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Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted]

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Even with a rinse and repeat of /buy and /make it took me over 10 times to make a pie tin. lol

need a crystalball.mac to predict failed combines. haha
 
Not a big deal, but when you have multiple recipes in a recipe file that call for the same tool, such as plaining tool, it will buy 2 or 3 of them. :)
Another thing I noticed, if you have bags in your inventory such as Collector's Dimensional Case Items: Collectibles, it will still count that as empty inventory but won't use the box. Causing the vendor to say Your inventory appears full in a continuous loop.
 
Simply solution for the bag full would be 10 plus 1 for the inventory issue to account for needing atleast 10 slots open in that container assuming it is in the the lower right primary slot. Still thinking on the solution for not using the same item twice from a container. The check for supplies checks all of the inventory even the container you are using. :) Possibly a ignore container you are using at the time for ingredients. I don't fully think of the ramifications on the fly, just gabbing in my own mind. haha
/if (${Me.FreeInventory} < 11) {
/echo \atTradeskill Construction Set: \ayBags done filled up!
/cleanup
/end

Dunno if I revisited this from 2.84 to 3.0 it seems so long ago.. so I would have to look at the mechanics.. I will say it is preferred that mats come from bags and not TS containers.
 
Dunno if I revisited this from 2.84 to 3.0 it seems so long ago.. so I would have to look at the mechanics.. I will say it is preferred that mats come from bags and not TS containers.
Yes, but if your container is the one you are using and it places the one item in the container and then calls for the same item that is already in the container it just moves it over one slot making you short one item on the combine.
 
tinkering skillup stalled out at crossbow stuff. Notes: You must complete the Merchant Alliance Quest and scribe the Merchant Alliance Tradebook in order to perform this combine.

Changed the last recipe. You need to farm or bazaar the Alaris Gemstone and Essence of Alaris
 

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Yes, but if your container is the one you are using and it places the one item in the container and then calls for the same item that is already in the container it just moves it over one slot making you short one item on the combine.

This is the rallying cry to use the UI.. which could process mats from within the container while using the portable container.. The only issue I saw with using it in the past was searching for Patty Melt (Bear) , Clump Of Dough (Dragon Egg), Clump Of Dough (Free Range Egg).. would pigeon hole someone into using a specific resource.. the alternative is to make a recipe entry for each and do an inventory check to see which recipe to make then make said recipe, not impossible.. but wow.. just wow.. The other part is the recipe ID which is the same for all these variants.. which I am pretty sure I do turn in by ID.

Trying to think of the reasons I scrapped it:

Pros:

It looked less fishy from a standpoint of mass crafting
Craft in the craft container with stuff in container
No Continual clean of container looping forever..
No Potential endless loops in non-UI mode.

Cons:

It needed a lookup table for quests that used a specific resource.
For GOD brewing you needed to make Spicy Sunrise.. but the recipe search was Spicy Sunrise (Orange Juice)
Specific UI switches needed to be set so it would not kaboom.
Searching - If there was a similar item and you were running the tradeskill quests it would loop endlessly.
Tradeskill INI files - now you don't have to specify what kind of recipe name Patty Melt (Bear) , Patty Melt is good enough.
(Fix for this is to add another entry that had the search name,, and the main name,, or some relational table)
Means editing like every file that has an alternate name possibility..
Custom UIs did not play nice..


Extra:

For everything that doesn't need to be done in GOD zone.. I am pretty sure you can have no containers and it will walk around POK and do the "translation" from Spit to Oven.. or Alchemy Table vs Medicine Bag..

The arrows are a disaster.. Class 2 Arrow is a Class 2 Arrow is a Class 2 arrow.. small ,medium, large nocks..

They are determined what kind of arrow by the item ID.. name is a nogo..
 
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Some way to exclude the container from ingredients list inventory check while you are using for that specific container for a recipe.

Another thing I would like to see. (along with anything else i like to see, not to be taken negatively) I don't realize sometimes that things in chat sound demanding or degrading. With that being said, (LOL). After you run out of supplies and the macro ends. it shows your inventory needed and what you have, like to see it show the supplies you ran out of that caused the macro to end (the ingredients that cause you to be missing the item listed).
When you start the macro it shows Firing up the Machine and shows the items you are missing for each item to make, like to see that list again after Crafting Complete. (trying to be a little more specific)

With some collaboration I would like to get list together of all the things that need worked on even down to the petty things. I can offer to help on what I can. I'm just really not sure what direction you are in with the project as a whole (I have a good idea of your intentions). Once again, great work on this. I know it is time consuming and overwhelming at times, but I for one appreciate what you have done here.
 
