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

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@jb321 thats great with regards the Deluxe Toolbox! 👍

I had a thought. When I sent a couple other characters to run the script I pre-loaded them with fletchers kit, mixing bowl and jewelers kit as I had looked at the code to see what it wanted. Normally from PoK I would grab the planar kits.

Using EQTraders as a poking point (here) I have compiled a list of the containers that can be used for combines. The list compiled by which trade, which recipe and what containers EQTraders have marked by it.


Baking
Ordins Oatmeal:
Mixing Bowl, Collapsible Mixing Bowl


Fletching
Wayfarer Arrow, Wayfarer Bow, Wayfarer Bowstave, Wayfarer Arrowhead:
Fletching Kit, Planar Fletching Kit, Collapsible Fletching Kit


Jewelcraft
Simple Clasp, Simple Copper Ring, Simple Brass Armband,Simple Silver Chain:
Jeweler's Kit, Planar Jeweler's Kit, Collapsible Jeweler's Kit, Reinforced Jeweler's Kit


Tinkering
Simple Spring, Simple Pulley, Simple Animated Lure, Simple Bow Cam:
Toolbox, Deluxe Toolbox, Collapsible Toolbox


Alchemy
Wayfarer Black Dye, Wayfarer Green Dye, Wayfarer Blue Dye, Wayfarer Red Dye:
Medicine Bag, Reinforced Medicine Bag, Foldable Medicine Bag, Foldable Reinforced Medicine Bag, Kobold Shaman's Pouch, Alchemy Table (Placeable), Alchemy Table


Poison
Simple Universal Suspension, Simple Solvent, Simple Contact Poison, Simple Injected Poison
Mortar and Pestle, Marble Mortar and Pestle, Collapsible Mortar and Pestle



That covers the options for required containers of which a character could carry to do the combines in the quest series.


With regards Baking and Tailoring, things get a little different. There are fixed world containers that the character can move to an intereact with, the oven and loom respective.
Yet the combines can be done in Spit for the former and various Sewing kits for the latter.
If the character has one available to use in the inventory, it saves the movement action from the quest npc. Much like they stay static doing fletching and jewelry. This isnt such a big deal with tailoring, the loom is close by. For baking though, the character runs outside the room, by a door, then around the perimiter of the building to oven and back again.




I see you are updating with regards trophy tasks. I will look to run these vendor buys and makes in the coming days. Great stuff, thanks.


Regards and Best Wishes

So... I am testing the Spit Swapper right now... For any of these alternate containers to work they must meet or exceed the amount of recipe items required, so I did this.

/declare recitems int local ${iRecitems}
/declare SpitSwapper int local ${FindItem[=Spit].Container}
/if (${SpitSwapper} >= ${recitems}) {
|Swap the spit..
}

if not can't use it..

so if a recipe calls for 9 items and you got a spit,, it wont do it, cuz it has 6 slots.
 
Hi @jb321 , wanted to leave you feedback on an issue that stopped the macro. If you posted about this i may have missed it.
I ran the Freebis AS quest and found Baking only at 31 instead of 54. So I ran it again to watch what happened, turns out that while I had plenty of empty bag space, I did NOT have an empty general slot, so my guy did not buy a Mixing Bowl from Ordin. After buying it, I re-ran the macro amd it stopped again as I had the mixing Bowl in general 6 while a empty 40 slot bag in general 8, so the created Oatmeals were going back into the Mixing Bowl and the macro would stop. Easy fix.. just letting you know. If its easy to Automagic the Mixing Bowl (or and needed container) to move a bag and go to General 9 or 10 would maybe stop the issue. The new autoshop is working great. I am testing out the Trophy part tonight or tomorrow on a never skilled character.
 
Hi @jb321 , wanted to leave you feedback on an issue that stopped the macro. If you posted about this i may have missed it.
I ran the Freebis AS quest and found Baking only at 31 instead of 54. So I ran it again to watch what happened, turns out that while I had plenty of empty bag space, I did NOT have an empty general slot, so my guy did not buy a Mixing Bowl from Ordin. After buying it, I re-ran the macro amd it stopped again as I had the mixing Bowl in general 6 while a empty 40 slot bag in general 8, so the created Oatmeals were going back into the Mixing Bowl and the macro would stop. Easy fix.. just letting you know. If its easy to Automagic the Mixing Bowl (or and needed container) to move a bag and go to General 9 or 10 would maybe stop the issue. The new autoshop is working great. I am testing out the Trophy part tonight or tomorrow on a never skilled character.

Yea as long as the bags are above the bowls, all should be good.. Bag management is not my bag.. Yea this is mentioned on the overview page for the macro stating put all containers below the bags. Inventory management is up to you.. I really have to think about it.. I would have to grab from a bag and pick up the container put it in the bottom slot, use it and then swap it out if necessary with the next container item or leave it as is. I wouldn't put it back or try, because that slot might have filled up with something. Straight swaps could work.. maybe not as hard as I thought, I know a bit more about picking up items by ID and name and moving them around so.. maybe in the future.
 
Yea as long as the bags are above the bowls, all should be good.. Bag management is not my bag.. Yea this is mentioned on the overview page for the macro stating put all containers below the bags. Inventory management is up to you.. I really have to think about it.. I would have to grab from a bag and pick up the container put it in the bottom slot, use it and then swap it out if necessary with the next container item or leave it as is. I wouldn't put it back or try, because that slot might have filled up with something. Straight swaps could work.. maybe not as hard as I thought, I know a bit more about picking up items by ID and name and moving them around so.. maybe in the future.

Yea I also think if there all bags all over the place I would have to organize all bags to the top and swap containers to the bottom, not impossible, but neither is it a main focus, I am all about getting the tradeskills and quests going, playing with inventory ehhhh...
 
So... I am testing the Spit Swapper right now... For any of these alternate containers to work they must meet or exceed the amount of recipe items required, so I did this.

/declare recitems int local ${iRecitems}
/declare SpitSwapper int local ${FindItem[=Spit].Container}
/if (${SpitSwapper} >= ${recitems}) {
|Swap the spit..
}

if not can't use it..

so if a recipe calls for 9 items and you got a spit,, it wont do it, cuz it has 6 slots.

Yes, i know where you are coming from.
I remember from years ago, some tailoring combine that had 9 things in it and was forced to go find a loom to use. The sewing kit I carried just didnt do the job!

With regards the Gates of Discord trade quests at Absymal Sea, they will fit in the inventory containers as described, as alternatives to using fixed world location crafting stations. Fully accept they arent perfect for all trade combines may find somewhere else in the world. Yet they will do in a majority of cases.

Having a portable container, can save time from running about. Doing combines stood beside the quest or vendor npc, instead of back n forth between points. Helpful, to mitigate timeloss through combine failures getting restocked quicker to achieve the made combine results.

I would also fully accept its not a priority, its not a major issue. Its a lower enchancement to cover the bases of tradeskill tools that may be carried as viable alternatives. While the macro is expanding its core offering, players/characters can work around the container constraints by stocking specifically to meet macro requirements.

You guys authoring this macro are doing great - keep it going!
 
jb321 updated Tradeskill Construction Set |Quests:GOD,TSS,POK,POR with a new update entry:

Maintenance Release

2.8v1 7/4/2020 Maintenance Release

Change List:

Fixed: order and checking of opening tradeskill containers.

Added: more documentation in the macro, see /mac tsgod
Specifically to state what is needed to start off.

Added: Spit can be used in lieu of Oven for anything that requires 6 or less slots.
Added: Planar Fletching Kit can be used in lieu of Fletching Kit can be used in lieu of normal kits.
Added: Reinforced Jeweler's Kit or Planar Jeweler's Kit can be used in lieu of Jeweler's Kit...

Read the rest of this update entry...
 
Yes, i know where you are coming from.
I remember from years ago, some tailoring combine that had 9 things in it and was forced to go find a loom to use. The sewing kit I carried just didnt do the job!

With regards the Gates of Discord trade quests at Absymal Sea, they will fit in the inventory containers as described, as alternatives to using fixed world location crafting stations. Fully accept they arent perfect for all trade combines may find somewhere else in the world. Yet they will do in a majority of cases.

Having a portable container, can save time from running about. Doing combines stood beside the quest or vendor npc, instead of back n forth between points. Helpful, to mitigate timeloss through combine failures getting restocked quicker to achieve the made combine results.

I would also fully accept its not a priority, its not a major issue. Its a lower enchancement to cover the bases of tradeskill tools that may be carried as viable alternatives. While the macro is expanding its core offering, players/characters can work around the container constraints by stocking specifically to meet macro requirements.

You guys authoring this macro are doing great - keep it going!

It was too easy to do the alternate containers so I did it.. I re-wrote Roosters tradeskill mac to have less variables, more modular, specific functions, and portable containers, auto-skill ups, auto-trophy swaps, auto-destroy, the original intent definitely did the job. My goal was to make something you can access as a non-standalone repeatable entity. This made the way for chain questing possible.

and yet I am going to re-write it again, this will help with shopping, yield numbers, tools, and cut down on the size of the ini files, it will only make items IF you have right amount of components, it will not say you have 100 water flask 100 water flask it will just say 100 water flask and do a count check from there... currently it will try to make a recipe you don't have components for because it thinks you have them, this is a limitation of the current core. Because, it calls for 2 tacos, and it says your inventory is 2 tacos 2 tacos and 1 flour tortilla. so it tries to make it, I want greasy fast lightning speed in this macro, so I want to get rid of stuff it doesn't need to do.

This will take some time, it reaches into the shopping module, the support module, the core, and other places I am probably not thinking about right now. Basically anything that references or writes a TS currently.

Don't fret tho, I am also writing a conversion macro to take existing TS files and turn them into the new format...
 
