "Spiked Bundle"; !Width = 1; +Height = 4; Rarity Magic; ItemLevel 24; }
2273 ClassBox("S0", "SD", "Magic Section: Small Items 1-24");
2274
2275 DeepSearch S1(0.0, "Early leveling magic items 3a") { ItemLevel 32; Rarity Magic; Class Rings; }
2276 ClassBox(S1, "SD", "Until lvl 32");
2277 }
2278
2279 Section("Early 3 Socketed items") {
2280 DeepSearch S0(0.0, "Early 3 socketed items") { SocketGroup "R G G"; ItemLevel 8; BaseType "Simple Robe"; Rarity Normal; }
2281 VEBox(S0, "SD", "Early 3 socketed items");
2282 }
2283
2284 Section("Optional Modules") {
2285 Description("You can sell a Transmutation Orb + A random bone spirit shield + and a life flask with minion healing mod to get a helmet with +1 to minion gems. Useful for summoner leveling.");
2286 DeepSearch S0(0.0, "Leveling Summoner Recipe") { BaseType "Bone Spirit Shield"; ItemLevel 39; Rarity Normal; }
2287 VEBox(0, "SHD", "Summoner Shield Recipe");
2288
2289 Description("Magic gear can be sold early on to get transmutation shards or identified to protect your innards.");
2290 DeepSearch S1(0.0, "Leveling 20Q Items") { Quality 20; Rarity Magic; ItemLevel 60; BaseType "Pecoraro"; }
2291 VEBox(S1, "SD", "20% Quality items");
2292 }
2293 }
2294}
2295
2296//===================================================================================================
2297// MISC ITEMS
2298//===================================================================================================
2299
2300Chapter() {
2301
2302 SectionTitle("Miscellaneous", "last");
2303
2304 Section("Identified Mod Filtering", "IdentifiedItem") {
2305 Warning("Note that filtering by mods is only possible for EXPLICIT mods of IDENTIFIED items! This excludes any labyrinth enchantments as those are implicit.");
2306
2307 Function ModItemUI($s, $shd = "SHD", $text = "New Mod Filering tier")
2308 {
2309 Box()
2310 {
2311 Title("Mod Filtering");
2312 VisualEditor($s, "SH");
2313 Slider(*, "ItemLevel");
2314 Slider(*, "DropLevel");
2315 RadioButtons($s, "Corrupted");
2316 TagList($s, "BaseType", "Gear", true);
2317 Buttons($s, "Class", "AllGearClasses");
2318 ListHandler(*, "HasExplicitMod", "Item Mods");
2319 }
2320 }
2321
2322 Function BasicModItemUI($s, $text = "New Mod Filering tier")
2323 {
2324 Box()
2325 {
2326 Title($text);
2327 VisualEditor($s, "SD");
2328 Slider(*, "ItemLevel");
2329 Slider(*, "DropLevel");
2330 RadioButtons($s, "Corrupted");
2331 ListHandler(*, "HasExplicitMod", "Item Mods");
2332 }
2333 }
2334
2335 Section("Magic weapons") {
2336 Search S0(0.0, "Mod items0") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Merciless"]; Class Bow; }
2337 Search S0(0.0, "Mod items1") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Flaring", "of Penetrating"]; Class Wands; }
2338 Search S0(0.0, "Mod items2") { Identified True; Corrupted False; Rarity Magic; HasExplicitMod ["Runic"]; Class "Rune Dagger"; }
2339 Search S0(0.0, "Mod items3") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Runic", "of Destruction"]; Class Wands; }
2340 Search S0(0.0, "Mod items4") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Necromancer's"]; }
2341
2342 ModItemUI(0, "SH");
2343 ModItemUI(1, "SH");
2344 ModItemUI(2, "SH");
2345 ModItemUI(3, "SH");
2346 ModItemUI(4, "SH");
2347 }
2348
2349 Section("Magic armours") {
2350 Search S0(0.0, "Mod items5") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Hellion's", "of Haast"]; Class Boots; }
2351 Search S0(0.0, "Mod items6") { Identified True; Corrupted False; DropLevel 61; Rarity Magic; HasExplicitMod ["Prime", "of Haast"]; Class "Body Armour"; }
