• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted] (1 Viewer)

Status
Not open for further replies.
I was trying out the /mac TSC ShopMake <desiredtrophy> stuff and noticed there are no files for smithing or tailoring at present (the other tradeskills are there TS_fletchingtrophy etc but not those). Are smithing and tailoring trophies still in the works? (some of them required more manual shopping/gathering than others so i assumed it may still be a work in progress)

Feedback/suggestion from testing the other tradeskill trophies: I noticed it doesn't automatically shop for more and try again if some of the combines fail and you don't have the required amount at the end to do turn ins. I had to run it 2-4 times for some of them and ended up with extra combines on a bunch of things so it would make enough of others. I suggest changing the code a bit to either 1) go buy materials again for combines not completed and try to make them again repeating until you have everything needed to do turn ins (can do it automatically before ending if the materials can still be bought) OR 2) have it check which trophy combines you already have when run a second time and only shop for and make ones you still need (so you don't end up with extra).

I think the first approach would be the best since it would allow you to write single commands that would combine steps later (you may have some leftover materials but you'd always have just the right amount of each combine in the end). This way you could combine commands (like shopmake could also turn in immediately after if you have everything) or you could have the individual tradeskill commands (TSC Baking etc) or a variant of them go do all of the freebie skill ups to get to 54, go get the trophy task, do a shopmake to get everything, and then do the turn in and get you the trophy (if you got it all) as part of the same command.
 
Last edited:
I was trying out the /mac TSC ShopMake <desiredtrophy> stuff and noticed there are no files for smithing or tailoring at present (the other tradeskills are there TS_fletchingtrophy etc but not those). Are smithing and tailoring trophies still in the works? (some of them required more manual shopping/gathering than others so i assumed it may still be a work in progress)

Feedback/suggestion from testing the other tradeskill trophies: I noticed it doesn't automatically shop for more and try again if some of the combines fail and you don't have the required amount at the end to do turn ins. I had to run it 2-4 times for some of them and ended up with extra combines on a bunch of things so it would make enough of others. I suggest changing the code a bit to either 1) go buy materials again for combines not completed and try to make them again repeating until you have everything needed to do turn ins (can do it automatically before ending if the materials can still be bought) OR 2) have it check which trophy combines you already have when run a second time and only shop for and make ones you still need (so you don't end up with extra).

I think the first approach would be the best since it would allow you to write single commands that would combine steps later (you may have some leftover materials but you'd always have just the right amount of each combine in the end). This way you could combine commands (like shopmake could also turn in immediately after if you have everything) or you could have the individual tradeskill commands (TSC Baking etc) or a variant of them go do all of the freebie skill ups to get to 54, go get the trophy task, do a shopmake to get everything, and then do the turn in and get you the trophy (if you got it all) as part of the same command.

If someone asked Jack Nicholson, we need you to act crazy, he would say already there...

TCS 3.0 is coming and hells coming with it (sorry, tombstone quote)..

3.0 WILL see if you have ever done anything with the quest and will do a mass buy with proper numbers for yields, once it goes through one time, it will then buy appropriate numbers to make recipes that failed, it will also check to see if the make items are the same as the delivery items, it will also check and re-make (in-progress) items you may have ate,drank, or straight up destroyed that have not been turned in. It will then take all your goodies, go to WFP, turn in everything and get the trophy...

ALSO, if you are first starting out, if you have a container and a few plat it will do the freebie quest, go get the trophy task, make the trophy, turn in items, and get the trophy..

shopmake was intended for mass producing a product, such as MTP, butter, veggies, etc.. I have a separate buy recipe routine that is for the re-makes and failures..

thoughts?

NOTE: IT WILL DO ALL TRADESKILL TROPHY QUESTS, once the INI files are made and the answer files are created..

I am also kicking the idea around for multi zone vendor shopping..
 
Last edited:
Can you help? why yes you can..

