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craft.lic
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=begin
Documentation: https://elanthipedia.play.net/Lich_script_repository#craft
=end
custom_require.call(%w[equipmanager common common-crafting common-items common-money common-travel])
class Craft
def initialize
arg_definitions = [
[
{ name: 'craft', options: %w[forging outfitting engineering alchemy enchanting], description: 'What craft to train' }
]
]
args = parse_args(arg_definitions)
@settings = get_settings
@hometown = @settings.force_crafting_town || @settings.hometown
@worn_trashcan = @settings.worn_trashcan
@worn_trashcan_verb = @settings.worn_trashcan_verb
@training_room = (@settings.training_rooms || [@settings.safe_room]).sample
@settings.storage_containers.each { |container| fput("open my #{container}") }
@equipment_manager = EquipmentManager.new(@settings)
@craft_max_mindstate = @settings.craft_max_mindstate
@yarn_quantity = @settings.yarn_quantity
@bag = @settings.crafting_container
@bag_items = @settings.crafting_items_in_container
@belt = @settings.enchanting_belt
@overrides = @settings.craft_overrides
if args.craft == 'engineering'
exit if DRSkill.getxp('Engineering') > @craft_max_mindstate
train_engineering
end
if args.craft == 'outfitting'
exit if DRSkill.getxp('Outfitting') > @craft_max_mindstate
train_outfitting
end
if args.craft == 'forging'
exit if DRSkill.getxp('Forging') > @craft_max_mindstate
train_forging
end
if args.craft == 'alchemy'
exit if DRSkill.getxp('Alchemy') > @craft_max_mindstate
train_alchemy
end
if args.craft == 'enchanting'
exit if DRSkill.getxp('Enchanting') > @craft_max_mindstate
train_enchanting
end
end
def train_outfitting
rank = DRSkill.getrank('Outfitting')
info = @overrides['Outfitting']
if info
if info['type'].downcase.eql? 'sew'
sew(info['chapter'], info['item'], info['item'].split.last, info['volumes'])
else
knit(info['chapter'], info['item'], info['item'].split.last)
end
elsif rank <= 25 # Tier 1 Extremely Easy
knit(5, 'some knitted socks', 'socks')
elsif rank <= 50 # Tier 2 Very Easy
knit(5, 'some knitted mittens', 'mittens')
elsif rank <= 100 # Tier 3 Easy
knit(5, 'a knitted hat', 'hat')
elsif rank <= 175 # Tier 4 Simple
knit(5, 'some knitted gloves', 'gloves')
elsif rank <= 300 # Tier 5 Basic
knit(5, 'some knitted hose', 'hose')
elsif rank <= 425 # Tier 6 Somewhat Challenging
knit(5, 'a knitted cloak', 'cloak')
elsif rank <= 550 # Tier 7 Challenging
knit(5, 'a knitted blanket', 'blanket')
elsif rank <= 700 # Tier 8, Complicated
sew(3, 'a small cloth rucksack', 'rucksack', 7)
elsif rank <= 850 # Tier 9, Intricate
sew(3, 'a cloth rucksack', 'rucksack', 8)
elsif rank <= 1175 # Tier 10, Difficult
sew(3, "a cloth mining belt", 'belt', 10)
elsif rank <= 1400 # Tier 11, Very Difficult
sew(3, "a cloth survival belt", 'belt', 10)
else # Tier 12 Extremely Difficult
sew(3, "a cloth artisan's belt", 'belt', 10)
end
end
def train_engineering
rank = DRSkill.getrank('Engineering')
info = @overrides['Engineering']
if info
shape(info['chapter'], info['item'], info['item'].split.last)
elsif rank <= 25 # Tier 1 Extremely Easy
shape(7, 'a wood band', 'band')
elsif rank <= 50 # Tier 2 Very Easy
shape(7, 'a wood bracelet', 'bracelet')
elsif rank <= 100 # Tier 3 Easy
shape(7, 'a wood cloak pin', 'cloak pin')
elsif rank <= 175 # Tier 4 Simple
shape(7, 'a wood amulet', 'amulet')
elsif rank <= 300 # Tier 5 Basic
shape(7, 'a wood brooch', 'brooch')
elsif rank <= 425 # Tier 6 Somewhat Challenging
shape(7, 'a wood armband', 'armband')
elsif rank <= 600 # Tier 7 Challenging
shape(7, 'a wood choker', 'choker')
elsif rank <= 700 # Tier 8 - Complicated
shape(7, 'an articulated wood necklace', 'necklace')
elsif rank <= 850 # Tier 9 - Intricate
shape(7, 'a wood crown', 'crown')
elsif rank <= 1175 # Tier 10 - Difficult
shape(7, 'a wood comb', 'comb')
elsif rank <= 1400 # Tier 11 - Very Difficult
shape(7, 'a wood haircomb', 'haircomb')
else # Tier 12 Extremely Difficult
shape(6, 'ornate wood burin', 'burin')
end
end
def train_forging
rank = DRSkill.getrank('Forging')
info = @overrides['Forging']
if info
smith(info['item'])
elsif rank <= 25 # Tier 1 - Extremely Easy
smith('a shallow metal cup')
elsif rank <= 50 # Tier 2 - Very Easy
smith('a short metal mug')
elsif rank <= 100 # Tier 3 - Easy
smith('a back scratcher')
elsif rank <= 175 # Tier 4 - Simple
smith('a metal ankle band')
elsif rank <= 300 # Tier 5 - Basic
smith('a metal lockpick ring')
elsif rank <= 425 # Tier 6 - Somewhat Challenging
smith('a metal armband')
elsif rank <= 550 # Tier 7 - Challenging