2352 Search S0(0.0, "Mod items7") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Seething", "of Haast"]; Class "Gloves"; }
2353 Search S0(0.0, "Mod items8") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Vigorous", "of Haast"]; Class Shields; }
2354 Search S0(0.0, "Mod items9") { Identified True; Corrupted False; Rarity Magic; HasExplicitMod ["Devastating", "of Ease"]; BaseType "Penetrating Arrow Quiver"; }
2355 Search S0(0.0, "Mod items10") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Blazing", "of Haast"]; Class Helmets; }
2356
2357 ModItemUI(0, "SH");
2358 ModItemUI(1, "SH");
2359 ModItemUI(2, "SH");
2360 ModItemUI(3, "SH");
2361 ModItemUI(4, "SH");
2362 ModItemUI(5, "SH");
2363 }
2364
2365 Section("Magic accessories") {
2366 Search S0(0.0, "Mod items11") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Athlete's", "of Floe"]; Class Amulet; }
2367 Search S0(0.0, "Mod items12") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Flawless", "of Haast"]; Class Rings; }
2368 Search S0(0.0, "Mod items13") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Vivid"]; Class Jewel; }
2369 Search S0(0.0, "Mod items14") { Identified True; Corrupted False; DropLevel 56; Rarity Magic; HasExplicitMod ["Fecund", "of Haast"]; Class Belts; }
2370
2371 ModItemUI(0, "SH");
2372 ModItemUI(1, "SH");
2373 Box() { Title("Mod Filtering"); VisualEditor(2, "SH"); Slider(*, "ItemLevel"); Slider(*, "DropLevel"); RadioButtons(*, "Corrupted"); Buttons(*, "BaseType", ["Cobalt Jewel", "Crimson Jewel", "Viridian Jewel", "Prismatic Jewel"]); ListHandler(*, "HasExplicitMod", "Item Mods"); }
2374 ModItemUI(3, "SH");
2375 }
2376
2377 Section("Rare items") {
2378 Search S0(0.0, "Mod items B") { Identified True; Corrupted False; HasExplicitMod ["Tempest King's", "Paragon's"]; BaseType "Harbinger Bow"; Rarity "Rare"; }
2379 ModItemUI(0, "SH");
2380 }
2381
2382 Divider();
2383
2384 Section("General Resist Gear") {
2385 Search S0(0.0, "ModFiltering: General Resist Gear") { Corrupted False; Identified True; Rarity Rare; HasExplicitMod ["of Haast", "of Tzteosh", "of Ephij"]; BaseType "Glorious Plate"; }
2386 BasicModItemUI(S0, "General Resist Gear");
2387 }
2388
2389 Section("Boots & Gloves") {
2390 Search S0(0.0, "ModFiltering: Boots and Gloves 1") { Identified True; Rarity Rare; !Class "Boots"; HasExplicitMod ["of Haast", "of Tzteosh", "of Ephij", "Athlete's"]; }
2391 Search S1(0.0, "ModFiltering: Boots and Gloves 2") { Identified True; Rarity Rare; Class "Boots"; HasExplicitMod ["of Haast", "of Tzteosh", "of the Gods", "Athlete's"]; }
2392 Search S2(0.0, "ModFiltering: Boots and Gloves 3") { Identified True; Rarity Rare; Class "Boots"; HasExplicitMod ["of Haast", "of the Gods", "of Ephij", "Athlete's"]; }
2393 Search S3(0.0, "ModFiltering: Boots and Gloves 4") { Identified True; Rarity Rare; Class "Boots"; HasExplicitMod ["of the Gods", "of Tzteosh", "of Ephij", "Athlete's"]; }
2394 BasicModItemUI(S0, "Boots and Gloves");
2395 BasicModItemUI(S1, "Boots and Gloves");
2396 BasicModItemUI(S2, "Boots and Gloves");
2397 BasicModItemUI(S3, "Boots and Gloves");
2398 }
2399
2400 Section("Boots") {
2401 Search S0(0.0, "ModFiltering: Boots 1") { Identified True; Rarity Rare; Class "Boots"; HasExplicitMod ["Athlete's", "Hellion's", "Urchin"]; }
2402 Search S1(0.0, "ModFiltering: Boots 2") { Identified True; DropLevel 51; Rarity Rare; Class "Boots"; HasExplicitMod ["Hellion's", "Unassailable", "Seething"]; }
2403 BasicModItemUI(S0, "Boots");
2404 BasicModItemUI(S1, "Boots");
2405 }
2406
2407 Section("Gloves") {
