How To Install Item Filter Poe
This is a guide on the subject of using item filters.
Concluding updated on May 6, 2021.

Screenshot showing how item filters work in-game.
Grinding Gear Games implemented Detail filters into the Path of Exile UI so players can customize how the game customer displays items on the ground. This feature remedies the time it takes to find useful / valuable items in game. For those who don't accept experience with programming or website evolution, the lawmaking for the item filters might seem complex. However, the information provided here will open the door so that you lot, the player, can understand how the item filters work.
Contents
- 1 Using an existing filter
- two Syntax
- 2.1 Terminology
- 2.2 Basic Syntax
- 2.iii Comments
- 2.4 Blocks
- 2.5 Values
- 2.vi Comparison operators
- 2.7 Conditions
- 2.8 Deportment
- 2.9 Examples
- 2.nine.1 Example i
- 2.nine.2 Example two
- 3 Known issues
- 3.1 Item filters not establish
- 3.i.1 Solution A
- 3.1.2 Solution B
- 3.1 Item filters not establish
- 4 List of item filters
- iv.i General purpose filters
- 4.ii Specialized filters
- five Version history
- half dozen Come across besides
- vii References
- 8 External links
Using an existing filter
- Step ane
- Go to: %USERPROFILE%/Documents/My Games/Path of Exile/
- For example:
-
- Step ii
- Locate an existing filter, i.e. from Listing of detail filters or elsewhere.
- Step 2A - Copying file
- If the item filter is supplied as downloadable file with the .filter extension, yous can simply download information technology and relieve it in the folder.
- Step 2B - Copying Contents
- Create a text file with the name you desire your Filter to take. When y'all Relieve this file, be sure to select 'Save As' and ready the file type to "All Files (*.*)". Copy the contents of the filter into the file.
- Then save the file as: filtername.filter
- It should look like this if done correctly
-
- If you cannot see your file extension, Evidence/Hide File extensions in Windows
- Step 3
- Go to the in-game Options carte and click on the UI tab. Yous should see this new option, located at the very bottom of the list:
-
- If your Filter is not a .filter file, or it is not located in the same folder every bit your production_Config.ini file, you won't see this option.
- Footstep 4
- Clicking 'Reload' will brandish this message if the Filter is working correctly:
-
Syntax
See https://world wide web.pathofexile.com/detail-filter/nigh for the official page of filter rules.
Terminology
Please consider the following when reading this wiki page:
- Replace the values in the brackets with a single value
- x-y (i.e. 0-255) is used to show a range of valid values
- Values enclosed with [] are optional; remove the []
- Values enclosed with <> are required; remove the <>
Basic Syntax
The basic syntax of a script is a collection of Show and Hibernate blocks that each specify conditions. Annihilation matched by a Show block will exist shown and anything matched by a Hide block volition be subconscious. If in that location are multiple conditions in a cake and then all of them must be matched for the block to match an item.
Every block must start with either Prove or Hide, and any conditions in that block must start on the next line; indentation is optional. A line with only Evidence or Hide with no weather is an "empty cake," and matches ALL items, which means that a Hide at the end of the file effectively hides everything that wasn't specifically shown.
The blocks are prioritized in the gild they come in the file, meaning that condition blocks that appear earlier in the file take precedence, applying their furnishings even if their weather overlap with afterward blocks. Effectively, the script reads the filter file until it finds the starting time cake that matches the item in question, follows that block's instructions, and then terminates.
# For example, the following would hide all normal rarity items, only fail to evidence currencies: Hide Rarity Normal Prove Class Currency # To gear up this, move more specific blocks earlier in the file, and save the about general for last. This would show currencies, but hibernate other normal rarity items: Show Class Currency Hibernate Rarity Normal
A line starting with # volition exist considered a comment and will be ignored.
Blocks
Proper noun | Notes |
---|---|
Show | If all weather are matched, prove the particular and do any deportment specified. |
Hide | If all weather condition are matched, hide the item and do any actions specified |
Continue | Continues block to other match. This is a special flag that indicates that the filter dominion matching should not stop when an item matches this cake. Note that if an item matches a Hide block that Continues, then subsequently matches a Prove block, it will use the most recently matched Prove or Hide flag, and thus show. If an particular matches and Continues and then never matches any further blocks, it volition also evidence or hide based on the well-nigh recently matched cake. |
Values
Type | Notes | Range |
---|---|---|
Numeric | Similar: 20. No quotation marks. | -1,[0-9] |
Cord | Text with quotation marks, merely not in all condition, equally example is Class or BaseType where values could be strings separated by space only | [a-zA-Z] |
None | When argument is cord None must be in quotation marks like "None" | "None", None |
Empty | No value |
Comparison operators
The following comparison operators are used to write weather. Notation that the equal operator (=
) is always optional; if no operator is specified, the condition is assumed to exist comparing equality.
