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Old EQ2Crafter Threads... : EverQuest 2 Premium Discussions - Page 6
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Posted: January 7th, 2005, 11:30 am
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bassprbof87
bassprbof87's Reps:
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Hey, this is a great little prog! First of all I wanted to thank you for making it.
Aside from that, I wanted to offer a little feedback. Moreso than any vendor type features or anything like that, this little program needs a simple pause function so you can stop crafting for a sec to change recipe, go get materials, or something, without having to reteach the bot again. Don't think that would be so hard to do, but it would be a great boon! I always try to go to the vendor with it still running, and the cursor movements make it a pain . Also, it would make it easier to talk to people without suspiciously spamming numbers at them or becoming extremely frustrated trying to stop this from happening .
This tiny update would make this perfect in my eye. It doesn't go too far with what it does so as to take the player away, but it does the monotony well.
Thanks again,
Unfetered
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Posted: January 7th, 2005, 2:33 pm
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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Yes the next version I am almost ready with (yes RL keeps pushing it back)
It has support for pause, # of crafts to perform, how to lock windows so they wont move, replacing icons for auto-config, and a few others.
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Posted: January 7th, 2005, 7:04 pm
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hraser
hraser's Reps:
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wyvernx";p="52139 (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): Yes the next version I am almost ready with (yes RL keeps pushing it back)
It has support for pause, # of crafts to perform, how to lock windows so they wont move, replacing icons for auto-config, and a few others.
Any plans on a crafting queue by chance? Would be handy for alchemist types, especially going though the process of making inks from scratch.
queue item 1- 100 XXX Regents
queue item 2- 100 XXX dyes
queue item 3 100 XXX inks
The different items having thier icons being placed on a hot key bar.
Anyways, very happy with the program...it has saved me hours crafting...all wrists pain free
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Posted: January 7th, 2005, 7:28 pm
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joreallean
Total Posts: 98
Location: Minneapolis, MN
Joined: May 1st, 2004, 4:00 am
joreallean's Reps: 0
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Actually that would be pretty easy because you can put recipes on the hotbar. So I don't see why you couldn't just tell it do 100 of the first, hit the hotkey for the next recipe do another 100, so on and so forth.
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Posted: January 7th, 2005, 9:00 pm
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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Yes it would be very easy to add that in. I am working on the plugin tonight and will definately have it out thsi weekend.
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Posted: January 8th, 2005, 12:26 pm
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find_mobius
find_mobius's Reps:
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hmmm how long will the queue be? it would be nice if you could queue in the oils and resins necessary for ink as well.
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Posted: January 8th, 2005, 2:23 pm
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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Yes I hope to have coded a nice crafting system so that it will craft even the most complex item, but will be smart enough to craft the missing ingredients (read sub-craft item) and then continue.
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Posted: January 8th, 2005, 2:50 pm
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find_mobius
find_mobius's Reps:
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Very nice. Appreciate the hard work!
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Posted: January 8th, 2005, 7:40 pm
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nightdew
nightdew's Reps:
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Are you building all of this in VB6 Wyvern? I just finished creating a full work around for building plugins in .NET. Like someone suggested i build a wrapper in VB6 to get passed the problems of different versions of MSCOREE.dll and stuff.
Been wanting to implement my own version of the crafter automation, because I have an ATI card, wanting to find out what the issue is. Perhaps we can join forces if you are interested.
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Posted: January 8th, 2005, 8:20 pm
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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Too neat. Does the wrapper work? Will it work with any plugins, or just custom for yours?
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Posted: January 8th, 2005, 9:12 pm
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nightdew
nightdew's Reps:
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It should work with assemblies. I look for Interfaces and instantiate the class through Activator.CreateInstance.
Basically you place the same vb6 wrapper in plugin directory which will call on a small c# .net com assembly. the vb6 wrapper will pass its directory and seeks for the necessary Interfaces, if you get my drift.
Im trying to create some base classes, implementing that framerate example.
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Posted: January 8th, 2005, 10:03 pm
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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How about this instead.
Create a wrapper that just forwards the basic IXUPlugin interface calls to the c# dll?
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Posted: January 8th, 2005, 10:04 pm
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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Oh, and the IXUDirectDraw interface. or IXUFlip whatever it is called.
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Posted: January 8th, 2005, 10:06 pm
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nightdew
nightdew's Reps:
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That is exactly what i am doing.
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Posted: January 9th, 2005, 12:21 am
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wyvernx
Total Posts: 6718
Joined: May 1st, 2004, 4:00 am
wyvernx's Reps: 21
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Very Kewl!
cant wait to try it out.
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