2408 Search S0(0.0, "ModFiltering: Gloves1") { Identified True; DropLevel 51; Rarity Rare; Class "Gloves"; HasExplicitMod ["Unassailable", "Seething"]; }
2409 Search S1(0.0, "ModFiltering: Gloves2") { Identified True; Rarity Rare; Class "Gloves"; HasExplicitMod ["Honed", "of Renown", "of Lioneye", "Athlete's"]; }
2410 Search S2(0.0, "ModFiltering: Gloves3") { Identified True; DropLevel 51; Rarity Rare; Class "Gloves"; HasExplicitMod ["Honed", "of Renown", "of Lioneye"]; }
2411 BasicModItemUI(S0, "Gloves");
2412 BasicModItemUI(S1, "Gloves");
2413 BasicModItemUI(S2, "Gloves");
2414 }
2415
2416 Section("Helmets") {
2417 Search S0(0.0, "ModFiltering: Helmets1") { Identified True; Rarity Rare; Class "Helmets"; HasExplicitMod ["Fecund", "Nautilus's", "of the Gods"]; }
2418 Search S1(0.0, "ModFiltering: Helmets2") { Identified True; DropLevel 51; Rarity Rare; Class "Helmets"; HasExplicitMod ["Unassailable", "Blazing", "Seraphim's"]; }
2419 BasicModItemUI(S0, "Helmets");
2420 BasicModItemUI(S1, "Helmets");
2421 }
2422
2423 Section("Shields") {
2424 Search S0(0.0, "ModFiltering: Shields1") { Identified True; DropLevel 51; Rarity Rare; Class "Shields"; HasExplicitMod ["Unfaltering", "Incandescent"]; }
2425 Search S1(0.0, "ModFiltering: Shields2") { Identified True; Rarity Rare; Class "Shields"; HasExplicitMod ["Runic", "of Unmaking", "Expertise"]; }
2426 Search S2(0.0, "ModFiltering: Shields3") { Identified True; Rarity Rare; Class "Shields"; HasExplicitMod ["Rapturous", "Runic", "of the Span"]; }
2427 Search S3(0.0, "ModFiltering: Shields4") { Identified True; Rarity Rare; Class "Shields"; HasExplicitMod ["Rapturous", "of the Span", "of Tzteosh", "of Ephij"]; }
2428 Search S4(0.0, "ModFiltering: Shields5") { Identified True; Rarity Rare; Class "Shields"; HasExplicitMod ["Rapturous", "of Haast", "of the Span", "of Ephij"]; }
2429 Search S5(0.0, "ModFiltering: Shields6") { Identified True; Rarity Rare; Class "Shields"; HasExplicitMod ["Rapturous", "of Haast", "of Tzteosh", "of the Span"]; }
2430 BasicModItemUI(S0, "Shields");
2431 BasicModItemUI(S1, "Shields");
2432 BasicModItemUI(S2, "Shields");
2433 BasicModItemUI(S3, "Shields");
2434 BasicModItemUI(S4, "Shields");
2435 BasicModItemUI(S5, "Shields");
2436 }
2437
2438 Section("Body Armours") {
2439 Search S0(0.0, "ModFiltering: Body Armour1") { Identified True; DropLevel 56; Rarity Rare; Class "Body Armour"; HasExplicitMod ["Resplendent", "Unfaltering"]; }
2440 Search S1(0.0, "ModFiltering: Body Armour2") { Identified True; DropLevel 56; Rarity Rare; Class "Body Armour"; HasExplicitMod ["Scintillating", "Unfaltering", "Seraphim's"]; }
2441 Search S2(0.0, "ModFiltering: Body Armour3") { Identified True; DropLevel 51; Rarity Rare; Class "Body Armour"; HasExplicitMod ["Prime", "Exarch's", "of the Gods"]; }
2442 BasicModItemUI(S0, "Body Armours");
2443 BasicModItemUI(S1, "Body Armours");
2444 BasicModItemUI(S2, "Body Armours");
2445 }
2446
2447 Section("Quivers") {
2448 Search S0(0.0, "ModFiltering: Quiver1") { Identified True; Rarity Rare; Class "Quivers"; HasExplicitMod ["Fecund", "Devastating", "of Rending", "of Destruction"]; }
2449 BasicModItemUI(S0, "Quivers");
2450 }
2451
2452 Section("Belts") {
2453 Search S0(0.0, "ModFiltering: Belts1") { Identified True; Rarity Rare; Class "Belts"; HasExplicitMod ["of the Godslayer", "Fecund", "Devastating", "of Haast"]; }
2454 Search S1(0.0, "ModFiltering: Belts2") { Identified True; Rarity Rare; Class "Belts"; HasExplicitMod ["of Refilling", "of Savouring", "of Sipping", "Fecund"]; }
