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[Plugin] Giles Auto Equipper (Community Version)

This is latest log.
From what I can gather, my bot stops functioning almost in every town run occasion when GE is supposed to evaluate and sell items.

It either sells just few items or none, after which it stops and goes to 'Bot paused'-state indefinitely.
I really hope you can fix this, and if not, provide something for me to go on and troubleshoot this if it's a fault at my end.

I'm here to help.
9196 2013-01-09 09.21.txt - Speedy Share - upload your files here
 
This is latest log.
From what I can gather, my bot stops functioning almost in every town run occasion when GE is supposed to evaluate and sell items.

It either sells just few items or none, after which it stops and goes to 'Bot paused'-state indefinitely.
I really hope you can fix this, and if not, provide something for me to go on and troubleshoot this if it's a fault at my end.

I'm here to help.
9196 2013-01-09 09.21.txt - Speedy Share - upload your files here

happens to me too, within nearly every townrun it stops at the vendor. if u need some more logs let me know
this plugin is really awesome! would be really nice when u could fix this soon ;-)
thanks in advance!
 
Stranger, bug with weapon logic on latest .5.2 on a wiz.
If I equip a 2hand weapon (crossbow on my test) the first time it finds a source it equips it, and put the 2hander in the inventory, although it doesn't have any 1h weapon in the main slot.
I think the logic for comparing is screwed between 1h+offhand and 2hand. I suggest to change 2hands only with 2hands and 1h+shield only with 1h + shield and 1h+source only with 1+source.
For now fix is to disallow weapon changes, but it sucks because it means I must check it again every few levels.
And 2h weapons are a must for Disintegrate wizards.
 
Critical bug with latest .5.2. It bought potions for 500K (500,000) GOLD until it run out of space. LOL.
Also the merchant routine also has bugs, as it causes the char to stop in town with the merchant dialog opened.
 
i disabled the potion buy/merchant eq buy and things ran wonderful. Don't really need them right now so if you don't require potion buying (merchant eq buying becomes useless pretty quick anyway), just disable them for now and you should be good.
 
a suggestion on how to make it better would be that the equipper has default options to load from on what it equips, say for vita, pure damage, or a mix. I have a vita profile that i could post to help, its rough but it works pretty good.

Just a suggestion tho, you did an awesome job on this already stranger
 
Critical bug with latest .5.2. It bought potions for 500K (500,000) GOLD until it run out of space. LOL.
Also the merchant routine also has bugs, as it causes the char to stop in town with the merchant dialog opened.

I have seen a bug which caused it occasionally to buy 2 stacks but have never had it try to fill the backpack O_o ... Will try to release a quick patch for this and a couple other bugs soon...


Stranger, bug with weapon logic on latest .5.2 on a wiz.
If I equip a 2hand weapon (crossbow on my test) the first time it finds a source it equips it, and put the 2hander in the inventory, although it doesn't have any 1h weapon in the main slot.
I think the logic for comparing is screwed between 1h+offhand and 2hand. I suggest to change 2hands only with 2hands and 1h+shield only with 1h + shield and 1h+source only with 1+source.
For now fix is to disallow weapon changes, but it sucks because it means I must check it again every few levels.
And 2h weapons are a must for Disintegrate wizards.

I have completely replaced the weapon logic with Ratosh's O_o it acts much smarter now... :D


i disabled the potion buy/merchant eq buy and things ran wonderful. Don't really need them right now so if you don't require potion buying (merchant eq buying becomes useless pretty quick anyway), just disable them for now and you should be good.

When in doubt this always works :D ... The equip functions are pretty close to the way Giles had them so they shouldn't have any issues... However he never got the Merchant functions working right which the BuyPotion logic depends on....

