Neverwinter gateway - Professions Robot

Automatically selects professions for empty slots

2015-05-01 일자. 최신 버전을 확인하세요.

질문, 리뷰하거나, 이 스크립트를 신고하세요.
// ==UserScript==
// @name Neverwinter gateway - Professions Robot
// @description Automatically selects professions for empty slots
// @namespace https://greasyfork.org/scripts/7061-neverwinter-gateway-professions-robot/
// @include http://gateway*.playneverwinter.com/*
// @include https://gateway*.playneverwinter.com/*
// @include http://gateway.*.perfectworld.eu/*
// @include https://gateway.*.perfectworld.eu/*
// @originalAuthor Mustex/Bunta
// @modifiedBy NW gateway Professions Bot Developers & Contributors

/*
 === NW Gateway Professions Bot Developers
 - Bluep, Numberb, mac-nw, Phr33d0m, BigRedBrent,
 - Noonereally, Glowing Crystalline Entity, WloBeb

 === NW Gateway Professions Bot Contributors
 - Kakoura, Nametaken, rotten_mind, Frankescript, dlebedynskyi,
 - breadguy
 */

// @version 1.10.06.06
// @license http://creativecommons.org/licenses/by-nc-sa/3.0/us/
// @grant GM_getValue
// @grant GM_setValue
// @grant GM_listValues
// @grant GM_deleteValue
// ==/UserScript==

