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VGExtreme Crafting Bot - Completed : VGExtreme Programs

Posted: September 21st, 2007
stupidhead64
strabomeeks wrote:Thanks, added those steps.
Okie man, got the video card for the other computer...and the script works ALOT better on it for some reaosn, even though the other computer owns this one.

Anyways slight issues that I hvae ran into though.



2) Ok when crafting (Artificer/Carpenter) not sure if that matters, but Step 2 (after you place down the board/slab, whatever) If a Solvent is first, it works great. If a Estimate is first, well then it will sit there and keep trying all the hotkeys over and over but nothing will work...If estimate is second, it works fine, just not when its first.


4) If while picking out recipies, the Work Order Giver moves, then the work order window closes...the script just keeps trying to pick out recipies out of blank air lol (Think this may eventually loop back and correct itself?)

5) Complications, when it goes up and picks one, then trys to pick the reaction for it, the clicks are slightly off, I need to move them up and to the left some...I noticed on the front page it says to mess with the #'s there, should those numbers go up or down to move to the left/up?


Last edited by Guest on September 21st, 2007, 6:00 pm, edited 1 time in total.
Posted: September 21st, 2007
stupidhead64
one other thing that I found...while working on your orders, after you select the final step, cleaning or whatever, it will not loot the items it just leaves the loot box up on the screen.
Posted: September 21st, 2007
stupidhead64
I have a suggestion, not sure if it can be done or not, but what about a way to block specific work orders by name or something? There is this one moderate that the script keeps picking, that I can NOT make, I am down to 600 points after step 2, I just cant do it lol. Would be nice to have a way to block that specific one(s)
Posted: September 21st, 2007
Total Posts:266 Joined:2007
stupidhead64 wrote:
strabomeeks wrote:Thanks, added those steps.
Okie man, got the video card for the other computer...and the script works ALOT better on it for some reaosn, even though the other computer owns this one.

Anyways slight issues that I hvae ran into though.



2) Ok when crafting (Artificer/Carpenter) not sure if that matters, but Step 2 (after you place down the board/slab, whatever) If a Solvent is first, it works great. If a Estimate is first, well then it will sit there and keep trying all the hotkeys over and over but nothing will work...If estimate is second, it works fine, just not when its first.


4) If while picking out recipies, the Work Order Giver moves, then the work order window closes...the script just keeps trying to pick out recipies out of blank air lol (Think this may eventually loop back and correct itself?)

5) Complications, when it goes up and picks one, then trys to pick the reaction for it, the clicks are slightly off, I need to move them up and to the left some...I noticed on the front page it says to mess with the #'s there, should those numbers go up or down to move to the left/up?
2) Ok when crafting (Artificer/Carpenter) not sure if that matters, but Step 2 (after you place down the board/slab, whatever) If a Solvent is first, it works great. If a Estimate is first, well then it will sit there and keep trying all the hotkeys over and over but nothing will work...If estimate is second, it works fine, just not when its first.

I tested this on my carpenter (level 16) and it has no problems whatsoever, make sure that on that step it is trying to hit a valid hotkey, meaning that if you only have 2 options, it is not trying to choose 3-6

4) If while picking out recipies, the Work Order Giver moves, then the work order window closes...the script just keeps trying to pick out recipies out of blank air lol (Think this may eventually loop back and correct itself?)

Yes this will loop around after 20 attempts.

5) Complications, when it goes up and picks one, then trys to pick the reaction for it, the clicks are slightly off, I need to move them up and to the left some...I noticed on the front page it says to mess with the #'s there, should those numbers go up or down to move to the left/up?

Just mess around with the numbers, I am sure you can figure it out. I am not near the script but I am pretty sure it is like this:

to go right: add to X
to go left: subtract from X

to go up: add to Y
to go down: subtract from Y


Last edited by strabomeeks on September 21st, 2007, 8:36 pm, edited 1 time in total.
Posted: September 21st, 2007
Total Posts:266 Joined:2007
stupidhead64 wrote:one other thing that I found...while working on your orders, after you select the final step, cleaning or whatever, it will not loot the items it just leaves the loot box up on the screen.
It loots them when it chooses the next recipe if you have your hotkeys set up correctly.
Posted: September 21st, 2007
Total Posts:266 Joined:2007
stupidhead64 wrote:I have a suggestion, not sure if it can be done or not, but what about a way to block specific work orders by name or something? There is this one moderate that the script keeps picking, that I can NOT make, I am down to 600 points after step 2, I just cant do it lol. Would be nice to have a way to block that specific one(s)
Dont get moderate wo's if they are too hard for you.

Set it to only get easy or very easy.
Posted: September 21st, 2007
stupidhead64
Ok cool thanks....one last thing im thinking of before I goto bed....what about an option, to after you work the work orders, you do not turn them in, instead you abandon, so you can repick the work orders? This way you can stay in one place and wont run out. Thats the issue im having right now with refining, im just running out of work orders and have to go elsewhere to find some lol. But if you work them at the table (get the exp) then instead of turning in, click abandon, then you can just repick them and work them again?
Posted: September 21st, 2007
Total Posts:266 Joined:2007
everytime you turn in a work order it puts a new one up there, you would have to be extremely unlucky for it to completely run out of WO's. Up until level 35ish I only do easy and very easy and have never run into a situating where the person runs out.

