<?xml version="1.0" encoding="iso-8859-1" ?>
<rss version="2.0">
<channel>
	<title>Last 10 Submissions RSS Feed</title>
	<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&module=search&section=search&do=last_ten]]></link>
	<pubDate>Sun, 20 May 2012 12:17:07 +0000</pubDate>
	<ttl>1800</ttl>
	<description>This is the RSS feed of the last ten file submissions accepted into our database.  This RSS feed is always up to date as it is dynamically updated.</description>
	<item>
		<title><![CDATA[Brynnhilde's Trading Scripts: Therengia]]></title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=162]]></link>
		<description><![CDATA[Hello all,<br />
<br />
This first one is for Therengia.  I'm working on one for Zoluren, and ultimately hope to have a full set of all provinces that will all work with my include and skilling routine.<br />
<br />
I welcome your comments. I tested it as thoroughly as I could by myself.<br />
<br />
You will need as an include the move.cmd script found here: <a href='http://www.genieclient.com/bulletin/topic/3215-scripting-with-automapper/' class='bbc_url' title='External link' rel='nofollow'>Move.cmd</a><br />
<br />
The zip file contains all the scripts I use with this except the move.cmd noted above.<br />
<br />
Scripts are:<br />
<br />
TradeThere.cmd <br />
tinclude.cmd (include: various actions not specific to Therengia province trading)<br />
tfeedcara.cmd (separately running caravan feeding monitor)<br />
tskill.cmd (separately running continuous looping skill script)<br />
  You can use any continuously looping skill script you'd like for the times when you are riding a barge or following your caravan, but if you use one other than my tskill.cmd, you will need to change some references within the script.<br />
<br />
Update 5/6/2012 to correct map issues (my own errors.)<br />
<br />
<pre class='prettyprint'>Welcome to TradeThere! A Genie3 script for solitary Therengian trading.

You NEED:
     a ledger (I know! But someone actually asked me if one was needed...)
     a feedbag
     a stow container
     
With my skilling script (tskill.cmd) you will need:
     a first aid compendium
     three items to appraise
     a juggling toy
     a crafting book

You can choose any one bank, or all three banks to deposit your funds.
When running Finish, TradeThere will go to the bank in the town you end in, if any,
even if that's not your primary bank, before stabling your caravan.
Type your choice of bank as your first variable:

   1 - Riverhaven
   2 - Therenborough
   3 - Muspar'i
   4 - All

NOTE:  if you don't have a passport, you can stand in front of the Therenborough town gate,
       and type .TradeThere passport.  TradeThere will take you to get one.

Put quotes around your set values if they are more than one word (Examples: duffel bag, wood shaper.)
If you don't have a moneybelt, you don't need to enter the final number and denomination.
To set up, start the script as

   .TradeThere set bank# "number denomination" "stow container" "appraise item1" "appraise item2" "appraise item3" "juggling toy" "Moneybelt:number denomination"

Here's an example of how your setup line should look:

   .TradeThere set 4 "50 gold" "duffel bag" "gem pouch" "bundle" "carving knife" "ladybugs" "10 platinum"

After your script is set up, use:

   .TradeThere begin"
        to start a new trading day.
        Start in the stable where your caravan is stabled,
        unless you don't have one, then start in any stable.

   .TradeThere resume"
        to continue with a caravan present, loaded or not.
        Start this in front of any guild or outpost,
        except Muspar'i, where you should be inside the Caravansary.


Either type TFINISH (all caps) while TradeThere is running
to drop off all remaining contracts and stable the caravan when completed.
(Be careful about doing it when the automapper is active - it can break the movement.)
                             OR
Restart TradeThere as
   .TradeThere finish
in front of any guild or outpost, except Muspar'i, where you should be inside the Caravansary.

If you change your mind and wish to continue trading after starting the finish routine,
type  TRESUME (all caps) at any time while TradeThere is running, to go back to regular trading.
(Be careful about doing it when the automapper is active - it can break the movement.)

THERE IS NO STABLE IN FORNSTED, so if you finish all contracts at that point,
the script will take you and your caravan to Hvaral for stabling.

TradeThere assumes you are at the place you last stabled at begin
and will stable your caravan at the end of finish.
if you don't have a caravan at begin, start in any stable and
TradeThere will attempt to rent one.

