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EquipMe (Auto-equipping plugin)

I'm wondering if it's because it equipped over the first implant, but was still trying to compare the 2nd implant to the Might Package which was already equipped, so it bugged out. I added a fix to not look at the 2nd item if the 1st one was replaced.

Can you have a look at this? It's probably the same as with the implants (two different slots)

[04:04:48.866 N] [EquipMe] Beginning inv count: 40 vs old count: 39
[04:04:49.051 N] [EquipMe] Checking: Alien Energy Capacitor -- EquipSpaceBeamGenerator, Inventory, Bank, Loot, Buyback, 67. Matching slot: 0
[04:04:49.068 N] [EquipMe] Could not get slot type of Alien Energy Capacitor
[04:04:49.238 N] [EquipMe] Checking: Alderaanian Synthsilk Boots -- . Matching slot: 0
[04:04:49.249 N] [EquipMe] Could not get slot type of Alderaanian Synthsilk Boots
[04:04:49.432 N] [EquipMe] Checking: TholCorp Engineer's Shoes -- EquipHumanFoot, Inventory, Bank, Loot, Buyback, 67. Matching slot: EquipHumanFoot
[04:04:49.516 N] [EquipMe] Endurance: 21 Weight: 168
[04:04:49.516 N] [EquipMe] CriticalChanceRating: 9 Weight: 27
[04:04:49.516 N] [EquipMe] CriticalDamageRating: 9 Weight: 27
[04:04:49.516 N] [EquipMe] ArmorRating: 116 Weight: 580
[04:04:49.533 N] [EquipMe] Strength: 26 Weight: 260
[04:04:49.533 N] [EquipMe] Endurance: 19 Weight: 152
[04:04:49.534 N] [EquipMe] CriticalChanceRating: 12 Weight: 36
[04:04:49.534 N] [EquipMe] ArmorRating: 154 Weight: 770
[04:04:49.570 N] [EquipMe] Comparing TholCorp Engineer's Shoes(802) to Kuati Fiber Mesh Kneeboots(1218)
[04:04:50.184 N] [EquipMe] Checking: Cinnagar Engineer's Shoes -- EquipHumanFoot, Inventory, Bank, Loot, Buyback, 67. Matching slot: EquipHumanFoot
[04:04:50.200 N] [EquipMe] Endurance: 21 Weight: 168
[04:04:50.200 N] [EquipMe] AttackPowerRating: 13 Weight: 39
[04:04:50.200 N] [EquipMe] ArmorRating: 116 Weight: 580
[04:04:50.217 N] [EquipMe] Strength: 26 Weight: 260
[04:04:50.217 N] [EquipMe] Endurance: 19 Weight: 152
[04:04:50.217 N] [EquipMe] CriticalChanceRating: 12 Weight: 36
[04:04:50.217 N] [EquipMe] ArmorRating: 154 Weight: 770
[04:04:50.250 N] [EquipMe] Comparing Cinnagar Engineer's Shoes(787) to Kuati Fiber Mesh Kneeboots(1218)
[04:04:50.419 N] [EquipMe] Checking: Czerka Corps Sector Ranger's Treads -- EquipHumanFoot, Inventory, Bank, Loot, Buyback, 67. Matching slot: EquipHumanFoot
[04:04:50.438 N] [EquipMe] Endurance: 21 Weight: 168
[04:04:50.438 N] [EquipMe] AttackPowerRating: 9 Weight: 27
[04:04:50.438 N] [EquipMe] ArmorRating: 168 Weight: 840
[04:04:50.452 N] [EquipMe] Strength: 26 Weight: 260
[04:04:50.452 N] [EquipMe] Endurance: 19 Weight: 152
[04:04:50.452 N] [EquipMe] CriticalChanceRating: 12 Weight: 36
[04:04:50.452 N] [EquipMe] ArmorRating: 154 Weight: 770
[04:04:50.486 N] [EquipMe] Comparing Czerka Corps Sector Ranger's Treads(1035) to Kuati Fiber Mesh Kneeboots(1218)
[04:04:50.653 N] [EquipMe] Checking: Cinnagar Engineer's Belt -- EquipHumanBelt, Inventory, Bank, Loot, Buyback, 67. Matching slot: EquipHumanBelt
[04:04:50.673 N] [EquipMe] Endurance: 13 Weight: 104
[04:04:50.673 N] [EquipMe] ArmorRating: 116 Weight: 580
[04:04:50.702 N] [EquipMe] Strength: 26 Weight: 260
[04:04:50.702 N] [EquipMe] Endurance: 12 Weight: 96
[04:04:50.702 N] [EquipMe] ArmorRating: 154 Weight: 770
[04:04:50.738 N] [EquipMe] Comparing Cinnagar Engineer's Belt(684) to Kuati Fiber Mesh Belt(1126)
[04:04:51.052 N] [EquipMe] Checking: Herloss Sector Ranger's Belt -- . Matching slot: 0
[04:04:51.074 N] [EquipMe] Could not get slot type of Herloss Sector Ranger's Belt
[04:04:51.236 N] [EquipMe] Checking: Primal Veteran Lightsaber -- EquipHumanMainHand, EquipHumanOffHand, Inventory, Bank, Loot, Buyback, 67. Matching slot: EquipHumanMainHand
[04:04:51.250 N] [EquipMe] Equipping Primal Veteran Lightsaber because at least one weapon slot is empty.

