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[Plugin] Giles Auto Equipper

Those pesky sneaky profile developers trying to optimize their routines by not looting anything! ;)

Also:
v1.6.1 uploaded:
-- Fixed bug with loading/saving ignore helms and ignore armor settings.

I checked it with Teamviewer, and indeed I was a retard, the problem was due to Pickuploot set to False. Since then it works perfectly both on Russian and English clients :-).

Thank you for your input :-).
 
I'm still testing, but this doesnt seem to work for unidentified rares. Should I be adding something else to identify first?

PS. Thanks Giles for all the effort with these amazing plugins.
 
I'm still testing, but this doesnt seem to work for unidentified rares. Should I be adding something else to identify first?
PS. Thanks Giles for all the effort with these amazing plugins.

This is an auto-equipper for levelling up toons. You can't equip unidentified items! If they are unidentified, then this plugin can't see if they are any good, and so won't check to equip them. If you have a plugin keeping items unidentified, then I'd question why you're using that plugin on a levelling bot!
 
This is the only plugin I'm running. I AM levelling up a toon but would like to use rares as well. Sorry its late so I'm not forming good sentences. :)

Is there another plugin I should use to identify the items, before this plugin will equip them?
 
v1.7 uploaded:
-- Added a config option to enable the plugin for level 60's (useful if you leave your bot on levelling from 55+ and don't mind it still finding upgrades once it hits the cap).
-- Now tries to identify unidentified items in your backpack, as long as you aren't in combat at the time.

8hQqR.jpg


This is the only plugin I'm running. I AM levelling up a toon but would like to use rares as well. Sorry its late so I'm not forming good sentences. :)
Is there another plugin I should use to identify the items, before this plugin will equip them?
I think I understood your request and have put it into the new v1.7, if you want to give it a try :)
 
Working beautifully! I still need to test when you have more than one rare in the pickup, but I'm sure that will work. Also, something that could be improved is the handling of sockets. I've noticed is that it still tends to value sockets in the loot rule compares. This is not really useful until we have a way of auto-socketing gems as well.
 
Working beautifully! I still need to test when you have more than one rare in the pickup, but I'm sure that will work. Also, something that could be improved is the handling of sockets. I've noticed is that it still tends to value sockets in the loot rule compares. This is not really useful until we have a way of auto-socketing gems as well.
It'll identify all the items it finds, even if you have 20 at once! :D

And yeah auto-socketing could be good, I'm not sure that's possible atm (in honesty though I haven't tried). Socket priority isn't too high though - certainly not once items start getting higher level. Right now the weight of sockets only really feel they're being prioritized a bit too much at lower levels - at higher levels their "worth" ends up paling compared to main stat rolls. You can however edit the code, and very close to the top find these two lines;

public static int iWeightSocket = 100;
And a few lines down;
public static int iWeightWeaponSocket = 200;

And you could set them lower or even to 0 - but I quite like the weightings as they currently are!
 
Whenever the bot picks up a yellow, it tries to identify it when it's still doing the run. (which is good)

But it gets interrupted by something, so it continues onto the waypoints for a bit more, then tries again. and it kinda just loops.

It identified most things OK. seems to be an isolated issue.
 
Whenever the bot picks up a yellow, it tries to identify it when it's still doing the run. (which is good)
But it gets interrupted by something, so it continues onto the waypoints for a bit more, then tries again. and it kinda just loops.
It identified most things OK. seems to be an isolated issue.

It should just keep trying to identify when it detects you aren't in combat and when the plugin does one of it's pulses. If it fails to identify something it should just auto-retry again later when you aren't in combat. It won't blacklist an item until it's identified it incase it's an upgrade.
 
It should just keep trying to identify when it detects you aren't in combat and when the plugin does one of it's pulses. If it fails to identify something it should just auto-retry again later when you aren't in combat. It won't blacklist an item until it's identified it incase it's an upgrade.

It gets interrupted by something however; not sure. Only happens to some items.

I noticed that it doesn't take into account socketed stats (i.e. chest with 60 str vs 50+34str gem) however
 
It gets interrupted by something however; not sure. Only happens to some items.
I noticed that it doesn't take into account socketed stats (i.e. chest with 60 str vs 50+34str gem) however

Ah you mean on items already worn? Eg if you've manually equipped something socketed but want to leave it running for an upgrade while it levels? Yeah I didn't think about that, I just let mine fully auto-gear-only. I'll see if I can make it take socketed stats into account too. RE the identifying thing, being interrupted is fine as long as it re-identifies at another pulse/update when it finds free-time later, or have you found a situation where it can get stuck in an infinite loop? It shouldn't be able to. Let me know if you do.
 
