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D2 item filter info

Jul 28th, 2018
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  1. Advanced Item Display
  2. By enabling the "Advanced Item Display" configuration parameter, you can customize exactly how items are displayed. When this parameter is enabled, it will supersede these other parameters:
  3.  
  4. Show Ethereal
  5. Show Sockets
  6. Show iLvl
  7. Show Rune Numbers
  8. Alt Item Style
  9. Color Mod
  10. Shorten Item Names
  11. To use Advanced Item Display, you will configure one or more rules in BH.cfg. Each rule looks like this:
  12.  
  13. ItemDisplay[ ...CONDITIONS... ]: ACTIONS
  14. The CONDITIONS specify a set of conditions an item must satisfy, and ACTIONS specify the actions taken when a matching item is found. The most basic type of action is to simply enter the name you want to see when viewing that item. If you leave the CONDITIONS empty, the rule will match all items. If you leave the ACTIONS empty, the rule will blank out the names of any matching items.
  15.  
  16. You will normally have multiple rules in your configuration file. The first rule that matches a given item is the one that will be used to display that item (with one exception, the %CONTINUE% action, described below).
  17.  
  18. The simplest rule has no conditions and no actions:
  19.  
  20. ItemDisplay[]:
  21. This rule will match every item in the game, and will prevent the client from showing that item. (So when you hit the alt key, you will see nothing other than gold stacks.) Next is another simple rule that matches every item in the game, and gives them all the same name:
  22.  
  23. ItemDisplay[]: Wirt's Other Leg
  24. Rules with No Actions
  25. In version 0.1.4, items matching rules with no actions were still visible on the ground, but their names were changed to a single space. As of version 0.1.5, this is no longer true; these items are actually filtered out by the game client. As far as your game is concerned, the items do not exist. This is useful for reducing ground clutter from small gold stacks, junk items, etc. But be careful when using rules like this, as they can cause unexpected effects. For example, if you have a rule with no actions that matches health potions, they will effectively be invisible to you and you will not be able to see the potions on your own belt.
  26.  
  27. Item Codes
  28. The simplest condition consists of an item code. An item code is the unique 3-letter code assigned to each type of item. You can find a full list of item codes here: http://bhfiles.com/files/Diablo%20II/ItemCodes.html.
  29.  
  30. EDIT: the bhfiles.com list contains some incorrect codes (e.g. gnarled staff is actually cst). A more correct (though less readable) list can be found here: https://github.com/dkuwahara/OmegaBot/blob/master/data/item_data.txt (the item code is the second column).
  31.  
  32. The item code for a scroll of town portal is "tsc". So to shorten the names of all town portal scrolls in the game to just "TP", you would put this line in BH.cfg:
  33.  
  34. ItemDisplay[tsc]: TP
  35. To give all super healing potions (item code hp5) the name "Pan-Galactic Gargle Blaster", you would put this in BH.cfg:
  36.  
  37. ItemDisplay[hp5]: Pan-Galactic Gargle Blaster
  38. Changing Colors
  39. You can change the color of item text. To make your super healing potions appear with red text, do this:
  40.  
  41. ItemDisplay[hp5]: %RED%Pan-Galactic Gargle Blaster
  42. The %RED% color will apply to everything that comes after it, until another color is encountered. To display the word "Blaster" in green text (with everything else still red), you would write:
  43.  
  44. ItemDisplay[hp5]: %RED%Pan-Galactic Gargle %GREEN%Blaster
  45. These are the colors you can use:
  46.  
  47. %WHITE%
  48. %RED%
  49. %GREEN%
  50. %BLUE%
  51. %GOLD%
  52. %GRAY%
  53. %BLACK%
  54. %TAN%
  55. %ORANGE%
  56. %YELLOW%
  57. %PURPLE%
  58. If you ever had the "Shorten Item Names" parameter enabled, you can use these rules to replicate exactly what it does:
  59.  