[04:04:51.285 N] [EquipMe] End of checking. Total inv count: 40
 
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Reason may be it has the same item type that it can't yet see the difference between orange and other gear.
Or the game and bot have a very small lag window, maybe a ms out of sync and the game doesn't receive the take command.
I've seen this before with profiles and useitems
 
Also Bob, could you adjust opening rep tokens?
It now only opens 1 token on every inventory change.
If i get more, then the plugin only use 1 and not all...

Is it btw possible to change the hardcoded reptokens list to itemtype?
I created a plugin back in the day that ran threw ALL known reptokens, but this is so intensive for the bot, that it would lock up or go in to a lagfest...
 
Can you have a look at this? It's probably the same as with the implants (two different slots)

What's exactly wrong in this situation? Do you actually have two lightsabers equipped but it thinks you only have one?

Also Bob, could you adjust opening rep tokens?
It now only opens 1 token on every inventory change.
If i get more, then the plugin only use 1 and not all...

Is it btw possible to change the hardcoded reptokens list to itemtype?
I created a plugin back in the day that ran threw ALL known reptokens, but this is so intensive for the bot, that it would lock up or go in to a lagfest...


Hmm, I'll have to look into this. It should just continue on to the next item after opening/using the first.

As for the itemtype question, I don't think it's possible. I looked at all of the itemtypes that the bot had, but the closest was "giftbox", but it seems that a bunch of other items have that too. I did notice in-game that rep items have a subtext of "Reputation Trophy", but I couldn't find anything in the bot that could pull that text.
 
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Reason may be it has the same item type that it can't yet see the difference between orange and other gear.
Or the game and bot have a very small lag window, maybe a ms out of sync and the game doesn't receive the take command.
I've seen this before with profiles and useitems

Yeah, it is kind of odd. The bot uses ItemQuality.Prototype for custom items, even though the game considers all Blue items as Prototype and all orange items as Custom. But BuddyWing pulls most blue items as ItemQuality.Premium.
 
I think the devs made that difference for vendor purposes.
I don't think all rep tokens have that subtext, if they do we can ask aevitas to add a new variable in BW
To select these specifically? Would be an improvement then to hardcode all tokens in.
What do you think?

When running your add on it really keeps the bot steady in resources. No hickups whatsoever.
Do note this is with gear off...
 
What's exactly wrong in this situation? Do you actually have two lightsabers equipped but it thinks you only have one?

Yes I have 2 lightsabers equipped. The inventory had a better off-hand. I have no idea what the plugin was "thinking" I was hoping you would tell me :)
 
Yes I have 2 lightsabers equipped. The inventory had a better off-hand. I have no idea what the plugin was "thinking" I was hoping you would tell me :)

I think I have an idea... I don't think I accounted for off-hand weapons being off-hand only. Only weapons that can be equipped in both main-hand and off-hand. I can probably fix it when I get off work later today. I did add a v0.8 earlier today. It should now equip ear/implant/relics regardless if the bot thinks it's an orange item.