WHOOO, greasy Fast !!!
giphy.gif
 
|Oven <> Spit Swapper!
/if (${TSC.Find[Oven]} && ${FindItemCount[=Spit]} > 0 && ${FindItem[=Spit].Container} >= ${iRecItems}) {
/varset ContainerName Spit
/echo \atTradeskill Construction Set: \awUsing: \ao${ContainerName}
/Call ContainerCheck "${ContainerName}"
/Call PortableContainer "${ContainerName}"
/Call PopulatePortable "${ContainerName}"
/delay 1
/Call CheckCursor
/return false
}

The real code..
 
jb321 updated Tradeskill Construction Set |Quests:GOD,TSS,POK,POR with a new update entry:

Maintenance Release v2

2.8v2 7/4/2020 Maintenance Release

Change List:

Area: Core (Tradeskill Machine)
Changed: Amount of times your hard drive got banged on for combining recipes. Now, if you were trying to make 100000 sticks of butter, it will hit the hard drive 3 times for the actual component names. Before, it was hitting the hard drive (potentially) 300000 times over the course of all the combines. No Bueno, Now Bueno.

I took good Rooster code and threw it out and realized it was a good idea.

My...

Read the rest of this update entry...
 
Bug Report

version from file:
|TSGOD.mac 7/4/2020 jb321 2.8v2


Setup:
The character already in PoK.
Empty bags high up in the inventory, tradeskill containers lower down.
First execution of TSGOD macro code, this game session today.


macro requested:
tsgod ShopMake brewingtrophy

macro crash to mq2 window:
tsgod-error.jpg


copy of referenced subroutine from TS_Core_A.inc ( TS_Core.inc 7/4/2020 jb321 2.8v2 )
[CODE lang="ini" title="TS_Core_A.inc" highlight="4"]Sub Load_Components (int cur_rec_num, int cur_items_num)
/declare a int local 0
/for a 1 to ${cur_items_num}
/declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
/next a
/return false[/CODE]





Preseting the log captured:

MQ2Log :: Logging is ON
[MQ2] Tradeskill Construction Set: Custom Crafting: [Shop and Make]
[MQ2] Tradeskill Construction Set: Shopping List: Creating
[MQ2] Tradeskill Construction Set: Shopping For Recipe #1: [Vegetables]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #2: [Malted Milk]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #3: [Lemonade]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #4: [Short Ale]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #5: [Honey Mead]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #6: [Mead]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #7: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #8: [Short Beer]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #9: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #10: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #11: [Heady Paeala]
[MQ2] Tradeskill Construction Set: Shopping List: Loading Items
[MQ2] Tradeskill Construction Set: Shopping List: Filtering Items
[MQ2] Tradeskill Construction Set: Shopping List: Sorting Items
[MQ2] Tradeskill Construction Set: Shopping List: Adding Items
[MQ2] Tradeskill Construction Set: Shopping List: Writing Recipe Number 1
[MQ2] Tradeskill Construction Set: Shopping List: Saved
[MQ2] Tradeskill Construction Set: Shopping List: Checking
[MQ2] Tradeskill Construction Set: Walking To: [Chef Denrun]
[MQ2] Purchasing: [20] [Carrot] from: Chef Denrun
[MQ2] Buying Carrot until I get 20
[MQ2] Purchasing: [20] [Lettuce] from: Chef Denrun
[MQ2] Buying Lettuce until I get 20
[MQ2] Purchasing: [20] [Turnip] from: Chef Denrun
[MQ2] Buying Turnip until I get 20
[MQ2] Tradeskill Construction Set: Walking To: [Brewmaster Berina]
[MQ2] Purchasing: [6] [Bottle] from: Brewmaster Berina
[MQ2] Buying Bottle until I get 6
[MQ2] Purchasing: [5] [Malt] from: Brewmaster Berina
[MQ2] Buying Malt until I get 5
[MQ2] Purchasing: [7] [Cask] from: Brewmaster Berina
[MQ2] Buying Cask until I get 7
[MQ2] Purchasing: [2] [Yeast] from: Brewmaster Berina
[MQ2] Buying Yeast until I get 2
[MQ2] Tradeskill Construction Set: Shopping: Complete
[MQ2] Tradeskill Construction Set: Open Inventory Slots: [43]
[MQ2] Tradeskill Construction Set: Firing Up The Machine
[MQ2] Tradeskill Construction Set: Have [20] [Carrot]
[MQ2] Tradeskill Construction Set: Have [20] [Lettuce]
[MQ2] Tradeskill Construction Set: Have [20] [Turnip]
[MQ2] Tradeskill Construction Set: Making: [Vegetables]
[MQ2] Tradeskill Construction Set: Moving to: [MIXING BOWL]
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [40] [Bottle of Milk]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Making: [Malted Milk]
[MQ2] Tradeskill Construction Set: Moving to: [BREWING BARREL]
/declare 'TSG_Item1' failed. Name already in use.
TS_Core_A.inc@531 (Load_Components (int cur_rec_num, int cur_items_num)): /declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
TS_Core_A.inc@160 (PopulateStatic (string c_name)): /Call Load_Components ${CRN} ${iRecItems}
TS_Core_A.inc@42 (StartCraft): /Call PopulateStatic "${ContainerName}"
TS_Core_A.inc@384 (MakeItem): /Call StartCraft
TS_Core_A.inc@372 (MainRun): /Call MakeItem
TSGOD.mac@323 (Main (string s_quest, string s_ininame)): /Call MainRun
/declare 'TSG_Item2' failed. Name already in use.
TS_Core_A.inc@531 (Load_Components (int cur_rec_num, int cur_items_num)): /declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
TS_Core_A.inc@160 (PopulateStatic (string c_name)): /Call Load_Components ${CRN} ${iRecItems}
TS_Core_A.inc@42 (StartCraft): /Call PopulateStatic "${ContainerName}"
TS_Core_A.inc@384 (MakeItem): /Call StartCraft
TS_Core_A.inc@372 (MainRun): /Call MakeItem
TSGOD.mac@323 (Main (string s_quest, string s_ininame)): /Call MainRun
/declare 'TSG_Item3' failed. Name already in use.
TS_Core_A.inc@531 (Load_Components (int cur_rec_num, int cur_items_num)): /declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
TS_Core_A.inc@160 (PopulateStatic (string c_name)): /Call Load_Components ${CRN} ${iRecItems}
TS_Core_A.inc@42 (StartCraft): /Call PopulateStatic "${ContainerName}"
TS_Core_A.inc@384 (MakeItem): /Call StartCraft
TS_Core_A.inc@372 (MainRun): /Call MakeItem
TSGOD.mac@323 (Main (string s_quest, string s_ininame)): /Call MainRun
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Ale]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Mead]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Missing: [0] [Aerated Mineral Water]
[MQ2] Tradeskill Construction Set: Not Making: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Beer]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [20] [Vegetables]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Fruit]
[MQ2] Tradeskill Construction Set: Not Making: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Sylvan Berries]
[MQ2] Tradeskill Construction Set: Not Making: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Packet of Paeala Sap]
[MQ2] Tradeskill Construction Set: Not Making: [Heady Paeala]
[MQ2] Tradeskill Construction Set: Crafting Complete
[MQ2] Tradeskill Construction Set: Crafting Results: Recipes
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[0] Malted Milk
[MQ2] Tradeskill Construction Set: Inventory:[0] Lemonade
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Ale
[MQ2] Tradeskill Construction Set: Inventory:[0] Honey Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Fizzle Pop
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Beer
[MQ2] Tradeskill Construction Set: Inventory:[0] Bottle of Kalish
[MQ2] Tradeskill Construction Set: Inventory:[0] Flask of Sylvan Berry Juice
[MQ2] Tradeskill Construction Set: Inventory:[0] Heady Paeala
[MQ2] Tradeskill Construction Set: Ran for 3.82 Minutes.
The current macro has ended.
 
Last edited:
Bug Report

version from file:
|TSGOD.mac 7/4/2020 jb321 2.8v2

macro requested:
tsgod ShopMake brewingtrophy

macro crash to mq2 window:
View attachment 22940


copy of referenced subroutine from TS_Core_A.inc ( TS_Core.inc 7/4/2020 jb321 2.8v2 )
[CODE lang="ini" title="TS_Core_A.inc" highlight="4"]Sub Load_Components (int cur_rec_num, int cur_items_num)
/declare a int local 0
/for a 1 to ${cur_items_num}
/declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
/next a
/return false[/CODE]

Yea, I caught that, I think everything still completes. I saw it while doing the tinker freebie. But I thought it was because it was a single item for the recipe. Come to find out for whatever reason it apparently doesn't either go through the whole list of recipe items to delete or it chooses not to delete them.. or it over defines and under deletes...

So, instead, I told it to do this instead..

Sub Load_Components (int cur_rec_num, int cur_items_num)
/declare a int local 0
/if (${cur_items_num} ==1) {
/declare TSG_Item1 string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item1]}
} else {
/for a 1 to ${cur_items_num}
/declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
/next a
}
/return false

and then for deleting..

Sub Delete_Components
/declare a int local 0
/for a 1 to 10
/if (${Defined[TSG_Item${a}]}) /deletevar TSG_Item${a}
/next a
/return false

if you overwrite these, it should work without error.. until I put out a release..

the other fix is to just make loading local for containers and static and call it done and it should never happen ever ever again because it was local.

so that would be:

/declare z int local 0
/if (${iRecItems} ==1) {
/declare TSG_Item1 string local ${Ini[${IniName}.ini,Recipe${CRN},Recipe${CRN}Item1]}
} else {
/for z 1 to ${iRecItems}
/declare TSG_Item${z} string local ${Ini[${IniName}.ini,Recipe${CRN},Recipe${CRN}Item${z}]}
/next z
}
:make1


/declare z int local 0
/if (${iRecItems} ==1) {
/declare TSG_Item1 string local ${Ini[${IniName}.ini,Recipe${CRN},Recipe${CRN}Item1]}
} else {
/for z 1 to ${iRecItems}
/declare TSG_Item${z} string local ${Ini[${IniName}.ini,Recipe${CRN},Recipe${CRN}Item${z}]}
/next z
}
:make2

I think I will go with local option... it doesn't require me deleting variables.. and is independent of each routine for static or portable. More code, but more peace of mind also.
 
