Tradeskill writs

Greythorn

Well-Known Member
Woot they are in and I must say WOW they did a great job

my first writ experience as a level 61 Alchemist

went to Ironforge Exchange .. the executor is still behind the main desk but there is now a new NPC in front of a smaller desk.

the first thing you do is talk to either the Executor (Rush Orders) these are timed
Or the new guy Hawthorn (Work Orders) untimed

You will need to ask them for the writs .. 3 levels are available hard, medium, and easy (I like this better than getting random of all 3).

They will give you the writs but you can not start them until you get the invoice from the small desk in front of Hawthorn.

So far thats a lot of interaction :(

I picked a hard nontimed and recieved a writ for 60 of two items (total combines 12) after finishing the first item a pop up comes up with the first reward (fuel cost of those combines) same for the second.

Then you must go to the Executor (for both types) to claim your reward .. faction plus coin.
 

Garulf

Active Member
/craft is going to need a revamp in order to do the timed writs in time, the current algorithm is too conservative to pull it off. As for the untimed writs, you'll be able to do them with the existing code, but you'll have to set them up by hand, then monitor the progress and accept all the quest rewards manually.

Speaking of which, any chance you can break /craft out into a script, rather than having it as part of the code? That would allow for users to tweak things quite a bit more. For example, I'd like to set things up so I could craft a bunch of items, then go sell the results, then go craft another pile of things.
 

Amadeus

The Maestro
Staff member
Speaking of which, any chance you can break /craft out into a script, rather than having it as part of the code?
No. Frankly, it took a lot of convincing by folks to pursuade me to release the functionality at all in the first place. So, you all should be happy you have any craft automation at all.

However, that aside, you don't need craft to be altered anyway to do this type of thing. You could make your own scripts that would do the moving around, getting the quests, and all of that then call 'craft' with arguments for making the recipe.
Code:
craft <recipe name> <quantity> <quality>
For example, to make 10 'leather straps' at pristine, you would do:
Code:
craft "leather strap" 10 4
To tell if craft is running, you would check to see if "Buffer:Craft" is active via "${Script[Buffer:Craft]}"


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I've seen tradeskill writ scripts before that were very effective. It's not hard to write your own scripts that move you around, get the quests, buy the ingredients, create the items using the syntax above, and then turn in the items or talk to the quest NPC. It does not need to be part of the craft script, nor should it be.
 
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