2455 Search S2(0.0, "ModFiltering: Belts3") { Identified True; Rarity Rare; Class "Belts"; HasExplicitMod ["Fecund", "of Haast", "of Tzteosh", "of the Godslayer"]; }
2456 Search S3(0.0, "ModFiltering: Belts4") { Identified True; Rarity Rare; Class "Belts"; HasExplicitMod ["Fecund", "of Haast", "of the Godslayer", "of Ephij"]; }
2457 Search S4(0.0, "ModFiltering: Belts5") { Identified True; Rarity Rare; Class "Belts"; HasExplicitMod ["Fecund", "of the Godslayer", "of Tzteosh", "of Ephij"]; }
2458 BasicModItemUI(S0, "Belts");
2459 BasicModItemUI(S1, "Belts");
2460 BasicModItemUI(S2, "Belts");
2461 BasicModItemUI(S3, "Belts");
2462 BasicModItemUI(S4, "Belts");
2463 }
2464
2465 Section("Rings") {
2466 Search S0(0.0, "ModFiltering: Rings1") { Identified True; Rarity Rare; Class "Rings"; HasExplicitMod ["Virile", "Flawless", "Annealed", "of Talent"]; }
2467 Search S1(0.0, "ModFiltering: Rings2") { Identified True; Rarity Rare; Class "Rings"; HasExplicitMod ["Virile", "Flawless", "of Haast", "of Tzteosh"]; }
2468 Search S2(0.0, "ModFiltering: Rings3") { Identified True; Rarity Rare; Class "Rings"; HasExplicitMod ["Virile", "Flawless", "of Ephij", "of Haast"]; }
2469 Search S3(0.0, "ModFiltering: Rings4") { Identified True; Rarity Rare; Class "Rings"; HasExplicitMod ["Virile", "Flawless", "of Tzteosh", "of Ephij"]; }
2470 BasicModItemUI(S0, "Rings");
2471 BasicModItemUI(S1, "Rings");
2472 BasicModItemUI(S2, "Rings");
2473 BasicModItemUI(S3, "Rings");
2474 }
2475
2476 Section("Amulets") {
2477 Search S0(0.0, "ModFiltering: Amulets1") { Identified True; Rarity Rare; Class "Amulets"; HasExplicitMod ["Unassailable", "Dazzling", "of the Span", "of the Assassin"]; }
2478 Search S1(0.0, "ModFiltering: Amulets2") { Identified True; Rarity Rare; Class "Amulets"; HasExplicitMod ["Athlete's", "of the Span", "of the Assassin", "of Destruction"]; }
2479 Search S2(0.0, "ModFiltering: Amulets3") { Identified True; Rarity Rare; Class "Amulets"; HasExplicitMod ["Athlete's", "of the Multiverse", "of the Gods", "of the Assassin"]; }
2480 Search S3(0.0, "ModFiltering: Amulets4") { Identified True; Rarity Rare; Class "Amulets"; HasExplicitMod ["Devastating", "Flaring", "of Destruction", "Athlete's"]; }
2481 Search S4(0.0, "ModFiltering: Amulets5") { Identified True; Rarity Rare; Class "Amulets"; HasExplicitMod ["of Expertise", "of Destruction", "Wizard's"]; }
2482 BasicModItemUI(S0, "Amulets");
2483 BasicModItemUI(S1, "Amulets");
2484 BasicModItemUI(S2, "Amulets");
2485 BasicModItemUI(S3, "Amulets");
2486 BasicModItemUI(S4, "Amulets");
2487 }
2488 }
2489
2490 Section("Valuable Linked items", "Fusing") {
2491 Search S0(0.0, "6 links (height 3)") { Rarity Normal; Class "Body Armours"; SocketGroup "RRGBRR"; }
2492 Search S4(0.0, "6 links (height 4)") { Rarity Normal; Class "Bows"; SocketGroup "RRGBRR"; }
2493 Box() { Title("6-linked body armours:"); VisualEditor(S0, "S"); RadioButtons(*, "Corrupted"); }
2494 Box() { Title("6-linked items:"); VisualEditor(S4, "S"); RadioButtons(*, "Corrupted"); }
2495
2496 DeepSearch S1(0.0, "Leveling 5 links") { Class "Body Armours"; SocketGroup RRRGR; Rarity Magic; ItemLevel 30; }
2497 Box() { Title("Leveling 5-linked items:"); VisualEditor(S1, "SD"); }
2498
2499 DeepSearch S2(0.0, "Endgame 5 links a") { Class "Body Armours"; SocketGroup RRRGR; Rarity Magic; ItemLevel 65; }
2500 DeepSearch S2(0.0, "Endgame 5 links b") { SocketGroup RRRGR; Rarity Magic; ItemLevel 65; }
2501 Box() { Title("Endgame 5-linked items:"); VisualEditor(S2, "SD"); }
2502
2503 DeepSearch S3(0.0, "5 linked uniques") { Class "Body Armours"; BaseType "Copper Plate"; SocketGroup RRRRR; Rarity Unique; }
