- // ==UserScript==
- // @name Neverwinter gateway - Professions Robot
- // @description Automatically selects professions for empty slots
- // @namespace https://greasyfork.org/scripts/7061-neverwinter-gateway-professions-robot/
- // @include http://gateway*.playneverwinter.com/*
- // @include https://gateway*.playneverwinter.com/*
- // @include http://gateway.*.perfectworld.eu/*
- // @include https://gateway.*.perfectworld.eu/*
- // @originalAuthor Mustex/Bunta
- // @modifiedBy NW gateway Professions Bot Developers & Contributors
-
- /*
- === NW Gateway Professions Bot Developers
- - Bluep, Numberb, mac-nw, Phr33d0m, BigRedBrent,
- - Noonereally, Glowing Crystalline Entity, WloBeb
-
- === NW Gateway Professions Bot Contributors
- - Kakoura, Nametaken, rotten_mind, Frankescript, dlebedynskyi,
- - breadguy
- */
-
- // @version 1.10.06.06
- // @license http://creativecommons.org/licenses/by-nc-sa/3.0/us/
- // @grant GM_getValue
- // @grant GM_setValue
- // @grant GM_listValues
- // @grant GM_deleteValue
- // ==/UserScript==
-
- /* RELEASE NOTES
- 1.10.06.06
- + Swordcoast run auto reset fixed(reset changed to week day based)
- 1.10.06.04
- + added Skip 25 (noted as @Kakouras favour ;) )
- + added SCA automation, runs SCA can set by time, ToDo, callback for rolls
- + panel has now info for SCA runs done, 4 times per day
- + banker is not default on
- + reload intervalls now 4 hours(for SCA completion and stability)
- 1.10.06.03
- Ninja Release
- + reset for settins excluding user/passw.
- + added exception for bandit clues
- + leadership is good now
- - added counter for "undefine" & "Epic button" -error (temporal solution to see count) also button to console.log
- - added "Epic button enabled" -bug recovery (test)
- - added Black Ice refining lvl 4 - 5
- - FIX non-EN task filter
- - added "Vendor Gathered" + Tradebag, Gold treshold is 2
- - added "Unstable potions" Vendor list
- - added "Noonereallys" way fetch character names
- - added "Auto level 20", skip profession after lvl20 reached -option
- - added "Leadership lvl 3" -check
- 1.10.06.01
- - MOD6
- 1.10.05.03
- - MOD6 profession check
- - mining claim 10/1000
- - Inv. sell. check 10 slot free
- - version number
- 1.10.5.02
- - training assets FIX, works properly with different languages
- 1.10.5.01
- - added error trap for "undefined error"
- - Jewelcrafting tasklist 20 - 25
- - Leadership_XP mining_claims limit up 1000
- 1.10.5
- - Mod6 additions
- - Vendor list updated
- 1.10.5PreMod6.04
- - Leadership task updates
- 1.10.5PreMod6.03
- - exclude list update
- 1.10.5PreMod6.02
- - added task selection if specific item not in inventory "Mining claim" by WloBep
- - added loop counter to prevent infinite loop when "Start task" -bugged
- 1.10.5.1
- - tasklist edited
- - some other changes by user "Glowing Crystalline Entity"
- 1.10.5
- - Mod6 professions added
- - added Empowered Aquaregia
- - ZAX FIX
- 1.10.4
- - profession sell filter update
- 1.10.3
- - HOTFIX, setting save reverted to old to preven unwated settings wipe.
- 1.10.2
- - added "check currencies" for buy resources
- - added "Gathering" task
- 1.10.2RC1 for Greasyfork
- - UI improvement
- - removed "Save Task" & "Clear Task" buttons, on current build they do nothing
- - replaced JAVA string search(partially) for better multilingual support(tooltip translation not included)
- - reverted tasklist order to old(cosmetic change)
- - Replaced defaultTasklist with tasklist
- - Clear saved settings before re-saving
- - Added leadership asset auto buy
- - Improvements for AD transfer and reports to console log
- - added missing asset names
- - Added "Leadership XP" use second tasklist
- - Added "Gateway_Reward" collection
- - Added vendoring Rank 3 enchantments and runestones to UI
- - Added "Vendor all Altar Node skill kits" to UI
- - Edited vendoring rank 1 and rank 2 enchantments
- 1.10.1
- - Patern undefined bug fix
- 1.10.0 - Release Candidate
- - Vendor exclude filter has now higher "Safeguards" (it still might need added some unbound items eg. Glyphs, potions, etc)
- - Added vendor safeguards
- - Separated autovendor and profession items vendor
- - SCA daily reward collection by cycling through all configured characters (leaving SCA page will cancel the collection)
- - Multi URL support for testing
- - Support for gatewaytest, RU gateway (gateway.nw.ru.perfectworld.eu) and regular gateway
- 1.05.0.1k
- - RC2 for ver. 1.0.05.2
- - Added vendoring to UI
- - Added vendoring "safety" setting what check item is "unbound"
- - Code clearing
- 1.05.0.1j
- - RC1 for ver. 1.05.0.2
- - Rebuild sell items selection method making it more comprehensive
- - Vendoring function now use array to vendor item objects
- - Updated vendoring list
- - Sell all runestones and enchantments rank 1 & rank 2
- - Limit, altars 80, skill kits 50, healing potions T 1 - 3 10
- - Re-edited warning "Tooltip"- selecting "what skill kit character not need" when selling
- - Merged back the split of the pause function
- - Added a parameter to specify pause/unpause/toggle (defaults to toggle as in original behavior)
- - Tasklist updates
- BETA 1.05.0.1i
- - Edited "sell items" list
- - Edited/added WARNING´s on tooltip
- BETA 1.05.0.1h
- - Added "sell skill kits", works same as "open_rewards" (experimental, inventory cleaning needs more specific "sell filter" and event what trigger "sell")
- - Changed switching character and completing character task logic, trying prevent wrong task execution after switch
- - Refined "save settings" function
- - WinterEvent tasklist got new additions
- 1.05.01G
- - Github release
- 1.05.0.1f
- - Minor tasklist updates
- - Added button "open all(99)", opens rewardchest
- - Fixed "open rewardchest" disconnect issues(need furter testing, RM)
- - Fixed unnecessary ZEX visit´s
- -
- 1.05.0.1e
- - Info page updates for non-compatible browser/XXXmonkey
- 1.05.0.1d
- - WinterEvent tasks added
- - Added AD transfer automation
- - Settings Panel UI: Increased size and implemented two columns for options to minimize vertical length. Also implemented new radio and button styles.
- 1.05.0.1c
- - UI feature: Limit the gateway popup notification messages that appear at the top of the screen to a max of 2 notifications. The oldest (first) notification will always be removed when reaching the limit.
- 1.05.0.1b
- - Added Reward Chest Opening Option
- - Added All button when selling from inventory
- - Added condition check for profession slot input val > 0 when processing tasks
- 1.05.0.1 (v1, mod 5)
- - Started with bluep's edits (https://greasyfork.org/en/forum/discussion/270/x)
- - Edited back in leadership asset priority (https://greasyfork.org/en/forum/discussion/comment/7213/#Comment_7213)
- - Edited in Jewelcrafting for Mod5 (https://greasyfork.org/en/forum/discussion/comment/6930/#Comment_6930)
- - Modified the default leadership tasks to prioritize AD generation (feel free to rever)
- /* End Bunta's Edits?
- 1.0.0.3
- - Fix some gem trading tasks not being filtered correctly
- - Add check for gateway disconnected
- 1.0.0.2
- - Fix leadership tasks not creating assets correctly
- - Add option to save task lists per character (experimental)
- 1.0.0.1
- - Rewrite script using client.dataModel methods to massively improve reliability and performance (thanks Msc)
- - AD refining will now only attempt to refine if you are able to collect diamonds
- - Change task lists to use exact task names so no ambiguity exists (no longer requires excluderare option)
- - Asset resources are now trained as needed (only for required slots)
- 0.3.0.5
- - Fix resources not buying correctly in all cases
- - Fix pause button state saving correctly in firefox
- 0.3.0.4
- - Add page timeout reloading functions outside of main function (thanks Kreese and Frabtik)
- - Add check to ensure tasks are being started for the correct character
- - Alter next run resolve function to use delay parameter to allow for unique delay timers to be used in certain cases
- 0.3.0.3
- - Fix ingredient task selection to correctly iterate through all ingredient tasks
- - Alter character selection to pick only exact character name matches
- - Update leadership tasks
- 0.3.0.2
- - Exclude alchemy from rare task exclusions due to Aqua Regia (thanks Eversor)
- - Reduce GM_setValue calls to avoid tampermonkey failing to save settings (thanks miah)
- 0.3.0.1
- - Altered mutichar selector to be faster (thanks miah)
- - Updated rare tasks selector (thanks Traktor)
- - Add option to refine AD during character switching (thanks Eversor)
- - Added some level 20 gather tasks
- - Increased supply buying to 100 units
- 0.3.0.0
- - Added Multi-Character support
- - Added function to clear all saved settings for script
- - Remove disable sound functionality (now configurable in gateway)
- 0.2.0.1.8
- - Added pause button to allow easy on/off switching
- 0.2.0.1.7
- - Added option to enable/disable filling optional asset slots
- - Added batch potions tasks to be skipped in ingredient selection
- - Added timer to reload page if stuck loading for too long
- - Added option to disable page sounds
- - Updated license to by-nc-sa
- 0.2.0.1.6
- - Add configurable option for excluding rare tasks
- 0.2.0.1.5
- - Add ability to specify specific level for tasks and configure same named artificing resource tasks to request correct level of task
- - Remove purchase notification that never times out
- 0.2.0.1.4
- - Added functionality to purchase required resources from gateway shop
- 0.2.0.1.3
- - Add Artificing and Weaponsmithing to Robot
- (Artificing will not work properly yet as all three tiers of gather and craft tasks have the same task name)
- 0.2.0.1.2
- - Update reload process
- - Fix optional asset selector with gateway update
- 0.2.0.1.1
- - Simplify asset selection after they fixed bug in previous gateway update
- - Update level 20 leadership tasks
- - Update with changes in Mustex's script (version 15)
- * Added a secondary timer that will reload the gateway every few hours. This should help with disconnects from the server
- * Implemented tooltips for settings panel
- 0.1.9.1.15
- - Repeat task reordering for +2 armor
- 0.1.9.1.14
- - Fix selection of assets after gateway update
- - Skip intensive gather tasks added after gateway update
- 0.1.9.1.13
- - Change ordering of tasks and ingredient checks
- The purpose of this is to allow crafting of +4 armors if you have +2 ingredients in your inv but to not create them if you don't.
- Creating the ingredients for them is less efficient than crafting ingredients for pants but is more efficient if you already have the ingredients from earlier tasks.
- 0.1.9.1.12
- - Optimise crafting tasks for highest exp/min gains due to ingredient requirements
- 0.1.9.1.11
- - Add extra craft tasks for when residuum runs out
- 0.1.9.1.10
- - Only allow rare tasks to be selected for Leadership
- This avoids craft loops where higher quality rare crafts require ingredients with the same name
- 0.1.9.1.9
- - Alter craft tasks to favour armor to optimise inventory space
- 0.1.9.1.8
- - Fix script restart bug when no tasks found
- 0.1.9.1.7
- - Update search string for Potions (After the task names for elxiirs have been changed)
- - Remove logon error skips to avoid logons sometimes failing on first load (ensure logon details are correct!)
- 0.1.9.1.6
- - Update tasks for all professions
- - Update ingredient search lists for all professions
- 0.1.9.1.5
- - Fix regular expression used in potion ingredient search
- 0.1.9.1.4
- - Alter default timeouts (makes script a lot more stable and less prone to errors)
- - Remove unused variable
- - Add extra logging for task ingredient searches
- 0.1.9.1.3
- - Fix bug with required resource checks getting stuck on non craftable resources
- 0.1.9.1.2
- - Added method to check for required task ingredients and choose tasks to create them
- Method is currently hard coded to specify certain search strings for ingredient types
- Currently working for all Alchemy tasks
- There is a current problem that if you have the required potion ingredient but it is in your belt slots
- the task is uncraftable but the ingredients show as available and it will not craft a new one
- 0.1.9.1
- - Update with changes in Mustex's script (version 12)
- * Added tasks for Platesmithing, Leatherworking, Tailoring
- * Added detection for the gateway being down
- 0.1.8.3.8
- - Update asset selection to avoid using coloured assets in junk slots for leadership
- 0.1.8.3.7
- - Update leadership tasks table due to task reward/duration alterations
- 0.1.8.3.6
- - Add option to enable/disable automation process
- - Update alchemy tasks some more
- 0.1.8.3.5
- - Add ability to select from multiple tasks with same name (eg Alchemical Research)
- - Add craft options for alchemy potions (need to be manually switched since they use the same ingredients)
- 0.1.8.3.4
- - Add alchemy tasks up to level 20
- 0.1.8.3.3
- - Change task slot selection to be user configurable options in settings window
- - Add level 1 alchemical research
- 0.1.8.3.2
- - Added ability to specify how many tasks of each profession to train multiple professions at once
- - Updated mailsmithing level 0 tasks
- 0.1.8.3.1
- - Changed asset selection to only update Junk assets
- - Leadership asset selection for bronze tier picks lowest asset first
- - Modified Leadership tasks
- 0.1.8.3
- - Tweaked Leadership tasks grid
- - Added task grid for Alchemy (Partial)
- 0.1.8.2
- - onsave handlers for settings are now called before the settings values are saved
- - Added onsave handler for console to enable/disable using the window console
- 0.1.8.1
- - Added checking for errors (using the window title) and will navigate back to the main login page if autologin is enabled
- 0.1.8
- - Added popup for altering settings
- - Settings are saved to script cache
- - Added mailsmithing tasks to task grid
- 0.1.7
- - Added lower level leadership tasks to grid
- - Added hiring tasks to leadership task
- - Uses saved values to determine which profession type to level (Defaults to Leadership, currently no way to change it)
- 0.1.5
- - Is now able to recover from missing assets
- - Uses a configurable grid to determine what the next task is to complete
- 0.1.0
- - Is now able to select some hard coded leadership tasks
- - Can now collect from any completed slot
- */
-
- // Make sure it's running on the main page, no frames
- if (window.self !== window.top) {
- throw "";
- }
- var current_Gateway = _select_Gateway(); // edited by RottenMind
- // Set global console variables
- var fouxConsole = {log: function () {
- }, info: function () {
- }, error: function () {
- }, warn: function () {
- }};
- var console = unsafeWindow.console || fouxConsole;
- var chardelay = 0;
- var chardiamonds = {};
- var definedTask = {};
- var startedTask = {}; // stores information about previous (character, taskname, and counter) and currently started task
- startedTask["lastTaskChar"] = "";
- startedTask["lastTaskName"] = "";
- startedTask["lastTaskCount"] = 0;
- // Page Reloading function
- // Every second the page is idle or loading is tracked
- var loading_reset = false; // Enables a periodic reload if this is toggled on by the Auto Reload check box on the settings panel
- var s_paused = false; // extend the paused setting to the Page Reloading function
-
- // RottenMind (start), multi Url support
- function _select_Gateway() { // Check for Gateway used to
- if (window.location.href.indexOf("gatewaytest") > -1) { // detect gatewaytest Url
- console.log("GatewayTEST detected");
- return "http://gatewaytest.playneverwinter.com";
- }
- else if (window.location.href.indexOf("nw.ru.perfectworld") > -1) {
- console.log("GatewayRU detected");
- return "http://gateway.nw.ru.perfectworld.eu";
- }
- else { // must go somewhere
- console.log("Gateway detected");
- return "http://gateway.playneverwinter.com";
- }
- }
- // RottenMind (END)
-
- (function () {
- var $ = unsafeWindow.$;
-
- //MAC-NW
- $.fn.waitUntilExists = function (handler, shouldRunHandlerOnce, isChild) {
- var found = 'found';
- var $this = $(this.selector);
- var $elements = $this.not(function () {
- return $(this).data(found);
- }).each(handler).data(found, true);
- if (!isChild) {
- (window.waitUntilExists_Intervals = window.waitUntilExists_Intervals || {})[this.selector] = window.setInterval(function () {
- $this.waitUntilExists(handler, shouldRunHandlerOnce, true);
- }, 500);
- } else if (shouldRunHandlerOnce && $elements.length) {
- window.clearInterval(window.waitUntilExists_Intervals[this.selector]);
- }
- return $this;
- }
- // MAC-NW - Wait for tooltip to come up so we can alter the list
- $('.tooltip-menu button').waitUntilExists(function () {
- // Tooltip has open menu itemtooltip
- if ($('button.tooltip-menu button[data-url-silent^="/inventory/item-open"]') && !$('.tooltip-menu div.tooltip-openall').length && !$('.tooltip-menu button[data-url-silent^="/inventory/item-open"]').hasClass('disabled'))
- try {
- var thisItem = eval("client.dataModel.model." + $('.tooltip-menu button[data-url-silent^="/inventory/item-open"]').attr('data-url-silent').split("=")[1]);
- if (thisItem.count > 1) {
- if (thisItem.count >= 99)
- thisItem.count = 99;
- var openAllClick = "for (i = 1; i <= " + thisItem.count + "; i++){ window.setTimeout(function () {client.sendCommand('GatewayInventory_OpenRewardPack', '" + thisItem.uid + "');}, 500); }";
- $('div.tooltip-menu').append('<div class="input-field button menu tooltip-openall"><div class="input-bg-left"></div><div class="input-bg-mid"></div><div class="input-bg-right"></div>\
- <button class=" " onclick="' + openAllClick + '">Open All (' + thisItem.count + ')</button></div>');
- //$('a.nav-dungeons').trigger('click'); window.setTimeout(function(){ $('a.nav-inventory').trigger('click'); },2000);
- }
- } catch (e) {
- console.log("ERROR: Did not succeed to add open all tooltip.");
- }
- });
-
- $('.vendor-quantity-block span.attention').waitUntilExists(function () {
- if ($('.vendor-quantity-block span.attention span').length)
- $('.vendor-quantity-block span.attention').replaceWith('<div class="input-field button"><div class="input-bg-left"></div><div class="input-bg-mid"></div><div class="input-bg-right"></div><button onclick="$(\'input[name=inventorySellQty]\').val(\'' + $(".vendor-quantity-block span.attention span").text() + '\');">All (' + $(".vendor-quantity-block span.attention span").text() + ')</button></div>');
- });
-
- $('div.notification div.messages li').waitUntilExists(function () {
- if ($("div.notification div.messages li").length > 2)
- $("div.notification div.messages li").eq(0).remove();
- });
-
- // Always disable SCA tutorial if its active
- $('#help-dimmer.help-cont.whenTutorialActive').waitUntilExists(function () {
- client.toggleHelp();
- });
-
- //MAC-NW
-
- var state_loading = 0; // If "Page Loading" takes longer than 30 seconds, reload page (maybe a javascript error)
- var state_loading_time = 30; // default of 30 seconds
- var state_idle = 0; // If the page is idle for longer than 60 seconds, reload page (maybe a javascript error)
- var state_idle_time = 120; // default of 120 seconds
- var reload_hours = [2, 6, 10, 14, 18, 22, 23]; // logout and reload every three hours - 2:29 - 6:29 - 10:29 - 14:29 - 18:29 - 22:29 - 23:29
- var last_location = ""; // variable to track reference to page URL
- var reload_timer = setInterval(function () {
- if (!s_paused) {
- if (startedTask["lastTaskCount"] >= 20) {
- unsafeWindow.location.href = current_Gateway;
- return;
- }
- if (loading_reset) {
- var loading_date = new Date();
- var loading_sec = Number(loading_date.getSeconds());
- var loading_min = Number(loading_date.getMinutes());
- var loading_hour = Number(loading_date.getHours());
- if (reload_hours.indexOf(loading_hour) >= 0 && loading_min == 29 && loading_sec < 2) {
- console.log("Auto Reload");
- unsafeWindow.location.href = current_Gateway; // edited by RottenMind
- return;
- }
- }
-
- // check for errors
- if ($("title").text().match(/Error/) || $("div.modal-content h3").text().match(/Disconnected/)) {
- console.log("Error detected - relogging");
- unsafeWindow.location.href = current_Gateway; // edited by RottenMind
- return;
- }
-
- if ($("div.loading-image:visible").length) {
- last_location = location.href;
- state_idle = 0;
- if (state_loading >= state_loading_time) {
- console.log("Page Loading too long");
- state_loading = 0;
- location.reload(true);
- }
- else {
- state_loading++;
- console.log("Page Loading ...", state_loading + "s");
- }
- }
- // TODO: Add check for gateway disconnected
- //<div class="modal-content" id="modal_content"><h3>Disconnected from Gateway</h3><p>You have been disconnected.</p><button type="button" class="modal-button" onclick="window.location.reload(true);">Close</button>
-
-
- /* Can't use idle check with dataModel methods
- else if (location.href == last_location) {
- state_loading = 0;
- if (state_idle >= state_idle_time) {
- console.log("Page Idle too long");
- state_idle = 0;
- unsafeWindow.location.href = current_Gateway ; // edited by RottenMind
- }
- else {
- state_idle++;
- // comment out to avoid console spam
- //console.log("Page Idle ...", state_idle + "s");
- }
- }
- */
- else {
- last_location = location.href;
- state_loading = 0;
- state_idle = 0;
- }
- }
- }, 1000);
- })();
-
- (function () {
-
- /**
- * Add a string of CSS to the main page
- *
- * @param {String} cssString The CSS to add to the main page
- */
- function AddCss(cssString) {
- var head = document.getElementsByTagName('head')[0];
- if (!head)
- return;
- var newCss = document.createElement('style');
- newCss.type = "text/css";
- newCss.innerHTML = cssString;
- head.appendChild(newCss);
- }
- function countLeadingSpaces(str) {
- return str.match(/^(\s*)/)[1].length;
- }
-
- var image_pause = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAY" +
- "AAAAf8/9hAAAACXBIWXMAAAsTAAALEwEAmpwYAAAKT2lDQ1BQaG90b3Nob3AgSUNDIHByb2" +
- "ZpbGUAAHjanVNnVFPpFj333vRCS4iAlEtvUhUIIFJCi4AUkSYqIQkQSoghodkVUcERRUUEG" +
- "8igiAOOjoCMFVEsDIoK2AfkIaKOg6OIisr74Xuja9a89+bN/rXXPues852zzwfACAyWSDNR" +
- "NYAMqUIeEeCDx8TG4eQuQIEKJHAAEAizZCFz/SMBAPh+PDwrIsAHvgABeNMLCADATZvAMBy" +
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- "Cd+Jl7AQBblCEVAaCRACATZYhEAGg7AKzPVopFAFgwABRmS8Q5ANgtADBJV2ZIALC3AMDOE" +
- "AuyAAgMADBRiIUpAAR7AGDIIyN4AISZABRG8lc88SuuEOcqAAB4mbI8uSQ5RYFbCC1xB1dX" +
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-
-
- // Setup global closure variables
- var $ = unsafeWindow.jQuery;
- var timerHandle = 0;
- var dfdNextRun = $.Deferred();
- var charcurrent = 0; // current character counter
- var chartimers = {};
- var settingwipe = false; // Use to wipe stored settings
- var delay = {
- SHORT: 1000,
- MEDIUM: 5000,
- LONG: 30000,
- MINS: 300000,
- DEFAULT: 10000, // default delay
- TIMEOUT: 60000, // delay for cycle processing timeout
- };
- var failedProf = [];
- var taskSlots = [];
- var slotsByProf = {};
- var charNameList = []; // better place
-
- /*
- * Tasklist can be modified to configure the training you want to perform.