  60. ItemDisplay[tsc]: %GREEN%**%WHITE%TP
  61. ItemDisplay[isc]: %GREEN%**%WHITE%ID
  62. ItemDisplay[vps]: Stam
  63. ItemDisplay[yps]: Anti
  64. ItemDisplay[wms]: Thaw
  65. ItemDisplay[gps]: Ranc
  66. ItemDisplay[ops]: Oil
  67. ItemDisplay[gpm]: Chok
  68. ItemDisplay[opm]: Expl
  69. ItemDisplay[gpl]: Stra
  70. ItemDisplay[opl]: Fulm
  71. ItemDisplay[hp1]: %RED%**%WHITE%Min Heal
  72. ItemDisplay[hp2]: %RED%**%WHITE%Lt Heal
  73. ItemDisplay[hp3]: %RED%**%WHITE%Heal
  74. ItemDisplay[hp4]: %RED%**%WHITE%Gt Heal
  75. ItemDisplay[hp5]: %RED%**%WHITE%Sup Heal
  76. ItemDisplay[mp1]: %BLUE%**%WHITE%Min Mana
  77. ItemDisplay[mp2]: %BLUE%**%WHITE%Lt Mana
  78. ItemDisplay[mp3]: %BLUE%**%WHITE%Mana
  79. ItemDisplay[mp4]: %BLUE%**%WHITE%Gt Mana
  80. ItemDisplay[mp5]: %BLUE%**%WHITE%Sup Mana
  81. ItemDisplay[rvs]: %PURPLE%**%WHITE%Rejuv
  82. ItemDisplay[rvl]: %PURPLE%**%WHITE%Full
  83. ItemDisplay[aqv]: Arrows
  84. ItemDisplay[cqv]: Bolts
  85. ItemDisplay[key]: Key
  86. Adding to Existing Names
  87. Sometimes it's nice to add onto an existing item name. To leave a super healing potion with the same name, but write it in red text, do this:
  88.  
  89. ItemDisplay[hp5]: %RED%%NAME%
  90. To prepend "Ninja" to every item name in the game, use this rule:
  91.  
  92. ItemDisplay[]: Ninja %NAME%
  93. You can append every item's vendor value to its name using the %PRICE% action, as shown here:
  94.  
  95. ItemDisplay[]: %NAME% ($%PRICE%)
  96. To add item level to item names, do this:
  97.  
  98. ItemDisplay[]: %NAME% {L%ILVL%}
  99. To show an item's item code, use the following rule:
  100.  
  101. ItemDisplay[]: %NAME% [%CODE%]
  102. To add the number of sockets to item names, this would work:
  103.  
  104. ItemDisplay[]: %NAME% -%SOCKETS%-
  105. Logical Operators
  106. Often you will want to match multiple conditions. This rule will match any item that satisfies both CONDITION1 and CONDITION2 (since no logical operators are given, the conditions are implicitly ANDed together):
  107.  
  108. ItemDisplay[CONDITON1 CONDITION2]: ...
  109. For more complicated conditions, you can use the following logical operators:
  110.  
  111. AND
  112. OR
  113. ! (logical negation)
  114. The previous rule is exactly equivalent to this one:
  115.  
  116. ItemDisplay[CONDITON1 AND CONDITION2]: ...
  117. You can also use parentheses to group conditions. See below for examples of these logical operators.
  118.  
  119. Item Quality
  120. Several conditions let you match items of certain quality:
  121.  
  122. INF: matches inferior items
  123. SUP: matches superior items
  124. MAG: matches magic items
  125. RARE: matches rare items
  126. SET: matches rare items
  127. UNI: matches unique items
  128. NMAG: matches nonmagical (white/gray) items
  129. ETH: matches ethereal items
  130. RW: matches runewords
  131. For example, to write all unique ethereal item names in purple, do this:
  132.  
  133. ItemDisplay[ETH UNI]: %PURPLE%%NAME%
  134. Item Groups
  135. Normal, Exceptional, Elite
  136. NORM: matches normal items
  137. EXC: matches exceptional items
  138. ELT: matches elite items
  139. Class Specific Items
  140. There are conditions that refer to class specific items:
  141.  
  142. CL1: druid pelts
  143. CL2: barbarian helms
  144. CL3: paladin shields
  145. CL4: necromancer heads
  146. CL5: assassin katars
  147. CL6: sorceress orbs
  148. CL7: amazon weapons
  149. To display all ethereal paladin shields in purple, use this line:
  150.  
  151. ItemDisplay[ETH CL3]: %PURPLE%%NAME%
  152. Weapon Groups
  153. WP1: axes
  154. WP2: maces
  155. WP3: swords
  156. WP4: daggers
  157. WP5: throwing weapons
  158. WP6: javelins
  159. WP7: spears
  160. WP8: polearms
  161. WP9: bows
  162. WP10: crossbows
  163. WP11: staves
  164. WP12: wands
  165. WP13: scepters
  166. WEAPON: any weapon
  167. Armor Groups
  168. EQ1: helms
  169. EQ2: body armor
  170. EQ3: shields
  171. EQ4: gloves
  172. EQ5: boots
  173. EQ6: belts
  174. EQ7: circlets
  175. ARMOR: any armor
  176. To display ethereal elite polearms capable of 4+ sockets in purple, use this line in BH.cfg:
  177.  
