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

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No need. It will make items based on the task amount. It will then keep buying the amount needed to make that item, once it is made, it will no longer buy that recipe and skip to the next task. In 3.0.. of course..
3.0 sounds like a sexy beast! Thanks @jb321
 
Ran the Tinkering Trophy all was good up to the turn in, somehow short on a couple different fireworks, went back and made more and finished it. Everything in the files looked good, did have to add the battery case to vendor list and farm a "Raw Dark Matter" took about 20 minutes in korofax.

here is the updated vendor list for the battery case, going to fire up another toon and run the tinkering again. :)

Updated the BuyKits.mac it was ignoring items already in inventory and trying to buy all the kits. also added some color and navigation text. :)
 

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Please update this file for vendors.. or merge
Will do.
Question: Are the containers suppose to swap out during the god quests or do they all have to be in primary slots? Reason I ask, is it seems most of my toons I have had the one tradeskill container in bottom right, but when it gets to the next skill it doesn't swap the container.
 
Question: would this work for TS_Core? For the collapsible fletching kit or will it find it on its own?
INI:
|Fletching Kit <> Swapper!
/if (${ContainerName.Equal[Fletching Kit]} && (${FindItemCount[=Planar Fletching Kit]} > 0 || ${FindItemCount[=Collapsible Fletching Kit]} > 0)) {
/varset ContainerName ${FindItem[Fletching Kit]}
}
 
Question: would this work for TS_Core? For the collapsible fletching kit or will it find it on its own?
INI:
|Fletching Kit <> Swapper!
/if (${ContainerName.Equal[Fletching Kit]} && (${FindItemCount[=Planar Fletching Kit]} > 0 || ${FindItemCount[=Collapsible Fletching Kit]} > 0)) {
/varset ContainerName ${FindItem[Fletching Kit]}
}

Maybe a pattern match to say if it contains "fletching kit" to set the container name to the full name of whatever it found in inventory.. (less coding?)
Optimize or Functional .. the struggle is real..

It looks like it would see what container is required and do a this or that.. would have to test of course.. MQ2 Update not avail as of yet...

Dunno if this will work,, but is what I would like it to do so it can run through everything that has fletching kit in the name..

/if (${FindItemCount[Fletching Kit]} > 0) {
/varset ContainerName ${FindItem[Fletching Kit]}
} else {
/echo go buy it
/end
/return false
}
 
Will do.
Question: Are the containers suppose to swap out during the god quests or do they all have to be in primary slots? Reason I ask, is it seems most of my toons I have had the one tradeskill container in bottom right, but when it gets to the next skill it doesn't swap the container.

because 2.84 and 3.0 are light years apart.. 3.0 will pick a bottom slot and swap in and out stuff.. as long as the bottom slot is not some sort of bag..

that is the way it is supposed to work for GOD.. if the container was already out it won't swap it anywhere unless it came from a bag and was dropped into the swappable open bottom slot..


this picks a slot either the bottom left or bottom right.. if the bottom left matches 1st, it selects that slot..

Sub Bottom_Slots_Empty
/declare C_Slot int outer 0
/declare c int local 0

/declare Bag9 string local ${Me.Inventory[31].Type}
/declare Bag10 string local ${Me.Inventory[32].Type}

/Call ConTypes "${Bag9}"
/if (${Macro.Return} == 1) /varset C_Slot 31

/Call ConTypes "${Bag10}"
/if (${Macro.Return} == 1) /varset C_Slot 32

|/if (${C_Slot} == 0) /echo \ayabort .. bags where they shunt be. TSC_Support
/return ${C_Slot}