Regardless, I dont know if abandoning them once they are complete would put them back up there or not, and you would also run into the problem where you have 100's of WO items in your inv from not turning them in. its not something that I would code into the program, for one it would confuse more people because the options that are there now generate 10000 questions and you really only have a few as is. If you want to try it ill PM you the code to make it do it and tell you where to put it, but I am telling you it will cause more problems for you.
Posted: September 21st, 2007
Total Posts:7 Joined:2007
Is there anyway (command/macro) to get the name of an active complication?
I would really like to choose specific remedies dependent on type of complication. It's important in higher tiers to clear complications (quickly) and the script is now able to do that. But in some cases remedy option 1 is a very bad choice. Any idea ?
Posted: September 21st, 2007
Total Posts:266 Joined:2007
There is a way that you could do this.

Basically theres a couple of ways

1. Ask wyvx to write an API for complication name
This would be easiest but would take the longest.

2. Write code to scan your logfile for the name of the complications you want.
The drawback is you have to know what complication names to look for, and then you need to write a block of code for each one. Since the name of the complication is displayed in your text when it is created, you could easily do this, but it would be a coding nightmare. Have fun with that :P

I have two level 50 crafters now and I have not found any complication that is so horrible it ruins my bot. I still achieve Supply Kits at least 80% of the time, considering your not there, I would say that is pretty damn good. No matter how you write the code, you will not get a bot that gets you A grade 100% of the time, which is basically what you want to do.
Posted: September 22nd, 2007
tv2zulu
I downloaded the current version to see if it fixed some minor issue I had ( sometimes it would go to the table setup but then start acting like it was getting work order ) and it did, yay me.

Two things;

I noticed the new way of dealing with the final step and lack of action points is checking the log for the textstring, which works fine, but is there any way it could check to see if one is on the final crafting step and try and use the 0AP finishing instead of canceling?

And, would it be possible when getting work orders that once you get down to the difficulty you decide, that the script could check for the first word in Crafting_AvailableWorkOrderDescription to see if it is a 'Batch' and if not, click down once, that way, ensuring you only get Batches ( mainly thinking about doing Easy/trivial WOs to A for reward drops )?
Posted: September 22nd, 2007
Total Posts:266 Joined:2007
tv2zulu wrote:I downloaded the current version to see if it fixed some minor issue I had ( sometimes it would go to the table setup but then start acting like it was getting work order ) and it did, yay me.

Two things;

I noticed the new way of dealing with the final step and lack of action points is checking the log for the textstring, which works fine, but is there any way it could check to see if one is on the final crafting step and try and use the 0AP finishing instead of canceling?

And, would it be possible when getting work orders that once you get down to the difficulty you decide, that the script could check for the first word in Crafting_AvailableWorkOrderDescription to see if it is a 'Batch' and if not, click down once, that way, ensuring you only get Batches ( mainly thinking about doing Easy/trivial WOs to A for reward drops )?
I noticed the new way of dealing with the final step and lack of action points is checking the log for the textstring, which works fine, but is there any way it could check to see if one is on the final crafting step and try and use the 0AP finishing instead of canceling?

No, because the final crafting step is not always the same step number, not is it the only step that can be in stage 4, so there is no clearcut way of doing it other than the way that I have it set up.


And, would it be possible when getting work orders that once you get down to the difficulty you decide, that the script could check for the first word in Crafting_AvailableWorkOrderDescription to see if it is a 'Batch' and if not, click down once, that way, ensuring you only get Batches ( mainly thinking about doing Easy/trivial WOs to A for reward drops

I think it is possible by grabbing the work order name, typing it into chat, checking the log to see if your chat contains the word batch, then accepting it if it does. However, the problem I see with this is that you will run out of batches very quickly if that is all you are doing. When I am actually crafting instead of letting the bot do it, I run out of batches in about 15 minutes, then you are forced to do sets and singles until more batches come up, so I dont see why you would want the bot to look for that because it would just get stuck in an endless loop after about 30 minutes I am sure. If you want to do trivial for rewards, then set the bot to only get trivial and let it run overnight, I am 100% certain it will get many batches that way.
Posted: September 22nd, 2007
tv2zulu
You're right about running out of batches. Probably wouldn't do much good. Cheers :)

About the final step and the 0AP. I'm not that high in crafting but the final step doesn't share it's name with any other steps does it?

Wouldn't it be possible to do something like;

Code: Register to unlock hidden link

intMatch = InStr(strSearchString, "You need more items to complete that work order")
if intMatch > 0 And (Crafting_StepName(CS) = "Final Step") Then
VGsendText "^+-"
ElseIf intMatch > 0 Then 
Mouse.LMouseClick AB_X, AB_Y, 1, 1
Sorry if that doesn't make sense. I only understand enough to see why it's doing something, not actually construct it on my own *g*

No matter what, thanks for the continued work on the script. Greatly appreciated :)
Posted: September 22nd, 2007
Total Posts:266 Joined:2007
the way that I currently have it set to do it works pretty much like that. I dont think the version I have up right now has the final step fix, mainly because I only know the step names for the classes I have, and if you look a few posts up I asked everyone to post the finishing step names they wanted added. Only have 1 right now.
Posted: September 22nd, 2007
Total Posts:266 Joined:2007
Went ahead and uploaded the new version, just a minor code change, also made the code easier to read if you are looking for names in the steps.

If you look down through all the step names and you find one that is not there that should be post it here or PM me with it, this is the hardest thing for me to do without help because I do not have a level 50 of every class yet.

9-22-07: Added a check for finishing step and logic to use the finishing step that uses 0 AP if 100 is not available.
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