How To Install Poe Item Filter
This is a guide on the discipline of using detail filters.
Final updated on May 6, 2021.

Screenshot showing how item filters work in-game.
Grinding Gear Games implemented Item filters into the Path of Exile UI and then players can customize how the game client displays items on the basis. This feature remedies the time it takes to find useful / valuable items in game. For those who don't have experience with programming or website development, the code for the item filters might seem complex. However, the information provided here will open the door so that you, the player, can sympathize how the item filters work.
Contents
- one Using an existing filter
- 2 Syntax
- ii.1 Terminology
- ii.2 Basic Syntax
- two.3 Comments
- two.4 Blocks
- ii.five Values
- 2.6 Comparison operators
- ii.vii Conditions
- ii.eight Actions
- ii.9 Examples
- two.9.ane Example i
- two.nine.2 Example 2
- 3 Known issues
- three.i Item filters not plant
- iii.i.ane Solution A
- iii.one.2 Solution B
- three.i Item filters not plant
- 4 List of item filters
- 4.one General purpose filters
- iv.ii Specialized filters
- 5 Version history
- six See also
- vii References
- 8 External links
Using an existing filter
- Step 1
- Go to: %USERPROFILE%/Documents/My Games/Path of Exile/
- For instance:
-
- Footstep 2
- Locate an existing filter, i.east. from List of item filters or elsewhere.
- Step 2A - Copying file
- If the item filter is supplied as downloadable file with the .filter extension, y'all tin simply download it and relieve it in the binder.
- Step 2B - Copying Contents
- Create a text file with the proper noun you desire your Filter to have. When you Save this file, be certain to select 'Salve Equally' and set the file type to "All Files (*.*)". Re-create the contents of the filter into the file.
- Then save the file as: filtername.filter
- It should look like this if washed correctly
-
- If yous cannot see your file extension, Show/Hide File extensions in Windows
- Step iii
- Become to the in-game Options menu and click on the UI tab. You lot should come across this new option, located at the very bottom of the list:
-
- If your Filter is not a .filter file, or it is non located in the same folder as your production_Config.ini file, you won't see this option.
- Pace iv
- Clicking 'Reload' will display this message if the Filter is working correctly:
-
Syntax
Run across https://www.pathofexile.com/item-filter/about for the official page of filter rules.
Terminology
Please consider the post-obit when reading this wiki page:
- Supercede the values in the brackets with a unmarried value
- x-y (i.eastward. 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 drove of Show and Hide blocks that each specify conditions. Annihilation matched by a Show block will be shown and anything matched by a Hide block will exist hidden. If there are multiple conditions in a cake and so all of them must exist matched for the cake to friction match an detail.
Every block must offset with either Show or Hide, and any conditions in that block must outset on the adjacent line; indentation is optional. A line with simply Prove or Hibernate with no conditions is an "empty block," and matches ALL items, which means that a Hibernate at the end of the file effectively hides everything that wasn't specifically shown.
The blocks are prioritized in the order they come in the file, meaning that condition blocks that appear earlier in the file take precedence, applying their effects even if their atmospheric condition overlap with later blocks. Effectively, the script reads the filter file until information technology finds the start block that matches the item in question, follows that block's instructions, and then terminates.
# For instance, the following would hide all normal rarity items, but fail to show currencies: Hide Rarity Normal Show Class Currency # To gear up this, motility more specific blocks earlier in the file, and save the most general for last. This would bear witness currencies, only hide other normal rarity items: Show Grade Currency Hide Rarity Normal
A line starting with # volition be considered a comment and volition exist ignored.
Blocks
Name | Notes |
---|---|
Show | If all atmospheric condition are matched, show the item and practice any actions specified. |
Hide | If all conditions are matched, hibernate the detail and do whatever actions specified |
Keep | Continues block to other match. This is a special flag that indicates that the filter rule matching should not stop when an particular matches this block. Note that if an item matches a Hide block that Continues, then later matches a Show block, it will use the most recently matched Show or Hide flag, and thus show. If an particular matches and Continues then never matches any further blocks, it will also show or hide based on the most recently matched block. |
Values
Type | Notes | Range |
---|---|---|
Numeric | Like: 20. No quotation marks. | -1,[0-9] |
Cord | Text with quotation marks, just not in all condition, every bit example is Grade or BaseType where values could exist strings separated by space simply | [a-zA-Z] |
None | When argument is string None must be in quotation marks similar "None" | "None", None |
Empty | No value |
Comparing operators
The following comparing operators are used to write conditions. Note that the equal operator (=
) is e'er optional; if no operator is specified, the condition is assumed to be comparison equality.