Sub ConTypes(string p_con_name)
/if (${p_con_name.Equal[Baking]}) /return 1
/if (${p_con_name.Equal[Medicine]}) /return 1
/if (${p_con_name.Equal[Fletching]}) /return 1
/if (${p_con_name.Equal[Jewelry Making]}) /return 1
/if (${p_con_name.Equal[Mixing]}) /return 1
/if (${p_con_name.Equal[Tinkering]}) /return 1
/if (${p_con_name.Equal[Make Poison]}) /return 1
/if (${p_con_name.Equal[Food]}) /return 1
/if (${p_con_name.Equal[Drink]}) /return 1
/if (${p_con_name.Equal[Misc]}) /return 1
/if (${p_con_name.Equal[Book]}) /return 1
/if (${p_con_name.Equal[Combinable]}) /return 1
/if (${p_con_name.Equal[NULL]}) /return 1
/return 0

Sub Total_Slots_Free
/declare currentcount int local 0
/declare totalfreeslots int local 0
/declare bag_count int local 0
/declare cc int local 0
/declare total_slots int local 0
/declare b_type string local
/declare i int local 0
/for i 23 to 32
/varset b_type ${Me.Inventory[${i}].Type}
|/echo ${b_type}
/varcalc cc ${Me.Inventory[${i}].Container} - ${Me.Inventory[${i}].Items}
/if (${b_type.Equal[Backpack]} || ${b_type.Equal[Merchant]}) {
/varcalc total_slots ${total_slots} + ${cc}
}
/if (${b_type.Equal[Null]}) {
/varcalc total_slots ${total_slots} + 1
}
/next i


/if (${Me.Level} < 34) /varcalc total_slots ${total_slots} - 5
/if (${Me.Level} > 33) /varcalc total_slots ${total_slots} - 7

/if (${total_slots} > 7) {
/return 1
}
/return 0
 
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Nice, I found an typo in the shopping file, here is the new one, it includes stuff for research and toxicology. toxicologytrophy and research testing now. :)
 

Attachments

Toxicologytrophy you have to farm for 9/10 items.

Spider Venom Sac x2
Froglok Poison Gland
Asp Poison Sac x3
Basilisk Eye Stalk x2
Grave Mold x2
Crystallized Marrow x2
Cyclamine Corm x2
Putrid Bile x2

The Research Recipe is a little pricey to get to 243 buying from vendor. You will have to adjust the totals to make on this one.
Also has recipe to farm

Raw Runic Hide
Raw Supple Runic Hide
Raw Fine Supple Runic Hide
and a couple other things.
 

Attachments

Don't get too attached..

it is going to be:

/mac TSC beginner pottery
/mac TSC beginner toxicologist
and so on...
Sounds like a long road....
Apprentice Alchemist Test
Apprentice Baker Test
Apprentice Brewer Test
Apprentice Fletcher Test
Apprentice Jeweler Test
Apprentice Mechanist Test
Apprentice Potter Test
Apprentice Researcher Test
Apprentice Smith Test
Apprentice Tailor Test
Apprentice Toxicologist Test
Beginner Alchemist Test
Beginner Baker Test
Beginner Brewer Test
Beginner Fletcher Test
Beginner Jeweler Test
Beginner Mechanist Test
Beginner Potter Test
Beginner Researcher Test
Beginner Smith Test
Beginner Tailor Test
Beginner Toxicologist Test
Expert Alchemist Test
Expert Baker Test
Expert Brewer Test
Expert Fletcher Test
Expert Jeweler Test
Expert Mechanist Test
Expert Potter Test
Expert Researcher Test
Expert Smith Test
Expert Tailor Test
Expert Toxicologist Test
Freshman Alchemist Test
Freshman Baker Test
Freshman Brewer Test
Freshman Fletcher Test
Freshman Jeweler Test
Freshman Mechanist Test
Freshman Potter Test
Freshman Researcher Test
Freshman Smith Test
Freshman Tailor Test
Freshman Toxicologist Test
Journeyman Alchemist Test
Journeyman Baker Test
Journeyman Brewer Test
Journeyman Fletcher Test
Journeyman Jeweler Test
Journeyman Mechanist Test
Journeyman Potter Test
Journeyman Researcher Test
Journeyman Smith Test
Journeyman Tailor Test
Journeyman Toxicologist Test
Master Alchemist Test
Master Baker Test
Master Brewer Test
Master Fletcher Test
Master Jeweler Test
Master Mechanist Test
Master Potter Test
Master Researcher Test
Master Smith Test
Master Tailor Test
Master Toxicologist Test
 