smith('some metal clippers')
elsif rank <= 700 # Tier 8 - Complicated
smith('some squat knitting needles')
elsif rank <= 850 # Tier 9 - Intricate
smith('a serrated hide scraper')
elsif rank <= 1175 # Tier 10 - Difficult
smith('some serrated scissors')
elsif rank <= 1400 # Tier 11 - Very Difficult
smith('some thin sewing needles')
else # Tier 12 - Extremely Difficult
smith('trapezoidal wire sieve')
end
end
def train_alchemy
crafting_data = get_data('crafting')
rank = DRSkill.getrank('Alchemy')
if rank <= 25 # Tier 1 Extremely Easy
# Buy red flowers and nemoih root
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /some blister cream/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb2_stock'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], recipe['herb2'], crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('cream', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 50 # Tier 2 - Very Easy
# Buy red flowers and plovik leaf
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /some moisturizing ointment/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb2_stock'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], recipe['herb2'], crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('ointment', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 100 # Tier 3 - Easy
# Buy plovik leaves
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /some chest salve/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], 'na', crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('salve', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 175 # Tier 4 - Simple
# Buy riolur leaves
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /a neck potion/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], 'na', crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('potion', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 300 # Tier 5 - Basic
# Buy jadice flower
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /some limb salve/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], 'na', crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('salve', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 425 # Tier 6 - Somewhat Challenging
# Buy plovik leaves
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /some chest unguent/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], 'na', crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('unguent', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 550 # Tier 7 - Challenging
# Buy riolur leaves
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /some neck tonic/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], 'na', crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('tonic', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 700 # Tier 8 - Complicated
# Buy aevaes leaves
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /some eye tonic/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], 'na', crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('tonic', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 850 # Tier 9 - Intricate
# Buy ojhenik root
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /a body elixir/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], 'na', crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('elixir', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 1175 # Tier 10 - Difficult
# Forage belradi moss
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /a general elixir/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
DRC.wait_for_script_to_complete('alchemy', ['belradi', 'forage', '25'])
DRC.wait_for_script_to_complete('alchemy', ['belradi', 'prepare'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], 'na', crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('elixir', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 1400 # Tier 11 Very Difficult
# Forage blue flowers and belradi moss
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /some refreshment elixir/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
DRC.wait_for_script_to_complete('alchemy', ['blue', 'forage', '25'])
DRC.wait_for_script_to_complete('alchemy', ['belradi', 'forage', '5'])
DRC.wait_for_script_to_complete('alchemy', ['blue', 'prepare'])
DRC.wait_for_script_to_complete('alchemy', ['belradi', 'prepare'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], recipe['herb2'], crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('elixir', @worn_trashcan, @worn_trashcan_verb)
else # Tier 12 - Extremely Difficult