Operator | Description |
---|---|
= | Equal |
! | Not equal |
< | Less than |
<= | Less than or equal to |
> | Greater than |
>= | Greater or equal to |
== | Verbal friction match |
Weather
Notes:
- Ranges in parentheses are plausible values, only non enforced.
- Every condition can have multiple values separated by a space.
- If a multi-give-and-take value contains whitespace, it must be encapsulated in quotation marks, or else it volition exist parsed as separate (and possibly invalid) values.
Name | Valid Values | Notes |
---|---|---|
AreaLevel [Operator] <Value> | Numeric Level (0-100) | Filters for items dropped in a detail Monster level of the current area. This is probably the about relevant of the filters, as it allows enabling/disabling filters dynamically depending on leveling. |
ItemLevel [Operator] <Level> | Numeric Level (0-100) | The detail level the detail was generated at. |
DropLevel [Operator] <Level> | Numeric Level (0-100) | The level that the item starts dropping at. |
Quality [Operator] <Quality> | Numeric Quality (0-20) | The amount of quality on the detail. |
Rarity [Operator] <Rarity> | Normal, Magic, Rare, Unique | Rarity of the particular. |
Class <Course> | Full or fractional item grade name | The particular class. Specifying part of a class name is allowed and will match any classes with that text in the proper noun. So for instance "One Hand" will match both "Ane Manus Sword" and "One Mitt Axe" |
BaseType <Type> | Full or partial particular name | The base of operations type of the item. Specifying a part of a base type proper name is allowed and will lucifer whatever of the base types with that text in the name. |
Prophecy <Type> | Total or partial prophecy name | The prophecy name. Specifying a part of a prophecy name is immune and will friction match any of the prophecies with that text in the proper name. Prophecies take the Class blazon "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 past R, Thou, B, D, A, Westward | Supports a list of groups that each one represents linked sockets containing a specific fix of colors, at to the lowest degree one group must be matched for the condition to pass. Each grouping is composed past an optional number and a sequence of messages. The number specifies the longest link which contains the post-obit color sequence described by the letters. Each letter is short-hand for the color ([R]ed, [G]reen, [B]lue, [Due west]hite) or Special ones ([D]elve Socket, [A]byss Socket). For case, 5RRG volition match any group that contains ii blood-red sockets linked with a dark-green socket in a five-link grouping. Delve and Completeness cannot be in the same group as any other, every bit they cannot be linked. If a comparing operator is used, it will apply to the numeric portion, and so a ">= 5GGG" will match a 5 or more linked group with 3 greenish sockets. SocketGroup with A and D socket has no outcome. For instance "SocketGroup RGBA" or "SocketGroup DD". Equally Completeness and Delve sockets are never linked. |
Sockets [Operator] <GroupSyntax> | Numeric Number of Sockets (0-vi) followed by R, Thou, B, D, A, W | Does the exact aforementioned thing every bit SocketGroup but does not require the sockets to be linked. So the same example ">= 5GGG" will match 5 or more sockets not necessarily linked, with at to the lowest degree three green sockets anywhere. Unlike SocketGroup, this condition does permit for mixing and using Delve and Completeness sockets, for example, a Resonator with 3 sockets would exist "DDD". |
Height [Operator] <Value> | Numeric number of slots (i-4) | The number of slots the item takes on the Y-axis (verical centrality), i.e. the height of the item.[one] |
Width [Operator] <Value> | Numeric number of slots (ane-2) | The number of slots the particular takes on the 10-axis (horizontal axis), i.e. the width of the particular. |
HasExplicitMod <Value> | Total or fractional item name | Filter by mods on an detail by proper noun. For example: [HasExplicitMod "Tyrannical" ] (Tyrannical=Local Physical Damage 155 to 169%) |
AnyEnchantment <Boolean> | True or Simulated | If an item has whatever enchantment from the Labyrinth. |
HasEnchantment <Value> | Full or fractional name of enchantment | Filter past enchantments |