Make sure you have coins either on your person or in a moneybelt
if you are starting anywhere but your chosen bank town.
TradeThere deposits all your coin, puts your specified number of lirums in a moneybelt,
if you have one, then withdraws the coin amount that you set during set, each time you visit the bank.

You can change your variables in Genie3 by manually entering your desired
values in the Variables menu under configuration in the front end, or by re-running set.
There is a list of the global variables used by TradeThere at the end of the file.

If you are a Therengian citizen, TradeThere will take you to the Therenborough
Stable inside the Keep during finish.</pre>]]></description>
		<pubDate>Thu, 26 Apr 2012 02:15:25 +0000</pubDate>
		<guid isPermaLink="false">162</guid>
	</item>
	<item>
		<title>Shopping at Trader-owned Shops</title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=161]]></link>
		<description><![CDATA[These scripts and triggers will run through every Trader-owned shop in the market plazas and log inventory, making it easier to find what you want and compare prices.<br />
<br />
<strong class='bbc'>Contents</strong>:<br />
<ul class='bbc'><li><strong class='bbc'>shopc.cmd</strong>: Crossing's Market Plaza<br /></li><li><strong class='bbc'>shopr.cmd</strong>: Riverhaven's Knight's Hall<br /></li><li><strong class='bbc'>shops.cmd</strong>: Shard's Crystal Plaza<br /></li><li><strong class='bbc'>shop2.cmd</strong>: included script (do not rename)<br /></li><li><strong class='bbc'>triggers.txt</strong>: must be added to your triggers file</li></ul><br />
<br />
The scripts (shopc, shopr, and shops) must be started in the room with the listings board (the first room).<br />
<br />
The columns of the log output are separated by tabs in case you want to copy and paste the data to Excel for sorting. (If you want to do this, delete the underscores from the price column.)<br />
<br />
<strong class='bbc'>Support Thread</strong>: <a href='http://www.genieclient.com/bulletin/topic/3917-shop-inventory-logging-triggers/' class='bbc_url' title='External link' rel='nofollow'>Shop Inventory Logging Triggers</a><br />
<br />
<strong class='bbc'>Known Issues</strong>:<br />
<ul class='bbc'><li>If the shop name contains quotation marks (for example, <em class='bbc'>Zlarn's "Honest" Junk Shop</em>), the room name may not be right. (In the case of "Zlarn's 'Honest' Junk Shop," it will log "Dimly-Lit Storage" as the room name.)<br /></li><li>Quotation marks in item taps are omitted. (It will still log the item, but the quotation marks will be missing.)<br /></li><li>If you want to sort by price in Excel, you'll need to delete the underscores and the periods from the price column.</li></ul><br />
<br />
<strong class='bbc'>Sample Shoplog Output</strong>:<br />
<p class='citation'>Quote</p><div class="blockquote"><div class='quote'>The following items are sold at Crossing's Market Plaza and are priced in copper Kronars:<br />
1/21/2012	02:58:21 PM	red velvet dancing slippers with black tassels	On A Whim, Sales Floor	4_0000	silver chest<br />
1/21/2012	02:58:22 PM	clerical collar set with a sirese-blue tab	On A Whim, Sales Floor	60_0000	silver chest<br />
1/21/2012	02:58:22 PM	scorched broadcloth backpack	On A Whim, Sales Floor	3_0000	silver chest<br />
1/21/2012	02:58:22 PM	sickly brown chitin-covered codex with Fire burned into the surface	On A Whim, Sales Floor	100_0000	silver chest<br />
1/21/2012	02:58:22 PM	sun-shaped dafora pearls accented by citrines	On A Whim, Sales Floor	80_0000	silver chest<br />
1/21/2012	02:58:22 PM	silver wedding toe-ring graced with tiny clusters of amethyst wyndblossoms	On A Whim, Sales Floor	5_0000	silver chest<br />
1/21/2012	02:58:22 PM	darkened steel wedding toe-ring inlaid with a wide band of jet	On A Whim, Sales Floor	5_0000	silver chest<br />
1/21/2012	02:58:22 PM	elegant platinum anniversary ring adorned with violet's heart amethyst	On A Whim, Sales Floor	135_0000	silver chest<br />
1/21/2012	02:58:22 PM	splendid golden anniversary ring set with a large volcano's heart citrine	On A Whim, Sales Floor	145_0000	silver chest<br />
1/21/2012	02:58:22 PM	lunat wedding toe-ring dotted with whimsical yellow music notes	On A Whim, Sales Floor	5_0000	silver chest<br />
1/21/2012	02:58:22 PM	intricately etched silver tailband edged with a golden braid	On A Whim, Sales Floor	5_0000	silver chest<br />
1/21/2012	02:58:22 PM	cheery goldenrod ismenite	On A Whim, Sales Floor	900_0000	silver chest<br />
1/21/2012	02:58:22 PM	tarnished pendant	On A Whim, Sales Floor	4_0000	silver chest<br />
1/21/2012	02:58:22 PM	beaded platinum necklace displaying a cabochon canary-yellow sapphire	On A Whim, Sales Floor	16_0000	silver chest<br />
1/21/2012	02:58:22 PM	lifeless viridian estrildite	On A Whim, Sales Floor	900_0000	silver chest<br />
1/21/2012	02:58:22 PM	articulated cambrinth bracer crafted from overlapping scales	On A Whim, Sales Floor	6_0000	silver chest<br />
1/21/2012	02:58:22 PM	heavy steel ring set with a rough-cut obsidian skull	On A Whim, Sales Floor	2_0000	silver chest</div></div>]]></description>
		<pubDate>Wed, 25 Jan 2012 21:17:46 +0000</pubDate>
		<guid isPermaLink="false">161</guid>
	</item>
	<item>
		<title>Super Simple Herb List</title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=160]]></link>
		<description><![CDATA[Easy.  Just tell this script a body part and it will tell you what herbs heal that part.<br />
I know there are several scripts out there to heal with herbs, or inventory your herbs, but sometimes I just want to know what heals what.<br />
<br />
I may update to add a say option so the script can be used to reply when people ask what herb to use.]]></description>
		<pubDate>Thu, 08 Dec 2011 05:11:26 +0000</pubDate>
		<guid isPermaLink="false">160</guid>
	</item>
	<item>
		<title><![CDATA[~PELIC's Zoluren Trading Scripts.]]></title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=159]]></link>
		<description><![CDATA[<pre class='prettyprint'>#&lt;=============================================================================================&gt;#
#&lt;                             README FOR ZOLUREN TRADING SCRIPTS.                             &gt;#
#&lt;=============================================================================================&gt;#
# Last Update: 26 November, 2011
#&lt;---------------------------------------------------------------------------------------------&gt;#