Also Bob, could you adjust opening rep tokens?
It now only opens 1 token on every inventory change.
If i get more, then the plugin only use 1 and not all...

After thinking about it, I'm guessing it's because the rep tokens have a cast time to use. The plugin just continues on and tries to work on the next item, but since the rep item is still casting, it can't use the next rep token. I'll have to look into it.
 
I think I have an idea... I don't think I accounted for off-hand weapons being off-hand only. Only weapons that can be equipped in both main-hand and off-hand. I can probably fix it when I get off work later today. I did add a v0.8 earlier today. It should now equip ear/implant/relics regardless if the bot thinks it's an orange item.

Great thanks! Going to try it out.
 
Also Bob, could you adjust opening rep tokens?
It now only opens 1 token on every inventory change.
If i get more, then the plugin only use 1 and not all...

Is it btw possible to change the hardcoded reptokens list to itemtype?
I created a plugin back in the day that ran threw ALL known reptokens, but this is so intensive for the bot, that it would lock up or go in to a lagfest...

Ok, try v0.9 now. It should open multiple stacks of reputation items in one go. Also, I found that reputation items use the ItemType.Currency, so instead of going by names, I'm trying by just this itemtype. I'm not sure if any other items come in as currency, so please keep an eye out if the bot is trying to use anything out of the ordinary. If all rep items come as "currency" then the plugin will be a lot more efficient.

Yes I have 2 lightsabers equipped. The inventory had a better off-hand. I have no idea what the plugin was "thinking" I was hoping you would tell me :)

This should be fixed in v0.9. Requires testing as I don't have a character with dual wield at the moment.
 
Ok, try v0.9 now. It should open multiple stacks of reputation items in one go. Also, I found that reputation items use the ItemType.Currency, so instead of going by names, I'm trying by just this itemtype. I'm not sure if any other items come in as currency, so please keep an eye out if the bot is trying to use anything out of the ordinary. If all rep items come as "currency" then the plugin will be a lot more efficient.

Is it suppose to auto-activate decorations? I actually wanted to collect them for my main account :)

After scanning the inventory it actiated the Datacron (presence) decoration.
 
Is it suppose to auto-activate decorations? I actually wanted to collect them for my main account :)

After scanning the inventory it actiated the Datacron (presence) decoration.

My Guess is on the same ItemType.Currency stats.
Maybe add a filter for description tekst (if possible) if it contains reputation.
I know its not in the name, but description has it.
 
My Guess is on the same ItemType.Currency stats.
Maybe add a filter for description tekst (if possible) if it contains reputation.
I know its not in the name, but description has it.

was my first guess :)

I was thinking that it should be possible in general to define what shoud be activated or not. Bob, you already mentioned somekind of UI for your plugin. This is where the "config"-Button in BW/Plugins would come in handy.
When I can change the values in the code that would help already.

Thanks again.
 
Damn, I should've known it was too good to be true. I wish the bot code had some documentation so I'd know what the exact outcomes would be. Well, the description isn't very useful either, so I may have to resort to item names again for the time being. The description for Makeb Rep Trophy returns "An attractive panoramic sold to tourists as a memento of their time on Makeb." So it's not very helpful.

Edit: Also, the using multiple rep items in a stack doesn't seem to be working 100%. Thread.Sleep doesn't act reliably in waiting for the global cooldown to finish before trying to activate another rep item. I tried BuddyTor.Me.GlobalTimerRunning, but it doesn't show true after using the rep item so I'm not sure if it is on GCD. Not sure if there's a better way to make the plugin pause between item uses.
 
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Meh, lets be honest, there should be somewhere a yes or no on the item, that its a rep item...
 
Ok, reverted the reputation item method back to original in v.10. I'm also trying a new method of opening stacks that should be reliable. Please keep an eye on it as it open multiple rep items to make sure it's working ok.

If all is well, I'll be focusing on the GUI aspect next.
 
