Well anyway best I could come up with was
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/script StoreBuyItem(1,99)
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/script StoreBuyItem(1,99)
Trouble is if you don't have the gold then it won't buy any? or did you put in so if it's unsuccessful at buying then to try to buy half as many? Wouldn't be an issue for most people though, so I wouldn't be too worried about making it work like this.rock5 wrote: Now it buys upto the full stack size possible. eg. if a consumable has a stacksize of 99 and you have your settings to buy 200 then it will buy 99, 99 and then 2 instead of buying them 1 at a time. Should save stacks of time.
Actually I have an updated Golden Egg script that I have been working on for awhile that I haven't uploaded yet. I'll see if that is ready to post.swietlowka wrote:so now when u made the missing function i have no choice but to tweak your golde script with the futher i added to it (pet craft) to auto go out buy staff and go in and then present to community... but not today maybe tommarow ;p
to do that to my script.rock5 wrote:I was going to add eggpet tools to the shopping options first
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player:openStore("NPCName")
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<!-- # 9 --><waypoint x="-6851" z="-3564" y="173">
player:merchant(_PetHunter);
sendMacro("ChoiceOption(1)");
for i,_minInvCount,1 do
inventory:storeBuyItem(204232, 99)
--RoMScript("StoreBuyItem(5,99)");
end
</waypoint>
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player:openStore(_PetHunter)
inventory:storeBuyItem(herbtools, 99)
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player:openStore(_PetHunter)
for i,_minInvCount,1 do
inventory:storeBuyItem(herbtools, 99)
end
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GROUP1 = {
[1] = {Name = TEXT("Sys200335_name"), ID = 200335, Lvl = 1, Value = 2},
[2] = {Name = TEXT("Sys202552_name"), ID = 202552, Lvl = 1, Value = 3},
[3] = {Name = TEXT("Sys200334_name"), ID = 200334, Lvl = 8, Value = 4},
}
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