/* RELEASE NOTES
 1.10.06.06
 + Swordcoast run auto reset fixed(reset changed to week day based)
 1.10.06.04
 + added Skip 25 (noted as @Kakouras favour ;) )
 + added SCA automation, runs SCA can set by time, ToDo, callback for rolls
 + panel has now info for SCA runs done, 4 times per day
 + banker is not default on
 + reload intervalls now 4 hours(for SCA completion and stability)
 1.10.06.03
 Ninja Release
 + reset for settins excluding user/passw.
 + added exception for bandit clues
 + leadership is good now
 - added counter for "undefine" & "Epic button" -error (temporal solution to see count) also button to console.log
 - added "Epic button enabled" -bug recovery (test)
 - added Black Ice refining lvl 4 - 5
 - FIX non-EN task filter
 - added "Vendor Gathered" + Tradebag, Gold treshold is 2
 - added "Unstable potions" Vendor list
 - added "Noonereallys" way fetch character names
 - added "Auto level 20", skip profession after lvl20 reached -option
 - added "Leadership lvl 3" -check
 1.10.06.01
 - MOD6
 1.10.05.03
 - MOD6 profession check
 - mining claim 10/1000
 - Inv. sell. check 10 slot free
 - version number
 1.10.5.02
 - training assets FIX, works properly with different languages
 1.10.5.01
 - added error trap for "undefined error"
 - Jewelcrafting tasklist 20 - 25
 - Leadership_XP mining_claims limit up 1000
 1.10.5
 - Mod6 additions
 - Vendor list updated
 1.10.5PreMod6.04
 - Leadership task updates
 1.10.5PreMod6.03
 - exclude list update
 1.10.5PreMod6.02
 - added task selection if specific item not in inventory "Mining claim" by WloBep
 - added loop counter to prevent infinite loop when "Start task" -bugged
 1.10.5.1
 - tasklist edited
 - some other changes by  user "Glowing Crystalline Entity"
 1.10.5
 - Mod6 professions added
 - added Empowered Aquaregia
 - ZAX FIX
 1.10.4
 - profession sell filter update
 1.10.3
 - HOTFIX, setting save reverted to old to preven unwated settings wipe.
 1.10.2
 - added "check currencies" for buy resources
 - added "Gathering" task
 1.10.2RC1 for Greasyfork
 - UI improvement
 - removed "Save Task" & "Clear Task" buttons, on current build they do nothing
 - replaced JAVA string search(partially) for better multilingual support(tooltip translation not included)
 - reverted tasklist order to old(cosmetic change)
 - Replaced defaultTasklist with tasklist
 - Clear saved settings before re-saving
 - Added leadership asset auto buy
 - Improvements for AD transfer and reports to console log
 - added missing asset names
 - Added "Leadership XP" use second tasklist
 - Added "Gateway_Reward" collection
 - Added vendoring Rank 3 enchantments and runestones to UI
 - Added "Vendor all Altar Node skill kits" to UI
 - Edited vendoring rank 1 and rank 2 enchantments
 1.10.1
 - Patern undefined bug fix
 1.10.0 - Release Candidate
 - Vendor exclude filter has now higher "Safeguards" (it still might need added some unbound items eg. Glyphs, potions, etc)
 - Added vendor safeguards
 - Separated autovendor and profession items vendor
 - SCA daily reward collection  by cycling through all configured characters (leaving SCA page will cancel the collection)
 - Multi URL support for testing
 - Support for gatewaytest, RU gateway (gateway.nw.ru.perfectworld.eu) and regular gateway
 1.05.0.1k
 - RC2 for ver. 1.0.05.2
 - Added vendoring to UI
 - Added vendoring "safety" setting what check item is "unbound"
 - Code clearing
 1.05.0.1j
 - RC1 for ver. 1.05.0.2
 - Rebuild sell items selection method making it more comprehensive
 - Vendoring function now use array to vendor item objects
 - Updated vendoring list
 - Sell all runestones and enchantments rank 1 & rank 2
 - Limit, altars 80, skill kits 50, healing potions T 1 - 3 10
 - Re-edited warning "Tooltip"- selecting "what skill kit character not need" when selling
 - Merged back the split of the pause function
 - Added a parameter to specify pause/unpause/toggle (defaults to toggle as in original behavior)
 - Tasklist updates
 BETA 1.05.0.1i
 - Edited "sell items" list
 - Edited/added WARNING´s on tooltip
 BETA 1.05.0.1h
 - Added "sell skill kits", works same as "open_rewards" (experimental, inventory cleaning needs more specific "sell filter" and event what trigger "sell")
 - Changed switching character and completing character task logic, trying prevent wrong task execution after  switch
 - Refined "save settings" function
 - WinterEvent tasklist got new additions
 1.05.01G
 - Github release
 1.05.0.1f
 - Minor tasklist updates
 - Added button "open all(99)", opens rewardchest
 - Fixed "open rewardchest" disconnect issues(need furter testing, RM)
 - Fixed unnecessary ZEX visit´s
 -
 1.05.0.1e
 - Info page updates for non-compatible browser/XXXmonkey
 1.05.0.1d
 - WinterEvent tasks added
 - Added AD transfer automation
 - Settings Panel UI: Increased size and implemented two columns for options to minimize vertical length. Also implemented new radio and button styles.
 1.05.0.1c
 - UI feature: Limit the gateway popup notification messages that appear at the top of the screen to a max of 2 notifications. The oldest (first) notification will always be removed when reaching the limit.
 1.05.0.1b
 - Added Reward Chest Opening Option
 - Added All button when selling from inventory
 - Added condition check for profession slot input val > 0 when processing tasks
 1.05.0.1 (v1, mod 5)
 - Started with bluep's edits (https://greasyfork.org/en/forum/discussion/270/x)
 - Edited back in leadership asset priority (https://greasyfork.org/en/forum/discussion/comment/7213/#Comment_7213)
 - Edited in Jewelcrafting for Mod5 (https://greasyfork.org/en/forum/discussion/comment/6930/#Comment_6930)
 - Modified the default leadership tasks to prioritize AD generation (feel free to rever)
 /* End Bunta's Edits?
 1.0.0.3
 - Fix some gem trading tasks not being filtered correctly
 - Add check for gateway disconnected
 1.0.0.2
 - Fix leadership tasks not creating assets correctly
 - Add option to save task lists per character (experimental)
 1.0.0.1
 - Rewrite script using client.dataModel methods to massively improve reliability and performance (thanks Msc)
 - AD refining will now only attempt to refine if you are able to collect diamonds
 - Change task lists to use exact task names so no ambiguity exists (no longer requires excluderare option)
 - Asset resources are now trained as needed (only for required slots)
 0.3.0.5
 - Fix resources not buying correctly in all cases
 - Fix pause button state saving correctly in firefox
 0.3.0.4
 - Add page timeout reloading functions outside of main function (thanks Kreese and Frabtik)
 - Add check to ensure tasks are being started for the correct character
 - Alter next run resolve function to use delay parameter to allow for unique delay timers to be used in certain cases
 0.3.0.3
 - Fix ingredient task selection to correctly iterate through all ingredient tasks
 - Alter character selection to pick only exact character name matches
 - Update leadership tasks
 0.3.0.2
 - Exclude alchemy from rare task exclusions due to Aqua Regia (thanks Eversor)
 - Reduce GM_setValue calls to avoid tampermonkey failing to save settings (thanks miah)
 0.3.0.1
 - Altered mutichar selector to be faster (thanks miah)
 - Updated rare tasks selector (thanks Traktor)
 - Add option to refine AD during character switching (thanks Eversor)
 - Added some level 20 gather tasks
 - Increased supply buying to 100 units
 0.3.0.0
 - Added Multi-Character support
 - Added function to clear all saved settings for script
 - Remove disable sound functionality (now configurable in gateway)
 0.2.0.1.8
 - Added pause button to allow easy on/off switching
 0.2.0.1.7
 - Added option to enable/disable filling optional asset slots
 - Added batch potions tasks to be skipped in ingredient selection
 - Added timer to reload page if stuck loading for too long
 - Added option to disable page sounds
 - Updated license to by-nc-sa
 0.2.0.1.6
 - Add configurable option for excluding rare tasks
 0.2.0.1.5
 - Add ability to specify specific level for tasks and configure same named artificing resource tasks to request correct level of task
 - Remove purchase notification that never times out
 0.2.0.1.4
 - Added functionality to purchase required resources from gateway shop
 0.2.0.1.3
 - Add Artificing and Weaponsmithing to Robot
 (Artificing will not work properly yet as all three tiers of gather and craft tasks have the same task name)
 0.2.0.1.2
 - Update reload process
 - Fix optional asset selector with gateway update
 0.2.0.1.1
 - Simplify asset selection after they fixed bug in previous gateway update
 - Update level 20 leadership tasks
 - Update with changes in Mustex's script (version 15)
 * Added a secondary timer that will reload the gateway every few hours. This should help with disconnects from the server
 * Implemented tooltips for settings panel
 0.1.9.1.15
 - Repeat task reordering for +2 armor
 0.1.9.1.14
 - Fix selection of assets after gateway update
 - Skip intensive gather tasks added after gateway update
 0.1.9.1.13
 - Change ordering of tasks and ingredient checks
 The purpose of this is to allow crafting of +4 armors if you have +2 ingredients in your inv but to not create them if you don't.
 Creating the ingredients for them is less efficient than crafting ingredients for pants but is more efficient if you already have the ingredients from earlier tasks.
 0.1.9.1.12
 - Optimise crafting tasks for highest exp/min gains due to ingredient requirements
 0.1.9.1.11
 - Add extra craft tasks for when residuum runs out
 0.1.9.1.10
 - Only allow rare tasks to be selected for Leadership
 This avoids craft loops where higher quality rare crafts require ingredients with the same name
 0.1.9.1.9
 - Alter craft tasks to favour armor to optimise inventory space
 0.1.9.1.8
 - Fix script restart bug when no tasks found
 0.1.9.1.7
 - Update search string for Potions (After the task names for elxiirs have been changed)
 - Remove logon error skips to avoid logons sometimes failing on first load (ensure logon details are correct!)
 0.1.9.1.6
 - Update tasks for all professions
 - Update ingredient search lists for all professions
 0.1.9.1.5
 - Fix regular expression used in potion ingredient search
 0.1.9.1.4
 - Alter default timeouts (makes script a lot more stable and less prone to errors)
 - Remove unused variable
 - Add extra logging for task ingredient searches
 0.1.9.1.3
 - Fix bug with required resource checks getting stuck on non craftable resources
 0.1.9.1.2
 - Added method to check for required task ingredients and choose tasks to create them
 Method is currently hard coded to specify certain search strings for ingredient types
 Currently working for all Alchemy tasks
 There is a current problem that if you have the required potion ingredient but it is in your belt slots
 the task is uncraftable but the ingredients show as available and it will not craft a new one
 0.1.9.1
 - Update with changes in Mustex's script (version 12)
 * Added tasks for Platesmithing, Leatherworking, Tailoring
 * Added detection for the gateway being down
 0.1.8.3.8
 - Update asset selection to avoid using coloured assets in junk slots for leadership
 0.1.8.3.7
 - Update leadership tasks table due to task reward/duration alterations
 0.1.8.3.6
 - Add option to enable/disable automation process
 - Update alchemy tasks some more
 0.1.8.3.5
 - Add ability to select from multiple tasks with same name (eg Alchemical Research)
 - Add craft options for alchemy potions (need to be manually switched since they use the same ingredients)
 0.1.8.3.4
 - Add alchemy tasks up to level 20
 0.1.8.3.3
 - Change task slot selection to be user configurable options in settings window
 - Add level 1 alchemical research
 0.1.8.3.2
 - Added ability to specify how many tasks of each profession to train multiple professions at once
 - Updated mailsmithing level 0 tasks
 0.1.8.3.1
 - Changed asset selection to only update Junk assets
 - Leadership asset selection for bronze tier picks lowest asset first
 - Modified Leadership tasks
 0.1.8.3
 - Tweaked Leadership tasks grid
 - Added task grid for Alchemy (Partial)
 0.1.8.2
 - onsave handlers for settings are now called before the settings values are saved
 - Added onsave handler for console to enable/disable using the window console
 0.1.8.1
 - Added checking for errors (using the window title) and will navigate back to the main login page if autologin is enabled
 0.1.8
 - Added popup for altering settings
 - Settings are saved to script cache
 - Added mailsmithing tasks to task grid
 0.1.7
 - Added lower level leadership tasks to grid
 - Added hiring tasks to leadership task
 - Uses saved values to determine which profession type to level (Defaults to Leadership, currently no way to change it)
 0.1.5
 - Is now able to recover from missing assets
 - Uses a configurable grid to determine what the next task is to complete
 0.1.0
 - Is now able to select some hard coded leadership tasks
 - Can now collect from any completed slot
 */

// Make sure it's running on the main page, no frames
if (window.self !== window.top) {
    throw "";
}
var current_Gateway = _select_Gateway(); // edited by RottenMind
// Set global console variables
var fouxConsole = {log: function () {
}, info: function () {
}, error: function () {
}, warn: function () {
}};
var console = unsafeWindow.console || fouxConsole;
var chardelay = 0;
var chardiamonds = {};
var definedTask = {};
var startedTask = {};  // stores information about previous (character, taskname, and counter) and currently started task
startedTask["lastTaskChar"] = "";
startedTask["lastTaskName"] = "";
startedTask["lastTaskCount"] = 0;
// Page Reloading function
// Every second the page is idle or loading is tracked
var loading_reset = false; // Enables a periodic reload if this is toggled on by the Auto Reload check box on the settings panel
var s_paused = false;	   // extend the paused setting to the Page Reloading function