As someone posted earlier, a GUI where we can select different options like "Use rep items, Use decorations, Use XP boosts" would be awesome.

Great work on the plugin so far!
Kind regards,
 
EDIT: Nevermind :) since the Bot also started to act grumpy I restarted my computer and it worked again. I guess botting 2 days almost straight (without rebooting) isn't that good


Hi Bob,

This time I found something when it comes to Boots using v10.

The stats seem to be correct:

Code:
#region StatWeights
        private void buildStatWeights(CharacterClass basic, AdvancedClass advanced, CharacterDiscipline discipline)
        {
            switch (basic)
            {
                case CharacterClass.BountyHunter:
                case CharacterClass.Trooper:
                    StatWeights.Add(ModStat.Aim, 10);
                    StatWeights.Add(ModStat.TechPowerRating, 3);
                    break;
                case CharacterClass.Agent:
                case CharacterClass.Smuggler:
                    StatWeights.Add(ModStat.Cunning, 10);
                    StatWeights.Add(ModStat.TechPowerRating, 3);
                    break;
                case CharacterClass.Inquisitor:
                case CharacterClass.Consular:
                    StatWeights.Add(ModStat.Willpower, 10);
                    StatWeights.Add(ModStat.ForcePowerRating, 3);
                    break;
                [COLOR="#FF0000"]case CharacterClass.Warrior:
                case CharacterClass.Knight:
                    StatWeights.Add(ModStat.Strength, 10);
                    StatWeights.Add(ModStat.ForcePowerRating, 3);
                    break;[/COLOR]
            }

            StatWeights.Add(ModStat.Endurance, 8);
            StatWeights.Add(ModStat.DamageMin, 5);
            StatWeights.Add(ModStat.ArmorRating, 1);
            StatWeights.Add(ModStat.CriticalChanceRating, 3);
            StatWeights.Add(ModStat.CriticalDamageRating, 3); //Surge
            StatWeights.Add(ModStat.AttackPowerRating, 3); //Power
            StatWeights.Add(ModStat.Accuracy, 3);
            StatWeights.Add(ModStat.DefenseRating, 0);
            StatWeights.Add(ModStat.GlanceAbsorbRating, 0);
            StatWeights.Add(ModStat.AlacrityRating, 0);
            StatWeights.Add(ModStat.PvpExpertiseRating, 0);
        }
        #endregion



euipme.png


but the boots (s. Image) have been there for quite a while (you can tell by the rating) and it hasn't been equiped by the plugin yet.
I also tried manually equipping it thinking the plugin could (wrongly) reequip the older ones (with lower stats) but it didn't. It's like this gear (in particular) is being ignored by the plugin.

I couldn't even find the gear in one of the logs (I searched my complete /logs directory with notepad++ except for the logs that had more than 100MB :D )

FYI I didn't have the chance yet to test it with the lightsabers - I'm waiting for the next saber loot/reward. This way I can test it more realistic.


Thanks for looking into all this stuff. EquipMe is really getting somewhere :)
 
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Hey bob,

I bought new armor for my warrior today and wanted to see if the plugin is equipping it.

Please see the logs. It only equipped the wrist gear. The other slots are not recognized.

[EquipMe] Could not get slot type of xxxxxxxxxxxxxxx



The new gear is definitely better then the current ones (better in strength, endurance and power).

I included also following types: artefact (earpeace) and a modable one (legs).

Once I started the bot and saw that he only equipped the wrist gear I stopped the bot and started it again and he didn't equipped any thing.

I also manually removed the the wrist item and watched if the plug in would requip it but didn't (as in my previous post - but this time I restarted my computer before I made the first step)

Best,
Leon
 

Attachments

v0.11 is now up. It has a configuration GUI that you have all been waiting for! Please give it a run and let me know if there are any problems. :D

MasterLeon79, I also added a fix to your above problem in this release. Sometimes BuddyWing doesn't return the slot type to me. I think it's because it tries to go through the items fairly quickly, so I added a loop and 100ms break in there if it doesn't get the slot the first time. It seems to be working 100% now for me so far, so give it a try.
 
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