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[Plugin] Armory

Rrrix! Nice work, wondering if you can add an option to use specific ability enhancers over others? As in.. if an item has + Disintegrate damage > 12% to use it?
 
Awesome work... I'm sure you're probably getting tired of hearing that by now. :P

Watching my wizard level for the past half hour or so, and every gear choice it has made so far has been right on the money.

I'm fairly confident that I could leave this running on my DH main, doing Core runs or something equally monotonous, and I would wake up with it looking better than when I started.

A++++++++, 10/10 would bang.
 
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I changed it to pick up Damage > 0 && Damage + Toughness > 0 && eHP > -.07

Works great. :) Came back after a few hours, had higher deeps, a little higher toughness and a little lower ehp. All was gucci. :)

Thanks sir.
 
Could you make so when it is not a better item than what you already have equipped it will sell/salvage instead of stash? This would make it possible to run very long periods without checking in.

Edit #1 : And also, what was the solve to this problem?:

Compiler Error: c:\DBQuesting\Plugins\Armory\ItemEvaluator.cs(140, 17) : error CS1501: No overload for method 'GetStatChanges' takes 4 arguments
Compiler Error: c:\DBQuesting\Plugins\Armory\ItemEvaluator.cs(145, 17) : error CS1501: No overload for method 'GetStatChanges' takes 4 arguments
Compiler Error: c:\DBQuesting\Plugins\Armory\ItemEvaluator.cs(149, 17) : error CS1501: No overload for method 'GetStatChanges' takes 4 arguments
Compiler Error: c:\DBQuesting\Plugins\Armory\ItemWrapper.cs(285,22 ) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'CrusaderShield'
Compiler Error: c:\DBQuesting\Plugins\Armory\ItemWrapper.cs(291,22 ) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'CrusaderShield'
Compiler Error: c:\DBQuesting\Plugins\Armory\ItemWrapper.cs(303,22 ) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'Flail'
Compiler Error: c:\DBQuesting\Plugins\Armory\Player.cs(28,122) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'CrusaderShield'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\Barbarian.cs(59, 22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'CrusaderShield'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\Barbarian.cs(60, 22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'Flail'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\Crusader.cs(36,2 2) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'CrusaderShield'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\Crusader.cs(37,2 2) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'Flail'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\DemonHunter.cs(5 7,22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'CrusaderShield'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\DemonHunter.cs(5 8,22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'Flail'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\Monk.cs(57,22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'CrusaderShield'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\Monk.cs(58,22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'Flail'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\WitchDoctor.cs(5 7,22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'CrusaderShield'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\WitchDoctor.cs(5 8,22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'Flail'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\Wizard.cs(57,22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'CrusaderShield'
Compiler Error: c:\DBQuesting\Plugins\Armory\Hero\Wizard.cs(58,22) : error CS0117: 'Zeta.Game.Internals.Actors.ItemType' does not contain a definition for 'Flail'
[AutoGear] Initialized.
Setting up Trinity Logging

Edit #2: Never mind, I got it to work. Please remember to use the LATEST BETA BUILD of Demon Buddy. Otherwise, this will NOT work.

Edit #3: Does the bot take into account the socket slots? I mean.. a chest piece with 3 sockets will be better than one with none obviously.
 
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For those not familiar with coding, how could I modify the code to prioritize toughness/healing over deeps for hardcore?
 
I believe you do it in ItemEvaluator. Look for

Code:
if (damage > 0 && Damage + Toughness > 0 && healing > -.07)
			    isUpgrade = true;
            return isUpgrade;

I believe that these values will make the bot prioritize items with DPS and Toughness instead of EHP. The last line with healing I have added myself. Just change the values to your preference.
 
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For those not familiar with coding, how could I modify the code to prioritize toughness/healing over deeps for hardcore?

Control + F In the item evaluator .cs "bool isUpgrade = false" not the first phrase, but the second one you find.

Right under that you find the weights of the stats.

Currently mine is set to: if "(damage > 0 && damage + toughness > 0 && healing > 0)" Where everything has to be an upgrade.

You probably want yours to be "if (damage > -.5 && damage + toughness > 0 && healing > 0)" Therefore toughness+healing have to be great and damage can be less in order for armory to equipt that item. :)
 
Is there anything I can do to make it ignore 2h on monk?

Edit : shields too please!
 
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Thank you rrrix for all the work you do on here. I was wondering if this could be updated to equip your follower also. As in, if an item was not going to be used by my main, then see if the follower could use it? Is it even possible to do?
 
This is nice implementation but since it uses Diablo to calculate these values, the values will be skewed in the same way right?

Meaning that it won't factor in affixes marked with a yellow circle, and the toughness and healing values are skewed towards vitality, LPK, LPG.

Also how does it handle comparing 2h with dual wielding? If I remember correctly if I have a 2hander I always need to dual wield first to get an accurate comparison, otherwise diablo doesn't take any offhand into account.
 
Thanks rrrix! Works very well and I'm looking forward to seeing some configuration with this. For now is it possible to edit the .cs to lock certain slots, or use a custom weight?
 
Just another observation, it won't equip slots that you don't have anything in, I'm guessing since the tooltip doesn't show how much better an item is when compared to nothing!
 
theres some very questionable upgrades being used. Maybe the damage value needs to be higher compared to toughness? I feel like Damage is 3x more valuable than toughness
 
theres some very questionable upgrades being used. Maybe the damage value needs to be higher compared to toughness? I feel like Damage is 3x more valuable than toughness

Too many variables to make it standard. Go into the file and edit the weights yourself =P
 
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