// RottenMind (start), multi Url support
function _select_Gateway() { // Check for Gateway used to
    if (window.location.href.indexOf("gatewaytest") > -1) { // detect gatewaytest Url
        console.log("GatewayTEST detected");
        return "http://gatewaytest.playneverwinter.com";
    }
    else if (window.location.href.indexOf("nw.ru.perfectworld") > -1) {
        console.log("GatewayRU detected");
        return "http://gateway.nw.ru.perfectworld.eu";
    }
    else { // must go somewhere
        console.log("Gateway detected");
        return "http://gateway.playneverwinter.com";
    }
}
// RottenMind (END)

(function () {
    var $ = unsafeWindow.$;

    //MAC-NW
    $.fn.waitUntilExists = function (handler, shouldRunHandlerOnce, isChild) {
        var found = 'found';
        var $this = $(this.selector);
        var $elements = $this.not(function () {
            return $(this).data(found);
        }).each(handler).data(found, true);
        if (!isChild) {
            (window.waitUntilExists_Intervals = window.waitUntilExists_Intervals || {})[this.selector] = window.setInterval(function () {
                $this.waitUntilExists(handler, shouldRunHandlerOnce, true);
            }, 500);
        } else if (shouldRunHandlerOnce && $elements.length) {
            window.clearInterval(window.waitUntilExists_Intervals[this.selector]);
        }
        return $this;
    }
    // MAC-NW - Wait for tooltip to come up so we can alter the list
    $('.tooltip-menu button').waitUntilExists(function () {
        // Tooltip has open menu itemtooltip
        if ($('button.tooltip-menu button[data-url-silent^="/inventory/item-open"]') && !$('.tooltip-menu div.tooltip-openall').length && !$('.tooltip-menu button[data-url-silent^="/inventory/item-open"]').hasClass('disabled'))
            try {
                var thisItem = eval("client.dataModel.model." + $('.tooltip-menu button[data-url-silent^="/inventory/item-open"]').attr('data-url-silent').split("=")[1]);
                if (thisItem.count > 1) {
                    if (thisItem.count >= 99)
                        thisItem.count = 99;
                    var openAllClick = "for (i = 1; i <= " + thisItem.count + "; i++){ window.setTimeout(function () {client.sendCommand('GatewayInventory_OpenRewardPack', '" + thisItem.uid + "');}, 500); }";
                    $('div.tooltip-menu').append('<div class="input-field button menu tooltip-openall"><div class="input-bg-left"></div><div class="input-bg-mid"></div><div class="input-bg-right"></div>\
<button class="&nbsp;" onclick="' + openAllClick + '">Open All (' + thisItem.count + ')</button></div>');
                    //$('a.nav-dungeons').trigger('click'); window.setTimeout(function(){ $('a.nav-inventory').trigger('click'); },2000);
                }
            } catch (e) {
                console.log("ERROR: Did not succeed to add open all tooltip.");
            }
    });

    $('.vendor-quantity-block span.attention').waitUntilExists(function () {
        if ($('.vendor-quantity-block span.attention span').length)
            $('.vendor-quantity-block span.attention').replaceWith('<div class="input-field button"><div class="input-bg-left"></div><div class="input-bg-mid"></div><div class="input-bg-right"></div><button onclick="$(\'input[name=inventorySellQty]\').val(\'' + $(".vendor-quantity-block span.attention span").text() + '\');">All (' + $(".vendor-quantity-block span.attention span").text() + ')</button></div>');
    });

    $('div.notification div.messages li').waitUntilExists(function () {
        if ($("div.notification div.messages li").length > 2)
            $("div.notification div.messages li").eq(0).remove();
    });

    // Always disable SCA tutorial if its active
    $('#help-dimmer.help-cont.whenTutorialActive').waitUntilExists(function () {
        client.toggleHelp();
    });

    //MAC-NW

    var state_loading = 0;	  // If "Page Loading" takes longer than 30 seconds, reload page (maybe a javascript error)
    var state_loading_time = 30;  // default of 30 seconds
    var state_idle = 0;	  // If the page is idle for longer than 60 seconds, reload page (maybe a javascript error)
    var state_idle_time = 120; // default of 120 seconds
    var reload_hours = [2, 6, 10, 14, 18, 22, 23]; // logout and reload every three hours - 2:29 - 6:29 - 10:29 - 14:29 - 18:29 - 22:29 - 23:29
    var last_location = "";  // variable to track reference to page URL
    var reload_timer = setInterval(function () {
        if (!s_paused) {
            if (startedTask["lastTaskCount"] >= 20) {
                unsafeWindow.location.href = current_Gateway;
                return;
            }
            if (loading_reset) {
                var loading_date = new Date();
                var loading_sec = Number(loading_date.getSeconds());
                var loading_min = Number(loading_date.getMinutes());
                var loading_hour = Number(loading_date.getHours());
                if (reload_hours.indexOf(loading_hour) >= 0 && loading_min == 29 && loading_sec < 2) {
                    console.log("Auto Reload");
                    unsafeWindow.location.href = current_Gateway; // edited by RottenMind
                    return;
                }
            }

            // check for errors
            if ($("title").text().match(/Error/) || $("div.modal-content h3").text().match(/Disconnected/)) {
                console.log("Error detected - relogging");
                unsafeWindow.location.href = current_Gateway; // edited by RottenMind
                return;
            }

            if ($("div.loading-image:visible").length) {
                last_location = location.href;
                state_idle = 0;
                if (state_loading >= state_loading_time) {
                    console.log("Page Loading too long");
                    state_loading = 0;
                    location.reload(true);
                }
                else {
                    state_loading++;
                    console.log("Page Loading ...", state_loading + "s");
                }
            }
            // TODO: Add check for gateway disconnected
            //<div class="modal-content" id="modal_content"><h3>Disconnected from Gateway</h3><p>You have been disconnected.</p><button type="button" class="modal-button" onclick="window.location.reload(true);">Close</button>


            /* Can't use idle check with dataModel methods
             else if (location.href == last_location) {
             state_loading = 0;
             if (state_idle >= state_idle_time) {
             console.log("Page Idle too long");
             state_idle = 0;
             unsafeWindow.location.href = current_Gateway ; // edited by RottenMind
             }
             else {
             state_idle++;
             // comment out to avoid console spam
             //console.log("Page Idle ...", state_idle + "s");
             }
             }
             */
            else {
                last_location = location.href;
                state_loading = 0;
                state_idle = 0;
            }
        }
    }, 1000);
})();

(function () {

    /**
     * Add a string of CSS to the main page
     *
     * @param {String} cssString The CSS to add to the main page
     */
    function AddCss(cssString) {
        var head = document.getElementsByTagName('head')[0];
        if (!head)
            return;
        var newCss = document.createElement('style');
        newCss.type = "text/css";
        newCss.innerHTML = cssString;
        head.appendChild(newCss);
    }
    function countLeadingSpaces(str) {
        return str.match(/^(\s*)/)[1].length;
    }

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    // Setup global closure variables
    var $ = unsafeWindow.jQuery;
    var timerHandle = 0;
    var dfdNextRun = $.Deferred();
    var charcurrent = 0; // current character counter
    var chartimers = {};
    var settingwipe = false; // Use to wipe stored settings
    var delay = {
        SHORT: 1000,
        MEDIUM: 5000,
        LONG: 30000,
        MINS: 300000,
        DEFAULT: 10000, // default delay
        TIMEOUT: 60000, // delay for cycle processing timeout
    };
    var failedProf = [];
    var taskSlots = [];
    var slotsByProf = {};
    var charNameList = []; // better place