Last edited:
Sub Delete_Components (int cur_rec_num, int cur_items_num) <-- maybe the unreferenced variable is causing the heartache. it only care about the current items, doesn't care about the recipes. But recipes is referenced first, so prolly blows up! This seems to fit,, cuz well nothing else does..

so in theory.. the fix should be below for everything? That being said, I am still leaning towards local even though it is more code.. I try to have as few outer vars floating around as possible, someday I may want to interact with another module and I don't want some fruity variable I made interfering with it later when I try to use the same name. It will still peg the hard drive the same amount of times with the code being in 2 separate routines. So it would explain why it didn't delete the variables. Too much copy pasta on my part.. I made load and then copied the delete..

aaaannnnd

/Call Delete_Components ${CRN} ${iRecItems}

to

/Call Delete_Components ${iRecItems}

Sub Delete_Components (int cur_items_num)

/declare a int local 0
/for a 1 to ${cur_items_num}
/deletevar TSG_Item${a}
/next a
/return false
 
Bug Report - (continued)

version from file:
|TSGOD.mac 7/4/2020 jb321 2.8v2


Observations


I dont know the processing flow logic that has been intended around the shopping.
That is, if it will be an "basket" recurring iterative process for each craft then do more shopping, or a "trolly" load to get lots of shopping done in one haul and then look to craft many things.

This logging output suggested the latter:
[MQ2] Tradeskill Construction Set: Shopping List: Creating
[MQ2] Tradeskill Construction Set: Shopping For Recipe #1: [Vegetables]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #2: [Malted Milk]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #3: [Lemonade]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #4: [Short Ale]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #5: [Honey Mead]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #6: [Mead]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #7: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #8: [Short Beer]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #9: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #10: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #11: [Heady Paeala]




The log then continues with actual walk about to buy some things.
[MQ2] Tradeskill Construction Set: Walking To: [Chef Denrun]
[MQ2] Purchasing: [20] [Carrot] from: Chef Denrun
[MQ2] Buying Carrot until I get 20
[MQ2] Purchasing: [20] [Lettuce] from: Chef Denrun
[MQ2] Buying Lettuce until I get 20
[MQ2] Purchasing: [20] [Turnip] from: Chef Denrun
[MQ2] Buying Turnip until I get 20
[MQ2] Tradeskill Construction Set: Walking To: [Brewmaster Berina]
[MQ2] Purchasing: [6] [Bottle] from: Brewmaster Berina
[MQ2] Buying Bottle until I get 6
[MQ2] Purchasing: [5] [Malt] from: Brewmaster Berina
[MQ2] Buying Malt until I get 5
[MQ2] Purchasing: [7] [Cask] from: Brewmaster Berina
[MQ2] Buying Cask until I get 7
[MQ2] Purchasing: [2] [Yeast] from: Brewmaster Berina
[MQ2] Buying Yeast until I get 2
[MQ2] Tradeskill Construction Set: Shopping: Complete



Crafting then starts, and it makes Vegetables and Malted Milk.

Accepting the variable name declaration dramas happen at this point.


The log continues:-

[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]

[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Ale]

[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]

[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Mead]


Those missing items are vendor bought yet it didnt do that in the shopping section of activity.
It didnt try to go and buy them either, it just gave up.




At this point, I started the macro again.

It did a little bit of shopping, there were no output crashes. Yet, it didnt go and buy items that are needed in later combines.
It quotes them as missing and aborts.

[MQ2] Tradeskill Construction Set: Custom Crafting: [Shop and Make]
[MQ2] Tradeskill Construction Set: Shopping List: Loaded
[MQ2] Tradeskill Construction Set: Shopping List: Checking
[MQ2] Tradeskill Construction Set: Walking To: [Chef Denrun]
[MQ2] Purchasing: [20] [Carrot] from: Chef Denrun
[MQ2] Buying Carrot until I get 20
[MQ2] Purchasing: [20] [Lettuce] from: Chef Denrun
[MQ2] Buying Lettuce until I get 20
[MQ2] Purchasing: [20] [Turnip] from: Chef Denrun
[MQ2] Buying Turnip until I get 20
[MQ2] Tradeskill Construction Set: Shopping: Complete
[MQ2] Tradeskill Construction Set: Open Inventory Slots: [42]
[MQ2] Tradeskill Construction Set: Firing Up The Machine
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [40] [Bottle of Milk]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Making: [Malted Milk]
[MQ2] Tradeskill Construction Set: Moving to: [BREWING BARREL]
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Ale]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [4] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Mead]
[MQ2] Tradeskill Construction Set: Have [5] [Bottle]
[MQ2] Tradeskill Construction Set: Have [5] [Bottle]
[MQ2] Tradeskill Construction Set: Missing: [0] [Aerated Mineral Water]
[MQ2] Tradeskill Construction Set: Not Making: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [4] [Malt]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Beer]
[MQ2] Tradeskill Construction Set: Have [5] [Bottle]
[MQ2] Tradeskill Construction Set: Have [20] [Vegetables]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Fruit]
[MQ2] Tradeskill Construction Set: Not Making: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Sylvan Berries]
[MQ2] Tradeskill Construction Set: Not Making: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Have [5] [Bottle]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Packet of Paeala Sap]
[MQ2] Tradeskill Construction Set: Not Making: [Heady Paeala]
[MQ2] Tradeskill Construction Set: Crafting Complete
[MQ2] Tradeskill Construction Set: Crafting Results: Recipes
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Inventory:[0] Lemonade
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Ale
[MQ2] Tradeskill Construction Set: Inventory:[0] Honey Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Fizzle Pop
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Beer
[MQ2] Tradeskill Construction Set: Inventory:[0] Bottle of Kalish
[MQ2] Tradeskill Construction Set: Inventory:[0] Flask of Sylvan Berry Juice
[MQ2] Tradeskill Construction Set: Inventory:[0] Heady Paeala
[MQ2] Tradeskill Construction Set: Ran for 49 Seconds.
The current macro has ended.





A third run

[MQ2] Tradeskill Construction Set: Custom Crafting: [Shop and Make]
[MQ2] Tradeskill Construction Set: Shopping List: Loaded
[MQ2] Tradeskill Construction Set: Shopping List: Checking
[MQ2] Purchasing: [1] [Bottle] from: Brewmaster Berina
[MQ2] Buying Bottle until I get 6
[MQ2] Purchasing: [1] [Malt] from: Brewmaster Berina
[MQ2] Buying Malt until I get 5
[MQ2] Tradeskill Construction Set: Shopping: Complete
[MQ2] Tradeskill Construction Set: Open Inventory Slots: [41]
[MQ2] Tradeskill Construction Set: Firing Up The Machine
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Ale]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Mead]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Missing: [0] [Aerated Mineral Water]
[MQ2] Tradeskill Construction Set: Not Making: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Beer]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [20] [Vegetables]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Fruit]
[MQ2] Tradeskill Construction Set: Not Making: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Sylvan Berries]
[MQ2] Tradeskill Construction Set: Not Making: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Packet of Paeala Sap]
[MQ2] Tradeskill Construction Set: Not Making: [Heady Paeala]
[MQ2] Tradeskill Construction Set: Crafting Complete
[MQ2] Tradeskill Construction Set: Crafting Results: Recipes
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Inventory:[0] Lemonade
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Ale
[MQ2] Tradeskill Construction Set: Inventory:[0] Honey Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Fizzle Pop
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Beer
[MQ2] Tradeskill Construction Set: Inventory:[0] Bottle of Kalish
[MQ2] Tradeskill Construction Set: Inventory:[0] Flask of Sylvan Berry Juice
[MQ2] Tradeskill Construction Set: Inventory:[0] Heady Paeala
[MQ2] Tradeskill Construction Set: Ran for 31 Seconds.
The current macro has ended.




For the fourth run, I manually bought a few of the items at the nearby vendors.


[MQ2] Tradeskill Construction Set: Custom Crafting: [Shop and Make]
[MQ2] Tradeskill Construction Set: Shopping List: Loaded
[MQ2] Tradeskill Construction Set: Shopping List: Checking
[MQ2] Purchasing: [1] [Bottle] from: Brewmaster Berina
[MQ2] Buying Bottle until I get 6
[MQ2] Purchasing: [1] [Malt] from: Brewmaster Berina
[MQ2] Buying Malt until I get 5
[MQ2] Tradeskill Construction Set: Shopping: Complete
[MQ2] Tradeskill Construction Set: Open Inventory Slots: [41]
[MQ2] Tradeskill Construction Set: Firing Up The Machine
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Ale]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Mead]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Missing: [0] [Aerated Mineral Water]
[MQ2] Tradeskill Construction Set: Not Making: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Beer]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [20] [Vegetables]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Fruit]
[MQ2] Tradeskill Construction Set: Not Making: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Sylvan Berries]
[MQ2] Tradeskill Construction Set: Not Making: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Packet of Paeala Sap]
[MQ2] Tradeskill Construction Set: Not Making: [Heady Paeala]
[MQ2] Tradeskill Construction Set: Crafting Complete
[MQ2] Tradeskill Construction Set: Crafting Results: Recipes
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Inventory:[0] Lemonade
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Ale
[MQ2] Tradeskill Construction Set: Inventory:[0] Honey Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Fizzle Pop
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Beer
[MQ2] Tradeskill Construction Set: Inventory:[0] Bottle of Kalish
[MQ2] Tradeskill Construction Set: Inventory:[0] Flask of Sylvan Berry Juice
[MQ2] Tradeskill Construction Set: Inventory:[0] Heady Paeala
[MQ2] Tradeskill Construction Set: Ran for 31 Seconds.
The current macro has ended.