Operator | Description |
---|---|
= | Equal |
! | Not equal |
< | Less than |
<= | Less than or equal to |
> | Greater than |
>= | Greater or equal to |
== | Exact friction match |
Conditions
Notes:
- Ranges in parentheses are plausible values, but not enforced.
- Every status tin can accept multiple values separated by a space.
- If a multi-word value contains whitespace, information technology must exist encapsulated in quotation marks, or else information technology will be parsed as split (and maybe invalid) values.
Name | Valid Values | Notes |
---|---|---|
AreaLevel [Operator] <Value> | Numeric Level (0-100) | Filters for items dropped in a item Monster level of the electric current area. This is probably the almost relevant of the filters, as it allows enabling/disabling filters dynamically depending on leveling. |
ItemLevel [Operator] <Level> | Numeric Level (0-100) | The item level the detail was generated at. |
DropLevel [Operator] <Level> | Numeric Level (0-100) | The level that the particular starts dropping at. |
Quality [Operator] <Quality> | Numeric Quality (0-20) | The amount of quality on the item. |
Rarity [Operator] <Rarity> | Normal, Magic, Rare, Unique | Rarity of the item. |
Form <Class> | Total or partial item class name | The item grade. Specifying part of a grade name is allowed and will lucifer any classes with that text in the name. So for instance "One Hand" volition lucifer both "Ane Hand Sword" and "1 Hand Axe" |
BaseType <Type> | Full or fractional item proper name | The base type of the particular. Specifying a office of a base of operations type name is allowed and will match any of the base types with that text in the proper noun. |
Prophecy <Blazon> | Total or fractional prophecy name | The prophecy name. Specifying a office of a prophecy name is allowed and will lucifer any of the prophecies with that text in the proper noun. Prophecies have the Grade type "Stackable Currency". |
LinkedSockets [Operator] <Links> | Numeric Number of Links (0-6) | The size of the largest group of linked sockets that the particular has. |
SocketGroup [Operator] <GroupSyntax> | Numeric Number of Linked Sockets followed by R, G, B, D, A, W | Supports a list of groups that each i represents linked sockets containing a specific set of colors, at to the lowest degree one group must be matched for the condition to pass. Each group is composed by an optional number and a sequence of letters. The number specifies the longest link which contains the post-obit color sequence described past the letters. Each letter is short-hand for the colour ([R]ed, [K]reen, [B]lue, [W]hite) or Special ones ([D]elve Socket, [A]byss Socket). For case, 5RRG will friction match whatsoever group that contains two red sockets linked with a green socket in a 5-link group. Delve and Abyss cannot be in the same group equally any other, as they cannot exist linked. If a comparison operator is used, it volition apply to the numeric portion, so a ">= 5GGG" will friction match a 5 or more linked group with three light-green sockets. SocketGroup with A and D socket has no effect. For example "SocketGroup RGBA" or "SocketGroup DD". As Abyss and Delve sockets are never linked. |
Sockets [Operator] <GroupSyntax> | Numeric Number of Sockets (0-six) followed by R, G, B, D, A, Westward | Does the exact same thing every bit SocketGroup but does not crave the sockets to be linked. So the same example ">= 5GGG" will match 5 or more sockets not necessarily linked, with at least 3 green sockets anywhere. Unlike SocketGroup, this condition does allow for mixing and using Delve and Completeness sockets, for case, a Resonator with three sockets would be "DDD". |
Superlative [Operator] <Value> | Numeric number of slots (1-4) | The number of slots the item takes on the Y-axis (verical axis), i.e. the height of the item.[1] |
Width [Operator] <Value> | Numeric number of slots (i-2) | The number of slots the particular takes on the X-axis (horizontal axis), i.due east. the width of the detail. |
HasExplicitMod <Value> | Total or partial item name | Filter by mods on an detail past name. For example: [HasExplicitMod "Tyrannical" ] (Tyrannical=Local Concrete Damage 155 to 169%) |
