//================================================================================================== // NeverSink's Filter - Weighting File //================================================================================================== // AUTHOR: Haggis, NeverSink // TYPE: Default //=================================================================================================== //Item_Has ( "Class" ); // True if item HAS stat //Item_Has ( "Height", 3 , > ); // True if item has numeric stat that fullfills condition //Item_Has ( "BaseType", Orb , * ); // True if property includes the following statement //Item_Not ( "BaseType", Mirror, * ); // Negates an expression //Final_ <- Syntax for finalizer commands //Add_ <- Syntax for decorator commands //Add_Quality(); Item_Has ( "DropLevel", #ALVL, <= ); // Negates an expression Item_UtilNot ( "SubGroup A", "disa" ); Item_UtilNot ( "SubGroup A", "nonDrop" ); Add_AreaLevel(); Section ( [800,1200], "Currency") { Item_Has ( "Class", "Stackable Currency" ); Item_UtilHas ( "SubGroup A", "defa" ); Add_StackSize(); Section ( [1,1] ){ Item_UtilHas ( "SubGroup Tier", 1 ); } Section ( [500,70] ){ Item_UtilHas ( "SubGroup Tier", 2 ); } Section ( [1100,600] ){ //Chaos Item_UtilHas ( "SubGroup Tier", 3 ); } Section ( [18000, 1200] ){ //Fusing Item_UtilHas ( "SubGroup Tier", 4 ); } Section ( [80000, 1500] ){ //Alteration Item_UtilHas ( "SubGroup Tier", 5 ); } Section ( [300000, 1500] ){ //Augment Item_UtilHas ( "SubGroup Tier", 6 ); } Section ( [525000, 1500] ){ //Scrolls Item_UtilHas ( "SubGroup Tier", 7 ); } } Section ( [8000,5000], "Gear") { Item_UtilNot ( "SubGroup A", "heis" ); Item_UtilNot ( "SubGroup A", "ritual" ); Item_UtilNot ( "SubGroup A", "expe" ); Add_AllSockets(0, 500, 500, 500, 500, 100, 15, 500, 500, 500, 500, 50, 10); Add_AllSockets(1, 500, 500, 500, 500, 200, 80, 500, 500, 500, 500, 150, 70); Add_Rarity(0, 2000, 600, 300, 20); Add_Rarity(1, 200, 200, 300, 25); Add_ItemLevel(); Add_Corrupted_False(); Add_ShaperElder(0, 2, "SE"); Add_ShaperElder(1, 3, "SE"); Section ( [50,50] ){ Item_Has ( "Class", "One Hand Axes" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Two Hand Axes" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Bows" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Claws" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Daggers" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Rune Daggers" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "One Hand Maces" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Sceptres" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Two Hand Maces" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Staves" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Warstaves" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "One Hand Swords" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Thrusting One Hand Swords" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Two Hand Swords" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Wands" ); Add_Quality(); Final_ClassBases(); } Section ( [180,180] ){ Item_Has ( "Class", "Body Armours" ); Add_Perfection(); Add_Quality(); Final_ClassBases(); } Section ( [180,180] ){ Item_Has ( "Class", "Boots" ); Add_Perfection(); Add_Quality(); Final_ClassBases(); } Section ( [180,180] ){ Item_Has ( "Class", "Gloves" ); Add_Perfection(); Add_Quality(); Final_ClassBases(); } Section ( [180,180] ){ Item_Has ( "Class", "Helmets" ); Add_Perfection(); Add_Quality(); Final_ClassBases(); } Section ( [120,120] ){ Item_Has ( "Class", "Shields" ); Add_Perfection(); Add_Quality(); Final_ClassBases(); } Section ( [25,25] ){ Item_Has ( "Class", "Amulets" ); Item_Not ( "BaseType", "Talisman" , "*" ); } Section ( [25,25] ){ Item_Has ( "Class", "Belts" ); } Section ( [50,50] ){ Item_Has ( "Class", "Quivers" ); Final_ClassBases(); } Section ( [25,25] ){ Item_Has ( "Class", "Rings" ); Final_ClassBases(); } Section ( [3,20] ){ Item_Has ( "Class", "Jewels" ); Final_ClassBases(); } } Section ( [35,60], "Maps") { Item_Has ( "Class", "Maps" ); Item_UtilNot ( "SubGroup A", "maven" ); Item_Not ( "BaseType", "Harbinger Map" ); Add_Rarity(*, 20, 4, 2, 1); Add_Quality(); Add_ItemLevel(); Add_MapTier(); Add_Corrupted_False(); } Section ( [50,85], "Divination Cards" ) { Item_Has ( "Class", "Divination Cards" ); Section ( [2,10] ){ Item_UtilHas ( "SubGroup Tier", 1 ); } Section ( [100,50] ){ Item_UtilHas ( "SubGroup Tier", 2 ); } Section ( [1000,300] ){ Item_UtilHas ( "SubGroup Tier", 3 ); } Section ( [400,100] ){ Item_UtilHas ( "SubGroup Tier", 4 ); } } Section ( [5,10], "Map Fragments", false) { Item_UtilNot ( "SubGroup A", "necro" ); Section ( [100,20] ){ Item_UtilHas ( "SubGroup A", "maven" ); Add_Rarity(0, 0, 0, 1, 0); Add_Rarity(1, 0, 0, 1, 0); } Section ( [50,20] ){ Item_Has ( "Class", "Map Fragments" ); Item_Has ( "BaseType", "Offering", "*"); } Section ( [400,200] ){ Item_Has ( "Class", "Map Fragments" ); Item_UtilHas ( "SubGroup A", "defa" ); } Section ( [5,20] ){ Item_Has ( "Class", "Misc Map Items" ); Item_UtilNot ( "SubGroup A", "maven" ); } Section ( [10,150] ){ Item_Has ( "Class", "Labyrinth Map Item" ); } Section ( [10,150] ){ Item_Has ( "BaseType", "An Audience With The King" ); } Section ( [100,150] ){ Item_Has ( "Class", "Atlas Region Upgrade Item"); // todo Add_Rarity(0, 1, 1, 0, 20); Add_Rarity(1, 1, 1, 0, 25); Add_ItemLevel(); } } Section ( [35,35], "Flasks") { Item_Has ( "Class", "Flask", "*" ); Add_Rarity(*, 20, 15, 0, 1); Add_Quality(); Add_ItemLevel(); Section ( [50,30] ){ Item_Has ( "Class", "Life Flasks" ); } Section ( [50,30] ){ Item_Has ( "Class", "Mana Flasks" ); } Section ( [30,30] ){ Item_Has ( "Class", "Hybrid Flasks" ); } Section ( [10,15] ){ Item_Has ( "Class", "Utility Flasks" ); } } Section ( [35,35], "Skill Gems") { Item_Has ( "Class", "Gems" , "*"); Add_Quality(); Add_Corrupted_False(); Add_GemLevel(); } /////// Leagues Section ( [30, 80], "Heist", false) { Section ( [200,250] ){ Item_UtilHas ( "SubGroup A", "heis" ); Item_Has ( "Class", "Contracts" ); Add_Rarity(0, 900, 600, 300, 20); Add_Rarity(1, 200, 200, 300, 25); Add_ItemLevel(); Final_ClassBases(); } Section ( [200,250] ){ Item_UtilHas ( "SubGroup A", "heis" ); Item_Has ( "Class", "Stackable Currency" ); } Section ( [200,250] ){ Item_UtilHas ( "SubGroup A", "heis" ); Item_Has ( "Class", "Trinket" ); Add_Rarity(0, 0, 0, 3, 20); Add_Rarity(1, 0, 0, 3, 25); Add_Corrupted_True(); } Section ( [150,200] ){ Item_UtilHas ( "SubGroup A", "heis" ); Item_Has ( "Class", "Heist Target" ); } Section ( [150,200] ){ Item_UtilHas ( "SubGroup A", "heis" ); Item_Has ( "Class", "Contracts" ); Add_Rarity(0, 900, 600, 300, 20); Add_Rarity(1, 200, 200, 300, 25); } Section ( [150,200] ){ Item_UtilHas ( "SubGroup A", "heis" ); Item_Has ( "Class", "Blueprints" ); Add_Rarity(0, 900, 600, 300, 20); Add_Rarity(1, 200, 200, 300, 25); } Section ( [30,50] ){ Item_UtilHas ( "SubGroup A", "heis" ); Item_Has ( "Class", "Quest Item" ); } Section ( [250,200] ){ Item_UtilHas ( "SubGroup A", "heis" ); Item_UtilHas ( "SubGroup B", "hItem" ); Add_Rarity(0, 900, 600, 300, 