Cenedril
Posted: Fri Apr 01, 2016 7:29 pm
Hey guys just wondering if anyone is working on script for converting materials for the new Cenedril pets. like whites to greens to blues ect
thanks!
thanks!
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints type="TRAVEL">
<onLoad>
--------------------------
-- Element Fuser By Rock5
-- Version 1.1
--------------------------
-- User options
local MakeType = "Dynamic Energy" -- "Wind", "Water", "Fire" or "Earth"
local MakeLevel = 3 -- 1 = Normal, 2 = Good, 3 = Rare, 4 = Epic, 5 = Legendary, 6 = Mythical
local MakeNumber = 3 -- Final number you will have in your inventory at the end.
--------------------------
local Data = {
["Dynamic Energy"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Dynamic Piece"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Dynamic Ink"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Dynamic Scroll"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Steadfast Energy"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Steadfast Piece"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Steadfast Ink"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Steadfast Scroll"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Mystical Energy"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Mystical Piece"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Mystical Ink"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
["Mystical Scroll"] = {
[1] = {Id = blah}, -- Normal
[2] = {Id = blah}, -- Good
[3] = {Id = blah}, -- Rare
[4] = {Id = blah}, -- Epic
[5] = {Id = blah}, -- Legendary
[6] = {Id = blah}, -- Mythical
},
}
local EleData = Data[MakeType]
local function EmptyMagicbox(quick)
local function findEmpty(num)
local count = 0
for i = 61,240 do
local item = inventory.BagSlot[i]
item:update()
if item.Available and item.Empty then
count = count + 1
end
if count >= num then
return item
end
end
end
if quick then
local emptynum = 0
local itemmoved = false
for i = 51,60 do
local item = inventory.BagSlot[i]
item:update()
if not item.Empty then
emptynum = emptynum + 1
local BagEmpty = findEmpty(emptynum)
if not BagEmpty then
error("Not enough bag space to empty transmutor.",0)
end
item:pickup()
BagEmpty:pickup()
itemmoved = true
end
end
if itemmoved then yrest(500) end
else
for i = 51,60 do
local item = inventory.BagSlot[i]
item:update()
if not item.Empty then
item:moveTo("bags")
end
end
end
end
local function Fuse(id,num)
-- Move items to magic box
local need = num
local magicslot = 51
for i = 61,240 do
local item = inventory.BagSlot[i]
item:update()
if item.Available and (not item.Empty) and item.Id == id then
if item.ItemCount > need then
RoMScript("SplitBagItem("..item.BagId..","..need..")")
need = 0
else
item:pickup()
need = need - item.ItemCount
end
yrest(200)
inventory.BagSlot[magicslot]:pickup() yrest(200)
magicslot = magicslot + 1
end
if need == 0 then break end
end
yrest(500)
-- Press 'Confirm'
RoMScript("MagicBoxRequest()");
yrest(500)
EmptyMagicbox()
inventory:update()
end
-- Empty Magicbox
EmptyMagicbox(true)
while MakeNumber > inventory:itemTotalCount(EleData[MakeLevel].Id) do
-- Create MakeList
local need = inventory:itemTotalCount(EleData[MakeLevel].Id) + 1 -- Make 1 at a time
for i = MakeLevel, 1, -1 do
local count = inventory:itemTotalCount(EleData[i].Id)
if need > count then
EleData[i].Make = need - count
need = EleData[i].Make * 5
else
-- Have enough
EleData[i].Make = 0
need = 0
end
end
-- Check if you have enough Elements
if EleData[1].Make > 0 then -- Can't make elements
error("Not enough elements. You need "..EleData[1].Make.." more to make another.",0)
end
-- Make starting from level 2 (uses level 1)
for i = 2, MakeLevel do
local targetnum = inventory:itemTotalCount(EleData[i].Id) + EleData[i].Make
while targetnum > inventory:itemTotalCount(EleData[i].Id) do
if RoMScript("GetMagicBoxEnergy()") == 0 then
error("Out of charges",0)
end
Fuse(EleData[i-1].Id, 5)
end
end
end
error("Finished element fusing.",0)
</onLoad>
</waypoints>