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NEW Tradeskill Macros

armysoldier

Well-known member
Joined
Jun 26, 2005
RedCents
101¢
UPDATED ZIP - APR 27 2006

added Tailor.mac
Alchemy updated

The NEW ERA of TS macros is upon us.

I have revamped the code so that all TS macros will attempt to use the NEW UI FIRST

If the recipe is not found it will go old school

During the combine cycle if the item becomes trivial .. then it stops and sells

ALSO all pathing is retrieved from the INI files. So its very easy for you to edit if you want to change the paths

UNLESS OTHERWISE NOTED ... these all start in ABYSMAL SEA

*** FOR THIS CODE TO WORK ***
You need to Stand in front of person noted in each macro
You need to be in the first person view
You need to ensure that when you click the tradeskill container the NEW UI comes up first
the 5 FILES need to be in the macro\common folder (see below)

COMMON FOLDER CONTAINES
Rich (BB code):
Buy <-- updated code
sell <-- Updated Code
CommonSubs <-- common to most TS macros  <-- UPDATED
packs
cleanpacks
Macs included:
Rich (BB code):
Alchemy.mac w/ini           <--- Skill 1-210   NEW CODE POSTED - see post
Bake.mac w/ini              <--- Skill 1-191
Brew.mac  w/ini             <--- Skill 1-248
Fishing.mac w/ini           <--- Skill 1-200
Fletch.mac w/ini            <--- Skill 1-282
Jeweler.mac w/ini           <--- Skill 1-282
Poison.mac w/ini            <--- Skill 1-275 tks to wallaby
Potter.mac w/ini            <--- Skill 1-188
Smith.mac w/ini             <--- Skill 1-115
Smith2.mac                  <--- Skill 116-188 
Mistletoe.mac w/ini         <--- Skill 188-300
Tailor.mac w/ini            <--- Skill 0-182
Tinker.mac w/ini            <--- Skill 1-149 
CE.mac                      <--- NO FAIL COMBINES
COMBINE.MAC                 <--- USES NEw UI to do a selected Combine till you run out of Stuff

DOWNLOAD IS HERE VVVVVVV
>>>>>>>>>>>>>>View attachment 10232
FOR YOUR CONVIENENCE


Unzip this into your macros folder and your G2G (Good to Go)

usage

Rich (BB code):
Stand by the NPC noted and
/mac smith

Need to do:

Test:
Tinker.mac

Convert the following to new TS code:
VeliumBits.mac
VeliumPieces.mac


Create:




ARMY



PS

ALL the INI and MACROS have CHANGED Please Copy the new code or Download the new Zip

USING OLD CODE may cause you fatal ERRORS
 
Last edited by a moderator:
Commonsubs Inc File

This is a INC file i created to make everything work better

UPDATED 1 APR 06 - SEE notes in .INC file

CommonSubs.inc
Rich (BB code):
|
| CommonSubs.inc
|
| 1 APR 2006: fixed Clear cursor
|             fixed the EVENT Container in use 
|             fixed The NEW UI - Favorite recipe selection
|
| 26 MAR 2006: Moved Salvage and Readini Sub to here
|              Changed some redundant coding
|              Changed clear cursor to A_Druid_00 clear cursor code
|              Added /nomodkey to all /notify statements
|
#event CombineError "#*#There was no place to put that#*#" 
#event CombineError "#*#You cannot combine these items in this container type!#*#" 
#event CombineError "#*#did not accept these items#*#" 
#event CombineError "#*#You are missing#*#" 
#Event Advanced "#*#can no longer advance#*#" 
#event ContUsed "#*#Someone else is using that. Try again later.#*#" 
#event End "#*#can not afford#*#" 
#Event Skillup "#*#become better at#*#" 
#Event Salvage "You failed the combine, but you managed to recover #*#" 


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Type input string "Recipe" into search box in new tradeskill interface, 
| click search and select the first recipe returned in the search results. 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub ChooseRecipe 
         /nomodkey /notify TradeskillWnd COMBW_SearchTextEdit leftmouseup 
         /delay 5 
         /echo Searching for Recipe
         /call Type "${ItemTo}"

|--- First Check to see if Recipe is in favorites

	   /nomodkey /notify TradeskillWnd COMBW_RecipeList listselect ${Window[TradeskillWnd].Child[COMBW_RecipeList].List[${ItemTo}]} 
	   /delay 2 
	   /nomodkey /notify TradeskillWnd COMBW_RecipeList leftmouseup ${Window[TradeskillWnd].Child[COMBW_RecipeList].List[${ItemTo}]}

           /varset Checkrecipe ${Window[TradeskillWnd].Child[COMBW_RecipeList].List[${ItemTo}]}

|--- Its not in Favorites.. so lets type it in and do a search
      /if (!${Checkrecipe}) {

           /delay 1m ${Window[TradeskillWnd].Child[COMBW_SearchButton].Enabled}  
           /nomodkey /notify TradeskillWnd COMBW_SearchButton leftmouseup 
           /delay 10 
	   /nomodkey /notify TradeskillWnd COMBW_RecipeList listselect ${Window[TradeskillWnd].Child[COMBW_RecipeList].List[${ItemTo}]} 
	   /delay 2 
	   /nomodkey /notify TradeskillWnd COMBW_RecipeList leftmouseup ${Window[TradeskillWnd].Child[COMBW_RecipeList].List[${ItemTo}]}
           /varset Checkrecipe ${Window[TradeskillWnd].Child[COMBW_RecipeList].List[${ItemTo}]}

|--- Search could not find it either so lets do a old school combine
           /if (!${Checkrecipe}) {
                /nomodkey /notify TradeskillWnd COMBW_ExperimentButton leftmouseup
               /varset NewUI 2
               /call OLDUICOMBINE
               /nomodkey /notify ${PackCode} Container_DoneButton Leftmouseup
               /return
               } else {
                     /call DoCombine
                     }
        } else {
              /call DoCombine
              }
    /nomodkey /notify TradeskillWnd COMBW_CloseButton Leftmouseup
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Type out the input string.   
| 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
Sub Type(InStr) 
   /echo trying to enter Recipe Desired
   /declare char string local 
   /declare loopctr int local 
   /for loopctr 1 to ${InStr.Length} 
      /varset char ${InStr.Mid[${loopctr},1]} 
      /if (!${char.Length}) { 
         /nomodkey /keypress space chat 
      } else { 
         /nomodkey /keypress ${char} chat 
      } 
   /next loopctr 
/return 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub DoCombine
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
sub DoCombine
        /call ClearCursor 
    :Loop 
	/nomodkey /notify TradeskillWnd CombineButton leftmouseup 
        /delay 3s ${Cursor.ID} 
        /call ClearCursor 
      	/doevents 
      /if (${EndingVar}==1) /goto :Loop
      /varset EndingVar 1 

    /return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Clear Cursor
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub ClearCursor 
/declare x int local 
:auto_inv 
/if (${Cursor.ID}) { 
  /if (${Cursor.Container}) { 
    /for x 1 to 8 
    /if (!${InvSlot[pack${x}].Item.Container}) /nomodkey /itemnotify pack${x} leftmouseup 
    /next x 
  } else { 
    /timed 5 /autoinventory 
  } 
  /goto :auto_inv 
} 
/return 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub OLD UI COMBINE
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub OLDUICOMBINE
   /echo recipe not found yet .. Going old school

   /call OpenPacks
   /call cleanPack "${Container}"

    :Begin
       /doevents
       /if (${EndingVar}==1) {
       /call ClearCursor 
       /for i 1 to 10 
       /call AddComp "${Component[${i}]}" ${i} 
       /next i
       /delay ${Math.Calc[${DelayMult}*1]}s
       /call OldDoCombine 
       /doevents
       /goto :Begin
}
/return


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Movement Sub
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sub Movement(Start,Finish,Door)
  /declare Location int inner
  /for Location ${Start} to ${Finish}
     :MoveLoop
     /face nolook loc ${LocArray[${Location}]}
     /if (${Math.Distance[${LocArray[${Location}]}]}>4) {
        /nomodkey /keypress forward hold
        /face nolook loc ${LocArray[${Location}]}

        /if (${Location}==${Door}) {
        /nomodkey /keypress USE
        /nomodkey /keypress USE
         }
     }
     /if (${Math.Distance[${LocArray[${Location}]}]}<=4) {
        /nomodkey /keypress forward
        /goto :next
     }
     /goto :MoveLoop
     :next
  /next Location
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Add Components
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
sub AddComp(CompName, PackSlot) 
   /if (${CompName.Equal[NOTFOUND]}) /return 

   /if (!${FindItem[=${CompName}].ID}) { 
      /echo Could not find ${CompName} in inventory 
      /beep 
      /varset EndingVar 2
      /return 
    } 

   :Loop 
      /nomodkey /ctrl /itemnotify ${FindItem[=${CompName}].InvSlot} leftmouseup 

      /if (!${Cursor.ID}) { 
         /delay ${Math.Calc[${DelayMult}*1]}s
         /goto :Loop 
      } 

   /if (${PackCode.Equal[Enviro]}) { 
      /nomodkey /itemnotify ${InvSlot[enviro${PackSlot}]} leftmouseup 
   } else { 
      /nomodkey /itemnotify in ${PackCode} ${PackSlot} leftmouseup 
   }
   /doevents    
   /return 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Do the Combine
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
sub OldDoCombine 
/combine ${PackCode} 
/doevents 
/delay ${Math.Calc[${DelayMult}*1]}s
/delay 5s ${Cursor.ID} 
/Call ClearCursor
/doevents 
/return 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Read INI file for Loc array
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sub ReadINIA(FileName,SectionName) 
   /echo Attempting to Read Section "${SectionName}" Zone Information from ${FileName}... 

    
   /if (${Ini[${FileName},${SectionName},-1,NO].Equal[NO]}) { 
      /echo "${SectionName}" is not a Valid Section for FILE:${FileName}, ending macro... 
 
      /return
   } 
   /declare nValues     int local 
   /declare nArray      int local  0 

|~~~~~~~~~~~~~~~~~~~~~~ Locs ~~~~~~~~~~~~~~~~~
   /Varset nValues ${Ini[${FileName},${SectionName},Value]}
   /echo ${nValues} Locs
   :MakeArraylo 
   /if (!${nValues}) /return
   /if (${nValues}) { 
      /echo Declaring Loc Array... 
      /declare LocArray[${nValues}]  string outer
   }
   /for nArray 1 to ${nValues}
      /varset LocArray[${nArray}] ${Ini[${FileName},${SectionName},Loc${nArray}]}
      /echo  loc ${nArray} defined ${LocArray[${nArray}]}

   /next nArray



   /echo "${SectionName}" Zone Information Read Successfully from ${FileName}... 

/return 


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
|Sub Event Container being used 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_ContUsed 
/echo Container in use. Waiting 1 Minute, or until no PCs are nearby and trying again. 
/delay 1m ${SpawnCount[pc radius 50]}<=1
/doevents 
/return 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Combine error
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_CombineError
    /varset EndingVar 2
/return 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event End
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_End
    /call Ending
/return

Sub Ending
    /echo macro ending
    /end 
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub READ Ini File
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub ReadIni(RecipeName) 

    /echo Running ${RecipeName} recipe 

   /if (${Ini["${Filename}","${RecipeName}",-1,"NOTFOUND"].Equal["NOTFOUND"]}) { 
        /echo Recipe ${RecipeName} not found 
        /endmacro 
    } 

   /varset Container ${Ini[${Filename},${RecipeName},Cont,Enviro]} 

   /if (${Container.Equal[Enviro]}) { 
        /varset PackCode Enviro 
   } else { 
        /varset PackCode ${FindItem[=${Container}].InvSlot} 
       
      /if (${PackCode.Equal[NULL]}) { 
         /echo Could not find container ${Container} 
         /varset EndingVar 2
         /return
      } 
      | pack1 = 22, ... , pack8 = 29 
      /varset PackCode pack${Math.Calc[${PackCode}-21].Int} 
   }  

    /for i 1 to 10 
        /varset Component[${i}] ${Ini[${Filename},${RecipeName},Comp${Math.Calc[${i}-1].Int},NOTFOUND]}

    /next i 
    /return 


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Salvage
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Salvage

        /if (${NewUI}==2) /call cleanPack "${Container}"

/return


ARMY
 
Last edited:
BUY / SELL / PACKS / CLEANPACKS INC files

26 MAR 2006: PACKS.INC AND CLEANPACKS.INC HAVE BEEN MODIFIED

18 MAR 2006: BUY.INC AND SELL.INC HAVE BEEN MODIFIED

Buy.inc
Rich (BB code):
| 
| buy.inc 
| Buy Include File needed for macros 
| Version 1.7b 
| 
| Date: August 20, 2005 
| UPDATED BY OUNVME 
| 
| 14 MAR 2006: Armysoldier refined code to improve speed 
| 
| Please be sure to get the lastest updates at http://www.soc-music.com/mq2 
| 
| These file MUST be in the common directory in your macros directory. 
| 
| Usage: /call Buy (ItemToBuy) (Amount Needed) 
| 
| Use the Buy function for buying if you need a set total amount, like if you have 
| 20 of the item on you already and you need a total of 30, it will only buy 10 
| of the item. 
| 
| Usage: /call PCBuy (ItemToBuy) (Amount to buy off merchant) 
| 
| Use the PCBuy function if you don't need a set total amount, you just need 
| a set amount off that merchant. 
| 
| Disclaimer: 
| Code was used from other programers also from the MQ Forums. 
| 
 
 
#event Broke "#*#you cannot afford#*#" 
#event Broke "#*#you can't afford#*#" 
 
Sub Buy(item ItemToBuy, int amount) 
/echo Buying ${ItemToBuy}! 
/declare QTY int Inner 
/declare l2 local int 
 
|---SMALL delay to allow the MERCHANT Window to populate
 
/delay ${Math.Calc[${DelayMult}*2]}s
 
/varset QTY ${Math.Calc[${amount}-${FindItemCount[${ItemToBuy}]}]} 
/delay 1s 
/if (${FindItemCount[${ItemToBuy}]}>= ${amount}) { 
/echo Done! 
/return 
} 
/varset l2 ${Window[MerchantWnd].Child[ItemList].List[=${ItemToBuy},2]} 
/if (!${l2}) { 
/echo couldn't find ${ItemToBuy} 
/endm 
} else { 
/notify MerchantWnd ItemList listselect ${l2} 
/notify MerchantWnd ItemList leftmouse ${l2} 
/delay 2 
 
} 
 
/echo Buying ${ItemToBuy} Till I get ${amount} 
:Loop 
 
/if (${QTY}>19) { 
/buyitem 20 
/delay 1s 
/doevents 
/varset QTY ${Math.Calc[${amount}-${FindItemCount[${ItemToBuy}]}]} 
/goto :Loop 
} ELSE { 
/if (${QTY}>0 && ${QTY}<20) { 
/buyitem ${QTY} 
/delay 1s 
/varset QTY ${Math.Calc[${amount}-${FindItemCount[${ItemToBuy}]}]} 
} 
} 
/if (${QTY}==0) { 
/echo Done! 
/return 
} 
/goto :Loop 
 