To help clear the items made I thought I would turn in the trophy stages so far, so used that macro.

[MQ2] Tradeskill Construction Set: Get The POR Trophy
[MQ2] Tradeskill Construction Set: Prophecy Of Ro: Get Beginner Brewing Trophy!
We have a new zone we should run to its: 383
MQ2EasyFind: Going to Zone Connection -> West Freeport (Original Location)
Door 10 'POKFPTPORT500' targeted.
Last loc is -461.03 -235.18 -156.15
PlayerPath: Path received and successfully initialized.
[119] First loc: 808.75 -428.77 -127.12
We have a new zone we should run to its: 383
MQ2EasyFind: Going to Zone Connection -> West Freeport (Original Location)
Door 10 'POKFPTPORT500' targeted.
[MQ2Nav] Reached destination at: (-461.03, -235.18, -155.15)
[MQ2Nav] Stopping navigation
[MQ2Nav] Successfully loaded mesh for freeportwest
[MQ2] Tradeskill Construction Set: Walking To: [Judge Marion Teld`Mare]
[MQ2] Tradeskill Construction Set: Grabbing: [1] Malted Milk from: Backpack
[MQ2] Tradeskill Construction Set: Delivering: 1 Malted Milk To: Judge Marion Teld`Mare SINGLE
[MQ2] Tradeskill Construction Set: Grabbing: [2] Heady Paeala from: Backpack*
[MQ2] Tradeskill Construction Set: Delivering: 2 Heady Paeala To: Judge Marion Teld`Mare
[MQ2] Tradeskill Construction Set: Grabbing: [2] Short Ale from: Backpack
[MQ2] Tradeskill Construction Set: Delivering: 2 Short Ale To: Judge Marion Teld`Mare
[MQ2] Tradeskill Construction Set: Walking To: [Event Coordinator Baublie Diggs]
We have a new zone we should run to its: 202
MQ2EasyFind: Going to Zone Connection -> The Plane of Knowledge (Original Location)
Door 41 'OBJ_POK_BOOK_' targeted.
Meshless pathung to this point failed, load mq2nav and generate a mesh.
We have a new zone we should run to its: 202
MQ2EasyFind: Going to Zone Connection -> The Plane of Knowledge (Original Location)
Door 41 'OBJ_POK_BOOK_' targeted.
[MQ2Nav] Reached destination at: (-188.64, -176.26, -70.91)
[MQ2Nav] Stopping navigation
[MQ2Nav] Successfully loaded mesh for poknowledge
[MQ2] Tradeskill Construction Set: Ran for 3.73 Minutes.
The current macro has ended.



Then a final attempt at running the original macro again, to see the activities it undertakes.
now that some of the objectives have been completed.


[MQ2] Tradeskill Construction Set: Custom Crafting: [Shop and Make]
[MQ2] Tradeskill Construction Set: Shopping List: Loaded
[MQ2] Tradeskill Construction Set: Shopping List: Checking
[MQ2] Tradeskill Construction Set: Walking To: [Brewmaster Berina]
[MQ2] Purchasing: [2] [Bottle] from: Brewmaster Berina
[MQ2] Buying Bottle until I get 6
[MQ2] Purchasing: [7] [Cask] from: Brewmaster Berina
[MQ2] Buying Cask until I get 7
[MQ2] Tradeskill Construction Set: Shopping: Complete
[MQ2] Tradeskill Construction Set: Open Inventory Slots: [38]
[MQ2] Tradeskill Construction Set: Firing Up The Machine
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [39] [Bottle of Milk]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Making: [Malted Milk]
[MQ2] Tradeskill Construction Set: Moving to: [BREWING BARREL]
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Have [92] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]
[MQ2] Tradeskill Construction Set: Inventory:[5] Short Ale
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [2] [Hops]
[MQ2] Tradeskill Construction Set: Have [92] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Royal Jelly]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [2] [Hops]
[MQ2] Tradeskill Construction Set: Have [4] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Making: [Mead]
/declare 'TSG_Item1' failed. Name already in use.
TS_Core_A.inc@531 (Load_Components (int cur_rec_num, int cur_items_num)): /declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
TS_Core_A.inc@160 (PopulateStatic (string c_name)): /Call Load_Components ${CRN} ${iRecItems}
TS_Core_A.inc@42 (StartCraft): /Call PopulateStatic "${ContainerName}"
TS_Core_A.inc@384 (MakeItem): /Call StartCraft
TS_Core_A.inc@372 (MainRun): /Call MakeItem
tsgod.mac@323 (Main (string s_quest, string s_ininame)): /Call MainRun
/declare 'TSG_Item2' failed. Name already in use.
TS_Core_A.inc@531 (Load_Components (int cur_rec_num, int cur_items_num)): /declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
TS_Core_A.inc@160 (PopulateStatic (string c_name)): /Call Load_Components ${CRN} ${iRecItems}
TS_Core_A.inc@42 (StartCraft): /Call PopulateStatic "${ContainerName}"
TS_Core_A.inc@384 (MakeItem): /Call StartCraft
TS_Core_A.inc@372 (MainRun): /Call MakeItem
tsgod.mac@323 (Main (string s_quest, string s_ininame)): /Call MainRun
/declare 'TSG_Item3' failed. Name already in use.
TS_Core_A.inc@531 (Load_Components (int cur_rec_num, int cur_items_num)): /declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
TS_Core_A.inc@160 (PopulateStatic (string c_name)): /Call Load_Components ${CRN} ${iRecItems}
TS_Core_A.inc@42 (StartCraft): /Call PopulateStatic "${ContainerName}"
TS_Core_A.inc@384 (MakeItem): /Call StartCraft
TS_Core_A.inc@372 (MainRun): /Call MakeItem
tsgod.mac@323 (Main (string s_quest, string s_ininame)): /Call MainRun
The current macro has ended.



It made Malted Milk again?
Infer it didnt make vegetables as already had?
It also didnt do the shopping.

Yet, it did make the Mead.

tsgod-brewer-test.jpg



Hopefully this test run, the logging information etc can be helpful to you.

I will happily re-test again, after the next push it picked up by the VV launcher.
 
Bug Report - (continued)

version from file:
|TSGOD.mac 7/4/2020 jb321 2.8v2


Observations

I dont know the processing flow logic that has been intended around the shopping.
That is, if it will be an "basket" recurring iterative process for each craft then do more shopping, or a "trolly" load to get lots of shopping done in one haul and then look to craft many things.

This logging output suggested the latter:
[MQ2] Tradeskill Construction Set: Shopping List: Creating
[MQ2] Tradeskill Construction Set: Shopping For Recipe #1: [Vegetables]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #2: [Malted Milk]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #3: [Lemonade]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #4: [Short Ale]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #5: [Honey Mead]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #6: [Mead]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #7: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #8: [Short Beer]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #9: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #10: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Shopping For Recipe #11: [Heady Paeala]




The log then continues with actual walk about to buy some things.
[MQ2] Tradeskill Construction Set: Walking To: [Chef Denrun]
[MQ2] Purchasing: [20] [Carrot] from: Chef Denrun
[MQ2] Buying Carrot until I get 20
[MQ2] Purchasing: [20] [Lettuce] from: Chef Denrun
[MQ2] Buying Lettuce until I get 20
[MQ2] Purchasing: [20] [Turnip] from: Chef Denrun
[MQ2] Buying Turnip until I get 20
[MQ2] Tradeskill Construction Set: Walking To: [Brewmaster Berina]
[MQ2] Purchasing: [6] [Bottle] from: Brewmaster Berina
[MQ2] Buying Bottle until I get 6
[MQ2] Purchasing: [5] [Malt] from: Brewmaster Berina
[MQ2] Buying Malt until I get 5
[MQ2] Purchasing: [7] [Cask] from: Brewmaster Berina
[MQ2] Buying Cask until I get 7
[MQ2] Purchasing: [2] [Yeast] from: Brewmaster Berina
[MQ2] Buying Yeast until I get 2
[MQ2] Tradeskill Construction Set: Shopping: Complete



Crafting then starts, and it makes Vegetables and Malted Milk.

Accepting the variable name declaration dramas happen at this point.


The log continues:-

[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]

[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Ale]

[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]

[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Mead]


Those missing items are vendor bought yet it didnt do that in the shopping section of activity.
It didnt try to go and buy them either, it just gave up.




At this point, I started the macro again.

It did a little bit of shopping, there were no output crashes. Yet, it didnt go and buy items that are needed in later combines.
It quotes them as missing and aborts.

[MQ2] Tradeskill Construction Set: Custom Crafting: [Shop and Make]
[MQ2] Tradeskill Construction Set: Shopping List: Loaded
[MQ2] Tradeskill Construction Set: Shopping List: Checking
[MQ2] Tradeskill Construction Set: Walking To: [Chef Denrun]
[MQ2] Purchasing: [20] [Carrot] from: Chef Denrun
[MQ2] Buying Carrot until I get 20
[MQ2] Purchasing: [20] [Lettuce] from: Chef Denrun
[MQ2] Buying Lettuce until I get 20
[MQ2] Purchasing: [20] [Turnip] from: Chef Denrun
[MQ2] Buying Turnip until I get 20
[MQ2] Tradeskill Construction Set: Shopping: Complete
[MQ2] Tradeskill Construction Set: Open Inventory Slots: [42]
[MQ2] Tradeskill Construction Set: Firing Up The Machine
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [40] [Bottle of Milk]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Making: [Malted Milk]
[MQ2] Tradeskill Construction Set: Moving to: [BREWING BARREL]
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Ale]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [4] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Mead]
[MQ2] Tradeskill Construction Set: Have [5] [Bottle]
[MQ2] Tradeskill Construction Set: Have [5] [Bottle]
[MQ2] Tradeskill Construction Set: Missing: [0] [Aerated Mineral Water]
[MQ2] Tradeskill Construction Set: Not Making: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [4] [Malt]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Beer]
[MQ2] Tradeskill Construction Set: Have [5] [Bottle]
[MQ2] Tradeskill Construction Set: Have [20] [Vegetables]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Fruit]
[MQ2] Tradeskill Construction Set: Not Making: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Sylvan Berries]
[MQ2] Tradeskill Construction Set: Not Making: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Have [5] [Bottle]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Packet of Paeala Sap]
[MQ2] Tradeskill Construction Set: Not Making: [Heady Paeala]
[MQ2] Tradeskill Construction Set: Crafting Complete
[MQ2] Tradeskill Construction Set: Crafting Results: Recipes
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Inventory:[0] Lemonade
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Ale
[MQ2] Tradeskill Construction Set: Inventory:[0] Honey Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Fizzle Pop
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Beer
[MQ2] Tradeskill Construction Set: Inventory:[0] Bottle of Kalish
[MQ2] Tradeskill Construction Set: Inventory:[0] Flask of Sylvan Berry Juice
[MQ2] Tradeskill Construction Set: Inventory:[0] Heady Paeala
[MQ2] Tradeskill Construction Set: Ran for 49 Seconds.
The current macro has ended.