    /*
     * Tasklist can be modified to configure the training you want to perform.
     * The configurable options window sets how many profession slots you want to use for each profession.
     * The level array below for each professions specifies the tasks you want to learn at each crafting level.
     * Each craft slot will pick the first task that meets requirements.
     * See http://pastebin.com/VaGntEha for Task Name Map.
     * Updated list, see http://pastebin.com/inR0Hwv0
     * Tools,
     * Tasknames extraction, https://greasyfork.org/en/scripts/7977-nw-profession-names
     * Inventory listing, https://greasyfork.org/en/scripts/8506-nw-inventory-names
     * Some names above do not match, use below code to check:
     * var tasks = client.dataModel.model.craftinglist['craft_' + profname].entries.filter(function(entry) { return entry.def && entry.def.displayname == taskname; }); tasks[0].def.name;
     */

    definedTask["Leadership"] = {
        // modded to prioritize RAD production, added low level task for speeding up levelling up
        taskListName: "Leadership",
        taskName: "Leadership",
        level: {
            0: ["Leadership_Tier0_Intro_1"],
            1: ["Leadership_Tier0_Intro_5", "Leadership_Tier0_Intro_4", "Leadership_Tier0_Intro_3", "Leadership_Tier0_Intro_2"],
            2: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
            3: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
            4: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
            5: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
            6: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
            7: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
            8: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
            9: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
            // Begin prioritizing "Battle Undead"
            10: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
            11: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
            12: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
            // Add "protect diamonds rare" and the patrol quest as a backup
            13: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier3_13_Patrol", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
            14: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier3_13_Patrol", "Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore"],
            15: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier1_4r_Gatherdiamonds", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier1_4_Protect", "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],
            // Production mode: Spellplague + Battle Undead
            16: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol","Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier3_16_Fight", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],
            17: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol","Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier3_16_Fight", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol",  "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],
            18: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol","Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier3_16_Fight", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],
            19: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_13_Patrol","Leadership_Tier2_12_Taxes", "Leadership_Tier2_10r_Seekmaps", "Leadership_Tier2_9_Chart", "Leadership_Tier3_16_Fight", "Leadership_Tier2_8r_Givehome", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_15r_Raidtreasury", "Leadership_Tier1_5_Explore"],

            20: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_20r_Master2",
                "Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3","Leadership_Tier3_20_Destroy",
                "Leadership_Tier2_12_Taxes", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_16_Fight",
                "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],

            21: ["Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier3_20r_Master2",
                "Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3","Leadership_Tier3_20_Destroy", "Leadership_Tier4_21_Protectmagic",
                "Leadership_Tier2_12_Taxes", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_16_Fight",
                "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore"],

            22: ["Leadership_Tier4_22r_Capturebandithq", "Leadership_Tier3_13r_Protectdiamonds",
                "Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1",
                "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier4_21_Protectmagic",
                "Leadership_Tier2_12_Taxes", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_16_Fight",
                "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],

            23: ["Leadership_Tier4_22r_Capturebandithq", "Leadership_Tier3_13r_Protectdiamonds",
                "Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3",
                "Leadership_Tier3_20_Destroy", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_12_Taxes",
                "Leadership_Tier4_21_Protectmagic","Leadership_Tier3_13_Patrol","Leadership_Tier3_16_Fight",
                "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore"],

            24: ["Leadership_Tier4_22r_Capturebandithq", "Leadership_Tier3_13r_Protectdiamonds",
                "Leadership_Tier4_24r_Killdragon","Leadership_Tier3_20r_Master2","Leadership_Tier3_20r_Master1",
                "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier2_12_Taxes",
                "Leadership_Tier4_21_Protectmagic","Leadership_Tier3_13_Patrol","Leadership_Tier3_16_Fight",
                "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],

            25: ["Leadership_Tier4_25r_Huntexperiment","Leadership_Tier4_22r_Capturebandithq",
                "Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier4_24r_Killdragon",
                "Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3",
                "Leadership_Tier3_20_Destroy","Leadership_Tier2_12_Taxes", "Leadership_Tier4_25_Battleelementalcultists",
                "Leadership_Tier4_21_Protectmagic", "Leadership_Tier3_13_Patrol","Leadership_Tier3_16_Fight",
                "Leadership_Tier2_10_Battle", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],

            /*

             "Leadership_Tier1_2_Guardduty"                                 0/2   ->  0
             "Leadership_Tier1_4_Protect"                                 100/2   -> 50
             "Leadership_Tier2_8_Protect"                                 200/6   -> 33.33
             "Leadership_Tier2_10_Battle"                                 400/6   -> 66.66
             "Leadership_Tier3_16_Fight"                                  400/6   -> 66.66

             "Leadership_Tier3_18_Resell", 3x "Leadership_Tier2_8_Protect"  1000/26 -> 38.46
             "Leadership_Tier3_18_Resell"                                 400/8   -> 50
             "Leadership_Tier2_8_Protect"                                 200/6   -> 33.33

             "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart", 3x "Leadership_Tier1_5_Explore"  800/16  -> 50
             "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart"      800/10  -> 80
             "Leadership_Tier2_12_Taxes"                                  800/8   -> 100
             "Leadership_Tier2_9_Chart"                                     0/2   -> 0
             "Leadership_Tier1_5_Explore"                                   0/2   -> 0

             2x "Leadership_Tier2_12_Taxes", Leadership_Tier2_10r_Seekmaps  1600/22   -> 72.72
             "Leadership_Tier2_12_Taxes"                                      800/8   -> 100
             "Leadership_Tier2_10r_Seekmaps"                                    0/6   -> 0  (2x District Maps) (1x optional)

             "Leadership_Tier2_12_Taxes", Leadership_Tier2_9_Chart, Leadership_Tier1_6r_Protectsurvey   800/18 -> 44.44
             "Leadership_Tier2_12_Taxes", Leadership_Tier2_9_Chart                                      800/16 -> 50
             Leadership_Tier2_12_Taxes"                                         800/8 -> 100
             "Leadership_Tier2_9_Chart"                                         0/2   -> 0
             Leadership_Tier1_6r_Protectsurvey                                    0/8 -> 0 (3x Local Map)

             Leadership_Tier3_17_Deliver, 3x Leadership_Tier3_13_Patrol   1200/20 -> 60
             "Leadership_Tier3_17_Deliver"                                1200/8  -> 150 (No, because we can get a purple chest if we use this with Leadership_Tier3_20r_Master3)
             Leadership_Tier3_13_Patrol                                      0/4  -> 0

             // Has an asset slot... so marginally better if you have better people....
             "Leadership_Tier1_4r_Gatherdiamonds"                           400/8 -> 50 (1x optional)

             Leadership_Tier3_13r_Protectdiamonds, 1x Leadership_Tier3_13_Patrol  1600/16 -> 100
             Leadership_Tier3_13r_Protectdiamonds                                 1600/12 -> 133.33
             Leadership_Tier3_13_Patrol                                              0/4  -> 0

             Leadership_Tier2_8r_Givehome                                          800/12 -> 66.66  (Barrel of Goods)

             "Leadership_Tier3_15r_Raidtreasury"                                    400/8 -> 50 (1x optional) (blue chest)
             Leadership_Tier3_14_Assemble                                             0/4 -> 0

             Leadership_Tier3_19r_Siegekeep, 3x Leadership_Tier3_19_Acquire       1600/48 ->  33.33 (1x optional) (purple chest)
             Leadership_Tier3_19r_Siegekeep                                       1600/12 -> 133.33 (1x optional) (purple chest)
             Leadership_Tier3_19_Acquire                                             0/12 -> 0

             Leadership_Tier3_20r_Master1, 1x Leadership_Tier3_14_Assemble, 3x Build Shelters   1600/52 ->  30.77
             Leadership_Tier3_20r_Master1, 1x Leadership_Tier3_14_Assemble                      1600/16 -> 100
             Leadership_Tier3_20r_Master1                                                       1600/12 -> 133.33
             Leadership_Tier3_14_Assemble                                                          0/4  -> 0
             Build Shelters (L16)                                                                  0/12 -> 0

             Leadership_Tier3_20r_Master2, 1x Leadership_Tier3_19_Acquire, 3x Build Shelters    1600/60 ->  26.66
             Leadership_Tier3_20r_Master2, 1x Leadership_Tier3_19_Acquire,                      1600/24 ->  66.66
             Leadership_Tier3_20r_Master2                                                       1600/12 -> 133.33
             Leadership_Tier3_19_Acquire                                                           0/12 -> 0
             Build Shelters (L16)                                                                  0/12 -> 0

             Leadership_Tier3_20r_Master3, 1x Leadership_Tier3_13_Patrol, 3x Build Shelters      1600/52 ->  30.77
             Leadership_Tier3_20r_Master3  1x Leadership_Tier3_13_Patrol                         1600/16 -> 100
             Leadership_Tier3_20r_Master3                                                        1600/12 -> 133.33
             Leadership_Tier3_13_Patrol                                                              0/4 -> 0
             Build Shelters (L16)                                                                   0/12 -> 0

             Leadership_Tier3_20_Destroy                                                         1600/12 -> 133.33

             Leadership_Tier3_16r_Buildshelters   12hr -> purple chest, Mark of Gratitude
             15 Refugees


             /professions-tasks/Leadership/Leadership_Tier3_15_Rescue  0/8 -> 8
             /professions-tasks/Leadership/Leadership_Tier2_8r_Helpneedy

             /professions-tasks/Leadership/Leadership_Tier2_11r_Escortgoods    400/12 -> 33.33  (2x Bill Of Sale)


             */


            /*
             0: ["Leadership_Tier0_Intro_1"],
             1: ["Leadership_Tier0_Intro_5", "Leadership_Tier0_Intro_4", "Leadership_Tier0_Intro_3", "Leadership_Tier0_Intro_2"],
             2: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
             3: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
             4: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
             5: ["Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
             6: ["Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
             7: ["Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
             8: ["Leadership_Tier1_4_Protect", "Leadership_Tier1_5_Explore", "Leadership_Tier1_2_Guardduty"],
             9: ["Leadership_Tier1_4_Protect", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             // Begin prioritizing "Battle Undead"
             10: ["Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             11: ["Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             12: ["Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             // Add "protect diamonds rare" and the patrol quest as a backup
             13: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             14: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             15: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_10_Battle", "Leadership_Tier1_4_Protect", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             // AD Production mode: Spellplague + Battle Undead
             16: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             17: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_17_Deliver", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             18: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_17_Deliver", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             19: ["Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier3_17_Deliver", "Leadership_Tier2_12_Taxes", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             // 20
             20: ["Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             21: ["Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             22: ["Leadership_Tier4_22r_Capturebandithq","Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             23: ["Leadership_Tier4_22r_Capturebandithq","Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             24: ["Leadership_Tier4_22r_Capturebandithq","Leadership_Tier4_24r_Killdragon","Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             25: ["Leadership_Tier4_25r_Huntexperiment","Leadership_Tier4_22r_Capturebandithq","Leadership_Tier4_24r_Killdragon","Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds","Leadership_Tier4_25_Battleelementalcultists", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
             */

        },
    };

    definedTask["Leadership XP"] = {
        taskListName: "Leadership_XP",
        taskName: "Leadership",
        level: {

            /* Info here isn't reflected in list below as yet.
             Leadership_Tier1_Feedtheneedy Exp5/0.166 -> 30
             Leadership_Tier1_2_Training   Exp80/4    -> 20
             Leadership_Tier1_2_Guardduty  Exp40/2    -> 20
             Leadership_Tier1_4_Protect    Exp40/2    -> 20
             Leadership_Tier1_5_Explore    Exp40/2    -> 20
             Leadership_Tier2_7_Training   Exp160/8   -> 20
             Leadership_Tier2_7_Raid       Exp80/4    -> 20
             Leadership_Tier2_9_Chart      Exp80/2    -> 40
             Leadership_Tier2_9_Chart, 3x Leadership_Tier1_5_Explore      Exp200/8    -> 25
             Leadership_Tier3_13_Training  Exp240/8   -> 30
             Leadership_Tier3_13_Patrol    Exp120/4   -> 30
             Leadership_Tier3_14_Assemble  Exp120/4   -> 30
             */


            0: ["Leadership_Tier0_Intro_1"],
            1: ["Leadership_Tier0_Intro_5", "Leadership_Tier0_Intro_4", "Leadership_Tier0_Intro_3", "Leadership_Tier0_Intro_2"],
            2: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
            3: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
            4: ["Leadership_Tier1_Feedtheneedy", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty", "Leadership_Tier1_2_Training"],
            5: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
            6: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
            7: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
            8: ["Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
            9: ["Leadership_Tier1_5_Explore", "Leadership_Tier2_9_Chart", "Leadership_Tier1_4_Protect"],
            10: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
            11: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
            12: ["Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier1_2_Guardduty"],
            13: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
            14: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
            15: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
            16: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
            17: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
            18: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
            19: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier3_13_Training", "Leadership_Tier1_5_Explore", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
            20: ["Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore", "Leadership_Tier3_13_Training", "Leadership_Tier1_4_Protect", "Leadership_Tier2_7_Training"],
            // 20: ["Leadership_Tier3_13_Patrol","Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier3_20r_Master2", "Leadership_Tier3_20r_Master1", "Leadership_Tier3_20r_Master3", "Leadership_Tier3_20_Destroy", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol"],
            21: ["Leadership_Tier4_21_Protectmagic","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore","Leadership_Tier3_13_Patrol"],
            22: ["Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore","Leadership_Tier3_13_Patrol"],
            23: ["Leadership_Tier4_21_Protectmagic","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Protectmagic","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
            24: ["Leadership_Tier4_24_Wizardsseneschal","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Protectmagic","Leadership_Tier4_21_Training","Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
            25: ["Leadership_Tier4_25r_Huntexperiment", "Leadership_Tier4_21_Protectmagic", "Leadership_Tier4_24_Wizardsseneschal","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_25_Battleelementalcultists", "Leadership_Tier3_20_Destroy", "Leadership_Tier3_13r_Protectdiamonds", "Leadership_Tier2_12_Taxes", "Leadership_Tier3_16_Fight", "Leadership_Tier2_10_Battle", "Leadership_Tier3_13_Patrol", "Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
        },
    };

    definedTask["Winter Event"] = {
        taskListName: "WinterEvent",
        taskName: "WinterEvent",
        level: {
            /*
             0:["Event_Winter_Tier1_Heros_Feast, Event_Winter_Tier1_Lightwine, Event_Winter_Tier1_Sparkliest_Gem"],
             1:["Event_Winter_Tier1_Heros_Feast, Event_Winter_Tier1_Lightwine, Event_Winter_Tier1_Sparkliest_Gem"],
             2:["Event_Winter_Tier1_Heros_Feast, Event_Winter_Tier1_Lightwine, Event_Winter_Tier1_Sparkliest_Gem"],
             3:["Event_Winter_Tier1_Heros_Feast, Event_Winter_Tier1_Lightwine, Event_Winter_Tier1_Sparkliest_Gem"],
             */

            0: ["Event_Winter_Tier0_Intro"],
            1: ["Event_Winter_Tier1_Rankup", /*"Event_Winter_Tier1_Shiny_Lure",*/"Event_Winter_Tier1_Refine", "Event_Winter_Tier1_Gather"],
            2: ["Event_Winter_Tier1_Rankup_2", /*"Event_Winter_Tier1_Fishingpole_Blue","Event_Winter_Tier1_Shiny_Lure_Mass",*/"Event_Winter_Tier1_Refine_2", "Event_Winter_Tier1_Gather_2"],
            3: [/*"Event_Winter_Tier1_Heros_Feast","Event_Winter_Tier1_Lightwine","Event_Winter_Tier1_Sparkliest_Gem","Event_Winter_Tier1_Mesmerizing_Lure",*/"Event_Winter_Tier1_Gather_3"],
        },
    };

    definedTask["Siege Event"] = {
        taskListName: "Event_Siege",
        taskName: "Event_Siege",
        level: {
            0:["Event_Siege_Tier0_Intro"], // Hire a Siege Master
            1:["Event_Siege_Tier1_Donate_Majorinjury", "Event_Siege_Tier1_Donate_Injury", "Event_Siege_Tier1_Donate_Resources_T3", "Event_Siege_Tier1_Donate_Resources_T2"],
            /*
             0: ["Event_Siege_Tier0_Intro"], // Hire a Siege Master
             //1:["Event_Siege_Tier1_Donate_Minorinjury"], // Create Defense Supplies from Minor Injury Kits
             //1:["Event_Siege_Tier1_Donate_Injury"], // Create Defense Supplies from Injury Kits
             //1:["Event_Siege_Tier1_Donate_Majorinjury"], // Create Defense Supplies from Major Injury Kits
             //1:["Event_Siege_Tier1_Donate_Altar_10"], // Create Defense Supplies from 10 Portable Altars
             //1:["Event_Siege_Tier1_Donate_Altar_50"], // Create Defense Supplies from 50 Portable Altars
             //1:["Event_Siege_Tier1_Donate_Resources_T2"], // Create Defense Supplies from Tier 2 crafting resources
             //1:["Event_Siege_Tier1_Donate_Resources_T3"], // Create Defense Supplies from Tier 3 crafting resources
             1: ["Event_Siege_Tier1_Donate_Resources_T3", "Event_Siege_Tier1_Donate_Resources_T2", "Event_Siege_Tier1_Donate_Minorinjury", "Event_Siege_Tier1_Donate_Injury", "Event_Siege_Tier1_Donate_Majorinjury", "Event_Siege_Tier1_Donate_Altar_10"],
             */
        },
    };

    definedTask["Black Ice Shaping"] = {
        taskListName: "BlackIce",
        taskName: "BlackIce",
        level: {
            1: ["Blackice_Tier1_Process_Blackice"],
            2: ["Blackice_Tier1_Process_Blackice"],
            3: ["Blackice_Tier1_Process_Blackice"],
            4: ["Blackice_Tier1_Process_Blackice"],
            5: ["Blackice_Tier1_Process_Blackice"],

            /*
             1:["Forge Hammerstone Pick","Gather Raw Black Ice","Truesilver Pick Grip","Process Raw Black Ice","Upgrade Chillwright","Hire an additional Chillwright"],
             2:["Forge Hammerstone Pick","Gather Raw Black Ice","Truesilver Pick Grip","Process Raw Black Ice","Upgrade Chillwright","Hire an additional Chillwright"],
             3:["Forge Hammerstone Pick","Gather Raw Black Ice","Truesilver Pick Grip","Process Raw Black Ice","Upgrade Chillwright","Hire an additional Chillwright"],
             */
        },
    };

    definedTask["Jewelcrafting"] = {
        taskListName: "Jewelcrafting",
        taskName: "Jewelcrafting",
        level: {
            // Gather Mithral Ore and Exotic Pelts (14): Jewelcrafting_Tier3_Gather_Basic,
            // Semi-Precious Gem and Tough Leather Strip Crafting (7): Jewelcrafting_Tier2_Refine_Basic,
            // Gather High Quality Iron Ore and Tough Pelts (7): Jewelcrafting_Tier2_Gather_Basic,
            // Craft Raw Gems and Simple Leather Strips (1): Jewelcrafting_Tier1_Refine_Basic,
            // Gather Iron Ore and Simple Pelts (1):  Jewelcrafting_Tier1_Gather_Basic
            //			0:["Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],

            0: ["Jewelcrafting_Tier0_Intro"],
            1: ["Jewelcrafting_Tier1_Waist_Offense_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            2: ["Jewelcrafting_Tier1_Waist_Offense_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            3: ["Jewelcrafting_Tier1_Neck_Offense_1", "Jewelcrafting_Tier1_Waist_Offense_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            4: ["Jewelcrafting_Tier1_Neck_Offense_1", "Jewelcrafting_Tier1_Waist_Misc_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            5: ["Jewelcrafting_Tier1_Neck_Offense_1", "Jewelcrafting_Tier1_Waist_Misc_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            6: ["Jewelcrafting_Tier1_Neck_Misc_1", "Jewelcrafting_Tier1_Waist_Misc_1", "Jewelcrafting_Tier1_Refine_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            7: ["Jewelcrafting_Tier2_Waist_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            8: ["Jewelcrafting_Tier2_Waist_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            9: ["Jewelcrafting_Tier2_Neck_Offense_2", "Jewelcrafting_Tier2_Waist_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            10: ["Jewelcrafting_Tier2_Waist_Misc_2", "Jewelcrafting_Tier2_Neck_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            11: ["Jewelcrafting_Tier2_Waist_Misc_2", "Jewelcrafting_Tier2_Neck_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            12: ["Jewelcrafting_Tier2_Waist_Misc_2", "Jewelcrafting_Tier2_Neck_Offense_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            13: ["Jewelcrafting_Tier2_Neck_Misc_2", "Jewelcrafting_Tier2_Waist_Misc_2", "Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            14: ["Jewelcrafting_Tier3_Waist_Offense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            15: ["Jewelcrafting_Tier3_Waist_Offense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            16: ["Jewelcrafting_Tier3_Neck_Offense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            17: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            18: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            19: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            20: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            21: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            22: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            23: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            24: ["Jewelcrafting_Tier3_Neck_Defense_3", "Jewelcrafting_Tier3_Waist_Defense_3", "Jewelcrafting_Tier3_Refine_Basic", "Jewelcrafting_Tier3_Gather_Basic", "Jewelcrafting_Tier2_Gather_Basic", "Jewelcrafting_Tier1_Gather_Basic"],
            25: ["Jewelcrafting_Tier2_Refine_Basic", "Jewelcrafting_Tier1_Refine_Basic"],

            /*

             Jewelcrafting_Tier3_Gather_Basic         60/30 -> 2
             Jewelcrafting_Tier3_Gather_Basic_Mass  800/480 -> 1.66

             10%
             60/(30/1.1)  -> 2.2
             800/(480/1.1) -> 1.833

             25%:
             60/(30/1.25)  -> 2.5
             800/(480/1.25) -> 2.0833

             */



        },
    };

    definedTask["Mailsmithing"] = {
        taskListName: "Mailsmithing",
        taskName: "Armorsmithing_Med",
        level: {
            //            Med_Armorsmithing_Tier3_Scale_Pants (15)
            //            Med_Armorsmithing_Tier3_Scale_Shirt (14)
            //			      0:["Med_Armorsmithing_Tier3_Scale_Pants", "Med_Armorsmithing_Tier3_Scale_Shirt", "Med_Armorsmithing_Tier2_Scale_Pants_1_Set2", "Med_Armorsmithing_Tier2_Scale_Shirt", "Med_Armorsmithing_Tier1_Scale_Gloves_1", "Med_Armorsmithing_Tier1_Scale_Armor_1", "Med_Armorsmithing_Tier1_Scale_Shirt_1"],

            0: ["Med_Armorsmithing_Tier0_Intro"],
            1: ["Med_Armorsmithing_Tier1_Gather_Basic"],
            2: ["Med_Armorsmithing_Tier1_Chain_Armor_1", "Med_Armorsmithing_Tier1_Chain_Pants_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            3: ["Med_Armorsmithing_Tier1_Chain_Armor_1", "Med_Armorsmithing_Tier1_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            4: ["Med_Armorsmithing_Tier1_Chain_Armor_1", "Med_Armorsmithing_Tier1_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            5: ["Med_Armorsmithing_Tier1_Chain_Armor_Set_1", "Med_Armorsmithing_Tier1_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            6: ["Med_Armorsmithing_Tier1_Chain_Armor_Set_1", "Med_Armorsmithing_Tier1_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            7: ["Med_Armorsmithing_Tier1_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt","Med_Armorsmithing_Tier1_Gather_Basic","Med_Armorsmithing_Tier1_Gather_Basic"],
            8: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_1", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt","Med_Armorsmithing_Tier1_Gather_Basic"],
            9: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_1", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt","Med_Armorsmithing_Tier1_Gather_Basic"],
            10: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_1", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt_2","Med_Armorsmithing_Tier1_Gather_Basic","Med_Armorsmithing_Tier1_Gather_Basic"],
            11: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_2", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt_2", "Med_Armorsmithing_Tier2_Chain_Pants_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            12: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_2", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt_2", "Med_Armorsmithing_Tier2_Chain_Pants_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            13: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_2", "Med_Armorsmithing_Tier2_Chain_Boots_Set_1", "Med_Armorsmithing_Tier2_Chain_Shirt_2", "Med_Armorsmithing_Tier2_Chain_Pants_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            14: ["Med_Armorsmithing_Tier2_Chain_Armor_Set_1", "Med_Armorsmithing_Tier2_Chain_Pants_2", "Med_Armorsmithing_Tier3_Chain_Shirt", "Med_Armorsmithing_Tier3_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            15: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Boots_Set_1","Med_Armorsmithing_Tier1_Gather_Basic"],
            16: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
            17: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
            18: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
            19: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
            20: ["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
            21 :["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
            22 :["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
            23 :["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
            24 :["Med_Armorsmithing_Tier3_Chain_Armor_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants2", "Med_Armorsmithing_Tier3_Chain_Shirt2", "Med_Armorsmithing_Tier3_Chain_Helm_Set_1", "Med_Armorsmithing_Tier3_Chain_Pants","Med_Armorsmithing_Tier1_Gather_Basic"],
            25 :["Med_Armorsmithing_Tier2_Refine_Basic"],
            //20: ["Med_Armorsmithing_Tier2_Refine_Basic"],
            //19:["Chain Armor +4","Fancy Chain Pants","Fancy Chain Shirt","Chain Helm +4","Ornate Chain Pants","Upgrade Blacksmith","Upgrade Prospector","Hire an additional Prospector"],
            //20:["Forge Steel Rings and Scales"],

        },
    };

    definedTask["Platesmithing"] = {
        taskListName: "Platesmithing",
        taskName: "Armorsmithing_Heavy",
        level: {
            0: ["Hvy_Armorsmithing_Tier0_Intro"],
            1: ["Hvy_Armorsmithing_Tier1_Plate_Boots_1", "Hvy_Armorsmithing_Tier1_Plate_Shirt_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            2: ["Hvy_Armorsmithing_Tier1_Plate_Armor_1", "Hvy_Armorsmithing_Tier1_Plate_Pants_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            3: ["Hvy_Armorsmithing_Tier1_Plate_Armor_1", "Hvy_Armorsmithing_Tier1_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            4: ["Hvy_Armorsmithing_Tier1_Plate_Armor_1", "Hvy_Armorsmithing_Tier1_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            5: ["Hvy_Armorsmithing_Tier1_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier1_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            6: ["Hvy_Armorsmithing_Tier1_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier1_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            7: ["Hvy_Armorsmithing_Tier1_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt", "Hvy_Armorsmithing_Tier2_Shield_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            8: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_1", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            9: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_1", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            10: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_1", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt_2","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            11: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_2", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt_2", "Hvy_Armorsmithing_Tier2_Plate_Pants_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            12: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_2", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt_2", "Hvy_Armorsmithing_Tier2_Plate_Pants_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            13: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_2", "Hvy_Armorsmithing_Tier2_Plate_Boots_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Shirt_2", "Hvy_Armorsmithing_Tier2_Plate_Pants_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            14: ["Hvy_Armorsmithing_Tier2_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier2_Plate_Pants_2", "Hvy_Armorsmithing_Tier3_Plate_Shirt", "Hvy_Armorsmithing_Tier3_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            15: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Boots_Set_1","Hvy_Armorsmithing_Tier1_Gather_Basic","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            16: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            17: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            18: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            19: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            20: ["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            21 :["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            22 :["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            23 :["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            24 :["Hvy_Armorsmithing_Tier3_Plate_Armor_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants2", "Hvy_Armorsmithing_Tier3_Plate_Shirt2", "Hvy_Armorsmithing_Tier3_Plate_Helm_Set_1", "Hvy_Armorsmithing_Tier3_Plate_Pants","Hvy_Armorsmithing_Tier1_Gather_Basic"],
            25 :["Hvy_Armorsmithing_Tier2_Refine_Basic"],
            //20: ["Hvy_Armorsmithing_Tier2_Refine_Basic"],
            //19:["Plate Armor +4","Fancy Plate Pants","Fancy Plate Shirt","Plate Helm +4","Ornate Plate Pants","Upgrade Armorer","Upgrade Miner","Hire an additional Miner"],
            //20:["Forge Steel Plates"],
        },
    };

    definedTask["Leatherworking"] = {
        taskListName: "Leatherworking",
        taskName: "Leatherworking",
        level: {
            /* No Residuum:
             0:["Leatherworking_Tier0_Intro_1"],
             //      1:["Leatherworking_Tier1_Darkleather_Boots_1"],
             1:["Leatherworking_Tier1_Hide_Boots_1"],
             //      1:["Leatherworking_Tier1_Leather_Boots_1"],
             //      1:["Leatherworking_Tier1_Leather_Shirt_1_Set2"],
             //      2:["Leatherworking_Tier1_Darkleather_Armor_1"],
             2:["Leatherworking_Tier1_Hide_Armor_1"],
             //      2:["Leatherworking_Tier1_Leather_Armor_1"],
             //      2:["Leatherworking_Tier1_Leather_Pants_1"],
             //      2:["Leatherworking_Tier1_Leather_Pants_1_Set2"],
             //      3:["Leatherworking_Tier1_Darkleather_Gloves_1"],
             3:["Leatherworking_Tier1_Hide_Gloves_1"],
             4:["Leatherworking_Tier1_Hide_Gloves_1"],
             5:["Leatherworking_Tier1_Hide_Gloves_1"],
             6:["Leatherworking_Tier1_Hide_Gloves_1"],
             //      3:["Leatherworking_Tier1_Leather_Gloves_1"],
             7:["Leatherworking_Tier2_Leather_Shirt"],
             //      7:["Leatherworking_Tier2_Leather_Shirt_Set2"],
             8:["Leatherworking_Tier2_Leather_Pants_1"],
             9:["Leatherworking_Tier2_Leather_Pants_1"],
             10:["Leatherworking_Tier2_Leather_Pants_1"],
             11:["Leatherworking_Tier2_Leather_Pants_1"],
             12:["Leatherworking_Tier2_Leather_Pants_1"],
             13:["Leatherworking_Tier2_Leather_Pants_1"],
             //      8:["Leatherworking_Tier2_Leather_Pants_1_Set2"],
             14:["Leatherworking_Tier3_Leather_Shirt"],
             //      14:["Leatherworking_Tier3_Leather_Shirt_Set2"],
             15:["Leatherworking_Tier3_Leather_Pants"],
             16:["Leatherworking_Tier3_Leather_Pants"],
             17:["Leatherworking_Tier3_Leather_Pants"],
             18:["Leatherworking_Tier3_Leather_Pants"],
             19:["Leatherworking_Tier3_Leather_Pants"],
             20:["Leatherworking_Tier3_Leather_Pants"],
             //      15:["Leatherworking_Tier3_Leather_Pants_Set2"],
             */