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Some way to exclude the container from ingredients list inventory check while you are using for that specific container for a recipe.

Another thing I would like to see. (along with anything else i like to see, not to be taken negatively) I don't realize sometimes that things in chat sound demanding or degrading. With that being said, (LOL). After you run out of supplies and the macro ends. it shows your inventory needed and what you have, like to see it show the supplies you ran out of that caused the macro to end (the ingredients that cause you to be missing the item listed).

With some collaboration I would like to get list together of all the things that need worked on even down to the petty things. I can offer to help on what I can. I'm just really not sure what direction you are in with the project as a whole (I have a good idea of your intentions). Once again, great work on this. I know it is time consuming and overwhelming at times, but I for one appreciate what you have done here.


There is a lot to do and a lot that can be done.. but I think a good starting point is to have a need list, idea list, fix list, etc.. so we can focus on specific items to work on and/or improve. In addition if there is a module or change that is made to anything other than INIs, Vendor lists to document the line, the change, and the file that was changed.

This is a massive undertaking and is an attempt to be a kissassist/mule of sorts for tradeskilling/quests.. So there are going to be triumphs and failures..
 
If you could share a complete zip of what you have I can start fresh on a baseline and compare it to what I am working with.

Pretty much everything for the god quests are complete, I have ran every one of the trophy freebies and recipes for the trophy and the turn in up to the point of getting all the trophies. The only exception is having to have all of the portable containers in primary slots and room in a non container for supplies and having to rerun the shop and make for failed combines (on the trophy quests). Other than having to farm items which is a long way down the road for automating that.

Also, I made skillup files for every skill and added all the purchasable items to the vendor file.

The only other changes to the core files that I can recall off hand is I placed a /stopforage in there and changed the code for the bag not being found, i think was the medicine bag, (other than that there was some mispellings on the turn in stuff for trophy and god quest.)
 
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Disclaimer: Use code at own risk, if it eats your epic, not responsible..

My current focus is the TSC_POR and TSC_SUPPORT..
 

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It’s been fun watching you two banter. I’ve downloaded and run a trophy quest nearly every update. I’d offer more if I had any coding skill. For now though, I’ll just be a cheerleader. I appreciate all the work. in its current form, it is already amazing. I can’t wait to play with the future!
 
Answer file primer:

This should work for any task based that has tradeskill creates and deliver steps.. will add more as needed.

|if 0 means the recipe is not storebought , 1 means all from vendor

|Storebought
Recipe1SB=1
Recipe2SB=1
Recipe3SB=1
Recipe4SB=1
Recipe5SB=1
Recipe6SB=1
Recipe7SB=1
Recipe8SB=1
Recipe9SB=1
Recipe10SB=1

Every recipe associated with a task step.

|Step to Recipe Matrix
Step1=2
Step2=3
Step3=4
Step4=5
Step5=6
Step6=9
Step7=8
Step8=7
Step9=5
Step10=10

|All Task Dependencies 0 means no dependency (Need!)
>0 means the recipe is needed to make the parent recipe.

Recipe1CTD=0
Recipe2CTD=0
Recipe3CTD=0
Recipe4CTD=0
Recipe5CTD=0
Recipe6CTD=1
Recipe7CTD=4
Recipe8CTD=3
Recipe9CTD=2
Recipe10CTD=6

turn in items by ID and step number

|Delivery Steps
Turn6Step=17960
Turn7Step=17961
Turn8Step=16947
Turn9Step=65471
Turn10Step=13432
 
In my mind, this might debut in 2024 or 2025, haha got me lost. I will stick to me elementary stuff while you move on to the majors. Wish I had the memory for it. Makes me wish I had learned computer talk a long time ago instead of drinking at the bars and chasing women. :)
 
instead of drinking at the bars and chasing women.
giphy.gif
 
Is 3.0 going to calculate the ingredients needed from a prior combine that is already trivial and buy and make those items to make the ingredients need of the trivial item to make the skillup item? :wtf:😅:wtf:

Yesterday I just figured out that skillup and make had two separate functions. Now I found where the missing item list is and purchase those items, run the make command to make the amount of the trivial items I need and then then run the skillup to make the skillup items. :)

Also, helps to read the directions, (Which I am Horrible at Doing for anything) that already explains most of this.

Like to add, the more I dig in and learn about this, the more impressed I become.
 
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I can assure you people who are IT been to many a club , imbibed metric tons of alcohol, and have chased many a doe , and do this stuff too. If every IT guy wore a white shirt and tie, glasses, had a pocket protector and slide rule, halitosis. I may profile and say they do not do those things.
 
