Hey guys just wondering if anyone is working on script for converting materials for the new Cenedril pets. like whites to greens to blues ect
thanks!
Cenedril
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Only post additional bot resources here. Please do not ask unrelated questions.
Only post additional bot resources here. Please do not ask unrelated questions.
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- Posts: 527
- Joined: Fri Aug 31, 2012 1:15 pm
Re: Cenedril
I haven't looked into it at all. Although, I saw on the forums that there's an addon that can do it. If you get the addon, you could probably look through it's code to find the commands related to doing that, or call those commands from the bot.
Re: Cenedril
If you install the cenedril add on it will make the bot miss when it fights. You need to remove the cenedril adon every time after upgrading the pet.
I hope some one fixes the bot or the adon so both can work together.
I hope some one fixes the bot or the adon so both can work together.
Re: Cenedril
It should be pretty easy to convert the Element_Fuser wp found here into a Cenedril_Fuser wp. You just have to change the table and edit a couple numbers.
I'm not keen on getting and organizing all the IDs, because according to this wiki page, there's a ton of them so I'll just leave it to the interested parties to do that.
So I'll just post here the code which I think should work. You guys just fill up the Ids in the table.
I'm not keen on getting and organizing all the IDs, because according to this wiki page, there's a ton of them so I'll just leave it to the interested parties to do that.
So I'll just post here the code which I think should work. You guys just fill up the Ids in the table.
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints type="TRAVEL">
<onLoad>
--------------------------
-- Element Fuser By Rock5
-- Version 1.1
--------------------------
-- User options
local MakeType = "Dynamic Energy" -- "Wind", "Water", "Fire" or "Earth"
local MakeLevel = 3 -- 1 = Normal, 2 = Good, 3 = Rare, 4 = Epic, 5 = Legendary, 6 = Mythical
local MakeNumber = 3 -- Final number you will have in your inventory at the end.
--------------------------
local Data = {
["Dynamic Energy"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Dynamic Piece"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Dynamic Ink"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Dynamic Scroll"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Steadfast Energy"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Steadfast Piece"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Steadfast Ink"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Steadfast Scroll"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Mystical Energy"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Mystical Piece"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Mystical Ink"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Mystical Scroll"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
}
local EleData = Data[MakeType]
local function EmptyMagicbox(quick)
local function findEmpty(num)
local count = 0
for i = 61,240 do
local item = inventory.BagSlot[i]
item:update()
if item.Available and item.Empty then
count = count + 1
end
if count >= num then
return item
end
end
end
if quick then
local emptynum = 0
local itemmoved = false
for i = 51,60 do
local item = inventory.BagSlot[i]
item:update()
if not item.Empty then
emptynum = emptynum + 1
local BagEmpty = findEmpty(emptynum)
if not BagEmpty then
error("Not enough bag space to empty transmutor.",0)
end
item:pickup()
BagEmpty:pickup()
itemmoved = true
end
end
if itemmoved then yrest(500) end
else
for i = 51,60 do
local item = inventory.BagSlot[i]
item:update()
if not item.Empty then
item:moveTo("bags")
end
end
end
end
local function Fuse(id,num)
-- Move items to magic box
local need = num
local magicslot = 51
for i = 61,240 do
local item = inventory.BagSlot[i]
item:update()
if item.Available and (not item.Empty) and item.Id == id then
if item.ItemCount > need then
RoMScript("SplitBagItem("..item.BagId..","..need..")")
need = 0
else
item:pickup()
need = need - item.ItemCount
end
yrest(200)
inventory.BagSlot[magicslot]:pickup() yrest(200)
magicslot = magicslot + 1
end
if need == 0 then break end
end
yrest(500)
-- Press 'Confirm'
RoMScript("MagicBoxRequest()");
yrest(500)
EmptyMagicbox()
inventory:update()
end
-- Empty Magicbox
EmptyMagicbox(true)
while MakeNumber > inventory:itemTotalCount(EleData[MakeLevel].Id) do
-- Create MakeList
local need = inventory:itemTotalCount(EleData[MakeLevel].Id) + 1 -- Make 1 at a time
for i = MakeLevel, 1, -1 do
local count = inventory:itemTotalCount(EleData[i].Id)
if need > count then
EleData[i].Make = need - count
need = EleData[i].Make * 5
else
-- Have enough
EleData[i].Make = 0
need = 0
end
end
-- Check if you have enough Elements
if EleData[1].Make > 0 then -- Can't make elements
error("Not enough elements. You need "..EleData[1].Make.." more to make another.",0)
end
-- Make starting from level 2 (uses level 1)
for i = 2, MakeLevel do
local targetnum = inventory:itemTotalCount(EleData[i].Id) + EleData[i].Make
while targetnum > inventory:itemTotalCount(EleData[i].Id) do
if RoMScript("GetMagicBoxEnergy()") == 0 then
error("Out of charges",0)
end
Fuse(EleData[i-1].Id, 5)
end
end
end
error("Finished element fusing.",0)
</onLoad>
</waypoints>
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