Inspired by the following:
              SiNs Trading Script, originally posted in the Genie2 forum
              Clevertrader v.1.19
              XTrader
              Malific's EZTrader

#&lt;---------------------------------------------------------------------------------------------&gt;#

ZTradeSetup is the inital variable setup for the script to use.
Just run that once, then edit the variables to suit your needs.

#&lt;---------------------------------------------------------------------------------------------&gt;#

ZTradeFix is for the times your variables are fouled up.
It goes through your contract case, and figures out where you have Contracts from, and where they go.

#&lt;---------------------------------------------------------------------------------------------&gt;#

The ZTrade script uses global variables.
This is so that the script can continue after a crash, snag, or even so the player can stop the script and do something else, then continue trading.

This script is NOT for trading with pack animals, and assumes you have a feedbag.
Start at any Trader Outpost, or at the Crossing Bank.
Script can be resumed at any of the above locations, if variables are messed up, run ZTradeFix.

If NOT in Crossing, have 400 kronars for Caravan rental fees, or have a Caravan outside.

ZTrade Requires several Global variables to be set by the user.

You'll need to specify:
                         ContractCase &lt;your contract case&gt;

                         CloseContractCase &lt;YES or NO&gt; Leave case open, or close it.

                         Feedbag.Worn &lt;YES or NO&gt; If your feedbag is worn, YES, if stowed, NO.

                         Train.Skills &lt;YES or NO&gt; Enable skill training during routes.

Contract case can be any container.

If you need access to your contract container, use CloseContractCase NO.

Feedbag is NOT optional.

The script is commented fairly well, so folks can go through and see how it works.