- * The configurable options window sets how many profession slots you want to use for each profession.
- * The level array below for each professions specifies the tasks you want to learn at each crafting level.
- * Each craft slot will pick the first task that meets requirements.
- * See http://pastebin.com/VaGntEha for Task Name Map.
- * Updated list, see http://pastebin.com/inR0Hwv0
- * Tools,
- * Tasknames extraction, https://greasyfork.org/en/scripts/7977-nw-profession-names
- * Inventory listing, https://greasyfork.org/en/scripts/8506-nw-inventory-names
- * Some names above do not match, use below code to check:
- * var tasks = client.dataModel.model.craftinglist['craft_' + profname].entries.filter(function(entry) { return entry.def && entry.def.displayname == taskname; }); tasks[0].def.name;
- */
-
- definedTask["Leadership"] = {
- // modded to prioritize RAD production, added low level task for speeding up levelling up
- taskListName: "Leadership",
- taskName: "Leadership",
- level: {
- 0: ["Leadership_Tier0_Intro_1"],
- 1: ["Leadership_Tier0_Intro_5", "Leadership_Tier0_Intro_4", "Leadership_Tier0_Intro_3", "Leadership_Tier0_Intro_2"],
- 2: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
- 3: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
- 4: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
- 5: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
- 6: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
- 7: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
- 8: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
- 9: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
- // Begin prioritizing "Battle Undead"
- 10: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
- 11: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
- 12: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
- // Add "protect diamonds rare" and the patrol quest as a backup
- 13: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier3_13_Patrol", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
- 14: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier3_13_Patrol", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
- 15: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier1_4_Protect", "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],
- // Production mode: Spellplague + Battle Undead
- 16: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol","Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier3_16_Fight", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],
- 17: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol","Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier3_16_Fight", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],
- 18: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol","Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier3_16_Fight", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],
- 19: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol","Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier3_16_Fight", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],
-
- 20: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_20r_Master2",
- "Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3","Leadership_Tier3_20_Destroy",
- "Leadership_Tier2_12_Taxes", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_16_Fight",
- "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
-
- 21: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_20r_Master2",
- "Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3","Leadership_Tier3_20_Destroy", "Leadership_Tier4_21_Protectmagic",
- "Leadership_Tier2_12_Taxes", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_16_Fight",
- "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore"],
-
- 22: ["Leadership_Tier4_22r_Capturebandithq", "Leadership_Tier3_13r_Protectdiamonds",
- "Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1",
- "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier4_21_Protectmagic",
- "Leadership_Tier2_12_Taxes", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_16_Fight",
- "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
-
- 23: ["Leadership_Tier4_22r_Capturebandithq", "Leadership_Tier3_13r_Protectdiamonds",
- "Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3",
- "Leadership_Tier3_20_Destroy", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_12_Taxes",
- "Leadership_Tier4_21_Protectmagic","Leadership_Tier3_13_Patrol","Leadership_Tier3_16_Fight",
- "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore"],
-
- 24: ["Leadership_Tier4_22r_Capturebandithq", "Leadership_Tier3_13r_Protectdiamonds",
- "Leadership_Tier4_24r_Killdragon","Leadership_Tier3_20r_Master2","Leadership_Tier3_20r_Master1",
- "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier2_12_Taxes",
- "Leadership_Tier4_21_Protectmagic","Leadership_Tier3_13_Patrol","Leadership_Tier3_16_Fight",
- "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
-
- 25: ["Leadership_Tier4_25r_Huntexperiment","Leadership_Tier4_22r_Capturebandithq",
- "Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier4_24r_Killdragon",
- "Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3",
- "Leadership_Tier3_20_Destroy","Leadership_Tier2_12_Taxes", "Leadership_Tier4_25_Battleelementalcultists",
- "Leadership_Tier4_21_Protectmagic", "Leadership_Tier3_13_Patrol","Leadership_Tier3_16_Fight",
- "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
-
- /*
-
- "Leadership_Tier1_2_Guardduty" 0/2 -> 0
- "Leadership_Tier1_4_Protect" 100/2 -> 50
- "Leadership_Tier2_8_Protect" 200/6 -> 33.33
- "Leadership_Tier2_10_Battle" 400/6 -> 66.66
- "Leadership_Tier3_16_Fight" 400/6 -> 66.66
-
- "Leadership_Tier3_18_Resell", 3x "Leadership_Tier2_8_Protect" 1000/26 -> 38.46
- "Leadership_Tier3_18_Resell" 400/8 -> 50
- "Leadership_Tier2_8_Protect" 200/6 -> 33.33
-
- "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart", 3x "Leadership_Tier1_5_Explore" 800/16 -> 50
- "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart" 800/10 -> 80
- "Leadership_Tier2_12_Taxes" 800/8 -> 100
- "Leadership_Tier2_9_Chart" 0/2 -> 0
- "Leadership_Tier1_5_Explore" 0/2 -> 0
-
- 2x "Leadership_Tier2_12_Taxes", Leadership_Tier2_10r_Seekmaps 1600/22 -> 72.72
- "Leadership_Tier2_12_Taxes" 800/8 -> 100
- "Leadership_Tier2_10r_Seekmaps" 0/6 -> 0 (2x District Maps) (1x optional)
-
- "Leadership_Tier2_12_Taxes", Leadership_Tier2_9_Chart, Leadership_Tier1_6r_Protectsurvey 800/18 -> 44.44
- "Leadership_Tier2_12_Taxes", Leadership_Tier2_9_Chart 800/16 -> 50
- Leadership_Tier2_12_Taxes" 800/8 -> 100
- "Leadership_Tier2_9_Chart" 0/2 -> 0
- Leadership_Tier1_6r_Protectsurvey 0/8 -> 0 (3x Local Map)
-
- Leadership_Tier3_17_Deliver, 3x Leadership_Tier3_13_Patrol 1200/20 -> 60
- "Leadership_Tier3_17_Deliver" 1200/8 -> 150 (No, because we can get a purple chest if we use this with Leadership_Tier3_20r_Master3)
- Leadership_Tier3_13_Patrol 0/4 -> 0
-
- // Has an asset slot... so marginally better if you have better people....
- "Leadership_Tier1_4r_Gatherdiamonds" 400/8 -> 50 (1x optional)
-
- Leadership_Tier3_13r_Protectdiamonds, 1x Leadership_Tier3_13_Patrol 1600/16 -> 100
- Leadership_Tier3_13r_Protectdiamonds 1600/12 -> 133.33
- Leadership_Tier3_13_Patrol 0/4 -> 0
-
- Leadership_Tier2_8r_Givehome 800/12 -> 66.66 (Barrel of Goods)
-
- "Leadership_Tier3_15r_Raidtreasury" 400/8 -> 50 (1x optional) (blue chest)
- Leadership_Tier3_14_Assemble 0/4 -> 0
-
- Leadership_Tier3_19r_Siegekeep, 3x Leadership_Tier3_19_Acquire 1600/48 -> 33.33 (1x optional) (purple chest)
- Leadership_Tier3_19r_Siegekeep 1600/12 -> 133.33 (1x optional) (purple chest)
- Leadership_Tier3_19_Acquire 0/12 -> 0
-
- Leadership_Tier3_20r_Master1, 1x Leadership_Tier3_14_Assemble, 3x Build Shelters 1600/52 -> 30.77
- Leadership_Tier3_20r_Master1, 1x Leadership_Tier3_14_Assemble 1600/16 -> 100
- Leadership_Tier3_20r_Master1 1600/12 -> 133.33
- Leadership_Tier3_14_Assemble 0/4 -> 0
- Build Shelters (L16) 0/12 -> 0
-
- Leadership_Tier3_20r_Master2, 1x Leadership_Tier3_19_Acquire, 3x Build Shelters 1600/60 -> 26.66
- Leadership_Tier3_20r_Master2, 1x Leadership_Tier3_19_Acquire, 1600/24 -> 66.66
- Leadership_Tier3_20r_Master2 1600/12 -> 133.33
- Leadership_Tier3_19_Acquire 0/12 -> 0
- Build Shelters (L16) 0/12 -> 0
-
- Leadership_Tier3_20r_Master3, 1x Leadership_Tier3_13_Patrol, 3x Build Shelters 1600/52 -> 30.77
- Leadership_Tier3_20r_Master3 1x Leadership_Tier3_13_Patrol 1600/16 -> 100
- Leadership_Tier3_20r_Master3 1600/12 -> 133.33
- Leadership_Tier3_13_Patrol 0/4 -> 0
- Build Shelters (L16) 0/12 -> 0
-
- Leadership_Tier3_20_Destroy 1600/12 -> 133.33
-
- Leadership_Tier3_16r_Buildshelters 12hr -> purple chest, Mark of Gratitude
- 15 Refugees
-
-
- /professions-tasks/Leadership/Leadership_Tier3_15_Rescue 0/8 -> 8
- /professions-tasks/Leadership/Leadership_Tier2_8r_Helpneedy
-
- /professions-tasks/Leadership/Leadership_Tier2_11r_Escortgoods 400/12 -> 33.33 (2x Bill Of Sale)
-
-
- */
-
-
- /*
- 0: ["Leadership_Tier0_Intro_1"],
- 1: ["Leadership_Tier0_Intro_5", "Leadership_Tier0_Intro_4", "Leadership_Tier0_Intro_3", "Leadership_Tier0_Intro_2"],
- 2: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
- 3: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
- 4: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
- 5: ["Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
- 6: ["Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
- 7: ["Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
- 8: ["Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
- 9: ["Leadership_Tier1_4_Protect", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- // Begin prioritizing "Battle Undead"
- 10: ["Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 11: ["Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 12: ["Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- // Add "protect diamonds rare" and the patrol quest as a backup
- 13: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 14: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 15: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- // AD Production mode: Spellplague + Battle Undead
- 16: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 17: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_17_Deliver", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 18: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_17_Deliver", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 19: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_17_Deliver", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- // 20
- 20: ["Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 21: ["Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 22: ["Leadership_Tier4_22r_Capturebandithq","Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 23: ["Leadership_Tier4_22r_Capturebandithq","Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 24: ["Leadership_Tier4_22r_Capturebandithq","Leadership_Tier4_24r_Killdragon","Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 25: ["Leadership_Tier4_25r_Huntexperiment","Leadership_Tier4_22r_Capturebandithq","Leadership_Tier4_24r_Killdragon","Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier4_25_Battleelementalcultists", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- */
-
- },
- };
-
- definedTask["Leadership XP"] = {
- taskListName: "Leadership_XP",
- taskName: "Leadership",
- level: {
-
- /* Info here isn't reflected in list below as yet.
- Leadership_Tier1_Feedtheneedy Exp5/0.166 -> 30
- Leadership_Tier1_2_Training Exp80/4 -> 20
- Leadership_Tier1_2_Guardduty Exp40/2 -> 20
- Leadership_Tier1_4_Protect Exp40/2 -> 20
- Leadership_Tier1_5_Explore Exp40/2 -> 20
- Leadership_Tier2_7_Training Exp160/8 -> 20
- Leadership_Tier2_7_Raid Exp80/4 -> 20
- Leadership_Tier2_9_Chart Exp80/2 -> 40
- Leadership_Tier2_9_Chart, 3x Leadership_Tier1_5_Explore Exp200/8 -> 25
- Leadership_Tier3_13_Training Exp240/8 -> 30
- Leadership_Tier3_13_Patrol Exp120/4 -> 30
- Leadership_Tier3_14_Assemble Exp120/4 -> 30
- */
-
-
- 0: ["Leadership_Tier0_Intro_1"],
- 1: ["Leadership_Tier0_Intro_5", "Leadership_Tier0_Intro_4", "Leadership_Tier0_Intro_3", "Leadership_Tier0_Intro_2"],
- 2: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
- 3: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
- 4: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
- 5: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
- 6: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
- 7: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
- 8: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
- 9: ["Leadership_Tier1_5_Explore", "Leadership_Tier2_9_Chart", "Leadership_Tier1_4_Protect"],
- 10: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
- 11: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
- 12: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
- 13: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
- 14: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
- 15: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
- 16: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
- 17: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
- 18: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
- 19: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
- 20: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore", "Leadership_Tier3_13_Training", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
- // 20: ["Leadership_Tier3_13_Patrol","Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol"],
- 21: ["Leadership_Tier4_21_Protectmagic","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore","Leadership_Tier3_13_Patrol"],
- 22: ["Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore","Leadership_Tier3_13_Patrol"],
- 23: ["Leadership_Tier4_21_Protectmagic","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Protectmagic","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 24: ["Leadership_Tier4_24_Wizardsseneschal","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Protectmagic","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- 25: ["Leadership_Tier4_25r_Huntexperiment", "Leadership_Tier4_21_Protectmagic", "Leadership_Tier4_24_Wizardsseneschal","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_25_Battleelementalcultists", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
- },
- };
-
- definedTask["Winter Event"] = {
- taskListName: "WinterEvent",
- taskName: "WinterEvent",
- level: {
- /*
- 0:["Event_Winter_Tier1_Heros_Feast, Event_Winter_Tier1_Lightwine, Event_Winter_Tier1_Sparkliest_Gem"],
- 1:["Event_Winter_Tier1_Heros_Feast, Event_Winter_Tier1_Lightwine, Event_Winter_Tier1_Sparkliest_Gem"],
- 2:["Event_Winter_Tier1_Heros_Feast, Event_Winter_Tier1_Lightwine, Event_Winter_Tier1_Sparkliest_Gem"],
- 3:["Event_Winter_Tier1_Heros_Feast, Event_Winter_Tier1_Lightwine, Event_Winter_Tier1_Sparkliest_Gem"],
- */
-
- 0: ["Event_Winter_Tier0_Intro"],
- 1: ["Event_Winter_Tier1_Rankup", /*"Event_Winter_Tier1_Shiny_Lure",*/"Event_Winter_Tier1_Refine", "Event_Winter_Tier1_Gather"],
- 2: ["Event_Winter_Tier1_Rankup_2", /*"Event_Winter_Tier1_Fishingpole_Blue","Event_Winter_Tier1_Shiny_Lure_Mass",*/"Event_Winter_Tier1_Refine_2", "Event_Winter_Tier1_Gather_2"],
- 3: [/*"Event_Winter_Tier1_Heros_Feast","Event_Winter_Tier1_Lightwine","Event_Winter_Tier1_Sparkliest_Gem","Event_Winter_Tier1_Mesmerizing_Lure",*/"Event_Winter_Tier1_Gather_3"],
- },
- };
-
- definedTask["Siege Event"] = {
- taskListName: "Event_Siege",
- taskName: "Event_Siege",
- level: {
- 0:["Event_Siege_Tier0_Intro"], // Hire a Siege Master
- 1:["Event_Siege_Tier1_Donate_Majorinjury", "Event_Siege_Tier1_Donate_Injury", "Event_Siege_Tier1_Donate_Resources_T3", "Event_Siege_Tier1_Donate_Resources_T2"],
- /*
- 0: ["Event_Siege_Tier0_Intro"], // Hire a Siege Master
- //1:["Event_Siege_Tier1_Donate_Minorinjury"], // Create Defense Supplies from Minor Injury Kits
- //1:["Event_Siege_Tier1_Donate_Injury"], // Create Defense Supplies from Injury Kits
- //1:["Event_Siege_Tier1_Donate_Majorinjury"], // Create Defense Supplies from Major Injury Kits
- //1:["Event_Siege_Tier1_Donate_Altar_10"], // Create Defense Supplies from 10 Portable Altars
- //1:["Event_Siege_Tier1_Donate_Altar_50"], // Create Defense Supplies from 50 Portable Altars
- //1:["Event_Siege_Tier1_Donate_Resources_T2"], // Create Defense Supplies from Tier 2 crafting resources
- //1:["Event_Siege_Tier1_Donate_Resources_T3"], // Create Defense Supplies from Tier 3 crafting resources
- 1: ["Event_Siege_Tier1_Donate_Resources_T3", "Event_Siege_Tier1_Donate_Resources_T2", "Event_Siege_Tier1_Donate_Minorinjury", "Event_Siege_Tier1_Donate_Injury", "Event_Siege_Tier1_Donate_Majorinjury", "Event_Siege_Tier1_Donate_Altar_10"],
- */
- },
- };
-
- definedTask["Black Ice Shaping"] = {
- taskListName: "BlackIce",
- taskName: "BlackIce",
- level: {
- 1: ["Blackice_Tier1_Process_Blackice"],
- 2: ["Blackice_Tier1_Process_Blackice"],
- 3: ["Blackice_Tier1_Process_Blackice"],
- 4: ["Blackice_Tier1_Process_Blackice"],
- 5: ["Blackice_Tier1_Process_Blackice"],
-
- /*
- 1:["Forge Hammerstone Pick","Gather Raw Black Ice","Truesilver Pick Grip","Process Raw Black Ice","Upgrade Chillwright","Hire an additional Chillwright"],
- 2:["Forge Hammerstone Pick","Gather Raw Black Ice","Truesilver Pick Grip","Process Raw Black Ice","Upgrade Chillwright","Hire an additional Chillwright"],
- 3:["Forge Hammerstone Pick","Gather Raw Black Ice","Truesilver Pick Grip","Process Raw Black Ice","Upgrade Chillwright","Hire an additional Chillwright"],
- */
- },
- };
-
- definedTask["Jewelcrafting"] = {
- taskListName: "Jewelcrafting",
- taskName: "Jewelcrafting",
- level: {
- // Gather Mithral Ore and Exotic Pelts (14): Jewelcrafting_Tier3_Gather_Basic,
- // Semi-Precious Gem and Tough Leather Strip Crafting (7): Jewelcrafting_Tier2_Refine_Basic,
- // Gather High Quality Iron Ore and Tough Pelts (7): Jewelcrafting_Tier2_Gather_Basic,
- // Craft Raw Gems and Simple Leather Strips (1): Jewelcrafting_Tier1_Refine_Basic,
- // Gather Iron Ore and Simple Pelts (1): Jewelcrafting_Tier1_Gather_Basic
- // 0:["Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
-
- 0: ["Jewelcrafting_Tier0_Intro"],
- 1: ["Jewelcrafting_Tier1_Waist_Offense_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 2: ["Jewelcrafting_Tier1_Waist_Offense_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 3: ["Jewelcrafting_Tier1_Neck_Offense_1", "Jewelcrafting_Tier1_Waist_Offense_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 4: ["Jewelcrafting_Tier1_Neck_Offense_1", "Jewelcrafting_Tier1_Waist_Misc_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 5: ["Jewelcrafting_Tier1_Neck_Offense_1", "Jewelcrafting_Tier1_Waist_Misc_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 6: ["Jewelcrafting_Tier1_Neck_Misc_1", "Jewelcrafting_Tier1_Waist_Misc_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 7: ["Jewelcrafting_Tier2_Waist_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 8: ["Jewelcrafting_Tier2_Waist_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 9: ["Jewelcrafting_Tier2_Neck_Offense_2", "Jewelcrafting_Tier2_Waist_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 10: ["Jewelcrafting_Tier2_Waist_Misc_2", "Jewelcrafting_Tier2_Neck_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 11: ["Jewelcrafting_Tier2_Waist_Misc_2", "Jewelcrafting_Tier2_Neck_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 12: ["Jewelcrafting_Tier2_Waist_Misc_2", "Jewelcrafting_Tier2_Neck_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 13: ["Jewelcrafting_Tier2_Neck_Misc_2", "Jewelcrafting_Tier2_Waist_Misc_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 14: ["Jewelcrafting_Tier3_Waist_Offense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 15: ["Jewelcrafting_Tier3_Waist_Offense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 16: ["Jewelcrafting_Tier3_Neck_Offense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 17: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 18: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 19: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 20: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 21: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 22: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 23: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 24: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
- 25: ["Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier1_Refine_Basic"],
-
- /*
-
- Jewelcrafting_Tier3_Gather_Basic 60/30 -> 2
- Jewelcrafting_Tier3_Gather_Basic_Mass 800/480 -> 1.66
-
- 10%
- 60/(30/1.1) -> 2.2
- 800/(480/1.1) -> 1.833
-
- 25%:
- 60/(30/1.25) -> 2.5
- 800/(480/1.25) -> 2.0833
-
- */
-
-
-
- },
- };
-
- definedTask["Mailsmithing"] = {
- taskListName: "Mailsmithing",
- taskName: "Armorsmithing_Med",
- level: {
- // Med_Armorsmithing_Tier3_Scale_Pants (15)
- // Med_Armorsmithing_Tier3_Scale_Shirt (14)
- // 0:["Med_Armorsmithing_Tier3_Scale_Pants", "Med_Armorsmithing_Tier3_Scale_Shirt", "Med_Armorsmithing_Tier2_Scale_Pants_1_Set2", "Med_Armorsmithing_Tier2_Scale_Shirt", "Med_Armorsmithing_Tier1_Scale_Gloves_1", "Med_Armorsmithing_Tier1_Scale_Armor_1", "Med_Armorsmithing_Tier1_Scale_Shirt_1"],
-
- 0: ["Med_Armorsmithing_Tier0_Intro"],
- 1: ["Med_Armorsmithing_Tier1_Gather_Basic"],
- 2: ["Med_Armorsmithing_Tier1_Chain_Armor_1", "Med_Armorsmithing_Tier1_Chain_Pants_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 3: ["Med_Armorsmithing_Tier1_Chain_Armor_1", "Med_Armorsmithing_Tier1_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 4: ["Med_Armorsmithing_Tier1_Chain_Armor_1", "Med_Armorsmithing_Tier1_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 5: ["Med_Armorsmithing_Tier1_Chain_Armor_Set_1", "Med_Armorsmithing_Tier1_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 6: ["Med_Armorsmithing_Tier1_Chain_Armor_Set_1", "Med_Armorsmithing_Tier1_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 7: ["Med_Armorsmithing_Tier1_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt","Med_Armorsmithing_Tier1_Gather_Basic","Med_Armorsmithing_Tier1_Gather_Basic"],
- 8: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_1", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt","Med_Armorsmithing_Tier1_Gather_Basic"],
- 9: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_1", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt","Med_Armorsmithing_Tier1_Gather_Basic"],
