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SWG Inventory Sorter : Star Wars Galaxies Premium Cheats

Posted: April 12th, 2011
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Total Posts:387 Joined:2009
Like I promised a week ago or so, here it is.

User requirements:
- Very basic regex knowledge
- Knowledge on how to construct .ini files
OR
- Be able to ask well-formulated questions and patience to wait for an answer

Instructions:
0) Configure the script on what you want to keep. More on that later
1) Open up galaxies (duh)
2) Find another bot/script/whatever (That does not use the mouse!) that will fill up your inventory with items. e.g. forage macro or junk loot, etc, etc.
3) Open up your inventory and another window (backpack) where items you want to keep will be dragged to
3a) Make sure that if you are collecting stackable items, that there isn't a stack of them in your inventory. Put them in the backpack.
4) Start the bot, alt tab to galaxies and click the two locations it asks you for
5) Watch the magic

The config file:
I have included a config file for foraging to keep +11 lyases and mysterious data disks. The format is as follows:
[Register to unlock hidden link to match item name]
LoadCheck=Description variable that the item has. Used to see if the description is loaded (optional. Required if checking against description variables)
Variable name=Variable Value (Repeat as necessary. Variable value is a regex)

So, if you want the bot to also keep all scrub/worm bait you simply add a line, and only this line:
[.* Bait]

You will also notice the _ItemDeleteActions section, this is used to figure out what key to press to delete an item. I think this is fairly complete, but if the bot stops and tells you it encountered an unknown item please post the message here, and tell us what kind of item it was, and under what radial key the delete option for that item is.

This should be all you need to know to get this to work, enjoy!


Credits:
tnok85 for finding most offsets
_obelix_ for the signature on locating the player's name/server (Only used to aid the PID picker when more than one SWG instance is present)
r04r for finding signatures for the offsets tnok85 provided and writing the entire script


Attachments:
InventorySorter.zip Register to unlock hidden link
(342.66 KiB) Downloaded 62 times
Posted: April 12th, 2011
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Total Posts:1872 Joined:2006
Yays or nays please?

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Posted: April 12th, 2011
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Total Posts:375 Joined:2006
I'm testing it atm. But I have a question. Did you take into account the lag from when the lyase first appears in your inventory, to when it actually shows the stat? Some of the lyase are being deleted before the stat appears. When a lyase is first foraged they all appear yellow in your inventory with no value, after 1-2 seconds it turns its color and gets the value. The script is deleting most of them before the value appears. Also, can you add a way to pause the script? I hit Pause, and it terminates the script.
Posted: April 13th, 2011
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Total Posts:387 Joined:2009
Yes. That is the attribute LoadCheck. It will wait for that attribute to show up in the description before proceeding. What config are you using?

And no, no way to pause it. Will update for that later today.
Posted: April 13th, 2011
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Total Posts:375 Joined:2006
I'm using the config you included, just slightly modified.

[.*Lyase Enzyme.*]
LoadCheck=Fluid Color
Random Attributes Affected=11

[.* Bait]


[_ItemDeleteActions]
0=(\(INVENTORY\)$|^Player \(INVENTORY\))
2=(LYASE ENZYME|BEAST MASTER MISCELLANEOUS|FURNITURE|GENERIC ITEM|FISHING BAIT|COLLECTION|CHRONICLE RELIC.*)$
3=(^ITEM|HIDE|RIFLE|BRACELET|RING|NECKLACE|MISC CLOTHING|^CONTAINER|PERSONAL SHIELD GENERATOR|\(INVISIBLE\))$
4=(ARMOR|SHIRT|PANTS|BANDOLIER)$
5=(WEARABLE CONTAINER)$

I let it run all night for 7 hours. Both inventory and bag were full, but the keep bag only had 10 11's, and the rest was junk lyase. Its moving any lyase with no "Random Attributes Affected" but with a "Guaranteed Attribute Affected" to the keep bag. It also moved some with a random attribute number under 11 and a guaranteed attribute affected. So to test whether it was a fluke I moved all items from the keep bag to my main inventory. Restarted the script. It again moved all with no random attribute number, but this time deleted those with a random attribute under 11. Perhaps some time needs to added between check and move, and some parameters added to remove those with no random attribute number. I still see it delete lyase before any stats are visible from time to time. But otherwise, yay.

After 7 hours, the keep bag had
3 stacks of bait
10 lyase w/random attribute 11
12 lyase w/random attribute below 11
25 lyase w/no random attribute number
Posted: April 13th, 2011
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Total Posts:387 Joined:2009
That's odd that items are being moved with no RAA attribute. This worked just perfectly in all of my tests, and I tested specifically for this :/

The movement of items below the 11 may have to do with lag, which I saw happen a few times when the previous item was an +11 and it's still trying to move. Probably fixable with waiting a bit, but I don't think I can guarantee past that.

Will test some more when I have time to do so, and hopefully come with a fix for this. Bot should still work fine for items where it doesn't have to check attributes, correct?
Posted: April 13th, 2011
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Total Posts:375 Joined:2006
It deletes and moves both mysterious data disk and bait just fine. I forage on lok, so I dont get any rare ice cream components. Btw, I'm on Starsider, so lag could be the issue.
Posted: April 13th, 2011
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Total Posts:1087 Joined:2007
Remember, after you move RAA 11 a few times the name changes to something else. When I was working a pixel check and was trying to reuse 11s I discovered the name changed. I don't recall off hand what that was. You'll need to move an 11 around in you inventory and maybe log to see it happen.

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Posted: April 13th, 2011
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Total Posts:387 Joined:2009
Yeah, but they'll still contain Lyase Enzyme (instead of +11 Lyase Enzyme, or the other way around), so that shouldn't be of any impact.
Posted: April 13th, 2011
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Total Posts:375 Joined:2006
Ran it for a couple more hours and yep, it moves all without an RAA.
Some are moved with RAA below 11, but when I move those back in the main inventory they get delete. Thats probably just lag though.
Posted: April 13th, 2011
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Total Posts:1087 Joined:2007
r04r wrote:Yeah, but they'll still contain Lyase Enzyme (instead of +11 Lyase Enzyme, or the other way around), so that shouldn't be of any impact.
I'm not sure. I think it changes to Variation of Enzyme. I don't remember.

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Posted: April 13th, 2011
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Total Posts:387 Joined:2009
Huh, hm. I'll look at that when I get back to work on this, but I don't think I've ever seen that happening.
Posted: April 13th, 2011
Total Posts:24 Joined:2010
interesting. anyway to conform this utility to work for space loot?
Posted: April 13th, 2011
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Total Posts:387 Joined:2009
It will only work when your character is on the ground, but besides that you should be able to configure it to work for that, yes.
Posted: April 13th, 2011
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Total Posts:1087 Joined:2007
r04r wrote:Huh, hm. I'll look at that when I get back to work on this, but I don't think I've ever seen that happening.
It should not be an issue with first pulled loots. It's just if people are going to retest with looted lyase as it wont change the name until it gets moved around a few times in your inventory.

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