feat: Natural gatherer outfits and head-to-toe trader drip #210

Merged
sickday merged 1 commit from feat/bot-outfit-variety into main 2026-07-22 16:58:54 +00:00
Owner

Gatherers all wore one of three hardcoded outfits — trimmed black plate
for fishers, mithril-and-steel for miners, Zamorak plate over trimmed
black legs for woodcutters — so a whole fleet read as a uniformed work
gang in mismatched PvP leftovers. Traders fared no better: their kit was
a chest and legs and nothing else.

New Game.Bot.Outfits owns everything a non-combat bot wears purely to
look the part:

  • Gatherers roll one of a dozen themed looks per skill — pirate
    fisherman, lumberjack, desert miner, builder, plain shop clothes in a
    rolled colour — with coherent pieces (the four pirate colourways, the
    lumberjack set) written out so a roll can never mix them.
  • Traders are composed slot by slot from per-tier pools and now wear a
    full kit: hat, cape, amulet, weapon, body, shield, gloves, boots,
    ring. Rares are the point — the head slot rolls a partyhat, santa
    hat, h'ween mask or bunny ears 15/30/55% of the time by tier, and the
    rest draws from 3rd age, gilded, infinity, elegant clothing, god
    armour, fire capes and skill capes.

A two-handed weapon or a dress body suppresses the shield slot, since
seeded equipment bypasses the two-handed displacement in equip_item and a
kiteshield over a tuxedo reads as a bug rather than as wealth.

Every id was read back out of the 468 cache by name and checked against
item_equipment_slots.exs, with a test walking each pool exhaustively — a
wrongly-slotted id makes LoadoutCache drop the seeded row without
raising, which shows up in-game as traders spawning naked.

Seed version bumped to 6; existing bots need ::botcleardb and a regen to
pick the new kits up.

Gatherers all wore one of three hardcoded outfits — trimmed black plate for fishers, mithril-and-steel for miners, Zamorak plate over trimmed black legs for woodcutters — so a whole fleet read as a uniformed work gang in mismatched PvP leftovers. Traders fared no better: their kit was a chest and legs and nothing else. New Game.Bot.Outfits owns everything a non-combat bot wears purely to look the part: * Gatherers roll one of a dozen themed looks per skill — pirate fisherman, lumberjack, desert miner, builder, plain shop clothes in a rolled colour — with coherent pieces (the four pirate colourways, the lumberjack set) written out so a roll can never mix them. * Traders are composed slot by slot from per-tier pools and now wear a full kit: hat, cape, amulet, weapon, body, shield, gloves, boots, ring. Rares are the point — the head slot rolls a partyhat, santa hat, h'ween mask or bunny ears 15/30/55% of the time by tier, and the rest draws from 3rd age, gilded, infinity, elegant clothing, god armour, fire capes and skill capes. A two-handed weapon or a dress body suppresses the shield slot, since seeded equipment bypasses the two-handed displacement in equip_item and a kiteshield over a tuxedo reads as a bug rather than as wealth. Every id was read back out of the 468 cache by name and checked against item_equipment_slots.exs, with a test walking each pool exhaustively — a wrongly-slotted id makes LoadoutCache drop the seeded row without raising, which shows up in-game as traders spawning naked. Seed version bumped to 6; existing bots need ::botcleardb and a regen to pick the new kits up.
feat: Natural gatherer outfits and head-to-toe trader drip
All checks were successful
ci / test (pull_request) Successful in 2m33s
d57c4196c4
Gatherers all wore one of three hardcoded outfits — trimmed black plate
for fishers, mithril-and-steel for miners, Zamorak plate over trimmed
black legs for woodcutters — so a whole fleet read as a uniformed work
gang in mismatched PvP leftovers. Traders fared no better: their kit was
a chest and legs and nothing else.

New Game.Bot.Outfits owns everything a non-combat bot wears purely to
look the part:

  * Gatherers roll one of a dozen themed looks per skill — pirate
    fisherman, lumberjack, desert miner, builder, plain shop clothes in a
    rolled colour — with coherent pieces (the four pirate colourways, the
    lumberjack set) written out so a roll can never mix them.
  * Traders are composed slot by slot from per-tier pools and now wear a
    full kit: hat, cape, amulet, weapon, body, shield, gloves, boots,
    ring. Rares are the point — the head slot rolls a partyhat, santa
    hat, h'ween mask or bunny ears 15/30/55% of the time by tier, and the
    rest draws from 3rd age, gilded, infinity, elegant clothing, god
    armour, fire capes and skill capes.

A two-handed weapon or a dress body suppresses the shield slot, since
seeded equipment bypasses the two-handed displacement in equip_item and a
kiteshield over a tuxedo reads as a bug rather than as wealth.

Every id was read back out of the 468 cache by name and checked against
item_equipment_slots.exs, with a test walking each pool exhaustively — a
wrongly-slotted id makes LoadoutCache drop the seeded row without
raising, which shows up in-game as traders spawning naked.

Seed version bumped to 6; existing bots need ::botcleardb and a regen to
pick the new kits up.
sickday force-pushed feat/bot-outfit-variety from d57c4196c4
All checks were successful
ci / test (pull_request) Successful in 2m33s
to d8bbb630ea
All checks were successful
ci / test (pull_request) Successful in 2m32s
2026-07-22 16:42:57 +00:00
Compare
Sign in to join this conversation.
No description provided.