- 10: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_1", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt_2","Med_Armorsmithing_Tier1_Gather_Basic","Med_Armorsmithing_Tier1_Gather_Basic"],
- 11: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_2", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt_2", "Med_Armorsmithing_Tier2_Chain_Pants_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 12: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_2", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt_2", "Med_Armorsmithing_Tier2_Chain_Pants_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 13: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_2", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt_2", "Med_Armorsmithing_Tier2_Chain_Pants_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 14: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_2", "Med_Armorsmithing_Tier3_Chain_Shirt", "Med_Armorsmithing_Tier3_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 15: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
- 16: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
- 17: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
- 18: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
- 19: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
- 20: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
- 21 :["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
- 22 :["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
- 23 :["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
- 24 :["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
- 25 :["Med_Armorsmithing_Tier2_Refine_Basic"],
- //20: ["Med_Armorsmithing_Tier2_Refine_Basic"],
- //19:["Chain Armor +4","Fancy Chain Pants","Fancy Chain Shirt","Chain Helm +4","Ornate Chain Pants","Upgrade Blacksmith","Upgrade Prospector","Hire an additional Prospector"],
- //20:["Forge Steel Rings and Scales"],
-
- },
- };
-
- definedTask["Platesmithing"] = {
- taskListName: "Platesmithing",
- taskName: "Armorsmithing_Heavy",
- level: {
- 0: ["Hvy_Armorsmithing_Tier0_Intro"],
- 1: ["Hvy_Armorsmithing_Tier1_Plate_Boots_1", "Hvy_Armorsmithing_Tier1_Plate_Shirt_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 2: ["Hvy_Armorsmithing_Tier1_Plate_Armor_1", "Hvy_Armorsmithing_Tier1_Plate_Pants_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 3: ["Hvy_Armorsmithing_Tier1_Plate_Armor_1", "Hvy_Armorsmithing_Tier1_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 4: ["Hvy_Armorsmithing_Tier1_Plate_Armor_1", "Hvy_Armorsmithing_Tier1_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 5: ["Hvy_Armorsmithing_Tier1_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier1_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 6: ["Hvy_Armorsmithing_Tier1_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier1_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 7: ["Hvy_Armorsmithing_Tier1_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt", "Hvy_Armorsmithing_Tier2_Shield_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 8: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_1", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 9: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_1", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 10: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_1", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt_2","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 11: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_2", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt_2", "Hvy_Armorsmithing_Tier2_Plate_Pants_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 12: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_2", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt_2", "Hvy_Armorsmithing_Tier2_Plate_Pants_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 13: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_2", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt_2", "Hvy_Armorsmithing_Tier2_Plate_Pants_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 14: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_2", "Hvy_Armorsmithing_Tier3_Plate_Shirt", "Hvy_Armorsmithing_Tier3_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 15: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 16: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 17: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 18: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 19: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 20: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 21 :["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 22 :["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 23 :["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 24 :["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
- 25 :["Hvy_Armorsmithing_Tier2_Refine_Basic"],
- //20: ["Hvy_Armorsmithing_Tier2_Refine_Basic"],
- //19:["Plate Armor +4","Fancy Plate Pants","Fancy Plate Shirt","Plate Helm +4","Ornate Plate Pants","Upgrade Armorer","Upgrade Miner","Hire an additional Miner"],
- //20:["Forge Steel Plates"],
- },
- };
-
- definedTask["Leatherworking"] = {
- taskListName: "Leatherworking",
- taskName: "Leatherworking",
- level: {
- /* No Residuum:
- 0:["Leatherworking_Tier0_Intro_1"],
- // 1:["Leatherworking_Tier1_Darkleather_Boots_1"],
- 1:["Leatherworking_Tier1_Hide_Boots_1"],
- // 1:["Leatherworking_Tier1_Leather_Boots_1"],
- // 1:["Leatherworking_Tier1_Leather_Shirt_1_Set2"],
- // 2:["Leatherworking_Tier1_Darkleather_Armor_1"],
- 2:["Leatherworking_Tier1_Hide_Armor_1"],
- // 2:["Leatherworking_Tier1_Leather_Armor_1"],
- // 2:["Leatherworking_Tier1_Leather_Pants_1"],
- // 2:["Leatherworking_Tier1_Leather_Pants_1_Set2"],
- // 3:["Leatherworking_Tier1_Darkleather_Gloves_1"],
- 3:["Leatherworking_Tier1_Hide_Gloves_1"],
- 4:["Leatherworking_Tier1_Hide_Gloves_1"],
- 5:["Leatherworking_Tier1_Hide_Gloves_1"],
- 6:["Leatherworking_Tier1_Hide_Gloves_1"],
- // 3:["Leatherworking_Tier1_Leather_Gloves_1"],
- 7:["Leatherworking_Tier2_Leather_Shirt"],
- // 7:["Leatherworking_Tier2_Leather_Shirt_Set2"],
- 8:["Leatherworking_Tier2_Leather_Pants_1"],
- 9:["Leatherworking_Tier2_Leather_Pants_1"],
- 10:["Leatherworking_Tier2_Leather_Pants_1"],
- 11:["Leatherworking_Tier2_Leather_Pants_1"],
- 12:["Leatherworking_Tier2_Leather_Pants_1"],
- 13:["Leatherworking_Tier2_Leather_Pants_1"],
- // 8:["Leatherworking_Tier2_Leather_Pants_1_Set2"],
- 14:["Leatherworking_Tier3_Leather_Shirt"],
- // 14:["Leatherworking_Tier3_Leather_Shirt_Set2"],
- 15:["Leatherworking_Tier3_Leather_Pants"],
- 16:["Leatherworking_Tier3_Leather_Pants"],
- 17:["Leatherworking_Tier3_Leather_Pants"],
- 18:["Leatherworking_Tier3_Leather_Pants"],
- 19:["Leatherworking_Tier3_Leather_Pants"],
- 20:["Leatherworking_Tier3_Leather_Pants"],
- // 15:["Leatherworking_Tier3_Leather_Pants_Set2"],
- */
-
- 0: ["Leatherworking_Tier0_Intro_1"],
- 1: ["Leatherworking_Tier1_Leather_Boots_1", "Leatherworking_Tier1_Leather_Shirt_1","Leatherworking_Tier1_Gather_Basic"],
- 2: ["Leatherworking_Tier1_Leather_Armor_1", "Leatherworking_Tier1_Leather_Pants_1","Leatherworking_Tier1_Gather_Basic"],
- 3: ["Leatherworking_Tier1_Leather_Armor_1", "Leatherworking_Tier1_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
- 4: ["Leatherworking_Tier1_Leather_Armor_1", "Leatherworking_Tier1_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
- 5: ["Leatherworking_Tier1_Leather_Armor_Set_1", "Leatherworking_Tier1_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
- 6: ["Leatherworking_Tier1_Leather_Armor_Set_1", "Leatherworking_Tier1_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
- 7: ["Leatherworking_Tier1_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt","Leatherworking_Tier1_Gather_Basic"],
- 8: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_1", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt","Leatherworking_Tier1_Gather_Basic"],
- 9: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_1", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt","Leatherworking_Tier1_Gather_Basic"],
- 10: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_1", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt_2","Leatherworking_Tier1_Gather_Basic"],
- 11: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_2", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt_2", "Leatherworking_Tier2_Leather_Pants_1","Leatherworking_Tier1_Gather_Basic"],
- 12: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_2", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt_2", "Leatherworking_Tier2_Leather_Pants_1","Leatherworking_Tier1_Gather_Basic"],
- 13: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_2", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt_2", "Leatherworking_Tier2_Leather_Pants_1","Leatherworking_Tier1_Gather_Basic"],
- 14: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_2", "Ornate Leatherworking_Tier1_Leather_Shirt_1", "Leatherworking_Tier3_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
- 15: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
- 16: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
- 17: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
- 18: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
- 19: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
- 20: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
- 21 :["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
- 22 :["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
- 23 :["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
- 24 :["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
- 25 :["Leatherworking_Tier2_Refine_Basic"],
- //20: ["Leatherworking_Tier2_Refine_Basic"],
- //19:["Leather Armor +4","Fancy Leather Pants","Fancy Leather Shirt","Leather Helm +4","Ornate Leather Pants","Upgrade Tanner","Upgrade Skinner","Hire an additional Skinner"],
- //20:["Cure Tough Pelts"],
- },
- };
-
- definedTask["Tailoring"] = {
- taskListName: "Tailoring",
- taskName: "Tailoring",
- level: {
- // power
- // 0:["Tailoring_Tier3_Cloth_Pants", "Tailoring_Tier3_Cloth_Shirt", "Tailoring_Tier2_Cloth_Pants_1", "Tailoring_Tier2_Cloth_Shirt", "Tailoring_Tier1_Cloth_Gloves_1", "Tailoring_Tier1_Cloth_Armor_1", "Tailoring_Tier1_Cloth_Boots_1"],
- // critical strike
- // 0:["Tailoring_Tier3_Cloth_Pants_Set2", "Tailoring_Tier3_Cloth_Shirt_Set2", "Tailoring_Tier2_Cloth_Pants_1_Set2", "Tailoring_Tier2_Cloth_Shirt_Set2", "Tailoring_Tier1_Cloth_Gloves_1", "Tailoring_Tier1_Cloth_Gloves_1", "Tailoring_Tier1_Cloth_Shirt_1_Set2"],
-
- 0: ["Tailoring_Tier0_Intro"],
- 1: [ "Tailoring_Tier1_Cloth_Shirt_1","Tailoring_Tier1_Cloth_Boots_1","Tailoring_Tier1_Gather_Basic"],
- 2: ["Tailoring_Tier1_Cloth_Armor_1", "Tailoring_Tier1_Cloth_Pants_1","Tailoring_Tier1_Gather_Basic"],
- 3: ["Tailoring_Tier1_Cloth_Armor_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
- 4: ["Tailoring_Tier1_Cloth_Armor_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
- 5: ["Tailoring_Tier1_Cloth_Armor_Set_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
- 6: ["Tailoring_Tier1_Cloth_Armor_Set_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
- 7: ["Tailoring_Tier1_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt","Tailoring_Tier1_Gather_Basic","Tailoring_Tier1_Gather_Basic"],
- 8: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_1", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt","Tailoring_Tier1_Gather_Basic"],
- 9: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_1", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt","Tailoring_Tier1_Gather_Basic"],
- 10: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_1", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt_2","Tailoring_Tier1_Gather_Basic"],
- 11: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_2", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt_2", "Tailoring_Tier2_Cloth_Pants_1","Tailoring_Tier1_Gather_Basic"],
- 12: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_2", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt_2", "Tailoring_Tier2_Cloth_Pants_1","Tailoring_Tier1_Gather_Basic"],
- 13: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_2", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt_2", "Tailoring_Tier2_Cloth_Pants_1","Tailoring_Tier1_Gather_Basic"],
- 14: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_2", "Tailoring_Tier3_Cloth_Shirt", "Tailoring_Tier3_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
- 15: ["Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
- 16: ["Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1","Tailoring_Tier1_Gather_Basic"],
- 17: ["Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1","Tailoring_Tier1_Gather_Basic"],
- 18: ["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
- 19: ["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
- 20: ["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
- 21 :["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
- 22 :["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
- 23 :["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
- 24 :["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
- 25 :["Tailoring_Tier2_Refine_Basic"],
- //20: ["Tailoring_Tier2_Refine_Basic"],
- },
- };
-
- definedTask["Artificing"] = {
- taskListName: "Artificing",
- taskName: "Artificing",
- level: {
- 0: ["Artificing_Tier0_Intro_1"],
- 1: ["Artificing_Tier1_Pactblade_Convergence_1", "Artificing_Tier1_Symbol_Virtuous_1", "Artificing_Tier1_Gather_Basic"],
- 2: ["Artificing_Tier1_Pactblade_Convergence_1", "Artificing_Tier1_Icon_Virtuous_1", "Artificing_Tier1_Gather_Basic"],
- 3: ["Artificing_Tier1_Pactblade_Convergence_1", "Artificing_Tier1_Icon_Virtuous_1", "Artificing_Tier1_Gather_Basic"],
- 4: ["Artificing_Tier1_Pactblade_Convergence_2", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier1_Gather_Basic"],
- 5: ["Artificing_Tier1_Pactblade_Convergence_2", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier1_Gather_Basic"],
- 6: ["Artificing_Tier1_Pactblade_Convergence_2", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier1_Gather_Basic"],
- 7: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 8: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 9: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 10: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 11: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 12: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 13: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 14: ["Artificing_Tier3_Pactblade_Temptation_4", "Artificing_Tier3_Icon_Virtuous_4", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 15: ["Artificing_Tier3_Pactblade_Temptation_4", "Artificing_Tier3_Icon_Virtuous_4", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 16: ["Artificing_Tier3_Pactblade_Temptation_4", "Artificing_Tier3_Icon_Virtuous_4", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 17: ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 18: ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 19: ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 20: ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 21 : ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 22 : ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 23 : ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 24 : ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
- 25 :["Artificing_Tier2_Refine_Basic"],
- //20: ["Artificing_Tier2_Refine_Basic"],
- //19:["Virtuous Icon +5","Upgrade Engraver","Upgrade Carver","Hire an additional Carver"],
- //20:["7:Craft Ornamental metal and Carved Wood"],
- },
- };
-
- definedTask["Weaponsmithing_Axe"] = {
- taskListName: "Weaponsmithing_Axe",
- taskName: "Weaponsmithing",
- level: {
- 0: ["Weaponsmithing_Tier0_Intro"],
-
- /* No use of Residuum:
- 1: ["Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass", "Weaponsmithing_Tier1_Gather_Basic"],
- */
- // We don't have axes until level 2
- 1: ["Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 2: ["Weaponsmithing_Tier1_Greataxe_1", "Weaponsmithing_Tier1_Battleaxe_1", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 3: ["Weaponsmithing_Tier1_Greataxe_1", "Weaponsmithing_Tier1_Battleaxe_1", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 4: ["Weaponsmithing_Tier1_Greataxe_1", "Weaponsmithing_Tier1_Battleaxe_1", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 5: ["Weaponsmithing_Tier1_Greataxe_2", "Weaponsmithing_Tier1_Battleaxe_2", "Weaponsmithing_Tier1_Gather_Basic"],
- 6: ["Weaponsmithing_Tier1_Greataxe_2", "Weaponsmithing_Tier1_Battleaxe_2", "Weaponsmithing_Tier1_Gather_Basic"],
- // Just make resources at the new resource level -- they'll be used at higher levels
- // (even though the swords at this level seem more efficient -- they require lower level swords, which we haven't made and don't have inventory space for)
- // (we'll make 24 sets (of 2 each) "refined" resources in 16 hours (with no speed bonuses), which will be used by levels 8 and 9 alone
- 7: ["Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
- 8: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
- 9: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
- 10: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
- 11: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
- 12: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
- 13: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
- // (we'll make 160 sets (of 2 each) "refined" resources in 133.33 hours (5.55 days) (with no speed bonuses)
- 14: ["Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 15: ["Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 16: ["Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 17: ["Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- // If we have Fundamental Fire or Ice, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
- 18: ["Weaponsmithing_Tier3_Greataxe_Set_2", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_Set_2", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 19: ["Weaponsmithing_Tier3_Greataxe_Set_2", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_Set_2", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 20 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 21 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 22 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 23 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 24 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
- 25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
- // 20: ["Weaponsmithing_Tier3_Gather_Basic_Mass"], // We want Gather here, because the raw materials can be used in other profs
- // If we actually want experience at level 20, these would be the tasks:
- //20: ["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- },
- };
-
- definedTask["Weaponsmithing_Bow"] = {
- taskListName: "Weaponsmithing_Bow",
- taskName: "Weaponsmithing",
- level: {
- 1: ["Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 2: ["Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 3: ["Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 4: ["Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1"],
- 5: ["Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 6: ["Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 7: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 8: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 9: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 10: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 11: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 12: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 14: ["Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 15: ["Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 16: ["Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- // If we have Desert Rose, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
- 17: ["Weaponsmithing_Tier3_Longbow_Set_2", "Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 18: ["Weaponsmithing_Tier3_Longbow_Set_2", "Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 19: ["Weaponsmithing_Tier3_Longbow_Set_2", "Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 20 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 21 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 22 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 23 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 24 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
- // 20: ["Weaponsmithing_Tier3_Gather_Basic_Mass"], // We want Gather here, because the raw materials can be used in other profs
- // If we actually want experience at level 20, these would be the tasks:
- //20: ["Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- },
- };
-
- definedTask["Weaponsmithing_Dagger"] = {
- taskListName: "Weaponsmithing_Dagger",
- taskName: "Weaponsmithing",
- level: {
- 0: ["Weaponsmithing_Tier0_Intro"],
- 1: ["Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 2: ["Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 3: ["Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 4: ["Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 5: ["Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 6: ["Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 7: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 8: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 9: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 10: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 11: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 12: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 13: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 14: ["Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 15: ["Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 16: ["Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- // If we have Fundamental Ice, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
- 17: ["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 18: ["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 19: ["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 20 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 21 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 22 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 23 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 24 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
- },
- };
-
- definedTask["Weaponsmithing_Greatsword"] = {
- taskListName: "Weaponsmithing_Greatsword",
- taskName: "Weaponsmithing",
- level: {
- 0: ["Weaponsmithing_Tier0_Intro"],
- 1: ["Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 2: ["Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 3: ["Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 4: ["Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 5: ["Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 6: ["Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 7: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 8: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 9: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 10: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 11: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 12: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 13: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 14: ["Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 15: ["Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 16: ["Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- // If we have Fundamental Ice, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
- 17: ["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 18: ["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 19: ["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 20 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 21 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 22 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 23 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 24 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
- },
- };
-
- definedTask["Weaponsmithing_Longsword"] = {
- taskListName: "Weaponsmithing_Longsword",
- taskName: "Weaponsmithing",
- level: {
- 0: ["Weaponsmithing_Tier0_Intro"],
- 1: ["Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 2: ["Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 3: ["Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 4: ["Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 5: ["Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 6: ["Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
- 7: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 8: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 9: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 10: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 11: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 12: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 13: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
- 14: ["Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 15: ["Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 16: ["Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- // If we have Fundamental Ice, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
- 17: ["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 18: ["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 19: ["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 20 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 21 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 22 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 23 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 24 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
- 25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
- },
- };
-
- /*
- "Weaponsmithing_Tier1_Refine_Basic" 7/15 -> 0.4666
- Weaponsmithing_Tier1_Refine_Basic_Mass 50/360 (6h) -> 0.1388
- "Weaponsmithing_Tier1_Gather_Basic" 8/15 -> 0.5333
- Weaponsmithing_Tier1_Gather_Basic_Mass 50/360 (6h) -> 0.1388
-
- "Weaponsmithing_Tier2_Refine_Basic" 12/20 -> 0.6
- Weaponsmithing_Tier2_Refine_Basic_Mass 200/420 (7h) -> 0.48
- "Weaponsmithing_Tier2_Gather_Basic" 13/20 -> 0.65
- Weaponsmithing_Tier2_Gather_Basic_Mass 200/420 (7h) -> 0.48
-
- "Weaponsmithing_Tier3_Refine_Basic" 30/25 -> 1.2
- Weaponsmithing_Tier3_Refine_Basic_Mass 800/480 (8h) -> 1.66
- "Weaponsmithing_Tier3_Gather_Basic" 30/25 -> 1.2
- Weaponsmithing_Tier3_Gather_Basic_Mass 800/480 (8h) -> 1.66
-
- time / (1 + speedBonus)
-
- 360 / (1 + speedBonus) == 93.75
- -> 265% bonus
-
- 420 / (1 + speedBonus) == 333.3
- -> 26% bonus
-
- 25%:
- 480 / 1.25 == 384 => 800/384 == 2.0833
-
- 40%:
- 480 / (1.4) == 342.86 => 800/342.84 == 2.33
-
- 50%:
- 480 / 1.5 == 320 => 2.5
-
- 100%:
- 480 / 2 == 240 => 800/240 == 3.33
-
-
- */
-
-
-
- definedTask["Alchemy"] = {
- taskListName: "Alchemy",
- taskName: "Alchemy",
- level: {
- 0: ["Alchemy_Tier0_Intro_1"],
- 1: ["Alchemy_Tier1_Experiment_Rank2", "Alchemy_Tier1_Experimentation_Rank1"],
- 2: ["Alchemy_Tier1_Experiment_Rank3", "Alchemy_Tier1_Experimentation_Rank2"],
- 3: ["Alchemy_Tier1_Experiment_Rank4", "Alchemy_Tier1_Experimentation_Rank3"],
- 4: ["Alchemy_Tier1_Experiment_Rank5", "Alchemy_Tier1_Experimentation_Rank4"],
- 5: ["Alchemy_Tier1_Experiment_Rank6", "Alchemy_Tier1_Experimentation_Rank5"],
- 6: ["Alchemy_Tier1_Experiment_Rank7", "Alchemy_Tier1_Experimentation_Rank6"],
- 7: ["Alchemy_Tier2_Experiment_Rank08", "Alchemy_Tier2_Experimentation_Rank07"],
- 8: ["Alchemy_Tier2_Experiment_Rank09", "Alchemy_Tier2_Experimentation_Rank08"],
- 9: ["Alchemy_Tier2_Experiment_Rank10", "Alchemy_Tier2_Experimentation_Rank09"],
- 10: ["Alchemy_Tier2_Experiment_Rank11", "Alchemy_Tier2_Experimentation_Rank10"],
- 11: ["Alchemy_Tier2_Experiment_Rank12", "Alchemy_Tier2_Experimentation_Rank11"],
- 12: ["Alchemy_Tier2_Experiment_Rank13", "Alchemy_Tier2_Experimentation_Rank12"],
- 13: ["Alchemy_Tier2_Experiment_Rank14", "Alchemy_Tier2_Experimentation_Rank13"],
- 14: ["Alchemy_Tier3_Experiment_Rank15", "Alchemy_Tier3_Experimentation_Rank14"],
- 15: ["Alchemy_Tier3_Experiment_Rank16", "Alchemy_Tier3_Experimentation_Rank15"],
- 16: ["Alchemy_Tier3_Experiment_Rank17", "Alchemy_Tier3_Experimentation_Rank16"],
- 17: ["Alchemy_Tier3_Experiment_Rank18", "Alchemy_Tier3_Experimentation_Rank17"],
- 18: ["Alchemy_Tier3_Experiment_Rank19", "Alchemy_Tier3_Experimentation_Rank18"],
- 19: ["Alchemy_Tier3_Experiment_Rank20", "Alchemy_Tier3_Experimentation_Rank19"],
- //20: ["Alchemy_Tier3_Protection_Potion_Major", "Alchemy_Tier2_Aquaregia", "Alchemy_Tier3_Refine_Basic", "Alchemy_Tier3_Gather_Components"], //disable for mod6
- 20 : ["Alchemy_Tier3_Experiment_Rank21", "Alchemy_Tier3_Experimentation_Rank20"], // Enable for mod6
- 21 : ["Alchemy_Tier4_Experiment_Rank22", "Alchemy_Tier4_Experimentation_Rank21"],
- 22 : ["Alchemy_Tier4_Experiment_Rank23", "Alchemy_Tier4_Experimentation_Rank22"], //,"Alchemy_Tier4_Aquaregia_2"],
- 23 : ["Alchemy_Tier4_Experiment_Rank24", "Alchemy_Tier4_Experimentation_Rank23"],
- 24 : ["Alchemy_Tier4_Experiment_Rank25", "Alchemy_Tier4_Experimentation_Rank24"],
- 25 : ["Alchemy_Tier4_Experimentation_Rank25","Alchemy_Tier4_Create_Elemental_Unified","Alchemy_Tier4_Create_Elemental_Aggregate","Alchemy_Tier4_Aquaregia_2"], //"Alchemy_Tier2_Aquaregia", "Alchemy_Tier3_Refine_Basic","Alchemy_Tier4_Potency_Potion_Superior", "Alchemy_Tier4_Protection_Potion_Superior"],
- },
- };
-
- // Load Settings
- var settingnames = [
- {name: 'paused', title: 'Pause Script', def: false, type: 'checkbox', tooltip: 'Disable All Automation'},
- {name: 'debug', title: 'Enable Debug', def: true, type: 'checkbox', tooltip: 'Enable all debug output to console', onsave: function (newValue, oldValue) {
- console = newValue ? unsafeWindow.console || fouxConsole : fouxConsole;
- }},
- {name: 'optionals', title: 'Fill Optional Assets', def: true, type: 'checkbox', tooltip: 'Enable to include selecting the optional assets of tasks'},
- {name: 'autopurchase', title: 'Auto Purchase Resources', def: true, type: 'checkbox', tooltip: 'Automatically purchase required resources from gateway shop (100 at a time)'},
- {name: 'trainassets', title: 'Train Assets', def: true, type: 'checkbox', tooltip: 'Enable training/upgrading of asset worker resources'},
- //{name: 'refinead', title: 'Refine AD', def: true, type: 'checkbox', tooltip: 'Enable refining of AD on character switch'},
- {name: 'openrewards', title: 'Open Reward Chests', def: false, type: 'checkbox', tooltip: 'Enable opeing of leadership chests on character switch'}, //MAC-NW
- {name: 'dailySCA', title: 'Daily SCA roll', def: true, type: 'checkbox', tooltip: 'Runs daily SCA rolls when no task is near to finish'}, //MAC-NW
- {name: 'autoreload', title: 'Auto Reload', def: true, type: 'checkbox', tooltip: 'Enabling this will reload the gateway periodically. (Ensure Auto Login is enabled)'},
- {name: 'autovendor_junk', title: 'Vendor junk..', def: false, type: 'checkbox', tooltip: 'Vendor all (currently) winterfest fireworks+lanterns'}, //MAC-NW
- {name: 'autovendor_kits_altars_limit', title: 'Maintain Altar Node Kit Stacks', def: false, type: 'checkbox', tooltip: 'Limit skill kits stacks to 50/Altars80, vendor kits unusable by class, remove all if player has one bag or full bags'}, // edited by RottenMind
- {name: 'autovendor_kits_altars_all', title: 'Vendor All Altar Node Kit Stacks', def: false, type: 'checkbox', tooltip: 'Sell ALL skill kits Altars.'}, // RottenMind
- {name: 'autovendor_profresults', title: 'Vendor Prof Crafted & Gathered Items', def: true, type: 'checkbox', tooltip: 'Vendor off Tier 1 to 5 items produced and reused for leveling crafting & Gathered professions items.'},
- {name: 'autovendor_pots1', title: 'Vendor minor potions (lvl 1)', def: false, type: 'checkbox', tooltip: 'Vendor all minor potions (lvl 1) found in player bags'}, //MAC-NW
- {name: 'autovendor_pots2', title: 'Vendor lesser potions (lvl 15)', def: false, type: 'checkbox', tooltip: 'Vendor all lesser potions (lvl 15) found in player bags'}, //MAC-NW
- {name: 'autovendor_pots3', title: 'Vendor potions (lvl 30)', def: false, type: 'checkbox', tooltip: 'Vendor all potions (lvl 30) found in player bags'}, //MAC-NW
- {name: 'autovendor_pots4', title: 'Vendor greater potions (lvl 45)', def: false, type: 'checkbox', tooltip: 'Vendor all greater potions (lvl 45) found in player bags'}, //MAC-NW
- //{name: 'autovendor_rank1', title: 'Auto Vendor enchants & runes Rank 1', def: false, type: 'checkbox', tooltip: 'Vendor all Rank 1 enchantments & runestones found in player bags'}, //MAC-NW
- {name: 'autovendor_rank2', title: 'Vendor enchants & runes Rank 1-2', def: false, type: 'checkbox', tooltip: 'Vendor all Rank 2 enchantments & runestones found in player bags'}, //MAC-NW
- {name: 'autovendor_rank3', title: 'Vendor enchants & runes Rank 3', def: false, type: 'checkbox', tooltip: 'Vendor all Rank 3 enchantments & runestones found in player bags'}, // edited by RottenMind
- {name: 'level_20_skip', title: 'Skip level 20', def: false, type: 'checkbox', tooltip: 'All level 20 profession slots are skipped NOT Leadership'},
- {name: 'purchasePorridge', title: 'Purchase Porridge', def: true, type: 'checkbox', tooltip: 'Purchase Porridge to Advance Leadership Rank'},
- {name: 'level_25_skip', title: 'Skip level 25', def: false, type: 'checkbox', tooltip: 'All level 25 profession slots are skipped NOT Leadership, supersedes skip 20'},
- {name: 'easy_start', title: 'Automatic Banker', def: false, type: 'checkbox', tooltip: 'Get Banker first character etc. works best after reset, turn off if need other character.', border: true},
- {name: 'nw_username', title: 'Neverwinter Username', def: '', type: 'text', tooltip: ''},
- {name: 'nw_password', title: 'Neverwinter Password', def: '', type: 'password', tooltip: ''},
- // MAC-NW AD Consolidation
- {name: 'autoexchange', title: 'Consolidate AD via ZEX', def: false, type: 'checkbox', tooltip: 'Automatically attempt to post, cancel and withdraw AD via ZEX and consolidate to designated character', border: true},
- {name: 'bankchar', title: 'Character Name of Banker', def: '', type: 'text', tooltip: 'Enter name of the character to hold account AD'},
- {name: 'banktransmin', title: 'Min AD for Transfer', def: '5000', type: 'text', tooltip: 'Enter minimum AD limit for it to be cosidered for transfer off a character'},
- {name: 'bankcharmin', title: 'Min Character balance', def: '600', type: 'text', tooltip: 'Enter the amount of AD to always keep available on characters'},
- {name: 'banktransrate', title: 'AD per Zen Rate (in zen)', def: '300', type: 'text', tooltip: 'Enter default rate to use for transfering through ZEX'},
- {name: 'charcount', title: 'Enter number of characters to use (Save and Apply to update settings form)', def: '1', type: 'text', tooltip: 'Enter number of characters to use (Save and Apply to update settings form)', border: true},
- // MAC-NW
- ];
-
- // Load local settings cache (unsecured)
- var settings = {};
- for (var i = 0; i < settingnames.length; i++) {
- // Ignore label types
- if (settingnames[i].type === 'label') {
- continue;
- }
- settings[settingnames[i].name] = GM_getValue(settingnames[i].name, settingnames[i].def);
- // call the onsave for the setting if it exists
- if (typeof (settingnames[i].onsave) === "function") {
- console.log("Calling 'onsave' for", settingnames[i].name);
- settingnames[i].onsave(settings[settingnames[i].name], settings[settingnames[i].name]);
- }
- }
-
- if (settings["charcount"] < 1) {
- settings["charcount"] = 1;
- }
- if (settings["charcount"] > 99) {
- settings["charcount"] = 99;
- }
-
- // Profession priority list by order
- var tasklist = [
- definedTask["Winter Event"],
- definedTask["Siege Event"],
- definedTask["Black Ice Shaping"],
- definedTask["Alchemy"],
- definedTask["Weaponsmithing_Axe"],
- /*definedTask["Weaponsmithing_Bow"],
- definedTask["Weaponsmithing_Dagger"],
- definedTask["Weaponsmithing_Greatsword"],
- definedTask["Weaponsmithing_Longsword"],*/
- definedTask["Artificing"],
- definedTask["Jewelcrafting"],
- definedTask["Mailsmithing"],
- definedTask["Platesmithing"],
- definedTask["Leatherworking"],
- definedTask["Tailoring"],
- definedTask["Leadership"],
- definedTask["Leadership XP"],
- ];
-
- var charSettings = [];
-
- for (var i = 0; i < settings["charcount"]; i++) {
- charSettings.push({name: 'nw_charname' + i, title: 'Character', def: 'Character ' + (i + 1), type: 'text', tooltip: 'Characters Name,(set first character name to Character 1 for Automatic char.name fill.'});
- charSettings.push({name: 'WinterEvent' + i, title: 'WinterEvent', def: '0', type: 'text', tooltip: 'Number of slots to assign to WinterEvent'});
- charSettings.push({name: 'Leadership' + i, title: 'Leadership', def: '9', type: 'text', tooltip: 'Number of slots to assign to Leadership'});
- charSettings.push({name: 'Event_Siege' + i, title: 'Siege Event', def: '0', type: 'text', tooltip: 'Number of slots to assign to Siege Event'});
- charSettings.push({name: 'BlackIce' + i, title: 'Black Ice Shaping', def: '0', type: 'text', tooltip: 'Number of slots to assign to BIS'});
- charSettings.push({name: 'Alchemy' + i, title: 'Alchemy', def: '0', type: 'text', tooltip: 'Number of slots to assign to Alchemy'});
- charSettings.push({name: 'Weaponsmithing_Axe' + i, title: 'Weaponsmithing/Axes', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Axes'});
- /*charSettings.push({name: 'Weaponsmithing_Dagger' + i, title: 'Weaponsmithing/Daggers', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Daggers'});
- charSettings.push({name: 'Weaponsmithing_Bow' + i, title: 'Weaponsmithing/Bows', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Bows -- choose one of these for every two Daggers/Greatswords/Longswords/Blades (or choose axes)'});
- charSettings.push({name: 'Weaponsmithing_Greatsword' + i, title: 'Weaponsmithing/Greatswords', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Greatswords'});
- charSettings.push({name: 'Weaponsmithing_Longsword' + i, title: 'Weaponsmithing/Longswords', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Longswords'});*/
- charSettings.push({name: 'Artificing' + i, title: 'Artificing', def: '0', type: 'text', tooltip: 'Number of slots to assign to Artificing'});
- charSettings.push({name: 'Jewelcrafting' + i, title: 'Jewelcrafting', def: '0', type: 'text', tooltip: 'Number of slots to assign to Jewelcrafting'});
- charSettings.push({name: 'Mailsmithing' + i, title: 'Mailsmithing', def: '0', type: 'text', tooltip: 'Number of slots to assign to Mailsmithing'});
- charSettings.push({name: 'Platesmithing' + i, title: 'Platesmithing', def: '0', type: 'text', tooltip: 'Number of slots to assign to Platesmithing'});
- charSettings.push({name: 'Leatherworking' + i, title: 'Leatherworking', def: '0', type: 'text', tooltip: 'Number of slots to assign to Leatherworking'});
- charSettings.push({name: 'Tailoring' + i, title: 'Tailoring', def: '0', type: 'text', tooltip: 'Number of slots to assign to Tailoring'});
- charSettings.push({name: 'Leadership_XP' + i, title: 'Leadership XP', def: '0', type: 'text', tooltip: 'Number of slots to assign to Leadership focused on XP'});
- }
-
- for (var i = 0; i < charSettings.length; i++) {
- settings[charSettings[i].name] = GM_getValue(charSettings[i].name, charSettings[i].def);
- }
-
- function setTaskSlots() {
- // The task list associated with each slot
- taskSlots = [];
- // The total slots for each profession, across task lists
- slotsByProf = {};
- for (var i = 0; i < tasklist.length; i++) slotsByProf[tasklist[i].taskName] = 0;
-
- for (var i = 0; i < tasklist.length; i++) {
- slotsByProf[tasklist[i].taskName] += parseInt(settings[tasklist[i].taskListName]);
- for (var j = 0; j < settings[tasklist[i].taskListName]; j++) {
- taskSlots.push(tasklist[i].taskListName);
- }
- }
-
- }
-
- // Page Settings
- var PAGES = Object.freeze({
- LOGIN: {name: "Login", path: "div#login"},
- GUARD: {name: "Account Guard", path: "div#page-accountguard"},
- });
-
- /**
- * Uses the page settings to determine which page is currently displayed
- */
- function GetCurrentPage() {
- for(var __kk in PAGES) {
- if (!PAGES.hasOwnProperty(__kk)) continue;
- var page = PAGES[__kk];
- if ($(page["path"]).filter(":visible").length) {
- return page;
- }
- }
- }
-
- /**
- * Logs in to gateway
- * No client.dataModel exists at this stage
- */
- function page_LOGIN() {
- //if (!$("form > p.error:visible").length && settings["autologin"]) {
- // No previous log in error - attempt to log in
- console.log("Setting username");
- $("input#user").val(settings["nw_username"]);
- console.log("Setting password");
- $("input#pass").val(settings["nw_password"]);
- console.log("Clicking Login Button");
- $("div#login > input").click();
- //}
- dfdNextRun.resolve(delay.LONG);
- }
-
- /**
- * Action to perform on account guard page
- */
- function page_GUARD() {
- // Do nothing on the guard screen
- dfdNextRun.resolve(delay.LONG);
- }
-
- /**
- * Collects rewards for tasks or starts new tasks
- * Function is called once per new task and returns true if an action is created
- * If no action is started function returns false to switch characters
- */
- function processCharacter() {
- // Switch to professions page to show task progression
- unsafeWindow.location.hash = "#char(" + encodeURI(unsafeWindow.client.getCurrentCharAtName()) + ")/professions";
-
- // Collect rewards for completed tasks and restart
- if (unsafeWindow.client.dataModel.model.ent.main.itemassignments.complete) {
- unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.forEach(function (entry) {
- if (entry.hascompletedetails) {
- unsafeWindow.client.professionTaskCollectRewards(entry.uassignmentid);
- }
- });
- dfdNextRun.resolve();
- return true;
- }
-
- // Check for available slots and start new task
- if (unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.filter(function (entry) {
- return (!entry.islockedslot && !entry.uassignmentid);
- }).length) {
- // Go through the professions to assign tasks until specified slots filled
- for (var i = 0; i < tasklist.length; i++) {
- var prof = tasklist[i]
- if (settings[prof.taskListName] > 0) { //MAC-NW
-
- /*
- entry.slotindex
-
- entry: Object
- category: "Leadership"
- categoryicon: "Crafting_Profession_Leadership"
- displayname: "Hire a Mercenary"
- hascompletedetails: 0
- hdef: "@ItemAssignmentDef[Leadership_Tier1_2_Recruit]"
- icon: "Crafting_Follower_Leader_Generic_T1_01"
- isabortable: 1
- islockedslot: 0
- rewards: null
- sfinishearlycost: 32976
- slotindex: 1
- uassignmentid: 1617
- ufinishdate: "Mon, 23 Feb 2015 22:00:48 GMT"
- utimestarted: "Mon, 23 Feb 2015 04:00:48 GMT"
-
- unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments: Array[9]
- 0: Object
- category: "None"
- categoryicon: ""
- displayname: ""
- hascompletedetails: 0
- hdef: ""
- icon: ""
- isabortable: 0
- islockedslot: 0
- sfinishearlycost: -1
- slotindex: 0
- uassignmentid: 0
- ufinishdate: "Sat, 01 Jan 2000 00:00:00 GMT"
- utimestarted: "Sat, 01 Jan 2000 00:00:00 GMT"
- __proto__: Object
- 1: Object
- category: "Leadership"
- categoryicon: "Crafting_Profession_Leadership"
- displayname: "Battle Undead"
- hascompletedetails: 0
- hdef: "@ItemAssignmentDef[Leadership_Tier2_10_Battle]"
- icon: "Icons_Pets_Manatarms_01"
- isabortable: 1
- islockedslot: 0
- rewards: null
- sfinishearlycost: 21504
- slotindex: 1
- uassignmentid: 7908
- ufinishdate: "Thu, 05 Mar 2015 06:45:20 GMT"
- utimestarted: "Thu, 05 Mar 2015 01:02:29 GMT"
- __proto__: Object
-
- */
-
-
- if (failedProf.length > 0 && failedProf.indexOf(prof.taskListName) > -1) {
- continue;
- }
-
- // Check level
- var level = unsafeWindow.client.dataModel.model.ent.main.itemassignmentcategories.categories.filter(function (entry) {
- return entry.name == prof.taskName; //
- })[0].currentrank;
- var list = prof.level[level];
- var tmpLevel = level;
- while (typeof list === "undefined" && tmpLevel > 0) {
- list = prof.level[--tmpLevel];
- }
- if (typeof list === "undefined") {
- continue;
- }
-
- var currentTasksByTaskList = unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.filter(function (entry) {
- // return entry.category == tasklist[i].taskName && list.indexOf(entry.hdef.match(/^@ItemAssignmentDef\[([^\]]*)\]$/)[1]) > -1;
- return entry.category === prof.taskName && taskSlots[entry.slotindex] === prof.taskListName;
- });
- var currentTasksByProf = unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.filter(function (entry) {
- return entry.category === prof.taskName;
- });
- var currentOpenSlots = unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.filter(function (entry) {
- return entry.category === "None";
- });
- if (taskSlots[currentOpenSlots[0].slotindex] === prof.taskListName ||
- (currentTasksByTaskList.length < settings[prof.taskListName] &&
- currentTasksByProf.length < slotsByProf[prof.taskName])) {
- unsafeWindow.client.professionFetchTaskList('craft_' + tasklist[i].taskName);
- window.setTimeout(function () {
- // todo: How do we propegate the return value of this up the stack?
- createNextTask(prof, level, list, 0);
- }, delay.SHORT);
- return true;
- }
- } //MAC-NW
- }
- console.log("All task counts assigned");
- }
- else {
- console.log("No available task slots");
- }
-
- // TODO: Add code to get next task finish time
- chartimers[charcurrent] = getNextFinishedTask();
-
- // Add diamond count
- chardiamonds[charcurrent] = unsafeWindow.client.dataModel.model.ent.main.currencies.diamonds;
- console.log(settings["nw_charname" + charcurrent] + "'s", "Astral Diamonds:", chardiamonds[charcurrent]);
- return false;
- }
-
- /**
- * Switch to a character's swordcoast adventures and collect the daily reward
- */
- function processSwordCoastDailies(_charStartIndex) {
- var _accountName = unsafeWindow.client.dataModel.model.loginInfo.publicaccountname;
- var _charIndex = (!_charStartIndex || parseInt(_charStartIndex) > (charSettings.length + 1) || parseInt(_charStartIndex) < 0)
- ? 0 : parseInt(_charStartIndex);
- var _fullCharName = settings["nw_charname" + _charIndex] + '@' + _accountName;
- var _hasLoginDaily = 0;
- var _isLastChar = false;
- var _scaHashMatch = /\/adventures$/;
- if (!settings["paused"])
- PauseSettings("pause");
-
- // Switch to professions page to show task progression
- if (!_scaHashMatch.test(unsafeWindow.location.hash)) {
- return;
- } else if (unsafeWindow.location.hash != "#char(" + encodeURI(_fullCharName) + ")/adventures") {
- unsafeWindow.location.hash = "#char(" + encodeURI(_fullCharName) + ")/adventures";
- }
-
- if (settings["nw_charname" + (_charIndex + 1)] === undefined)
- _isLastChar = true;
-
- WaitForState("").done(function () {
- try {
- _hasLoginDaily = client.dataModel.model.gatewaygamedata.dailies.left.logins;
- } catch (e) {
- // TODO: Use callback function
- window.setTimeout(function () {
- processSwordCoastDailies(_charIndex);
- }, delay.SHORT);
- return;
- }
-
- console.log("Checking SCA Dialy for", _fullCharName, "...");
-
- // Do SCA daily dice roll if the button comes up
- WaitForState(".daily-dice-intro").done(function () {
- $(".daily-dice-intro button").trigger('click');
- WaitForState(".daily-awards-button").done(function () {
- $(".daily-awards-button button").trigger('click');
- });
- });
-
- // If Dice roll dialog is non existant
- WaitForNotState(".modal-window.daily-dice").done(function () {
- if (_isLastChar) {
- window.setTimeout(function () {
- PauseSettings("unpause");
- }, 3000);
- } else {
- window.setTimeout(function () {
- processSwordCoastDailies(_charIndex + 1);
- }, 3000);
- }
- });
- });
- }
-
- /**
- * Finds the task finishing next & returns the date or NULL otherwise
- *
- * @return {Date} / {null}
- */
- function getNextFinishedTask() {
- var tmpNext, next = null;
- unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.forEach(function (entry) {
- if (entry.uassignmentid) {
- tmpNext = new Date(entry.ufinishdate);
- if (!next || tmpNext < next) {
- next = tmpNext;
- }
- }
- });
- if (next) {
- console.log("Next finished task at " + next.toLocaleString());
- } else {
- console.log("No next finishing date found!!");
- }
- return next;
- }
-
- /**
- * Recursive approach to finding the next task to assign to an open slot.
- *
- * @param {Array} prof The tasklist for the profession being used
- * @param {int} level The level of the list of tasks (either max level of character's profession, or max defined in the lists above)
- * @param {Array} list The possible list of tasks to start
- * @param {int} i The current task number being attempted
- */
- function createNextTask(prof, level, list, i) {
-
- // TODO: Use callback function
- if (!unsafeWindow.client.dataModel.model.craftinglist || unsafeWindow.client.dataModel.model.craftinglist === null || !unsafeWindow.client.dataModel.model.craftinglist['craft_' + prof.taskName] || unsafeWindow.client.dataModel.model.craftinglist['craft_' + prof.taskName] === null) {
- console.log('Task list not loaded for:', prof.taskName);
- window.setTimeout(function () {
- // todo: How do we propegate the return value of this up the stack?
- createNextTask(prof, level, list, i);
- }, delay.SHORT);
- return false;
- }
- /*// Check level
- var level = unsafeWindow.client.dataModel.model.ent.main.itemassignmentcategories.categories.filter(function (entry) {
- return entry.name == prof.taskName;
- })[0].currentrank;
- var list = prof.level[level];
- if (list.length <= i) {
- console.log("Nothing Found");
- switchChar();*/
- if (list.length <= i) {
- console.log("No more possible tasks at this level to try to start", i);
- console.log("task list: ", list);
- failedProf.push(prof.taskListName);
- dfdNextRun.resolve(delay.SHORT);
- return false;
- }
-
- console.log(prof.taskName, "is level", level);
- console.log("createNextTask", list.length, i);
-
- var taskName = list[i];
- console.log("Searching for task:", taskName);
-
- // Search for task to start
- var task = searchForTask(taskName, prof.taskName, level);
-
- /** TODO: Use this code once below can be replaced properly
- if (task === null) {
- console.log("Skipping task selection to purchase resources");
- dfdNextRun.resolve();
- }
- else if (task) {
- startTask(task);
- dfdNextRun.resolve();
- }
- else {
- console.log('Finding next task');
- createNextTask(prof, i+1);
- }
- **/
-
-
- // Finish createNextTask function
- if (task === null) {
- console.log("Skipping task selection to purchase resources");
- dfdNextRun.resolve();
- return true;
- }
- if (task) {
- startedTask["currTaskName"] = task.def.name;
- task = '/professions-tasks/' + prof.taskName + '/' + task.def.name;
- console.log('Task Found');
- unsafeWindow.location.hash = unsafeWindow.location.hash.replace(/\)\/.+/, ')' + task);
- WaitForState("div.page-professions-taskdetails").done(function () {
- // Click all buttons and select an item to use in the slot
- var def = $.Deferred();
- var buttonList = $('.taskdetails-assets:eq(1)').find("button");
- if (buttonList.length && settings["optionals"]) {
- SelectItemFor(buttonList, 0, def, prof);
- }
- else {
- def.resolve();
- }
- def.done(function () {
- // All items are populated
- console.log("Items Populated");
- // Click the Start Task Button
- //Get the start task button if it is enabled
- var enabledButton = $(".footer-professions-taskdetails .button.epic:not('.disabled') button");
- if (enabledButton.length) {
- console.log("Clicking Start Task Button");
- enabledButton.trigger('click');
- WaitForState("").done(function () {
- // Done
- dfdNextRun.resolve(delay.SHORT);
- });
- if (startedTask["lastTaskChar"] == startedTask["currTaskChar"] && startedTask["lastTaskName"] == startedTask["currTaskName"]) {
- startedTask["lastTaskCount"]++;
- console.log("Task " + startedTask["lastTaskName"] + " started " + startedTask["lastTaskCount"] + " time");
- } else {
- startedTask["lastTaskChar"] = startedTask["currTaskChar"];
- startedTask["lastTaskName"] = startedTask["currTaskName"];
- startedTask["lastTaskCount"] = 1;
- }
- if (startedTask["lastTaskCount"] >= 15) {
- console.log("LOOP FAILURE x [", Epic_button_error() , "] times, skip to next task!!!");
- $(".footer-professions-taskdetails .button button.resetWindow").trigger('click');
- WaitForState("").done(function () {
- createNextTask(prof, level, list, i + 1); // try create forced next task to resolve gateway bug
-
- });
- }
- return true;
- }
- else { // Button not enabled, something required was probably missing
- // Go back
- $(".footer-professions-taskdetails .button button.resetWindow").trigger('click');
- WaitForState("").done(function () {
- // continue with the next one
- console.log('Finding next task');
- // todo: How do we propegate the return value of this up the stack?
- createNextTask(prof, level, list, i + 1);
- });
- }
- });
- });
- }
- else {
- console.log('Finding next task');
- return createNextTask(prof, level, list, i + 1)
- }
- }
-
- /**
- * Checks task being started for requirements and initiates beginning task if found
- *
- * @param {string} taskname The name of the task being started
- * @param {string} profname The name of the profession being used
- * @param {Deferred} dfd Deferred object to process on return
- */
- function searchForTask(taskname, profname, professionLevel) {
- // Return first object that matches exact craft name
- // skip task if proff.level20
- if (settings['level_20_skip'] && profname != 'Leadership' && professionLevel > 19) {
- console.log(profname, "is level", professionLevel,"skipping.");
- return false;
- }if (settings['level_25_skip'] && profname != 'Leadership' && professionLevel > 24) {
- console.log(profname, "is level", professionLevel,"skipping.");
- return false;
- }
- // edited by WloBeb - start Patrol the Mines task only if char has less than 7 Mining Claims if XP prifile limit 100 claims
- var resource_limit = 10;
- if (settings['Leadership_XP'] > 0) {
- var resource_limit = 1000;}
- if (taskname == "Leadership_Tier3_13_Patrol" && countResource("Crafting_Resource_Mining_Claim") >= resource_limit ) {
- console.log("Too many Mining Claims: skiping");
- return false;
- }
- if (taskname == "Leadership_Tier4_21_Protectmagic" && countResource("Crafting_Resource_Clues_Bandit_Hq") >= resource_limit ) {
- console.log("Too many Clues: skiping");
- return false;
- }
-
- var thisTask = unsafeWindow.client.dataModel.model.craftinglist['craft_' + profname].entries.filter(function (entry) {
- return entry.def && entry.def.name == taskname;
- })[0];
-
- // If no task is returned we either have three of this task already, the task is a rare that doesn't exist currently, or we have the name wrong in tasklist
- if (!thisTask) {
- console.log('Could not find task for:', taskname);
- return false;
- }
-
- // start task if requirements are met
- try {
- if (!thisTask.failedrequirementsreasons.length) {
- return thisTask;
- }
- } catch (e) {
- Array_undefine_error();
- unsafeWindow.location.href = current_Gateway;
- }
-
- // Too high level
- if (thisTask.failslevelrequirements) {
- console.log("Task level is too high:", taskname);
- return false;
- }
-
- var searchItem = null;
- var searchAsset = false;
-
- // Check for and buy missing armor & weapon leadership assets
- if (thisTask.failsresourcesrequirements && profname == "Leadership" && settings["autopurchase"]) {
- var failedAssets = thisTask.required.filter(function (entry) {
- return !entry.fillsrequirements;
- });
- var failedArmor = failedAssets.filter(function (entry) {
- return entry.categories.indexOf("Armor") >= 0;
- });
- var failedWeapon = failedAssets.filter(function (entry) {
- return entry.categories.indexOf("Weapon") >= 0;
- });
- if (failedArmor.length || failedWeapon.length) {
- var _buyResult = false;
- var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
- var _charSilver = unsafeWindow.client.dataModel.model.ent.main.currencies.silver;
- var _charCopper = unsafeWindow.client.dataModel.model.ent.main.currencies.copper;
- var _charCopperTotal = _charCopper + (_charSilver*100) + (_charGold*10000);
-
- // Buy Leadership Armor Asset
- if (failedArmor.length && _charCopperTotal >= 10000) {
- console.log("Buying leadership asset:", failedArmor[0].icon);
- _buyResult = buyTaskAsset(18);
- unsafeWindow.client.professionFetchTaskList("craft_Leadership");
- }
- // Buy Leadership Infantry Weapon Asset
- else if (failedWeapon.length && _charCopperTotal >= 5000) {
- console.log("Buying leadership asset:", failedWeapon[0].icon);
- _buyResult = buyTaskAsset(4);
- unsafeWindow.client.professionFetchTaskList("craft_Leadership");
- }
- if (_buyResult === false)
- return false;
- else
- return null;
- }
- }
-
- // Missing assets or ingredients
- if (thisTask.failsresourcesrequirements) {
- var failedAssets = thisTask.required.filter(function (entry) {
- return !entry.fillsrequirements;
- });
-
- // Missing required assets
- if (failedAssets.length) {
- var failedCrafter = failedAssets.filter(function (entry) {
- return entry.icon.indexOf("Follower") >= 0;
- });
-
- // Train Assets
- if (failedCrafter.length && settings["trainassets"]) {
- if (profname == 'Leadership'&& professionLevel < 3){
- console.log(profname, "level is [" + professionLevel + "], cant train workers.");
- return false;
- } else {
- console.log("Found required asset:", failedCrafter[0].icon);
- searchItem = failedCrafter[0].icon;
- searchAsset = true;
- }
- } else {
- // TODO: Automatically purchase item assets from shop
- console.log("Not enough assets for task:", taskname);
- return false;
- }
- }
- // Check for craftable ingredients items and purchasable profession resources (from vendor)
- else {
- var failedResources = thisTask.consumables.filter(function (entry) {
- return entry.required && !entry.fillsrequirements;
- });
-
- // Check first required ingredient only
- // If it fails to buy or craft task cannot be completed anyway
- // If it succeeds script will search for tasks anew
- var itemName = failedResources[0].hdef.match(/\[(\w+)\]/)[1];
-
- // Buy purchasable resources if auto-purchase setting is enabled
- if (settings["autopurchase"] && itemName.match(/^Crafting_Resource_(Charcoal|Rocksalt|Spool_Thread|Porridge|Solvent|Brimstone|Coal|Moonseasalt|Quicksilver|Spool_Threadsilk)$/)) {
- // returns null if successful (task will try again) and false if unsuccessful (task will be skipped)
- return buyResource(itemName);
- }
- // Matched profession auto-purchase item found but auto-purchase is not enabled
- else if (!settings["autopurchase"] && itemName.match(/^Crafting_Resource_(Charcoal|Rocksalt|Spool_Thread|Porridge|Solvent|Brimstone|Coal|Moonseasalt|Quicksilver|Spool_Threadsilk)$/)) {
- console.log("Purchasable resource required:",itemName,"for task:", taskname,". Recommend enabling Auto Purchase Resources.");
- return false;
- }
- // craftable ingredient set to search for
- else {
- console.log("Found required ingredient:", itemName);
- searchItem = itemName;
- }
- }
- }
-
-
- // either no craftable items/assets found or other task requirements are not met
- // Skip crafting ingredient tasks for Leadership
- if (searchItem === null || !searchItem.length || (profname == 'Leadership' && !searchAsset && !searchItem.match(/Crafting_Asset_Craftsman/))) {
- console.log("Failed to resolve item requirements for task:", taskname);
- return false;
- }
-
- // Generate list of available tasks to search ingredients/assets from
- console.log("Searching ingredient tasks for:", profname);
- var taskList = unsafeWindow.client.dataModel.model.craftinglist['craft_' + profname].entries.filter(function (entry) {
- // remove header lines first to avoid null def
- if (entry.isheader) {
- return false;
- }
-
- // Too high level
- if (entry.failslevelrequirements) {
- return false;
- }
-
- // Rewards do not contain item we want to make
- if (searchAsset) {
- if (entry.def.icon != searchItem || !entry.def.name.match(/Recruit/) || entry.def.requiredrank > 14) {
- return false;
- }
- }
- else {
- if (!(entry.rewards.some(function (itm) {
- try {
- return itm.hdef.match(/\[(\w+)\]/)[1] == searchItem;
- } catch (e) {
- }
- }))) {
- return false;
- }
- }
-
- // Skip Mass/Trading/looping Transmute -tasks
- if (entry.def.name.match(/(_Mass|_Transmute_|_Create_|(_Gather|_Refine)_Special)/)) {
- return false;
- }
-
- return true;
- });
-
- if (!taskList.length) {
- console.log("No ingredient tasks found for:", taskname, searchItem);
- return false;
- }
-
- // Use more efficient Empowered task for Aqua Vitae/ Aqua Regia if available.
- if (searchItem == "Crafting_Resource_Aquavitae" && taskList.length > 1) {
- taskList.shift();
- }
- if (searchItem == "Crafting_Resource_Aquaregia" && taskList.length > 1) {
- taskList.shift();
- }
- // Should really only be one result now but lets iterate through anyway.
- for (var i = 0; i < taskList.length; i++) {
- console.log("Attempting search for ingredient task:", taskList[i].def.name);
- var task = searchForTask(taskList[i].def.name, profname, professionLevel);
- if (task === null || task) {
- return task;
- }
- }
- return false;
- }
-
- /** --------- MAC-NW : Unused old function
- * Fills resource slots and begins a profession task
- *
- * @param {string} taskDetail The craftindetail object for the task to be started
- function startTask(taskDetail) {
- return;
-
- unsafeWindow.client.professionFetchTaskDetail(taskDetail.def.name);
- //client.dataModel.addDefaultResources();
- client.professionStartAssignment(taskDetail.def.name);
- }*/
-
- /**
- * Selects the highest level asset for the i'th button in the list. Uses an iterative approach
- * in order to apply a sufficient delay after the asset is assigned
- *
- * @param {Array} The list of buttons to use to click and assign assets for
- * @param {int} i The current iteration number. Will select assets for the i'th button
- * @param {Deferred} jQuery Deferred object to resolve when all of the assets have been assigned
- */
- function SelectItemFor(buttonListIn, i, def, prof) {
- buttonListIn[i].click();
- WaitForState("").done(function () {
-
- var $assets = $("div.modal-item-list a").has("img[src*='_Resource_'],img[src*='_Assets_'],img[src*='_Tools_'],img[src*='_Tool_'],img[src*='_Jewelersloupe_'],img[src*='_Bezelpusher_']"); //edited by RottenMind
- var $persons = $("div.modal-item-list a").has("img[src*='_Follower_']");
- var quality = [".Special", ".Gold", ".Silver", ".Bronze"];
- var ic, $it;
-
- var clicked = false;
-
- // Try to avoid using up higher rank assets needlessly
- if (prof.taskName === "Leadership") {
- var mercenarys = $('div.modal-item-list a.Bronze img[src*="Crafting_Follower_Leader_Generic_T1_01"]').parent().parent();
- var guards = $('div.modal-item-list a.Bronze img[src*="Crafting_Follower_Leader_Guard_T2_01"]').parent().parent();
- var footmen = $('div.modal-item-list a.Bronze img[src*="Crafting_Follower_Leader_Private_T2_01"]').parent().parent();
-
- if (mercenarys.length) {
- clicked = true;
- mercenarys[0].click();
- }
- else if (guards.length) {
- clicked = true;
- guards[0].click();
- }
- else if (footmen.length) {
- clicked = true;
- footmen[0].click();
- }
- }
-
- // check resources & assets for best quality, in descending order
- for (ic in quality) {
- $it = $assets.filter(quality[ic]);
- if ($it.length) {
- $it[0].click();
- clicked = true;
- break;
- }
- }
-
- // if no asset was selected, check for persons for best speed, in descending order
- if (!clicked) {
- for (ic in quality) {
- $it = $persons.filter(quality[ic]);
- if ($it.length) {
- $it[0].click();
- clicked = true;
- break;
- }
- }
- }
-
- // if nothing was found at all, return immediately (skip other optional slots)
- if (!clicked) {
- $("button.close-button").trigger('click');
- console.log("Nothing more to click..");
- WaitForState("").done(function () {
- // Let main loop continue
- def.resolve();
- });
- }
-
- console.log("Clicked item");
- WaitForState("").done(function () {
- // Get the new set of select buttons created since the other ones are removed when the asset loads
- var buttonList = $('.taskdetails-assets:eq(1)').find("button");
- if (i < buttonList.length - 1) {
- SelectItemFor(buttonList, i + 1, def, prof);
- }
- else {
- // Let main loop continue
- def.resolve();
- }
- });
- });
- }
-
- /* ################# original
- function SelectItemFor(buttonListIn, i, def, prof) {
- buttonListIn[i].click();
- WaitForState("").done(function() {
- var specialItems = $("div.modal-item-list a.Special");
- var goldItems = $("div.modal-item-list a.Gold");
- var silverItems = $("div.modal-item-list a.Silver");
- var bronzeItems = $("div.modal-item-list a.Bronze");
- var clicked = false;
- // Try to avoid using up higher rank assets needlessly
- if (prof.taskName === "Leadership") {
- var mercenarys = $("div.modal-item-list a.Bronze:contains('Mercenary')");
- var guards = $("div.modal-item-list a.Bronze:contains('Guard')");
- var footmen = $("div.modal-item-list a.Bronze:contains('Footman')");
- if (mercenarys.length) { clicked = true; mercenarys[0].click(); }
- else if (guards.length) { clicked = true; guards[0].click(); }
- else if (footmen.length) { clicked = true; footmen[0].click(); }
- }
- // TODO: add remaining professions in the same way for bronze tier assets.
- if (!clicked) {
- // Click the highest slot
- if (specialItems.length) { specialItems[0].click(); }
- else if (goldItems.length) { goldItems[0].click(); }
- else if (silverItems.length) { silverItems[0].click(); }
- else if (bronzeItems.length) { bronzeItems[0].click(); }
- else { $("button.close-button").click(); }
- }
- console.log("Clicked item");
- WaitForState("").done(function() {
- // Get the new set of select buttons created since the other ones are removed when the asset loads
- var buttonList = $("h3:contains('Optional Assets:')").closest("div").find("button");
- if (i < buttonList.length - 1) {
- SelectItemFor(buttonList, i+1, def, prof);
- }
- else {
- // Let main loop continue
- def.resolve();
- }
- });
- });
- }
- */
-
- /**
- * Will buy a given purchasable resource
- *
- * @param {String} item The data-tt-item id of the Resource to purchase
- */
- function buyResource(item) {
- if (!settings['purchasePorridge'] && item == "Crafting_Resource_Porridge") {
- return false;
- }
- var _resourceID = {
- Crafting_Resource_Charcoal: 0,
- Crafting_Resource_Rocksalt: 1,
- Crafting_Resource_Spool_Thread: 2,
- Crafting_Resource_Porridge: 3,
- Crafting_Resource_Solvent: 4,
- Crafting_Resource_Brimstone: 5,
- Crafting_Resource_Coal: 6,
- Crafting_Resource_Moonseasalt: 7,
- Crafting_Resource_Quicksilver: 8,
- Crafting_Resource_Spool_Threadsilk: 9,
- };
- var _resourceCost = {
- Crafting_Resource_Charcoal: 30,
- Crafting_Resource_Rocksalt: 30,
- Crafting_Resource_Spool_Thread: 30,
- Crafting_Resource_Porridge: 30,
- Crafting_Resource_Solvent: 20,
- Crafting_Resource_Brimstone: 100,
- Crafting_Resource_Coal: 500,
- Crafting_Resource_Moonseasalt: 500,
- Crafting_Resource_Quicksilver: 500,
- Crafting_Resource_Spool_Threadsilk: 500,
- };
- var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
- var _charSilver = unsafeWindow.client.dataModel.model.ent.main.currencies.silver;
- var _charCopper = unsafeWindow.client.dataModel.model.ent.main.currencies.copper;
- var _charCopperTotal = _charCopper + (_charSilver*100) + (_charGold*10000);
- var _resourcePurchasable = Math.floor(_charCopperTotal/_resourceCost[item]);
- // Limit resource purchase to 50 quantity
- var _purchaseCount = (_resourcePurchasable >= 50) ? 50 : _resourcePurchasable;
-
- if (_purchaseCount < 1) {
- // Not enough gold for 1 resource
- console.log("Purchasing profession resources failed for:",item);
- return false;
- } else {
- // Make purchase
- console.log("Purchasing profession resources:", _purchaseCount + "x",item, ". Total copper available:",_charCopperTotal,". Spending ",(_purchaseCount*_resourceCost[item]),"copper.");
- unsafeWindow.client.sendCommand("GatewayVendor_PurchaseVendorItem", {vendor: 'Nw_Gateway_Professions_Merchant', store: 'Store_Crafting_Resources', idx: _resourceID[item], count: _purchaseCount});
- WaitForState("button.closeNotification").done(function () {
- $("button.closeNotification").trigger('click');
- });
- return null;
- }
- }
-
- /** DRAFT
- * Will buy a missing leadership assets
- *
- * @param {String} item reference from assetID
- */
- function buyTaskAsset(_itemNo) {
- var _returnHast = unsafeWindow.location.hash;
- unsafeWindow.location.hash = unsafeWindow.location.hash.replace(/\)\/.+/, ')/professions/vendor');
- WaitForState("").done(function () {
- if ($('span.alert-red button[data-url-silent="/professions/vendor/Store_Crafting_Assets/' + _itemNo + '"]').length) {
- return false;
- } else if ($('button[data-url-silent="/professions/vendor/Store_Crafting_Assets/' + _itemNo + '"]').length)
- {
- $('button[data-url-silent="/professions/vendor/Store_Crafting_Assets/' + _itemNo + '"]').trigger('click');
- WaitForState(".modal-confirm button").done(function () {
- $('.modal-confirm button').eq(1).trigger('click');
- unsafeWindow.location.hash = _returnHast;
- return null;
- });
- }
- });
- }
-
-
- // Function used to check exchange data model and post calculated AD/Zen for transfer if all requirements are met
- function postZexOffer() {
- // Make sure the exchange data is loaded to model
- if (unsafeWindow.client.dataModel.model.exchangeaccountdata) {
- // Check that there is atleast 1 free zex order slot
- if (unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders.length < 5) {
- // Place the order
- var exchangeDiamonds = parseInt(unsafeWindow.client.dataModel.model.exchangeaccountdata.readytoclaimescrow);
- var charDiamonds = parseInt(unsafeWindow.client.dataModel.model.ent.main.currencies.diamonds);
- var ZenRate = parseInt(settings["banktransrate"]);
- var ZenQty = Math.floor((charDiamonds + exchangeDiamonds - parseInt(settings["bankcharmin"])) / ZenRate);
- ZenQty = (ZenQty > 5000) ? 5000 : ZenQty;
- console.log("Posting Zex buy listing for " + ZenQty + " ZEN at the rate of " + ZenRate + " AD/ZEN. AD remainder: " + charDiamonds + " - " + (ZenRate * ZenQty) + " = " + (charDiamonds - (ZenRate * ZenQty)));
- unsafeWindow.client.createBuyOrder(ZenQty, ZenRate);
-
- } else {
- console.log("Zen Max Listings Reached (5). Skipping Zex Posting..");
- }
- } else {
- console.log("Zen Exchange data did not load in time for transfer. Skipping Zex Posting..");
- }
- }
-
- // Function used to check exchange data model and withdraw listed orders that use the settings zen transfer rate
- function withdrawZexOffer() {
- // Make sure the exchange data is loaded to model
- if (unsafeWindow.client.dataModel.model.exchangeaccountdata) {
- if (unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders.length >= 1) {
-
- var charDiamonds = parseInt(unsafeWindow.client.dataModel.model.ent.main.currencies.diamonds);
- var ZenRate = parseInt(settings["banktransrate"]);
-
- // cycle through the zex listings
- unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders.forEach(function (item) {
- // find any buy orders in the list with our set zen rate
- if (parseInt(item.price) == ZenRate && item.ordertype == "Buy") {
- // cancel/withdraw the order
- client.withdrawOrder(item.orderid);
- console.log("Withdrawing Zex listing for " + item.quantity + " ZEN at the rate of " + item.price + " . Total value in AD: " + item.totaltc);
- }
- });
-
- } else {
- console.log("No listings found on Zex. Skipping Zex Withrdaw..");
- }
- } else {
- console.log("Zen Exchange data did not load in time for transfer. Skipping Zex Withrdaw..");
- }
- }
-
- // MAC-NW
-
- function vendorItemsLimited(_items) {
- var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
- var _pbags = client.dataModel.model.ent.main.inventory.playerbags;
- var _pbags_crafting = client.dataModel.model.ent.main.inventory.tradebag; //tradebag
- var _delay = 400;
- var _sellCount = 0;
- var _classType = unsafeWindow.client.dataModel.model.ent.main.classtype;
- var _bagCount = unsafeWindow.client.dataModel.model.ent.main.inventory.playerbags.length;
- var _bagUsed = 0;
- var _bagUnused = 0;
- var _tmpBag1 = [];
- var _tmpBag2 = [];
- //var _tmpBag = [];
- var _profitems = [];
-
- // Pattern for items to leave out of auto vendoring (safeguard)
- var _excludeItems = /(Charcoal|Rocksalt|Spool_Thread|Porridge|Solvent|Brimstone|Coal|Moonseasalt|Quicksilver|Spool_Threadsilk|Clues_Bandit_Hq|Clothscraps_T4|Clothbolt_T4|Potion_Potency|Potion_Protection|Taffeta|Crafting_Asset|Craftsman|Aqua|Vitriol|Residuum|Shard|Crystal|District_Map|Local_Map|Bill_Of_Sale|Refugee|Asset_Tool|Tool|Gemfood|Gem_Upgrade_Resource|Crafting_Resource_Elemental|Elemental|Artifact|Hoard|Coffer|Fuse|Ward|Preservation|Armor_Enhancement|Weapon_Enhancement|T[5-9]_Enchantment|T[5-9]_Runestones|T10_Enchantment|T10_Runestones|4c_Personal|Item_Potion_Companion_Xp|Gateway_Rewardpack|Consumable_Id_Scroll|Dungeon_Delve_Key)/; // edited by RottenMind 08.03.2015
-
- if (settings["autovendor_profresults"]) {
- /** Profession leveling result item cleanup logic for T1-4 crafted results
- * Created by RM on 14.1.2015.
- * List contains crafted_items, based "Mustex/Bunta NW robot 1.05.0.1L crafting list, can be used making list for items what are "Auto_Vendored".
- * Items on list must be checked and tested.
- */
- /*#1, Tier3, end list, sell allways all, "TierX" is here "TX" !!*/
- /*_profitems[_profitems.length] = {
- pattern : /^Crafted_(Jewelcrafting_Waist_Offense_3|Jewelcrafting_Neck_Defense_3|Jewelcrafting_Waist_Defense_3|Hvy_Armorsmithing_Pants_3|Med_Armorsmithing_Chain_Shirt_3|Leatherworking_Shirt_3|Hvy_Armorsmithing_Shirt_3|Leatherworking_Pants_3|Med_Armorsmithing_Chain_Pants_3|Med_Armorsmithing_T3_Chain_Armor_Set_1|Med_Armorsmithing_T3_Chain_Pants2|Med_Armorsmithing_T3_Chain_Shirt2|Med_Armorsmithing_T3_Chain_Helm_Set_1|Med_Armorsmithing_T3_Chain_Pants|Med_Armorsmithing_T3_Chain_Boots_Set_1|Hvy_Armorsmithing_T3_Plate_Armor_Set_1|Hvy_Armorsmithing_T3_Plate_Pants2|Hvy_Armorsmithing_T3_Plate_Shirt2|Hvy_Armorsmithing_T3_Plate_Helm_Set_1|Hvy_Armorsmithing_T3_Plate_Boots_Set_1|Leatherworking_T3_Leather_Armor_Set_1|Leatherworking_T3_Leather_Pants2|Leatherworking_T3_Leather_Shirt2|Leatherworking_T3_Leather_Helm_Set_1|Leatherworking_T3_Leather_Boots_Set_1|Tailoring_T3_Cloth_Armor_Set_3|Tailoring_T3_Cloth_Armor_Set_2|Tailoring_T3_Cloth_Armor_Set_1|Tailoring_T3_Cloth_Pants2_Set2|Tailoring_T3_Cloth_Shirt2|Tailoring_T3_Cloth_Helm_Set_1|Artificing_T3_Pactblade_Temptation_5|Artificing_T3_Icon_Virtuous_5|Weaponsmithing_T3_Dagger_4)$/,
- limit : 0,
- count : 0
- };*/ // moved to selljunk filter, RottenMind
- /*#2, Tier2 - tier3 mixed, upgrade, sell if inventory full, "TierX" is here "TX" */
- _profitems[_profitems.length] = {
- pattern : /^Crafted_(Jewelcrafting_Neck_Misc_2|Jewelcrafting_Waist_Misc_2|Med_Armorsmithing_T3_Chain_Pants|Hvy_Armorsmithing_Pants_3|Med_Armorsmithing_Chain_Shirt_3|Leatherworking_Shirt_3|Hvy_Armorsmithing_Shirt_3|Leatherworking_Pants_3|Med_Armorsmithing_Chain_Pants_3||Med_Armorsmithing_T3_Chain_Shirt|Hvy_Armorsmithing_T3_Plate_Pants|Hvy_Armorsmithing_T3_Plate_Shirt|Leatherworking_T3_Leather_Pants|Leatherworking_T3_Leather_Shirt|Tailoring_Shirt_3|Tailoring_T3_Cloth_Shirt|Tailoring_T3_Cloth_Shirt_Set2|Tailoring_T3_Cloth_Pants|Tailoring_Shirt_3_Set2|Tailoring_Pants_3_Set2|Tailoring_Pants_3|Artificing_T3_Pactblade_Temptation_4|Artificing_T3_Icon_Virtuous_4|Weaponsmithing_T2_Dagger_3|Weaponsmithing_T2_Dagger_3|Weaponsmithing_T3_Greataxe_4|Weaponsmithing_T3_Battleaxe_4|Weaponsmithing_T3_Greataxe_Set_2|Weaponsmithing_T3_Battleaxe_Set_2)$/,
- limit: 0,
- count: 0
- };
- /*#3, Tier2, upgrade, sell if inventory full, "TierX" is here "TX" */
- _profitems[_profitems.length] = {
- pattern: /^Crafted_(Jewelcrafting_Neck_Offense_2|Jewelcrafting_Waist_Offense_2|Tailoring_T2_Cloth_Shirt|T2_Cloth_Armor_Set_2|Med_Armorsmithing_T2_Chain_Armor_Set_1|Med_Armorsmithing_T2_Chain_Pants_2|Med_Armorsmithing_T2_Chain_Boots_Set_1|Med_Armorsmithing_T2_Chain_Shirt_2|Med_Armorsmithing_T2_Chain_Pants_1|Med_Armorsmithing_T2_Chain_Shirt|Hvy_Armorsmithing_T2_Plate_Armor_Set_1|Hvy_Armorsmithing_T2_Plate_Pants_2|Crafted_Tailoring_Pants_2|Tailoring_T2_Cloth_Armor_Set_1|Crafted_Tailoring_Shirt_2 |Hvy_Armorsmithing_T2_Plate_Boots_Set_1|Hvy_Armorsmithing_T2_Plate_Shirt_2|Med_Armorsmithing_Chain_Pants_2|Hvy_Armorsmithing_T2_Plate_Pants_1|Hvy_Armorsmithing_T2_Shield_Set_1|Hvy_Armorsmithing_T2_Plate_Shirt|Leatherworking_T2_Leather_Shirt|Leatherworking_T2_Leather_Boots_Set_1|Leatherworking_T2_Leather_Shirt_2|Leatherworking_T2_Leather_Pants_1|Leatherworking_T2_Leather_Armor_Set_1|Leatherworking_T2_Leather_Pants_2|Leatherworking_Shirt_3_Set2|Tailoring_T2_Cloth_Armor_Set_1|Tailoring_Pants_2|Tailoring_T2_Cloth_Pants|Tailoring_T2_Cloth_Pants_2|Tailoring_T2_Cloth_Boots_Set_1|Tailoring_T2_Cloth_Shirt_2|Tailoring_T2_Cloth_Pants_1|Artificing_T2_Pactblade_Temptation_3|Artificing_T1_Icon_Virtuous_2|Weaponsmithing_T2_Dagger_2|Weaponsmithing_T2_Greataxe_3|Weaponsmithing_T2_Battleaxe_3)$/,
- limit: 0,
- count: 0
- };
- /*#4, Tier1, upgrade, sell if inventory full, "TierX" is here "TX" */
- _profitems[_profitems.length] = {
- pattern: /^Crafted_(Jewelcrafting_Neck_Misc_1|Jewelcrafting_Waist_Misc_1|Tailoring_Cloth_Shirt_1_Set2|Med_Armorsmithing_T1_Chain_Armor_Set_1|Med_Armorsmithing_T1_Chain_Boots_Set_1|Hvy_Armorsmithing_Plate_Armor_1|Hvy_Armorsmithing_T1_Plate_Armor_Set_1|Hvy_Armorsmithing_T1_Plate_Boots_Set_1|Leatherworking_T1_Leather_Boots_Set_1|Leatherworking_T1_Leather_Boots_Set_1|Leatherworking_T1_Leather_Armor_Set_1|Tailoring_T1_Cloth_Armor_1|Tailoring_Cloth_Armor_1|Tailoring_T1_Cloth_Pants_1|Tailoring_T1_Cloth_Boots_Set_1|Artificing_T1_Pactblade_Convergence_2|Artificing_T1_Icon_Virtuous_2|Weaponsmithing_T1_Dagger_1|Weaponsmithing_T2_Greataxe_2|Weaponsmithing_T2_Battleaxe_2)$/,
- limit: 0,
- count: 0
- };
- /*#5, Tier0, upgrade, sell if inventory full, taskilist "Tier1" is here "empty" or "_" must replace (_T1_|_)*/
- _profitems[_profitems.length] = {
- pattern: /^Crafted_(Jewelcrafting_Waist_Offense_1|Jewelcrafting_Neck_Offense_1|Tailoring_Cloth_Pants_1|Med_Armorsmithing_Chain_Boots_1|Med_Armorsmithing_Chain_Shirt_1|Med_Armorsmithing_Chain_Armor_1|Med_Armorsmithing_Chain_Pants_1|Hvy_Armorsmithing_Plate_Boots_1|Hvy_Armorsmithing_Plate_Shirt_1|Hvy_Armorsmithing_Shield_1|Leatherworking_Tier0_Intro_1|Leatherworking_Leather_Boots_1|Leatherworking_Leather_Shirt_1|Tailoring_T1_Cloth_Shirt_Set2|Leatherworking_Leather_Armor_1|Leatherworking_Leather_Pants_1|Tailoring_Cloth_Boots_1|Tailoring_Cloth_Shirt_1|Artificing_T1_Pactblade_Convergence_1|Artificing_Icon_Virtuous_1|Artificing_Symbol_Virtuous_1|Weaponsmithing_Dagger_1|Weaponsmithing_T1_Greatsword_1|Weaponsmithing_T1_Longbow_1|Weaponsmithing_T1_Greataxe_1|Weaponsmithing_T1_Battleaxe_1)$/,
- limit: 0,
- count: 0
- };
- }
- $.each(_pbags, function (bi, bag) {
- bag.slots.forEach(function (slot) {
- // Match unused slots
- if (slot === null || !slot || slot === undefined) {
- _bagUnused++;
- }
- // Match items to exclude from auto vendoring, dont add to _tmpBag: Exclude pattern list - bound - Epic Quality - Blue Quality
- else if (_excludeItems.test(slot.name) || slot.bound || slot.rarity == "Special" || slot.rarity == "Gold") {
- _bagUsed++;
- }
- // Match everything else
- else {
- if (settings["autovendor_profresults"]) {
- for (i = 0; i < _profitems.length; i++) {
- if (_profitems[i].pattern.test(slot.name))
- _profitems[i].count++;
- }
- }
- _tmpBag1[_tmpBag1.length] = slot;
- _bagUsed++;
- }
- });
- });
- if (settings["autovendor_profresults"] && _charGold < 2) { // this "gold" threshold must be global var and adjustable by users
- // $.each(_pbags_crafting, function (bi, bag) {
- _pbags_crafting.forEach(function (slot) {
- // Match unused slots
- if (slot === null || !slot || slot === undefined) {
- // _bagUnused++;
- }
- // Match items to exclude from auto vendoring, dont add to _tmpBag: Exclude pattern list - bound - Epic Quality - Blue Quality - Green Quality(might cause problems)
- else if (_excludeItems.test(slot.name) || slot.bound || slot.rarity == "Special" || slot.rarity == "Gold" || slot.rarity == "Silver") {
- // _bagUsed++;
- }
- // Match everything else
- else {
- if (settings["autovendor_profresults"]) {
- for (i = 0; i < _profitems.length; i++) {
- if (_profitems[i].pattern.test(slot.name))
- _profitems[i].count++;
- }
- }
- _tmpBag2[_tmpBag2.length] = slot;
- // _bagUsed++;
- console.log(slot.name); // tradebag debug msg
- }
- });
- // });
- }
- var _tmpBag = _tmpBag1.concat(_tmpBag2);
-
- if (settings["autovendor_profresults"]) {
- _tmpBag.forEach(function (slot) {
- for (i = 0; i < _profitems.length; i++) { // edited by RottenMind
- if (slot && _profitems[i].pattern.test(slot.name) && Inventory_bagspace() <= 9) { // !slot.bound && _profitems[i].count > 3 &&, edited by RottenMind
- var vendor = {
- vendor: "Nw_Gateway_Professions_Merchant"
- };
- vendor.id = slot.uid;
- vendor.count = 1;
- console.log('Selling', vendor.count, slot.name, 'to vendor.');
- window.setTimeout(function () {
- client.sendCommand('GatewayVendor_SellItemToVendor', vendor);
- }, _delay);
- _profitems[i].count--;
- break;
- }
- }
- });
- }
-
- _tmpBag.forEach(function (slot) {
- for (i = 0; i < _items.length; i++) {
- var _Limit = (parseInt(_items[i].limit) > 99) ? 99 : _items[i].limit;
- if (slot && _items[i].pattern.test(slot.name) && !slot.bound) {
- // Node Kits vendor logic for restricted bag space
- if (settings["autovendor_kits_altars_limit"] && /^Item_Consumable_Skill/.test(slot.name)) {
- if (_bagCount < 2 || _bagUnused < 6 ||
- (slot.name == "Item_Consumable_Skill_Dungeoneering" && (_classType == "Player_Guardian" || _classType == "Player_Greatweapon")) ||
- (slot.name == "Item_Consumable_Skill_Arcana" && (_classType == "Player_Controller" || _classType == "Player_Scourge")) ||
- (slot.name == "Item_Consumable_Skill_Religion" && _classType == "Player_Devoted") ||
- (slot.name == "Item_Consumable_Skill_Thievery" && _classType == "Player_Trickster") ||
- (slot.name == "Item_Consumable_Skill_Nature" && _classType == "Player_Archer")
- ) {
- _Limit = 0;
- }
- }
- // Sell Items
- if (slot.count > _Limit) {
- _sellCount++;
- var vendor = {
- vendor: "Nw_Gateway_Professions_Merchant"
- };
- vendor.id = slot.uid;
- vendor.count = slot.count - _Limit;
- console.log('Selling', vendor.count, slot.name, 'to vendor.');
- window.setTimeout(function () {
- client.sendCommand('GatewayVendor_SellItemToVendor', vendor);
- }, _delay);
- _delay = _delay + 400;
- break;
- }
- }
- }
- });
-
- return _sellCount;
- }
-
- function switchChar() {
-
- failedProf = [];
-
- setTaskSlots();
-
- //if (settings["refinead"]) {
- var _currencies = unsafeWindow.client.dataModel.model.ent.main.currencies;
- if (_currencies.diamondsconvertleft && _currencies.roughdiamonds) {
- var refined_diamonds;
- if (_currencies.diamondsconvertleft < _currencies.roughdiamonds) {
- refined_diamonds = _currencies.diamondsconvertleft
- } else {
- refined_diamonds = _currencies.roughdiamonds
- }
- chardiamonds[charcurrent] += refined_diamonds
- console.log("Refining AD for", settings["nw_charname" + charcurrent] + ":", refined_diamonds);
- console.log(settings["nw_charname" + charcurrent] + "'s", "Astral Diamonds:", chardiamonds[charcurrent]);
- unsafeWindow.client.sendCommand('Gateway_ConvertNumeric', 'Astral_Diamonds');
- WaitForState("button.closeNotification").done(function () {
- $("button.closeNotification").click();
- });
- }
- //}
- if (settings["easy_start"]) {
- get_banker();
- }
- // MAC-NW -- AD Consolidation
- if (settings["autoexchange"]) {
-
- // Check that we dont take money from the character assigned as the banker // Zen Transfer / Listing
- if (settings["bankchar"] != unsafeWindow.client.dataModel.model.ent.main.name) {
- // Check the required min AD amount on character
- if (settings["banktransmin"] && settings["bankcharmin"] && parseInt(unsafeWindow.client.dataModel.model.ent.main.currencies.diamonds) >= (parseInt(settings["banktransmin"]) + parseInt(settings["bankcharmin"]))) {
- // Check that the rate is not less than the min & max
- if (settings["banktransrate"] && parseInt(settings["banktransrate"]) >= 50 && parseInt(settings["banktransrate"]) <= 500) {
- window.setTimeout(postZexOffer, delay.SHORT);
- }
- // Crash ZEX Domino
- if (unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders.length >= 4) {
- window.setTimeout(withdrawZexOffer, delay.MEDIUM);
- }
- else {
- console.log("Zen transfer rate does not meet the minimum (50) or maximum (500). Skipping Zex Posting..");
- }
- } else {
- console.log("Character does not have minimum AD balance to do funds transfer. Skipping Zex Posting..");
- }
- }
-
- } else {
- console.log("Zen Exchange AD transfer not enabled. Skipping Zex Posting..");
- }
-
- if (settings["openrewards"]) {
- var _pbags = unsafeWindow.client.dataModel.model.ent.main.inventory.playerbags;
- var _cRewardPat = /Reward_Item_Chest|Gateway_Rewardpack/;
- console.log("Opening Rewards");
- $.each(_pbags, function (bi, bag) {
- bag.slots.forEach(function (slot) {
- if (slot && _cRewardPat.test(slot.name)) {
- if (slot.count >= 99)
- slot.count = 99;
- for (i = 1; i <= slot.count; i++) {
- window.setTimeout(function () {
- client.sendCommand('GatewayInventory_OpenRewardPack', slot.uid);
- }, 500);
- }
- }
- });
- });
- }
-
- // Check Vendor Options & Vendor matched items
- vendorJunk();
-
- // MAC-NW (endchanges)
-
- console.log("Switching Characters");
-
- var chardate = null, nowdate = new Date(); // chardelay moved global
- nowdate = nowdate.getTime();
- for (var cc = 0; cc < settings["charcount"]; cc++) {
- if (chartimers[cc] != null) {
- console.log("Date found for " + settings["nw_charname" + cc]);
- if (!chardate || chartimers[cc] < chardate) {
- chardate = chartimers[cc];
- charcurrent = cc;
- chardelay = chardate.getTime() - nowdate - unsafeWindow.client.getServerOffsetSeconds() * 1000;
- if (chardelay < delay.SHORT) {
- chardelay = delay.SHORT;
- }
- }
- } else {
- charcurrent = cc;
- chardelay = delay.SHORT;
- chardate = null;
- console.log("No date found for " + settings["nw_charname" + cc] + ", switching now.");
- break;
- }
- }
-
- // Count AD
- var curdiamonds = 0;
- for (var cc = 0; cc < settings["charcount"]; cc++) {
- if (chardiamonds[cc] != null) {
- curdiamonds += Math.floor(chardiamonds[cc] / 50) * 50;
- }
- }
-
- console.log("Next run for " + settings["nw_charname" + charcurrent] + " in " + parseInt(chardelay / 1000) + " seconds.");
- $("#prinfopane").empty().append("<h3 class='promo-image copy-top prh3'>Professions Robot<br />Next task for " + settings["nw_charname" + charcurrent] + "<br /><span data-timer='" + chardate + "' data-timer-length='2'></span><br />Diamonds: " + curdiamonds.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ",") + " #SCA[" + GM_getValue("dailyswordcoast", 0) + "]times." + "</h3>");
- GM_setValue("charcurrent", charcurrent);
- dfdNextRun.resolve(chardelay);
- }
-
- /**
- * Waits for the loading symbol to be hidden.