EnchantmentPassiveNode <Value> | Total or partial name 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. Only checks the "Adds Ten passive skills" modifier. |
StackSize [Operator] <Value> | Numeric number of slots (one-north) | Currency stack size |
GemLevel [Operator] <Value> | Numeric number of slots (1-21) | Jewel Level |
GemQualityType <Value> | Superior Divergent Anomalous Phantasmal | Gem Quality Type |
AlternateQuality <Boolean> | True or False | If an item has alternate quality or not. Note: This is applicative to Alternate Gems introduced in 3.12. |
Replica <Boolean> | True or Imitation | If an item is an Replica or not. Note: This is applicable to Replica Unique introduced in three.12. |
Identified <Boolean> | True or False | If an detail is identified or non. |
Corrupted <Boolean> | True or False | 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 Imitation | If the detail is a Mirrored item or not. Does not drop ordinarily, 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 particular or not. |
ShaperItem <Boolean> | True or Faux | If an item is a Shaper item or not. |
HasInfluence <Type> | Shaper, Elder, Crusader, Hunter, Redeemer, Warlord, None | If an item has Influence of a certain type. Note that this also affects Maps that are influenced. If desire item that has no Influence, choose value equally None. |
FracturedItem <Boolean> | True or False | If an item is fractured or not |
SynthesisedItem <Boolean> | True or False | If an item is synthesised or not |
ElderMap <Boolean> | True or Faux | If the map is elder or not. |
ShapedMap <Boolean> | True or False | If the map is shaped or non. |
BlightedMap <Boolean> | True or Simulated | If the map is blighted or not. |
MapTier [Operator] <Value> | Numeric Tier (i-17) | The map tier of the map. |
Actions
Name | Valid Values | Notes |
---|---|---|
SetBorderColor <Cherry-red> <Light-green> <Blue> [Alpha] | 0-255 | Sets the border colour of the detail box in RGB values from 0-255 with optional Alpha (opacity) value of 0-255 |
SetTextColor <Red> <Green> <Blueish> [Alpha] | 0-255 | Sets the text colour of the item box in RGB values from 0-255 with optional Alpha (opacity) value of 0-255 |
SetBackgroundColor <Scarlet> <Green> <Blue> [Alpha] | 0-255 | Sets the color of the detail box in RGB values from 0-255 with optional Alpha (opacity) value of 0-255 |
SetFontSize <FontSize> | 18-45 (default: 32) | Sets the font-size of particular text.[two] |
PlayAlertSound <Id> [Volume] | Disable:
Id:
Volume:
| Plays the specified Alert Sound with optional volume when dropped. Only 1 sound can exist played at a time. |
PlayAlertSoundPositional <Id> [Volume] | Disable:
Id:
Book:
| Work as PlayAlertSound with Sound Volume relative to distance where Item dropped. Could exist usable with low Tier Items to smooth Sounds. |
DisableDropSound | Disable the drib sound. This is a separate audio from PlayAlertSound. | |
EnableDropSound | Enable the drib sound. This is a separate sound from PlayAlertSound. | |
CustomAlertSound <FileName | FileFullPath> | local path to the file (with quotation marks):
| Plays the specified custom sound when a specified item drops. (about all of the common file extensions should be supported) |
MinimapIcon <Size> <Colour> <Shape> | Disable:
Size:
Color:
Shape:
| Displays an icon on the minimap for specified items. |
PlayEffect <Colour> [Temp] | Disable:
Colour:
Beam Visualization [Temp]:
| Displays a coloured beam of low-cal higher up an item highlighted by an detail filter. Use the Temp parameter to have a beam only announced every bit the item drops. |
A list of the default RGB codes used in-game can be plant in the corresponding item filter guide department.
Examples
Example 1
- Shows all items with a reddish, light-green and blue linked socket
- Changes the text colour to a calorie-free blue ane
Show SocketGroup RGB SetTextColor 127 127 255
Example 2
- Shows all items that match the following weather condition
- Item course is either Ring or Amulet
- Item basename contains "Gold"
- Detail has the "Rare" rarity level
- Particular level is 75 or higher
- Finer, this means rare Gold Rings and Gilded Amulets with particular level 75 or higher will exist shown
- Changes the edge to a yellowish border
Testify Class Ring Amulet BaseType Gilded Rarity Rare ItemLevel >= 75 SetBorderColor 255 255 0
Known issues
Known issues with workaround. Use at your ain risk.