A third run

[MQ2] Tradeskill Construction Set: Custom Crafting: [Shop and Make]
[MQ2] Tradeskill Construction Set: Shopping List: Loaded
[MQ2] Tradeskill Construction Set: Shopping List: Checking
[MQ2] Purchasing: [1] [Bottle] from: Brewmaster Berina
[MQ2] Buying Bottle until I get 6
[MQ2] Purchasing: [1] [Malt] from: Brewmaster Berina
[MQ2] Buying Malt until I get 5
[MQ2] Tradeskill Construction Set: Shopping: Complete
[MQ2] Tradeskill Construction Set: Open Inventory Slots: [41]
[MQ2] Tradeskill Construction Set: Firing Up The Machine
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Ale]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Mead]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Missing: [0] [Aerated Mineral Water]
[MQ2] Tradeskill Construction Set: Not Making: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Beer]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [20] [Vegetables]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Fruit]
[MQ2] Tradeskill Construction Set: Not Making: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Sylvan Berries]
[MQ2] Tradeskill Construction Set: Not Making: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Packet of Paeala Sap]
[MQ2] Tradeskill Construction Set: Not Making: [Heady Paeala]
[MQ2] Tradeskill Construction Set: Crafting Complete
[MQ2] Tradeskill Construction Set: Crafting Results: Recipes
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Inventory:[0] Lemonade
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Ale
[MQ2] Tradeskill Construction Set: Inventory:[0] Honey Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Fizzle Pop
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Beer
[MQ2] Tradeskill Construction Set: Inventory:[0] Bottle of Kalish
[MQ2] Tradeskill Construction Set: Inventory:[0] Flask of Sylvan Berry Juice
[MQ2] Tradeskill Construction Set: Inventory:[0] Heady Paeala
[MQ2] Tradeskill Construction Set: Ran for 31 Seconds.
The current macro has ended.




For the fourth run, I manually bought a few of the items at the nearby vendors.


[MQ2] Tradeskill Construction Set: Custom Crafting: [Shop and Make]
[MQ2] Tradeskill Construction Set: Shopping List: Loaded
[MQ2] Tradeskill Construction Set: Shopping List: Checking
[MQ2] Purchasing: [1] [Bottle] from: Brewmaster Berina
[MQ2] Buying Bottle until I get 6
[MQ2] Purchasing: [1] [Malt] from: Brewmaster Berina
[MQ2] Buying Malt until I get 5
[MQ2] Tradeskill Construction Set: Shopping: Complete
[MQ2] Tradeskill Construction Set: Open Inventory Slots: [41]
[MQ2] Tradeskill Construction Set: Firing Up The Machine
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Ale]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Missing: [0] [Hops]
[MQ2] Tradeskill Construction Set: Not Making: [Mead]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Missing: [0] [Aerated Mineral Water]
[MQ2] Tradeskill Construction Set: Not Making: [Fizzle Pop]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Missing: [0] [Barley]
[MQ2] Tradeskill Construction Set: Not Making: [Short Beer]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [20] [Vegetables]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Fruit]
[MQ2] Tradeskill Construction Set: Not Making: [Bottle of Kalish]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Sylvan Berries]
[MQ2] Tradeskill Construction Set: Not Making: [Flask of Sylvan Berry Juice]
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [103] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Packet of Paeala Sap]
[MQ2] Tradeskill Construction Set: Not Making: [Heady Paeala]
[MQ2] Tradeskill Construction Set: Crafting Complete
[MQ2] Tradeskill Construction Set: Crafting Results: Recipes
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Inventory:[0] Lemonade
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Ale
[MQ2] Tradeskill Construction Set: Inventory:[0] Honey Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Mead
[MQ2] Tradeskill Construction Set: Inventory:[0] Fizzle Pop
[MQ2] Tradeskill Construction Set: Inventory:[0] Short Beer
[MQ2] Tradeskill Construction Set: Inventory:[0] Bottle of Kalish
[MQ2] Tradeskill Construction Set: Inventory:[0] Flask of Sylvan Berry Juice
[MQ2] Tradeskill Construction Set: Inventory:[0] Heady Paeala
[MQ2] Tradeskill Construction Set: Ran for 31 Seconds.
The current macro has ended.



To help clear the items made I thought I would turn in the trophy stages so far, so used that macro.

[MQ2] Tradeskill Construction Set: Get The POR Trophy
[MQ2] Tradeskill Construction Set: Prophecy Of Ro: Get Beginner Brewing Trophy!
We have a new zone we should run to its: 383
MQ2EasyFind: Going to Zone Connection -> West Freeport (Original Location)
Door 10 'POKFPTPORT500' targeted.
Last loc is -461.03 -235.18 -156.15
PlayerPath: Path received and successfully initialized.
[119] First loc: 808.75 -428.77 -127.12
We have a new zone we should run to its: 383
MQ2EasyFind: Going to Zone Connection -> West Freeport (Original Location)
Door 10 'POKFPTPORT500' targeted.
[MQ2Nav] Reached destination at: (-461.03, -235.18, -155.15)
[MQ2Nav] Stopping navigation
[MQ2Nav] Successfully loaded mesh for freeportwest
[MQ2] Tradeskill Construction Set: Walking To: [Judge Marion Teld`Mare]
[MQ2] Tradeskill Construction Set: Grabbing: [1] Malted Milk from: Backpack
[MQ2] Tradeskill Construction Set: Delivering: 1 Malted Milk To: Judge Marion Teld`Mare SINGLE
[MQ2] Tradeskill Construction Set: Grabbing: [2] Heady Paeala from: Backpack*
[MQ2] Tradeskill Construction Set: Delivering: 2 Heady Paeala To: Judge Marion Teld`Mare
[MQ2] Tradeskill Construction Set: Grabbing: [2] Short Ale from: Backpack
[MQ2] Tradeskill Construction Set: Delivering: 2 Short Ale To: Judge Marion Teld`Mare
[MQ2] Tradeskill Construction Set: Walking To: [Event Coordinator Baublie Diggs]
We have a new zone we should run to its: 202
MQ2EasyFind: Going to Zone Connection -> The Plane of Knowledge (Original Location)
Door 41 'OBJ_POK_BOOK_' targeted.
Meshless pathung to this point failed, load mq2nav and generate a mesh.
We have a new zone we should run to its: 202
MQ2EasyFind: Going to Zone Connection -> The Plane of Knowledge (Original Location)
Door 41 'OBJ_POK_BOOK_' targeted.
[MQ2Nav] Reached destination at: (-188.64, -176.26, -70.91)
[MQ2Nav] Stopping navigation
[MQ2Nav] Successfully loaded mesh for poknowledge
[MQ2] Tradeskill Construction Set: Ran for 3.73 Minutes.
The current macro has ended.



Then a final attempt at running the original macro again, to see the activities it undertakes.
now that some of the objectives have been completed.


