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

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Skill above a certain point wouldn't negate the need for the quests, because you still would need the recipes for 350. Is there a way to check known recipes instead? Like via the outputfiles for each skill.

the skill check is used to see if we need to get to 50 to make a trophy, it is not specifically to find out if we have completed a quest. When you run all the freebies, it "finds" out if you have completed that quest and moves on, end to end if you have already done them, probably takes 10 minutes..

The shorter answer is, if it can be parsed , yes. It would involve dumping the outputfile every time you run TSC or run a GOD/CR task

the other part is the tasks that are in the quest journal , if they are, how to iterate the list of completed tasks and go that route//?

The caveat being CR freebies, if you have enough skill you just ask them and they give you recipes without doing anything.
 
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I have toons wth 300 in a skill that still did the god freebies. I think the check was set up that if you already had enough skill to get the trophy quest it would skip it. But yah, should just do them all anyways.
 
Test Time..

new commands..

/mac tsc CRBrew does CR brewing freebie
/mac tsc CRTink does CR tinkering freebie


desc: Shop and Make a single recipe #3: (limit make count to 10)
/mac tsc ShopMR potterytrophy 3

desc: Shop for a single recipe: #3
/mac tsc ShopR potterytrophy 3

desc: shop and make all recipes: this is not mass shopping, this is shopping per recipe for the whole recipe stack, also limit to 10. if you happened to have had a whole bunch of mats already.

/mac tsc ShopMAR potterytrophy
 

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Finally went back and worked on the help documentation a little.. the more involved ones have a separate help dedicated to them.

1607734482103.png
 
More TEST TIME!

Now doing ALL Crescent Reach Freebies, more easy street to 350..

Caveats: if you are doing research, brewing, or tinkering you do not have to do nothing.. it will just happen.. (well other than containers you need, will code in) l Never mind, I already took care of the container part for these.. :)

All the other quests are on the second floor, it will run you to the elevator and end..
after that you get on the elevator and step off.. and run again and should pick up and complete any of the quests..


Will code in container buying logic later.. please test all of them..

/mac TSC CRAlch - need medicine bag
/mac TSC CRPot
/mac TSC CRPois - need mortar and pestle
/mac TSC CRTink - need toolbox
/mac TSC CRSmith
/mac TSC CRBake - need mixing bowl only
/mac TSC CRBrew
/mac TSC CRFletch - need fletching kit
/mac TSC CRTailor
/mac TSC CRJewel - need jeweler's kit

Feedback plz..

Research is part of the original set, no need to test.
 

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More TEST TIME!

Now doing ALL Crescent Reach Freebies, more easy street to 350..

Caveats: if you are doing research, brewing, or tinkering you do not have to do nothing.. it will just happen.. (well other than containers you need, will code in)

All the other quests are on the second floor, it will run you to the elevator and end..
after that you get on the elevator and step off.. and run again and should pick up and complete any of the quests..


Will code in container buying logic later.. please test all of them..

/mac TSC CRAlch
/mac TSC CRAlch
/mac TSC CRAlch
/mac TSC CRAlch
dude you guys are nuts / awesome!

I hope lots of people are checking this out - as its getting built up is is pretty sweet

puttin in a lot of work; keep it up!
 
dude you guys are nuts / awesome!

I hope lots of people are checking this out - as its getting built up is is pretty sweet

puttin in a lot of work; keep it up!
Appreciate it.. This (when finished, whenever that is) and Jande's creation should be all that one needs for all their tradeskilling needs..
 
i seem to be having issues with using this macro, im trying to do the newbie trade skill quests with it, but it seems to be getting stuck in loops of repeating a recipe where it no longer gives skill ups. am i misunderstanding how it works? or is it possible im set up wrong or something?

/edit on further inspection, it seems to repeat the quests a number of times (like 5 times or some such) before moving to the next one. is this just how the quests (the GoD quests) are supposed to work? seems like an inordinate amount of time to get to skill level 54
 
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i seem to be having issues with using this macro, im trying to do the newbie trade skill quests with it, but it seems to be getting stuck in loops of repeating a recipe where it no longer gives skill ups. am i misunderstanding how it works? or is it possible im set up wrong or something?

/edit on further inspection, it seems to repeat the quests a number of times (like 5 times or some such) before moving to the next one. is this just how the quests (the GoD quests) are supposed to work? seems like an inordinate amount of time to get to skill level 54
Im not sure if it’s the same but back in the old days (version 2.something) it took around 7 hours to do all the trophies on one character. Still a hell of a lot faster than doing it manually. There’s a reason the nickname EverGrind still works today.
 
i seem to be having issues with using this macro, im trying to do the newbie trade skill quests with it, but it seems to be getting stuck in loops of repeating a recipe where it no longer gives skill ups. am i misunderstanding how it works? or is it possible im set up wrong or something?

/edit on further inspection, it seems to repeat the quests a number of times (like 5 times or some such) before moving to the next one. is this just how the quests (the GoD quests) are supposed to work? seems like an inordinate amount of time to get to skill level 54

for GOD quests you have to turn in 100 successful of each of each recipe, and for TSS, it will keep doing the quest until you hit the skill range.. so it could take 20 or 60.. per quest
 
once highlighted you can also /buyitem x where x is the number of items --- can do 1000 on things that stack that high
 
By item is a BQ command so it should work irregardless The what I'm pulling is straight from destruct itself in the merchant so if there's one of two things that aren't happening either it's not selecting the item and by works or it's properly selecting the item and buy doesn't work either way something's off in the struct for merchant
 
Can also look at my buy sub and turn the echoes back on to find out what it's doing I have enough echoes in there to figure out at which step it's failing that could probably point us in a better direction
 
The other thing is you can check my math that I have in there did you follow the logic through you should see where you send the request for the amount to buy I check for how many of the item that we currently have and then figure out how many we need to buy
 
It should only dip out if you have 2 and you wanted 2 and if you have one and need 2 it will be the amount missing
 
The original macro that I wrote for that by function is exactly the same and it was working but that was prior to the latest few patches
 
The original macro that I wrote for that by function is exactly the same and it was working but that was prior to the latest few patches

yeah which is weird.. but the buy.inc immediately worked when I switched to it..
 
Which makes me believe that the merchant struck is bad because the same calculations almost are done in there var sets and all
 
dumb question, how do you nav and get on the elevator in Crescent Reach.. (Can't locate destination on navmesh)

I tried xyz and xy, no dice..

I know the state, I can determine the location of it, I just can't get on it!

I am thinking keypress,, but yeesh..
 
Make a waypoint for the bottom and one for the second floor, once you reach the zloc for floor 2 can have it nav
 
Another way is I believe the elevator is considered a door object you should be able to get its current position as its location then what you do is you navigate to a set spot and then activate the elevator to move or wait until the elevator is in the correct position navigate onto it using a custom waypoint and then have it wait until it reaches whatever the other destination or other waypoint is and then navigate off of that one to another location as a default
 
Another way is I believe the elevator is considered a door object you should be able to get its current position as its location then what you do is you navigate to a set spot and then activate the elevator to move or wait until the elevator is in the correct position navigate onto it using a custom waypoint and then have it wait until it reaches whatever the other destination or other waypoint is and then navigate off of that one to another location as a default

My intent is to hard code it for everyone.. custom will only make it work for me, right?
 
Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted]
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