Item filters not plant
Solution A
- Check that the filter has the correct catastrophe (.filter )
- Check whether the particular filter is placed in the correct binder
Solution B
Currently (beta) particular filters may non load for users who apply a non-ASCII userpath. As a work around you tin can motility your documents folder to a location which does not incorporate non-ASCII letters. To do then:
Go to your user folder (%USERPROFILE%) -> right click on My Documents -> backdrop -> path -> movement... -> select a new location to move to -> apply
List of particular filters
Notation: For sorting by multiple columns concur SHIFT.
General purpose filters
Name | Author | Release | Ingame Features | Other Features | Filtration Back up | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Colours | Borders | Font Size | Background | Item Hiding | Leveling | Endgame | Vendor recipes | Crafting | Customizable | Full general | Themes | |||
Ajido's Aesthetically Pleasing Loot Filter | Ajido (Twitch YouTube) | 2015-07-17 | major | major | aye | yes | yes | yes | yes | fractional | yes | aye | yeah | no |
EpicFail42's Loot Filter | EpicFail42 | 2015-06-25 | small | major | partial | modest | partial | major | yes | yes | minor | no | yep | no |
Ment'south Detail Filter | Ment2008 | 2015-04-xi | partial | major | major | minor | aye | aye | yeah | yes | yes | aye | no | no |
NeverSink'southward Lootfilter | NeverSink | 2015-04-xv | partial | partial | major | major | yes | yeah | aye | yes | yes | yes | yes | aye |
I Filter to rule them all | Muldini | 2015-05-03 | small | minor | minor | modest | yes | yes | yeah | aye | yes | yeah | yes | no |
Simplefilter | Koszmarnica | 2020-12-31 | yes | yes | yes | yes | yeah | yes | yes | yes | yeah | partial | partial | no |
StupidFatHobbit's Sovereign | StupidFatHobbit | 2016-03-02 | partial | yes | major | major | yes | yep | yes | yeah | yes | yep | no | no |
Specialized filters
Filters that are intended for a specialized purpose, such as leveling a specific class or otherwise.
Name | Author | Release | Ingame Features | Other Features | Filtration Back up | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Colours | Borders | Font Size | Background | Particular Hiding | Leveling | Endgame | Vendor recipes | Crafting | Customizable | Full general | Themes |
Version history
Version | Changes |
---|---|
3.16.0 |
|
3.fifteen.0d |
|
3.15.0 |
|
3.14.0 |
|
3.13.0 |
|
3.12.0 |
|
iii.11.0 |
|
3.10.2b |
|
3.10.1d |
|
three.10.1 |
|
3.x.0 |
|
3.9.2f |
|
iii.9.2e |
|
3.9.2 |
|
3.nine.0 |
|
three.8.1d |
|
3.8.0d |
|
3.vii.two |
|
three.6.0 |
|
iii.4.1 |
|
3.four.0 |
|
3.three.1b |
|
3.3.1 |
|
3.3.0c |
|
iii.3.0 |
|
3.2.1 |
|
iii.1.0b |
|
three.0.0 |
|
ii.5.0d |
|
2.v.0 |
|
2.four.two |
|
2.iii.ii |
|
two.2.1d |
|
2.0.1 |
|
2.0.0b |
|
2.0.0 |
|
See also
- Item filter guide
- List of item filters
References
- ↑ (12 May 2015). "Item Filter Suggestions; Identified items, corrupted items, and grid sizes.". Reddit. Retrieved 12 May 2015.
- ↑ (2 May 2015). "PSA: You tin can alter the font size in item filters.". Reddit. Retrieved 2 May 2015.
External links
- Path of Exile - Popular Item Filters
- Path of Exile (Forum) - Detail Filters Annunciation
- Path of Exile (Forum) - The Guide to Loot Filters
How To Install Poe Item Filter,
Source: https://pathofexile.fandom.com/wiki/Guide:Item_filter
Posted by: daltonanduction.blogspot.com
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