Create associated INI files for the expert, apprentice, master tests and I can make an answer file for them...
 
So this thing is pretty awesome. Thank you.

I am trying to get my baking trophy and every time after making vegetables it moves to brewing trophy which I already have. Any thoughts why?

Thanks
 
So this thing is pretty awesome. Thank you.

I am trying to get my baking trophy and every time after making vegetables it moves to brewing trophy which I already have. Any thoughts why?

Thanks

If you are referring to the trophy swaps, it swaps trophies based on the skill being used automatically..

The intent is so you will always evolve whatever trophy you are using if the skill is within range..
 
Last edited:
Do you have to get the quests personally each time? I am just now trying it out and i clicked to start the freebies but it is just making same thing over and over is not requesting any quest for them upon completions?
 
If someone asked Jack Nicholson, we need you to act crazy, he would say already there...

TCS 3.0 is coming and hells coming with it (sorry, tombstone quote)..

3.0 WILL see if you have ever done anything with the quest and will do a mass buy with proper numbers for yields, once it goes through one time, it will then buy appropriate numbers to make recipes that failed, it will also check to see if the make items are the same as the delivery items, it will also check and re-make (in-progress) items you may have ate,drank, or straight up destroyed that have not been turned in. It will then take all your goodies, go to WFP, turn in everything and get the trophy...

ALSO, if you are first starting out, if you have a container and a few plat it will do the freebie quest, go get the trophy task, make the trophy, turn in items, and get the trophy..

shopmake was intended for mass producing a product, such as MTP, butter, veggies, etc.. I have a separate buy recipe routine that is for the re-makes and failures..

thoughts?

NOTE: IT WILL DO ALL TRADESKILL TROPHY QUESTS, once the INI files are made and the answer files are created..

I am also kicking the idea around for multi zone vendor shopping..
I like the multi zone idea a lot if there are vendors in maps you can zone to from pok/GH that sell what you need its a nice time save for sure to be able to pick them up automatically and keep crafting (shopping from baz would be kinda interesting too but youd need to be able to set a spend limit of some kind or hard code in a relatively low one like 100/200 and be able to pick up parcels so may be too much). Should mention some vendors have a race check still (like wont sell to dark elves) so you may need to code around that so you don't get stuck trying to buy from someone telling you to go away (found this out the hard way manually picking stuff up for one of the trophies on my dark elf mage) :P

a few of the trophies require stuff you forage/farm/buy from other maps/baz not sure if that is on your radar or not.

Love "ALSO, if you are first starting out, if you have a container and a few plat it will do the freebie quest, go get the trophy task, make the trophy, turn in items, and get the trophy.." as that is my main reason for running this on each character, i want them to go get all their skill ups and trophies without needing me to babysit much so i don't forget and accidentally level them over 100 sometime. That way they are all set for artisans and trophy leveling whenever i get to it

I haven't played with the coldain shawl stuff, i think you have to have done shawl 1.0 and 2.0 to do 3.0 so i dont have any chars that can try it but i was intrigued you have a command for shawl 3.0 are you planning to code out shawl 1.0-3.0 sometime? because id def run that on every character i own that entire quest line looks even more tedious than epics
 
Do you have to get the quests personally each time? I am just now trying it out and i clicked to start the freebies but it is just making same thing over and over is not requesting any quest for them upon completions?

this is by design of the quest, you need to successfully make 100 of each item to turn in, once it is done it will move to the next item..

this is so later on down the road your character will have the ability to learn and refine GOD materials .
 
I like the multi zone idea a lot if there are vendors in maps you can zone to from pok/GH that sell what you need its a nice time save for sure to be able to pick them up automatically and keep crafting (shopping from baz would be kinda interesting too but youd need to be able to set a spend limit of some kind or hard code in a relatively low one like 100/200 and be able to pick up parcels so may be too much). Should mention some vendors have a race check still (like wont sell to dark elves) so you may need to code around that so you don't get stuck trying to buy from someone telling you to go away (found this out the hard way manually picking stuff up for one of the trophies on my dark elf mage) :P

a few of the trophies require stuff you forage/farm/buy from other maps/baz not sure if that is on your radar or not.