2504 Box() { Title("5-linked UNIQUES:"); VisualEditor(S3, "SD"); }
2505
2506 DeepSearch S5(0.0, "6 linked uniques") { Class "Body Armours"; BaseType "Copper Plate"; SocketGroup RRRRRR; Rarity Unique; }
2507 Box() { Title("6-linked Uniques:"); VisualEditor(S5, "SD"); }
2508 }
2509
2510 Section("Skill Gems", "Empower") {
2511
2512 Section("Leveled Gems") {
2513 DeepSearch S1(1.0, "Leveled Gems (max lvl)") { Class Gems; GemLevel 20; }
2514 DeepSearch S1(1.0, "Leveled Gems (high lvl)") { Class Gems; GemLevel 18; }
2515 DeepSearch S1(1.0, "Leveled Gems (low lvl)") { Class Gems; GemLevel 10; }
2516
2517
2518 DeepSearch S3(0.0, "Leveled gems (low max level tier 1)") { BaseType "Brand Recall"; GemLevel 6; }
2519 DeepSearch S4(0.0, "Leveled gems (low max level tier 2)") { BaseType "Brand Recall"; GemLevel 5; }
2520
2521 Box() { Title("Gems with max level"); VisualEditor(0, "SD"); Slider(*, "GemLevel"); }
2522 Box() { Title("Gems with high level"); VisualEditor(1, "SD"); Slider(*, "GemLevel"); }
2523 Box() { Title("Gems with low level"); VisualEditor(2, "SD"); Slider(*, "GemLevel"); }
2524 Box() { Title("Gems with low max level"); VisualEditor(S3, "SD"); Slider(*, "GemLevel"); }
2525 Box() { Title("Gems with low max level"); VisualEditor(S4, "SD"); Slider(*, "GemLevel"); }
2526 }
2527
2528 Section("Top Gems") {
2529 Search S0(1.0, "Top Gems (high level)") { Class Gems; BaseType "Empower"; GemLevel 2; Corrupted False; }
2530 Search S0(1.0, "Top Gems (high quality)") { Class Gems; BaseType "Empower"; Quality 15; Corrupted False; }
2531 Search S2(0.0, "Top gems (lvl 21+ vaal gems)") { BaseType "Vaal Spark"; GemLevel 21; }
2532 Search S3(0.0, "Top gems (21/21 gems)") { GemLevel 21; Quality 21; Class Gems; }
2533
2534 Box() { Title("Top gems with high level"); VisualEditor(0, "SH"); Slider(*, "GemLevel"); }
2535 Box() { Title("Top gems with high quality"); VisualEditor(1, "SH"); Slider(*, "Quality"); }
2536 Box() { Title("Top vaal gems"); VisualEditor(S2, "SH"); Slider(*, "GemLevel"); }
2537 Box() { Title("Top 21/21 gems"); VisualEditor(S3, "SH"); Slider(*, "GemLevel"); }
2538 }
2539
2540 Section("Gem Tiers") {
2541 Function SkillGemList($s, $shd = "SHD", $text = "New Skill Gem Tier") { Box() { Title($text); VisualEditor($s, $shd); SortableList($s, "Gems"); Slider($s, "GemLevel"); Slider($s, "Quality"); } }
2542
2543 Search S0(1.0, "Gems T1") { BaseType "Empower Support"; }
2544 DeepSearch S1(1.0, "Gems T2") { BaseType "Enhance Support"; }
2545 Search S2(1.0, "Gems T3") { Class Gems; }
2546
2547 SkillGemList(0, "SH", "Tier 1 (Drop-Only):");
2548 SkillGemList(1, "SD", "Tier 2 (Drop-Only):");
2549 Box() { Title("Tier 3, remaining gems without quality:"); Description("This tier will match all other gems. Sadly, GGGs filter API doesn't support filtering gems by item or area level. So you'll either have see them all the time or not at all."); VisualEditor(2, "SH"); SortableList(*, "Gems"); }
2550
2551 Conditional("?SkillGemNewTiers", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class "Gem"; SetBorderColor 0 0 0; SetFontSize 36; }
2552 ElementAdder_Tier("?SkillGemNewTiers", "SkillGemList");
2553 }
2554
2555 Description("You can find the rules about gems with <i>Quality</i> at the very top under 'Vendor Recipes'.");
2556 }
2557
2558 Section("Misc. Items", "GoldenKey") {
2559
2560 Section("Quest items (lab + shaper)") {
2561 Search S0("0.0", "Labyrinth Items") { BaseType "Golden Key"; }
2562 Search S1("0.0", "Quest Items") { BaseType "Baleful Gem"; }
2563 Search S2("0.0", "Shaper Orb") { Class "Quest Items"; BaseType "Shaper's Orb (Tier 1)"; }
