• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Auto-Upgrade gear .inc

AutomateEverything

New member
Joined
Dec 3, 2014
RedCents
651¢
Hi Everyone,

As per my last post in here, my goal is to automate basically everything, all the way up.

I did a little bit more work on killing quests, but wasn't happy with the script, so decided to take a break while I pondered a better solution to work on some dependency scripts.

The latest I just finished for now is a script to automatically equip upgrades. This is in extremely basic form. It needs many more checks, including class/race, accounting for attunable, and general implementation of other stats.

That said, I believe that I have this one pretty reasonably stubbed out and, again, I'm looking for feedback. The way this currently works is that it loops through your entire inventory looking for items. It then loops through all the equippable slots for that item, calculates a scaled value as defined in an ini, and calculates the scaled value of the equiped item in that slot to compare against. It then equips the item if its score beats what you currently have equiped.

That make any sense? It looks something like this:

In the ini file, which I've currently defined by class, you see something like this:
Rich (BB code):
[Primary]
Ratio=50
HP=1
AC=20

[Legs]
HP=1
AC=20

This means, for example, that each point of AC is worth 20 points, while each point of HP is worth one. So if you have pants equiped with 50AC and 200HP, this is worth a scaled value of 1200 according to that slot and ini. If you have an item in one of your bags that can be equipped in the legs slot with 75AC and 40HP, that would be worth 1540, and this script would equip it.

My general goal is to have the script simply read item properties and map those exact names into the ini file (like HP, AC, etc) so you can assign values. The only exception being Ratio, which literally scales based on the dmg/delay ratio, since dmg and delay in isolation doesn't usually make sense. So far the script is only stubbed to read AC, HP, and Ratio.

Warning: This is very much "just finished first pass" pre-alpha sort of script right now. Please use with caution. I'd hate to see it go rogue and attune 40 items you meant to sell or something silly.

Any feedback? Anyone find this interesting and potentially useful? I knew I'd need it if I went full-auto.

I also plan at some point to incorporate upgrades via bazaar (is there a way to get an "item" type from a bazaar search? I don't see it in the documentation. Or a way to get an "item" type from an itemID?) and also somehow via sharing across the group pre-loot (links? No idea how this might work, would love ideas. Would need it to compare before looting no-drop items, though across a group).

Current usage:
Rich (BB code):
#include N_Gearup.inc

/call LoopThroughInventoryForUpgrades

Appreciate any ideas or feedback! This will not be my priority #1, but I will need to improve it over time.
 

Attachments

Just a thought on this in regards to gear... in the higher levels of the game, they finally started putting consistent focus effects in given slots so that as you upgrade your gear you don't lose valuable focus effect and skill mods. Most of the gear from 1 through about 70 does not necessarily follow the same slot format. Not sure it matters on your goals but gear selection could require more finesse than just hp/ac factors. Especially in the caster classes. Just fyi.
 
Oh sure. I did mention I intended to put in the rest of the general stats, understand it takes more than hp/ac.

That said, as you mentioned, its generally outside of my goals to account for things like focus effects. I'm OK with the inefficiency of just waiting for the slots to standardize for my needs, and I like to think a lot of others may be fine with similar things in the mid levels. It would be one thing if all the names were the same, but they are very much not standard. I can't think of any way to make that comparison make sense.

Don't know how to reasonably compare focus effects with different names. Same with other impact effects such as procs and clickies.

I did consider a few of the more mid-range cap-able values at some point, such as mod2s, as more of a possibility.

If you have an idea how the effects could be reasonably scripted, I would love to hear it.

- - - Updated - - -

Hey everyone, any other feedback? A lot of views and thanks (thanks!), but not much feedback. Looking good? Right direction? Useful? Anything else similar out there, or better ways to do this I might have overlooked?

Appreciate any thoughts!
 
Auto-Upgrade gear .inc

Users who are viewing this thread

Back
Top
Cart