Love "ALSO, if you are first starting out, if you have a container and a few plat it will do the freebie quest, go get the trophy task, make the trophy, turn in items, and get the trophy.." as that is my main reason for running this on each character, i want them to go get all their skill ups and trophies without needing me to babysit much so i don't forget and accidentally level them over 100 sometime. That way they are all set for artisans and trophy leveling whenever i get to it

I haven't played with the coldain shawl stuff, i think you have to have done shawl 1.0 and 2.0 to do 3.0 so i dont have any chars that can try it but i was intrigued you have a command for shawl 3.0 are you planning to code out shawl 1.0-3.0 sometime? because id def run that on every character i own that entire quest line looks even more tedious than epics

Once I get the task turn in routine on lock the goal is to add in new school quests (i.e ones that have steps and are in the journal, as opposed to old school quests, just blindly turn in stuff and not know where you are.._) and old school quests..

it looks like right now I can build out the beginner trophies, if there is a strong desire for apprentice, expert, etc.. those can be built out..
 
For the freebie skill ups on latest release it doesn't automatically go purchase needed tradeskill combine containers like mixing bowls etc (i believe there are 5 different tradeskills that require purchased container items to do the skill ups) if i run /mac tsc bake for example it just ends immediately saying it needs a mixing bowl on characters that don't have one. Can you add buying it for you automatically from vendor to 3.0? (obv will need to leave open inventory slots)

Right now doing the /mac tsc freebies with open inventory slots and none of the purchased TS combine containers only completes like 4 of them (5 on chars that have special tradeskills) since the others are skipped (I thought one of the older patch notes mentioned doing that, did something break?). Tested on 8 chars.

shorthand flow for individual tradeskill /mac tsc <tradeskill> could be :
1) purchase container if missing and required (requires open inventory slot)
2) go do freebie skill up quests and return to pok
3) get trophy task and return to pok
4) shop components and make required trophy quest turn ins (repeat shop make as many times as needed to have all the pieces) [if possible, a few trophies require stuff you cant buy in pok which would require more steps]
===> 4a) If not possible report what things it could not get (shop list) and skip step 5
5) turn in and get trophy and return to pok
 
Last edited:
this is by design of the quest, you need to successfully make 100 of each item to turn in, once it is done it will move to the next item..

this is so later on down the road your character will have the ability to learn and refine GOD materials .
Ok maybe I just ended too early. It started great made each one up to 31 skill but kept making same items although saying skill can't go up from this item anymore and eventually would go to next person and just do the same. Wasn't sure if that was normal or not.
 
For the freebie skill ups on latest release it doesn't automatically go purchase needed tradeskill combine containers like mixing bowls etc (i believe there are 5 different tradeskills that require purchased container items to do the skill ups) if i run /mac tsc bake for example it just ends immediately saying it needs a mixing bowl on characters that don't have one. Can you add buying it for you automatically from vendor to 3.0? (obv will need to leave open inventory slots)

Right now doing the /mac tsc freebies with open inventory slots and none of the purchased TS combine containers only completes like 4 of them (5 on chars that have special tradeskills) since the others are skipped (I thought one of the older patch notes mentioned doing that, did something break?). Tested on 8 chars.

shorthand flow for individual tradeskill /mac tsc <tradeskill> could be :
1) purchase container if missing and required (requires open inventory slot)
2) go do freebie skill up quests and return to pok
3) get trophy task and return to pok
4) shop components and make required trophy quest turn ins (repeat shop make as many times as needed to have all the pieces) [if possible, a few trophies require stuff you cant buy in pok which would require more steps]
===> 4a) If not possible report what things it could not get (shop list) and skip step 5
5) turn in and get trophy and return to pok

Yeah I pretty much have that flow for the next release..... we aren't at auto-farm stage yet.. so right now we can do all the freebies, get the trophy tasks, and do each trophy one at a time.. I don't doubt I could make something that could do all the quests, get all the trophy tasks and then shop,make, turn in each set of tasks and then get all the trophies it can get..