Enjoy!  ~P

</pre><br />
<br />
Support Topic: <a href='http://www.genieclient.com/bulletin/topic/3821-pelics-zoluren-trading-scripts/' class='bbc_url' title='External link' rel='nofollow'>http://www.genieclie...rading-scripts/</a>]]></description>
		<pubDate>Thu, 17 Nov 2011 20:28:39 +0000</pubDate>
		<guid isPermaLink="false">159</guid>
	</item>
	<item>
		<title>Hunter</title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=158]]></link>
		<description><![CDATA[<pre class='prettyprint'>#&lt;=============================================================================================&gt;#
#&lt;                                  README FOR HUNTER SCRIPTS.                                 &gt;#
#&lt;=============================================================================================&gt;#
Last Update: 22 February, 2012
#&lt;---------------------------------------------------------------------------------------------&gt;#

   HunterSetup is the inital variable setup for the script to use.
   Just run that once, then edit the variables to your preferences.

   THIS SCRIPT REQUIRES THE EXP TRACKER PLUGIN!

   Hunter supports all weapon types with the exception of thrown weapons.
   No guarantees on any non-melee weapons, however.
   There are a great many bugs in the ranged section, I will eventually debug it.

   The following commands need to be set for your character:

        -STOW (STORE LIST is your friend.)

   This script requires you to set the following GLOBAL variables:

        -Weapon01 WeaponName (In Caps), BRAWL or NULL
        -Weapon02 WeaponName (In Caps), BRAWL or NULL
        -Weapon03 WeaponName (In Caps), BRAWL or NULL
        -Weapon04 WeaponName (In Caps), BRAWL or NULL
        -Weapon05 WeaponName (In Caps), BRAWL or NULL
        -Weapon06 WeaponName (In Caps), BRAWL or NULL
        -Weapon07 WeaponName (In Caps), BRAWL or NULL
        -Weapon08 WeaponName (In Caps), BRAWL or NULL
        -Weapon09 WeaponName (In Caps), BRAWL or NULL
        -Weapon10 WeaponName (In Caps), BRAWL or NULL
        -Weapon11 WeaponName (In Caps), BRAWL or NULL
        -Weapon12 WeaponName (In Caps), BRAWL or NULL
        -Weapon13 WeaponName (In Caps), BRAWL or NULL
        -Weapon14 WeaponName (In Caps), BRAWL or NULL
        -Weapon15 WeaponName (In Caps), BRAWL or NULL
        -Weapon16 WeaponName (In Caps), BRAWL or NULL
        -Weapon17 WeaponName (In Caps), BRAWL or NULL
        -Weapon18 WeaponName (In Caps), BRAWL or NULL
        -Weapon19 WeaponName (In Caps), BRAWL or NULL
        -Weapon20 WeaponName (In Caps), BRAWL or NULL
        -Weapon21 WeaponName (In Caps), BRAWL or NULL
        -Weapon22 WeaponName (In Caps), BRAWL or NULL
        -Weapon23 WeaponName (In Caps), BRAWL or NULL
        -Weapon24 WeaponName (In Caps), BRAWL or NULL
        -Weapon25 WeaponName (In Caps), BRAWL or NULL
        -Skinner SkinningBladeName (Required)
        -Container ContainerName (Required)
        -Spell01 SpellName PrepAmount or NULL
        -Spell02 SpellName PrepAmount or NULL
        -Spell03 SpellName PrepAmount or NULL
        -MyShield ShieldName or NULL
        -ArmWorn YES or NO
        -ShieldUse YES or NO
        -GetHides YES or NO
        -GetLoot YES or NO
        -GetBoxes YES or NO
        -DumpJunk YES or NO
        -Target.Rank (Number)
        -Loot.Option (LOOT HELP for syntax)
        -Roam ON or OFF, random movement, if no critters arrive in a timely manner.
        -Dance ON or OFF, waits for more than 2 critters to begin killing.
        -Healing ON or OFF, healing runs, uses included healing.inc. (Mostly useful in TF).
        -Hunting.Room, used to return to your preferred hunting area, after a healing run.

   This script skins and searches anything without the need for critter variables.
   Change the GetHides variable to YES if you'd like to keep skins.
   If a bundle is worn, skins will be bundled.  Otherwise, all skins are stowed.

   If GetLoot is set to YES, All gems and misc loot go into their assigned container. (STORE LIST for details)

   Change the GetBoxes variable to YES if you'd like to pick up boxes.