/return 
 
 
 
Sub Event_Broke 
/echo Error: You are out of money! 
/beep 
/endmacro 
/return
Sell.INC
Rich (BB code):
| 
| sell.inc
| Selling Include File needed for macros
| Version 1.3
| Date: August 7, 2004
|
| 17 Mar 2006: Further refined by A_Druid_00
|
| 14 MAR 2006: Armysoldier refined code to improve speed
|
| Please be sure to get the lastest updates at http://www.soc-music.com/mq2/
|
| These file MUST be in the common directory in your macros directory.
|
| Disclaimer:
| Code was used from other programers also from the MQ Forums.
| 
 
 
Sub Sell(string ItemToSell)
 
/declare OldMoney int Inner 
 
/call ClearCursor
 
/if (${ItemToSell.Equal[NULL]}) /return
 
:Finding 
/if (${FindItemCount[=${ItemToSell}]}) { 
/nomodkey /itemnotify ${FindItem[=${ItemToSell}].InvSlot} leftmouseup 
/if (${SelectedItem.ID}==${FindItem[=${ItemToSell}].ID}) {
/delay 1 
/varset OldMoney ${Me.Cash} 
/nomodkey /shift /notify MerchantWnd MW_Sell_Button leftmouseup 
/delay 2s (${Me.Cash}!=${OldMoney})
}
 
/goto :Finding 
}
 
 
/echo No more ${ItemToSell} to sell!!! 
/return

Packs.inc
Rich (BB code):
| 
| packs.inc
| Open and Close Packs Include File needed for macros
| Version 1.4
| Date: August 7, 2004
|
|
| MAR 26 2006 : Modified some code to speed up the process (TKS A_Druid_00)
|
| Please be sure to get the lastest updates at http://www.soc-music.com/mq2/
|
| These file MUST be in the common directory in your macros directory.
|
| Disclaimer:
| Code was used from other programers also from the MQ Forums.
| 
 
Sub OpenPacks 
/declare bag int local 0 
/if (!${Window[InventoryWindow].Open}) /nomodkey /keypress inventory 
/delay 3s ${Window[InventoryWindow].Open} 
/for bag 1 to 8 
/if (!${Window[Pack${bag}].Open}) /nomodkey /itemnotify pack${bag} rightmouseup 
/delay 3s ${Window[Pack${bag}].Open} 
/if (${Window[TradeskillWnd].Open}) /nomodkey /notify TradeskillWnd ExperimentButton leftmouseup 
/delay 5s !${Window[TradeskillWnd].Open} 
/next bag 
/return 
 
Sub ClosePacks 
/declare bag int local 0 
/if (!${Window[InventoryWindow].Open}) /nomodkey /keypress inventory 
/delay 3s ${Window[InventoryWindow].Open}
/for bag 1 to 8 
/if (${Window[Pack${bag}].Open}) /nomodkey /itemnotify pack${bag} rightmouseup 
/delay 3s !${Window[Pack${bag}].Open}
/next bag 
/if (${Window[InventoryWindow].Open}) /nomodkey /keypress inventory 
/delay 3s !${Window[InventoryWindow].Open} 
/return
CleanPacks.INC
Rich (BB code):
| 
| cleanpacks.inc
| cleanpacks Include File needed for macros
| Version 1.1
| Date: August 7, 2004
|
| MAR 26 2006 : Modified some code to speed up the process (TKS A_Druid_00)
|
| MARCH 06 2006: Added /call ClearCursor to sub
|
| JAN 15 2006: Fixed String issues
|
| Please be sure to get the lastest updates at http://www.soc-music.com/mq2/
|
| These file MUST be in the common directory in your macros directory.
|
| Disclaimer:
| Code was used from other programers also from the MQ Forums.
| 
 
 
sub cleanPack(string PackName)
/echo Please Wait ...... Cleaning out ${PackName} container
/declare iSlot int local 
/declare iCount int local 
/declare PackNumber string local
 
/call ClearCursor
 
/if (${PackName.Equal[Enviro]}) { 
/varset PackNumber e 
} else { 
/varset PackNumber ${FindItem[=${PackName}].InvSlot.ID} 
/if (${PackNumber}) { 
/varcalc PackNumber ${PackNumber}-21 
/varset PackNumber ${PackNumber.Arg[0,.]} 
} else { 
/echo Could not find container in your inventory
/echo Contanier name = ${PackName} 
/endmacro
} 
}
/if (${PackNumber.Equal[e]}) { 
/for iSlot 1 to 10 
/nomodkey /shiftkey /itemnotify enviro${iSlot} leftmouseup
/delay 1s
	 /autoinv
/next iSlot 
 
} else { 
 
/if (${Me.Inventory[Pack${PackNumber}].Container}==0) { 
/return 
} 
 
/for iSlot 1 to ${Me.Inventory[Pack${PackNumber}].Container} 
| Quit if the pack is empty 
/if (${Me.Inventory[Pack${PackNumber}].Container}==0) { 
/return 
} 
 
/if (${Me.Inventory[Pack${PackNumber}].Item[${iSlot}].ID}!=NULL) { 
/varset iCount ${Me.Inventory[Pack${PackNumber}].Items} 
/nomodkey /shiftkey /itemnotify in pack${PackNumber} ${iSlot} leftmouseup
/delay 5s ${Cursor.ID} 
/timed 5 /autoinv 
/delay 5s !${Cursor.ID}
/if (${Me.Inventory[Pack${PackNumber}].Items}==${iCount}) { 
/echo Unable to empty container. 
/endmacro 
} 
} 
/next iSlot 
} 
/echo Done Cleaning ${PackName} Container. Thank you for waiting!
/return


ARMY
 
Last edited:
Combine.mac

SIMPLE new UI combining MACRO

Rich (BB code):
#event OutOfStuff "Sorry, but you don't have everything you need for this recipe in your general inventory." 
  
Sub Main 
:Loop 
 
:ClearCursor 
/if (${Cursor.ID}) { 
/autoinventory 
/goto :ClearCursor 
} 
 
/notify TradeskillWnd CombineButton leftmouseup 
/doevents 
/delay 2
/notify TradeskillWnd AutoInvButton leftmouseup
/goto :Loop 
/return 
 
Sub Event_OutOfStuff 
/endmacro 
/return

Army
 
Celestial ESSENCE MACRO

Updated 26 MAR 2006

CE.MAC will Make CE until your broke... no more room or the number you put in events is reached

Rich (BB code):
 | CE.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand by Uiyaniv Tu`Vrozix @ -191,229,96
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)
| A Mixing Bowl needs to be in slot 8 of your packs
|
|
|Inventory
| _______
|| 1 | 5 |
||___|___|
|| 2 | 6 | 
||___|___|
|| 3 | 7 |
||___|___|
|| 4 | 8 |
||___|___|
|


 



#event End "[MQ2] 1320 Essence's"
|-----------^^^^ EDIT to the number you want... multiples of 60 

#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer ${Me.Skill[Baking]}
    /declare SkillMaxWanted int outer 200
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare MerchantNameB string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare Levelname int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare NewUI int outer
    /declare Filename string outer Baking.ini

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset MerchantNameA "Uiyaniv Tu`Vrozix" 
    /varset DelayMult 1


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

      /varset CombItemName "CE"
      /varset ItemTo "Celestial Essence (The Scent of Marr)"

    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset EndingVar 1
    /varset NewUI 1

    /target ${MerchantNameA}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[1]}" 60

    /call Buy "${Component[2]}" 60


    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

/nomodkey /itemnotify pack8 rightmouseup 
/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (${Window[TradeskillWnd].Open}==FALSE) /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 
      /call ChooseRecipe
      /call ClosePacks
      /echo ${FindItemCount[=Celestial Essence]} Essence's
    /doevents

    /goto :start

    /return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup

/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
    
/return

ARMY
 
Last edited:
Alchemy Macro

Updated 26 APR 2006 added Reading ini to get LOCS

THIS MACRO HAS BEEN TESTED.. but needs another run ... anyone got a sham under 210 alchemy?!

OK it took me most of the day to do some cost analysis here is what i got for ya.

Rich (BB code):
0-55       Distillate of Immunization II       0p 1g 0s 4c per combine
56-83      Distillate of Immunization III      0p 5g 5s 4c per combine
84-100     Philter of the wolf II              1p 8g 6s 5c per combine
101-135    Philter of the Wolf III             2p 6g 6s 7c per combine
136-178    Distillate of Skinspikes VI         4p 5g 3s 9c per combine
179-210    Philter of the Wolf V               6p 9g 4s 2c per combine

I suggest to reduce cost of ALCHEMY
1. FARM or buy DEEP ORC meat - and make Deep Orc Essence - 195 TRIV - cost 1G 2S 5C per combine
2. to go from 210 - 300 - FORAGE RED CUPS and COLLECT DEEP WATER INK


DISTILATE of _______ VIII - 255 TRIV - Cost 14p 1G 5S 1C per combine w/ RED CUPS
DISTILATE of _______ IX - 302 TRIV - COST From under 1PP - 2PP per combine w/ DEEP WATER INK



ALCHEMY.MAC
Rich (BB code):
| Alchemy.mac version 2.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 26 APR 06: Call to read locs was missing... added it
|
| 2 APR 06: REworked to new recipies 
|
| THIS MACRO DOES NOT DESTROY OR SELL OFF YOU End result potions
|
| I suggest to reduce cost of ALCHEMY 
|             1. FARM or buy DEEP ORC meat - and make Deep Orc Essence - 195 TRIV - cost 1G 2S 5C per combine
|             2. to go from 210 - 300 - FORAGE RED CUPS and COLLECT DEEP WATER INK 
|                  DISTILATE of _______ VIII - 255 TRIV - Cost 14p 1G 5S 1C per combine w/ RED CUPS
|                  DISTILATE of _______ IX - 302 TRIV - COST From under 1PP - 2PP per combine w/ DEEP WATER INK
|
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand BETWEEN Lita Hegeway @ loc 122,-50 
|                           AND Jorlan Hegeway in Abysmal Sea
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)
| A Medicine Bag needs to be in slot 8 of your packs
|
| 
|
|Inventory
| _______
|| 1 | 5 |
||___|___|
|| 2 | 6 | 
||___|___|
|| 3 | 7 |
||___|___|
|| 4 | 8 |
||___|___|
|


#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer ${Me.Skill[Alchemy]}
    /declare SkillMaxWanted int outer
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare MerchantNameB string Outer
    /declare MerchantNameC string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare NewUI int outer

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset SkillMaxWanted 210 
    /varset DelayMult 1
    /declare Filename string outer Alchemy.ini

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Call Read INI for locations array
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /call ReadINIA ${Filename} "Abysmal Sea" 
    /if (!${Defined[LocArray]}) { 
       /echo No Loc Array Created...
       /endmacro 
    } 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

|--- Check Current Skill against Skill wanted 
    /echo Alchemy is at ${Me.Skill[Alchemy]}

    /if (${Me.Skill[Alchemy]}>=${SkillMaxWanted}) {
      /echo Alchemy is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }

    /if (${Me.Skill[Alchemy]}<83) {
          /varset MerchantNameA Sara Hegeway
          /varset MerchantNameB Jensine Hegeway
      }
    /if (${Me.Skill[Alchemy]}>=84 && ${Me.Skill[Alchemy]}<136) {
          /varset MerchantNameA Jensine Hegeway
          /varset MerchantNameB Maren Hegeway
      }
    /if (${Me.Skill[Alchemy]}>=136 && ${Me.Skill[Alchemy]}<211) {
          /varset MerchantNameA Jorlan Hegeway
          /varset MerchantNameB Lita Hegeway
          /varset MerchantNameC Oline Hegeway
      }

    /if (${Me.Skill[Alchemy]}<55) {
    /varset CombItemName DI2
    /varset ItemTo Distillate of Immunization II
    }
    /if (${Me.Skill[Alchemy]}>=55 && ${Me.Skill[ALchemy]}<84) {
    /varset CombItemName DI3
    /varset ItemTo Distillate of Immunization III
    }
    /if (${Me.Skill[Alchemy]}>=84 && ${Me.Skill[Alchemy]}<101) {
    /varset CombItemName WOLF2
    /varset ItemTo Philter of the Wolf II
    }
    /if (${Me.Skill[Alchemy]}>=101 && ${Me.Skill[Alchemy]}<136) {
    /varset CombItemName WOLF3
    /varset ItemTo Philter of the Wolf III
    }
    /if (${Me.Skill[Alchemy]}>=136 && ${Me.Skill[Alchemy]}<179) {
    /varset CombItemName DS6
    /varset ItemTo Distillate of Skinspikes VI
    }
    /if (${Me.Skill[Alchemy]}>=179 && ${Me.Skill[Alchemy]}<211) {
    /varset CombItemName WOLF5
    /varset ItemTo Philter of the Wolf 5
    }
   
    /call ReadIni ${CombItemName}
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset EndingVar 1
    /varset NewUI 1

    /if (${Me.Skill[Alchemy]}>=136 && ${Me.Skill[Alchemy]}<211) /call Movement 3 3 0

    /target ${MerchantNameA}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[2]}" 20

    /if (${Me.Skill[Alchemy]}<136) /call Buy "${Component[1]}" 20

    /if (${Me.Skill[Alchemy]}<84) /call Buy "${Component[3]}" 60

    /if (${Me.Skill[Alchemy]}>=136 && ${Me.Skill[Alchemy]}<211) /call Buy "${Component[3]}" 20

    /if (${Me.Skill[Alchemy]}<136) /call Movement 3 3 0

    /if (${Me.Skill[Alchemy]}>=136 && ${Me.Skill[Alchemy]}<211) /call Movement 1 1 0

    /target ${MerchantNameB}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call Buy "${Component[4]}" 20

    /if (${Me.Skill[Alchemy]}>=84 && ${Me.Skill[Alchemy]}<211) /call Buy "${Component[5]}" 40

    /if (${Me.Skill[Alchemy]}>=84 && ${Me.Skill[Alchemy]}<136) /call Buy "${Component[3]}" 20

    /call Movement 3 3 0

    /if (${Me.Skill[Alchemy]}>=136 && ${Me.Skill[Alchemy]}<211) {

           /call Movement 4 4 0

           /target ${MerchantNameC}

           /nomodkey /click right target

           /delay 5s ${Window[MerchantWnd].Open}

           /call Buy "${Component[1]}" 20

           /call Movement 1 1 0

           }

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      /nomodkey /itemnotify pack8 rightmouseup
      /doevents
      /delay 3s ${Window[TradeskillWnd].Open} 
      /if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
      /delay 3s ${Window[TradeskillWnd].Open} 
      /call ChooseRecipe
      /call ClosePacks