# Buy red flowers and forage dioica sap
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /some vigor poultices/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
DRCT.order_item(crafting_data['remedies'][@hometown]['stock-room'], recipe['herb1_stock'])
DRC.wait_for_script_to_complete('alchemy', ['dioica', 'forage', '5'])
DRC.wait_for_script_to_complete('alchemy', ['dioica', 'prepare'])
DRCC.stow_crafting_item(DRC.right_hand, @bag, @belt)
DRCC.stow_crafting_item(DRC.left_hand, @bag, @belt)
DRCT.walk_to(@training_room)
DRC.wait_for_script_to_complete('remedy', ['remedies', recipe['chapter'], recipe['name'], recipe['herb1'], recipe['herb2'], crafting_data['remedies'][@hometown]['catalyst'], recipe['container'], recipe['noun']])
DRCI.dispose_trash('poultices', @worn_trashcan, @worn_trashcan_verb)
end
end
def train_enchanting
crafting_data = get_data('crafting')
stock_room = crafting_data['artificing'][@hometown]
rank = DRSkill.getrank('Enchanting')
enchanting_room = @settings.enchanting_room
quantity = 1
if rank <= 25 # Tier 1 Extremely Easy
# Buy an abolition sigil and bone totem for Radiant Trinket
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /a radiant trinket/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.order_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['item']) unless DRCI.exists?("bone totem", @bag)
DRCC.stow_crafting_item('totem', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of product.
DRCI.dispose_trash('totem', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 50 # Tier 2 - Very Easy
# Buy an induction sigil and bone totem for Flash Trinket
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /a flash trinket/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.order_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['item']) unless DRCI.exists?("bone totem", @bag)
DRCC.stow_crafting_item('totem', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of product.
DRCI.dispose_trash('totem', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 100 # Tier 3 - Easy
# Buy an rarefaction sigil and bone totem for Wind Trinket
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /a wind trinket/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.order_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['item']) unless DRCI.exists?("bone totem", @bag)
DRCC.stow_crafting_item('totem', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of product.
DRCI.dispose_trash('totem', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 175 # Tier 4 - Simple
# Buy an permutation sigil and bone totem fo Earth Trinket
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /an earth trinket/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.order_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['item']) unless DRCI.exists?("bone totem", @bag)
DRCC.stow_crafting_item('totem', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of product.
DRCI.dispose_trash('totem', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 300 # Tier 5 - Basic
# Buy an abolition and congruence sigils and bone totem for Basic Holy Ritual focus
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /basic holy ritual focus/ }
DRCM.ensure_copper_on_hand(2000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Check for second sigil. Purcahse if required.
quantity *= 2 if recipe['enchant_stock2_name'] == recipe['enchant_stock1_name']
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock2_name'], recipe['enchant_stock2'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.order_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['item']) unless DRCI.exists?("bone totem", @bag)
DRCC.stow_crafting_item('totem', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of product.
DRCI.dispose_trash('totem', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 425 # Tier 6 - Somewhat Challenging
# Buy a permutation and rarefaction sigils and basic runestone for Strange Arrow
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /strange arrow runestone/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Check for second sigil. Purchase if required.
quantity *= 2 if recipe['enchant_stock2_name'] == recipe['enchant_stock1_name']
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock2_name'], recipe['enchant_stock2'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.buy_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['noun'].split.last) unless DRCI.exists?("basic runestone", @bag)
DRCC.stow_crafting_item('runestone', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Finally make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of product.