I have to think about the bags for a minute.. I need to run the process of, is this going to be bad, is something going to happened that we or I don't want.
I also figured the other things I am doing or could be doing that are way cooler than bag management at the moment.

Scenarios:

Established Character:

1) I buy the containers at the start and you run out of room. abort.
2) You don't have any free inventory slots (all slots are filled with bags). abort.
3) You Broke. abort.

I guess you could have all the containers as long as you have 8 free slots somewhere that ARE not in the container.. auto-inv into the container = bad. So I have 20 slots free. I have a nothing or a container in the bottom pack 10/9, I need a new container I swap it 1 for 1 same spot from where I grabbed it, when finished swap it back just like I do trophies with the range. If the containers are not in a bag, do nothing, if a container is already in pack 7 or whatever do nothing.

So I would do a slot check.. and if you have like 14 slots free, l would subtract slots if there is a container in a open slot and if the final # is like 8 (for wiggle room) + containers, in this case for most characters it will be a spit, mixing bowl, fletching kit, jeweler's kit.. (IF capable, a spell research kit)

for gnomes add a toolbox..
for gnome rogues add a mortar and pestle.
for gnome rogue shaman add drugs..

7 containers.. You guarantee me 16 free slots and I will do that part.. buuut then..... what about all the stuff needed for each trophy..

The cool way is it checks to see if you have ever done anything with the trophy quest, if not it does one mass shop, and doesn't overbuy if you have it in inventory already, then it cycles..

the bag economy way is to do one recipe at a time, I am a fan of buying as much as possible doing the crafts in one go around and then coming back for anything that got missed, that is time economy, it doesn't run all over buying stuff for each individual recipe unless it absolutely has to.

So 1st things 1st,, I guess we can go with purchase containers first and then worry about stuffing the bags with ts items.. We will assume if you are doing all the freebies you are just worried about getting to 54/50 on them and then getting the trophy quests.. We will assume that the trophy makes will be individual for the time being.
 
Ok maybe I just ended too early. It started great made each one up to 31 skill but kept making same items although saying skill can't go up from this item anymore and eventually would go to next person and just do the same. Wasn't sure if that was normal or not.


It takes around 7 hours, let go luke...
 
Ok here is a update.. so what did it take to buy the containers, and make sure you had a free slot and enough slots to hold the other containers and swap from bags as necessary..

This sub will see if either bottom slot is empty or has a tradeskill container in it... and set that as the swap slot..

Sub Bottom_Slots_Empty
/declare C_Slot int outer 0
/declare c int local 0
/declare Bag9 string local ${Me.Inventory[31].Type}
/declare Bag10 string local ${Me.Inventory[32].Type}
/Call ConTypes "${Bag9}"
/if (${Macro.Return} == 1) /varset C_Slot 31
/Call ConTypes "${Bag10}"
/if (${Macro.Return} == 1) /varset C_Slot 32
/return ${C_Slot}

This sub determines if the slot is empty or has a tradeskill container in it

Sub ConTypes(string p_con_name)
/if (${p_con_name.Equal[Baking]}) /return 1
/if (${p_con_name.Equal[Medicine]}) /return 1
/if (${p_con_name.Equal[Fletching]}) /return 1
/if (${p_con_name.Equal[Jewelry Making]}) /return 1
/if (${p_con_name.Equal[Mixing]}) /return 1
/if (${p_con_name.Equal[Tinkering]}) /return 1
/if (${p_con_name.Equal[Make Poison]}) /return 1
/if (${p_con_name.Equal[NULL]}) /return 1
|add combineable grab by stack
|food
|drink
|misc
/return 0

This counts all free slots in bags or merchant containers or free inventory slots and also subtracts slots based on your level. under level 34 you could at most
need 5 containers so it does -5 above level 33 the most you could buy is 7 so -7.. leaving the sum of the total amount of free slots after purchases.


