Transmute Snippet

SuperNoob

Active Member
This is a short snippet I wrote to help me with my transmuting.

*** Warning!!! This will transmute anything in your bags that is Treasured and not Attuned!!!

I couldn't get the "Optional Parameters" to work when trying to pass them when building the index due to my extreme noobness, so if anyone could show me how that works I would love to add them into this little snippet

Code:
function main()
{
    variable int i = 1
    variable index:item MyStuff

    squelch bind quit "F7" "endscript trans_snip"
    
    echo ***
    echo *** 
    echo *** Populating List of My Stuff ~~ ${Me.GetInventoryAtHand[MyStuff]} items populated.
    echo *** There is a short pause before each transmute if you wish to quit, hit F7 at anytime   
    echo ***
    echo ***
    do
    {
       if ${MyStuff[${i}].Tier.Equal[TREASURED]} && !${MyStuff[${i}].Attuned} && !${MyStuff[${i}].Ornate} && !${MyStuff[${i}].Type.Equal[Drink]} && !${MyStuff[${i}].Type.Equal[Food]} && !${MyStuff[${i}].IsContainer}
       { 
         echo About to transmute ${MyStuff[${i}].Name} ~ ${MyStuff[${i}].Tier} ~ ${MyStuff[${i}].Type} 
         wait 10
         MyStuff[${i}]:Transmute
         ; Transmute has a 2 second recast, so might as well wait a bit
         wait 50  
         if ${RewardWindow.Child[button,Accept](exists)} 
		     {
           RewardWindow.Child[button,Receive]:LeftClick
         }
       }
    }
    while ${i:Inc}<=${MyStuff.Used}
}


function atexit()
{
	bind -delete quit
}
 

Cr4zyb4rd

Active Member
Doesn't help with your parameters problem, but a neat trick I've found for these "dumbfire" type scripts is to do something like
Code:
UIElement[main hud]:AddChild[button,transmutebutton,"<button Name=\"transmutebutton\"><X>0</X><Y>r40</Y><Width>30</Width><Height>16</Height><OnRightClick>endscript transmute</OnRightClick><Text>Transmute</Text><Border>1</Border><Texture></Texture><BackgroundColor>ff00ff00</BackgroundColor></button>"]
and then atexit
Code:
UIElement[transmutebutton@main hud]:Destroy
to give yourself a little button in lieu of or in addition to using a keybind to end the script.

edit: another thought, you might want to modify your atexit to abort any current action/casting, since somebody could conceivably be hitting it in a panic as they realize it's transmuting something they don't want to?
 

Amadeus

The Maestro
Staff member
This is the script that I use.


Code:
function main(int FromLevel, int ToLevel)
{
    variable int i = 1
 
    if ${FromLevel} <= 0 || ${ToLevel} <= 0
    {
        echo "BAD SYNTAX"
        return
    }   
 
    Me:CreateCustomInventoryArray[nonbankonly]
    wait 5
 
    do
    {
        if !${Me.CustomInventory[${i}](exists)}
            continue
 
        if !${Me.CustomInventory[${i}].Tier.Equal[TREASURED]}
            continue
 
        if ${Me.CustomInventory[${i}].Attuned}
            continue
 
        if ${Me.CustomInventory[${i}].NoValue}
            continue
 
        if ${Me.CustomInventory[${i}].Crafter(exists)} && ${Me.CustomInventory[${i}].Crafter.Length} > 0
            continue
 
        if ${Me.CustomInventory[${i}].IsContainer}
            continue
 
        if ${Me.CustomInventory[${i}].Level} < ${FromLevel} || ${Me.CustomInventory[${i}].Level} > ${ToLevel}
            continue
 
        echo "DEBUG:: Transmuting ${Me.CustomInventory[${i}]}."
 
        Me.CustomInventory[${i}]:Transmute
        wait 5
        do
        {
            waitframe
        }
        while ${Me.CastingSpell}
 
        wait 200 ${RewardWindow(exists)}
        RewardWindow:Receive   
        wait 5 
    }
    while ${i:Inc}<=${Me.CustomInventoryArraySize}
 
    press ESC
    echo "Script Ended."
}
 

blackee

Senior Member
I am getting BAD SYNTAX in the console.

