Neverwinter gateway - Profession Automation

Automatically selects professions for empty slots

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提问/评论

§
发表于:2015-01-19
编辑于:2015-01-19

Artificing not working, unwanted Tasks in Leadership etc

Hey,
Artificing is not working. Simple does nothing when selected.
---

§
发表于:2015-01-19
编辑于:2015-01-19

Leadership is ok, Artificing not working :(
also wanted to ask, if u can add an option sell any skillkits and runes rank3

Rotten_mind作者
§
发表于:2015-01-19
编辑于:2015-01-19

Check workers, if Profession level is "1" and you set two slots for it, but you have only one worker, "Train assets" cant train workers before your artificing is level two.

For Artificing, check requirements,

  • Residuum is needed

My artificing is working and its Level19/3 workers/3 slots, my Artficing is workingits level13/ 3workers/3 slots, my Artificing is not working its level1/2slots/1worker...

About "Sell junk", lines 2460 - 2457

  • change limit to "0"
  • add lines
    • _vendorItems[_vendorItems.length] = {pattern: /^T3_Enchantment/, limit: 0};
    • _vendorItems[_vendorItems.length] = {pattern: /^T3_Runestone/, limit: 0};

Changed block is below. Current user interface just cant take all setting what script may have...

original look like this,


function vendorJunk(evnt) {

    var _vendorItems = [];
    var _sellCount = 0;

    if (settings["autovendor_kits"]) {
        _vendorItems[_vendorItems.length] = {pattern: /^Item_Consumable_Skill/, limit: 50};
    }
    /*if (settings["autovendor_altars"])
     _vendorItems[_vendorItems.length] = {pattern: /^Item_Portable_Altar$/, limit: 80};*/ // removed for now
    if (settings["autovendor_rank1"]) {
        _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};
    }

changed looks like this,


function vendorJunk(evnt) {

    var _vendorItems = [];
    var _sellCount = 0;

    if (settings["autovendor_kits"]) {
        _vendorItems[_vendorItems.length] = {pattern: /^Item_Consumable_Skill/, limit: 0};
    }
    /*if (settings["autovendor_altars"])
     _vendorItems[_vendorItems.length] = {pattern: /^Item_Portable_Altar$/, limit: 80};*/ // removed for now
    if (settings["autovendor_rank1"]) {
        _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};
        _vendorItems[_vendorItems.length] = {pattern: /^T3_Enchantment/, limit: 0};
        _vendorItems[_vendorItems.length] = {pattern: /^T3_Runestone/, limit: 0};
    }

§
发表于:2015-01-19

both up and running now. ur great!

§
发表于:2015-01-19

can this be optional in next update?

Rotten_mind作者
§
发表于:2015-01-19

Yeah, need put it to menu, but Menu is growing BIIIG, ;)

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