  178. ItemDisplay[WP8 ETH ELT NMAG (SOCK=0 OR SOCK>3) !7o7]: %PURPLE%%NAME%
  179. The exclamation point prevents matching item code 7o7 (ogre axe), which can only have 3 sockets.
  180.  
  181. Sockets
  182. You can match items with a certain number of sockets. To display all items with more than 4 sockets in green:
  183.  
  184. ItemDisplay[SOCK>4]: %GREEN%%NAME%
  185. For conditions like SOCK that compare with a number, you can use <, >, or =.
  186.  
  187. Runes, Gems, and Gold
  188. The "RUNE" condition can be used to match different types of runes based on the rune number. To display runes Lem and higher in purple "20 - Lem" format:
  189.  
  190. ItemDisplay[RUNE>19]: %PURPLE%%RUNENUM% - %RUNENAME%
  191. The "GEM" condition will match based on gem quality (1=chipped, 5=perfect). To display all flawless and perfect gems in purple:
  192.  
  193. ItemDisplay[GEM>3]: %PURPLE%%NAME%
  194. The "GEMTYPE" condition will match on the type of the gem, based on this list: gem types. To match all perfect diamonds:
  195.  
  196. ItemDisplay[GEM=5 GEMTYPE=2]: ...
  197. To block the game from showing any gold stacks smaller than 1000:
  198.  
  199. ItemDisplay[GOLD<1000]:
  200. Unlike other conditions, GOLD can only be used to filter out small stacks. It cannot currently be used to change the color or show stacks of certain sizes on the map.
  201.  
  202. Skills
  203. It is possible to match bonuses to all skills, bonuses to class skills, bonuses to particular skill trees, and bonuses to individual skills.
  204.  
  205. All Skills
  206. To match all items with +2 or more to all skills:
  207.  
  208. ItemDisplay[ALLSK>1]: ...
  209. Class Skills
  210. Find the number of the class from this page: class list; next, append that number to "CLSK". This will match grand matron bows with +2/+3 to amazon skills (class number 0 from the list):
  211.  
  212. ItemDisplay[amc CLSK0>1]: ...
  213. Skill Tabs
  214. Find the number of the skill tab here: skill tabs; then append it to "TABSK". So to match all items with +1 or more to warcries (#34 from that list):
  215.  
  216. ItemDisplay[TABSK34>0]: ...
  217. Individual Skills
  218. Look up the number of the skill on this page: skills list. For example, Battle Orders is skill number 149. So to display barbarian helms capable of 3os with +3 to BO in purple:
  219.  
  220. ItemDisplay[CL2 ((ILVL>25 SOCK=0) OR SOCK=3) NMAG SK149>2]: %PURPLE%%NAME%
  221. Other Conditions
  222. Other miscellaneous conditions:
  223.  
  224. ILVL: matches against the item level
  225. ED: matches % effective defense/damage (depending on item type)
  226. RES: matches resist all
  227. ID: matches items that have been identified
  228. DEF: matches total defense
  229. LIFE: matches +HP items (added 2/25/15, only available in builds after this date)
  230. IAS: matches increased attack speed (added 2/25/15, only available in builds after this date)
  231. Marking Items on the Map
  232. You can mark any matching item on the map with a square by putting %MAP% anywhere in the action for the rule. This will put all mage plates on the map as a white square without changing the name:
  233.  
  234. ItemDisplay[xtp]: %NAME%%MAP%
  235. This square will be white because a color was not specified; if a color is used before the %MAP% action, then that will be used as the square color. For example, this marks mage plates with blue squares:
  236.  
  237. ItemDisplay[xtp]: %NAME%%BLUE%%MAP%
  238. Example Configuration
  239. Here is a sample configuration file containing some basic rules that display certain items in purple. Ethereality, sockets, and item level are added to the item name. Inferior items are filtered out. Runes over lem are shown on the map.
  240.  