If I remove section below, it starts transmuting, but doesn't hit anything with a level (i.e. it tries to mute the status items in my inventory, then exits).

if ${FromLevel} <= 0 || ${ToLevel} <= 0
{
echo "BAD SYNTAX"
return
}


Any thoughts?
 

mycroft

Script Author: MyPrices
You are passing the level of the items to the script as a parameter aren't you ?


run transmute 10 20

(assuming the script is named transmute.iss)
 

Amadeus

The Maestro
Staff member
It only transmutes TREASURED items. And, most no trade items are Legendary or better. Moreover, if there were treasured items that were no trade, they probably wouldn't be transmutable.

Certainly, you should'nt just run this script any old time. I usually clear out my inventory and then buy shit from the broker and run it ....do all my transmuting at once.
 

marcusw03

Active Member
It only transmutes TREASURED items. And, most no trade items are Legendary or better. Moreover, if there were treasured items that were no trade, they probably wouldn't be transmutable.

Certainly, you should'nt just run this script any old time. I usually clear out my inventory and then buy shit from the broker and run it ....do all my transmuting at once.
When I wanted to xmute stuff other than Treasured I would just change this line

if !${Me.CustomInventory[${i}].Tier.Equal

to what I wanted it to be equal to. But for some reason it doesn't work with Mastercrafted any idea why?

if !${Me.CustomInventory[${i}].Tier.Equal[MASTERCRAFTED]}

Marcus
 

marcusw03

Active Member
Yes I have used it before. I was making stuff on my tailor which is lvl 80 for my trasnmuter. So I would putting them in the guild bank etc.
 

mysticdrew

Active Member
my version that does Legendary and Mastercrafted crafted items.

Code:
function main(int FromLevel, int ToLevel)
{
	Echo "Starting to Transmute"
    variable int i = 1
 
    if ${FromLevel} <= 0 || ${ToLevel} <= 0
    {
        echo "BAD SYNTAX"
        return
    }   
 
    Me:CreateCustomInventoryArray[nonbankonly]
    wait 5
 
    do
    {
        if !${Me.CustomInventory[${i}](exists)}
            continue

        if !${Me.CustomInventory[${i}].Tier.Equal[TREASURED]}
        {
                if !${Me.CustomInventory[${i}].Tier.Equal[LEGENDARY]}
	        {
	                if !${Me.CustomInventory[${i}].Tier.Equal[MASTERCRAFTED]}
		        
		        {
		        	continue
       		 	}
       		}
        }
            
            
        if ${Me.CustomInventory[${i}].Attuned}
            continue

        if ${Me.CustomInventory[${i}].NoValue}
            continue

        if ${Me.CustomInventory[${i}].Crafter(exists)} && ${Me.CustomInventory[${i}].Crafter.Length} > 0
            ;continue

        if ${Me.CustomInventory[${i}].IsContainer}
            continue

        if ${Me.CustomInventory[${i}].Level} < ${FromLevel} || ${Me.CustomInventory[${i}].Level} > ${ToLevel}
            continue

        echo "DEBUG:: Transmuting ${Me.CustomInventory[${i}]}."
 
        Me.CustomInventory[${i}]:Transmute
        wait 5
        do
        {
            waitframe
        }
        while ${Me.CastingSpell}
 
        wait 200 ${RewardWindow(exists)}
        RewardWindow:Receive   
        wait 5 
    }
    while ${i:Inc}<=${Me.CustomInventoryArraySize}
 
    press ESC
    echo "Script Ended."
}
 

dephilli

Member
Is there any way for me to get this somehow, all I want is a simple script that will transmute everything in my bags, or maybe even better just the ability to select mute treasured or legendary etc.

I am not sure how to get the code I see here working in eq2. I just installed all the software and I am loving it so far, the radar is amazing!
 

Eq2hax

Active Member
My edits for two scripts. Both set up to NOT mute anthing that has been Attuned. These were edited from Amadeus' posted script.

First called TranmuteTreasured.iss

function main(int FromLevel, int ToLevel)
{
variable int i = 1

if ${FromLevel} <= 0 || ${ToLevel} <= 0
{
echo "BAD SYNTAX"
return
}

Me:CreateCustomInventoryArray[nonbankonly]
wait 40

do
{
if !${Me.CustomInventory[${i}](exists)}
continue

if !${Me.CustomInventory[${i}].Tier.Equal[TREASURED]}
continue

if ${Me.CustomInventory[${i}].Attuned}
continue

if ${Me.CustomInventory[${i}].NoValue}
continue

if ${Me.CustomInventory[${i}].Crafter(exists)} && ${Me.CustomInventory[${i}].Crafter.Length} > 0
continue

if ${Me.CustomInventory[${i}].IsContainer}
continue

if ${Me.CustomInventory[${i}].Level} < ${FromLevel} || ${Me.CustomInventory[${i}].Level} > ${ToLevel}
continue

echo "DEBUG:: Transmuting ${Me.CustomInventory[${i}]}."

Me.CustomInventory[${i}]:Transmute
wait 5
do
{
waitframe
}
while ${Me.CastingSpell}

wait 200 ${RewardWindow(exists)}
RewardWindow:Receive
wait 5
}
while ${i:Inc}<=${Me.CustomInventoryArraySize}

press ESC
echo "Script Ended."
}












Sencond named TransmuteLegendary.iss




function main(int FromLevel, int ToLevel)
{
variable int i = 1

if ${FromLevel} <= 0 || ${ToLevel} <= 0
{
echo "BAD SYNTAX"
return
}

Me:CreateCustomInventoryArray[nonbankonly]
wait 5

do
{
if !${Me.CustomInventory[${i}](exists)}
continue

if !${Me.CustomInventory[${i}].Tier.Equal[LEGENDARY]}
continue

if ${Me.CustomInventory[${i}].NoValue}
continue

if ${Me.CustomInventory[${i}].Crafter(exists)} && ${Me.CustomInventory[${i}].Crafter.Length} > 0
continue

if ${Me.CustomInventory[${i}].IsContainer}
continue

if ${Me.CustomInventory[${i}].Attuned}
continue

if ${Me.CustomInventory[${i}].Level} < ${FromLevel} || ${Me.CustomInventory[${i}].Level} > ${ToLevel}
continue

echo "DEBUG:: Transmuting ${Me.CustomInventory[${i}]}."

Me.CustomInventory[${i}]:Transmute
wait 5
do
{
waitframe
}
while ${Me.CastingSpell}

wait 200 ${RewardWindow(exists)}
RewardWindow:Receive
wait 5
}
while ${i:Inc}<=${Me.CustomInventoryArraySize}

press ESC
echo "Script Ended."
}





My new suggestion is to use Eq2Ogretransmute.iss written by Kannkor which is an Awesome Muting script.
However, mine has been edited so it NEVER mutes anthing thats ATTUNED and it defaults to making the user choose what they want muted IE, treasured, legendary, fabled, Etc.

Here is my edit to the Eq2ogreTransmute.iss

/**
EQ2OgreTransmute Version 1.00 - Kannkor
Use the interface to selection options.
Usage: "Run ogre transmute"

**/


#include "${LavishScript.HomeDirectory}/Scripts/eq2ogrecommon/EQ2OgreBagManager.inc"
variable int VarCopy
variable bool Transmuted=FALSE

function main()
{
Event[EQ2_onRewardWindowAppeared]:AttachAtom[EQ2_onRewardWindowAppeared]

variable int ContainerCounter=0
variable int x=0

;When this script is ran initially, it creates the inventory, some of which are NULL. Wait 1 second and get an update.
wait 10
OgreBagInfoOb:Update
wait 10
OgreBagInfoOb:Update

while ${ContainerCounter:Inc}<=6
{
if !${UIElement[${EQ2OgreTransmuteBox${ContainerCounter}ID}].Checked}
{
echo Skipping Container #${ContainerCounter} since it is not checked.
continue
}

x:Set[0]
while ${x:Inc}<=${OgreBagInfoOb.BagSize[${ContainerCounter}]}
{
VarCopy:Set[${OgreBagInfoOb.BagContents[${ContainerCounter},${x}]}]

