swietlowka wrote: where would u put this crafting function in to your egg script, there no on leave combat, while feeeding or gathering or it just doesnt matter?
Well you wouldn't need to feed your pet but if you wanted it to craft while you harvest eggs, you could just put some code in 1 of the waypoints to check the pet is still crafting.
Actually I'm contemplating having some profile settings.
eg.
EggPetEnabled = true or false
EggPetMode = "CRAFT" or "ASSIST"
EggPetFood = "Miller's Special Cake"
EggPetCraftSkill = "MINING" or "WOODWORKING" or "HERBALISM"
EggPetReturnAt = 60 -- Would return the pet when it's Nourishment reaches 60% but no more food
So if it is set to craft, it will craft and if it is set to assist, it will summon the pet to assist, regardless of what waypoint file you are running. What do you think?
jduartedj wrote:I would suggest, as you 'll have to do it anyway, to do a function for merging only and another specifically for leveling trick.
The way I was going to do it anyway was to do all the main functions first, eg. move eggs to the slots, merge the slots, maybe collect more info on that tab. Then if I did the trick I would use those functions.
jduartedj wrote:Code: Select all
CEggPet:merge(Agent_EggID,Reagent_EggID) --for merging 2 eggs, need ids because the names are all the same
CEggPet:PLevel(_mainpet_slot) -- as in PowerLeveling the pet to run the leveling trick.
Edited.
The standard merge would be of slots and CEggPet already specifies an egg. So if we want to merge a slot to the pet described by the class it would look something like this.
So the trick would just be about choosing the right egg from the inventory to put in the slot. Then do a merge and repeat or something like that. [/quote]
swietlowka wrote:I do have to agree it might be expensive but one could have a bot farm for eggs only (or mostly) and in the end run CEggPet:PLevel(_petslotnr). making an imba pet in a matter of days i'd say. The only tricky part would be that you get pets of any element so some would be unusable making one discard or sell them on AH.
Sure you could bot for eggs. It would be a standard waypoint file, using my catchcavy script. Then just run the trick function when you have enough eggs.
A problem I foresee is the item class doesn't provide the information necessary to choose the right egg. No Element, no Level, no Aptitude, no growth rates.