• Visit Rebornbuddy
  • Collectability

    Discussion in 'Community Developer Forum' started by fifidong, Jul 11, 2015.

    1. fifidong

      fifidong Member

      Joined:
      May 31, 2012
      Messages:
      124
      Likes Received:
      0
      Trophy Points:
      16
      Any way to grab Collectability information?
      Also, how can I see the all available window handles to call RaptureAtkUnitManager.GetWindowByName ?

      [​IMG]
       
    2. hkme

      hkme Member

      Joined:
      May 12, 2014
      Messages:
      197
      Likes Received:
      0
      Trophy Points:
      16
      It is "SelectYesNoItem"
      It would be useful if RB can read the number "115"
       
    3. fifidong

      fifidong Member

      Joined:
      May 31, 2012
      Messages:
      124
      Likes Received:
      0
      Trophy Points:
      16
      Quick additional question.

      How do I find the arguments for the SelectYesNoItem to SendAction to?
       
    4. y2krazy

      y2krazy Community Developer

      Joined:
      Jun 21, 2011
      Messages:
      2,803
      Likes Received:
      70
      Trophy Points:
      48
    5. hkme

      hkme Member

      Joined:
      May 12, 2014
      Messages:
      197
      Likes Received:
      0
      Trophy Points:
      16
      Oh just saw your other question,
      for all available windows, run this in console

      Code:
      ClearLog();
      foreach(var item in RaptureAtkUnitManager.Controls)
      {
      Log(item);
      }
      
      For SendAction, I have no idea too.

      Currently you cannot read the collectability rating number afaik
       
    6. oruna

      oruna Member

      Joined:
      Feb 11, 2012
      Messages:
      114
      Likes Received:
      0
      Trophy Points:
      16
      To read the value out of the window is a very important feature right now in my opinion, should be implemented pretty soon.
       
    7. mastahg

      mastahg Administrator Staff Member

      Joined:
      Feb 27, 2011
      Messages:
      5,231
      Likes Received:
      364
      Trophy Points:
      83
      It's on my to do list, but like everything else its like 3 pointers deep.
       
    8. oruna

      oruna Member

      Joined:
      Feb 11, 2012
      Messages:
      114
      Likes Received:
      0
      Trophy Points:
      16
      I saw its in the update from today, thank you!
       
    9. goldenlion

      goldenlion New Member

      Joined:
      Oct 20, 2013
      Messages:
      106
      Likes Received:
      0
      Trophy Points:
      0
      Can we now accept those from XML profiles?
       
    10. ExMatt

      ExMatt Active Member

      Joined:
      Jul 5, 2015
      Messages:
      1,030
      Likes Received:
      14
      Trophy Points:
      38
      Thanks mastahg, excellent addition and before I had expected.

      I have started building out a Fishing tag for Order Bot and I have incorporated this into it, however there is only one feature I feel is missing, the name of the item to be collected. When fishing, you don't know which fish you are getting in the window so I can't just set a single collectability value.

      Looking forward to an update on this.

      EDIT:

      This is how i plan to use it

      Code:
      
          [XmlRoot(IsNullable = true, Namespace = "")]
          [XmlElement("Collectable")]
          [XmlType(AnonymousType = true)]
          [Serializable]
          public class Collectable
          {
              [XmlAttribute("Name")]
              public string Name { get; set; }
      
              [XmlAttribute("Value")]
              public int UValue { get; set; }
              public uint Value { get { return Convert.ToUInt32(UValue); } }
          }
      
          [XmlElement("Fish")]
          public class FishTag : ProfileBehavior
          {
              [XmlElement("Collectables")]
              public List<Collectable> Collectables { get; set; }
      
      ....
      
          }
      
      

      Code:
      
      <Fish>
        <Collectables>
          <Collectable Name="Whilom Catfish" Value="459" />
          <Collectable Name="Warmwater Bichir" Value="683" />
        </Collectables>
      </Fish>
      
      
       
      Last edited: Jul 18, 2015
    11. Mr McGibblets

      Mr McGibblets Member

      Joined:
      May 20, 2014
      Messages:
      485
      Likes Received:
      12
      Trophy Points:
      18
      I was thinking of something along the same lines. Its amazing to have it accept it but fills the inventory quick. Would be awesome to have it decline and take it as a normal item if its below the turnin threshold.
       
    12. ExMatt

      ExMatt Active Member

      Joined:
      Jul 5, 2015
      Messages:
      1,030
      Likes Received:
      14
      Trophy Points:
      38
      My fishing script does that, but currently can only use a single threshold instead of a threshold per fish.
       
    13. goldenlion

      goldenlion New Member

      Joined:
      Oct 20, 2013
      Messages:
      106
      Likes Received:
      0
      Trophy Points:
      0
      Would it be possible to have a plugin that simply auto-accepts all of them?
       
    14. ExMatt

      ExMatt Active Member

      Joined:
      Jul 5, 2015
      Messages:
      1,030
      Likes Received:
      14
      Trophy Points:
      38
      You could put the Collectability value at 1 if you really wanted all the fish...but you would end up with plenty you can't turn in.
       
    15. goldenlion

      goldenlion New Member

      Joined:
      Oct 20, 2013
      Messages:
      106
      Likes Received:
      0
      Trophy Points:
      0
      I'm more thinking of ephemeral node accepting and crafting collectability accepting.
       
    16. ExMatt

      ExMatt Active Member

      Joined:
      Jul 5, 2015
      Messages:
      1,030
      Likes Received:
      14
      Trophy Points:
      38
      I'm sure I would find that more beneficial if I ever had more than 15 open inventory spaces. Maybe time to get SE $2 more per month again....
       
    17. jameslr

      jameslr Member

      Joined:
      Jun 6, 2015
      Messages:
      49
      Likes Received:
      2
      Trophy Points:
      8
      How would you go about adding the same functionality to crafting? I just need a codechunk that can click Yes/No for crafting collectables.
       
    18. ExMatt

      ExMatt Active Member

      Joined:
      Jul 5, 2015
      Messages:
      1,030
      Likes Received:
      14
      Trophy Points:
      38
      I haven't actually done any crafting with orderbot yet, but I plan to and I believe that this should do the trick.


      Code:
      
      await Coroutine.Wait(3000, () => SelectYesNoItem.CollectabilityValue > 0);
      uint value = SelectYesNoItem.CollectabilityValue;
      
      if (value >= 4000) // Change this number to the min collectability value.
      {
          SelectYesNoItem.Yes();
      }
      else
      {
          SelectYesNoItem.No();
      }
      
      
       
    19. jameslr

      jameslr Member

      Joined:
      Jun 6, 2015
      Messages:
      49
      Likes Received:
      2
      Trophy Points:
      8

      Nice, I'll give this a try when I start crafting for red scrips again.
       
    20. Djdave

      Djdave New Member

      Joined:
      Feb 22, 2015
      Messages:
      166
      Likes Received:
      1
      Trophy Points:
      0
      Anyone any idea what could be causing this?

      https://www.thebuddyforum.com/rebor...ectable-cockatrice-meatballs.html#post2026087

      When at the end of the craft and the YesNo window opens it seem's when running the code to accept it doesn't hit yes. Nothing is shown in the log apart from the last craft action.

      Edit -

      Update

      https://www.thebuddyforum.com/rebor...atrice-meatballs-post2026184.html#post2026184

      Looks like its one for Mastahg.
       
      Last edited: Aug 19, 2015

    Share This Page