;Lets eliminate items that can't be transmuted period.
if ${Me.Inventory[id,${VarCopy}].NoValue} || ${Me.Inventory[id,${VarCopy}].Level}<=0 || ${Me.Inventory[id,${VarCopy}].IsReserved} || ${Me.Inventory[id,${VarCopy}].Ornate} || ${Me.Inventory[id,${VarCopy}].Attuned}
continue

if !${Me.Inventory[id,${VarCopy}].Tier.Equal[TREASURED]} && !${Me.Inventory[id,${VarCopy}].Tier.Equal[Legendary]} && !${Me.Inventory[id,${VarCopy}].Tier.Equal[Fabled]} && !${Me.Inventory[id,${VarCopy}].Tier.Equal[mastercrafted]}
continue

;Lets eliminate items that can't be transmuted based on the UI selection
if ${Me.Inventory[id,${VarCopy}].Tier.Equal[TREASURED]} && !${UIElement[${EQ2OgreTransmuteTreasuredID}].Checked}
continue

if ${Me.Inventory[id,${VarCopy}].Tier.Equal[Legendary]} && !${UIElement[${EQ2OgreTransmuteLegendaryID}].Checked}
continue

if ${Me.Inventory[id,${VarCopy}].Tier.Equal[Fabled]} && !${UIElement[${EQ2OgreTransmuteFabledID}].Checked}
continue

if ${Me.Inventory[id,${VarCopy}].Tier.Equal[mastercrafted]} && !${UIElement[${EQ2OgreTransmuteMasterCraftedID}].Checked}
continue

if ${Me.Inventory[id,${VarCopy}].Level} < ${Int[${UIElement[${TEBoxEQ2OgreTransmuteMinLevelID}].Text}]} || ${Me.Inventory[id,${VarCopy}].Level} > ${Int[${UIElement[${TEBoxEQ2OgreTransmuteMaxLevelID}].Text}]}
continue

if ${Me.Inventory[id,${VarCopy}](exists)}
{
call TransmuteIt ${VarCopy}
}
else
echo Report this: {Me.Inventory[id,${VarCopy}](exists)} failed ( ${Me.Inventory[id,${VarCopy}](exists)} ). This shouldn't be possible unless you moved/sold/deleted items.
}
}
if !${Transmuted}
echo You either have no items to transmute in the selected cointainers, or your inventory items were not detected. Try re-running the script to detect.
}

function TransmuteIt(int ItemID)
{
Transmuted:Set[TRUE]
echo Transmuting.. ${Me.Inventory[id,${ItemID}].Name}.
Me.Inventory[id,${ItemID}]:Transmute
wait 20 ${Me.CastingSpell}
while ${Me.CastingSpell}
wait 5

wait 5
}
atom EQ2_onRewardWindowAppeared()
{
RewardWindow:Receive
}
atom atexit()
{
UIElement[${CmdEQ2OgreTransmuteStopID}]:Hide
UIElement[${CmdEQ2OgreTransmuteStartID}]:Show
echo EQ2Ogre Transmute completed.
}












and here is my edit to the EQ2OgreTransmuteXMK.xml

<?xml version="1.0" encoding="UTF-8"?>
<ISUI>
<Template Name='chkbox' template='checkbox'><Width>30</Width><Height>23</Height></Template>
<!-- Main UI Window -->
<Window Name='EQ2OgreTransmuteXML' Template='Window'>
<X>20</X>
<Y>20</Y>
<Width>300</Width>
<Height>400</Height>
<Client Template="Window.Client" />
<StorePosition>1</StorePosition>
<Title>EQ2Ogre Transmute - UI Ver: 1.00</Title>
<TitleBar Template="Window.TitleBar">
<X>0</X>
<Y>0</Y>
<Width>99%</Width>
<Height>5%</Height>
<Children>
<Text Name="Title" Template="Window.TitleBar.Title">
<Alignment>Center</Alignment>
</Text>
<Button Name="Minimize" Template="Window.TitleBar.Minimize">
<X>85%</X>
<Width>16</Width>
<Height>16</Height>
</Button>
<CommandButton Name="Custom Quit Button" Template="Window.TitleBar.Close">
<X>92%</X>
<Width>16</Width>
<Height>16</Height>
<OnLeftClick>
if ${Script[EQ2OgreTransmute]}
endscript EQ2OgreTransmute
ui -unload scripts\\EQ2OgreCommon\\OgreTransmute\\eq2OgreTransmuteXML.xml
</OnLeftClick>
</CommandButton>
</Children>
</TitleBar>

<Children>
<Text name='TextEQ2OgreTransmuteBot' template='Text'>
<X>75</X>
<Y>10</Y>
<Width>350</Width>
<Height>20</Height>
<Alignment>Left</Alignment>
<Font>
<Color>FFBE5522</Color>
<Size>20</Size>
</Font>
<Text>Ogre Transmute Bot</Text>
</Text>
<Text name='TextEQ2OgreTypeText' template='Text'>
<X>10</X>
<Y>35</Y>
<Width>350</Width>
<Height>20</Height>
<Alignment>Left</Alignment>
<Text>Transmute selection</Text>
</Text>
<checkbox name='ChkBoxTransmuteTreasuredID' template='chkbox'>
<X>10</X>
<Y>50</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Treasured</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteTreasuredID int global
EQ2OgreTransmuteTreasuredID:Set[${This.ID}]
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteTreasuredID
</OnUnLoad>
</checkbox>
<checkbox name='ChkBoxTransmuteLegendaryID' template='chkbox'>
<X>10</X>
<Y>70</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Legendary</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteLegendaryID int global
EQ2OgreTransmuteLegendaryID:Set[${This.ID}]
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteLegendaryID
</OnUnLoad>
</checkbox>
<checkbox name='ChkBoxTransmuteFabledID' template='chkbox'>
<X>10</X>
<Y>90</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Fabled</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteFabledID int global
EQ2OgreTransmuteFabledID:Set[${This.ID}]
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteFabledID
</OnUnLoad>
</checkbox>
<checkbox name='ChkBoxTransmuteMasterCraftedID' template='chkbox'>
<X>10</X>
<Y>110</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Master Crafted</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteMasterCraftedID int global
EQ2OgreTransmuteMasterCraftedID:Set[${This.ID}]
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteMasterCraftedID
</OnUnLoad>
</checkbox>

<Text name='TextEQ2OgreBoxText' template='Text'>
<X>150</X>
<Y>35</Y>
<Width>350</Width>
<Height>20</Height>
<Alignment>Left</Alignment>
<Text>Box selection</Text>
</Text>
<checkbox name='ChkBoxTransmuteBox1ID' template='chkbox'>
<X>150</X>
<Y>50</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Box 1</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteBox1ID int global
EQ2OgreTransmuteBox1ID:Set[${This.ID}]
This:SetChecked
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteBox1ID
</OnUnLoad>
</checkbox>
<checkbox name='ChkBoxTransmuteBox2ID' template='chkbox'>
<X>150</X>
<Y>70</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Box 2</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteBox2ID int global
EQ2OgreTransmuteBox2ID:Set[${This.ID}]
This:SetChecked
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteBox2ID
</OnUnLoad>
</checkbox>
<checkbox name='ChkBoxTransmuteBox3ID' template='chkbox'>
<X>150</X>
<Y>90</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Box 3</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteBox3ID int global
EQ2OgreTransmuteBox3ID:Set[${This.ID}]
This:SetChecked
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteBox3ID
</OnUnLoad>
</checkbox>
<checkbox name='ChkBoxTransmuteBox4ID' template='chkbox'>
<X>215</X>
<Y>50</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Box 4</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteBox4ID int global
EQ2OgreTransmuteBox4ID:Set[${This.ID}]
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteBox4ID
</OnUnLoad>
</checkbox>
<checkbox name='ChkBoxTransmuteBox5ID' template='chkbox'>
<X>215</X>
<Y>70</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Box 5</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteBox5ID int global
EQ2OgreTransmuteBox5ID:Set[${This.ID}]
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteBox5ID
</OnUnLoad>
</checkbox>
<checkbox name='ChkBoxTransmuteBox6ID' template='chkbox'>
<X>215</X>
<Y>90</Y>
<Font>
<Color>FF00FF00</Color>
</Font>
<Text>Box 6</Text>
<OnLoad>
declarevariable EQ2OgreTransmuteBox6ID int global
EQ2OgreTransmuteBox6ID:Set[${This.ID}]
</OnLoad>
<OnUnLoad>
deletevariable EQ2OgreTransmuteBox6ID
</OnUnLoad>
</checkbox>
<Text name='TextEQ2OgreLevelText' template='Text'>
<X>15</X>
<Y>150</Y>
<Width>350</Width>
<Height>20</Height>
<Alignment>Left</Alignment>
<Text>Level selection</Text>
</Text>
<Text name='TextEQ2OgreMinLevelText' template='Text'>
<X>15</X>
<Y>170</Y>
<Width>350</Width>
<Height>20</Height>
<Font>
<Color>FF00FF00</Color>
</Font>
<Alignment>Left</Alignment>
<Text>Min level:</Text>
</Text>
<TextEntry Name='TextEntryMinLevel'>
<X>75</X>
<Y>168</Y>
<Width>30</Width>
<Height>15</Height>
<MaxLength>4</MaxLength>
<OnLoad>
declarevariable TEBoxEQ2OgreTransmuteMinLevelID int global
TEBoxEQ2OgreTransmuteMinLevelID:Set[${This.ID}]
This:SetText[1]
</OnLoad>
<OnUnLoad>
deletevariable TEBoxEQ2OgreTransmuteMinLevelID
</OnUnLoad>
</TextEntry>
<Text name='TextEQ2OgreMaxLevelText' template='Text'>
<X>15</X>
<Y>190</Y>
<Width>350</Width>
<Height>20</Height>
<Font>
<Color>FF00FF00</Color>
</Font>
<Alignment>Left</Alignment>
<Text>Max level:</Text>
</Text>
<TextEntry Name='TextEntryMaxLevel'>
<X>75</X>
<Y>188</Y>
<Width>30</Width>
<Height>15</Height>
<MaxLength>4</MaxLength>
<OnLoad>
declarevariable TEBoxEQ2OgreTransmuteMaxLevelID int global
TEBoxEQ2OgreTransmuteMaxLevelID:Set[${This.ID}]
This:SetText[80]
</OnLoad>
<OnUnLoad>
deletevariable TEBoxEQ2OgreTransmuteMaxLevelID
</OnUnLoad>
</TextEntry>