- *
- * @return {Deferred} A jQuery defferred object that will be resolved when loading is complete
- */
- function WaitForLoad() {
- return WaitForState("");
- }
- /**
- * Creates a deferred object that will be resolved when the state is reached
- *
- * @param {string} query The query for the state to wait for
- * @return {Deferred} A jQuery defferred object that will be resolved when the state is reached
- */
- function WaitForState(query) {
- var dfd = $.Deferred();
- window.setTimeout(function () {
- AttemptResolve(query, dfd);
- }, delay.SHORT); // Doesn't work without a short delay
- return dfd;
- }
- function WaitForNotState(query) {
- var dfd = $.Deferred();
- window.setTimeout(function () {
- AttemptNotResolve(query, dfd);
- }, delay.SHORT); // Doesn't work without a short delay
- return dfd;
- }
- /**
- * Will continually test for the given query state and resolve the given deferred object when the state is reached
- * and the loading symbol is not visible
- *
- * @param {string} query The query for the state to wait for
- * @param {Deferred} dfd The jQuery defferred object that will be resolved when the state is reached
- */
- function AttemptResolve(query, dfd) {
- if ((query === "" || $(query).length) && $("div.loading-image:visible").length === 0) {
- dfd.resolve();
- }
- else {
- window.setTimeout(function () {
- AttemptResolve(query, dfd);
- }, delay.SHORT); // Try again in a little bit
- }
- }
- /* Opposite of AttemptResolve, will try to resolve query until it doesn't resolve. */
- function AttemptNotResolve(query, dfd) {
- if (!$(query).length && $("div.loading-image:visible").length === 0) {
- dfd.resolve();
- }
- else {
- window.setTimeout(function () {
- AttemptNotResolve(query, dfd);
- }, delay.SHORT); // Try again in a little bit
- }
- }
- /**
- * The main process loop:
- * - Determine which page we are on and call the page specific logic
- * - When processing is complete, process again later
- * - Use a short timer when something changed last time through
- * - Use a longer timer when waiting for tasks to complete
- */
- function process() {
- // Make sure the settings button exists
- addSettings();
-
- // Enable/Disable the unconditional page reload depending on settings
- loading_reset = settings["autoreload"];
-
- // Check if timer is paused
- s_paused = settings["paused"]; // let the Page Reloading function know the pause state
- if (settings["paused"]) {
- // Just continue later - the deferred object is still set and nothing will resolve it until we get past this point
- var timerHandle = window.setTimeout(function () {
- process();
- }, delay.DEFAULT);
- return;
- }
-
- // Check for Gateway down
- if (window.location.href.indexOf("gatewaysitedown") > -1) {
- // Do a long delay and then retry the site
- console.log("Gateway down detected - relogging in " + (delay.MINS / 1000) + " seconds");
- window.setTimeout(function () {
- unsafeWindow.location.href = current_Gateway; // edited by RottenMind
- }, delay.MINS);
- return;
- }
-
- // Check for login or account guard and process accordingly
- var currentPage = GetCurrentPage();
- if (currentPage == PAGES.LOGIN) {
- page_LOGIN();
- return;
- }
- else if (currentPage == PAGES.GUARD) {
- page_GUARD();
- return;
- }
-
- window.setTimeout(function () {
- loginProcess();
- }, delay.SHORT);
-
- // Continue again later
- dfdNextRun.done(function (delayTimer) {
- dfdNextRun = $.Deferred();
- timerHandle = window.setTimeout(function () {
- process();
- }, typeof delayTimer !== 'undefined' ? delayTimer : delay.DEFAULT);
- });
- }
-
- function loginProcess() {
- // Get logged on account details
- var accountName;
- try {
- accountName = unsafeWindow.client.dataModel.model.loginInfo.publicaccountname;
- }
- catch (e) {
- // TODO: Use callback function
- window.setTimeout(function () {
- loginProcess();
- }, delay.SHORT);
- return;
- }
-
- // Check if timer is paused again to avoid starting new task between timers
- s_paused = settings["paused"]; // let the Page Reloading function know the pause state
- if (settings["paused"]) {
- // Just continue later - the deferred object is still set and nothing will resolve it until we get past this point
- var timerHandle = window.setTimeout(function () {
- process();
- }, delay.DEFAULT);
- return;
- }
-
- if (accountName) {
- // load current character position and values
- charcurrent = GM_getValue("charcurrent", 0);
- for (var i = 0; i < (charSettings.length / settings["charcount"]); i++) {
- j = i + (charcurrent * charSettings.length / settings["charcount"]);
- settings[charSettings[j].name.replace(new RegExp(charcurrent + "$"), '')] = settings[charSettings[j].name];
- }
-
- var charName = settings["nw_charname"];
- var fullCharName = charName + '@' + accountName;
-
- if (charName.match(/Character/)) {
- if (!settings["paused"])
- PauseSettings("pause");
- console.log("Loading character list", charName);
- charNameList = [];
- client.dataModel.model.loginInfo.choices.forEach(function (char) {
- if (char.name == "Author") return;
- charNameList.push(char.name);
- });
- console.log("Found names: " + charNameList);
-
- GM_setValue("charcount", charNameList.length);
- charNameList.forEach(function (name, i) {
- GM_setValue("nw_charname" + i, name);
- })
- if (settings["paused"]) {
- window.setTimeout(function () {
- PauseSettings("unpause");
- }, 3000);
- }
- window.setTimeout(function () {
- unsafeWindow.location.href = current_Gateway;
- }, delay.MEDIUM);
- console.log("ReStarting");
- }
-
- if (unsafeWindow.client.getCurrentCharAtName() != fullCharName) {
- loadCharacter(fullCharName);
- return;
- }
-
- // Try to start tasks
- if (processCharacter()) {
- return;
- }
-
- // Switch characters as necessary
- switchChar();
- }
- dailySCA();
- }
-
- function loadCharacter(charname) {
- // Load character and restart next load loop
- console.log("Loading gateway script for", charname);
- startedTask["currTaskChar"] = charname;
- unsafeWindow.client.dataModel.loadEntityByName(charname);
-
- // MAC-NW -- AD Consolidation -- Banker Withdraw Secion
- try {
- var testChar = unsafeWindow.client.dataModel.model.ent.main.name;
- unsafeWindow.client.dataModel.fetchVendor('Nw_Gateway_Professions_Merchant');
- console.log("Loaded datamodel for", charname);
- }
- catch (e) {
- // TODO: Use callback function
- window.setTimeout(function () {
- loadCharacter(charname);
- }, delay.SHORT);
- return;
- }
-
- setTaskSlots();
-
- if (settings["autoexchange"]) {
-
- unsafeWindow.client.dataModel.fetchExchangeAccountData();
-
- try {
- var testExData = unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders;
- console.log("Loaded zen exchange data for", charname);
- }
- catch (e) {
- // TODO: Use callback function
- window.setTimeout(function () {
- loadCharacter(charname);
- }, delay.SHORT);
- return;
- }
-
- // Check to see if this is the designated banker character
- if (settings["bankchar"] == unsafeWindow.client.dataModel.model.ent.main.name) {
- // This is the banker -- withdraw any buy listings that match the transfer rate set in panel
- window.setTimeout(withdrawZexOffer, delay.MEDIUM);
- // withdraw the balance from exchange
- window.setTimeout(function () {
- if (parseInt(client.dataModel.model.exchangeaccountdata.readytoclaimescrow) > 0) {
- client.sendCommand("GatewayExchange_ClaimTC", client.dataModel.model.exchangeaccountdata.readytoclaimescrow);
- console.log("Attempting to withdraw exchange balancees... ClaimTC: " + client.dataModel.model.exchangeaccountdata.readytoclaimescrow);
- }
- if (parseInt(client.dataModel.model.exchangeaccountdata.readytoclaimmtc) > 0) {
- client.sendCommand("GatewayExchange_ClaimMTC", client.dataModel.model.exchangeaccountdata.readytoclaimmtc);
- console.log("Attempting to withdraw exchange balancees... ClaimMT: " + client.dataModel.model.exchangeaccountdata.readytoclaimmtc);
- }
-
- }, delay.SHORT);
- }
-
- WaitForState("button.closeNotification").done(function () {
- $("button.closeNotification").click();
- });
-
- unsafeWindow.client.dataModel.loadEntityByName(charname);
-
- } else {
- console.log("Zen Exchange AD transfer not enabled. Skipping Zex Posting..");
- }
- // MAC-NW
-
- // MAC-NW -- Moved Professoin Merchant loading here with testing/waiting to make sure it loads
- try {
- var testProfMerchant = client.dataModel.model.vendor.items;
- console.log("Loaded profession merchant for", charname);
- }
- catch (e) {
- // TODO: Use callback function
- window.setTimeout(function () {
- loadCharacter(charname);
- }, delay.SHORT);
- return;
- }
-
- // Check Vendor Options & Vendor matched items
- vendorJunk();
-
- dfdNextRun.resolve();
- }
-
- function addSettings() {
- if ($("#settingsButton").length)
- return;
- // Add the required CSS
- AddCss("\
- #settingsButton{border-bottom: 1px solid rgb(102, 102, 102); border-right: 1px solid rgb(102, 102, 102); background: none repeat scroll 0% 0% rgb(238, 238, 238); display: block; position: fixed; overflow: auto; right: 0px; top: 0px; padding: 3px; z-index: 1000;}\
- #pauseButton{border-bottom: 1px solid rgb(102, 102, 102); border-right: 1px solid rgb(102, 102, 102); background: none repeat scroll 0% 0% rgb(238, 238, 238); display: block; position: fixed; overflow: auto; right: 23px; top: 0px; padding: 3px; z-index: 1000;}\
- /* MAC-NW -- Put Panel at a higher layer than status window */ #settingsPanel{border-bottom: 1px solid rgb(102, 102, 102); border-right: 1px solid rgb(102, 102, 102); background: none repeat scroll 0% 0% rgb(238, 238, 238); color: rgb(0, 0, 0); position: fixed; overflow: auto; right: 0px; top: 0px; width: 750px;max-height:800px;font: 12px sans-serif; text-align: left; display: block; z-index: 1001;}\
- #settings_title{font-weight: bolder; background: none repeat scroll 0% 0% rgb(204, 204, 204); border-bottom: 1px solid rgb(102, 102, 102); padding: 3px;}\
- #settingsPanelButtonContainer {background: none repeat scroll 0% 0% rgb(204, 204, 204); border-top: 1px solid rgb(102, 102, 102);padding: 3px;text-align:center} \
- #settingsPanel label.purple {font-weight:bold;color:#7C37F6}\
- #settingsPanel label.blue {font-weight:bold;color:#007EFF}\
- #settingsPanel label.green {font-weight:bold;color:#8AFF00}\
- #settingsPanel label.white {font-weight:bold;color:#FFFFFF}\
- #charPanel {width:98%;max-height:400px;overflow:auto;display:block;padding:3px;}\
- #charPanel div div ul li { display: inline-block; width: 48%; }\
- .inventory-container {float: left; clear: none; width: 270px; margin-right: 20px;}\
- #prinfopane {position: fixed; top: 5px; left: 200px; display: block; z-index: 1000;}\
- .prh3 {padding: 5px; height: auto!important; width: auto!important; background-color: rgba(0, 0, 0, 0.7);}\
- .custom-radio{width:16px;height:16px;display:inline-block;position:relative;z-index:1;top:3px;background-color:#fff;margin:0 4px 0 2px;}\
- .custom-radio:hover{background-color:black;} .custom-radio.selected{background-color:red;} .custom-radio-selected-text{color:darkred;font-weight:500;}\
- .custom-radio input[type='radio']{margin:1px;position:absolute;z-index:2;cursor:pointer;outline:none;opacity:0;_nofocusline:expression(this.hideFocus=true);-ms-filter:progid:DXImageTransform.Microsoft.Alpha(Opacity=0);filter:alpha(opacity=0);-khtml-opacity:0;-moz-opacity:0}\
- #settingsPanel input[type='button'].button-green,#settingsPanel input[type='button'].button-red,#settingsPanel input[type='button'].button-yellow,#settingsPanel input[type='button'].button-blue{color:#eff;border-radius:4px;text-shadow:0 1px 1px rgba(0,0,0,0.2);font-size:110%;font-weight:bold;}\
- .pure-button{display:inline-block;*display:inline;zoom:1;line-height:normal;white-space:nowrap;vertical-align:baseline;text-align:center;cursor:pointer;-webkit-user-drag:none;-webkit-user-select:none;-moz-user-select:none;-ms-user-select:none;user-select:none}.pure-button::-moz-focus-inner{padding:0;border:0}.pure-button{font-family:inherit;font-size:100%;*font-size:90%;*overflow:visible;padding:.5em 1em;color:#444;color:rgba(0,0,0,.8);*color:#444;border:1px solid #999;border:0 rgba(0,0,0,0);background-color:#E6E6E6;text-decoration:none;border-radius:2px}.pure-button-hover,.pure-button:hover,.pure-button:focus{filter:progid:DXImageTransform.Microsoft.gradient(startColorstr='#00000000', endColorstr='#1a000000', GradientType=0);background-image:-webkit-gradient(linear,0 0,0 100%,from(transparent),color-stop(40%,rgba(0,0,0,.05)),to(rgba(0,0,0,.1)));background-image:-webkit-linear-gradient(transparent,rgba(0,0,0,.05) 40%,rgba(0,0,0,.1));background-image:-moz-linear-gradient(top,rgba(0,0,0,.05) 0,rgba(0,0,0,.1));background-image:-o-linear-gradient(transparent,rgba(0,0,0,.05) 40%,rgba(0,0,0,.1));background-image:linear-gradient(transparent,rgba(0,0,0,.05) 40%,rgba(0,0,0,.1))}.pure-button:focus{outline:0}.pure-button-active,.pure-button:active{box-shadow:0 0 0 1px rgba(0,0,0,.15) inset,0 0 6px rgba(0,0,0,.2) inset}.pure-button[disabled],.pure-button-disabled,.pure-button-disabled:hover,.pure-button-disabled:focus,.pure-button-disabled:active{border:0;background-image:none;filter:progid:DXImageTransform.Microsoft.gradient(enabled=false);filter:alpha(opacity=40);-khtml-opacity:.4;-moz-opacity:.4;opacity:.4;cursor:not-allowed;box-shadow:none}.pure-button-hidden{display:none}.pure-button::-moz-focus-inner{padding:0;border:0}.pure-button-primary,.pure-button-selected,a.pure-button-primary,a.pure-button-selected{background-color:#0078e7;color:#fff}\
- #settingsPanel input[type='button'].button-green{background:#1cb841; margin: 2px 20px 2px 2px;}\
- #settingsPanel input[type='button'].button-red{background:#ca3c3c; margin: 2px 2px 2px 2px;}\
- #settingsPanel input[type='button'].button-yellow{background:#df7514; margin: 2px 2px 2px 2px;}\
- #settingsPanel input[type='button'].button-blue{background:#42b8dd; margin: 2px 2px 2px 2px;}\
- ");
-
- // Add settings panel to page body
- $("body").append(
- '<div id="settingsPanel">\
- <div id="settings_title">\
- <img src=' + image_prefs + ' style="float: left; vertical-align: text-bottom;"\>\
- <img id="settings_close" src=' + image_close + ' title="Click to hide preferences" style="float: right; vertical-align: text-bottom; cursor: pointer; display: block;"\>\
- <span style="margin:3px">Settings</span>\
- </div>\
- <form style="margin: 0px; padding: 0px">\
- <ul style="list-style: none outside none; max-height: 500px; overflow: auto; margin: 3px; padding: 0px;">\
- </ul>\
- </form>\
- </div>'
- );
-
- // Add each setting input
- var settingsList = $("#settingsPanel form ul");
- for (var i = 0; i < settingnames.length; i++) {
- var id = 'settings_' + settingnames[i].name;
- var indent = (countLeadingSpaces(settingnames[i].title) >= 1) ? 1 : 0;
- /*if ((settingnames[i].type == 'text' && settingnames[i-1].type == 'checkbox') || (settingnames[i-1] && settingnames[i].type == 'checkbox' && settingnames[i-1].type == 'text'))
- settingsList.append('<li style="margin-left:0em; width: 48%; display: inline-block;"/> </li>')*/
- var border = "";
- if (settingnames[i].border)
- border = "border-top: #000 solid 1px;"
- switch (settingnames[i].type) {
- case "checkbox":
- var _checkWidth = "48%";
- if (i < 9)
- _checkWidth = "31%";
- if (settingnames[i].border)
- _checkWidth = "98%";
- settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'padding-left:' + indent + 'em; width: ' + _checkWidth + '; display: inline-block;"><input style="margin:4px" name="' + id + '" id="' + id + '" type="checkbox" /><label class="' + settingnames[i].class + '" for="' + id + '">' + settingnames[i].title + '</label></li>')
- $('#' + id).prop('checked', settings[settingnames[i].name]);
- break;
- case "text":
- if (settingnames[i].border)
- _inputkWidth = "95%; padding: 10px";
- else
- _inputkWidth = "46%";
- settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'padding-left:' + indent + 'em; margin-top:1em; width: ' + _inputkWidth + '; display: inline-block;"<label class="' + settingnames[i].class + '" for="' + id + '">' + settingnames[i].title + '</label><input style="margin:4px; padding: 2px; min-width: 80%;" name="' + id + '" id="' + id + '" type="text" /></li>')
- $('#' + id).val(settings[settingnames[i].name]);
- break;
- case "password":
- settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'padding-left:' + indent + 'em; margin-top:1em; width: 46%; display: inline-block;"' + settingnames[i].class + '" for="' + id + '">' + settingnames[i].title + '</label><input style="margin:4px; padding: 2px; min-width: 80%;" name="' + id + '" id="' + id + '" type="password" /></li>')
- $('#' + id).val(settings[settingnames[i].name]);
- break;
- case "select":
- settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'padding-left:' + indent + 'em; width: 48%; display: inline-block;"' + settingnames[i].class + '" style="padding-left:4px" for="' + id + '">' + settingnames[i].title + '</label><select style="margin:4px" name="' + id + '" id="' + id + '" /></li>')
- var options = settingnames[i].opts;
- var select = $('#' + id);
- for (var j = 0; j < options.length; j++) {
- if (settings[settingnames[i].name] == options[j].path)
- select.append('<option value="' + options[j].path + '" selected="selected">' + options[j].name + '</option>');
- else
- select.append('<option value="' + options[j].path + '">' + options[j].name + '</option>');
- }
- break;
- case "label":
- settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'margin-left:' + indent + 'em;><label class="' + settingnames[i].class + '">' + settingnames[i].title + '</label></li>')
- break;
- }
- }
-
- // Add character settings for each char
- var addText = '\
- <script type="text/javascript">\
- <!--\
- function click_position(obj)\
- {\
- change_position(obj.value)\
- }\
- \
- function customRadio(radioName) {\
- var radioButton = $( \'input[name="\'+ radioName +\'"]\');\
- $(radioButton).each(function(){\
- $(this).wrap( "<span class=\'custom-radio\'></span>" );\
- if($(this).is(\':checked\')){\
- $(this).parent().addClass("selected");\
- $(this).parent().parent().addClass("custom-radio-selected-text");\
- }\
- });\
- $(radioButton).click(function(){\
- if($(this).is(\':checked\')){\
- $(this).parent().addClass("selected");\
- $(this).parent().parent().addClass("custom-radio-selected-text");\
- }\
- $(radioButton).not(this).each(function(){\
- $(this).parent().removeClass("selected");\
- $(this).parent().parent().removeClass("custom-radio-selected-text");\
- });\
- });\
- }\
- function change_position(val)\
- {\
- for (var i = 0; i < ' + settings["charcount"] + '; i++)\
- {\
- document.getElementById("charContainer"+i).style.display="none";\
- }\
- document.getElementById("charContainer"+val).style.display="block";\
- }\
- //-->\
- </script>\
- <div id="charPanel">\
- <div style="width:30%;float:left;max-height:400px;overflow:auto;">\
- ';
- for (var i = 0; i < settings["charcount"]; i++) {
- addText += '\
- <div><label for="value_' + i + '" style="display:block;padding-top:2px;"><input autocomplete="off" type="radio" name="radio_position" onclick="click_position(this)" id="value_' + i + '" value="' + i + '" />' + settings["nw_charname" + i] + '</label></div>\
- ';
- }
- addText += '\
- </div>\
- <div style="width:69%;float:right;">\
- ';
- for (var i = 0; i < settings["charcount"]; i++) {
- addText += '\
- <div id="charContainer' + i + '" style="display:none">\
- <ul style="list-style: none outside none; max-height: 500px; overflow: auto;">\
- ';
- var k = 0 + (i * charSettings.length / settings["charcount"]);
- var id = 'settings_' + charSettings[k].name;
- addText += '<li title="' + charSettings[k].tooltip + '"><input style="margin:4px; padding: 2px;" name="' + id + '" id="' + id + '" type="text" /></li>';
- for (var j = 1; j < (charSettings.length / settings["charcount"]); j++) {
- k = j + (i * charSettings.length / settings["charcount"]);
- if (charSettings[k].type == 'void') {
- continue;
- }
- id = 'settings_' + charSettings[k].name;
- addText += '<li title="' + charSettings[k].tooltip + '"><input maxlength="2" size="1" style="margin:4px; padding: 2px;" name="' + id + '" id="' + id + '" type="text" /><label class="' + charSettings[k].class + '" for="' + id + '">' + charSettings[k].title + '</label></li>';
- }
- addText += '</ul>\
- </div>';
- }
- addText += '\
- </div>\
- </div>\
- ';
- $("#settingsPanel form").append(addText);
-
- // Add values to character input fields
- for (var i = 0; i < charSettings.length; i++) {
- var id = 'settings_' + charSettings[i].name;
- $('#' + id).val(settings[charSettings[i].name]);
- }
-
- // Add save/cancel buttons to panel
- $("#settingsPanel form").append('\
- <div id="settingsPanelButtonContainer">\
- <input id="settings_save" class="button-blue pure-button" type="button" value="Save and Apply">\
- <input id="settings_close" class="button-yellow pure-button" type="button" value="Close">\
- <input id="settings_sca" class="button-red pure-button" type="button" value="Cycle SCA">\
- <input id="log_error" class="button-green pure-button" type="button" value="Log Error">\
- <input id="settings_wipe" class="button-white pure-button" type="button" value="RESET all">\
- </div>');
-
- // Add open settings button to page
- $("body").append('<div id="settingsButton"><img src="' + image_prefs + '" title="Click to show preferences" style="cursor: pointer; display: block;"></div>');
-
- // Add pause button to page
- $("body").append('<div id="pauseButton"><img src="' + (settings["paused"] ? image_play : image_pause) + '" title="Click to ' + (settings["paused"] ? "resume" : "pause") + ' task script" style="cursor: pointer; display: block;"></div>');
-
- // Add info pane
- $("body").append("<div id='prinfopane' class='header-newrelease'>");
-
- // Add the javascript
- $("#settingsPanel").hide();
- $("#settingsButton").click(function () {
- $("#settingsButton").hide();
- $("#pauseButton").hide();
- $("#settingsPanel").show();
- });
- $("#settings_close,settings_cancel").click(function () {
- $("#settingsButton").show();
- $("#pauseButton").show();
- $("#settingsPanel").hide();
- });
- $("#pauseButton").click(PauseSettings);
-
- // Use setTimeout to workaround permission issues when calling GM functions from main window
- $("#settings_save").click(function () {
- setTimeout(function () {
- SaveSettings();
- }, 0)
- });
- $("#settings_sca").click(function () {
- $("#settings_close").trigger("click");
- unsafeWindow.location.hash = unsafeWindow.location.hash.replace(/\)\/.+/, ')' + "/adventures");
- processSwordCoastDailies();
- });
- $("#log_error").click(function () {
- setTimeout(function () {
- var epic = GM_getValue("Epic_error", 0);
- var un_def_err = GM_getValue("Undefine_error", 0)
- console.log("Button Epic fails[" + epic +"] & undefine [" + un_def_err + "].");
- }, 0)
- });
- $("#settings_wipe").click(function() {
- setTimeout(function () {
- // Delete all saved settings, EXCEPT password/username
- var keys = GM_listValues();
- for (i = 0; i < keys.length; i++) {
- var key = keys[i];
- if (!key.match(/(username|password)/)) {
- //console.log("do delete these", key);
- GM_deleteValue(key);}
- }
- }, 0)
- unsafeWindow.location.href = current_Gateway;
- return;
- });
-
- customRadio("radio_position");
-
- $('#update-content-inventory-bags-0 .bag-header').waitUntilExists(function () {
- if ($('#update-content-inventory-bags-0 .bag-header div').length && !$('#update-content-inventory-bags-0 .bag-header div.autovendor').length) {
- $('#update-content-inventory-bags-0 .bag-header').append('<div class="input-field button light autovendor"><div class="input-bg-left"></div><div class="input-bg-mid"></div><div class="input-bg-right"></div><button id="nwprofs-autovendor">Auto Vendor</button></div>');
- $("button#nwprofs-autovendor").on("click", vendorJunk);
- }
- });
- }
-
- function PauseSettings(_action) {
- if (_action != "pause" || _action != "unpause")
- _action = "toggle";
- if (_action == "toggle")
- settings["paused"] = !settings["paused"];
- if (_action == "pause")
- settings["paused"] = true;
- if (_action == "unpause")
- settings["paused"] = false;
- setTimeout(function () {
- GM_setValue("paused", settings["paused"]);
- }, 0);
- $("#settings_paused").prop("checked", settings["paused"]);
- $("#pauseButton img").attr("src", (settings["paused"] ? image_play : image_pause));
- $("#pauseButton img").attr("title", "Click to " + (settings["paused"] ? "resume" : "pause") + " task script");
- }
-
- function SaveSettings() {
- var charcount = settings["charcount"];
-
- // Get each value from the UI
- for (var i = 0; i < settingnames.length; i++) {
- var name = settingnames[i].name;
- var el = $('#settings_' + name);
- var value = false;
- switch (settingnames[i].type) {
- case "checkbox":
- value = el.prop("checked");
- break;
- case "text":
- value = el.val();
- break;
- case "password":
- value = el.val();
- break;
- case "select":
- value = el.val();
- break;
- case "label": // Labels don't have values
- continue;
- }
- if (typeof (settingnames[i].onsave) === "function") {
- console.log("Calling 'onsave' for", name);
- settingnames[i].onsave(value, settings[name]);
- }
- if (settings[name] !== value) {
- settings[name] = value;
- } // Save to local cache
- if (GM_getValue(name) !== value) {
- GM_setValue(name, value);
- } // Save to GM cache
- }
-
- // Get character settings from UI
- for (var i = 0; i < charSettings.length; i++) {
- if (charSettings[i].type == 'void') {
- continue;
- }
- var name = charSettings[i].name;
- var el = $('#settings_' + name);
- var value = el.val();
- // Save to local cache
- if (settings[name] !== value) {
- settings[name] = value;
- }
- // Save to GM cache
- GM_setValue(name, value);
- }
-
- // If character numbers have changed reload page
- if (charcount != settings["charcount"]) {
- console.log("Reloading gateway to update character count");
- unsafeWindow.location.href = current_Gateway; // edited by RottenMind
- return;
- }
-
- // Close the panel
- $("#settingsButton").show();
- $("#pauseButton img").attr("src", (settings["paused"] ? image_play : image_pause));
- $("#pauseButton img").attr("title", "Click to " + (settings["paused"] ? "resume" : "pause") + " task script");
- $("#pauseButton").show();
- $("#settingsPanel").hide();
- }
-
- function vendorJunk(evnt) {
- var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
- var _vendorItems = [];
- var _sellCount = 0;
- if (settings["autovendor_kits_altars_limit"]) {
- _vendorItems[_vendorItems.length] = {pattern: /^Item_Consumable_Skill/, limit: 50};
- _vendorItems[_vendorItems.length] = {pattern: /^Item_Portable_Altar$/, limit: 80};
- }
- if (settings["autovendor_kits_altars_all"]) {
- _vendorItems[_vendorItems.length] = {pattern: /^Item_Portable_Altar$/, limit: 0};
- _vendorItems[_vendorItems.length] = {pattern: /^Item_Consumable_Skill/, limit: 0};
- }
- if (settings["autovendor_rank2"]) {
- _vendorItems[_vendorItems.length] = {pattern: /^T1_Enchantment/, limit: 0};
- _vendorItems[_vendorItems.length] = {pattern: /^T1_Runestone/, limit: 0};
- }
- if (settings["autovendor_rank2"]) {
- _vendorItems[_vendorItems.length] = {pattern: /^T2_Enchantment/, limit: 0};
- _vendorItems[_vendorItems.length] = {pattern: /^T2_Runestone/, limit: 0};
- }
- if (settings["autovendor_rank3"]) {
- _vendorItems[_vendorItems.length] = {pattern: /^T3_Enchantment/, limit: 0};
- _vendorItems[_vendorItems.length] = {pattern: /^T3_Runestone/, limit: 0};
- }
- if (settings["autovendor_pots1"]) {
- _vendorItems[_vendorItems.length] = {
- pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)$/, limit: 0
- };
- }
- if (settings["autovendor_pots2"]) {
- _vendorItems[_vendorItems.length] = {
- pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_2$/,
- limit: 0
- };
- }
- if (settings["autovendor_pots3"]) {
- _vendorItems[_vendorItems.length] = {
- pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_3$/,
- limit: 0
- };
- }
- if (settings["autovendor_pots4"]) {
- _vendorItems[_vendorItems.length] = {
- pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_4$/,
- limit: 0
- };
- }
- if (settings["autovendor_junk"]) {
- _vendorItems[_vendorItems.length] = {pattern: /^Item_Snowworks_/, limit: 0}; // Winter Festival fireworks small & large
- _vendorItems[_vendorItems.length] = {pattern: /^Item_Skylantern/, limit: 0}; // Winter Festival skylantern
- _vendorItems[_vendorItems.length] = {pattern: /^Item_Partypopper/, limit: 0}; // Party Poppers
- _vendorItems[_vendorItems.length] = {pattern: /^Item_Fireworks/, limit: 0}; // Fireworks
- _vendorItems[_vendorItems.length] = {pattern: /^Object_Plate_/, limit: 0};
- _vendorItems[_vendorItems.length] = {pattern: /^Object_Decoration_/, limit: 0};
- _vendorItems[_vendorItems.length] = {pattern: /_Green_T[1-7]_Unid$/, limit: 0}; // Unidentified Green Gear
- }
- if (settings["autovendor_profresults"] && _charGold < 2) { //this "gold" threshold must be global var and adjustable by users
- _vendorItems[_vendorItems.length] = {
- pattern : /(Crafting_Resource_Pelt)_T[1-3]$/,
- limit : 10
- }; //"Crafting_Resource_Ore_T1" Pelt_T1
- _vendorItems[_vendorItems.length] = {
- pattern : /(Resource_Wood)_T[1-3]$/,
- limit : 10
- }; //"Crafting_Resource_Ore_T1" Pelt_T1
- _vendorItems[_vendorItems.length] = {
- pattern : /(Crafting_Resource_Ore)_T[1-3]$/,
- limit : 10
- }; //"Crafting_Resource_Ore_T1"> Pelt_T1
- console.log("copper amount is under sale threshold", _charGold);
- }
-
- // edited by RottenMind
- if (settings["autovendor_profresults"]) {
- _vendorItems[_vendorItems.length] = {
- pattern: /^Crafted_(Jewelcrafting_Waist_Offense_3|Jewelcrafting_Neck_Defense_3|Jewelcrafting_Waist_Defense_3|Tailoring_T3_Helm_Set_1|Med_Armorsmithing_T3_Chain_Armor_Set_1|Med_Armorsmithing_T3_Chain_Pants2|Med_Armorsmithing_T3_Chain_Shirt2|Med_Armorsmithing_T3_Chain_Helm_Set_1|Med_Armorsmithing_T3_Chain_Pants|Med_Armorsmithing_T3_Chain_Boots_Set_1|Hvy_Armorsmithing_T3_Plate_Armor_Set_1|Hvy_Armorsmithing_T3_Plate_Pants2|Hvy_Armorsmithing_T3_Plate_Shirt2|Hvy_Armorsmithing_T3_Plate_Helm_Set_1|Hvy_Armorsmithing_T3_Plate_Boots_Set_1|Leatherworking_T3_Leather_Armor_Set_1|Leatherworking_T3_Leather_Pants2|Leatherworking_T3_Leather_Shirt2|Leatherworking_T3_Leather_Helm_Set_1|Leatherworking_T3_Leather_Boots_Set_1|Tailoring_T3_Cloth_Boots_Set_1|Tailoring_T3_Cloth_Armor_Set_3|Tailoring_T3_Cloth_Armor_Set_2|Tailoring_T3_Cloth_Armor_Set_1|Tailoring_T3_Cloth_Pants2_Set2|Tailoring_T3_Cloth_Shirt2|Tailoring_T3_Cloth_Helm_Set_1|Artificing_T3_Pactblade_Temptation_5|Artificing_T3_Icon_Virtuous_5|Weaponsmithing_T3_Dagger_4|Weaponsmithing_T3_Longsword_Set_3|Weaponsmithing_T3_Mace_Set_3|Weaponsmithing_T3_Greatsword_Set_3|Weaponsmithing_T3_Dagger_Set_3|Weaponsmithing_T3_Blades_Set_3|Weaponsmithing_T3_Longbow_Set_3)$/, limit: 0};
- _vendorItems[_vendorItems.length] = {
- pattern: /^Potion_(Unstable|Unstable_[1-3])$/, limit : 0}; // Alchemy experience potions
-
- }
- // edited by RottenMind
- if (_vendorItems.length > 0) {
- console.log("Attempting to vendor selected items...");
- _sellCount = vendorItemsLimited(_vendorItems);
- if (_sellCount > 0 && !evnt) {
- var _sellWait = _sellCount * 1000;
- PauseSettings("pause");
- window.setTimeout(function () {
- PauseSettings("unpause");
- }, _sellWait);
- }
- }
- }
-
- /** Start, Helpers added by users.
- * Adds fetures, options to base script and can be easily removed if needed
- * Add description so anyone can see if they can use Function somewhere
- * Use "brackets" around function start and end //yourname
- */
- //RottenMind, returns inventory space, use Inventory_bagspace(); gives current free bags slots, from MAC-NW function
- function Inventory_bagspace() {
- var _pbags = client.dataModel.model.ent.main.inventory.playerbags;
- var _bagUnused = 0;
- $.each(_pbags, function (bi, bag) {
- bag.slots.forEach(function (slot) {
- if (slot === null || !slot || slot === undefined) {
- _bagUnused++;
- }
- });
- });
- return _bagUnused;
- }
-
- /** Count resouce in bags
- * edited by WloBeb
- * @param {string} name The name of resource
- */
- function countResource(name) {
- var count = 0;
- var _bags = unsafeWindow.client.dataModel.model.ent.main.inventory.bags;
- console.log("Checking bags for " + name);
- $.each(_bags, function (bi, bag) {
- bag.slots.forEach(function (slot) {
- if (slot && slot.name === name) {
- count = count + slot.count;
- }
- });
- });
- return count;
- }
- /** Report error in GM for later use
- * edited by RM
- *
- */
- function Epic_button_error() {
- var counter = GM_getValue('Epic_error', 0);
- // console.log('This script has been run ' + counter + ' times.');
- GM_setValue('Epic_error', ++counter);
- return counter;
- }
- function Array_undefine_error() {
- var counter = GM_getValue('Undefine_error', 0);
- // console.log('This script has been run ' + counter + ' times.');
- GM_setValue('Undefine_error', ++counter);
- return counter;
- }
- // This just set Banker to character 1 if its not him all-ready
- function get_banker(){
- var me = GM_getValue("nw_charname0",0);
- var banker = GM_getValue("bankchar",0);
- //console.log(me, banker);
- if (me !== banker) {
- GM_setValue('bankchar', me);
- unsafeWindow.location.href = current_Gateway;
- return;
- }
- }
- /**
- * Created by RM on 29.4.2015.
- * Runs daily SCA -rolls in GAteway Bot
- */
- function dailySCA() {
- if (settings["dailySCA"]) {
- var char, today, thisday, thishour, dailyroll, dateforlastroll;
- char = settings["charcount"];
- today = new Date();
- thisday = today.getDay();
- thishour = today.getHours();
- dailyroll = GM_getValue("dailyswordcoast", 0);
- dateforlastroll = GM_getValue("dateforlastrolls", 0);
- //console.log(thisday, dateforlastroll, dailyroll, chardelay, thishour);
- if (thisday !== dateforlastroll) {
- GM_setValue("dateforlastrolls", thisday);
- GM_setValue("dailyswordcoast", 0);
- dailyroll = 0;
- }
- if (dailyroll < (4 || undefined) && chardelay > 10000 * char && (thishour >= 14 || thishour >= 23)) {
- unsafeWindow.location.hash = unsafeWindow.location.hash.replace(/\)\/.+/, ')' + "/adventures");
- processSwordCoastDailies();
- dailyroll++;
- GM_setValue("dailyswordcoast", dailyroll);
- GM_getValue("dailyswordcoast", 0);
- }
- }
- }
-
- /** End, Helpers added by users.*/
-
- // Add the settings button and start a process timer
- addSettings();
- timerHandle = window.setTimeout(function () {
- process();
- }, delay.SHORT);
- })();