   Change the DumpJunk variable to YES if you'd like to reduce clutter. (Fires every 5 minutes)

   Change the Target.Rank variable to the number you'd like your weapons to stop training at.
   Alternatively, set it to something incredibly high to train indefinitely.
   For example: Target.Rank 2000
   WARNING: If weapon skills aren't moving at 29 or better, weapons will NOT switch. 

   The combos for each weapon type are static.
   If you want to use different combos you must edit the section for your weapon type.

   Script sends a HUNT every kill, if 71 seconds or more have elapsed.

   This script contains a spell casting section.
   If you do not use magic, spells are automatically skipped.
   Currently, the spell casting section does not support targetable spells.
   Only include spells that you can cast on yourself or an area without a target.

   The script is commented fairly well, so folks can go through and see how it works.

   Enjoy!  ~P
#&lt;=============================================================================================&gt;#

</pre>]]></description>
		<pubDate>Thu, 17 Nov 2011 20:04:10 +0000</pubDate>
		<guid isPermaLink="false">158</guid>
	</item>
	<item>
		<title>Armorsmithing</title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=157]]></link>
		<description><![CDATA[1.2.6:<br />
Minor Update:<br />
Actually puts the packet away now after deeding so it can bundle the deed.<br />
No longer hangs up waiting for a phantom message about bundling the deed with the logbook.<br />
<br />
1.2.5:<br />
Minor Update:<br />
I had a stupid attack, and I fixed it.<br />
<br />
1.2.4<br />
Major Update:<br />
Added in ability to deed items for work orders.<br />
Added in ability to reduce echo information. <br />
Added in ability to skip appraise/analyze on work orders, even if it is defaulted to on for everything else.<br />
<br />
Minor Updates:<br />
The script might handle putting things away/getting things better now. That aspect was not written well so I will need to rewrite it better at some point. But it is not broken and it works.<br />
<br />
1.2.2<br />
Major Update:<br />
Added in another option to the command line. Using a number in the third varible slot will repeat the crafting that amount of times.<br />
example:<br />
<pre class='prettyprint'>.crafting armor no 3</pre><br />
<br />
Minor Update:<br />
Refined the marking bit a tad.<br />
<br />
Version 1.2.0<br />
Major Updates:<br />
Now supports the use of makers marks on a crafted item! Simply either insert <pre class='prettyprint'>#var $WO_Mark true</pre> as a global variable! Or edit the script file and uncomment/change the following line:<br />
<pre class='prettyprint'>## Uncomment the next line to override the makers mark.
#var doMark yes</pre> Change the same line to no to stop marks from working. This will ignore the global variable.<br />
<br />
Version: 1.1.8<br />
Major Updates:<br />
<del class='bbc'>Adding in the option to automatically mark your items as you complete them. Will be done all the time, work order or not.</del> Not done yet, but started.<br />
Fixed a hang up when you use all your oil up and cannot stow it.<br />
Added a repeat action when you struggle with an oversize ingot. Still ify on this one.<br />
Changed how it checks to see how many items you need for a work order. <em class='bbc'><strong class='bbc'><span class='bbc_underline'>You need to add the following triggers now</span></strong></em>.<br />
<pre class='prettyprint'>
#trigger {for (.*)&#092;. I need (&#092;d*) of (.*) quality} {#var WO_Item $1; #var WO_Amount $2; #var WO_Quality $3}
#trigger {chapter (&#092;d*) of the instruction} {#var WO_Chapter $1}</pre><br />
<br />
Version: 1.1.7<br />
Major Update:<br />
Added in some added catching for pliers when doing brigandine type armors. Seem they want you to pull them before assembling them.<br />
Added in the proper "get" routine when you go to pull.<br />
Fixed an "oop" in the action list of having the new changes not turned off correctly. Potentially totally screwing everything.<br />
Now handles needing both a large and small item.<br />
Now handles using more than 2 of an assembly item.<br />
<br />
Minor Update:<br />
Made it not put the item and pliers away everytime you pull.. haha.. spammy.<br />
Now notices you need a wooden hilt. Does not fully support weaponsmithing! Or blacksmithing for that matter I think.<br />
<br />
<br />
Armorsmithing script, will also do blacksmith work.<br />
<br />
Primarily for work orders, but you can use it for individual item crafts.<br />
Usage: <br />
If doing work orders, grab your work order and turn your crafting book to the proper page.<br />
Grab any assembly items you may need.<br />
Insure you have an ingot to use.<br />
Simply go to the anvil/forge room and type in .crafting<br />
The script will do the rest by itself. <br />
If you want to run without editing the script without a work order, or a different book. Then use:<br />
.crafting &lt;book&gt; &lt;yes/no&gt;<br />
<br />
Settings you need to set in the .cmd file:<br />
<br />
<pre class='prettyprint'>
## This needs to be whatever your book is...
var craft armor