    /target ${MerchantNameA}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}

    /nomodkey /click right target

/delay 5s ${Window[MerchantWnd].Open} 

    /call OpenPacks

    /call Sell "${Component[1]}"

    /call Sell "${Component[2]}"

    /call Sell "${Component[3]}"

    /call Sell "${Component[4]}"

    /if (${Me.Skill[Alchemy]}>83) /call Sell "${Component[5]}"

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /doevents

    /goto :start

    /return


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
        /if (${Me.Skill[Alchemy]}>${OldSkill}) {
        /echo Your Alchemy Went Up!! It's now ${Me.Skill[Alchemy]}!
        /varset OldSkill ${Me.Skill[Alchemy]}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
    /varset EndingVar 2
/return
ALCHEMY.ini
Rich (BB code):
[Abysmal Sea]
Value=4
Loc1=106,-50
Loc2=140,-53
Loc3=157,-52
Loc4=108,-36

[DI2]
Cont=Medicine Bag
Comp0=crude potion vial  
Comp1=single sage leaf
Comp2=mullein leaf
Comp3=Vox's dust

[DI3]
Cont=Medicine Bag
Comp0=rough potion vial  
Comp1=single sage leaf
Comp2=mullein leaf
Comp3=violet tri-tube sap

[WOLF2]
Cont=Medicine Bag
Comp0=sprig of birthwort
Comp1=sprig of fenugreek
Comp2=makeshift potion vial  
Comp3=blue verain bulb
Comp4=dash of wolf blood


[WOLF3]
Cont=Medicine Bag
Comp0=sprig of birthwort
Comp1=sprig of fenugreek
Comp2=simple potion vial  
Comp3=betherium bark
Comp4=dash of wolf blood


[DS6]
Cont=Medicine Bag
Comp0=acaana  
Comp1=bugbane
Comp2=comfrey
Comp3=plain potion vial
Comp4=flamewort


[wolf5]
Cont=Medicine Bag
Comp0=birthwort
Comp1=dragonwart
Comp2=fenugreek
Comp3=smooth potion vial
Comp4=a measure of wolf blood


ARMY
 
Last edited:
ALECHEMY 2 MACRO --&gt; IT STARTS IN Shadow Haven

NEW CODE ONLY ONE ALCHEMY MACRO NOW



ARMY
 
Last edited:
Baking Macro

Updated 26 MAR 2006

BAKE.MAC
Rich (BB code):
| Bake.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand behind Tylida Eraldi
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)
| A SPLIT needs to be in slot 8 of your packs
|
|
|Inventory
| _______
|| 1 | 5 |
||___|___|
|| 2 | 6 | 
||___|___|
|| 3 | 7 |
||___|___|
|| 4 | 8 |
||___|___|
|


#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main 
    /declare OldSkill int outer ${Me.Skill[Baking]}
    /declare SkillMaxWanted int outer
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare MerchantNameB string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare NewUI int outer

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset MerchantNameA "Tylida Eraldi" 
    /varset MerchantNameB "Dray Cuves" 
    /varset SkillMaxWanted 191 
    /varset DelayMult 1
    /declare Filename string outer Baking.ini


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Call Read INI for locations array
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /call ReadINIA ${Filename} "Abysmal Sea" 
    /if (!${Defined[LocArray]}) { 
       /echo No Loc Array Created...
       /endmacro 
    } 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

|--- Check Current Skill against Skill wanted 
    /echo Baking is at ${Me.Skill[Baking]}

    /if (${Me.Skill[Baking]}>=${SkillMaxWanted}) {
      /echo Baking is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }
      /varset CombItemName "PM"
      /varset ItemTo "Patty Melt"

    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset EndingVar 1
    /varset NewUI 1

    /target ${MerchantNameA}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[1]}" 40

    /call Buy "${Component[2]}" 40


    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp


    /echo Moving to ${MerchantNameB}

    /call Movement 1 1 0

    /target ${MerchantNameB}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameB}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call Buy "${Component[3]}" 40

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

/nomodkey /itemnotify pack8 rightmouseup 
/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 
      /call ChooseRecipe
      /call ClosePacks

    /echo Moving to ${MerchantNameA}
    /echo Selling off and starting over
    /call Movement 2 2 0

    /target ${MerchantNameA}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}

    /nomodkey /click right target

/delay 5s ${Window[MerchantWnd].Open} 

    /call OpenPacks

    /call Sell ${ItemTo}

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /doevents

    /goto :start

    /return


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
        /if (${Me.Skill[Baking]}>${OldSkill}) {
        /echo Your Baking Went Up!! It's now ${Me.Skill[Baking]}!
        /varset OldSkill ${Me.Skill[Baking]}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
    /varset EndingVar 2
/return
BAKING.INI
Rich (BB code):
[Abysmal Sea]
Value=2
Loc1=-154.78,187.88
Loc2=-96.24,189.13

[PM]
Cont=Spit
Comp0=loaf of bread
Comp1=bear meat
Comp2=cheese
Comp3=non-stick frying pan

[CE]
Cont=Mixing Bowl
Comp0=celestial solvent
Comp1=The Scent of Marr
 
Last edited:
Brewing Macro

Updated 26 MAR 2006

BREW.MAC
Rich (BB code):
 | Brew.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand between Dray Curves and Galidnus Corkpopper
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)
 
 
#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc
 
 
Sub Main
/declare OldSkill int outer ${Me.Skill[Brewing]}
/declare SkillMaxWanted int outer
/declare PackCode string outer 
/declare Component[10] string outer
/declare i int outer
/declare MerchantNameA string Outer
/declare MerchantNameB string Outer
/declare CombItemName string outer
/declare ItemTo string outer
/declare ItemToB string outer
/declare ItemToC string outer
/declare EndingVar int outer
/declare DelayMult int outer
/declare Container string outer
/declare Checkrecipe string outer
/declare NewUI int outer
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
| 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
/varset MerchantNameA "Galidnus Corkpopper" 
/varset MerchantNameB "Dray Cuves" 
/varset SkillMaxWanted 199 
/varset DelayMult 1
/declare Filename string outer Brewing.ini
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Call Read INI for locations array
| 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
/call ReadINIA ${Filename} "Abysmal Sea" 
/if (!${Defined[LocArray]}) { 
/echo No Loc Array Created...
/endmacro 
} 
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
:start
 
|--- Check Current Skill against Skill wanted 
/echo Brewing is at ${Me.Skill[Brewing]}
 
/if (${Me.Skill[Brewing]}>=${SkillMaxWanted}) {
/echo Brewing is at ${SkillMaxWanted}. Quiting!
/endmacro
}
/varset CombItemName "MHB"
/varset ItemTo "Minotaur Hero's Brew"
/varset ItemToB "bottle"
/varset ItemToC "cask"
 
/call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
/varset EndingVar 1
/varset NewUI 1
 
/target ${MerchantNameA}
 
/nomodkey /click right target
 
/delay 5s ${Window[MerchantWnd].Open}
 
/call OpenPacks
 
/call Buy "${Component[1]}" 80
 
/call Buy "${Component[2]}" 240
 
/call Buy "${Component[3]}" 80
 
/nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp
 
/echo Buying from ${MerchantNameB}
 
/target ${MerchantNameB}
 
/delay 5s ${Target.ID}==${Spawn[${MerchantNameB}].ID}
 
/nomodkey /click right target
 
/delay 5s ${Window[MerchantWnd].Open}
 
/call Buy "${Component[4]}" 180
 
/call Buy "${Component[5]}" 160
 
/nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp
 
/call ClosePacks
 
/echo Moving to the Barrel
 
/call Movement 1 1 0
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
/nomodkey /itemtarget Brew Barrel notarget 
/face item nolook 
/click left item 
/delay 3s ${Window[TradeskillWnd].Open} 
/doevents
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 
/call ChooseRecipe
/call ClosePacks
 
/echo Moving to ${MerchantNameA}
/echo Selling off and starting over
/call Movement 2 2 0
 
/target ${MerchantNameA}
 
/delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}
 
/nomodkey /click right target
 
/delay 5s ${Window[MerchantWnd].Open} 
 
/call OpenPacks
 
/call Sell ${ItemTo}
 
/call Sell ${ItemToB}
 
/nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp
 
/call ClosePacks
 
/doevents
 
/goto :start
 
/return
 
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
/if (${Me.Skill[Brewing]}>${OldSkill}) {
/echo Your Brewing Went Up!! It's now ${Me.Skill[Brewing]}!
/varset OldSkill ${Me.Skill[Brewing]}
/return
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
/varset EndingVar 2
/return
BREWING.INI
Rich (BB code):
[Abysmal Sea]
Value=2
Loc1=-212.82,169.36
Loc2=-167.32,171.46
 
 
[MHB]
Cont=Enviro
Comp0=yeast
Comp1=malt
Comp2=cask
Comp3=Water flask
Comp4=short beer
Comp5=short beer
Comp6=water flask
Comp7=malt
Comp8=malt

ARMY
 
Last edited:
Fishing Macro

Updated 26 MAR 2006

This macro is a fishing skill up macro that works in Aby Sea... it buys bait and poles as needed

It checks for Fishermans companion also

Enjoy

FISHING.MAC
Rich (BB code):
 | Fishing.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand infront of Duath Untez (ACROSS HALL FROM BANKERS)
| You need to be in the first person view
| the 5 FILES need to be in the macro\common folder (see includes below)



#event BrokenPole "#*#You can't fish without a fishing pole#*#"
#Event BrokenPole "#*#You need to put your fishing pole#*#"
#event NoBait "#*#You can't fish without fishing bait#*#"
#event End "#*#can not afford#*#"
#Event Skillup "#*#become better at#*#"
#Event Holding "#*#can't fish while holding#*#"

#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer
    /declare SkillMaxWanted int outer 200
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare DelayMult int outer
    /varset OldSkill ${Me.Skill[Fishing]}
    /declare EndingVar int outer 1


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset MerchantNameA "Duath Untez" 
    /varset DelayMult 1
    /declare Filename string outer Fishing.ini



|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Call Read INI for locations array
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /call ReadINIA ${Filename} "Abysmal Sea" 
    /if (!${Defined[LocArray]}) { 
       /echo No Loc Array Created...
       /endmacro 
    } 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

|--- Check Current Skill against Skill wanted 
    /echo Fishing is at ${Me.Skill[Fishing]}

    /if (${Me.Skill[Fishing]}>=${SkillMaxWanted}) {
      /echo Fishing is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

:start
    /target ${MerchantNameA}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "Fishing Bait" 100

    /if (${FindItemCount[=Fisherman's Companion]}<1) /call Buy "Fishing Pole" 5

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /echo Moving to the Beer Spot

    /call Movement 2 14 6
    /face loc 512,190

    :fish
    /doability Fishing
    /delay 75
    /if (${Me.AbilityReady["Fishing"]}) {
            /if (${Cursor.ID}) {
            /if (${Cursor.Name.Equal[Tattered Cloth Sandal]}) {
            /destroy
            /delay 1s
        } else {
            /if (${Cursor.Name.Equal[Rusty Dagger]}) {
                /destroy
                /delay 1s
            } else {
            /echo Caught ${Cursor.Name}
            /call ClearCursor
            }
         }
       }
     }
    /doevents
    /if (${EndingVar}==1) /goto :fish
/goto :start
/return
    

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Broken Pole
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Sub Event_BrokenPole
   /if (${FindItemCount[=Fishing Pole]}>0) {
   /call OpenPacks
    /delay ${Math.Calc[${DelayMult}*1]}s
   /nomodkey /ctrl /itemnotify ${FindItem[=Fishing Pole].InvSlot} leftmouseup
   /delay ${Math.Calc[${DelayMult}*2]}s
      /Call ClearCursor
   /call ClosePacks
   /return
   } Else {
   /if (${FindItemCount[=Fisherman's Companion]}>0) {    
   /nomodkey /ctrl /itemnotify ${FindItem[=Fisherman's Companion].InvSlot} Rightmouseup
   /delay ${Math.Calc[${DelayMult}*10]}s
      /Call ClearCursor
   /return
   } Else {
   /echo Need to buy fishing poles
   /echo Moving to Duath
   /call Movement 15 26 22
   /varset EndingVar 2
   /return
   }
}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Time to buy more bait
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_NoBait
   /echo Need to buy bait
   /echo moving to Duath
   /call Movement 15 26 22
   /varset EndingVar 2
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
        /if (${Me.Skill[Fishing]}>${OldSkill}) {
        /echo Your Fishing Went Up!! It's now ${Me.Skill[Fishing]}!
        /varset OldSkill ${Me.Skill[Fishing]}
        }
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Holding something
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Holding
      /Call ClearCursor
/return
FISHING.INI
Rich (BB code):
[Abysmal Sea]
Value=26
Loc1=-60.65,229.34
Loc2=-59.64,180.01
Loc3=-122.11,179.08
Loc4=-190.19,128.00
Loc5=-259.29,173.21
Loc6=-292.57,171.58
Loc7=-336.24,151.58
Loc8=-251.42,141.40
Loc9=154.99,177.46
Loc10=183.68,-1.87
Loc11=270.57,0.20
Loc12=318.44,41.49
Loc13=456.49,47.37
Loc14=456.42,51.19
Loc15=318.44,41.49
Loc16=270.57,0.20
Loc17=183.68,-1.87
Loc18=154.99,177.46
Loc19=-251.42,141.40
Loc20=-336.24,151.58
Loc21=-292.57,171.58
Loc22=-259.29,173.21
Loc23=-190.19,128.00
Loc24=-122.11,179.08
Loc25=-59.64,180.01
Loc26=-60.65,229.34

ARMY
 
Last edited:
Fletching Macro

Updated 17 APR 2006

FLETCH.MAC
Rich (BB code):
| Fletch.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 17 APR fixed a typo or two DOH
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand behind Bansama Nysawi
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)
| A Fletching Kit needs to be in slot 8 of your packs
|
|
|Inventory
| _______
|| 1 | 5 |
||___|___|
|| 2 | 6 | 
||___|___|
|| 3 | 7 |
||___|___|
|| 4 | 8 |
||___|___|
|
 
#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc
 
 
Sub Main
/declare OldSkill int outer ${Me.Skill[fletching]}
/declare SkillMaxWanted int outer
/declare PackCode string outer 
/declare Component[10] string outer
/declare i int outer
/declare MerchantNameA string Outer
/declare CombItemName string outer
/declare ItemTo string outer
/declare EndingVar int outer
/declare DelayMult int outer
/declare Container string outer
/declare Checkrecipe string outer
/declare NewUI int outer
 
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
| 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
/varset MerchantNameA "Bansama Nysawi" 
/varset SkillMaxWanted 191 
/varset DelayMult 1
/declare Filename string outer fletching.ini
 
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
:start
 
|--- Check Current Skill against Skill wanted 
/echo fletching is at ${Me.Skill[fletching]}
 