  241. //Item Display Configuration
  242. Advanced Item Display: True, None
  243. ItemDisplay[tsc]: %GREEN%**%WHITE%TP
  244. ItemDisplay[isc]: %GREEN%**%WHITE%ID
  245. ItemDisplay[vps]: Stam
  246. ItemDisplay[yps]: Anti
  247. ItemDisplay[wms]: Thaw
  248. ItemDisplay[gps]:
  249. ItemDisplay[ops]:
  250. ItemDisplay[gpm]:
  251. ItemDisplay[opm]:
  252. ItemDisplay[gpl]:
  253. ItemDisplay[opl]:
  254. ItemDisplay[hp1]: %RED%**%WHITE%Min Heal
  255. ItemDisplay[hp2]: %RED%**%WHITE%Lt Heal
  256. ItemDisplay[hp3]: %RED%**%WHITE%Heal
  257. ItemDisplay[hp4]: %RED%**%WHITE%Gt Heal
  258. ItemDisplay[hp5]: %RED%**%WHITE%Sup Heal
  259. ItemDisplay[mp1]: %BLUE%**%WHITE%Min Mana
  260. ItemDisplay[mp2]: %BLUE%**%WHITE%Lt Mana
  261. ItemDisplay[mp3]: %BLUE%**%WHITE%Mana
  262. ItemDisplay[mp4]: %BLUE%**%WHITE%Gt Mana
  263. ItemDisplay[mp5]: %BLUE%**%WHITE%Sup Mana
  264. ItemDisplay[rvs]: %PURPLE%**%WHITE%Rejuv
  265. ItemDisplay[rvl]: %PURPLE%**%WHITE%Full
  266. ItemDisplay[aqv]: Arrows
  267. ItemDisplay[cqv]: Bolts
  268. ItemDisplay[key]: Key
  269. ItemDisplay[tes]: Andy*Duriel Essence
  270. ItemDisplay[ceh]: Mephisto Essence
  271. ItemDisplay[bet]: Diablo Essence
  272. ItemDisplay[fed]: Baal Essence
  273.  
  274. // Ignore all inferior items
  275. ItemDisplay[INF]:
  276.  
  277. // Runes and gems
  278. ItemDisplay[RUNE<20]: %RUNENUM% - %RUNENAME%
  279. ItemDisplay[RUNE>19]: %PURPLE%%RUNENUM% - %RUNENAME%%MAP%
  280. ItemDisplay[GEM>3]: %PURPLE%%NAME%
  281.  
  282. // Add ethereality, sockets, ilvl to the name
  283. ItemDisplay[ETH]: Eth %NAME%%CONTINUE%
  284. ItemDisplay[SOCK>0]: %NAME% (%SOCKETS%)%CONTINUE%
  285. ItemDisplay[]: %NAME% L%ILVL%%CONTINUE%
  286.  
  287. // Polearms
  288. ItemDisplay[WP8 ETH ELT NMAG (SOCK=0 OR SOCK>3) !7o7]: %PURPLE%%NAME%
  289.  
  290. // Body armor
  291. ItemDisplay[EQ2 ELT ETH NMAG !SUP SOCK=0]: %PURPLE%%NAME%
  292. ItemDisplay[uui !ETH NMAG !SOCK=1 !SOCK=2 DEF>450]: %PURPLE%%NAME%
  293. ItemDisplay[utp !ETH NMAG !SOCK=1 !SOCK=2 DEF>505]: %PURPLE%%NAME%
  294. ItemDisplay[xtp !ETH NMAG !SOCK=1 !SOCK=2 DEF>254]: %PURPLE%%NAME%
  295. ItemDisplay[xtp !ETH NMAG ED>13]: %PURPLE%%NAME%
  296.  
  297. // Paladin shields
  298. ItemDisplay[CL3 ELT ETH NMAG RES>29 SOCK=0]: %PURPLE%%NAME%
  299. ItemDisplay[CL3 ELT !ETH NMAG RES>39 !SOCK=1 !SOCK=2]: %PURPLE%%NAME%
  300.  
  301. // Barb helms with +3 BO
  302. ItemDisplay[CL2 ((ILVL>25 SOCK=0) OR SOCK=3) NMAG SK149>2]: %PURPLE%%NAME%
  303.  
  304. // Druid pelts with +3 tornado
  305. ItemDisplay[CL1 ((ILVL>25 SOCK=0) OR SOCK=3) NMAG SK245>2]: %PURPLE%%NAME%
  306.  
  307. // Wands with BS/BS capable of 2os
  308. ItemDisplay[WP12 !wnd !9wn !ywn NMAG !SOCK=1 SK84>1 SK93>1]: %PURPLE%%NAME%
  309.  
  310. // Leaf/memory bases
  311. ItemDisplay[WP11 NMAG (SOCK=0 OR SOCK=2) SK52>2]: %PURPLE%%NAME%
  312. ItemDisplay[WP11 NMAG (SOCK=0 OR SOCK=4) SK58>2]: %PURPLE%%NAME%
  313.  
  314. // Grand matron bows
  315. ItemDisplay[amc ((SOCK=0 !SUP) OR SOCK=4) NMAG CLSK0=3]: %PURPLE%%NAME%
  316.  
  317. // Monarch shields
  318. ItemDisplay[uit (SOCK=0 OR SOCK=4) NMAG DEF>145]: %PURPLE%%NAME%
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