2564 VEBox(S0, "S", "Labyrinth Items (Keys and Trinkets, NOT Offerings)");
2565 VEBox(S1, "S", "Random Quest Items");
2566 VEBox(S2, "S", "Shaper Orb");
2567 }
2568
2569 Section("Tiering exceptions") {
2570 Search S4("0.0", "Unique Exception: Tabula Rasa") { BaseType "Simple Robe"; SocketGroup "WWWWWW"; Rarity Unique; }
2571 Search S5("0.0", "DivCard Exception: The Wolf's Shadow") { BaseType "The Wolf's Shadow"; }
2572 Search S8(0.0, "DivCard Exception: The Master Artisan") { BaseType "The Master Artisan"; }
2573 Box() { Title("Unique Exception: Tabula Rasa"); Description("Because of its always present 6 white, linked sockets, Tabula Rasa is the only unique that can always be identified with certainty, even though Thousand Ribbons has the same BaseType."); VisualEditor(S4, "SH"); }
2574 Box() { Title("Divination Card Exceptions: The Wolf's Shadow and The Master Artisan"); Description("Because of how the filter works, listing the Card 'The Wolf' will also always catch 'The Wolfs Shadow' because that name CONTAINS 'The Wolf'. This means we need to first handle this card before handling the remaining ones in order to prevent this from happening. Same goes for 'The Master Artisan' and 'The Master'"); VisualEditor(S5, "SH"); VisualEditor(S8, "SH"); }
2575 }
2576
2577 Section("Fishing Rod and 30+ Quality items") {
2578 Search S3("0.0", "Fishing Rod") { Class "Fishing Rod"; BaseType "Fishing Rod"; Rarity "Normal"; }
2579 Search S15(0.0, "High Quality items") { Corrupted False; Quality 29; ItemLevel 75; DropLevel 50; Rarity Normal; Class "Dagger"; }
2580 Box() { Title("High Quality items"); VisualEditor(S15, "SHD"); Slider(S15, "Quality"); Slider(S15, "ItemLevel"); Slider(S15, "DropLevel"); Buttons(S15, "Class", "SocketedGearClasses"); }
2581
2582 Box()
2583 {
2584 Title("Fishing Rod");
2585 Description("Fishing rods are just incredibly rare. They don't have any secrets or special purposes at all. NeverSink assures that he was not forced to write this message and that the international fishing council of Wraeclast did not impose their supreme will upon him, but merely acted as advisors.", "On the Hook", "YOU'VE BEEN CAPTURED! STUPID EXILE!");
2586 VisualEditor("S3", "SH");
2587 }
2588 }
2589
2590 Section("Stacked Currency") {
2591 Function CurrencyStackList($s, $shd = "SHD", $text = "New Currency Stack Tier") { Box() { Title($text); VisualEditor($s, $shd); Slider(*, "StackSize"); SortableList($s, "Currency"); } }
2592
2593 Search SS0(0.0, "Mid tier currency stacks") { BaseType "Chromatic Orb"; StackSize 20; }
2594 Search SS1(0.0, "Basic tier currency stacks") { BaseType "Orb of Transmutation"; StackSize 20; }
2595 Search SS2(0.0, "Wisdom stacks") { BaseType "Scroll of Wisdom"; StackSize 20; }
2596
2597 CurrencyStackList(SS0, "SD", "Mid tier stacks");
2598 CurrencyStackList(SS1, "SD", "Basic tier stacks");
2599 CurrencyStackList(SS2, "SD", "Low tier stacks");
2600
2601 Conditional("?CurrencyStackNewTiers", 2000, [0], ["default"], "notSimpleBuilder") { Show; Class Currency; StackSize >= 3; SetTextColor 210 178 135; SetBackgroundColor 0 0 0 255; SetBorderColor 213 159 100 200; SetFontSize 42; }
2602 ElementAdder_Tier("?CurrencyStackNewTiers", "CurrencyStackList");
2603 }
2604 }
2605
2606 Section("Optional filter modules", "Animate Weapon") {
2607
2608 Description("These fairly exotic or build-specific functions are disabled in all filter sub-versions by default. You can use this menu to enable them.");
2609
2610 Section("Animate weapon mode") {