/if (${Me.Skill[fletching]}>=${SkillMaxWanted}) {
/echo fletching is at ${SkillMaxWanted}. Quiting!
/endmacro
}
/if (${Me.Skill[Fletching]}>=255 && ${Me.Skill[Fletching]}<282) { 
/varset CombItemName "RSCB" 
/varset ItemTo "Rough Shadewood Compound Bow" 
}
 
/if (${Me.Skill[Fletching]}>=235 && ${Me.Skill[Fletching]}<255) { 
/varset CombItemName "RSRB" 
/varset ItemTo "Rough Shadewood Recurve Bow" 
} 
 
/if (${Me.Skill[Fletching]}>=215 && ${Me.Skill[Fletching]}<235) { 
/varset CombItemName "RDCB" 
/varset ItemTo "Rough Darkwood Compound Bow" 
} 
 
/if (${Me.Skill[Fletching]}>=202 && ${Me.Skill[Fletching]}<215) { 
/varset CombItemName "RDRB" 
/varset ItemTo "Rough Darkwood Recurve Bow" 
} 
 
/if (${Me.Skill[Fletching]}>=162 && ${Me.Skill[Fletching]}<202) { 
/varset CombItemName "FWCL" 
/varset ItemTo "CLASS 6 Wood Point Arrow" 
} 
 
/if (${Me.Skill[Fletching]}>=135 && ${Me.Skill[Fletching]}<162) { 
/varset CombItemName "FWBL" 
/varset ItemTo "CLASS 5 Wood Point Arrow" 
} 
 
/if (${Me.Skill[Fletching]}>=122 && ${Me.Skill[Fletching]}<135) { 
/varset CombItemName "FCRL" 
/varset ItemTo "CLASS 1 Ceramic Point Arrow" 
} 
 
/if (${Me.Skill[Fletching]}>=102 && ${Me.Skill[Fletching]}<122) { 
/varset CombItemName "FWWL" 
/varset ItemTo "CLASS 4 Wood Point Arrow" 
} 
 
/if (${Me.Skill[Fletching]}>=82 && ${Me.Skill[Fletching]}<102) { 
/varset CombItemName "HWSL" 
/varset ItemTo "CLASS 1 Wood Hooked Arrow" 
} 
 
/if (${Me.Skill[Fletching]}>=68 && ${Me.Skill[Fletching]}<82) { 
/varset CombItemName "FWSL" 
/varset ItemTo "CLASS 3 Wood Point Arrow" 
} 
 
/if (${Me.Skill[Fletching]}>=56 && ${Me.Skill[Fletching]}<68) { 
/varset CombItemName "FBRL" 
/varset ItemTo "CLASS 1 Bone Point Arrow" 
} 
 
/if (${Me.Skill[Fletching]}>=46 && ${Me.Skill[Fletching]}<56) { 
/varset CombItemName "FWRS" 
/varset ItemTo "CLASS 1 Wood Point Arrow (Small Groove)" 
} 
 
/if (${Me.Skill[Fletching]}>=36 && ${Me.Skill[Fletching]}<46) { 
/varset CombItemName "FWPL" 
/varset ItemTo "CLASS 2 Wood Point Arrow" 
} 
 
/if (${Me.Skill[Fletching]}>=16 && ${Me.Skill[Fletching]}<36) { 
/varset CombItemName "FWRM" 
/varset ItemTo "CLASS 1 Wood Point Arrow (Medium Groove)" 
} 
 
/if (${Me.Skill[Fletching]}>=0 && ${Me.Skill[Fletching]}<16) { 
/varset CombItemName "FWRL" 
/varset ItemTo "CLASS 1 Wood Point Arrow (Large Groove)" 
} 
 
 
/call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
/varset EndingVar 1
/varset NewUI 1
 
/target ${MerchantNameA}
 
/nomodkey /click right target
 
/delay 5s ${Window[MerchantWnd].Open}
 
/call OpenPacks
 
/if (${Me.Skill[Fletching]}>=255 && ${Me.Skill[Fletching]}<282) { 
 
/call Buy "${Component[1]}" 10
 
/call Buy "${Component[2]}" 10
 
/call Buy "${Component[3]}" 20
 
} else /if (${Me.Skill[Fletching]}>=215 && ${Me.Skill[Fletching]}<235) { 
 
/call Buy "${Component[1]}" 10
 
/call Buy "${Component[2]}" 10
 
/call Buy "${Component[3]}" 20
 
} else /if (${Me.Skill[Fletching]}>=202) { 
 
/call Buy "${Component[1]}" 10
 
/call Buy "${Component[2]}" 10 
 
} else { 
 
/call Buy "${Component[1]}" 40
 
/call Buy "${Component[2]}" 40
 
/call Buy "${Component[3]}" 40
 
/call Buy "${Component[4]}" 40
 
}
 
/nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp
 
/call ClosePacks
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
/nomodkey /itemnotify pack8 rightmouseup
/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 
 
/call ChooseRecipe
/call ClosePacks
 
/target ${MerchantNameA}
 
/delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}
 
/nomodkey /click right target
 
/delay 5s ${Window[MerchantWnd].Open} 
 
/call OpenPacks
 
/call Sell ${ItemTo}
 
/if (${Me.Skill[Fletching]}<=202) {
 
/if (${Me.Skill[Fletching]}<56) {
/varset ItemTo "CLASS 1 Wood Point Arrow" 
 
/call Sell ${ItemTo}
}
 
/call Sell "${Component[1]}"
 
/call Sell "${Component[2]}"
 
/call Sell "${Component[3]}"
 
/call Sell "${Component[4]}"
 
}
 
/nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp
 
/call ClosePacks
 
/doevents
 
/goto :start
 
/return
 
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
/if (${Me.Skill[fletching]}>${OldSkill}) {
/echo Your fletching Went Up!! It's now ${Me.Skill[fletching]}!
/varset OldSkill ${Me.Skill[fletching]}
/return
 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
Sub Event_Advanced
 
/varset EndingVar 2
 
/return
FLETCH.INI
Rich (BB code):
[FWRL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=field point arrowheads 
Comp3=several round cut fletchings
 
[FWRM] 
Cont=Fletching Kit 
Comp0=medium groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=field point arrowheads 
Comp3=several round cut fletchings
 
[FWPL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=field point arrowheads 
Comp3=several parabolic cut fletchings 
 
[FWSL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=field point arrowheads 
Comp3=several shield cut fletchings 
 
[HWSL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=hooked arrowheads 
Comp3=several round cut fletchings 
 
[FWWL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=field point arrowheads 
Comp3=set of wooden arrow vanes 
 
[FCRL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled ceramic arrow shafts 
Comp2=field point arrowheads 
Comp3=several round cut fletchings 
 
[FWBL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=field point arrowheads 
Comp3=set of bone arrow vanes 
 
[FWCL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=field point arrowheads 
Comp3=set of ceramic arrow vanes 
 
[RDRB] 
Cont=Fletching Kit 
Comp0=hemp twine 
Comp1=darkwood bow staff
 
[RDCB] 
Cont=Fletching Kit 
Comp0=hemp twine 
Comp1=darkwood bow staff 
Comp2=standard bow cam 
Comp3=standard bow cam 
 
[RSRB] 
Cont=Fletching Kit 
Comp0=hemp twine 
Comp1=shadewood bow staff
 
[RSCB] 
Cont=Fletching Kit 
Comp0=hemp twine 
Comp1=shadewood bow staff 
Comp2=standard bow cam 
Comp3=standard bow cam 
 
 
 
 
 
[FWRS] 
Cont=Fletching Kit 
Comp0=small groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=field point arrowheads 
Comp3=several round cut fletchings 
 
[FBRL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled bone arrow shafts 
Comp2=field point arrowheads 
Comp3=several round cut fletchings 
 
[HCPL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled ceramic arrow shafts 
Comp2=hooked arrowheads 
Comp3=several parabolic cut fletchings 
 
[SCPL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled ceramic arrow shafts 
Comp2=silver tipped arrowheads 
Comp3=several parabolic cut fletchings 
 
[FWBL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled wooden arrow shafts 
Comp2=field point arrowheads 
Comp3=set of bone arrow vanes 
 
[SSPL] 
Cont=Fletching Kit 
Comp0=large groove nocks 
Comp1=bundled steel arrow shafts 
Comp2=silver tipped arrowheads 
Comp3=several parabolic cut fletchings

ARMY
 
Last edited:
Jeweling Macro

Updated 26 MAR 2006

JEWELER.MAC
Rich (BB code):
 | Jeweler.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand behind Rilwind Sitnai
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)
| A Jewelry Making Kit needs to be in slot 8 of your packs
|
| Results of combines are not stackable.... have 4 EMPTY BAGS for this MACRO!!!!
|
|Inventory
| _______
|| 1 | 5 |
||___|___|
|| 2 | 6 | 
||___|___|
|| 3 | 7 |
||___|___|
|| 4 | 8 |
||___|___|
|

#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer ${Me.Skill[Jewelry Making]}
    /declare SkillMaxWanted int outer
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare NewUI int outer

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset MerchantNameA "Rilwind Sitnai" 
    /varset SkillMaxWanted 191 
    /varset DelayMult 1
    /declare Filename string outer JC.ini

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

|--- Check Current Skill against Skill wanted 
    /echo Jewelry Making is at ${Me.Skill[Jewelry Making]}

    /if (${Me.Skill[Jewelry Making]}>=${SkillMaxWanted}) {
      /echo Jewelry Making is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }
     /if (${Me.Skill[Jewelry Making]}>=276 && ${Me.Skill[Jewelry Making]}<=282) { 
          /if (${FindItemCount[=Diamond]}>40) {
                /varset CombItemName "PS" 
                /varset ItemTo "Sapphire Platinum Necklace"
                } Else {
                 /echo Jewelry Making is at ${SkillMaxWanted}. and you have less than 40 Diamonds.....Quiting!
                 /endmacro
                }
    } 

     /if (${Me.Skill[Jewelry Making]}>=250 && ${Me.Skill[Jewelry Making]}<276) { 
      /varset CombItemName "PS" 
      /varset ItemTo "Sapphire Platinum Necklace" 
    } 

    /if (${Me.Skill[Jewelry Making]}>=220 && ${Me.Skill[Jewelry Making]}<250) {
      /varset CombItemName "PJ"
      /varset ItemTo "Jaded Platinum Ring"
    }

    /if (${Me.Skill[Jewelry Making]}>=202 && ${Me.Skill[Jewelry Making]}<220) {
      /varset CombItemName "PLL"
      /varset ItemTo "Platinum Lapis Lazuli Necklace"
    }

    /if (${Me.Skill[Jewelry Making]}>=191 && ${Me.Skill[Jewelry Making]}<202) {
      /varset CombItemName "GFE"
      /varset ItemTo "Fire Emerald Golden Bracelet"
    }

    /if (${Me.Skill[Jewelry Making]}>=183 && ${Me.Skill[Jewelry Making]}<191) {
      /varset CombItemName "GSA"
      /varset ItemTo "Golden Star Ruby Ring"
    }

    /if (${Me.Skill[Jewelry Making]}>=183 && ${Me.Skill[Jewelry Making]}<191) {
      /varset CombItemName "GO"
      /varset ItemTo "Golden Opal Amulet"
    }

    /if (${Me.Skill[Jewelry Making]}>=172 && ${Me.Skill[Jewelry Making]}<183) {
      /varset CombItemName "GT"
      /varset ItemTo "Golden Topaz Earring"
    }

    /if (${Me.Skill[Jewelry Making]}>=146 && ${Me.Skill[Jewelry Making]}<172) {
      /varset CombItemName "GA"
      /varset ItemTo "Golden Amber Earring"
    }

    /if (${Me.Skill[Jewelry Making]}>=100 && ${Me.Skill[Jewelry Making]}<146) {
      /varset CombItemName "GM"
      /varset ItemTo "Gold Malachite Bracelet"
    }

    /if (${Me.Skill[Jewelry Making]}>=76 && ${Me.Skill[Jewelry Making]}<100) {
      /varset CombItemName "EA"
      /varset ItemTo "Electrum Amber Earring"
    }

    /if (${Me.Skill[Jewelry Making]}>=36 && ${Me.Skill[Jewelry Making]}<76) {
      /varset CombItemName "EL"
      /varset ItemTo "Electrum Lapis Lazuli Earring"
    }

    /if (${Me.Skill[Jewelry Making]}>=21 && ${Me.Skill[Jewelry Making]}<36) {
      /varset CombItemName "SA"
      /varset ItemTo "Silver Amber Ring"
    }

    /if (${Me.Skill[Jewelry Making]}<21) {
      /varset CombItemName "SL"
      /varset ItemTo "Silver Lapis Lazuli Necklace"
    }


    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset EndingVar 1
    /varset NewUI 1

    /target ${MerchantNameA}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[1]}" 40

    /call Buy "${Component[2]}" 40

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      
      /nomodkey /itemnotify pack8 rightmouseup

/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 

      /call ChooseRecipe
      /call ClosePacks

    /target ${MerchantNameA}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}

    /nomodkey /click right target

/delay 5s ${Window[MerchantWnd].Open} 

    /call OpenPacks

    /call Sell ${ItemTo}

    /if (${Me.Skill[Jewelry Making]}<=202) {

    /call Sell "${Component[1]}"

    /call Sell "${Component[2]}"
    
    }

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /doevents

    /goto :start

    /return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
        /if (${Me.Skill[Jewelry Making]}>${OldSkill}) {
        /echo Your Jewelry Making Went Up!! It's now ${Me.Skill[Jewelry Making]}!
        /varset OldSkill ${Me.Skill[Jewelry Making]}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
    /varset EndingVar 2
/return
JC.ini
Rich (BB code):
[SL]
Cont=Jeweler's Kit
Comp0=silver bar
Comp1=lapis lazuli

[SA]
Cont=Jeweler's Kit
Comp0=silver bar
Comp1=amber

[EL]
Cont=Jeweler's Kit
Comp0=electrum bar
Comp1=lapis lazuli

[EA]
Cont=Jeweler's Kit
Comp0=electrum bar
Comp1=amber

[GM]
Cont=Jeweler's Kit
Comp0=gold bar
Comp1=malachite

[GA]
Cont=Jeweler's Kit
Comp0=gold bar
Comp1=amber

[GT]
Cont=Jeweler's Kit
Comp0=gold bar
Comp1=topaz

[GO]
Cont=Jeweler's Kit
Comp0=gold bar
Comp1=opal

[GSR]
Cont=Jeweler's Kit
Comp0=gold bar
Comp1=star ruby

[GFE]
Cont=Jeweler's Kit
Comp0=gold bar
Comp1=fire emerald

[PLL]
Cont=Jeweler's Kit
Comp0=platinum bar
Comp1=lapis lazuli

[PJ]
Cont=Jeweler's Kit
Comp0=platinum bar
Comp1=jade

[PS] 
Cont=Jeweler's Kit 
Comp0=platinum bar 
Comp1=sapphire

[PS] 
Cont=Jeweler's Kit 
Comp0=platinum bar 
Comp1=diamond

ARMY
 
Last edited:
Pottery Macro

Updated 1 APR 2006

YOU MUST SAVE POISON VIAL (not lined or sealed... just PLAIN one) to you favorites if you intend to Fire them in the KILN

