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[Plugin] GearSwap

Any ideas how to make swap on Combat=False/True profile tag?
 
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I use 2x blackthorn and RoRG. It would be great to able to equip a third piece to equip on desecrator or molten
 
Hey borderjs

I was wondering if it's possible have gearswap use illusionary boots for profiles that have zerg in it. This way we can run thruogh mobs without any problem.

Usually when profiles have zerg, combat is set to false. and when it reachs the destination, combat is set to true again.
 
Just a thought but is there any way to swap in the Hellfire ring before a quest turn in? Its worth 45% more XP and that would come in handy gaining paragon levels while doing rift runs.
 
as a Crusader ,, "The Furnace" and " Fate of the Fell" isimportant for me when in rift. I want to use "The Furnace" when killING THE FINAL boss ,how can i set it ?
 
I couldn't find anything on this. Sometimes when the bot end the game with other than my standard gear it won't remember and re-equip the old gear in the next game. This is very often the case with Harrington Waistguard. How can I make the bot equip certain items at the start of a game?
 
I'm attempting to add Thing of the Deep on a health globe check, does this look right? I think i'm missing something here, just can't pinpoint it.

PHP:
        public static void CheckHealthGlobe()
        {
            //Look for health globe within 20 yards
            try
            {
                int globes = ZetaDia.Actors.GetActorsOfType<DiaItem>().Count(IsValidHealthGlobe);
                if (globes > 0)
                    Helpers.SetTrue("Health Globe");
            }
            catch (Exception e)
            {
                Plugin.WriteToLog("Error looking for Health Globe!", e);
            }
        }

        private static bool IsValidHealthGlobe(DiaItem unit)
        {
            try
            {
                if (unit != null && unit.IsValid && unit.ActorSNO == 4287 && unit.Distance <= 20f)
                {
                    return true;
                }   
            }
            catch
            {   
                return false;
            }
            return false;
        }
 
I'm attempting to add Thing of the Deep on a health globe check, does this look right? I think i'm missing something here, just can't pinpoint it.

PHP:
        public static void CheckHealthGlobe()
        {
            //Look for health globe within 20 yards
            try
            {
                int globes = ZetaDia.Actors.GetActorsOfType<DiaItem>().Count(IsValidHealthGlobe);
                if (globes > 0)
                    Helpers.SetTrue("Health Globe");
            }
            catch (Exception e)
            {
                Plugin.WriteToLog("Error looking for Health Globe!", e);
            }
        }

        private static bool IsValidHealthGlobe(DiaItem unit)
        {
            try
            {
                if (unit != null && unit.IsValid && unit.ActorSNO == 4287 && unit.Distance <= 20f)
                {
                    return true;
                }   
            }
            catch
            {   
                return false;
            }
            return false;
        }

You might also add the extra yards you may have on your gear.
Code:
Player.GoldPickupRadius + 20f

EDIT: Never mind my first question, I might be drunk.
 
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yea the wierd thing is its not always firing on health globe drops, so i'm trying to understand why. I semi have it working atm but not fully yet.
 
yea the wierd thing is its not always firing on health globe drops, so i'm trying to understand why. I semi have it working atm but not fully yet.

You could try .RadiusdDistance rather than .Distance though I'm not sure what would be the difference.
 
There is no such thing as RadiusDistance to my knowledge.

Well it exists, but I'm not quite sure what the difference is. If your code doesn't seem to do anything whenever the globes are in the specified radius, I would give it a try :)
 
what does the feature "open backpack before equip" actually do?

I assume it opens your inventory on your screen before it equips the item.


On another note borderjs, can we please have a setting in there that equips illusory boots when combat is turned off. This is the most epic of all epic needs for this plugin! With that we could run to ghom or anywhere else unimpeded!
 
I wanna make it so that if combat is set off, that it would use the warm boots and if it's not off, it'll use back my regular boots.

Can anyone tell me if I add this, it would work?

if <ToggleTargeting combat="False">;
Helpers.SetTrue("Swarmed");
 
Hey, are you planing to add support for Gloves of Worship anytime soon? :)
 
Hey I'm new to DB and still reading all about, but I'm not at home right now.

Got 1 Question about the Stone of Jordan/Unity ring-swap..
I'm playing a pet doctor with the tall mans finger and for solo-farming unity as default. That means, that any1 of these rings will sometimes unequip my tall mans finger? This would mean, that my Zombiedog will disappear..
 
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Hey I'm new to DB and still reading all about, but I'm not at home right now.

Got 1 Question about the Stone of Jordan/Unity ring-swap..
I'm playing a pet doctor with the tall mans finger and for solo-farming unity as default. That means, that any1 of these rings will sometimes unequip my tall mans finger? This would mean, that my Zombiedog will disappear..
yes
 
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