I have been messing with the trophy recipes for my personal use, but not going to spend time changing them if the new system is going to go back and buy and remake failed stuff. Will be nice to just set the recipe for the exact amount and then have it buy and make till that amount is done. :)
 
smithingtrophy you can now farm Block of Acrylia , Large Brick of Acrylia, or Small Brick of Acrylia. The recipe will break down the Block or Large Brick.
I used 10 Blocks because of failing the Bundled Acrylia Arrow Shafts. Once JB gets the new system rolling, this won't be an issue.
 

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Current Status:

Has a vendor bought check to see if the recipe is non-farmed.. if it is, it makes it. If not, (WIP) it should check the difference between bought items and farmed items and spit out what is missing and start a ticker that if it reaches that task again it will abort and do a turn in .. so it will cycle through and if unable to make the item will attempt to turn in what it has.. (black pearl is vendor bought but not by a non-summoned vendor, support later?)

Will make the sub-item if it is needed for a recipe, then will make the main item.. need to add in the situation where the pot needs an unfired pot which needs metal bits. so a sub sub.. already have the code snips in there.. just need to make it work..

If it fails, it will cycle until the task is accomplished, should buy the right amount based on the task, and should make only the amount that is needed (will need to watch) There are counts for create tasks, and then there is a count for delivery tasks (meaning they are not the same which holds true for pottery and prolly some others)

it even has support for destroyed items when the create task has already been completed, but for whatever reason you are missing that item it will make that item.

the create task may say something like make an unfired container, and the delivery task is a fired container so they don't match up thus more logic needed.
 
usage: /mac TSC ShopMakeSkill potterytrophy
Description: Makes a shopping list if not already created and goes from vendor to vendor and buys every vendor buyable item.
AND starts crafting the items in the containers! AND turns on skill up mode AND auto-swaps trophies
usage: /mac TSC SkillUp alliance
Description: This will skill up on recipes in TS_Alliance.ini and skip that recipe once you reach the trivial

From what I remember running the first command actually skipped the recipe if it was trivial. didn't try the alliance. either this is backwards or I just wasn't paying close enough attention. Will try it out later, gotta go to dentist and get a filling replaced. :(
 
Did the research on a warrior this morning, apparently when I did the freebies the tome binding kit was not in a primary slot. Worked perfect the whole way through first run.
 
Also, just a suggestion, wonder if we could change the path in west freeport a little to go toward commonland then across to the quest giver. Avoid the guards, they aren't much at high level but when they train the militia, they will take out a level 115 in a quad.

/Call NAVHelp
/varset TS_NAVHelper -184.98 62.24 -47.89
 
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Also, just a suggestion, wonder if we could change the path in west freeport a little to go toward commonland then across to the quest giver. Avoid the guards, they aren't much at high level but when they train the militia, they will take out a level 115 in a quad.

/Call NAVHelp
/varset TS_NAVHelper -184.98 62.24 -47.89

I've never seen this, I got killed by an orc pawn at lvl 1. All said, moving NAV around is no biggy, it's exactly what I used in Abysmal Sea which helped immensely.
 
So.. if you are making trophies ... There is a buy total and a make total.. make total is old school tradeskill.mac

buytotal is used specifically for the trophy making portion for tcs 3.0.. and is in line for any task based tradeskill to do the same..

the buy total takes into account the yield.. so if you make metal bits.. buying 1 set = 2 yield

may be a little confusing but it is used to calculate how much of something is needed to buy based on the task count..

so if the task says it needs to turn in 4 sets of arrows, well arrows come in 5s, so you need a way to have 4 x 5 = 20..

This is why we added a buycount to match up directly with the task itself.. make total count is the total amount needed of an item.