DRCI.dispose_trash('runestone', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 550 # Tier 7 - Challenging
# Buy a abolition and induction sigils and basic runestone for Gauge Flow
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /gauge flow runestone/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
# Check for first sigil. Purcahse if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Check for second sigil. Purchase if required.
quantity *= 2 if recipe['enchant_stock2_name'] == recipe['enchant_stock1_name']
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock2_name'], recipe['enchant_stock2'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.buy_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['noun'].split.last) unless DRCI.exists?("basic runestone", @bag)
DRCC.stow_crafting_item('runestone', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Finally make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of product.
DRCI.dispose_trash('runestone', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 700 # Tier 8 - Complicated
# Buy a rarefaction and induction sigils and basic runestone for Dispel
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /dispel runestone/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Check for second sigil. Purchase if required.
quantity *= 2 if recipe['enchant_stock2_name'] == recipe['enchant_stock1_name']
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock2_name'], recipe['enchant_stock2'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purcahse item for product.
DRCT.buy_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['noun'].split.last) unless DRCI.exists?("basic runestone", @bag)
DRCC.stow_crafting_item('runestone', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Finally make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of the product.
DRCI.dispose_trash('runestone', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 850 # Tier 9 - Intricate
# Buy a induction and rarefaction sigils and basic runestone for Lay Ward
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /lay ward runestone/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Check for second sigil. Purchase if required.
quantity *= 2 if recipe['enchant_stock2_name'] == recipe['enchant_stock1_name']
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock2_name'], recipe['enchant_stock2'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.buy_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['noun'].split.last) unless DRCI.exists?("basic runestone", @bag)
DRCC.stow_crafting_item('runestone', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Finally make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of the product.
DRCI.dispose_trash('runestone', @worn_trashcan, @worn_trashcan_verb)
elsif rank <= 1175 # Tier 10 - Difficult - Need to use sigilhunter or similar to gather the sigils for Frost Focus
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /a frost focus/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Check for second sigil. Purchase if required.
quantity *= 2 if recipe['enchant_stock2_name'] == recipe['enchant_stock1_name']
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock2_name'], recipe['enchant_stock2'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Check for third sigil. Purchase if required.
if recipe['enchant_stock3_name'] == recipe['enchant_stock1_name'] && recipe['enchant_stock3_name'] == !recipe['enchant_stock2_name']
quantity *= 2
elsif recipe['enchant_stock3_name'] == recipe['enchant_stock1_name'] && recipe['enchant_stock3_name'] == recipe['enchant_stock2_name']
quantity *= 3
end
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock3_name'], recipe['enchant_stock3'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.order_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['item']) unless DRCI.exists?("bone totem", @bag)
DRCC.stow_crafting_item('totem', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Finally make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of the product.
DRCI.dispose_trash('totem', @worn_trashcan, @worn_trashcan_verb)
else # Tier 11 Very Difficult - Need to use sigilhunter or similar to gather the sigils for Electric Focus
recipe = get_data('recipes').crafting_recipes.find { |each_recipe| each_recipe['name'] =~ /an electric focus/ }
DRCM.ensure_copper_on_hand(4000, @settings, @hometown)
# Check for first sigil. Purchase if required.
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock1_name'], recipe['enchant_stock1'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Check for second sigil. Purchase if required.
quantity *= 2 if recipe['enchant_stock2_name'] == recipe['enchant_stock1_name']
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock2_name'], recipe['enchant_stock2'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Check for third sigil. Purchase if required.