Every time I get a days worth testing without any bugs the next day is plagued with them it seems... All of which are related to CheckMerchant function... Still getting some very weird behavior and I think I got most of it worked out... Had to add ALOT of verbose logging and exception catching in order to get a clear picture of what exactly is happening... >_< Despite calling Zeta Actors Update it still doesn't quite update until after multiple calls even then it occasionally returns the wrong information all together or nothing at all >.<


a suggestion on how to make it better would be that the equipper has default options to load from on what it equips, say for vita, pure damage, or a mix. I have a vita profile that i could post to help, its rough but it works pretty good.

Just a suggestion tho, you did an awesome job on this already stranger

The newer equip logic is based on overall DPS and EHP... From my observations it always leads to the same decision I would have made with the equipment... Where as the current ItemValuations I do disagree with at times....

Also I am working on making it use gear from the stash... Still very much in an Alpha only state and not sure when this will be complete....
 
Last edited:
Can someone please upload this and autoskill with monk xml via send space.com or mega upload ??
Would deeply appreciate it.

Thanks
 
Looking forward to the next update STF (strangerThanFiction...I'm not telling you to shut up :P)

One thing I kind of like is the rare identify mid-flight...even after leveling up. I like to swap between using that and disabling it for tinfoil reasons...just need to improve the logic so it doesn't try to identify mid-fight...though seeing as Trinity still has some issues with this and town runs, don't feel bad :P
 
Can someone please upload this and autoskill with monk xml via send space.com or mega upload ??
Would deeply appreciate it.

Thanks

AutoSkilled is available on Assembla FYI :) (link in thread)
 
This is latest log.
From what I can gather, my bot stops functioning almost in every town run occasion when GE is supposed to evaluate and sell items.

It either sells just few items or none, after which it stops and goes to 'Bot paused'-state indefinitely.
I really hope you can fix this, and if not, provide something for me to go on and troubleshoot this if it's a fault at my end.

I'm here to help.
9196 2013-01-09 09.21.txt - Speedy Share - upload your files here

same thing happens to me, the older version does work when it purchases from the merchant (equipment) but for some reason it doesn't work anymore.
 
same thing happens to me, the older version does work when it purchases from the merchant (equipment) but for some reason it doesn't work anymore.

Same problem, but when I try to refresh the bot DB perma freezes and wont load for the diablo window untill diablo is completely reloaded.

Problem is exagerated by my high number of bots. I spend all day reloading.
 
Got stuck in town and dc-ed but can't really remember what happened at the time. rrrix took a look into the log and directed me to post it here.

View attachment 78271

Thanks for the log, it has been resolved in my local copy... Problem is I have made several changes and have been tied up with work lately... Trying to tie up most of the lose ends before releasing an update....

Main issue is handling DB's memory read problems >.< ....

(Issue: Not every time but most of the time even after making several calls to the Actor Update method it still fails to see the newly purchased items, This can cause DB to freeze as we get stuck in a PauseWhile loop due to an object exception)
 
STF, avoid making ZetaDia.Actors.Update() - its actually not really needed as DB does this internally every tick from what I can tell.

To avoid the memory reading errors, surround your stuff with:

Code:
using (ZetaDia.Memory.AquireFrame()) {
 // code goes here
}

But be careful to not allow this to execute every tick, as it will slow things down to a crawl.
 
And that is why you are the official 3rd Party Dev...

Was only calling ZetaDia.Actors.Update() to try to force an update.. But that didn't seem to work most of the time.....

Will give your snippet a try and see if it resolves the problem...


EDIT:

All I can seem to get is "does not contain a definition for 'AcquireFrame'"

Tried accessing it via ZetaDia.Memory.AquireFrame() and Zeta.MemoryManagement.FrameLock.AcquireFrame()
 
Last edited:
Apologies, typo! (missed a c :))

Code:
using (ZetaDia.Memory.AcquireFrame())
{
    // do stuff
}
 
WEll, can you add to the equipper function to compare scores of items in the stash with equipped stuff and wear if they are better? would be so easier just to put there 3-4 complects of items :
15lvl (weapon+ helm)
23 lvl ( Cains set)
(30 lvl spectr hamburger)
and so on. if we had such function lvling would be much easier. we will only need to kill bosses by hands , and some other minor things..
 
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