Fletching:

Recipe2SkillType=Fletching

Recipe2MakeTotal=10 - need a total of 10

Recipe2Items=4
Recipe2Item1=Bundled Wooden Arrow Shafts
Recipe2Item2=Field Point Arrowheads
Recipe2Item3=Medium Groove Nocks
Recipe2Item4=Several Round Cut Fletchings

Recipe2BuyTotal=2 - 2 x 5 = 10..

So the take away is, if you are making trophy make inis.. use a buytotal that is the amount needed to produce the yield..

if you need 30 arrows.. well you need a buytotal of 6..

30/6 = 5 yield..


-------------------------------------------

Pottery

2/1 = 2 yield count

Recipe1MakeTotal=2

Recipe1Items=3
Recipe1Item1=Small Piece of Ore
Recipe1Item2=Small Piece of Ore
Recipe1Item3=Water Flask

Recipe1BuyTotal=1
 
Yes, that is the tricky part, calling the recipe for the buy amount using maketotal and then trying to use the same recipe total to actually make the amount you want. :)

On a side note, i ran the research skillup file and spent 130k plat on supplies going the vendor bought route to get to 243. Due to buying the supplies to make an item that was needed to make another item and failing that item, I just ran the /mac tsc make research several time after buying all of the initial /mac tsc shop research (since i kept running out of vial of water, but didn't want to keep buying more supplies when I already had the supplies for the rest from other failed combines) yes confusing I know. lol

Looking forward to 3.0 so I can come up with more stuff. haha

Oh yeah, also not a real issue with the program, however you have to take into account the aa that you have for tradeskills, some will allow you to recover items otherwise lost in a combine. This helps tremendously with supplies. Especially when you are recovering that farmed item or a 300 plat gem.
 
Here is the poison skillup toxicology recipe and updated vendor file. First and Third items are bought in pok, the second recipe the item King's Thorn is bought in
You can still run this skipping the second recipe and get to 275 Make Poison.
 

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Should we really be following the language of eq or calling this Poison instead of Toxicology? LOL

In this case for trophy making and tasks.. /mac tsc beginner pottery.. it uses beginner and pottery for the answer file to do turn ins and also which task to run through.. it can be changed.. we would just need to make something that say if you do /mac tsc beg pot .. beg = beginner pot = pottery
 
I just had an epiphany. The original tradeskill.mac doesn't have anything about the alchemy trophy, nor does any of the recipes.

AlchemyMod=

here is the latest Alchemy skillup and the vendor file. and the updated tradeskill.mac if anyone is still using it for combines.
 

Attachments

In this case for trophy making and tasks.. /mac tsc beginner pottery.. it uses beginner and pottery for the answer file to do turn ins and also which task to run through.. it can be changed.. we would just need to make something that say if you do /mac tsc beg pot .. beg = beginner pot = pottery
Yes, this sounds great. I was referring to the long typing out of toxicology vs poison. haha

Does 3.0 pull the trophy to use from the skilltype from the recipe or the modtype from the recipe?
 
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Yes, this sounds great. I was referring to the long typing out of toxicology vs poison. haha

Does 3.0 pull the trophy to use from the skilltype from the recipe or the modtype from the recipe?
skill, does not use mod..

if there is a recipe file with 5 recipes with 5 different skills, it swaps in and out.. based on the skill being used.
 
Farmed Items highlighted. toxicologytrophy
[CODE lang="ini" highlight="28,29,41,44,55,56,69,97,98,111,112,125,126,139,140,155,156"][General]
TotalRecipeNumber=10
DoSkillUps=FALSE
UseTrophies=FALSE
BlacksmithingMod=NULL
BakingMod=NULL
JewelcraftMod=NULL
BrewingMod=NULL
PotteryMod=NULL
ResearchMod=NULL
FletchingMod=NULL
PotteryMod=NULL
FishingMod=NULL
TinkeringMod=NULL
PoisonMod=NULL
AlchemyMod=NULL