[MQ2] Tradeskill Construction Set: Custom Crafting: [Shop and Make]
[MQ2] Tradeskill Construction Set: Shopping List: Loaded
[MQ2] Tradeskill Construction Set: Shopping List: Checking
[MQ2] Tradeskill Construction Set: Walking To: [Brewmaster Berina]
[MQ2] Purchasing: [2] [Bottle] from: Brewmaster Berina
[MQ2] Buying Bottle until I get 6
[MQ2] Purchasing: [7] [Cask] from: Brewmaster Berina
[MQ2] Buying Cask until I get 7
[MQ2] Tradeskill Construction Set: Shopping: Complete
[MQ2] Tradeskill Construction Set: Open Inventory Slots: [38]
[MQ2] Tradeskill Construction Set: Firing Up The Machine
[MQ2] Tradeskill Construction Set: Inventory:[20] Vegetables
[MQ2] Tradeskill Construction Set: Have [6] [Bottle]
[MQ2] Tradeskill Construction Set: Have [39] [Bottle of Milk]
[MQ2] Tradeskill Construction Set: Have [5] [Malt]
[MQ2] Tradeskill Construction Set: Making: [Malted Milk]
[MQ2] Tradeskill Construction Set: Moving to: [BREWING BARREL]
[MQ2] Tradeskill Construction Set: Inventory:[1] Malted Milk
[MQ2] Tradeskill Construction Set: Have [92] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Cup of Sugar]
[MQ2] Tradeskill Construction Set: Not Making: [Lemonade]
[MQ2] Tradeskill Construction Set: Inventory:[5] Short Ale
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [2] [Hops]
[MQ2] Tradeskill Construction Set: Have [92] [Water Flask]
[MQ2] Tradeskill Construction Set: Missing: [0] [Royal Jelly]
[MQ2] Tradeskill Construction Set: Not Making: [Honey Mead]
[MQ2] Tradeskill Construction Set: Have [7] [Cask]
[MQ2] Tradeskill Construction Set: Have [2] [Hops]
[MQ2] Tradeskill Construction Set: Have [4] [Malt]
[MQ2] Tradeskill Construction Set: Have [2] [Yeast]
[MQ2] Tradeskill Construction Set: Making: [Mead]
/declare 'TSG_Item1' failed. Name already in use.
TS_Core_A.inc@531 (Load_Components (int cur_rec_num, int cur_items_num)): /declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
TS_Core_A.inc@160 (PopulateStatic (string c_name)): /Call Load_Components ${CRN} ${iRecItems}
TS_Core_A.inc@42 (StartCraft): /Call PopulateStatic "${ContainerName}"
TS_Core_A.inc@384 (MakeItem): /Call StartCraft
TS_Core_A.inc@372 (MainRun): /Call MakeItem
tsgod.mac@323 (Main (string s_quest, string s_ininame)): /Call MainRun
/declare 'TSG_Item2' failed. Name already in use.
TS_Core_A.inc@531 (Load_Components (int cur_rec_num, int cur_items_num)): /declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
TS_Core_A.inc@160 (PopulateStatic (string c_name)): /Call Load_Components ${CRN} ${iRecItems}
TS_Core_A.inc@42 (StartCraft): /Call PopulateStatic "${ContainerName}"
TS_Core_A.inc@384 (MakeItem): /Call StartCraft
TS_Core_A.inc@372 (MainRun): /Call MakeItem
tsgod.mac@323 (Main (string s_quest, string s_ininame)): /Call MainRun
/declare 'TSG_Item3' failed. Name already in use.
TS_Core_A.inc@531 (Load_Components (int cur_rec_num, int cur_items_num)): /declare TSG_Item${a} string outer ${Ini[${IniName}.ini,Recipe${cur_rec_num},Recipe${cur_rec_num}Item${a}]}
TS_Core_A.inc@160 (PopulateStatic (string c_name)): /Call Load_Components ${CRN} ${iRecItems}
TS_Core_A.inc@42 (StartCraft): /Call PopulateStatic "${ContainerName}"
TS_Core_A.inc@384 (MakeItem): /Call StartCraft
TS_Core_A.inc@372 (MainRun): /Call MakeItem
tsgod.mac@323 (Main (string s_quest, string s_ininame)): /Call MainRun
The current macro has ended.



It made Malted Milk again?
Infer it didnt make vegetables as already had?
It also didnt do the shopping.

Yet, it did make the Mead.

View attachment 22942



Hopefully this test run, the logging information etc can be helpful to you.

I will happily re-test again, after the next push it picked up by the VV launcher.

I have added the items that were missing that are shoppable. I will update it later today sometime..

The shopping routine looks at what you have as far as inventory components, it does not pay attention to if you have already made the main item or not. buut it won't keep making that item if you have the proper count in inventory at the time. I think the reason it can't break it down is because it adds up everything from all the recipes and makes one giant shopping list.. so it would then have to go recipe by recipe and see what it has and what has been made and then make another shopping list. I figured the easiest was to do the initial shop and then do re-buys which is coding in progress. Also, the task completion is not tied in with the tradeskill core, so the core doesn't know anything about quests other than that it just makes stuff..

The main reasoning to make the giant list was to integrate with the buy.mac it only buys the amount needed at a time so if you have 10 pancakes and the next recipe wants you to buy 10 pancakes, it already bought them before so it thinks you have the right amount already and would skip..

There is another routine, Rebuy which is supposed to buy just for a specific recipe, but if you turn in items it prolly will get lost. so the auto-shop is for the first run, re-buy is intended for additional runs, it does need some work.

copy this over this existing file and you should be able to purchase all the vendor items at least from the Chef and Brewmaster..
 

Attachments

Last edited:
I was having a look over the various files within directories "TS_GOD" and "tradeskill", under VeryVanilla/Live/Release/Macros/

One that stood out created today:-
SL_brewingtrophy.ini


There are some thoughts here.
tl;dr
Consideration...
- to the naming of these working files, to clearly indicate they are working files and also per server-character.
- to the housekeeping of the files, if they should be maintained, recreated at the start of macro execution, removed as final step conclusion of the macro execution.


#1
There is possibility of a runtime problem, especially if using multiple characters concurrently on the same platform, doing the same piece of tradeskill.
I take it the file is to hold some state, detailing what the character needs to buy to undertake further activities in the crafting exercise.
Given that, then perhaps the file naming should also include the character to defne its "owner".

#2
The information in the file, how persistent come transient is it?
The file has been created by running the macro, and it still exists after the macro finished.
Re: #1 above, if starting another character sequentially, it would pick up the same file and have false starting state.

#3
Is the file intended to live only for the duration of the macro, or to carry on with subsequent executions of the macro?
The has details of vendor names, crafting items and quantities.
Going by its date & time stamp information, the file was created on the first run of the macro and not updated in subsequent runs.
Inventory could change between macro runs. e.g. manual shopping, food/drink "consumed", player destroys items taking up space etc.
 
This leads onto a further thought.

The TSGOD macro suite, is growing with lots of options in executions, and equally lots of files involved.

At the top level ( VeryVanilla/Live/Release/Macros/ ) there is:
TSGOD.mac

and then I see:
[BigDorfs@machine Macros]$ ls TS_GOD
POR_trophyquests.ini TS_Core.inc TSQ_POK.inc TSQ_Shoplist.inc TSQ_Travel.inc TS_VendorFile.ini
TS_Core_A.inc TSQ_GOD.inc TSQ_POR.inc TSQ_Support.inc TSQ_TSS.inc
[BigDorfs@machine Macros]$ ls tradeskill
SL_brewingtrophy.ini TS_BakeTo191.ini TS_Fletch.ini TS_Pot.ini TS_Smith.ini
TS_alchemytrophy.ini TS_bakingtrophy.ini TS_Godtest.ini TS_potterytrophy.ini TS_Tailor.ini
TS_Alch.ini TS_brewingtrophy.ini TS_Jewel.ini TS_Research.ini TS_tinkeringtrophy.ini
TS_Alliance.ini TS_brew.ini TS_jewelrytrophy.ini TS_researchtrophy.ini TS_Tinker.ini
TS_bait.ini TS_BrewTo248.ini TS_PattyMelt.ini TS_Satch.ini TS_veg.ini
TS_Bake.ini TS_fletchingtrophy.ini TS_Pois.ini TS_smith50.ini



There is a good chance, the name "TS_GOD" is going to be unique, but a chance other creators could produce something with a directory "tradeskill".

At first glance, the "TS_GOD" directory, looks to contain macro code modules (inc). Yet it also some reference data files (ini).
The "tradeskill" directory has more reference data files that describe recipes and series of recipes. Plus as mentioned earlier, it also has that working file "SL_....ini" from using macro.



Current structure:
Macros/TS_GOD
Macros/tradeskill



consider:
Macros/TS_GOD/code
Macros/TS_GOD/tradeskilldata
Macros/TS_GOD/temp


Package things up in a tight directory hierarchy, so that all artefacts involved in this TS_GOD macro sutie, are on disk under that directory at top level.
Stuff that is in "code", people should not be tinkering with.
Adding things in "tradeskilldata" if people contribute by creating their own recipes for the engine to use, publishing for inclusion.
"temp", where the casual user can go in with a broom and clear out to get a clean slate for re-start macros, if the housekeeping doesnt handle it.


Trying to get in mind the idea of avoiding people going in and delete things in the macro folder manually.
Perhaps trying to weed between what can go, what should stay, what is TS_GOD related, what is some other macro product files etc.


Ultimately, if this macro project gets stable and established, it may operate for tradeskills as kissassist does for out in the wild adventuring.
 
I have been poking around with the quest journal in macro code.

A few short subroutines to go over the quests that are in the journal.
As its me learning, its spamming things (/echo ) to the MQ2 window.
Some basic calls that just output generically to MQ2 window, and some others that are more honed in on a specific task.

I have posted the code publicly here

Briefly to touch on examples again here:-

/call IsQuestInJournal "Beginner Brewer Test"
/call GetQuestIndex "Beginner Brewer Test"
/varset QuestIndex ${Macro.Return}
/notify TaskWnd Task_TaskList listselect ${QuestIndex} leftmouseup
/call OutputQuestObjectives


That output, itereates over the number of objectives that are listed in the selected quest, in this case "Beginner Brewers Test".

Example subset of details output to MQ2 window:

objective line 1 name is:= Create 1 Malted Milk using tradeskills status is:= Done
objective line 2 name is:= Create 1 Flask of Sylvan Berry Juice using tradeskills status is:= 0/1
objective line 11 name is:= Deliver 1 Malted Milk to Judge Marion Teld`mare status is:= Done
objective line 12 name is:= ? ? ? status is:=
objective line 16 name is:= Deliver 2 Mead to Judge Marion Teld`mare status is:= 0/2


The details in blue are are the literal values being reported from the objective list and ouput.


Why?


Providing this to you, as option to factor in looking at the quest journal when deciding what to make in the tradeskill trophy quests, and what can be skipped etc.
Deciding if there is anything to turn in at Freeport, before running there, is it set for deliver? is it in the bags to deliver? etc.


Regards and Best Wishes.
 
With regards to SL files, they are not working they are a finished product, That is the shopping list for the entire recipe and also individual recipes, it is to be used over and over as to not create a new shopping list everytime. Now, deleting ONLY ones associated with quests would be a consideration. The rest should stay. It is meant as a list to parse over with all the vendors you need to buy from and all the items they have for that specific recipe. If I am making MTPs I want to have a shopping list ready. I guess that is a preference thing, and less hard drive churning. The main benefit is speed in not re-creating the file everytime, the other option is to array it, but that would cause an issue if you have a recipe file with a ton of recipes, the creation of the shopping list has an array to sort items that have been seen before and it is finite, it can be adjusted. The process of shopping file is to buy everything that you can for a set of recipes en masse. So, if you want to make a 1000 butters, 1000 hearty meat sauces it will shop for all that and then potentially make it if you choose. The intent is to be able to recreate and mass produce whatever it is you want, the side effect is the quests.