POTTER.MAC
Rich (BB code):
| Pottery.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 1 APR 06: Fixed glitch in the KILN routine
|           Fixed where Items were not being destroyed as MACRO called for
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand in front of Yoen Ormard
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)

#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer ${Me.Skill[Pottery]}
    /declare SkillMaxWanted int outer
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare MerchantNameB string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare NewUI int outer
    /declare DoKiln int outer

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset MerchantNameA "Yoen Ormard"
    /varset MerchantNameB "Malkidiv"
    /varset SkillMaxWanted 188
    /varset DelayMult 1
    /declare Filename string outer pottery.ini
    /varset DoKiln 1
|----------------- 1 for yes do KILN .. 0 for no KILN

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Call Read INI for locations array
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /call ReadINIA ${Filename} "Abysmal Sea" 
    /if (!${Defined[LocArray]}) { 
       /echo No Loc Array Created...
       /endmacro 
    } 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

|--- Check Current Skill against Skill wanted 
    /echo Pottery is at ${Me.Skill[Pottery]}

    /if (${Me.Skill[Pottery]}>=${SkillMaxWanted}) {
      /echo Pottery is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }
    /if (${Me.Skill[Pottery]}<41) {
      /varset CombItemName "LC"
      /varset ItemTo "Unfired Large Container"
    }
    /if (${Me.Skill[Pottery]}>=41 && ${Me.Skill[Pottery]}<102) {
      /varset CombItemName "SB"
      /varset ItemTo "Unfired Small Bowl"
    }
    /if (${Me.Skill[Pottery]}>=102 && ${Me.Skill[Pottery]}<148) {
      /varset CombItemName "PVA"
      /varset ItemTo "Unfired Poison Vial"
    }
    /if (${Me.Skill[Pottery]}>=148 && ${Me.Skill[Pottery]}<168) {
      /varset CombItemName "LPVA"
      /varset ItemTo "Unfired Lined Poison Vial"
    }
    /if (${Me.Skill[Pottery]}>=168 && ${Me.Skill[Pottery]}<=188) {
      /varset CombItemName "SPVA"
      /varset ItemTo "Unfired Sealed Poison Vial"
    }

    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset EndingVar 1
    /varset NewUI 1

    /target ${MerchantNameA}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[1]}" 30

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /echo Moving to ${MerchantNameB}

    /call Movement 1 8 3

    /target ${MerchantNameB}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameB}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call Buy "${Component[2]}" 20

    /call Buy "${Component[3]}" 20

    /if (${Me.Skill[Pottery]}>101) /call Buy "${Component[4]}" 20

    /if (${Me.Skill[Pottery]}>41 && ${DoKiln}==1) /call Buy "High Quality Firing Sheet" 20

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /call Movement 24 24 0


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
      :EnviroWait      
      /nomodkey /itemtarget Pottery Wheel notarget 
      /face item nolook 
      /click left item 
      /delay 2
      /doevents 

      /delay 5s ${Window[TradeskillWnd].Open} 

      /if (!${Window[TradeskillWnd].Open}) /goto :EnviroWait 
 
      /call ChooseRecipe
      /call ClosePacks


      /echo ${Me.Skill[Pottery]} Pot Skill
      /echo ${ItemTo} item to 
      /echo ${CombItemName} comb name
      /echo ${DoKiln} Kiln

   /if (${Me.Skill[Pottery]}<=102) {
    /echo Destroy
    /call OpenPacks
    :dest
    /if (${Me.Skill[Pottery]}<=41) /nomodkey /ctrl /itemnotify ${FindItem[=Unfired Large Container].InvSlot} leftmouseup
    /if (${Me.Skill[Pottery]}>41 && ${Me.Skill[Pottery]}<=102) /nomodkey /ctrl /itemnotify ${FindItem[=Unfired Small Bowl].InvSlot} leftmouseup
    /if (!${Cursor.ID}) /goto :next
    /destroy
    /goto :dest
    
    :next
    /call Movement 9 10 0
    }

    /if (${Me.Skill[Pottery]}>102 && ${DoKiln}==0) {
    /echo No KILN for me
    /Call OpenPacks
    :dest2
    /if (${Me.Skill[Pottery]}>102 && ${Me.Skill[Pottery]}<=148) /nomodkey /ctrl /itemnotify ${FindItem[=Unfired Poison Vial].InvSlot} leftmouseup

    /if (${Me.Skill[Pottery]}>148 && ${Me.Skill[Pottery]}<=168) /nomodkey /ctrl /itemnotify ${FindItem[=Unfired Lined Poison Vial].InvSlot} leftmouseup

    /if (${Me.Skill[Pottery]}>168 && ${Me.Skill[Pottery]}<=188) /nomodkey /ctrl /itemnotify ${FindItem[=Unfired Sealed Poison Vial].InvSlot} leftmouseup
    /if (!${Cursor.ID}) /goto :next2
    /destroy
    /goto :dest2
    
    :next2
     } 

    /if (${Me.Skill[Pottery]}>102 && ${DoKiln}==1) {
    /echo going to kill... gonna fire these babies up!!
    /if (${Me.Skill[Pottery]}>102 && ${Me.Skill[Pottery]}<=148) {
      /varset CombItemName "PVB"
      /varset ItemTo "Poison Vial"
    }
    /if (${Me.Skill[Pottery]}>148 && ${Me.Skill[Pottery]}<=168) {
      /varset CombItemName "LPVB"
      /varset ItemTo "Lined Poison Vial"
    }
    /if (${Me.Skill[Pottery]}>168 && ${Me.Skill[Pottery]}<=188) {
      /varset CombItemName "SPVB"
      /varset ItemTo "Sealed Poison Vial"
    }

    /call ReadIni "${CombItemName}"


    /echo Moving to Kiln
    /call Movement 9 14 12

      
      /nomodkey /itemtarget Kiln notarget 
      /face item nolook 
      /click left item 

      :EnviroWait      
      /nomodkey /itemtarget Pottery Wheel notarget 
      /face item nolook 
      /click left item 
      /delay 2
      /doevents 

      /delay 5s ${Window[TradeskillWnd].Open} 

      /if (!${Window[TradeskillWnd].Open}) /goto :EnviroWait 

      /call ChooseRecipe
      /call ClosePacks
      /call Movement 15 18 17
      }

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| all done starting over
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /echo Moving to ${MerchantNameA}
    /echo Selling off and starting over

    /call Movement 18 23 22

    /target ${MerchantNameA}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}

    /nomodkey /click right target

/delay 5s ${Window[MerchantWnd].Open} 

    /call OpenPacks

    /call Sell ${ItemTo}

    /call Sell "${Component[3]}"

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /doevents

    /goto :start

    /return


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
        /if (${Me.Skill[Pottery]}>${OldSkill}) {
        /echo Your Pottery Went Up!! It's now ${Me.Skill[Pottery]}!
        /varset OldSkill ${Me.Skill[Pottery]}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
    /if (!${CombItemName}=="PVB") {

    /if (!${CombItemName}=="LPVB") {

    /if (!${CombItemName}=="SPVB") {


    /varset EndingVar 2
    
    }
   }
  }

/return
POTTERY.INI
Rich (BB code):
[Abysmal Sea]
Value=24
Loc1=110.96, 20.36
Loc2=178.05, 50.08
Loc3=178.05, 69.77
Loc4=92.04, 111.11
Loc5=92.67, 260.68
Loc6=-204.01, 261.08
Loc7=-225.75, 204.70
Loc8=-252.69, 202.40
Loc9=-225.75, 204.70
Loc10=-204.01, 261.08
Loc11=-254.69, 259.14
Loc12=-266.52, 258.82
Loc13=-329.85, 260.15
Loc14=-328.94, 241.51
Loc15=-329.85, 260.15
Loc16=-266.52, 258.82
Loc17=-254.69, 259.14
Loc18=-204.01, 261.08
Loc19=92.67, 260.68
Loc20=92.04, 111.11
Loc21=178.05, 69.77
Loc22=178.05, 50.08
Loc23=110.96, 20.36
Loc24=-259,193

[LC]
Cont=Enviro
Comp0=water flask
Comp1=block of clay
Comp2=Large Jar sketch

[SB]
Cont=Enviro
Comp0=water flask
Comp1=small block of clay
Comp2=bowl sketch

[PVA]
Cont=Enviro
Comp0=water flask
Comp1=crows special brew
Comp2=vial sketch
Comp3=small block of clay

[LPVA]
Cont=Enviro
Comp0=water flask
Comp1=crows special brew
Comp2=lined vial sketch
Comp3=small block of clay

[SPVA]
Cont=Enviro
Comp0=water flask
Comp1=crows special brew
Comp2=sealed vial sketch
Comp3=small block of clay

[LCB]
Cont=Enviro
Comp0=unfired large container
Comp1=quality firing sheet

[SBB]
Cont=Enviro
Comp0=unfired small bowl
Comp1=high quality firing sheet

[PVB]
Cont=Enviro
Comp0=unfired poison vial
Comp1=high quality firing sheet

[LPVB]
Cont=Enviro
Comp0=unfired lined poison vial
Comp1=high quality firing sheet

[SPVB]
Cont=Enviro
Comp0=unfired sealed poison vial
Comp1=high quality firing sheet

ARMY
 
Last edited:
Smithing Macro

Updated 23 APR 2006


SMITH.MAC
Rich (BB code):
| Smith.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 23 APR 2006: added another loc to keep from getting stuck at forge
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand behind Snokin Breaksteel
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)


#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer ${Me.Skill[Blacksmithing]}
    /declare SkillMaxWanted int outer
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare MerchantNameB string Outer
    /declare MerchantNameC string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare NewUI int outer

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset MerchantNameA "Snokin Breaksteel"
    /varset MerchantNameB "Cevroy Sharpaxe"
    /varset MerchantNameC "Dray Cuves"
    /varset SkillMaxWanted 115
    /varset DelayMult 1
    /declare Filename string outer Smithing.ini


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Call Read INI for locations array
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /call ReadINIA ${Filename} "Abysmal Sea" 
    /if (!${Defined[LocArray]}) { 
       /echo No Loc Array Created...
       /endmacro 
    } 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

|--- Check Current Skill against Skill wanted 
    /echo Blacksmithing is at ${Me.Skill[Blacksmithing]}

    /if (${Me.Skill[Blacksmithing]}>=${SkillMaxWanted}) {
      /echo Blacksmithing is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }

    /if (${Me.Skill[Blacksmithing]}<92) {
      /varset CombItemName "BG"
      /varset ItemTo "Banded Gorget"
    }
    /if (${Me.Skill[Blacksmithing]}>=92 && ${Me.Skill[Blacksmithing]}<102) {
      /varset CombItemName "BC"
      /varset ItemTo "Banded Cloak"
    }
    /if (${Me.Skill[Blacksmithing]}>=102 && ${Me.Skill[Blacksmithing]}<=115) {
      /varset CombItemName "BM"
      /varset ItemTo "Banded Mail"
    }

    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset EndingVar 1
    /varset NewUI 1

    /target ${MerchantNameA}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[2]}" 30

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /echo Moving to ${MerchantNameB}

    /call Movement 1 4 2

    /target ${MerchantNameB}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameB}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call Buy "${Component[1]}" 10

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /echo Moving to ${MerchantNameC}

    /call Movement 5 11 9

    /target ${MerchantNameC}

    /delay 5s ${Target.ID}==${Spawn[${MerchantNameC}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call Buy "${Component[3]}" 40

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /echo Moving to the Forge

    /call Movement 12 17 14
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      /nomodkey /itemtarget forge notarget 
      /face item nolook 
      /click left item 

      /doevents 
      /delay 3s ${Window[TradeskillWnd].Open} 
      /if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
      /delay 3s ${Window[TradeskillWnd].Open} 
      /call ChooseRecipe
      /call ClosePacks

    /echo Moving to ${MerchantNameA}
    /echo Selling off and starting over
    /call Movement 22 22 0
    /call Movement 18 21 20

    /target ${MerchantNameA}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}

    /nomodkey /click right target

    /call OpenPacks

    /call Sell ${ItemTo}

    /call Sell ${Component[1]}

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /doevents

    /goto :start

    /return


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
        /if (${Me.Skill[Blacksmithing]}>${OldSkill}) {
        /echo Your Blacksmithing Went Up!! It's now ${Me.Skill[Blacksmithing]}!
        /varset OldSkill ${Me.Skill[Blacksmithing]}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
    /varset EndingVar 2
/return
SMITHING.INI
Rich (BB code):
[Abysmal Sea]
Value=22
Loc1=130.49,259.22
Loc2=129.65,235.06
Loc3=35.36,235.70
Loc4=58.49,263.19
Loc5=-13.97,292.28
Loc6=-56.90,285.24
Loc7=-240.09,285.24
Loc8=-242.62,215.95
Loc9=-223.62,215.95
Loc10=-220.54,176.45
Loc11=-155.54,172.52
Loc12=-220.54,176.45
Loc13=-215.14,215.85
Loc14=-242.62,215.95
Loc15=-240.09,285.24
Loc16=-56.90,285.24
Loc17=62.90,293.24
Loc18=18.59,221.98
Loc19=126.89,236.86
Loc20=130.49,259.22
Loc21=92.71,259.21
Loc22=48.13,294.06


[BM]
Cont=Enviro
Comp0=mail sectional mold
Comp1=sheet metal
Comp2=water flask
Comp3=sheet metal
Comp4=sheet metal

[BG]
Cont=Enviro
Comp0=gorget mold
Comp1=sheet metal
Comp2=water flask
ItemTo=Banded Gorget

[BC]
Cont=Enviro
Comp0=cloak sectional mold
Comp1=sheet metal
Comp2=water Flask
Comp3=sheet metal

[FPV]
Cont=Enviro
Comp0=smithy hammer
Comp1=medium quality folded sheet metal 
Comp2=water Flask
Comp3=plate visor mold
Comp4=leather padding


[FPH]
Cont=Enviro
Comp0=smithy hammer
Comp1=medium quality folded sheet metal 
Comp2=water flask
Comp3=plate helm mold
Comp4=leather padding
Comp5=medium quality folded sheet metal 

[FPB]
Cont=Enviro
Comp0=smithy hammer
Comp1=medium quality folded sheet metal 
Comp2=water flask
Comp3=breastplate mold
Comp4=leather padding
Comp5=medium quality folded sheet metal 
Comp6=medium quality folded sheet metal 

[MQFSM]
Cont=Enviro
Comp0=smithy hammer
Comp1=block of medium quality ore
Comp2=water flask