2611 Description("This section should only interest Animate Weapon skill-gem users. Please note that if you use Cloak/Spirit Guards, you'll have to activate multiple entries below, not only one. This entry has a lower priority than crafting, chancing, and other valuable normal/magic weapons.");
2612
2613 DeepSearch S0(0.0, "Animate weapon (normal)") { Class "One Hand"; Rarity Normal; }
2614 DeepSearch S1(0.0, "Animate weapon (Spriti Guards)") { Class "Bows"; Rarity Normal; }
2615 DeepSearch S2(0.0, "Animate weapon (Cloak of Tawm'r Isley)") { Class "One Hand"; Rarity Magic; Identified True; }
2616 DeepSearch S3(0.0, "Animate weapon (Spirit Guards + Cloak)") { Class "Bows"; Rarity Magic; Identified True; }
2617
2618 Box() { Title("AW: Normal:"); VisualEditor("S0", "SHD"); }
2619 Box() { Title("AW: Spirit Guards:"); VisualEditor("S1", "SHD"); }
2620 Box() { Title("AW: Cloak of Tawm'r Isley:"); VisualEditor("S2", "SHD"); }
2621 Box() { Title("AW: Spirit Guards + Cloak:"); VisualEditor("S3", "SHD"); }
2622 }
2623
2624 Section("20% Quality Chaos Recipe") {
2625 Description("Performing the Chaos Recipe with 20% items will grant an extra Chaos Orb. Some players enjoy having the extra information.");
2626 DeepSearch S0(0.0, "20% quality rares") { Rarity Rare; Quality 20; Class "One Hand"; ItemLevel 60; }
2627 Box() { Title("20% Quality rares:"); VisualEditor(0, "SD"); Slider(0, "Quality"); Slider(0, "ItemLevel"); Slider(0, "DropLevel"); }
2628 }
2629
2630 Section("Corruption Uniques") {
2631 Description("You can use this section to highlight additional uniques, based on class and itemlevel. This can be useful if you want to see itemlevel 85+ rings (for instance) to corrupt them into the crazy rare bleed immunity rings.");
2632 DeepSearch S0(0.0, "ILVL 85 Rings") { Rarity Unique; !Class "Rings"; ItemLevel 85; }
2633 Box() { Title("ILVL 85+ Rings"); VisualEditor(S0, "SD"); Slider(S0, "ItemLevel"); Buttons(S0, "Class", "AllGearClasses"); }
2634 }
2635
2636 Section("6-Socket Unique Highlight") {
2637 Search S0("skip") { Rarity Unique; BaseType "Random Unique"; }
2638 Conditional("?Unique6Socket", 2500, [0], ["default"]) { Show; Rarity Unique; Sockets 6; SetTextColor 175 96 37 255; SetBackgroundColor 0 0 0 255; SetBorderColor 175 96 37 255; SetFontSize 45; PlayAlertSound 3 300; }
2639 Box() { Title("6-Socket Uniques"); VisualEditor("?Unique6Socket", "SD"); Slider("?Unique6Socket", "Sockets"); }
2640 }
2641 }
2642
2643 Section("Add Additional Show/Hide Rules", "Firefly") {
2644
2645 Description("Use this section to add exotic rules and exception. This section is NOT foolproof, you can accidently hide valuable items by missusing it. With great power comes great responsibility.");
2646
2647 Function CondShowBase ($s, $shd = "SHD", $title = "Additional Rules")
2648 {
2649 Box()
2650 {
2651 Title($title);
2652 EntrySelector($s);
2653 VisualEditor($s, $shd);
2654 TagList($s, "BaseType", "Gear");
2655 MultipleSliders($s, ["StackSize", "GemLevel", "MapTier"]);
2656 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem"], ["bool"]);
2657 }
2658 }
2659
2660 Function CondShowClass ($s, $shd = "SHD", $title = "Additional Rules")
2661 {
2662 Box()
2663 {
2664 Title($title);
2665 EntrySelector($s);
2666 VisualEditor($s, $shd);
2667 Buttons($s, "Class", "AllGearClasses");
2668 TagList($s, "BaseType", "Gear", true);
2669 MultipleSliders($s, ["StackSize", "GemLevel", "MapTier"]);
2670 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem"], ["bool"]);
2671 }
2672 }
2673
2674 Function CondFilterMod ($s, $shd = "SHD", $title = "Additional Rules")
2675 {
2676 Box()
2677 {
2678 Title($title);
2679 EntrySelector($s);