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

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

/if (${total_slots} > 7) {
/return 1
}
/return 0

This sub just tells you if the item you want is in a bag

Sub InBag(string p_item_name)
/declare F int local 0
/declare S int local 0
/declare B int local 0
/declare l_item_name string local ${FindItem[${p_item_name}]}

/varset F ${FindItem[=${l_item_name}].ItemSlot}
/varcalc S ${FindItem[=${l_item_name}].ItemSlot2} + 1
/varcalc B ${F} - 22

/declare BagName string local
/varset BagName ${InvSlot[pack${B}].Item}
/declare YesBag int local 0

/if (${BagName.Find[${l_item_name}]}) {
/varset YesBag 0
} else {
/varset YesBag 1
}

/return ${YesBag}

This sub tells you if you have anything like the name in inventory

Sub HaveItemLoose(string l_item_n)
/if (${FindItemCount[${l_item_n}]} < 1) /return 0
/return 1


This sub buys the kit if you have enough cash, and you don't already own the item. I suppose this could be used for buying anything.

Sub BuyKit(string m_name, int i_pp)

/Call HaveItemLoose "${m_name}"
/declare have_item_loose int local ${Macro.Return}
/if (${have_item_loose} == 1) /return false
/delay 5

/if (!(${Me.Platinum} >= ${i_pp})) {
/echo \ao[\atTCS\ao]: \ay[\ayInsufficent Funds:\ay] \ay[\awNOT BUYING:\ay] \ay[\ag${m_name}\ay]
/return false
}

/declare l_vendor_f string local TSC\TS_VendorFile.ini
/declare vendor_name string local
/declare vendor_count int local ${Ini[${l_vendor_f},Vendors,VendorCount]}
/declare vendor_item string local
/declare vendor_items int local
/declare z int local 0
/declare y int local 0

/for z 1 to ${vendor_count}
/varset vendor_name ${Ini[${l_vendor_f},Vendor${z},VendorName]}

/varset vendor_items ${Ini[${l_vendor_f},Vendor${z},VendorItems]}
/for y 1 to ${vendor_items}

/varset vendor_item ${Ini[${l_vendor_f},Vendor${z},VendorItem${y}]}

/if (${vendor_item.Equal[${m_name}]} && ${FindItemCount[=${vendor_item}]} < 1) {

/Call WalkToNPC "${vendor_name}"
/delay 5
/echo \ao[\atTCS\ao]: \ay[\awPurchasing:\ay] \ap[\ag1]\ap] \ap[\ay${vendor_item}\ap] \agfrom: \ay[\ay${vendor_name}\ay]
/if (!(${Merchant.Open})) /nomodkey /click right target
/delay 30s ${Merchant.ItemsReceived}

/if (${FindItemCount[=${vendor_item}]} < 1) {
/Call Buy "${vendor_item}" 1
}
/delay 5
}
/next y
/next z
/cleanup
/return false

This sub will grab whatever item you want and swap it with whatever is in the bottom most slot

Sub JustSwapItem(string p_item1, int p_kit_slot)
/declare F int local 0
/declare S int local 0
/declare B int local 0
/declare l_item_name string local ${FindItem[${p_item1}]}
/varset F ${FindItem[=${l_item_name}].ItemSlot}
/varcalc S ${FindItem[=${l_item_name}].ItemSlot2} + 1
/varcalc B ${F} - 22
/nomodkey /itemnotify in pack${Math.Calc[${Me.Inventory[${F}].Item[${S}].ItemSlot}-22].Int} ${Math.Calc[${Me.Inventory[${F}].Item[${S}].ItemSlot2} + 1].Int} leftmouseup
/delay 5
/if (!(${Me.Inventory[${p_kit_slot}].ID} == NULL)) {
/nomodkey /itemnotify ${Me.Inventory[${p_kit_slot}].InvSlot} leftmouseup
/delay 5
}
/autoinv
/delay 5
/delay 2s ${Cursor.ID}
/return false

Functional but needs a little work.. The goal is to be able to swap containers in and out of the bottom most slots, if and only 1 of those slots is not a bag.

