Well, are they converted the same way prizes are? I have currently a Prize: Lightforged Dagger Ornament in my bag. you can right click hold on the item, to get the ItemDisplayWindow open.
Once open you can verify ${Window[ItemDisplayWindow].Child[IDW_iteminfo1].Text.Equal[Item I'm Trying To Convert]}, then
/notify ItemDisplayWindow IDW_ConvertButton leftmouseup
I did something accessing the ItemDisplayWindow a while back, for Collectibles.
Based on my understanding of this item, it's like the
Zeuria Slide where converting it gives it a different portal.
A couple of issues I encountered while writing the macro was that the ItemDisplayWindow when accessed Via ${Window TLO would sometimes report incorrect information, and just get stuck that way. Would need to know the exact order of the conversions because I can read the Convert Button Label and do a .Find[North Ro]} for example, but that tells me what it convert it to next, not what it currently is. So I would have to use that information to know what was before that one to know if I'm on the right portal.
This is macro based thoughts, and with ItemDisplayWindow sometimes showing incorrect information, it isn't a very reliable method of handling it sadly.
From CollectiblesHouse.mac
Code:
|Open the item display window for the item in question.
/nomodkey /altkey /itemnotify ${FindItem[=${CheckItemName}].InvSlot} leftmouseup
|Wait until the ItemDisplayWindow is open and the name of the item I'm trying to check shows up.
/delay 2s ${Window[ItemDisplayWindow].Child[IDW_ItemInfo1].Text.Equal[${CheckItemName}]}
|Make sure it's actually the correct item
/if (${Window[ItemDisplayWindow].Child[IDW_ItemInfo1].Text.NotEqual[${CheckItemName}]}) {
/echo \arYou may be bugged, \aothe ItemDisplayWindow text is showing MQ2 \ar${Window[ItemDisplayWindow].Child[IDW_ItemInfo1].Text} \aoinstead of \ay${CheckItemName}
/echo It is recommended you relog.
/end
} else {
So for the else bit, that's what would need to change as the above is from my previous macro. Else, it's the right item, so now see if it's the right zone that I want. etc etc.
So it's possible with a macro that you could have all your toons run. But is subject to being bugged.