Ah you mean on items already worn? Eg if you've manually equipped something socketed but want to leave it running for an upgrade while it levels? Yeah I didn't think about that, I just let mine fully auto-gear-only. I'll see if I can make it take socketed stats into account too. RE the identifying thing, being interrupted is fine as long as it re-identifies at another pulse/update when it finds free-time later, or have you found a situation where it can get stuck in an infinite loop? It shouldn't be able to. Let me know if you do.

Correct!
Because of the profiles I'm running, I sometimes manually upgrade at x levels.

Mine gets stuck, not infinite loop however, it's more like:
Loots -> attempts to identify -> interrupted (by unknown) -> waits the full duration for identifying anyway -> Back to moving -> attempts to identify -> interrupted -> ......... -> (when I come back sometime later) identified or sold.

Not a big deal unless being monitored. :P
 
Not sure how this happened, but it started equipping my barb with dex gear. lol. (60 str 60 vit gear switched for 100 dex gear)

And it tends to value AR too much (i'm wearing 80 int, 38 AR pants) haha, doesn't seem to value vitality enough.
 
Not sure how this happened, but it started equipping my barb with dex gear. lol. (60 str 60 vit gear switched for 100 dex gear)
And it tends to value AR too much (i'm wearing 80 int, 38 AR pants) haha, doesn't seem to value vitality enough.
I can have a look at weightings later, but if you want to play with the stat weightings, just open the .cs file up in notepad and find these lines;
Code:
        // Score weighting for armours and jewelry - feel free to change these values!
        public static int iWeightPrimary = 50;
        public static int iWeightVitality = 30;
        public static int iWeightArmor = 3;
        public static int iWeightMovementSpeed = 500;
        public static int iWeightResistAll = 220;
        public static int iWeightCritPercent = 800;
        public static int iWeightCritDamagePercent = 30;
        public static int iWeightMinDamage = 40;
        public static int iWeightMaxDamage = 40;
        public static int iWeightSocket = 100;
        public static int iWeightLifeOnHit = 10;
        // Score weighting for weapons - feel free to change these values!
        public static int iWeightWeaponDPS = 50;
        public static int iWeightWeaponVitality = 10;
        public static int iWeightWeaponPrimary = 20;
        public static int iWeightWeaponSocket = 200;
        public static int iWeightWeaponLifeOnHit = 20;

Those are points "per value" - so every 1 point of armor is worth 3 points. Every 1 point of a "primary stat" (which SHOULD be strength for a barbarian but there might be a bug somewhere OR just DB being it's usual weird self and returning wrong values for your actorclass) would be worth 50 points (so you would need 16-17 armor for it to outweigh a single primary).

If you come up with some better weightings, please share them and I'll put them in place for the next release for everyone - those values currently in use were largely plucked from thin air! :D
 
Awesome, thanks.

I think weighting for leveling is really subjective, really depends on the profiles one chooses to use :P

Some requires speed, some require survival; I'll def tweak those to my liking however. Thanks for pointing it out!
 
Giles while I really appreciate all your hard work I was wondering if it would be possible to add in a feature to your plugin that allows us to choose which stats we want? For example: I am looking for GF/MF gear and lets say gloves drop with Dex/Vit/GF/MF but have a difference of maybe minus a couple of points in Dex, your plugin would not equip them where as I would. If you do it in a UI then we could adjust them on the fly and you wouldn't really need the weights at all.

Thank again for all your hard work.
 
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Giles while I really appreciate all your hard work I was wondering if it would be possible to add in a feature to your plugin that allows us to choose which stats we want? For example: I am looking for GF/MF gear and lets say gloves drop with Dex/Vit/GF/MF but have a difference of maybe minus a couple of points in Dex, your plugin would not equip them where as I would. If you do it in a UI then we could adjust them on the fly and you wouldn't really need the weights at all.

I was about to ask for MF/GF stat weights so I support this request.
 
Surely you are using this plugin ONLY for levelling new toons. In that case, wouldn't the goal be to get to level 60 as soon as possible? This will most likely need more DPS type stats together with survivability. I doubt an increase in MF, over higher STR, DEX, INT etc will help you achieve lvl60 quicker.

Just a thought... use it, don't use it :D
 
Needs to be updated for new DB (.204); but I'm sure you already know :P
 
v1.7.1 uploaded:
-- Updated to support new DemonBuddy.
-- Updated item handling/recognition to that of latest Giles Stash Replacer (1.9.x range).
-- Settings file now saved in /DemonBuddy/Settings/ folder (you will need to re-configure settings after first run since 1.7).

:)
 
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