So.. this is used only for the GOD/TSS freebie quests.. fer now

What else is needed for the trophy quests:

Major:
LOS between the character and Kilns, Pottery Wheels, etc.. right now you can craft through the wall, big no no I think..
Tighten up criteria for task steps in the trophy quests. As in think of all the scenarios before turning in items, the main one being you may have forgotten to have food or water and you ate or drank the turn in item..

Minor or non-sequitar: Fix the sell routine so it actually sells everything instead of everything but 1, My suspicion is that it is the opening and closing of the inventory bags..

As the crow flies: filling out answer file and adding ts ini files for each trophy quest
 
Last edited:
LOS to itemtarget code.. Make sure you can "see" the item while navigating to it.

/declare itemloc int local ${ItemTarget.Loc}
/declare itemLOS bool local FALSE

:whileloop
|cons this will run until the cows come home..
/delay 1
/varset itemLOS ${LineOfSight[${Me.Loc}:${itemloc}]}
|/echo ${itemLOS}
/if (${itemLOS} == FALSE) /goto :whileloop

/while (${ItemTarget.Distance} > 16) {
|Do nada
}
 
Last edited:
and a new minor bug popped up, now when I start from another zone other than POK and it gets to POK the toon just stands there, this is most assuredly an artifact from my buy kits routine.

and squashed...
 
Last edited:
Been looking for improvements when lag strikes.. I have made a number of changes that should help with that and really not decrease the speed to a noticeable degree.. I am feeling pretty confident so I will now FINALLY move on to the trophy make and turn in routines again.. 3.0 is coming...
 
Well I wrote it, re-wrote it, re-wrote it again, and then re-wrote it again, and now I am re-writing it again because I wasn't satisfied..

This edition is going to work off of recipe dependencies , pay attention if all the items can be storebought, pay attention to items that have been ate, drank, destroyed, or turned in, pay attention if the delivery steps match the create steps, and if something has disappeared from inventory for whatever reason and it is needed, make it, and if we are stuck and can't make all the recipes turn in what we got.... so.. a bit of work.. but I have a lot of code pre-gen'd so shouldn't be terribly difficult.
 
Just checking in rq: I have the tradeskill create task check shop,make and re-make part done , with sub-combines.. I am now adding the should we even buy it if we ain't got the farmed mats part.. and then add the delivery task checks, makes/re-makes as necessary with sub combines. I will also be adding a routine that will make sub sub sub combines if the recipe you need relies on another recipe and that recipe relies on another,, and so on..
 
This code will check every item in the recipe, find out if that item can be made via a sub-recipe, find out if a vendor has that item, or determine if the item needs to be farmed, and how many are needed

It uses the tradeskill recipe file and the vendorfile for all the determinations..

prolly has some unneeded declarations ,that can be cleaned up later..