[CE]
Cont=Mixing Bowl
Comp0=celestial solvent
Comp1=The Scent of Marr

[MT]
Cont=Enviro
Comp0=Celestial Essence
Comp1=Mistletoe
Comp2=Elven Wine

[Hilt]
Cont=Enviro
Comp0=ruby
Comp1=blessed dust of tunare 
Comp2=smithy hammer
Comp3=celestial essence
Comp4=sheet metal
Comp5=mistletoe temper
Comp6=Hilt mold

[Blade]
Cont=Enviro
Comp0=emerald
Comp1=blessed dust of tunare 
Comp2=smithy hammer
Comp3=celestial essence
Comp4=sheet metal
Comp5=mistletoe temper
Comp6=curved blade mold

[Pommel]
Cont=Enviro
Comp0=sapphire
Comp1=blessed dust of tunare 
Comp2=smithy hammer
Comp3=celestial essence
Comp4=sheet metal
Comp5=mistletoe temper
Comp6=pommel mold

[Sickle]
Cont=Enviro
Comp0=Blessed Sickle Blade
Comp1=Blessed Sickle Pommel 
Comp2=smithy hammer
Comp3=Blessed Sickle Hilt

[Dust]
Cont=Enviro
Comp0=Celestial Essence
Comp1=Imbued Emerald
Comp2=Jar of Acid

[VBits]
Cont=Enviro
Comp0=Spell: Enchant Velium
Comp1=Coldain Velium Temper
Comp2=Small Piece of Velium
Comp3=Small Piece of Velium

ARMY
 
Last edited:
Smithing 2 Macro

Updated 23 APR 2006


SMITH2.MAC
Rich (BB code):
| Smith2.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 23 APR 2006: Fixed sell routine
|              Added another Loc to keep from getting stuck at the forge
|
| 17 APR 2006: fixed the Folded sheet making
|              fixed the /if statements deeling with the MQFSM's
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand behind Snokin Breaksteel
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)


#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer ${Me.Skill[Blacksmithing]}
    /declare SkillMaxWanted int outer
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare MerchantNameB string Outer
    /declare MerchantNameC string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare NewUI int outer

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset MerchantNameA Snokin Breaksteel
    /varset MerchantNameB Cevroy Sharpaxe
    /varset MerchantNameC Dray Cuves
    /varset SkillMaxWanted 189
    /varset DelayMult 1
    /declare Filename string outer Smithing.ini


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Call Read INI for locations array
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /call ReadINIA ${Filename} "Abysmal Sea" 
    /if (!${Defined[LocArray]}) { 
       /echo No Loc Array Created...
       /endmacro 
    } 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

|--- Check Current Skill against Skill wanted 
    /echo Blacksmithing is at ${Me.Skill[Blacksmithing]}

    /if (${Me.Skill[Blacksmithing]}>=${SkillMaxWanted}) {
      /echo Blacksmithing is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }
  
   /if (${FindItemCount[=Leather Padding]}<5) {
    /echo you have less than 5 Leather Padding .. TIME TO FARM
    /endMacro
    }

    /if (${FindItemCount[=Medium quality folded sheet metal]}<15) {
    /varset CombItemName MQFSM
    /varset ItemTo Medium Quality Folded Sheet Metal
    /call ReadIni "${CombItemName}"
    /target "${MerchantNameA}"

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[2]}" 30

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

      } ELSE {
    /if (${Me.Skill[Blacksmithing]}<=162) {
    /echo start making FPV
    /varset CombItemName FPV
    /varset ItemTo Fine Plate Visor
    }

    /if (${Me.Skill[Blacksmithing]}>=163 && ${Me.Skill[Blacksmithing]}<=178) {
    /echo start making FPH
    /varset CombItemName FPH
    /varset ItemTo Fine Plate Helm
    }
    /if (${Me.Skill[Blacksmithing]}>=179 && ${Me.Skill[Blacksmithing]}<189) {
    /echo start making FPB
    /varset CombItemName FPB
    /varset ItemTo Fine Plate Breastplate
    }
}

    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset EndingVar 1
    /varset NewUI 1

    /echo Moving to ${MerchantNameB}

    /call Movement 1 4 2

    /if (!${CombItemName.Equal[MQFSM]}) {

    /target "${MerchantNameB}"
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameB}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call Buy "${Component[4]}" 10

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    }

    /echo Moving to ${MerchantNameC}

    /call Movement 5 11 9

    /target "${MerchantNameC}"

    /delay 5s ${Target.ID}==${Spawn[${MerchantNameC}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call Buy "${Component[3]}" 40

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /echo Moving to the Forge

    /call Movement 12 17 14
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      
      /nomodkey /itemtarget forge notarget 
      /face item nolook 
      /click left item 

/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 

      /call ChooseRecipe
      /call ClosePacks

    /echo Moving to ${MerchantNameA}
    /echo Selling off and starting over
    /call Movement 22 22 0
    /call Movement 18 21 20

    /if (${CombItemName.NotEqual[MQFSM]}) {

    /target ${MerchantNameA}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}

    /nomodkey /click right target

/delay 5s ${Window[MerchantWnd].Open} 

    /call OpenPacks



    /call Sell "${ItemTo}"

    /call Sell "${Component[4]}"

    }

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /doevents

    /goto :start

    /return


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup

      /if (${Me.Skill[Blacksmithing]}>${OldSkill}) {
        /echo Your Blacksmithing Went Up!! It's now ${Me.Skill[Blacksmithing]}!
        /varset OldSkill ${Me.Skill[Blacksmithing]}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
    /if (${CombItemName.NotEqual[MQFSM]}) /varset EndingVar 2
/return


ARMY
 
Last edited:
Mistletoe Macro

MAJOR CHANGES both files updated


WOOOOPS 1 to 4 not 1 to 5 ..... set up for 4 runs 8-)



APR 21 2006 FIXED SUB advanced

APR 16 2006: Fixed errors with CNT
Fixed Errors in INI
Fixed combine errors with Sickle PArts

APR 1 2006: fixing minor erros in code. - CE portion buy function fixed
- Gem purchase should work now

Updated 26 MAR 2006 STANDARD coding changes

MISTLETOE.MAC

Rich (BB code):
| Mistletoe.mac version 2.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| APR 21 2006: Fixed Sub Advanced
|
| APR 16 2006: Fixed TYPO in INI file for loc to forge 
|              Fixed Typo on formula for CNT1 2 and 3  to buy gems and molds
|              removed /call Closepacks during Hilt, pommel and blade creation
|
| APR 1 2006: fixing minor erros in code. - CE portion buy function fixed
|                                         - Gem purchase should work now
|
| MAR 26 2006: Standard Coding changes
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand in front of Uiyaniv
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)
| You also need a mixing bowl in LAST slot and the rest need to be empty 10 slot bags.. 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
/echo You must have the tunare dust and mistletoe on your toon before you start
/delay 1s
/echo Smithy Hammer and 5Kpp PER set of Gems X 20 (25Kpp is needed)
/delay 1s
|
|
| Blessed dust of tunare is created with imbued emerald / Celestial essence and a jar of acid
|
| Mistletoe can be bought at several places.. I use Mirao Frostpouch @ -88, -210 in POK
|
| This MAcro needs 120 Dusts and 120 Mistletoes on your toon in any bag BUT 1
| And another 120 of each in the bank (bag1 and first 2 slots of bag 2)
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
| This macro is set to swap bank bag 1&2 with bag 1&2 in inventory Which is where u need to have your extra stuff
| Ensure BANK BAGS 3-6 are empty for sickle transfer
|
|   BANK SLOTS            Inventory
| _________________        _______
|| 1 | 5 | 9  | 13 |      | 1 | 5 |
||___|___|____|____|      |___|___|
|| 2 | 6 | 10 | 14 |      | 2 | 6 |
||___|___|____|____|      |___|___|
|| 3 | 7 | 11 | 15 |      | 3 | 7 |
||___|___|____|____|      |___|___|
|| 4 | 8 | 12 | 16 |      | 4 | 8 |
||___|___|____|____|      |___|___|
|
| ENSURE they are 10 slot .. and only have mistletoe and tunare dust for 40 more combines
|
| IF you do not want it to automatically swap bags.. or maybe use a mule .. then REM out the /call BagSwap line
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 


#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer ${Me.Skill[Blacksmithing]}
    /declare SkillMaxWanted int outer
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare MerchantNameB string Outer
    /declare MerchantNameC string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare NewUI int outer
    /declare Cnt int Local
    /declare Cnt1 int Local
    /declare Cnt2 int Local
    /declare Cnt3 int Local
    /declare runs int Outer 1
    /declare EndIt int outer 1

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset SkillMaxWanted 300
    /varset DelayMult 1
    /declare Filename string outer Mistletoe.ini


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Call Read INI for locations array
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /call ReadINIA ${Filename} "Abysmal Sea" 
    /if (!${Defined[LocArray]}) { 
       /echo No Loc Array Created...
       /endmacro 
    } 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start
    /if (${FindItemCount[=Blessed Dust of Tunare]}<3) /call Ending

|--- Check Current Skill against Skill wanted 
    /echo Blacksmithing is at ${Me.Skill[Blacksmithing]}

    /if (${Me.Skill[Blacksmithing]}>=${SkillMaxWanted}) {
      /echo Blacksmithing is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Making CE 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    /varset CombItemName "CE"
    /varset ItemTo "Celestial Essence (The Scent of Marr)"

    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Determining # of CE to make 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset Cnt ${FindItemCount[=Celestial Essence]}
    /varset Cnt2 ${FindItemCount[=Mistletoe Temper]}
    /echo ${Cnt} CE on hand
    /echo ${Cnt2} Temper on hand
    /varset Cnt2 ${Math.Calc[240-${Cnt2}]}
    /delay ${Math.Calc[${DelayMult}*1]}s

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy CE components 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    /varset EndingVar 1
    /varset NewUI 1

    /target Uiyaniv

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[1]}" ${Math.Calc[${Cnt2}-${Cnt}]}

    /call Buy "${Component[2]}" ${Math.Calc[${Cnt2}-${Cnt}]}

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /echo Doing ${ItemTo} Combines
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Make the CE 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      
      /nomodkey /itemnotify pack8 rightmouseup
/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 
      /call ChooseRecipe
      /call ClosePacks


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Buy GEMS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    /for runs 1 to 4
    /echo Going to Glirina Morningbloom.

    /call Movement 1 3 0

    /varset CombItemName "SPECIAL"
    /varset ItemTo "MADE for PURCHASING"
    /call ReadIni "${CombItemName}"

    /target Glirina Morningbloom

    /delay 5s ${Target.ID}==${Spawn[${MerchantNameC}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /delay ${Math.Calc[${DelayMult}*1]}s
    /varset Cnt1 ${FindItemCount[=Blessed Sickle Hilt]}
    /echo ${Cnt1} Hilts On Hand

    /call Buy "${Component[1]}" ${Math.Calc[10-${Cnt1}]}

    /varset Cnt2 ${FindItemCount[=Blessed Sickle Blade]}
    /echo ${Cnt2} Blades on hand

    /call Buy "${Component[3]}" ${Math.Calc[10-${Cnt2}]}

    /varset Cnt3 ${FindItemCount[=Blessed Sickle Pommel]}
    /echo ${Cnt3} Pommels on hand

    /call Buy "${Component[5]}" ${Math.Calc[10-${Cnt3}]}

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Making Temper
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    /varset CombItemName "MT"
    /varset ItemTo "Mistletoe Temper"

    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Determining # of Temper to make 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset Cnt ${FindItemCount[=Mistletoe]}
    /echo ${Cnt} Mistletoe On Hand
    /delay ${Math.Calc[${DelayMult}*1]}s

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Buy wine and make Mistletoe Temper
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /echo Moving to Dray Cuves

    /call Movement 4 9 6

    /call Movement 10 13 11

    /target Dray Cuves
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameB}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[1]}" ${Cnt}

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /echo Moving to Barrel

    /call Movement 14 14 0

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Make the Temper 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      
      /nomodkey /itemtarget Brew Barrel notarget 
      /face item nolook 
      /click left item 

/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 
      /call ChooseRecipe
      /call ClosePacks


    /varset CombItemName "SPECIAL"
    /varset ItemTo "MADE for PURCHASING"
    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Buy Molds and sheets
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /echo Going to Esunta.

    /call Movement 15 18 17

    /call Movement 19 22 22

    /target Esunta

    /delay 5s ${Target.ID}==${Spawn[${MerchantNameC}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[2]}" ${Math.Calc[10-${Cnt1}]}

    /call Buy "${Component[4]}" ${Math.Calc[10-${Cnt2}]}

    /call Buy "${Component[6]}" ${Math.Calc[10-${Cnt3}]}

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /echo Moving to the Snokin

    /call Movement 23 23 0

    /target Snokin

    /delay 5s ${Target.ID}==${Spawn[${MerchantNameC}].ID}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call Buy "${Component[7]}" 30

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /echo Moving to the Forge

    /call Movement 24 27 25

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      
      /nomodkey /itemtarget forge notarget 
      /face item nolook 
      /click left item 

/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 

    /varset CombItemName "Hilt"
    /varset ItemTo "Blessed Sickle Hilt"

    /call ReadIni "${CombItemName}" 
      /call ChooseRecipe
    /delay ${Math.Calc[${DelayMult}*1]}s
    
      /nomodkey /itemtarget forge notarget 
      /face item nolook 
      /click left item 
    /delay ${Math.Calc[${DelayMult}*1]}s

    /varset CombItemName "Blade"
    /varset ItemTo "Blessed Sickle Blade" 

    /call ReadIni "${CombItemName}"
      /call ChooseRecipe
    /delay ${Math.Calc[${DelayMult}*1]}s

      /nomodkey /itemtarget forge notarget 
      /face item nolook 
      /click left item 
    /delay ${Math.Calc[${DelayMult}*1]}s

    /varset CombItemName "Pommel"
    /varset ItemTo "Blessed Sickle Pommel" 

    /call ReadIni "${CombItemName}"
      /call ChooseRecipe
    /delay ${Math.Calc[${DelayMult}*1]}s

      /nomodkey /itemtarget forge notarget 
      /face item nolook 
      /click left item 
    /delay ${Math.Calc[${DelayMult}*1]}s

    /varset CombItemName "Sickle"
    /varset ItemTo "Mistletoe Cutting Sickle" 

    /call ReadIni "${CombItemName}"
      /call ChooseRecipe
      /call ClosePacks
    /delay ${Math.Calc[${DelayMult}*1]}s

    /echo Moving to Uiyaniv
    /call Movement 44 44 0
    /call Movement 28 35 33

    /echo Round ${runs} --- WOOO HOOO
    /next runs

    /echo Moving to Banker for Bag Swap
    /call Movement 36 40 38
    /echo Swapping first two bags in inventory with 
    /echo First two bags in bank
    /call Bagswap


