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alcemy potion macro

redskycrow

New member
Joined
Sep 12, 2004
RedCents
21¢
hi hope someone can help me out i am atempting to make a wolf I potion macro to buy items and make potions however i am having some problems hopfuolly someone here can point out my mistake I made this from armysoldier's alchemy skill up macro however it will make one potion then stiop and start selling off the rest of the components
[ code]

#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 Alchemy1.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]}



/varset MerchantNameA Ludvik O`Danos
/varset MerchantNameB Henrik O`Danos

/varset CombItemName Wolf1
/varset ItemTo hilter Of The Wolf I

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

/varset EndingVar 1
/varset NewUI 1

/call Movement 1 1 0

/target ${MerchantNameA}

/nomodkey /click right target

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

/call OpenPacks

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

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

/call Buy "${Component[3]}" 60

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

/call Movement 2 2 0



/target ${MerchantNameB}

/nomodkey /click right target

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

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

/call Buy "${Component[5]}" 20

/call Movement 2 2 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 ${MerchantNameB}

/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]}"

/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
[ /code]
 
first use code tags

[ code]
MACRO here
[ /code]
^
remove these two spaces

2nd your doing this so you can just sell them right?

Several errors found .. gimme a few

ARMY
 
Rich (BB code):
#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 310  
/varset DelayMult 1
/declare Filename string outer Alchemy1.ini

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

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

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

:start
/varset MerchantNameA Ludvik O`Danos
/varset MerchantNameB Henrik O`Danos

/varset CombItemName Wolf1
/varset ItemTo Philter Of The Wolf I

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

/varset EndingVar 1
/varset NewUI 1

/call Movement 1 1 0

/target ${MerchantNameA}

/nomodkey /click right target

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

/call OpenPacks

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

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

/call Buy "${Component[3]}" 60

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

/call Movement 2 2 0



/target ${MerchantNameB}

/nomodkey /click right target

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

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

/call Buy "${Component[5]}" 20

/call Movement 2 2 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 ${MerchantNameB}

/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]}"

/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

bumped max skill to 310

removed a few excess lines

philter .. not hilter

8-)


ARMY
 
Change

Rich (BB code):
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|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

to

Rich (BB code):
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|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

it only makes one because its trivial to you ... REM this line out will make it work fine

ARMY
 
alcemy potion macro

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