[Recipe1]
Recipe1ItemName=Spider Venom
Recipe1ItemID=14015
Recipe1Container=Mortar And Pestle
Recipe1Known=TRUE
Recipe1Trivial=16
Recipe1SkillType=Make Poison
Recipe1MakeTotal=1
Recipe1Items=4
Recipe1Item1=Poison Vial
Recipe1Item2=Spider Venom Sac (Goru`kar Mesa recluse|widow)
Recipe1Item3=Spider Venom Sac
Recipe1Item4=Suspension

[Recipe2]
Recipe2ItemName=Regalis Poison
Recipe2ItemID=14032
Recipe2Container=Mortar And Pestle
Recipe2Known=TRUE
Recipe2Trivial=16
Recipe2SkillType=Make Poison
Recipe2MakeTotal=1
Recipe2Items=4
Recipe2Item1=Froglok Poison Gland (upper guk and lower guk froglok also lower guk Crystallized Marrow - ice boned skeleton)
Recipe2Item2=Poison Vial
Recipe2Item3=Suspension
Recipe2Item4=Urticating Hairs (Dreadlands Drachnid|dead widow

[Recipe3]
Recipe3ItemName=Asp Poison
Recipe3ItemID=14033
Recipe3Container=Mortar And Pestle
Recipe3Known=TRUE
Recipe3Trivial=24
Recipe3SkillType=Make Poison
Recipe3MakeTotal=1
Recipe3Items=4
Recipe3Item1=Asp Poison Sac (North Ro and South Ro asp)
Recipe3Item2=Asp Poison Sac
Recipe3Item3=Poison Vial
Recipe3Item4=Suspension

[Recipe4]
Recipe4ItemName=Retinal Deactivator
Recipe4ItemID=14050
Recipe4Container=Mortar And Pestle
Recipe4Known=TRUE
Recipe4Trivial=24
Recipe4SkillType=Make Poison
Recipe4MakeTotal=1
Recipe4Items=4
Recipe4Item1=Asp Poison Sac
Recipe4Item2=Coyotetail
Recipe4Item3=Lined Poison Vial
Recipe4Item4=Suspension

[Recipe5]
Recipe5ItemName=Spine Break
Recipe5ItemID=14051
Recipe5Container=Mortar And Pestle
Recipe5Known=TRUE
Recipe5Trivial=32
Recipe5SkillType=Make Poison
Recipe5MakeTotal=2
Recipe5Items=4
Recipe5Item1=Constrict Suspension
Recipe5Item2=Delphinium
Recipe5Item3=Lined Poison Vial
Recipe5Item4=Thorny Ergot

[Recipe6]
Recipe6ItemName=Basilisk Poison
Recipe6ItemID=14034
Recipe6Container=Mortar And Pestle
Recipe6Known=TRUE
Recipe6Trivial=32
Recipe6SkillType=Make Poison
Recipe6MakeTotal=1
Recipe6Items=4
Recipe6Item1=Basilisk Eye Stalk (The Lavastorm Mountains Basalisk & Fire Drake for Putrid Bile)
Recipe6Item2=Basilisk Eye Stalk
Recipe6Item3=Lined Poison Vial
Recipe6Item4=Suspension

[Recipe7]
Recipe7ItemName=Solvent Gangrene
Recipe7ItemID=14052
Recipe7Container=Mortar And Pestle
Recipe7Known=TRUE
Recipe7Trivial=40
Recipe7SkillType=Make Poison
Recipe7MakeTotal=1
Recipe7Items=4
Recipe7Item1=Grave Mold (Estate of Unrest Ghoul|changeling|mummy|skeleton|dead)
Recipe7Item2=Grave Mold
Recipe7Item3=Poison Vial
Recipe7Item4=Suspension

