Code:
;
; Loot Code
;
atom(script) LootWindowBusy()
{
echo Clearing Busy LootWindow
EQ2UIPage[Inventory,Loot].Child[button,Loot.button LootAll]:LeftClick
}
atom(script) NoTradeWindow()
{
echo No Trade Confirmation
EQ2UIPage[Hud,Choice].Child[button,Choice.Choice1]:LeftClick
}
atom(script) LoreWindow()
{
echo Lore Confirmation
; EQ2UIPage[Hud,Choice].Child[button,Choice.Choice1]:LeftClick
}
atom(script) LootWindow(string ID)
{
declare i int local
if ${ID.Equal[${LastWindow}]}
{
echo Skipping LootWindow (ID: ${ID})
}
else
{
echo Processing LootWindow (ID: ${ID})
if ${LootWindow.NumItems}
{
i:Set[1]
while ${i} <= ${LootWindow.NumItems}
{
if ${LootWindow.Item[${i}].Lore} && ${Me.Inventory[${LootWindow.Item[${i}].Name}](exists)}
{
echo Destroying Lore Item ${LootWindow.Item[${i}].Name}
Me.Inventory[${LootWindow.Item[${i}].Name}]:Destroy
}
i:Inc
}
LootWindow:LootAll
}
}
LastWindow:Set[${ID}]
}
atom(script) atexit()
{
Event[EQ2_onLootWindowAppeared]:DetachAtom[LootWindow]
}
function main()
{
declare LastWindow string script
Event[EQ2_onLootWindowAppeared]:AttachAtom[LootWindow]
AddTrigger LootWindowBusy "@*@You are too busy to loot right now@*@"
AddTrigger NoTradeWindow "@*@You must confirm you want to loot@*@which is a no trade item@*@"
}
function loot()
{
while ${Actor[corpse,radius,10](exists)}
{
EQ2execute "/apply_verb ${Actor[corpse,radius,10].ID} loot"
wait 5
}
if ${Actor[Chest,radius,10](exists)}
{
Actor[Chest]:DoubleClick
wait 5
}
}
Last edited: