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[Plugin] Giles Auto Equipper

Probably I'm stupid, but I've set the system to use the NoCommons loot rules and yet the bot keeps picking up white items. Additionally can you put in a randomizer for selling so that it doesn't sell the entire inventory instantly?

Additionally, it won't sell off the magic and rare items it picks up but evaluates as useless.

*Edit*

Screwed around a bit and changed my loot rules to the following. Seems to have fixed it.

PHP:
<?xml version="1.0" encoding="utf-8" ?>
<ItemRules name="Giles Equipper Rules - No Commons" useRoundedValues="false">
 <Priority priority1="Sell" />
 <Categories>
  <Category ruleType="PickUp">
   <ItemRule description="Pickup All">
     <StatRules>
       <Rule stat="Level" minValue="1" quality="Magic1" />
     </StatRules>
   </ItemRule>
   <ItemRule itemName="Gold" stack="1" />
   <ItemRule itemName="*Plan:*" stack="1" />
   <ItemRule itemName="*Design:*" stack="1" />
   <ItemRule itemName="*Tome of*" stack="1" />
   <ItemRule itemName="*Health Potion*" stack="1" />
  </Category>
  
  <Category ruleType="Keep">
   <ItemRule description="Keep Legendary Items">
     <StatRules>
       <Rule stat="Quality" value="Legendary" />
     </StatRules>
   </ItemRule>
   <ItemRule itemName="Tome of*" description="Tome of Secrets"/>
   <ItemRule itemName="Plan*" description="Blacksmithing Plan"/>
   <ItemRule itemName="Design*" description="Jewelcrafting Plan"/>
   <ItemRule itemName="*Health Potion*" description="Health Potions"/>
  </Category>
  
  <Category ruleType="Sell">
   <ItemRule description="Sell Everything Left">
     <StatRules>
       <Rule stat="Quality" value="Magic1" />
     </StatRules>
   </ItemRule>
  </Category>
 </Categories>
</ItemRules>
 
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I don't really get why attached (first post) NoCommons rules still allow grey/white items to be picked up :/ Syntax error or what?
 
There should be option to leave all gems in the slots out for compare . Only empty slots will be noticed. If there are a gem in the slot, only slot go to compare but not gem stats. What you think?
 
// Score weighting for armours and jewelry - feel free to change these values!
public static int iWeightPrimary = 50;
public static int iWeightVitality = 100;
public static int iWeightArmor = 3;
public static int iWeightMovementSpeed = 500;
public static int iWeightResistAll = 220;
public static int iWeightCritPercent = 100;
public static int iWeightCritDamagePercent = 30;
public static int iWeightMinDamage = 40;
public static int iWeightMaxDamage = 40;
public static int iWeightSocket = 100;
public static int iWeightLifeOnHit = 50;
// Score weighting for weapons - feel free to change these values!
public static int iWeightWeaponDPS = 100;
public static int iWeightWeaponVitality = 100;
public static int iWeightWeaponPrimary = 20;
public static int iWeightWeaponSocket = 200;
public static int iWeightWeaponLifeOnHit = 50;

Can someone adapt this to a Barbarian ? I dont figure out how it works.
 
Hi,
first of all bing thanks to GileSmith for his great work :)


I have a big problem with the Autoequipper,
everytime he finds a UNID item he try to Identify it but while still in Combat(gets iterruptet and trys again after a few seconds and so on...) and that kills me near every time.

My Addons are
BuddyStats 0.92
GilesTrinity 1.0.1
GilesAutoEquipper 1.7.1
UnstuckMe 1.3

Hope someone can help me
 
Hey GileSmith, just an idea, is it possible to check the item score before picking up to determine if it's better or not to equip? This way, it will prevent picking up all blue+ items and selling it to shop over and over for leveling bots.
 
Hi ho, can be this used with trinity together? Cause in trinity I didnt see anything about autoequip. Btw: Great work man, you re crazy, good luck Mister GilesSmith
 
Selfreply, yep, it can be used with autoequipper together :)
 
I wonder why he doesn't merge this with his trinity plugin since he merged all the other ones.
 
Hi Giles. Any update on adding support for the value of a socketed item?

It still doesn't recognise the additional value of a socket (like a ruby's +STR), and will therefore incorrectly swap an item with a low base stat + socket with a higher base stat item without socket, even though the prior has a higher total value.

This is obviously not that urgent, but I just wanted to note for if/when you update this to the next version.
 
I'm guessing since this plugin is a lil outdated is why I'm having issues but I just wanted to post it here for future reference for ya Giles. It seems when I run this plugin my handsome barb likes to try and ID items in the field which wouldnt be a big deal for me except when he starts stutter stepping when fighting mobs and usually loses that dance off with Elites.

I know you've been busy pimpin Trinity out so no worries, chill for a bit. I'm just letting you know what's up. You are a gentleman and a scholar sir. Cheers.
 
I'm guessing since this plugin is a lil outdated is why I'm having issues but I just wanted to post it here for future reference for ya Giles. It seems when I run this plugin my handsome barb likes to try and ID items in the field which wouldnt be a big deal for me except when he starts stutter stepping when fighting mobs and usually loses that dance off with Elites.

I know you've been busy pimpin Trinity out so no worries, chill for a bit. I'm just letting you know what's up. You are a gentleman and a scholar sir. Cheers.

I had the same issue. Worked around it by only picking up blues.

I also would like to add it would be cool if I could lock specific slots. I just went 1-60 wearing a 3 piece Cain's set and I ended up manually making those slots value to 0.
 
Any chance of a "leave legendaries that are equipped alone" tick box ? or even a tickbox for each slot, that way you could just keep your any item of your choice.

Leveling a barb and have Cain's set on, and I don't want to get it swapped out as I loose the 30% exp bonus.

G

EDIT:
 
Last edited:
Any chance of a "leave legendaries that are equipped alone" tick box ? or even a tickbox for each slot, that way you could just keep your any item of your choice.

Leveling a barb and have Cain's set on, and I don't want to get it swapped out as I loose the 30% exp bonus.

G

EDIT:

As a work around, search for this line:

Code:
 iThisItemPoints = ValueThisItem(thisitem, false);

It occurs several times in the plugin file and above each entry, you'll see the slot that it affects. For instance:

Code:
                            case GilesItemType.[B]Amulet[/B]:
                                // Any class
                                if (!bIgnoreJewelry)
                                {
                                   [B] iThisItemPoints = ValueThisItem(thisitem, false);[/B]
                                    Log("Evaluated '" + thisitem.Name + "'. Points=" + iThisItemPoints.ToString());
                                    if (iThisItemPoints > iMyNeckPoints)
                                    {
                                        Log("Equipping amulet '" + thisitem.Name + "' (old points=" + iMyNeckPoints.ToString() + ")");
                                        ZetaDia.Me.Inventory.EquipItem(thisitem.DynamicId, InventorySlot.PlayerNeck);
                                        iMyNeckPoints = iThisItemPoints;
                                    }
                                }
                                break;

If you replace that line with:

Code:
 iThisItemPoints = 0;

it will always value items in that slot as 0 and will never replace that slot.
 
Has anyone a clue on how this plugin could be fixed ?
More details here http://www.thebuddyforum.com/demonb...ed-help-fixing-giles-equipper.html#post854353

This will make identifying only happen in town.

Code:
// Look for unidentified items if not in combat and not already identifying
if (!ZetaDia.Me.IsInTown || CombatTargeting.Instance.FirstNpc != null || ZetaDia.Me.LoopingAnimationEndTime != 0)
     return;

That starts at line 1111 in my source. I might have moved some other stuff around so it might not be the same line for you.
 
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