Okay I got it to keep slayers, but I cannot get 100% elemental damage to work. It is saving everything now with this syntax. I cant figure this out, you can see which ones I commented out that were working to make sure it was all correct. But when I try to make it ONLY save 100% Fire, Cold, Energy or Poison weapons it saves ALL weapons no matter what. I am thinking I might just have to have it unravel anything with physical damage in it then sift through what is left.
Its supposed to make buktos and look for 100% elemental dmg and if it has it, will store the weapon.
Someone please help.
Event Macro 8 7
Display Ok Select the Resource Container.
set #targcurs 1
while #targcurs = 1
wait 1
set %ResourceBag #ltargetID
set #lobjectID #ltargetID
set #nextcposx 200
set #nextcposy 0
event macro 17
wait 10
Display Ok Select your storage Bag in Resource Container.
set #targcurs 1
while #targcurs = 1
wait 1
set %StorageBag #ltargetID
set #lobjectID #ltargetID
set #nextcposx 400
set #nextcposy 0
event macro 17
wait 20
set %residue TKR_WKR
set %weapon KDP
set %Wood TLK
set %elemental Poison_Fire_Cold_Energy
set %percent 100%
set %runic ZFG_
set %slayer Elemental_Reptile_Undead_Arachnid_Demon_Slayer
set #nextcposx 0
set #nextcposy 0
set %imain 520_250 ; Imbuing Main menu size
set %isec 520_440 ; Imbuing secondary menus for properties and value
set %cwin 530_507 ; Crafting window size
set %gumpwait 5 ; Increase number to slow down clicks on menus. 20 = 1 second.
MainLoop:
Gosub GetTools
Gosub MakeWeapon
Gosub CheckWeapon1
Goto MainLoop
sub GetTools
finditem %runic C_ , #backpackid
if #findcnt < 1
{
finditem %runic C_ , %ResourceBag
if #findkind = -1
{
display You are out of runics.
halt
}
exevent drag #findid 1
wait 10
exevent dropc #backpackid
wait 20
}
finditem %Wood C_ , #backpackid
if #findstack < 200
{
set %quantityinpack 200 - #findstack
finditem %Wood C_ , %ResourceBag
if #findstack < %quantityinpack
{
display You need more wood.
halt
}
else
{
exevent drag #findid %quantityinpack
wait 10
exevent dropc #backpackid
wait 20
}
}
Return
Sub MakeWeapon
finditem %Weapon C_ , #BackPackid
If #findcnt = 1
{
set %MadeWeapon #findid
gosub CheckWeapon1
Return
}
finditem %runic C_ , #BackPackid
set #lobjectid #findid
event macro 17
gosub waitforgump %cwin
Click 335 500 f ;Make Last
gosub waitforgump %cwin
Click 77 505 f ;exit
wait 20
finditem %Weapon C_ , #BackPackID
set %MadeWeapon #findid
Return
sub CheckWeapon1
finditem %MadeWeapon C_ , #backpackid
if #findcnt 1
{
event property #findid
if %elemental in #Property && Damage in #property && %percent in #property
;if Slayer in #property
;if Physical_Damage_100% in #property || %slayer in #property || Energy_Damage_100% in #property || Fire_Damage_100% in #property || Cold_Damage_100% in #property || Slayer in #property
{
gosub StoreWeapon
Return
}
Gosub Unravel
Return
Sub StoreWeapon
finditem %Weapon C_ , #backpackid
exevent drag #findid #findstack
wait 10
exevent dropc %StorageBag
wait 20
finditem %MadeWeapon C_ , #backpackid
exevent drag #findid #findstack
wait 10
exevent dropc %StorageBag
wait 20
Return
Sub StoreResidue
finditem %Residue C_ , #backpackid
if #findcnt < 1
return
exevent drag #findid #findstack
wait 10
exevent dropc %ResourceBag
wait 20
Return
Sub Unravel
Repeat
finditem %MadeWeapon C_ , #BackPackid
If #findcnt = -1
{
Return
}
Event Macro 13 56
gosub waitforgump %imain
if ! #result
{
display ok Problems opening the imbue menu. Dble Click fletcher tool and click play
pause
}
Click 228 248 f
wait 30
set #ltargetID %MadeWeapon
event macro 22 0
;gosub waitforgump %imain
if ! #result
{
display ok Problems with imbue unravel menu. Dble Click fletcher tool and click play
pause
}
Click 50 250 f
wait 30
gosub StoreResidue
Return
;================== Wait for gump ======================
sub waitforgump
set %timeout #scnt + 30
while #contsize <> %1
{
wait 1
if #scnt > %timeout
{
return #false
}
}
wait %gumpwait
return #true
sub CheckWeapon1
finditem %MadeWeapon C_ , #backpackid
if #findcnt 1
{
event property #findid
if %elemental in #Property && Damage in #property && %percent in #property
;if Slayer in #property
;if Physical_Damage_100% in #property || %slayer in #property || Energy_Damage_100% in #property || Fire_Damage_100% in #property || Cold_Damage_100% in #property || Slayer in #property
{
gosub StoreWeapon
Return
}
Gosub Unravel
Return