[Recipe8]
Recipe8ItemName=Crystal Eritus
Recipe8ItemID=14035
Recipe8Container=Mortar And Pestle
Recipe8Known=TRUE
Recipe8Trivial=40
Recipe8SkillType=Make Poison
Recipe8MakeTotal=1
Recipe8Items=4
Recipe8Item1=Crystallized Marrow (Everfrost Peaks Ice boned Skeleton Lower Guk changeling|ice bone)
Recipe8Item2=Crystallized Marrow
Recipe8Item3=Lined Poison Vial
Recipe8Item4=Suspension

[Recipe9]
Recipe9ItemName=Cyclan Butil
Recipe9ItemID=14036
Recipe9Container=Mortar And Pestle
Recipe9Known=TRUE
Recipe9Trivial=48
Recipe9SkillType=Make Poison
Recipe9MakeTotal=1
Recipe9Items=5
Recipe9Item1=Cyclamine Corm (Everfrost Peak orc|orcish)
Recipe9Item2=Cyclamine Corm
Recipe9Item3=Lined Poison Vial
Recipe9Item4=Snake Venom Sac
Recipe9Item5=Suspension

[Recipe10]
Recipe10ItemName=Putrid Bane
Recipe10ItemID=14037
Recipe10Container=Mortar And Pestle
Recipe10Known=TRUE
Recipe10Trivial=56
Recipe10SkillType=Make Poison
Recipe10MakeTotal=4
Recipe10Items=4
Recipe10Item1=Lined Poison Vial
Recipe10Item2=Putrid Bile (The Lavastorm Mountains Fire Drake & Basilisk for Basilisk Eye Stock)
Recipe10Item3=Putrid Bile
Recipe10Item4=Suspension[/CODE]
 
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TSC_POR.inc file
Line 116 /if (${s_valid.Equal[Poisio]}) /return true

Prevented from going for the Poison trophy. What else am i missing. i seen another area you refer to poison as pois :)
Also the turn in file had the toxocologist (toxicologist) spelled wrong. POR Trophyquests

That completes the test of every god, maketrophy and turnin.

Recommendations until 3.0 comes out, have all of your kits in primary slots and an empty bag or two at the top two slots for supplies and this should run through every god quest and get the trophy quests. Then if you fail a combine for the trophy quest just buy the items you need for the failed item and run the make trophy again or just do a shop and make trophy. lot of items to farm for a few of them, but overall everything is working great.

Also, updated vendor file.. again...
 

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May have found a small bug. If you are making an item and it requires two items of the same

Water
Water
Salt
Pepper

And you only have one water, it will place the water and then move the same water to the second spot with the salt then pepper and keep trying a failed combine. moving the water from slot one to slot two over and over.
 
May have found a small bug. If you are making an item and it requires two items of the same

Water
Water
Salt
Pepper

And you only have one water, it will place the water and then move the same water to the second spot with the salt then pepper and keep trying a failed combine. moving the water from slot one to slot two over and over.

this may be an artifact of the crafting which I have tried many ways to rectify.. if you run it again, does it work? cuz.. I have stuff with 2 bricks of ore.. and it works with those ..
 
Specifically the poison recipes in the mortar and pestle. If you start out with 3 creeper Ivy or 3 lactera in inventory. After it makes the first one and you have 1 creeper ivy or lactera left it will attempt to use the same last one twice. Yah, haven't noticed it with other stuff in the tables, I couldn't imagine it was luck of the draw, but going to test that out. Might just be the portable containers.

Yes, it is specific to pulling items from inventory, when I used a table it ended when it only found one item in inventory when it called for two. Something to do with counting the mortar and pestle as inventory bag and using the same item from that bag twice. Also, it doesn't call a bags full check when using the portable container in inventory, just keeps moving stuff around when bags are full.

Recipe3Item1=Creeper Ivy
Recipe3Item2=Creeper Ivy
Recipe3Item3=Ethereal Suspension
Recipe3Item4=Sealed Poison Vial

or

Recipe1Item1=Constrict Suspension
Recipe1Item2=Lactera
Recipe1Item3=Lactera
Recipe1Item4=Lined Poison Vial
 
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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
 
Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted]
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