    /echo Moving to Uiyaniv
    /call Movement 41 43 43
    /call Movement 34 35 0

    /return


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Bag Swap
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Bagswap
    /declare x int local 
    /doevents
    /click right target
    /delay 2
    /call OpenPacks
    /delay 2
    /doevents
    /itemnotify pack1 leftmouseup
    /itemnotify bank1 leftmouseup
    /itemnotify pack1 leftmouseup
    /itemnotify pack2 leftmouseup
    /itemnotify bank2 leftmouseup
    /itemnotify pack2 leftmouseup
    /echo finding other Sickles to put in bank
    /for x 1 to ${FindItemCount[=Mistletoe Cutting Sickle]}
    /doevents 
    /nomodkey /ctrl /itemnotify ${FindItem[=Mistletoe Cutting Sickle].InvSlot} leftmouseup 
    /delay 1s
    /if (!${Cursor.ID} && ${FindItem[=Mistletoe Cutting Sickle].InvSlot}==NULL) {
    /varset EndIt 2
    /return
    }

    /notify BigBankWND BIGB_AutoButton LeftMouseUP
    /next x
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
        /if (${Me.Skill[Blacksmithing]}>${OldSkill}) {
        /echo Your Blacksmithing Went Up!! It's now ${Me.Skill[Blacksmithing]}!
        /varset OldSkill ${Me.Skill[Blacksmithing]}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance 

    /if ( (${CombItemName.Equal[CE]}) && (${CombItemName.Equal[MT]}) && (${CombItemName.Equal[Hilt]}) && (${CombItemName.Equal[Blade]}) && (${CombItemName.Equal[Pommel]}) ) /varset EndingVar 2 
    
/return

MISTLETOE.INI
Rich (BB code):
[Abysmal Sea]
Value=44
Loc1=-216.28,258.79
Loc2=-171.84,259.88
LOC3=-151.53,233.86
Loc4=-171.84,259.88
Loc5=-246.28,261.64
Loc6=-276.74,263.51
Loc7=-330.40,264.40
Loc8=-304.40,286.40
Loc9=-240.09,285.24
Loc10=-242.62,215.95
Loc11=-223.62,215.95
Loc12=-220.54,176.45
Loc13=-155.54,172.52
Loc14=-212.82,169.36
Loc15=-220.54,176.45
Loc16=-215.14,215.85
Loc17=-242.62,215.95
Loc18=-240.09,285.24
Loc19=-7.56,285.95
Loc20=22.14,238.07
Loc21=129.65,235.06
Loc22=131.03,262.15
Loc23=92.28,262.62
Loc24=131.03,262.15
Loc25=129.65,235.06
Loc26=22.14,238.07
Loc27=64.64,290.99
Loc28=-7.56,285.95
Loc29=-240.09,285.24
Loc30=-304.40,286.40
Loc31=-330.40,264.40
Loc32=-276.74,263.51
Loc33=-246.28,261.64
Loc34=-216.28,258.79
Loc35=-198.47,233.50
Loc36=-216.28,258.79
Loc37=-9.49,261.22
Loc38=-10.89,173.86
Loc39=-65.09,173.24
Loc40=-47.19,133.53
Loc41=-65.09,173.24
Loc42=-10.89,173.86
Loc43=-9.49,261.22
LOC44=62,277

[SPECIAL]
Cont=Enviro
Comp0=ruby
Comp1=Hilt mold 
Comp2=emerald
Comp3=curved blade mold
Comp4=sapphire
Comp5=pommel mold
Comp6=sheet metal

[CE]
Cont=Mixing Bowl
Comp0=celestial solvent
Comp1=The Scent of Marr

[MT]
Cont=Enviro
Comp0=Elven Wine 
Comp1=Mistletoe
Comp2=Celestial Essence

[Hilt]
Cont=Enviro
Comp0=ruby
Comp1=blessed dust of tunare 
Comp2=smithy hammer
Comp3=celestial essence
Comp4=sheet metal
Comp5=mistletoe temper
Comp6=Hilt mold

[Blade]
Cont=Enviro
Comp0=emerald
Comp1=blessed dust of tunare 
Comp2=smithy hammer
Comp3=celestial essence
Comp4=sheet metal
Comp5=mistletoe temper
Comp6=curved blade mold

[Pommel]
Cont=Enviro
Comp0=sapphire
Comp1=blessed dust of tunare 
Comp2=smithy hammer
Comp3=celestial essence
Comp4=sheet metal
Comp5=mistletoe temper
Comp6=pommel mold

[Sickle]
Cont=Enviro
Comp0=Blessed Sickle Blade
Comp1=Blessed Sickle Pommel 
Comp2=smithy hammer
Comp3=Blessed Sickle Hilt

[Dust]
Cont=Enviro
Comp0=Celestial Essence
Comp1=Imbued Emerald
Comp2=Jar of Acid

ARMY
 
Last edited:
Tinkering Macro

THIS MACRO HAS NOT BEEN TESTED YET WITH THE NEW CODE

Updated 26 MAR 2006 Standard Code Changes

TINKER.MAC
Rich (BB code):
 | Tinker.mac version 1.0
|
| Written by Armysoldier
|
| March 5 2006
|
| Modifications:
|
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc
|              Changed some syntax errors
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand By Tialechaety Orrthemech @ -189,72,96  in Abysmal Sea
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)
| You will need a Deluxe Toolbox (in the last slot) PAck slot 8.
|  ---------------^^^^^^^^^^^^^^----VERY IMPORTANT
| 
|
|Inventory
| _______
|| 1 | 5 |
||___|___|
|| 2 | 6 | 
||___|___|
|| 3 | 7 |
||___|___|
|| 4 | 8 |
||___|___|
|


#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer ${Me.Skill[Tinkering]}
    /declare SkillMaxWanted int outer
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare NewUI int outer

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset MerchantNameA "Tialechaety Orrthemech" 
    /varset SkillMaxWanted 300 
    /varset DelayMult 1
    /declare Filename string outer Tinkering.ini

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

|--- Check Current Skill against Skill wanted 
    /echo Tinkering is at ${Me.Skill[Tinkering]}

    /if (${Me.Skill[Tinkering]}>=${SkillMaxWanted}) {
      /echo Tinkering is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }
    /if (${Me.Skill[Tinkering]}>75 && ${FindItemCount[=Firewater]}<10) {
      /varset CombItemName "FW" 
      /varset ItemTo "Firewater
      } ELSE {
    /if (${Me.Skill[Tinkering]}<76) { 
      /varset CombItemName "SBC" 
      /varset ItemTo "standard bow cam" 
    } 
    /if (${Me.Skill[Tinkering]}>75 && ${Me.Skill[Tinkering]}<103) { 
      /varset CombItemName "SP" 
      /varset ItemTo "stalking probe" 
    } 
    /if (${Me.Skill[Tinkering]}>102 && ${Me.Skill[Tinkering]}<123) { 
      /varset CombItemName "PG" 
      /varset ItemTo "powered gloves" 
    } 
    /if (${Me.Skill[Tinkering]}>122 && ${Me.Skill[Tinkering]}<149) { 
       /if (${FindItemCount[=Fresh Fish]}<10) {
       /echo you need to please go buy fresh fish....
       /endMacro
       }
      /varset CombItemName "AL" 
      /varset ItemTo "Aqualung" 
    } 
    /if (${Me.Skill[Tinkering]}>148 && ${Me.Skill[Tinkering]}<176) { 
      /if (${FindItemCount[=Aqualung]}<10) {
           /echo you have Less than 10 aqualungs.... manually combine or get more
           /endmacro
           }
      /varset CombItemName "RB" 
      /varset ItemTo "Rebreather" 
    } 

}

    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset EndingVar 1
    /varset NewUI 1

    /target ${MerchantNameA}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[1]}" 10

    /call Buy "${Component[2]}" 10

    /if (!${CombItemName.Equal[FW]}) /call Buy "${Component[3]}" 10

    /if (${Me.Skill[Tinkering]}>75) {

    /if (${CombItemName.Equal[SP]}) {
    /call PCBuy "${Component[4]}" 10
           } ELSE {
    /call Buy "${Component[4]}" 10
  
           }
    }

    /if (${Me.Skill[Tinkering]}>122 && ${Me.Skill[Tinkering]}<149) /call Buy "${Component[5]}" 10

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      /nomodkey /itemnotify pack8 rightmouseup
      /doevents 
      /delay 3s ${Window[TradeskillWnd].Open} 
      /if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
      /delay 3s ${Window[TradeskillWnd].Open} 
      /call ChooseRecipe
      /call ClosePacks

    /target ${MerchantNameA}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}

    /nomodkey /click right target

/delay 5s ${Window[MerchantWnd].Open} 

    /call OpenPacks

    /if (${Me.Skill[Tinkering]}<123) /call Sell ${ItemTo}

    /call Sell "${Component[1]}"

    /call Sell "${Component[2]}"

    /if (!${CombItemName.Equal[FW]}) /call Sell"${Component[3]}"

        /if (!${CombItemName.Equal[SBC]}) /call Sell"${Component[4]}"

    /if (${Me.Skill[Tinkering]}>122 && ${Me.Skill[Tinkering]}<149) /call Sell "${Component[5]}"

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /doevents

    /goto :start

    /return


|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
        /if (${Me.Skill[Alchemy]}>${OldSkill}) {
        /echo Your Alchemy Went Up!! It's now ${Me.Skill[Alchemy]}!
        /varset OldSkill ${Me.Skill[Alchemy]}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
    /varset EndingVar 2
/return
TINKERING.INI
Rich (BB code):
[FW]
cont=Deluxe Toolbox
Comp0=gnomish spirits
Comp1=water flask

[SBC] 
cont=Deluxe Toolbox
comp0=gears 
comp1=gnomish bolts 
comp2=grease 

[SP] 
cont=Deluxe Toolbox 
comp0=bottle 
comp1=metal rod
comp2=gears 
comp3=gears
comp4=firewater

[PG] 
cont=Deluxe Toolbox
comp0=steel lined gloves 
comp1=gears 
comp2=metal twine 
comp3=sprockets 
comp4=firewater

[AL]
cont=Deluxe Toolbox
Comp0=Silk Lined Steel Helm
Comp1=Metal Rod
Comp2=Metal Twine
Comp3=Gnomish Bolts
Comp4=Fine Coral Mesh
Comp5=Fresh Fish

[RB] 
cont=Deluxe Toolbox 
comp0=platemail helm 
comp1=metal fastening 
comp2=lime coated meshing 
comp3=sharkskin tubing 
comp4=firewater
comp5=aqualung 



[BP] 
cont=Deluxe Toolbox 
comp0=grease 
comp1=pinion 
comp2=steel ball bearing 
comp3=steel casing 

[APU] 
cont=Deluxe Toolbox 
comp0=coiled spring 
comp1=firewater 
comp2=saltpeter 
comp3=tinkered catapult 

[PSP] 
cont=Deluxe Toolbox 
comp0=coiled spring 
comp1=cured leather tubing 
comp2=gears 
comp3=steel ball bearing 
comp4=water flask 

[GPT] 
cont=Deluxe Toolbox 
comp0=belt of leathery fungus flesh 
comp1=gears 
comp2=gnomish bolts 
comp3=planing tool 
comp4=sprockets 

[CS] 
cont=Deluxe Toolbox 
comp0=coiled spring 
comp1=gnomish bolts 
comp2=metal rod 
comp3=metal rod 
comp4=metal rod 
comp5=skewers 

[CJK] 
cont=Deluxe Toolbox 
comp0=coiled spring 
comp1=container base mold 
comp2=container lid mold 
comp3=gem setter parts 
comp4=gnomish bolts 
comp5=metal bits 

[CSK] 
cont=Deluxe Toolbox 
comp0=coiled spring 
comp1=container base mold 
comp2=container lid mold 
comp3=gnomish bolts 
comp4=metal bits 
comp5=needle mold 
comp6=thimble mold 

[CT] 
cont=Deluxe Toolbox 
comp0=circle hook 
comp1=coiled spring 
comp2=container base mold 
comp3=container lid mold 
comp4=dry hook 
comp5=gnomish bolts 
comp6=metal bits 

[CTK] 
cont=Deluxe Toolbox 
comp0=coiled spring 
comp1=metal bits 
comp2=small brick of high quality ore 
comp3=Deluxe Toolbox mold 
comp4=water flask 

[AGP] 
cont=Deluxe Toolbox 
comp0=bandages 
comp1=base prototype 
comp2=gnomish bolts 
comp3=mana battery - class six 
comp4=static orb


ARMY
 
Last edited:
COUPLE big time things.....

1. YOU MUST forage Steamfont Springwater and combine it with water flasks before using this

2. YOU MUST have the appropriate shears in inventory

Elm - 163-182
Hickory 0-162

3. LARGE SEWING KIT - Slot 8 - if you are using a diff container.. change INI

4. BEFORE doing this mac.. i suggest buying mandrake root and combining them using combine.mac .. till you trivial at 66 .. can be bought in POK or various other zones...

