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

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got a "null reminder reminder buy kit routine. SSS

Said headed to abysmal went to guild lobby then back to pok then to abysmal. haha (I already had the kits)

in the process of testing the other day my toon missed a little bit of freebie tailoring and some smithing, he went right back to where i left off, all good so far on that. nice work.
 
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got a "null reminder reminder buy kit routine. SSS

Said headed to abysmal went to guild lobby then back to pok then to abysmal. haha (I already had the kits)

in the process of testing the other day my toon missed a little bit of freebie tailoring and some smithing, he went right back to where i left off, all good so far on that. nice work.

It only ran there because or should have because

{Me.Skill[${s_used}]} < 50

if tailoring was below that it would have ran to abysmal.. and should have done the tailoring freebie...

UNLESS it didn't have the right skill which would have returned 0..
 
INI:
{Me.Skill[${s_used}]} < 50
Should probably move that to {Me.Skill[${s_used}]} < 54 (every test i did put me at 54) just in case you get cut short on finishing a quest in abysmal.
Only problem I had so far with the tailoring is vendor lag, tried to buy an item before the merchant window open and couldn't find the item.
stopped at the brew barrel and did nothing, mac didn't even end.
Recipe 11 in tailortrophy Brew Barrel = Brewing Barrel

got past the brew barrel and ended up in loop, missing a file mold. (never wrote the file mold to the shopping list) maybe there was already a shopping list in there that should have been deleted before i started)

I guess we already had that discussion about the recipes, if you run a toon on that computer and say he already has a file mold and it writes the shopping list, then you run another toon he doesn't have one. maybe each toon has his own recipe list? SL_{$Me.Name}.tailortrophy.ini

ended macro with Blacksmith Gerta window open and a message missing item how did we get here? fail safe (ok so im out of a farmed item, just a strange place to end the macro with a merchant window open. haha )
 
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Omg what ping are you guys having.... If jb included my buy there is 3 vender delay checks each base 1s or till the merchant list is open. I tested the code on gerta in pok she has the largest amount of items to load and worked perfect everytime
 
Just curious to why you went with some short names in the macro like pois and alch and brew in place of like alchemy and brewing?
 
It's going great with the exception of the recipe calling for a brew barrel instead of a brewing barrel and the lag at the vendor. Farming the last item I need to finish it up now.
 
[Recipe11]
Recipe11ItemName=Fish Oil
Recipe11ItemID=16493
Recipe11Container=Brewing Barrel
Recipe11Known=FALSE
Recipe11Trivial=68
Recipe11SkillType=Brewing
Recipe11MakeTotal=1
Recipe11Items=2
Recipe11Item1=Fish Eggs
Recipe11Item2=Water Flask
Recipe11BuyTotal=1
 
Only issue I'm having is that if I create a shopping list with items in my inventory and then fail that item, it won't go back and shop for the items. Say I have two studs on me and it calls for four, the recipe makes for 2 studs, then I fail, it goes back and makes two more per the shopping list but I need 4.
Deleted the shopping list ran it again still stuck at missing items, macro ended. i have two studs in inventory , Medium Quality Cat Pelt and need two more studs and not buying the boot pattern.

Take a look at this shoppinlist created.

Ok so we need 4 metal bits for all the recipes and metal bits is set to qtytomake 2 , probably why not making anymore.

tailortrophy - Metal Bits Recipe 17 maketotal=2 should be maketotal=4 ?

hit a dead end here. wont make the studs and wont buy the pant pattern for the studded boots ends macro after buying a water with vendor window open.
 

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For me using an older version with my buy fixes it would buy the correct amount and if I failed it would go back and rebuy if needed
 
Only issue I'm having is that if I create a shopping list with items in my inventory and then fail that item, it won't go back and shop for the items. Say I have two studs on me and it calls for four, the recipe makes for 2 studs, then I fail, it goes back and makes two more per the shopping list but I need 4.
Deleted the shopping list ran it again still stuck at missing items, macro ended. i have two studs in inventory , Medium Quality Cat Pelt and need two more studs and not buying the boot pattern.

Take a look at this shoppinlist created.
ss? quest journal focus on tailor task and tsc output..
 
Here's the deal..

This Recipe_Missing_Recipe SUB.. was only saying you were missing a recipe if you had under 1 in inventory.. which is no good..

So because we had 2 studs,, it is like good to go!.. but we needed 4..


I even gave myself cues.. that this was a problem...

|????? revisit
/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 Recipes:\ay] \ay[\ag${recipe_display}\ay]

/varset recipe_name ${Ini[${ts_file}.ini,Recipe${rec_num},Recipe${rec_num}ItemName]}

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

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

/for r 1 to ${TRN}
/varset m_recipe_name ${Ini[${ts_file}.ini,Recipe${r},Recipe${r}ItemName]}

/varset rec_in_rec ${Ini[${ts_file}.ini,Recipe${rec_num},Recipe${rec_num}Item${i}]}

/if (${m_recipe_name.Equal[${rec_in_rec}]}) {

|how to find out need count? REVISIT!

sooo.. I need the proper count of recipes instead of using kentucky windage.. Which amazingly. worked for all other tasks.. which is why I need to test them all..

has been corrected now..


This should work for all cept for baking, since I haven't worked on it yet..
 

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i did a whole run thru with a toon yesterday. freebies and trophies.

And whilst not everything was perfect (some hand ins and not enough mats after fails being the mains reasons for small failures) it got me 85-90% there.

I would like to give some small donation for this tremendous help. How can i do that?
 
It's going great with the exception of the recipe calling for a brew barrel instead of a brewing barrel and the lag at the vendor. Farming the last item I need to finish it up now.