AnyEnchantment <Boolean> | True or False | If an item has any enchantment from the Labyrinth. |
HasEnchantment <Value> | Full or partial name of enchantment | Filter by enchantments |
EnchantmentPassiveNode <Value> | Total or partial proper noun of enchantment | Filter Cluster Jewels by enchantment type. |
EnchantmentPassiveNum [Operator] <Value> | Numeric number of slots (0-n) | Filter Cluster Jewels by the number of enchantments. Just checks the "Adds 10 passive skills" modifier. |
StackSize [Operator] <Value> | Numeric number of slots (i-northward) | Currency stack size |
GemLevel [Operator] <Value> | Numeric number of slots (one-21) | Gem Level |
GemQualityType <Value> | Superior Divergent Anomalous Phantasmal | Jewel Quality Type |
AlternateQuality <Boolean> | True or False | If an item has alternating quality or not. Note: This is applicable to Alternating Gems introduced in three.12. |
Replica <Boolean> | Truthful or False | If an particular is an Replica or non. Annotation: This is applicable to Replica Unique introduced in 3.12. |
Identified <Boolean> | Truthful or Simulated | If an particular is identified or non. |
Corrupted <Boolean> | True or Imitation | If an item is corrupted or not. |
CorruptedMods [Operator] <Value> | Numeric number of corrupted mods (0-n). | How many corrupted mods are nowadays. |
Mirrored <Boolean> | True or False | If the detail is a Mirrored item or not. Does not drop normally, except when opening a Strongbox with the "Contains Mirrored Items", or via the Prophecy Kalandra's Craft. |
ElderItem <Boolean> | True or False | If an detail is an Elder item or not. |
ShaperItem <Boolean> | True or False | If an particular is a Shaper item or non. |
HasInfluence <Type> | Shaper, Elder, Crusader, Hunter, Redeemer, Warlord, None | If an item has Influence of a certain blazon. Notation that this also affects Maps that are influenced. If want item that has no Influence, choose value as None. |
FracturedItem <Boolean> | True or False | If an item is fractured or non |
SynthesisedItem <Boolean> | True or False | If an item is synthesised or not |
ElderMap <Boolean> | True or False | If the map is elder or not. |
ShapedMap <Boolean> | True or Fake | If the map is shaped or not. |
BlightedMap <Boolean> | Truthful or Simulated | If the map is blighted or non. |
MapTier [Operator] <Value> | Numeric Tier (1-17) | The map tier of the map. |
Deportment
Proper noun | Valid Values | Notes |
---|---|---|
SetBorderColor <Red> <Green> <Blue> [Alpha] | 0-255 | Sets the edge colour of the item box in RGB values from 0-255 with optional Alpha (opacity) value of 0-255 |
SetTextColor <Red> <Light-green> <Blue> [Alpha] | 0-255 | Sets the text color of the item box in RGB values from 0-255 with optional Alpha (opacity) value of 0-255 |
SetBackgroundColor <Red> <Green> <Bluish> [Alpha] | 0-255 | Sets the colour of the item box in RGB values from 0-255 with optional Alpha (opacity) value of 0-255 |
SetFontSize <FontSize> | eighteen-45 (default: 32) | Sets the font-size of detail text.[2] |
PlayAlertSound <Id> [Volume] | Disable:
Id:
Volume:
| Plays the specified Alert Sound with optional volume when dropped. Only one sound can be played at a time. |
PlayAlertSoundPositional <Id> [Volume] | Disable:
Id:
Volume:
| Work as PlayAlertSound with Audio Volume relative to distance where Item dropped. Could be usable with depression Tier Items to polish Sounds. |
DisableDropSound | Disable the drop sound. This is a separate sound from PlayAlertSound. | |
EnableDropSound | Enable the drib sound. This is a separate audio from PlayAlertSound. | |
CustomAlertSound <FileName | FileFullPath> | local path to the file (with quotation marks):
| Plays the specified custom sound when a specified detail drops. (most all of the common file extensions should exist supported) |
MinimapIcon <Size> <Color> <Shape> | Disable:
Size:
Color:
Shape:
| Displays an icon on the minimap for specified items. |
PlayEffect <Colour> [Temp] | Disable:
Color:
Axle Visualization [Temp]:
| Displays a coloured beam of light above an item highlighted by an item filter. Use the Temp parameter to take a beam simply announced equally the item drops. |
A listing of the default RGB codes used in-game can exist found in the corresponding detail filter guide section.