Sub Recipe_Item_Check (string ts_file,int rec_num)

/declare response int local 1
/declare i int local
/declare r int local
/declare item_name string local
/declare item_count int local
/declare recipe_name string local
/declare recipe_id int local
/declare make_count int local
/declare id_count int local
/declare item_occurence int local
/declare item_match string local
/declare last_name_match string local
/declare last_farm_match string local
/declare item_canmake int local 0

/declare rec_count int local ${Ini[${ts_file}.ini,Recipe${rec_num},Recipe${rec_num}Items]}
/declare recipe_display string local ${Ini[${ts_file}.ini,Recipe${rec_num},Recipe${rec_num}ItemName]}

/echo \ao[\atTCS\ao]: \ay[\awChecking Recipe:\ay] \ay[\ag${recipe_display}\ay]

/Call Total_Recipe_Number "${ts_file}"
/declare TRN int local ${Macro.Return}

/for i 1 to ${rec_count}
/varset item_name ${Ini[${ts_file}.ini,Recipe${rec_num},Recipe${rec_num}Item${i}]}
/varset item_count ${FindItemCount[=${item_name}]}

/if (${item_count} < 1) {
/Call ItemMatchOnly "${item_name}"
/varset item_match ${Macro.Return}

|NOTE: Missing Item, Can We Make it?
/if (${item_match.Equal[False]}) {
/for r 1 to ${TRN}
/varset recipe_name ${Ini[${ts_file}.ini,Recipe${r},Recipe${r}ItemName]}
|/echo ${recipe_name}
/if (${recipe_name.Equal[${item_name}]}) {
/varset item_canmake 1
}

/next r

/if (${item_canmake} == 0) {

/if (${last_farm_match.NotEqual[${item_name}]}) {
/call ItemOccurence "${ts_file}" "${item_name}" ${rec_num}
/varset item_occurence ${Macro.Return}

/if (${item_count} >= ${item_occurence}) {
/echo \atTCS: \awHave: \ap[\ag${item_count}\ap] \ay[\aw${item_name}\ay]
} else {
/echo \ao[\atTCS\ao]: \ay[\agFarm:\ay] \ap[\ay${item_occurence}\ap] \ay[\aw${item_name}\ay]
/varset response 0
}
/varset last_farm_match ${item_name}
}

}

}

}
/next i

/return ${response}
 
How do you get this to work for the Tailoring Trophy? This is what it is saying when I do /mac TSC Shoplist TailorTrophy

1598482136504.png
 
Last edited:
macro is awesome--- was a pain getting trophies. would not do TS on all of my group but now i just run this mac and do them all at the same time! thank you!!
 
I don't think this works for Tailoring I do not see a Tailoring Trophy file in the folder
 
How do you get this to work for the Tailoring Trophy? This is what it is saying when I do /mac TSC Shoplist TailorTrophy

View attachment 23980

If you check the tradeskill directory and this file isn't there, I didn't do it, however, doesn't mean someone else hasn't created one somewhere.. the files are compatible with Roosters tradeskill.mac. I am still working on TCS 3.0 and because I wanted it to be robust it is taking a bit more time than I wanted.. If in that time noone has made an ini I will make one..
 
Ok I was just unclear because it says in certain spots it works for all Tradeskills, but you created it so you are saying it doesn't. No worries just a question.
 
in general pretty great, i have noticed some small issues on doing abysmal freebies, that it will fill the tradeskill container appropriately but not attempt combine. So it gets stuck in loop of filling and emptying tradeskill container.
 
in general pretty great, i have noticed some small issues on doing abysmal freebies, that it will fill the tradeskill container appropriately but not attempt combine. So it gets stuck in loop of filling and emptying tradeskill container.

Yeah I have worked on that a bit, the next version should reduce that particular issue ..
 
Yeah I have worked on that a bit, the next version should reduce that particular issue ..
My work around was hit combine as soon as it filled. It eventually would sort it self out. Did have a few "getting stuck in an odd state" situation with handing stuff in. Saw a similar sort of issue with trophy combines as well.

Really looking forward to advancements on this. I think it's a great way of leveraging the tradeskill macro and getting an easy way of buying/skilling up as possible.
 
Does TSC do the alchemy freebies in abysmal? I ask because no matter where I put the Medicine Bag in my inventory, the mac can't detect it and automatically /ends.
 
Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted]
Status
Not open for further replies.

Users who are viewing this thread

Back
Top
Cart