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Template:DynamicEquipment: Difference between revisions

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If you set the neck value to 15,000,000. Then in April 2024, the script would buy an Anguish to use if ranging. However in April 2025, because the Anguish is now at the time of writing 23 million GP, the script will not purchase an Anguish to use.
If you set the neck value to 15,000,000. Then in April 2024, the script would buy an Anguish to use if ranging. However in April 2025, because the Anguish is now at the time of writing 23 million GP, the script will not purchase an Anguish to use.


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Revision as of 13:13, 29 May 2025

This tab is for allowing the script to dynamically select the gear the script will bring. Some scripts will only have one Dynamic Tab (i.e GTormentedDemons) and others will have three for all three combat styles (i.e GSandCrabs).

The GP value you enter into each field will be the limit the script will spend for that slot. If you have a more expensive item in your bank that what is defined in the dynamic tab, the script will instead use this instead of buying a cheaper item.

An example would be a Necklace of Anguish. If you have an Anguish in the bank, but only set a 50,000 coin limit for the neck slot. Instead of a script buying a Glory, it'll just use the Anguish if using ranged.

This item values are also dynamic. We'll use the Anguish in the below example again.

If you set the neck value to 15,000,000. Then in April 2024, the script would buy an Anguish to use if ranging. However in April 2025, because the Anguish is now at the time of writing 23 million GP, the script will not purchase an Anguish to use.

For DynamicEquipment, there is one manual and dynamic tab for combat gear. If you do not define gear manually for each slot, DynamicEquipment will then try to dynamically fill the slot based on your gold limit for that slot in the Dynamic Tab.

For DynamicEquipment script, the manual tab also contains the below extra options:

Setting Tooltip Options
Ammo Count If you're using arrows, this is how much ammo the script will bring. Leaving it -1 will be dynamic. Suggested is 175.
Spell Count If you're using spells, this is how many casts the script will bring. Suggested is 375.
Spell If you're using magic, this will be the spell used. If dynamic is chosen the script will automatically use the best spell for your level. If you cannot cast a spell it'll use the best strike available. If you do not have the level to cast your chosen spell, the script will act as if you selected dynamic. Dynamic, Wind Strike, Water Strike, Earth Strike, Fire Strike, Wind Bolt, Water Bolt, Earth Bolt, Fire Bolt, Wind Blast, Water Blast, Earth Blast, Fire Blast, Wind Wave, Water Wave, Earth Wave, Fire Wave, Wind Surge, Water Surge, Earth Surge, Fire Surge.
Spec Weapon This is the spec weapon used on the monster you are killing. If set to None, it won't bring or use a spec weapon. If set to Let Script Choose, it'll dynamically choose one, or if you manually select a spec weapon from the dropdown list.
Ether Refill Amount Amount of revenant ether to charge your weapon with. This does not include the 1000 to make the weapon usable. If you want it to charge your weapon with 5000 "attacks", put 5000, not 6000. This should not be lower than 200, unless you have also modified the ether_min_refill parameter. Suggested is 400.
Ether Refill Minimum If your weapon charges are below this point and you are not in the boss arena, the script will attempt to charge your weapon up to your ether_refill_amount. This value should always be lower than or equal to your ether_refill_amount. Suggested is 200.

For DynamicEquipment, the dynamic tab contains the below extra options:

Setting Tooltip Options
Avoid Wildy Weapon If this is enabled and weapon is dynamic, this will avoid using a wildy weapon. Enabled / Disabled.
Gear Multiplier This is how many pieces of gear it will attempt to buy. Recommended is 5.
Gear Multiplier Max Price If the gear costs less than this amount, the gear multiplier will be in effect. Adjust this as needed.