2680 VisualEditor($s, $shd);
2681 Buttons(*, "Class", "AllGearClassesPlusFlaskJewel");
2682 ListHandler(*, "HasExplicitMod", "Item Mods");
2683 TagList($s, "BaseType", "Gear", true);
2684 MultipleSliders($s, ["StackSize", "GemLevel", "MapTier"]);
2685 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem"], ["bool"]);
2686 }
2687 }
2688
2689 Function CondShowArmourType ($s, $shd = "SHD", $title = "Additional Rule")
2690 {
2691 Box()
2692 {
2693 Title($title);
2694 EntrySelector($s);
2695 VisualEditor($s, $shd);
2696 ItemTypeButtons(*);
2697 Buttons(*, "Class", ["Body Armour", "Gloves", "Boots", "Helmets", "Shields"]);
2698 MultipleSliders($s, ["StackSize", "GemLevel", "MapTier"]);
2699 ElementAdder_Stat($s, ["ShapedMap", "ElderMap", "FracturedItem", "SynthesisedItem"], ["bool"]);
2700 }
2701 }
2702
2703 Section("Add Basetype-Based Rules", "Firefly")
2704 {
2705 Description("Give specific BaseTypes more highlighting here.");
2706 Conditional("?CUniversalCustomRuleB", 3000, ["WP_LVL_A", "WP_EGR_A", "WP_EG_EVERYHING", "WP_EG_EVERYTHING_SAFE"], ["Only override all leveling rules, don't override any endgame rules", "Override all endgame rare rules+leveling rules", "Override ALL rules - incl. 6links. Careful.", "Override all rules, except 6Ls, Shaper and Elder items"]) { Show; SetBorderColor 200 0 0; SetFontSize 38; ItemLevel >= 65; Rarity <= Magic; }
2707 ElementAdder_Tier("?CUniversalCustomRuleB", "CondShowBase");
2708 }
2709
2710 Section("Add Class-Based Rules", "Firefly")
2711 {
2712 Description("Give specific classes more highlighting here.");
2713 Conditional("?CUniversalCustomRuleC", 3000, ["WP_LVL_A", "WP_EGR_A", "WP_EG_EVERYHING", "WP_EG_EVERYTHING_SAFE"], ["Only override all leveling rules, don't override any endgame rules", "Override all endgame rare rules+leveling rules", "Override ALL rules - incl. 6links. Careful.", "Override all rules, except 6Ls, Shaper and Elder items"]) { Show; SetBorderColor 200 0 0; SetFontSize 38; ItemLevel >= 65; Rarity <= Magic; }
2714 ElementAdder_Tier("?CUniversalCustomRuleC", "CondShowClass");
2715 }
2716
2717 Section("Add Mod-Filtering Rule", "Firefly")
2718 {
2719 Description("Custom mod filtering. Note that you first need to select the correct classes, then add the mods you need.");
2720 Conditional("?CUniversalCustomRuleD", 3000, ["WP_LVL_A", "WP_EGR_A", "WP_EG_EVERYHING", "WP_EG_EVERYTHING_SAFE"], ["Only override all leveling rules, don't override any endgame rules", "Override all endgame rare rules+leveling rules", "Override ALL rules - incl. 6links. Careful.", "Override all rules, except 6Ls, Shaper and Elder items"]) { Show; SetBorderColor 220 50 150 255; SetTextColor 220 50 150 255; SetFontSize 45; Identified True; Corrupted False; Rarity <= Rare; HasExplicitMod "of Crafting"; PlayAlertSound 1 300; PlayEffect Red; MinimapIcon 0 Red Hexagon; }
2721 ElementAdder_Tier("?CUniversalCustomRuleD", "CondFilterMod");
2722 }
2723
2724 Section("Add Armour-Type-Based Rules", "Firefly")
2725 {
2726 Conditional("?CUniversalCustomRuleArmourType", 3000, ["WP_LVL_A", "WP_EGR_A", "WP_EG_EVERYHING", "WP_EG_EVERYTHING_SAFE"], ["Only override all leveling rules, don't override any endgame rules", "Override all endgame rare rules+leveling rules", "Override ALL rules - incl. 6links. Careful.", "Override all rules, except 6Ls, Shaper and Elder items"]) { Show; SetBorderColor 200 0 0; SetFontSize 38; ItemLevel >= 65; Rarity <= Magic; Class "Body Armour" "Gloves" "Boots" "Helmets" "Shields"; }
2727 ElementAdder_Tier("?CUniversalCustomRuleArmourType", "CondShowArmourType");
2728 }
2729 }
2730 }