Examples
Example i
- Shows all items with a red, green and blue linked socket
- Changes the text color to a light blue one
Show SocketGroup RGB SetTextColor 127 127 255
Example 2
- Shows all items that lucifer the post-obit conditions
- Item class is either Ring or Amulet
- Item basename contains "Aureate"
- Item has the "Rare" rarity level
- Particular level is 75 or higher
- Effectively, this means rare Gold Rings and Gold Amulets with detail level 75 or higher will exist shown
- Changes the border to a yellowish border
Evidence Form Ring Amulet BaseType Golden Rarity Rare ItemLevel >= 75 SetBorderColor 255 255 0
Known bug
Known issues with workaround. Employ at your own risk.
Item filters non constitute
Solution A
- Bank check that the filter has the correct ending (.filter )
- Check whether the item filter is placed in the correct folder
Solution B
Currently (beta) item filters may not load for users who utilise a non-ASCII userpath. As a work around you lot can move your documents folder to a location which does not contain non-ASCII messages. To practise so:
Become to your user folder (%USERPROFILE%) -> right click on My Documents -> backdrop -> path -> move... -> select a new location to move to -> apply
List of particular filters
Note: For sorting past multiple columns concord SHIFT.
General purpose filters
Name | Author | Release | Ingame Features | Other Features | Filtration Support | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Colours | Borders | Font Size | Background | Particular Hiding | Leveling | Endgame | Vendor recipes | Crafting | Customizable | General | Themes | |||
Ajido's Aesthetically Pleasing Boodle Filter | Ajido (Twitch YouTube) | 2015-07-17 | major | major | aye | yeah | yes | yes | aye | partial | yep | yes | yes | no |
EpicFail42's Boodle Filter | EpicFail42 | 2015-06-25 | modest | major | partial | minor | partial | major | yes | yes | small | no | yep | no |
Ment'due south Item Filter | Ment2008 | 2015-04-11 | partial | major | major | modest | yes | yeah | yes | yep | yes | yes | no | no |
NeverSink'due south Lootfilter | NeverSink | 2015-04-15 | partial | fractional | major | major | yep | yes | yeah | yes | yes | yes | yes | yes |
One Filter to dominion them all | Muldini | 2015-05-03 | modest | minor | modest | minor | yes | yes | aye | yes | yes | yes | yeah | no |
Simplefilter | Koszmarnica | 2020-12-31 | yep | yes | aye | yes | yes | aye | yep | yes | yes | fractional | partial | no |
StupidFatHobbit's Sovereign | StupidFatHobbit | 2016-03-02 | partial | yep | major | major | yep | aye | yes | yes | yes | yes | no | no |
Specialized filters
Filters that are intended for a specialized purpose, such every bit leveling a specific class or otherwise.
Proper name | Author | Release | Ingame Features | Other Features | Filtration Back up | Clarification | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Colours | Borders | Font Size | Background | Particular Hiding | Leveling | Endgame | Vendor recipes | Crafting | Customizable | General | Themes |
Version history
Version | Changes |
---|---|
three.16.0 |
|
3.15.0d |
|
three.xv.0 |
|
3.14.0 |
|
3.13.0 |
|
3.12.0 |
|
3.11.0 |
|
3.x.2b |
|
3.x.1d |
|
3.10.1 |
|
iii.x.0 |
|
three.9.2f |
|
3.ix.2e |
|
3.9.2 |
|
3.9.0 |
|
3.eight.1d |
|
3.8.0d |
|
3.7.2 |
|
3.vi.0 |
|
three.iv.1 |
|
3.4.0 |
|
iii.3.1b |
|
3.3.one |
|
3.three.0c |
|
3.3.0 |
|
3.two.one |
|
three.i.0b |
|
3.0.0 |
|
two.5.0d |
|
2.5.0 |
|
ii.iv.2 |
|
2.3.two |
|
2.2.1d |
|
2.0.ane |
|
2.0.0b |
|
2.0.0 |
|
Run across also
- Item filter guide
- Listing of item filters
References
- ↑ (12 May 2015). "Item Filter Suggestions; Identified items, corrupted items, and grid sizes.". Reddit. Retrieved 12 May 2015.
- ↑ (ii May 2015). "PSA: You can change the font size in item filters.". Reddit. Retrieved ii May 2015.
External links
- Path of Exile - Pop Item Filters
- Path of Exile (Forum) - Item Filters Proclamation
- Path of Exile (Forum) - The Guide to Boodle Filters
How To Install Item Filter Poe,
Source: https://pathofexile.fandom.com/wiki/Guide:Item_filter
Posted by: chentropir.blogspot.com
0 Response to "How To Install Item Filter Poe"
Post a Comment