If you have checked the flow, when it gets done creating the items it gives you a list of what you have and don't have so you know where you stand. Green count shows you how many you have and it meets or exceeds the requirements, Yellow means you may have some but are missing the total. I already have a routine that would buy once, and then rebuy over and over until completion and then at that time, the turn in can be executed. It needs a little work. But, I did think of the possibility of partial turn-ins which leads to the next paragraph.

The determination if you have enough of the right stuff to turn in can be executed when running GetTrophy, this is the way to know what quest you are going for at which time it can make a determination by looking a the POR quests file and then matching it up with steps and also doing an inventory check. I have thought of this.. I have not messed around too much with the Task [Index] stuff so I am unsure how robust it is. I am sure in the POR quest file I can put in the step, but can I get the specific count turned in or is it based on task completion objectives. If it is an objective thing there wouldn't be a way to know how may I need to turn in. if no number then there is always MIDSTR get 0 separate at "/" and then get remaining number. This is one of my TODO's,


I have considered rename TS_alch.ini back to TS_GOD_Alch.ini so that it is unique, at that time it was referencing the name in it's totality so I decided against it, the other consideration was having delete stuff. I have looked at the /ini and can see if there is a one time way to wipe all the old ini files with a helper macro. That I am definitely open to.
 
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@jb321 appreciate what you are saying, to have defined a shopping list and store it, as a result of a lot of processing to determine at that point in time, what is needed to be sourced from vendors, to go forward.

Accepting I have written a lot of words, and that you are busy with enhancing the macro, building up its features etc.

When you have a calm moment, can I suggest you revist what Ive written previously please.
re: the filename, the potential for runtime collisons with concurrent multiboxed tradeskillers etc.
also re: the content, and the validity of state of information between macro executions, in which external changes to inventory may have taken place.


Regards
 
@jb321 appreciate what you are saying, to have defined a shopping list and store it, as a result of a lot of processing to determine at that point in time, what is needed to be sourced from vendors, to go forward.

Accepting I have written a lot of words, and that you are busy with enhancing the macro, building up its features etc.

When you have a calm moment, can I suggest you revist what Ive written previously please.
re: the filename, the potential for runtime collisons with concurrent multiboxed tradeskillers etc.
also re: the content, and the validity of state of information between macro executions, in which external changes to inventory may have taken place.


Regards

Query 1:
Not opposed, but man:

I get all ..ehh when thinking about writing a separate file every toon and then possibly even by server.. that could be tres messy depending on toonage. The scenario is the unthinkable one, it would have to entail multiple toons trying to make a new file at the same time that may cause a problem, if you've run the shopping list once , once it is written it can be read by any toon and shouldn't cause any problems..

there really needs to be a vote on whether the people want a file left over for quick re-use or don't mind waiting the x amount of time to do it again? open on that one.

with regards to focus, it was mainly getting the core built up with crazy mad functionality and then the shopping and then the quests..

Query 2: Rebuy should be the panacea for that when it gets worked out. I am thinking this should be part of the POR .inc.. or a off-shoot. because it has to know what quest you are doing and the static is when you type GetTrophy Potter, so I want that routine to just be about checking to see if you have the stuff to turn in and what to turn in, and how much. I need another routine MakeQuestItem or whatever that will tie into the core and tell it to make just x amount of the item and ignore the maketotal. So basically a variable /varset makethisamount 1 based on task objective and send that to the core.

My desire is to have each module as independent of others as possible, with exceptions here and there.

thoughts...

As it stands this macro suite will give you an end to end experience it has the spit, it just needs the polish.
 
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jb321 updated Tradeskill Construction Set |Quests:GOD,TSS,POK,POR with a new update entry:

Maintenance Release v4 EVERYTHING CHANGES!

2.8v4 7/5/2020 Maintenance Release

Change List:

Everything is now TSC.. no longer is it TSGOD.. instructions have been updated and files too...

usage is now /mac tsc

TS Files: Main files are now TSC and no longer TSGOD, please delete old folders TS_GOD..and TSGOD.mac

Tradeskill Files: GOD/TSS Files have been renamed so they should be unique. For house keeping you can delete the old ones.. (i.e. alch.ini, pois.ini)

Shopping List Files: Now stored in TSCShoppingLists directory ...

Read the rest of this update entry...
 
Hi @jb321 , wanted to leave you feedback on an issue that stopped the macro. If you posted about this i may have missed it.
I ran the Freebis AS quest and found Baking only at 31 instead of 54. So I ran it again to watch what happened, turns out that while I had plenty of empty bag space, I did NOT have an empty general slot, so my guy did not buy a Mixing Bowl from Ordin. After buying it, I re-ran the macro amd it stopped again as I had the mixing Bowl in general 6 while a empty 40 slot bag in general 8, so the created Oatmeals were going back into the Mixing Bowl and the macro would stop. Easy fix.. just letting you know. If its easy to Automagic the Mixing Bowl (or and needed container) to move a bag and go to General 9 or 10 would maybe stop the issue. The new autoshop is working great. I am testing out the Trophy part tonight or tomorrow on a never skilled character.

Well at least one saving grace, if you are in POK and it calls for a mixing bowl and you ain't got one, it will automagically use the mixing bowl table..
 
Does anyone know how to check quests that have been completed using Quest History? this will be used to make sure if you fudge finger a command it won't try to do something you have already done..
 
Progress: Well now we can influence make counts with just this little bit o code..

/declare MakeCountOverride int outer 0

and

/if (${MakeCountOverride} > 0) {
/varset TMT ${MakeCountOverride}
}

What this means.. Is now when doing quests we can tell the TSC_Core to make just that amount.. So this will work for pretty much any quest that requires a specific amount of whatever for delivery/turn in.

We just need to get the count from the task steps and we are golden..

With regards to shopping... well.. shop itself will stand as it is..it will not be changed.. some other routine may be devised to make buy counts based on total made.. This is to be used as if you never shopped for the items before.. or are trying to mass produce.

I guess the logic would be:

We have 10 tacos in inventory and make total is 11.. so we need to override the maketotal in the ini to just 1 and it will buy 1.. easy!?

So the same thing that is used to stop from making too much will be the same thing to stop from buying too much.

and make another buy.inc that allows you to break the rules and buy more than is already in your inventory.
 
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The rebranding to TSC, and the information on the MQ2 window for what options are available to drive with the macro, much improved. 👍

Ive given it a quick run today with the latest push delivered by VV launcher, no crashes. 👍


Looked at the Brewing Trophy quest tasks, to get shopping, to make and to deliver.
Each task ran without crashes to a completion, although didnt necessarily do all that I would expect.

/mac TSC shop BrewingTrophy
/mac TSC make BrewingTrophy
/mac TSC gettrophy Brewing


shop

An outstanding task for the brewing trophy in my quest journal, "create 2 lemonade using tradeskills".
The shopping stage did not buy lemons from Chef Denrun.
He has them as standard, and I noted in the "TS_VendorFile".ini, it is not defined in his list of items.

make
The script detailed things it found, e.g. found some vegetables, malted milk, short ale. Good.
it detailed things it would not make, because of missing items, sourced from hunting / foraging / bazaar / player transfer. Good.
In the inventory are surplus supples of for making mead, (cask, hops malt and yeast), and indeed it started to make. However, this combine is obsoleted as it already marked "done" in the quest journal so should be skipped.

gettrophy

The hand-ins went ok for those that were in the bags to do.
I did note several "i have no need for this" responses as items were being given that were already completed or perhaps in surplus.


All in all, its getting better, rounded product.


...more to come...
 
@jb321 ill spend some time now, to give my perception of process. The flow I would do as a player, and as an automated engine from tradeskill trophy quests.

1 - Do I have the quest? If not, get it.

2 - Review the quest task objectives. Look for those detailing "Create X item" and do not have a status of "done".
For each of those, define it as something outstanding to action list, and how many are required.

3 - Review each element in the action list, to see what bill of materials are needed to complete it, compiling that BoM list as required resources.

4 - Review the BoM list by searching inventory supplies, strike off "what we already have on the shelves".
now what is left is a required shopping list.

5- review the shopping list for "non-vendor" items, i.e. those foraged, player traded, mob hunted etc.
(as they are on the shopping list, we dont have, and cant buy them automagically)

For each item "non-vendor" item:-
a) detail its name, and recipe to a notifications list.
b) strike the name from the shopping list
c) strike the "vendor bought" elements per each make of the associated recipe from the shopping list
d) strike make task from the action list


now what is left is a shopping list of vendor sourced items, that can be used with items already in the inventory, to do tradeskill makes that are outstanding to action, as per the action list.

6) if there are elements on the action list available, and if the shopping list has elements, go do the shopping.

7) if there are elements on the action list available, go do the trade skill combines.


8) Review the quest task objectives. Look for those detailing "Deiliver X item" and do not have a status of "done".
For each of those, define it as something outstanding to deliver list, and how many are required.

9) Review the deliver list, against what is in the inventory.
Ideally, this should give a perfect result match.
If its missing, strike it from the deliver list and add it to a problems list.

10) if the deliver list has entries, go deliver them in west freeport

13) is the quest completed, you have the scorecard item, give to Event Coordinator Baublie for the trophy.

12) if in freeport, return to pok

13) are there notifications? (step 5).
If yes, detail the information in MQ2 window for the player to action.
i.e. item X cant be made, because need the player to find item Y themselves ( forage, hunt, bazaar, player transfer etc )

14) are there problems? (step 9)
inform the player something went awry with an item that was crafted but not available to deliver.