Just in normal game play everything seemed cool but when I went to a vendor there was some major lag getting them to show there wares. I wasn’t running any of the scripts, just the way it was.
 
This should work for all cept for baking, since I haven't worked on it yet..
Baking or Smithing? I thought baking worked fine.

When you say all bought =1 and not bought =0
Does this include the bought item that was from a previous recipe that is need for that item?
 
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Similar issue with the Smithing as the Tailoring before I edited the tailoring the trophyquest files above.


Deleted my 2 metal bits and restarted, he went back to making 2 metals bits back to the loop.
 

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Smithing :)

Got past the unfired pot, thought I would try a with a Block of Acrylia ore, to see if it would break it down, it did twice to the item i needed and finished out the trophy turn in. however turned in the two pots went to credit on the pottery trophy this time leaving me short two pots. wtf haha

Problem with this is now the macro will not make the 2 pots i am short because the quest is telling me that i already made them. which means now i have to check if i am missing the pots in my inventory. turned in 0 of 2 pots and i have none in my inventory.

If you have the dependency set it will not buy the buyable items, if you have R13=1 it will buy the items but not make the first recipe for the required items. one swich tells you to buy the items and in the same recipe another switch is telling you not to make the item needed from another recipe.
 

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Similar issue with the Smithing as the Tailoring before I edited the tailoring the trophyquest files above.


Deleted my 2 metal bits and restarted, he went back to making 2 metals bits back to the loop.

Smithing :)

Got past the unfired pot, thought I would try a with a Block of Acrylia ore, to see if it would break it down, it did twice to the item i needed and finished out the trophy turn in. however turned in the two pots went to credit on the pottery trophy this time leaving me short two pots. wtf haha


If you have the dependency set it will not buy the buyable items, if you have R13=1 it will buy the items but not make the first recipe for the required items. one swich tells you to buy the items and in the same recipe another switch is telling you not to make the item needed from another recipe.


this is the ailment of all problems..

/varset l_buy_count ${s_bc}
/varset rec_tick ${s_rec}


the logic was set the buy count and recipe and then check if we needed to make it..

it was mixed up.. It was calculating what to make and how much to buy before it knew it needed it.

The released version had the buy count calculations further down, this one pre-calcs it and has it at the ready..


Try this..
 

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i did a whole run thru with a toon yesterday. freebies and trophies.

And whilst not everything was perfect (some hand ins and not enough mats after fails being the mains reasons for small failures) it got me 85-90% there.

I would like to give some small donation for this tremendous help. How can i do that?

Hi, and thanks for the awesome response to our work..
Running a fresh toon. Running out of fresh toons. create new fresh toons. haha


I have it stop at the end so it doesn't do the turn in.. so we can rinse and repeat.. just need mats..
 
Worked perfect, even went and bought a chisel to break the block of acrylia ore into small blocks and into bricks, then ran out of acrylia failing the arrow shafts and the macro end here at finish for testing tsc_por. so just for testing i broke down a block int a brick and started with that, he went and broke that down finished out the quest. great stuff.
 
So I commented out the testing end, fired him up and he did the turn in. He actually got credit for the pots on smithing and completed the trophy. which is odd, cause the last toon turned them in and got credit on the pottery for them. ( the difference was that pottery quest only credited 3/4 unfired ceramic lining instead of 4/4)

is there a way to make 4 pots even though the quest calls for 2, then hand in 4, even if she takes the two for pottery it will hand in two more, if you try to hand in 4 worst case scenario is she hands them back that she can't use them, but it will update both if she does take them.
 
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i did a whole run thru with a toon yesterday. freebies and trophies.

And whilst not everything was perfect (some hand ins and not enough mats after fails being the mains reasons for small failures) it got me 85-90% there.

I would like to give some small donation for this tremendous help. How can i do that?

If you purchase redcents from this site, you can donate some to me, if you want to. :)
 
Did the pottery trophy back to back with the smithing even though he was short two pots, finished the pottery without a hitch and got the trophy, went back to pok and ran the beginner smithing again he made the two pots and went back and turned them in to finish the trophy.
 
So I commented out the testing end, fired him up and he did the turn in. He actually got credit for the pots on smithing and completed the trophy. which is odd, cause the last toon turned them in and got credit on the pottery for them. ( the difference was that pottery quest only credited 3/4 unfired ceramic lining instead of 4/4)

is there a way to make 4 pots even though the quest calls for 2, then hand in 4, even if she takes the two for pottery it will hand in two more, if you try to hand in 4 worst case scenario is she hands them back that she can't use them, but it will update both if she does take them.

Ugh.. you are giving me an EQ problem, not a script problem.. :( Task Stacking..

The script goal is to minimize waste and save cash.. your proposal means cherry picking specific quests and task goals and overriding them.. this can be done of course..

but would run something like this..

Hey I have smithing and pottery..

Let's check the requirements for both.. do they both have the same turn in item.. YES.. ok.. Make enough for both..

How many do we currently have, how many have been turned in to each quest, how many do we need overall..

or option B /mac tsc pottery .. again :P
 
Valid task testing is..

A) run through it once, don't turn in
B) delete everything you made and run through it again, don't turn in
C) keep everything and delete quest, and re-run..

if we can do all 3 I can consider the script to be working as intended..
 
The problem lies within the two quests making the same items and updating the quest, then having the same one item to turn in POT.

Like I stated before, 9 out of 10 times when you do the smithing first you get full credit for all the turn ins. If you do pottery first the pots will go to smithing if you havent done it yet. So I just recommend doing smithing first.
 
Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted]
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