Пример #1
0
def _GumpSelect():
    CheckSave()
    CheckDead()
    WaitGump('5')  # First menu (select Swords)
    WaitGump('102')  # Second menu (select Scimitar)
    WaitGump('1')  # Third menu (select Make item)
    CheckLag(LAG_WAIT)
    if WaitJournalLine(datetime.now(), 'You put the', 15000):
        CheckSave()
        CheckDead()
        CheckLag(LAG_WAIT)
    return True
Пример #2
0
def _Craft(ingots):
    CheckSave()
    CheckDead()
    hammer = False
    ingots_count = _CountIngots(ingots)
    while ingots_count >= REQUIRED_INGOTS:
        time.sleep(0.5)
        CheckLag(LAG_WAIT)
        if ObjAtLayer(0x01):
            Disarm()
        if FindType(HAMMER_TYPE, Backpack()):
            hammer = FindItem()
            UseObject(hammer)
            WaitTargetObject(ingots)
            Wait(WAIT_TIME)
            CheckLag(LAG_WAIT)
            CancelTarget()
            _GumpSelect()
        ingots_count = _CountIngots(ingots)
        Wait(WAIT_TIME)
        CheckLag(LAG_WAIT)
        print 'Ingots left in backpack: %s' % ingots_count
        if not hammer:
            print 'You have no hammer in your inventory'
    return True
Пример #3
0
def _DropIngots():
    print 'Dropping any ingots from backpack'
    CheckSave()
    CheckDead()
    MoveItems(Backpack(), INGOT_TYPE, 0xFFFF, STORAGES['all'], 0, 0, 0, 500)
    CheckLag(LAG_WAIT)
    return True
Пример #4
0
def _DropCrafted():
    print 'Dropping crafted items'
    CheckSave()
    CheckDead()
    quantity = FindFullQuantity(FindType(SCIMITAR_TYPE, Backpack()))
    MoveItems(Backpack(), SCIMITAR_TYPE, 0xFFFF, STORAGES['crafted'], 0, 0, 0,
              500)
    CheckLag(LAG_WAIT)
    print 'Dropped %s scimitars' % quantity
    return True
Пример #5
0
def _SmeltCrafted():
    print 'Smelting crafted items'
    CheckSave()
    CheckDead()
    if FindType(SCIMITAR_TYPE, Backpack()):
        for scimitar in GetFindedList():
            UseObject(Forge)
            WaitTargetObject(scimitar)
            Wait(WAIT_TIME)
            CheckLag(LAG_WAIT)
    print 'Smelting finished'
Пример #6
0
def DropIngots():
    CheckSave()        
    CheckDead()
    for ingot_type in INGOT_TYPES:
        if FindType(ingot_type, Backpack()):
            item = FindItem()
            storage = get_storage(item)    
            MoveItem(item, GetQuantity(item), storage, 0, 0, 0);
            Wait(WAIT_TIME)
            CheckLag(LAG_WAIT)
            return 1
Пример #7
0
def Smelting():
    CheckSave()
    CheckDead()
    for ore_type in ORE_TYPES:
        if FindType(ore_type,STORAGES['all']):  
            item = FindItem()
            MoveItem(item, ORE_TO_SMELT, Backpack(), 0, 0, 0)
            UseObject(item)
            Wait(WAIT_TIME)
            CheckLag(LAG_WAIT)
            return 1                
        DropIngots()            
Пример #8
0
def _GetIngots():
    CheckSave()
    CheckDead()
    CheckLag(LAG_WAIT)
    FindType(INGOT_TYPE, Backpack())
    ingots = FindItem()
    quantity = GetQuantity(ingots)
    print 'Checking if we have minimum ingots, required to craft'
    if quantity < REQUIRED_INGOTS:
        CheckLag(LAG_WAIT)
        time.sleep(0.5)
        print 'We have %s ingots in backpack left. Getting more' % quantity
        if FindType(INGOT_TYPE, STORAGES['low']):
            ingots = FindItem()
            MoveItem(ingots, INGOTS_COUNT - quantity, Backpack(), 0, 0, 0)
            Wait(WAIT_TIME)
            CheckLag(LAG_WAIT)
    if ingots:
        return ingots
    else:
        print 'Something is wrong, no ingots found anywhere'
        return False
Пример #9
0
def _CountIngots(ingots):
    CheckSave()
    CheckDead()
    if FindType(INGOT_TYPE, Backpack()):
        return GetQuantity(FindItem())
    return False
Пример #10
0
def _check():
    CheckSave()
    CheckDead()
    CheckLag(LAG_WAIT)