Hopefully at this point, will have the trophy.

If not, the player will have details of stuff to source themselves and run again.

If there were problems, the player needs to make decisions. Perhaps items were given away, were held on a mule? Get them back!
Or, worst case... get them made again.

For that, perhaps a call to TSC to make a specific recipe.




in closing...

Its one thing whilst resources are "cheap" to overbuy, and destroy stuff but not so much when the bill may get hundreds, thousands of plats. So focusing in on what needs to be done for the quest, and doing only those, will save coin and time of execution.

Thats my few coppers into the pot for how i would approach tradeskill trophy quests, and the logic of reviewing quests, sourcing items, making and delvering.
 
@jb321 ill spend some time now, to give my perception of process. The flow I would do as a player, and as an automated engine from tradeskill trophy quests.

1 - Do I have the quest? If not, get it.

2 - Review the quest task objectives. Look for those detailing "Create X item" and do not have a status of "done".
For each of those, define it as something outstanding to action list, and how many are required.

3 - Review each element in the action list, to see what bill of materials are needed to complete it, compiling that BoM list as required resources.

4 - Review the BoM list by searching inventory supplies, strike off "what we already have on the shelves".
now what is left is a required shopping list.

5- review the shopping list for "non-vendor" items, i.e. those foraged, player traded, mob hunted etc.
(as they are on the shopping list, we dont have, and cant buy them automagically)

For each item "non-vendor" item:-
a) detail its name, and recipe to a notifications list.
b) strike the name from the shopping list
c) strike the "vendor bought" elements per each make of the associated recipe from the shopping list
d) strike make task from the action list


now what is left is a shopping list of vendor sourced items, that can be used with items already in the inventory, to do tradeskill makes that are outstanding to action, as per the action list.

6) if there are elements on the action list available, and if the shopping list has elements, go do the shopping.

7) if there are elements on the action list available, go do the trade skill combines.


8) Review the quest task objectives. Look for those detailing "Deiliver X item" and do not have a status of "done".
For each of those, define it as something outstanding to deliver list, and how many are required.

9) Review the deliver list, against what is in the inventory.
Ideally, this should give a perfect result match.
If its missing, strike it from the deliver list and add it to a problems list.

10) if the deliver list has entries, go deliver them in west freeport

13) is the quest completed, you have the scorecard item, give to Event Coordinator Baublie for the trophy.

12) if in freeport, return to pok

13) are there notifications? (step 5).
If yes, detail the information in MQ2 window for the player to action.
i.e. item X cant be made, because need the player to find item Y themselves ( forage, hunt, bazaar, player transfer etc )

14) are there problems? (step 9)
inform the player something went awry with an item that was crafted but not available to deliver.


Hopefully at this point, will have the trophy.

If not, the player will have details of stuff to source themselves and run again.

If there were problems, the player needs to make decisions. Perhaps items were given away, were held on a mule? Get them back!
Or, worst case... get them made again.

For that, perhaps a call to TSC to make a specific recipe.




in closing...

Its one thing whilst resources are "cheap" to overbuy, and destroy stuff but not so much when the bill may get hundreds, thousands of plats. So focusing in on what needs to be done for the quest, and doing only those, will save coin and time of execution.

Thats my few coppers into the pot for how i would approach tradeskill trophy quests, and the logic of reviewing quests, sourcing items, making and delvering.

Side Notes: I have hacked up the core so you can override make counts to what you want and you can make a specific recipe and ignore the others.

Trophy Flow (Proposed):

1) Have Task? No, suggest mac tsc trophies - at this time. if the user has a higher skill level , it will get a higher task and no worky.. only doing beginner at this time.

2) Have we completed all the 'Create' steps? Yes, Check Inventory and required turn in count from task (cause we might have ate or drank something?, in theory all should be good) . If good, go to WFP and do the turn in and get the trophy. FINI..

ELSE...

3) Current step: what do we need to make? buy just for that recipe.. will use buy.inc. It will make sure you don't overbuy if you have it inventory already.
Rebuy routine.. will be renamed to BuyRecipe, with regards to yield, most things only make 1 thing, arrows, dough, others,, well not so much. Off track, putting in a yield to divide by a makecount to get the buy count.. stream of consciousness... (future goal)

4) After buying the recipe, do we have everything to make 1, if not that means we are missing a non-vendor item or something I haven't added to the vendoritem file. We should then skip this and go to the next create item, if we are able to make it, check the results afterwards, do we have the create count? Yes, go on to the next item, No, buy the recipe again and make again, and check results until successful or out of non-vendor items. The way it works will minimize cost, it only buys the items for a single go.. (yield independent), if we tried a make count, once again it doesn't care about yield, so if you need 10 arrows and the make count is 10 it buys 10 of everything when you need only 2.

5) After we have exhausted the buying and making.. check results one more time.. did we get'er done? NO! sad face. /return false game over.. display what is needed.

optional: partial turn ins? I dunno, not very inclined.

6) We made it, run to WFP do the turn in based on task step and required count, and turn in only what is requested and not blindly putting turning in items and calling it good. Win!

Thoughts...
 
Sounds like a winner that way, just make sure you have a navmesh check for zones. Past time I ran it (was a while ago) it would some into wfp and from the books try to get the trophy quests.
 
The sell routines and delete routines need a lil work. They are geared to manipulating items that are inside a pack, they need to be modified to do checks to see if it is in inventory and grab it from there, also need to check the ammo slot to grab from..
 
Ran through the everything but poison crafting, alchemy, and research, took 6.45 hours for all the tradeskills and the trophy task gets on level 1 gnome. I am still looking for more greasy fast speed tho.
 
quick note: auto shop is cool and all, but it doesn't know yields, you do.. so I am adding a function to the shop feature so that when it makes a new shopping list. It will use the maketotal to buy stuff, OR it will use.. scroll down..

[Recipe9]
Recipe9ItemName=Small Clay Jar
Recipe9ItemID=17960
Recipe9Container=Kiln
Recipe9Known=FALSE
Recipe9Trivial=17
Recipe9SkillType=Pottery
Recipe9MakeTotal=2
Recipe9Items=2
Recipe9Item1=Quality Firing Sheet
Recipe9Item2=Unfired Small Container


here, if you add this (next release) it will buy just that amount so if you are making arrows and the make total is 10, you need to buy 2 sets of items because the yield is 5..

Recipe9BuyTotal=2, if you dont have this it will default to the make total and buy based off of that..

I've been busy making a routine to craft, check for task completion, do sub-combines that are not part of the task, see if you have perishable items and do turn ins..

Here is the flow as I understand it..

do you have task, if not try to get it, if you can't get it for whatever reason - ABORT.
if you can or have it, do an initial shop that buys just enough for a whole go around for each recipe.. if you have already made it , it will not buy for it, if you
have made some of it, it will calculate how much is needed based on the task (if it has one), check your inventory and do the subtraction and buy.

THEN...

it checks for task completion, if you got lucky it will just go to WFP and turn it all in..


What I am kicking around after that is..

1) did you do all the create tasks, yes.. ok
1a) no, ok buy 1 go at a time, until you get it, or run out of items, or money.
2) are there any sub combines that are not part of a task -, do them, if you can't complete them, because of a missing item or vendor missing.. turn in or wait
3) are your recipes perishable? if so, just go and turn them in.
4) if not, don't turn in anything and wait til you have that one last item?

so I guess really, do we wait to turn in non-perishable items until we get them all, or do we just do partial turn ins no matter the outcome..?

It will cycle the recipes, and if it is unable to make that one or other ones it will cycle a few times before giving up at which point we can do turn ins or wait?


I guess we could turn in, but I thought it would be cool to do turn ins based on criteria like drinks or food..
 
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So.. tasks are fine and dandy, but it has one shortfall that I haven't seen a solution for..

I could build an awesome method for handling creating and delivering, buuut.. the problem is.. you need to know the ID of the item that needs to be created or
turned in. if you don't you have to make an answer file to do it for you..

/echo ${Task[${t_name}].Objective[1].RequiredItem} - so this is cool and all but I need the ID.. does anyone know how to get an ID of a tradeskill task item in quest?
 
So here is the current status.. I have a method for doing the trophy quests, that should work with ALL of em, just need to make the answer file bigger for those..

The flow now: (works)

TESTED on Pottery, Jewelry so far..

automagic..
1) skill > 49 ,no, go do the solo freebie quest

2) have the quest - no , run to freeport and get it..

3) have a acceptable container, no well you go buy it.. (I still don't do bag management)..

4) have cash. no well that's on you, go to the bank..

5) buy and make items, that you have not already made...
5a) it will do some math and check tasks. basically it will do it's best to buy the specific amount for the first go around
5b) it will divide the make count by the by count for the yield (I don't know how to round up so it may buy 1 of something instead of 2) but it will get'er done.
5c) when you have made all the create tasks, it will check/do other combines for delivery if needed 1 at a time. saving on the cash..
5d) if you need a small jar, it will buy the sub items for it (1 set) and then you make it, if that item is done it will not make those sub parts any more. (or shouldn't)

6) it will loop and loop until you have done it all and then turn it in and get the trophy..

7) if you make 10 items and you are unable to make the 11th item, it will cycle a few times and determine no joy, it will then run to WFP and turn in your stuff just in case it is food or drink..

8) WIN!.. I imagine this can be done for ALL trophy quest, as stated I will just need to make a file. I have it.. and well any quests that has creates and deliveries..


further on down the road maybe... I would make recipes by the step that you are on or unfinished steps, buuut, depending on the amount of pre-combines could get crazy messy and would have to have a correlation between 1 recipe to the next to say if you make a taco, you need meat, but you also need to make tortillas, and well churn some butter, and on and on.. nightmare!
 
One suggestion I have is to unload MQ2autoforage as it caused the macro to end prematurely a few times. Once I unloaded it the macro run perfectly.
 
Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted]
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