<CommandButton Name="Clear" template='Button'>
<X>15</X>
<Y>350</Y>
<Width>110</Width>
<Height>20</Height>
<Text>Clear</Text>
<Alignment>Center</Alignment>
<OnLeftClick>
ui -reload -skin eq2 "${LavishScript.HomeDirectory}/Scripts/eq2ogrecommon/OgreTransmute/eq2OgreTransmuteXML.xml"
</OnLeftClick>
</CommandButton>
<CommandButton Name="StartTransmute" template='Button'>
<X>150</X>
<Y>350</Y>
<Width>110</Width>
<Height>20</Height>
<Text>Start Transmuting</Text>
<Alignment>Center</Alignment>
<OnLeftClick>
runscript "${LavishScript.HomeDirectory}/Scripts/eq2ogrecommon/OgreTransmute/eq2OgreTransmute"
This.Parent.FindChild[StopTransmute]:Show
This:Hide
</OnLeftClick>
<OnLoad>
declarevariable CmdEQ2OgreTransmuteStartID int global
CmdEQ2OgreTransmuteStartID:Set[${This.ID}]
</OnLoad>
<OnUnLoad>
deletevariable CmdEQ2OgreTransmuteStartID
</OnUnLoad>
</CommandButton>
<CommandButton Name="StopTransmute" template='Button'>
<X>150</X>
<Y>350</Y>
<Width>110</Width>
<Height>20</Height>
<Text>Stop Transmuting</Text>
<Alignment>Center</Alignment>
<visible>0</visible>
<OnLeftClick>
if ${Script[eq2ogretransmute](exists)}
endscript eq2ogretransmute
This.Parent.FindChild[StartTransmute]:Show
This:Hide
</OnLeftClick>

<OnLoad>
declarevariable CmdEQ2OgreTransmuteStopID int global
CmdEQ2OgreTransmuteStopID:Set[${This.ID}]
</OnLoad>
<OnUnLoad>
deletevariable CmdEQ2OgreTransmuteStopID
</OnUnLoad>
</CommandButton>
</Children>
</Window>

</ISUI>

Enjoy,
 
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