if recipe['enchant_stock3_name'] == recipe['enchant_stock1_name'] && recipe['enchant_stock3_name'] == !recipe['enchant_stock2_name']
quantity *= 2
elsif recipe['enchant_stock3_name'] == recipe['enchant_stock1_name'] && recipe['enchant_stock3_name'] == recipe['enchant_stock2_name']
quantity *= 3
end
tally += 1 if !DRCC.check_for_existing_sigil?(recipe['enchant_stock3_name'], recipe['enchant_stock3'], quantity, @bag, @belt, stock_room)
DRCC.stow_crafting_item('sigil-scroll', @bag, @belt)
# Exit craft if tally is greater than or equal to one. This means one of the above checks and purchasing failed.
exit if tally >= 1
# Purchase item for product.
DRCT.order_item(crafting_data['artificing'][@hometown]['stock-room'], recipe['item']) unless DRCI.exists?("bone totem", @bag)
DRCC.stow_crafting_item('totem', @bag, @belt)
# Check if the fount has enough charges left and replace if required.
DRCC.fount(crafting_data['artificing'][@hometown]['tool-room'], 1, crafting_data['artificing'][@hometown]['fount'], 2, @bag, @bag_items, @belt)
# Head to your crafting location.
DRCC.find_enchanting_room(@training_room, enchanting_room)
# Finally make the product.
DRC.wait_for_script_to_complete('enchant', [recipe['chapter'], recipe['name'], recipe['noun'].split.last])
# Dispose of the product.
DRCI.dispose_trash('totem', @worn_trashcan, @worn_trashcan_verb)
end
end
def money_for_training?(amount, skill)
if DRCM.ensure_copper_on_hand(amount, @settings, @hometown)
true
else
echo("Low on funds, removing #{skill} from training")
@settings.crossing_training.delete(skill)
false
end
end
def knit(chapter, unique_name, item)
check_yarn
DRCT.walk_to(@training_room)
check_listening
check_teaching
DRC.wait_for_script_to_complete('sew', ['trash', 'knitting', chapter, unique_name, 'yarn', item])
DRCI.put_away_item?('yarn', @bag)
end
def sew(chapter, unique_name, item, fabric_volumes)
check_thread
check_fabric(fabric_volumes)
DRCT.walk_to(@training_room)
check_listening
check_teaching
DRC.wait_for_script_to_complete('sew', ['trash', 'sewing', chapter, unique_name, 'burlap', item])
DRCI.put_away_item?('thread', @bag)
end
def shape(chapter, unique_name, item)
check_wood
DRCC.find_shaping_room(@hometown, @training_room)
check_listening
check_teaching
DRC.wait_for_script_to_complete('shape', ['trash', chapter, unique_name, 'maple', item])
DRC.bput('get my lumber', 'You get some', 'You pick up')
DRCI.dispose_trash('lumber', @worn_trashcan, @worn_trashcan_verb)
end
def smith(full_name)
DRC.wait_for_script_to_complete('smith', ['bronze', full_name, 'buy'])
DRCI.dispose_trash(DRC.left_hand, @worn_trashcan, @worn_trashcan_verb) if DRC.left_hand && full_name.sub("metal ", "").include?(DRC.left_hand)
end
def buy_wood
crafting_data = get_data('crafting')
return unless money_for_training?(1000, 'Engineering')
DRCT.order_item(crafting_data['shaping'][@hometown]['stock-room'], 10)
DRCI.put_away_item?('lumber', @bag)
end
def buy_yarn(skipcoin = false)
crafting_data = get_data('crafting')
DRCM.ensure_copper_on_hand(3000, @settings, @hometown) unless skipcoin
DRCT.order_item(crafting_data['tailoring'][@hometown]['stock-room'], 13)
DRC.bput('combine my yarn', 'You combine', 'You must be holding both')
count = DRC.bput('count my yarn', 'You count out \d+ yards').scan(/\d+/).first.to_i
buy_yarn(true) if count < @yarn_quantity
DRCC.stow_crafting_item('yarn', @bag, @belt)
end
def buy_thread(skipcoin = false)
crafting_data = get_data('crafting')
DRCM.ensure_copper_on_hand(1000, @settings, @hometown) unless skipcoin
