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