In my mind, this might debut in 2024 or 2025, haha got me lost. I will stick to me elementary stuff while you move on to the majors. Wish I had the memory for it. Makes me wish I had learned computer talk a long time ago instead of drinking at the bars and chasing women. :)

1605981112526.png
 
Is 3.0 going to calculate the ingredients needed from a prior combine that is already trivial and buy and make those items to make the ingredients need of the trivial item to make the skillup item? :wtf:😅:wtf:

Yesterday I just figured out that skillup and make had two separate functions. Now I found where the missing item list is and purchase those items, run the make command to make the amount of the trivial items I need and then then run the skillup to make the skillup items. :)

Also, helps to read the directions, (Which I am Horrible at Doing for anything) that already explains most of this.

Like to add, the more I dig in and learn about this, the more impressed I become.

So the doc sections is not verbose nor is it exhaustive, it could use some sprucing up. I am not a fan of self documenting, buut it helps if I want to remember what the hell I was doing or trying to do in the code, and helps others make it live on.

The way it will work for task based is doing calculations to buy based on the need of the parent recipe. (taking into account the yield)..

So if you have 2 tacos (main recipe) , and 1 lettuce (sub recipe), and it needs lettuce to complete the taco it will buy or make 1 lettuce. The caveat being, if it is a recipe that does not have a task step it will make that amount, whatever the yield is..

An EQ example is, I have 1 small clay jar, it will craft 3 unfired containers and then make them into clay jars to equal the required total of 4.

Problems that need solutions would be and not limited to:

The recipe has 2 or more sub combines that are not dependent on each other but required to make the main recipe.


Snippet: Uses main recipe to determine how many to make of the lower recipe using the task updates "0/4" to determine.

/if (${l_task_type.Equal[Deliver]}) {
/echo \atTCS \agDelivery Task ${t_step_set} \ay[\awMake Count Calculation\ay]
|/if (${sub_recipe} > 0 && ${ter_recipe} == 0) {


1) How many in inventory do I have of the main recipe

/Call Recipe_Inv_Count "${ts_file}" ${org_recipe}
/varset sub_rec_inv_count ${Macro.Return}


2) What is the yield based on the recipe

/Call Get_Recipe_Yield "${ts_file}" ${org_recipe}
/varset l_yield_count ${Macro.Return}


3) Multiply yield by the raw turn in amount..

/Call obj_rem_count "${l_quest_n}" ${t_step_set}
/varcalc make_count (${l_yield_count} * ${Macro.Return})
/varset MakeCountOverride ${make_count}
}

This does causes problems for the weird ones like the fletching quest that wants you to turn in 2 arrows and it is 0/2 but arrows come in 5s..
The potential fix is to make an answer file that instead of using the task on delivery. This part is used for determining if you have the right amount to deliver.. can revisit.
 
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I wanted to give this recipe for fletching, it is easy and goes all the way to 300 using ToV logs, and cheap store bought items.
 

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Future Roadmap 1.0:

What do we want this project to ultimately do and where do we want it to go?

Lofty Ideas:

1) Farming for mats, if the character can travel there, set up basic pet or sword swinging on mobs.. get farmed amount and from area/mob, return to POK and crafting..

so.,, /mac TSC farm expert pottery.. in a magical world it would have a list, zone name, and mobs, locations to farm said materials and then return..
or /mac tsc farm expert pottery {recipe name} or [recipe number]

TSC_FARM.inc
TSC_FARMTravel.inc
TSC_FARM_BOT.inc

whatever..

2) Totally magical, make TSC into QCS - quest construction set to do progress for TDS, HoT, etc.. all in one.. as well as doing tradeskills..

Could have a parser to an answer file...

3) Bring back crafting UI,, will make the custom UI'ers howl. But it is way stable and eliminates many probs

4) make TSC into a listener program so when you run it, it waits for input..

5) scrap project and call it a day?

5.5) add in old school quests (ie no task based)
 
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Haven't looked at all quests,, but it looks like when doing the delivery inventory verification it can be done using the task remaining count as what needs to be in inventory.. so even if you were required to create 10 arrows by yield,, you would need to have 2 arrows to turn in.. If this holds true I can fix/mod the logic for that. and all will rejoice..
 
The guess is on skilling up, having to guess what total to make for each item for purchasing items you need without buying too much stuff.
I wanted to give this recipe for fletching, it is easy and goes all the way to 300 using ToV logs, and cheap store bought items.
Here is the fletching up to 300, just added the recipe. TS_fletching.ini Should be good on buying supplies as everything the fletcher guy sells is in the vendorfile. except the infused velium logs.
 