5. Have some MAJOR PP .. this is gonna be expensive!!!

Silver Ribbons - 16pp each
Gold Ribbons - 32pp each
Plat Ribbons - 104pp Each




Rich (BB code):
| Tailor.mac version 1.0
|
| Written by Armysoldier
|
| APR 27 2006
|
| Modifications:
|
| 
|
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers
| 
| The Macro will attempt to find the recipe using the NEW UI first
| If no recipe is found it will go Old school and do a set of combines
| these macros take into account the SALVAGE function and react accordingly
| 
|
| A special thanks to A_Druid_00 for advising on some streamlining modifications
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code
|
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth.
|
| This code is designed for Abysmal Sea
|
| *** FOR THIS CODE TO WORK ***
| You need to Stand near Kwyllon Geerlok in GULF OF GUNTHAK Lighthouse
| You need to be in the first person view
| You need to ensure that when you click the tradeskill container the NEW UI comes up first
| the 5 FILES need to be in the macro\common folder (see includes below)
| A Tailor Kit needs to be in slot 8 of your packs
|
| Buy or make yourself a Hickory Shears and Elm Shears
|
|
|Inventory
| _______
|| 1 | 5 |
||___|___|
|| 2 | 6 | 
||___|___|
|| 3 | 7 |
||___|___|
|| 4 | 8 |
||___|___|
|

#include common/sell.inc
#include common/buy.inc
#include common/packs.inc
#include common/cleanpacks.inc
#include common/CommonSubs.inc


Sub Main
    /declare OldSkill int outer ${Me.Skill[Tailoring]}
    /declare SkillMaxWanted int outer
    /declare PackCode string outer 
    /declare Component[10] string outer
    /declare i int outer
    /declare MerchantNameA string Outer
    /declare CombItemName string outer
    /declare ItemTo string outer
    /declare EndingVar int outer
    /declare DelayMult int outer
    /declare Container string outer
    /declare Checkrecipe string outer
    /declare Counter int Local
    /declare NewUI int outer

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Customize these settings if you want
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset MerchantNameA "Kwyllon Geerlok" 
    /varset SkillMaxWanted 182 
    /varset DelayMult 1
    /declare Filename string outer Tailor.ini

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Begin 
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    :start

|--- Check Current Skill against Skill wanted 
    /echo Tailoring is at ${Me.Skill[Tailoring]}

    /if (${Me.Skill[Tailoring]}>=${SkillMaxWanted}) {
      /echo Tailoring is at ${SkillMaxWanted}. Quiting!
      /endmacro
    }

     /if (${Me.Skill[Tailoring]}>162 && ${FindItemCount[=Elm Handled Shears]}<1) {
     /echo Elm Handled Shears needed go get some
     /echo Ending macro
     /endmacro
     }

     /if (${Me.Skill[Tailoring]}<163 && ${FindItemCount[=Hickory Handled Shears]}<1) {
     /echo Hickory Handled Shears needed go get some
     /echo Ending macro
     /endmacro
     }
 
     /if (${FindItemCount[=Steam Dye]}==0) {
     /echo need steam dye Make some
     /echo Ending macro
     /endmacro
     }

     /if (${Me.Skill[Tailoring]}>=162 && ${Me.Skill[Tailoring]}<182) { 
      /varset CombItemName "PW" 
      /varset ItemTo "Platinum White Ribbon" 
    } 

    /if (${Me.Skill[Tailoring]}>=116 && ${Me.Skill[Tailoring]}<162) {
      /varset CombItemName "GW" 
      /varset ItemTo "Golden White Ribbon" 
    }

    /if (${Me.Skill[Tailoring]}<116) {
      /varset CombItemName "SW" 
      /varset ItemTo "Silver White Ribbon" 
    }


    /call ReadIni "${CombItemName}"
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Buy Components
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    /varset EndingVar 1
    /varset NewUI 1

    /varset Counter ${FindItemCount[=Steam Dye]}

    /if (${Counter}>40) /varset Counter 40

    /target ${MerchantNameA}

    /nomodkey /click right target

    /delay 5s ${Window[MerchantWnd].Open}

    /call OpenPacks

    /call Buy "${Component[1]}" ${Counter}

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| MAKE Items
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      
      /nomodkey /itemnotify pack8 rightmouseup

/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 

      /call ChooseRecipe
      /call ClosePacks

    /target ${MerchantNameA}
   
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID}

    /nomodkey /click right target

/delay 5s ${Window[MerchantWnd].Open} 

    /call OpenPacks

    /call Sell ${ItemTo}

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp

    /call ClosePacks

    /doevents

    /goto :start

    /return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event Skill up
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup
        /if (${Me.Skill[Tailoring]}>${OldSkill}) {
        /echo Your Tailoring Went Up!! It's now ${Me.Skill[Tailoring]}!
        /varset OldSkill ${Me.Skill[Tailoring]}
/return

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sub Event_Advance
    /varset EndingVar 2
/return

Tailor.ini

Rich (BB code):
[PW]
Cont=Large Sewing Kit
Comp0=platinum ribbon
Comp1=steam dye
Comp2=Elm Handled Shears

[GW]
Cont=Large Sewing Kit
Comp0=gold ribbon
Comp1=steam dye
Comp2=Hickory Handled Shears

[SW]
Cont=Large Sewing Kit
Comp0=silver ribbon
Comp1=steam dye
Comp2=Hickory Handled Shears

ARMY
 
Last edited:
TS Code Modified by Wallaby .. TO BRING you the Poison TS MACRO

TKS Wallaby GREAT JOB!!!


Rich (BB code):
| Poison.mac version 1.0 
| 
| Written by Armysoldier 
| 
| March 30 2006 
| 
| Modifications: 
| 
| 30 MAR 2006: Modified to run Poison Making skill by Wallaby 
| 
| 26 MAR 2006: moved 2 subs and event declarations to CommonSubs.inc 
| 
| This new line of tradeskill macros uses the NEW UI and the OLD UI for TS containers 
| 
| The Macro will attempt to find the recipe using the NEW UI first 
| If no recipe is found it will go Old school and do a set of combines 
| these macros take into account the SALVAGE function and react accordingly 
| 
| 
| A special thanks to A_Druid_00 for advising on some streamlining modifications 
| and to Override for his Tradeskill Code that has been around for so long 
| and is the inspiration for this code 
| 
| Some of the code was pulled from other macros and modified and manipulated 
| to do the tasks set forth. 
| 
| This code is designed for Abysmal Sea 
| 
| *** FOR THIS CODE TO WORK *** 
| You need to Stand behind Viliani I`Xvoyt 
| You need to be in the first person view 
| You need to ensure that when you click the tradeskill container the NEW UI comes up first 
| the 5 FILES need to be in the macro\common folder (see includes below) 
| A Mortar and Pestle needs to be in slot 8 of your packs 
| 
| Results of combines are not stackable.... have 4 EMPTY BAGS for this MACRO!!!! 
| 
|Inventory 
| _______ 
|| 1 | 5 | 
||___|___| 
|| 2 | 6 | 
||___|___| 
|| 3 | 7 | 
||___|___| 
|| 4 | 8 | 
||___|___| 
| 

#include common/sell.inc 
#include common/buy.inc 
#include common/packs.inc 
#include common/cleanpacks.inc 
#include common/CommonSubs.inc 


Sub Main 
    /declare OldSkill int outer ${Me.Skill[Make Poison]} 
    /declare SkillMaxWanted int outer 
    /declare PackCode string outer 
    /declare Component[10] string outer 
    /declare i int outer 
    /declare MerchantNameA string Outer 
    /declare CombItemName string outer 
    /declare ItemTo string outer 
    /declare EndingVar int outer 
    /declare DelayMult int outer 
    /declare Container string outer 
    /declare Checkrecipe string outer 
    /declare NewUI int outer 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
| Customize these settings if you want 
|                    
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

    /varset MerchantNameA "Viliani I`Xvoyt" 
    /varset SkillMaxWanted 275 
    /varset DelayMult 1 
    /declare Filename string outer Poison.ini 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
| Begin 
| 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

    :start 

|--- Check Current Skill against Skill wanted 
    /echo Poison Making is at ${Me.Skill[Make Poison]} 

    /if (${Me.Skill[Make Poison]}>=${SkillMaxWanted}) { 
      /echo Poison Making is at ${SkillMaxWanted}. Quiting! 
      /endmacro 
    } 

    /if (${Me.Skill[Make Poison]}>=172 && ${Me.Skill[Make Poison]}<275) { 
      /varset CombItemName "SoS" 
      /varset ItemTo "Spirit of Sloth" 
    } 

    /if (${Me.Skill[Make Poison]}>=130 && ${Me.Skill[Make Poison]}<172) { 
      /varset CombItemName "CR" 
      /varset ItemTo "Calcium Rot" 
    } 

    /if (${Me.Skill[Make Poison]}>=98 && ${Me.Skill[Make Poison]}<130) { 
      /varset CombItemName "BF" 
      /varset ItemTo "Brain Freeze" 
    } 

    /if (${Me.Skill[Make Poison]}<98) { 
      /varset CombItemName "AS" 
      /varset ItemTo "Atrophic Sap" 
    } 


    /call ReadIni "${CombItemName}" 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
| Buy Components 
| 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

    /varset EndingVar 1 
    /varset NewUI 1 

    /target ${MerchantNameA} 

    /nomodkey /click right target 

    /delay 5s ${Window[MerchantWnd].Open} 

    /call OpenPacks 

    /call Buy "${Component[1]}" 40 

    /call Buy "${Component[2]}" 40 

    /call Buy "${Component[3]}" 80 

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp 

    /call ClosePacks 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
| MAKE Items 
| 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

      
      /nomodkey /itemnotify pack8 rightmouseup 

/doevents 
/delay 3s ${Window[TradeskillWnd].Open} 
/if (!${Window[TradeskillWnd].Open}) /nomodkey /click left Item 
/delay 3s ${Window[TradeskillWnd].Open} 

      /call ChooseRecipe 
      /call ClosePacks 

    /target ${MerchantNameA} 
    
    /delay 5s ${Target.ID}==${Spawn[${MerchantNameA}].ID} 

    /nomodkey /click right target 

/delay 5s ${Window[MerchantWnd].Open} 

    /call OpenPacks 

    /call Sell ${ItemTo} 

    /if (${Me.Skill[Make Poison]}<=274) { 

    /call Sell "${Component[1]}" 

    /call Sell "${Component[2]}" 

    /call Sell "${Component[3]}" 
    
    } 

    /nomodkey /notify MerchantWnd MW_Done_Button LeftMouseUp 

    /call ClosePacks 

    /doevents 

    /goto :start 

    /return 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
|Sub Event Skill up 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Skillup 
        /if (${Me.Skill[Make Poison]}>${OldSkill}) { 
        /echo Your Poison Making Went Up!! It's now ${Me.Skill[Make Poison]}! 
        /varset OldSkill ${Me.Skill[Make Poison]} 
/return 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
|Sub Event No Longer Advance 
|used if there are some subcombines that need to be made in some TS 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Sub Event_Advance 
    /varset EndingVar 2 
/return


Poison.ini
Rich (BB code):
[AS] 
Cont=Mortar and Pestle 
Comp0=Lined Poison Vial 
Comp1=Constrict Suspension 
Comp2=Alocasia Root 
Comp3=Alocasia Root 

[BF] 
Cont=Mortar and Pestle 
Comp0=Sealed Poison Vial 
Comp1=Constrict Suspension 
Comp2=Gelsemium Root 
Comp3=Gelsemium Root 

[CR] 
Cont=Mortar and Pestle 
Comp0=Sealed Poison Vial 
Comp1=Constrict Suspension 
Comp2=King's Thorn 
Comp3=King's Thorn 

[SoS] 
Cont=Mortar and Pestle 
Comp0=Sealed Poison Vial 
Comp1=Ethereal Suspension 
Comp2=Creeper Ivy 
Comp3=Creeper Ivy
ARMY
 
Last edited:
PLACE HOLDER FOR VELIUMBITS.MAC and VELIUMPIECES.MAC

ARMY
 
Last edited:
- GREAT - !!!


btw, is there a way to get money from the bank ?
I only have a old mac that takes 1 PP in a loop, so i give the loop an
x=1000, and i got 1000PP from bank, but that takes 15 mins ;)

any idear ?

Ups ... i think that hint will help me

/if (${Me.Cash}==200000) /call GotoMerch

THX !
 
great grat post army

BRAVO :p


I already started all TS on my own, my Bake for example is 132; i guess your TS macros keep me raising skill starting from my current score right?

THKS SO MUCH ARMY, i won t waste many hours skilling :p facing my screen
 
SMITH2 TINKER and ALCHEM2 have some minor erros...

some nice foks have posted about them on MQ2 forums..


will fix asap

army
 
Nice looking bunch of macros.. only concern I have is the fact that some are named like a few of my favotire macs and when I unzipped it I overwrote them.
I know people have already downloaded them and such but if it isn't to much trouble can you rename you're fishing one to something else..
There already is a great fishing mac out that uses the fishing companion to get you a pole when the one you have is broke and even camps to toon select screen when you run out of bait.. I like since I can load up on bait and head to some of my prime fishing spot start fishing and go to bed,, when i awake I have 8 bags of fish and am sitting at select screen instead of standing someplace looking stupid. That and I don't think most people need a mac to skillup as much as a mac to fish for them..

Here's the link to the one me and my friends use http://www.macroquest2.com/phpBB2/viewtopic.php?t=6794&highlight=fishing
very nice mac for the serious fisherman.


Instead of double posting I had the same thing happen with my Combine.mac the one I have works great with the new UI as well it evens tell you how many complete combines was fixed on MQ2 vip area in your old thread,, didn't link it as you told them to delete it..

Other then that great macs,, just be nice if people who make them try and use names that won't overwrite ones people use now.
 
Hmmm.. I am getting a Error in the Fletching it worked like a charm to get me from 54ish to 193. Now it quits on me and reports the following Echos.

"fletching is at 193.
"fletching is at 191. Quiting!"
 
change this line
Rich (BB code):
    /varset SkillMaxWanted 191
 
KOKKOR said:
great grat post army

BRAVO :p


I already started all TS on my own, my Bake for example is 132; i guess your TS macros keep me raising skill starting from my current score right?

THKS SO MUCH ARMY, i won t waste many hours skilling :p facing my screen

Exactly it looks at what skill you are and adjusts from there.


Beardog said:
Nice looking bunch of macros.. only concern I have is the fact that some are named like a few of my favotire macs and when I unzipped it I overwrote them.
I know people have already downloaded them and such but if it isn't to much trouble can you rename you're fishing one to something else..
There already is a great fishing mac out that uses the fishing companion to get you a pole when the one you have is broke and even camps to toon select screen when you run out of bait.. I like since I can load up on bait and head to some of my prime fishing spot start fishing and go to bed,, when i awake I have 8 bags of fish and am sitting at select screen instead of standing someplace looking stupid. That and I don't think most people need a mac to skillup as much as a mac to fish for them..

Here's the link to the one me and my friends use http://www.macroquest2.com/phpBB2/viewtopic.php?t=6794&highlight=fishing
very nice mac for the serious fisherman.


Instead of double posting I had the same thing happen with my Combine.mac the one I have works great with the new UI as well it evens tell you how many complete combines was fixed on MQ2 vip area in your old thread,, didn't link it as you told them to delete it..

Other then that great macs,, just be nice if people who make them try and use names that won't overwrite ones people use now.

I listed the names for the macros so you could deconflict....

My fishing macro uses the fishermans companion also .. BUT the one i wrote is made specifically to get your skill up by fishing over and over in Abys sea.

I have another one that is just a fish till your out of bait... that i use for various zones

And I could add a counter to the combine.mac.. but honestly whats the point? if your using combine.mac you set it and forget it till it runs out of supplies.

NOW the CE.MAC is set to run till broke or X number of CE are made.. that is reposted here

8-)

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
I just did the fletching and I must say it worked great. 282 fletcher now. I was looking at the Smithing one and it requires 240 Blessed Tunare Dusts and 240 Mistletoe to do the macro. Will this be enough to level to 300? and about how much plat will I need to have one me to get there? Just wanna get setup properly before I sink into this :)
 
damn jake i am not sure on how much ya need..

i am working on a database that will do cost analysis of TS combine ... etc etc


PS .. still working on MTP MAC .... for our bakers

and sorting through alchemyt to find the cost effect way to skill up

8-)

ARMY
 
brewing mac is giving me the following error after buying from the first merchant...

"window 'merchantwnd' child 'donebutton' not found."

thoughts?

EDIT:::

fixed by replacing all "donebutton" with "MW_Done_Button" in the mac.

EDIT X 2!!!!:::

now it wont go to the brew barrel? seems to be because i can't target items, any idea's why i wouldn't be able to?
 
I am getting errors spamed in my MQ2 window when using CE, Baking. I have yet to try the Misletoe sickle one yet since i was still waiting on my friends druid to do the Imbuing of the Emeralds for me.
 
NEW Tradeskill Macros

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