## Change this to yes or no to toggle appraisal and analyze when you are done.
var endExamine yes

## Change this to no to skip examine when doing work orders to save time.
var woExamine yes

## Set up your ingot storage bag for things that are too small...
## Note, make this different from your iDefault so it doesn't grab the same ingot over and over.. and over.. and over...
var iStorage satch

## Variable for the bag you normally keep your ingots.
var iDefault bag

## Turns off looping and bundling when set to no.
var workOrders yes

## Turns Deeding on/off for work orders only.
var doDeed yes

## Makes the script skip most of the echos.
var be.Quiet yes</pre>]]></description>
		<pubDate>Fri, 07 Oct 2011 22:42:28 +0000</pubDate>
		<guid isPermaLink="false">157</guid>
	</item>
	<item>
		<title>Armorsmithing</title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=156]]></link>
		<description>Duplicated entry, can I have this removed please?</description>
		<pubDate>Fri, 07 Oct 2011 22:42:09 +0000</pubDate>
		<guid isPermaLink="false">156</guid>
	</item>
	<item>
		<title>Astro</title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=155]]></link>
		<description>This is my current astro script I use to train my MM, you might want to edit the learning rates or spell due to your PM, and it collects rocks as well</description>
		<pubDate>Sun, 18 Sep 2011 13:55:05 +0000</pubDate>
		<guid isPermaLink="false">155</guid>
	</item>
	<item>
		<title>winterangel</title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=154]]></link>
		<description><![CDATA[My heal script.  auto takes all or part of the wound depending on location and severity then heals using foc and needed cd and fp. <br />
<br />
~Enjoy<br />
<br />
<br />
Script discussion can be found here:<br />
<a href='http://www.genieclient.com/bulletin/topic/2522-empath-heal-script/page__p__12886__fromsearch__1#entry12886' class='bbc_url' title='External link' rel='nofollow'>http://www.genieclie...h__1#entry12886</a><br />
<br />
<br />
<br />
As always, any other ideas, suggestions, comments or whatever please let me know. <br />
<br />
<br />
Updated on August 14th 2011]]></description>
		<pubDate>Sun, 14 Aug 2011 21:42:01 +0000</pubDate>
		<guid isPermaLink="false">154</guid>
	</item>
	<item>
		<title>weaponsmithing</title>
		<link><![CDATA[http://www.genieclient.com/bulletin/index.php?app=downloads&showfile=153]]></link>
		<description><![CDATA[Script to make weapons for the weaponsmithing work orders.  Will not attach parts, yet, but waits for you to attach them.  Won't move to the grinding wheel, but will grind and finish the weapon, then bundle it, when you indicate you're in the room with the grinding wheel.  Does not handle being out of equipment/supplies.<br />
<br />
<br />
Edit:  Script now attaches item, uses an extra argument when running the script to do so.  Also, discovered that if you use a larger than necessary ingot, it will trim the extra and leave it on the ground.  This will now pick that extra up and stow it.<br />
<br />
Edit:  Script now no longer uses command line arguments to run.  There are two triggers in the script you need to add to your triggers.  It should capture everything needed, and run.  It will also walk to the forging tools room using the move.cmd script located on the site, and purchase any additional items needed.  If you have some hilts/hafts/poles but not enough, it will determine how many it needs, and only purchase that many.  Please let me know if there are any errors or bugs.<br />
<br />
Edit:  I forgot to mention in the previous update.  The script detects if you're in a room with a grinding wheel when it comes time, and detects if there's a forge in the room when it's time to restart.  So, areas like Haven, there's no need for nodding.<br />
<br />
Edit:  Minor fix to help with more types of weapons.  Slight change to the trigger.<br />
<br />
Edit:  Some bug fixes.]]></description>
		<pubDate>Thu, 07 Jul 2011 05:43:22 +0000</pubDate>
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