DRCT.order_item(crafting_data['tailoring'][@hometown]['stock-room'], 6)
DRCC.stow_crafting_item('thread', @bag, @belt)
end
def order_fabric(stock_room, stock_needed, stock_number, type)
stock_needed.times do
DRCT.order_item(stock_room, stock_number)
DRC.bput("get my #{type} from my #{@bag}", 'What were', 'You get')
next unless DRC.left_hand && DRC.right_hand
DRC.bput("combine #{type} with #{type}", 'You combine')
end
DRCC.stow_crafting_item('burlap cloth', @bag, @belt)
end
def check_yarn
case DRC.bput('get my yarn', 'You get', 'You are already', 'What were you')
when 'What were you'
buy_yarn
when 'You get', 'You are already'
count = DRC.bput('count my yarn', 'You count out \d+ yards').scan(/\d+/).first.to_i
buy_yarn if count < @yarn_quantity
end
DRCC.stow_crafting_item('yarn', @bag, @belt)
end
def check_thread
case DRC.bput('get my cotton thread', 'You get', 'You are already', 'What were you')
when 'What were you'
buy_thread
when 'You get', 'You are already'
count = DRC.bput('count my cotton thread', 'You count out \d+ yards').scan(/\d+/).first.to_i
buy_thread if count < @yarn_quantity
end
DRCC.stow_crafting_item('thread', @bag, @belt)
end
def check_fabric(fabric_volumes)
crafting_data = get_data('crafting')
existing = if DRC.bput("get burlap cloth from my #{@bag}", 'What were', 'You get') == 'What were'
0
else
while DRC.bput("get burlap cloth from my #{@bag}", 'What were', 'You get') == 'You get'
DRC.bput("combine burlap cloth with burlap cloth", 'You combine')
end
DRC.bput("count my burlap cloth", 'You count out \d+ yards').scan(/\d+/).first.to_i
end
stock_needed = ((fabric_volumes - existing) / 10.0).ceil
order_fabric(crafting_data['tailoring'][@hometown]['stock-room'], stock_needed, crafting_data['stock']['burlap']['stock-number'], 'burlap cloth')
end
def check_wood
case DRC.bput('get my maple lumber', 'You get', 'You are already', 'What were you')
when 'What were you'
buy_wood
when 'You get', 'You are already'
count = DRC.bput('count my lumber', 'You count out \d+ pieces of lumber remaining').scan(/\d+/).first.to_i
buy_wood if count < 5
end
DRCC.stow_crafting_item('lumber', @bag, @belt)
end
def check_teaching
return unless @settings.classes_to_teach
return if @settings.classes_to_teach.empty?
return if @last_teacher
if @class_timer.nil? || Time.now - @class_timer > 10 * 60
@settings.classes_to_teach.rotate!
DRC.bput('stop teach', 'You stop', 'you aren\'t teaching')
pause
@class_timer = Time.now
end
to_teach = @settings.classes_to_teach.first
DRRoom.pcs.each { |character| DRC.bput("teach #{to_teach} to #{character}", 'You begin to', 'is already listening to you', 'is listening to someone else', 'I could not find who you were referring to', 'You have already offered', 'That person is too busy teaching', 'You are already teaching', 'You cannot teach two different classes at the same time', 'is not paying attention to you', 'You cannot listen to a teacher and teach', 'already trying to teach you something') }
end
def check_listening
return unless @settings.listen
return if DRC.listen?(@last_teacher, @settings.listen_observe)
return if DRRoom.pcs.empty?
return unless @listen_timer.nil? || Time.now - @listen_timer > 5 * 60
return unless @class_timer.nil?
classes = DRC.assess_teach
@last_teacher = classes
.reject { |t, s| t.nil? || s.nil? }
.sort_by { |_t, s| [DRSkill.getxp(s), DRSkill.getrank(s)] }
.find { |t, _s| DRC.listen?(t, @settings.listen_observe) }
.first
@listen_timer = @last_teacher ? nil : Time.now
end
end
Craft.new