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The guess is on skilling up, having to guess what total to make for each item for purchasing items you need without buying too much stuff.
Quoting myself. Is that allowed? haha
I guess if you ran enough toons through the process you could get an idea close to the amount you need to be right around trivial.
 
Quoting myself. Is that allowed? haha
I guess if you ran enough toons through the process you could get an idea close to the amount you need to be right around trivial.

I am pretty sure the number cruncher bean counter types already calc'd this out as an average of x amount of combines.. but yes, an edumacated guess is the best bet.. What you could do,, is set it at a 100 and shop, make, skill up and then rinse and repeat.. so that it will never buy too much of anything.. if you hade time.. buy 10 and wait forever but spend very little in a loop

I don't imagine it would be too hard to set up a flow that would shop, craft, and continue doing these actions until the skill is reached. Guessing a good magic number for skill ups.. I leave that to someone else. Who loves math and listens to Carl Sagan.
 
I am pretty sure the number cruncher bean counter types already calc'd this out as an average of x amount of combines.. but yes, an edumacated guess is the best bet.. What you could do,, is set it at a 100 and shop, make, skill up and then rinse and repeat.. so that it will never buy too much of anything.. if you hade time.. buy 10 and wait forever but spend very little in a loop

Was my exact thought. Great work here.

Also, I found a mispelling in my tinkering skillup file auqalung is now aqualung.
 

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The only thing that is a drag right now is when you are out of say 3 items in a recipe, you have to run the program once to tell you the first item is missing, then run it again to tell you the next is missing and then a third time. haha.
 
The only thing that is a drag right now is when you are out of say 3 items in a recipe, you have to run the program once to tell you the first item is missing, then run it again to tell you the next is missing and then a third time. haha.

In a recipe for a tradeskill quest... it will determine if it has enough to make an item, if it doesn't it calculates how many of what to buy to make the item and then goes shopping and then makes the item.

The shopping component outside of a quest is for mass production primarily.. it will shop the whole set of recipes and make a shopping list to do mass work..

I am sure it would be possible to forego the mass shopping and shop the recipe based on need.. IE if you had a goal to make 238 fruit cakes and you have 128 it would calculate the amount to buy to make that exact amount.. works great for single combine type recipes,, would be a trial and error thing with multi sub-combines.
 
Ok some strange shit in the game. You can't pickup just 1 aqualung. CTRL LeftClick still picks up the whole stack making the combine no good. Bug on everquest side?
 
n a recipe for a tradeskill quest... it will determine if it has enough to make an item, if it doesn't it calculates how many of what to buy to make the item and then goes shopping and then makes the item.
Yah, I was trying to do the combines without shopping to use up my extra supplies. haha.
 
The Aqualung that you make in the recipe for another recipe has 20 charges on it, the recipe calls for 1 Aqualung. If I burn the Aqualung down to 1 charge it works in the recipe.
 
If you open the table search the recipe and do the auto, it makes them. hmmm And it uses the whole stack of remaining charges.

Nevermind, it's automagically using the 20 stack in the recipe now. Maybe I had to learn the recipe first. dunno haha

Tinkering working great now since the Aqualung spelling fix. lol
 
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meanwhile back at the ranch...

:deliver_calc

|NOTE: Delivery: Buy Count Calculation
/if (${l_task_type.Equal[Deliver]}) {
/echo \agDeliver Buy Count Calc

1) Get remaining count from task

/Call obj_rem_count "${l_quest_n}" ${t_step_set}
/varset l_buy_count ${Macro.Return}

2) Get inventory by ID of current required recipe

/Call Recipe_Inv_Count "${ts_file}" ${org_recipe}
/varset sub_rec_inv_count ${Macro.Return}

3) Get the yield of the current recipe

/Call Get_Recipe_Yield "${ts_file}" ${org_recipe}
/varset l_yield_count ${Macro.Return}

4) Subtract Task Item Remaining count from Current INV count

|Calculate Task Count - Inventory Count
/varcalc l_buy_count ${l_buy_count} - ${sub_rec_inv_count}

5) whatever..

/if (${l_buy_count} < 1) {
/echo nothing to buy
/end
}

6) if yield is gt buy count then set buy count to 1
/if (${l_yield_count} >= ${l_buy_count}) {
/varset l_buy_count 1
} else {

7) if yield is not enough the calculate amount to buy based on total need divided by yield.

/Call Amount_To_Buy ${l_buy_count} ${l_yield_count}
/varset l_buy_count ${Macro.Return}
}
|CHECK CALC... revisit..

}
 
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Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted]
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