EvenLessSpam
Active member
- Joined
- Oct 31, 2005
- RedCents
- 81¢
I was thinking of writing a Macro Include, which uses an ini, to buy AA's.
The point of it being that you can only save up 30 AA, and if you are "AFK" for a long while, or just don't want to bother buying AA's manually, this could be used.
The idea is to have an INI file, simply populated with AA's wanted, in what rank and what order etc.
Something along these lines:
;Key=AAToBuy|Rank|Tab
AA1=Innate Run Speed|1|General
AA2=Innate Run Speed|2|General
AA3=Innate Run Speed|3|General
AA4=Innate Regeneration|1|General
AA5=Innate Regeneration|2|General
AA6=Innate Regeneration|3|General
The include should make use of /notify:
/notify AAWindow AAW_GeneralList listselect ${Window[AAWindow].Child[AAW_${Tab}List].List[${AAToBuy}]}
I've got the idea, although I'm stuck at 2 points.
1. I can't figure out how to activate new tabs through notify.
2. The itemselect doesn't seem to actually "selecting" the appropriate AA, only highlighting it.
Maybe also one last one, but I'm thinking I can work around that, and that is CurrentRank of the selected AA, to check if it should train in it..
Something like
/if (${Me.AltAbility[AAToBuy].CurrentRank} < ${AltAbility[${AAToBuy}].MaxRank} && ${AltAbility[${AAToBuy}].Cost} <= ${Me.AAPoints}) /call BuyAA "${AAToBuy}" "${Tab}"
Can't seem to find anything that will return my current rank in an AA. Again, this one is not important, since I'm thinking I could simply keep checking if there's an Cost to the AAToBuy, and if there is it's obviously not maxed out.
So.. Activate tabs and select the items AA's are my current problem
Anyone got some ideas how to work this?
The point of it being that you can only save up 30 AA, and if you are "AFK" for a long while, or just don't want to bother buying AA's manually, this could be used.
The idea is to have an INI file, simply populated with AA's wanted, in what rank and what order etc.
Something along these lines:
;Key=AAToBuy|Rank|Tab
AA1=Innate Run Speed|1|General
AA2=Innate Run Speed|2|General
AA3=Innate Run Speed|3|General
AA4=Innate Regeneration|1|General
AA5=Innate Regeneration|2|General
AA6=Innate Regeneration|3|General
The include should make use of /notify:
/notify AAWindow AAW_GeneralList listselect ${Window[AAWindow].Child[AAW_${Tab}List].List[${AAToBuy}]}
I've got the idea, although I'm stuck at 2 points.
1. I can't figure out how to activate new tabs through notify.
2. The itemselect doesn't seem to actually "selecting" the appropriate AA, only highlighting it.
Maybe also one last one, but I'm thinking I can work around that, and that is CurrentRank of the selected AA, to check if it should train in it..
Something like
/if (${Me.AltAbility[AAToBuy].CurrentRank} < ${AltAbility[${AAToBuy}].MaxRank} && ${AltAbility[${AAToBuy}].Cost} <= ${Me.AAPoints}) /call BuyAA "${AAToBuy}" "${Tab}"
Can't seem to find anything that will return my current rank in an AA. Again, this one is not important, since I'm thinking I could simply keep checking if there's an Cost to the AAToBuy, and if there is it's obviously not maxed out.
So.. Activate tabs and select the items AA's are my current problem
Anyone got some ideas how to work this?