20); Add_Rarity(1, 200, 200, 300, 25); Add_ItemLevel(); Final_ClassBases(); } Section ( [100,150] ){ Item_Has ( "Class", "Gems" , "*"); Item_Not ("BaseType", "Awakened", "*"); Add_Quality(); Add_Corrupted_False(); Add_GemLevel(); Add_GemAlternate(); } Section ( [200,250] ){ Item_UtilHas ( "SubGroup A", "heis" ); Item_UtilHas ( "SubGroup B", "exp" ); Add_AllSockets(0, 50, 50, 50, 50, 10, 1, 50, 50, 50, 50, 5, 1); Add_AllSockets(1, 50, 50, 50, 50, 10, 1, 50, 50, 50, 50, 5, 1); Add_Rarity(0, 0, 0, 3, 20); Add_Rarity(1, 0, 0, 3, 25); Add_ItemLevel(); Add_Corrupted_False(); Section ( [50,50] ){ Item_Has ( "Class", "One Hand Axes" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Two Hand Axes" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Bows" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Claws" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Daggers" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Rune Daggers" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "One Hand Maces" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Sceptres" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Two Hand Maces" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Staves" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Warstaves" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "One Hand Swords" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Thrusting One Hand Swords" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Two Hand Swords" ); Add_Quality(); Final_ClassBases(); } Section ( [50,50] ){ Item_Has ( "Class", "Wands" ); Add_Quality(); Final_ClassBases(); } Section ( [180,180] ){ Item_Has ( "Class", "Body Armours" ); Add_Quality(); Final_ClassBases(); } Section ( [180,180] ){ Item_Has ( "Class", "Boots" ); Add_Quality(); Final_ClassBases(); } Section ( [180,180] ){ Item_Has ( "Class", "Gloves" ); Add_Quality(); Final_ClassBases(); } Section ( [180,180] ){ Item_Has ( "Class", "Helmets" ); Add_Quality(); Final_ClassBases(); } Section ( [120,120] ){ Item_Has ( "Class", "Shields" ); Add_Quality(); Final_ClassBases(); } Section ( [25,25] ){ Item_Has ( "Class", "Amulets" ); Item_Not ( "BaseType", "Talisman" , "*" ); } Section ( [25,25] ){ Item_Has ( "Class", "Belts" ); } Section ( [50,50] ){ Item_Has ( "Class", "Quivers" ); Final_ClassBases(); } Section ( [25,25] ){ Item_Has ( "Class", "Rings" ); Final_ClassBases(); } } } Section ( [15,40], "Delirium", false) { Item_UtilHas ( "SubGroup A" , "deli" ); Item_Not( "Class", "Divination Cards"); Item_Not( "Class", "Gem", "*"); Section ( [10,200] ){ Item_Has ( "Class", "Stackable Currency" ); Add_StackSize(); } Section ( [3,20] ){ Item_Has ( "Class", "Jewels" ); Item_Has ( "BaseType", "Cluster", "*"); Add_Rarity(0, 2000, 600, 300, 20); Add_Rarity(1, 200, 200, 300, 25); } } Section ( [15,40], "Abyss", false) { Item_UtilHas ( "SubGroup A", "abyss" ); Item_Not( "Class", "Divination Cards"); Item_Not( "Class", "Gem", "*"); Section ( [8,20] ){ Item_Has ( "Class", "Abyss Jewels" ); Final_ClassBases(); Add_Rarity(*, 0, 200, 300, 25); } Section ( [2,4] ){ Item_Has ("BaseType", "Stygian Vise"); Add_Rarity(*, 0, 0, 300, 25); } } Section ( [15,40], "Delve", false) { Item_UtilHas ( "SubGroup A", "delve" ); Item_Not( "Class", "Divination Cards"); Item_Not( "Class", "Gem", "*"); Add_StackSize(); Section ( [1,1] ){ Item_UtilHas ( "SubGroup Tier", 1 ); } Section ( [300,70] ){ Item_UtilHas ( "SubGroup Tier", 2 ); } Section ( [9000,600] ){ Item_UtilHas ( "SubGroup Tier", 3 ); } Section ( [15000, 1200] ){ Item_UtilHas ( "SubGroup Tier", 4 ); } } Section ( [15,40], "Essence", false){ Item_UtilHas ( "SubGroup A", "ess" ); Add_StackSize(); } Section ( [15,40], "Breach", false){ Item_UtilHas ( "SubGroup A", "brea" ); Add_StackSize(); } Section ( [15,40], "Blight", false){ Item_UtilHas ( "SubGroup A", "blight" ); Item_Not( "Class", "Divination Cards"); Item_Not( "Class", "Gem", "*"); Add_StackSize(); Section ( [1,1] ){ Item_UtilHas ( "SubGroup Tier", 1 ); } Section ( [30,7] ){ Item_UtilHas ( "SubGroup Tier", 2 ); } Section ( [900,60] ){ Item_UtilHas ( "SubGroup Tier", 3 ); } Section ( [1500, 120] ){ Item_UtilHas ( "SubGroup Tier", 4 ); } } Section ( [15,40], "Legion", false) { Item_UtilHas ( "SubGroup A", "legion" ); Item_Not( "Class", "Divination Cards"); Item_Not( "Class", "Gem", "*"); Section ( [150,150] ){ Item_Has ( "Class", "Incubator" ); Add_ItemLevel(); } Section ( [300,400] ){ Item_Has ( "Class", "Stackable Currency" ); Item_Has ( "BaseType", "Timeless" , "*"); Add_StackSize(); } Section ( [100,20] ){ Item_Has ( "Class", "Map Fragment" ); Item_Has ( "BaseType", "Timeless" , "*"); } Section ( [20,10] ){ Item_Has ( "Class", "Jewels" ); Add_Rarity(*, 0, 0, 0, 1); } } Section ( [15,40], "Harbinger", false) { Item_UtilHas ( "SubGroup A", "habi" ); Item_Not( "Class", "Divination Cards"); Item_Not( "Class", "Gem", "*"); Section ( [1,40] ){ Item_Has ( "Class", "Pieces" ); Add_Rarity(*, 0, 0, 0, 1); } Section ( [20,5] ){ Item_Has ( "Class", "Stackable Currency" ); Add_StackSize(10); } } Section ( [15,40], "Talisman", false){ Item_UtilHas ( "SubGroup A", "talis" ); Add_Rarity(*, 0, 0, 20, 1); Add_Corrupted_True(); Add_Any_Enchantment(); Section ( [1,1] ){ Item_Has( "BaseType", "Black Maw Talisman"); Add_AllSockets(0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1); Add_AllSockets(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1); } Section ( [100,100] ){ Item_Not( "BaseType", "Black Maw Talisman"); } } Section ( [1,1], "Quest Items", false) { Item_Has ( "Class", "Quest Items" ); } Section ( [15,40], "Expedition", false){ Item_UtilHas ( "SubGroup A", "expe" ); Item_Not( "Class", "Gem", "*"); Item_Not( "Class", "Divination", "*"); Section ( [4,3] ){ Item_Has( "Class", "Currency", "*"); Add_StackSize(); } Section ( [4,3] ){ Item_Not( "Class", "Currency", "*"); Add_AllSockets(0, 50, 50, 50, 50, 10, 1, 50, 50, 50, 50, 5, 1); Add_AllSockets(1, 50, 50, 50, 50, 10, 1, 50, 50, 50, 50, 5, 1); Add_Rarity(0, 1, 2, 3, 20); Add_Rarity(1, 1, 2, 3, 25); Add_ItemLevel(); //Add_Corrupted_False(); } } //Section ( [150,400], "Sanctum"){ // Item_UtilHas ( "SubGroup A", "sanc" ); // Item_Not( "Class", "Gem", "*"); // Item_Not( "Class", "Divination", "*"); // Item_Not( "Class", "Quest Items", "*"); // Section ( [2,2] ){ // Item_Has ( "Class", "Stackable Currency" ); // Add_StackSize(); // } // Section ( [4,3] ){ // Item_Has ( "Class", "Relics", "*"); // Add_Rarity(0, 1, 2, 3, 20); // Add_Rarity(1, 1, 2, 3, 25); // Add_ItemLevel(); // } //} Section ( [20,35], "Scarabs"){ Item_UtilHas ( "SubGroup A", "necro" ); Item_Has ( "Class", "Map Fragments" ); Section ( [1,1] ){ Section ( [1,2] ){ Item_UtilHas ( "SubGroup Tier", 1 ); Add_StackSize(); } Section ( [10,10] ){ Item_UtilHas ( "SubGroup Tier", 2 ); Add_StackSize(); } Section ( [40,20] ){ Item_UtilHas ( "SubGroup Tier", 3 ); Add_StackSize(); } Section ( [50,20] ){ Item_UtilHas ( "SubGroup Tier", 4 ); Add_StackSize(); } } } Section ( [500,1000], "Gold"){ Item_UtilHas ( "SubGroup A", "kalgu" ); Section ( [1,1] ){ Section ( [1,2] ){ Add_StackSize_Gold(); Item_Has ( "Class", "Gold" ); } } }