            0: ["Leatherworking_Tier0_Intro_1"],
            1: ["Leatherworking_Tier1_Leather_Boots_1", "Leatherworking_Tier1_Leather_Shirt_1","Leatherworking_Tier1_Gather_Basic"],
            2: ["Leatherworking_Tier1_Leather_Armor_1", "Leatherworking_Tier1_Leather_Pants_1","Leatherworking_Tier1_Gather_Basic"],
            3: ["Leatherworking_Tier1_Leather_Armor_1", "Leatherworking_Tier1_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
            4: ["Leatherworking_Tier1_Leather_Armor_1", "Leatherworking_Tier1_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
            5: ["Leatherworking_Tier1_Leather_Armor_Set_1", "Leatherworking_Tier1_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
            6: ["Leatherworking_Tier1_Leather_Armor_Set_1", "Leatherworking_Tier1_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
            7: ["Leatherworking_Tier1_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt","Leatherworking_Tier1_Gather_Basic"],
            8: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_1", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt","Leatherworking_Tier1_Gather_Basic"],
            9: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_1", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt","Leatherworking_Tier1_Gather_Basic"],
            10: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_1", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt_2","Leatherworking_Tier1_Gather_Basic"],
            11: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_2", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt_2", "Leatherworking_Tier2_Leather_Pants_1","Leatherworking_Tier1_Gather_Basic"],
            12: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_2", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt_2", "Leatherworking_Tier2_Leather_Pants_1","Leatherworking_Tier1_Gather_Basic"],
            13: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_2", "Leatherworking_Tier2_Leather_Boots_Set_1", "Leatherworking_Tier2_Leather_Shirt_2", "Leatherworking_Tier2_Leather_Pants_1","Leatherworking_Tier1_Gather_Basic"],
            14: ["Leatherworking_Tier2_Leather_Armor_Set_1", "Leatherworking_Tier2_Leather_Pants_2", "Ornate Leatherworking_Tier1_Leather_Shirt_1", "Leatherworking_Tier3_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
            15: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Boots_Set_1","Leatherworking_Tier1_Gather_Basic"],
            16: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
            17: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
            18: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
            19: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
            20: ["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
            21 :["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
            22 :["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
            23 :["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
            24 :["Leatherworking_Tier3_Leather_Armor_Set_1", "Leatherworking_Tier3_Leather_Pants2", "Leatherworking_Tier3_Leather_Shirt2", "Leatherworking_Tier3_Leather_Helm_Set_1", "Leatherworking_Tier3_Leather_Pants","Leatherworking_Tier1_Gather_Basic"],
            25 :["Leatherworking_Tier2_Refine_Basic"],
            //20: ["Leatherworking_Tier2_Refine_Basic"],
            //19:["Leather Armor +4","Fancy Leather Pants","Fancy Leather Shirt","Leather Helm +4","Ornate Leather Pants","Upgrade Tanner","Upgrade Skinner","Hire an additional Skinner"],
            //20:["Cure Tough Pelts"],
        },
    };

    definedTask["Tailoring"] = {
        taskListName: "Tailoring",
        taskName: "Tailoring",
        level: {
            // power
            //			      0:["Tailoring_Tier3_Cloth_Pants", "Tailoring_Tier3_Cloth_Shirt", "Tailoring_Tier2_Cloth_Pants_1", "Tailoring_Tier2_Cloth_Shirt", "Tailoring_Tier1_Cloth_Gloves_1", "Tailoring_Tier1_Cloth_Armor_1", "Tailoring_Tier1_Cloth_Boots_1"],
            // critical strike
            //			0:["Tailoring_Tier3_Cloth_Pants_Set2", "Tailoring_Tier3_Cloth_Shirt_Set2", "Tailoring_Tier2_Cloth_Pants_1_Set2", "Tailoring_Tier2_Cloth_Shirt_Set2", "Tailoring_Tier1_Cloth_Gloves_1", "Tailoring_Tier1_Cloth_Gloves_1", "Tailoring_Tier1_Cloth_Shirt_1_Set2"],

            0: ["Tailoring_Tier0_Intro"],
            1: [ "Tailoring_Tier1_Cloth_Shirt_1","Tailoring_Tier1_Cloth_Boots_1","Tailoring_Tier1_Gather_Basic"],
            2: ["Tailoring_Tier1_Cloth_Armor_1", "Tailoring_Tier1_Cloth_Pants_1","Tailoring_Tier1_Gather_Basic"],
            3: ["Tailoring_Tier1_Cloth_Armor_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
            4: ["Tailoring_Tier1_Cloth_Armor_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
            5: ["Tailoring_Tier1_Cloth_Armor_Set_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
            6: ["Tailoring_Tier1_Cloth_Armor_Set_1", "Tailoring_Tier1_Cloth_Shirt_1", "Tailoring_Tier1_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
            7: ["Tailoring_Tier1_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt","Tailoring_Tier1_Gather_Basic","Tailoring_Tier1_Gather_Basic"],
            8: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_1", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt","Tailoring_Tier1_Gather_Basic"],
            9: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_1", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt","Tailoring_Tier1_Gather_Basic"],
            10: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_1", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt_2","Tailoring_Tier1_Gather_Basic"],
            11: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_2", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt_2", "Tailoring_Tier2_Cloth_Pants_1","Tailoring_Tier1_Gather_Basic"],
            12: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_2", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt_2", "Tailoring_Tier2_Cloth_Pants_1","Tailoring_Tier1_Gather_Basic"],
            13: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_2", "Tailoring_Tier2_Cloth_Boots_Set_1", "Tailoring_Tier2_Cloth_Shirt_2", "Tailoring_Tier2_Cloth_Pants_1","Tailoring_Tier1_Gather_Basic"],
            14: ["Tailoring_Tier2_Cloth_Armor_Set_1", "Tailoring_Tier2_Cloth_Pants_2", "Tailoring_Tier3_Cloth_Shirt", "Tailoring_Tier3_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
            15: ["Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Boots_Set_1","Tailoring_Tier1_Gather_Basic"],
            16: ["Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1","Tailoring_Tier1_Gather_Basic"],
            17: ["Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1","Tailoring_Tier1_Gather_Basic"],
            18: ["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
            19: ["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
            20: ["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
            21 :["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
            22 :["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
            23 :["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
            24 :["Tailoring_Tier3_Cloth_Armor_Set_3", "Tailoring_Tier3_Cloth_Armor_Set_2","Tailoring_Tier3_Cloth_Pants2", "Tailoring_Tier3_Cloth_Armor_Set_1", "Tailoring_Tier3_Cloth_Pants2_Set2", "Tailoring_Tier3_Cloth_Shirt2", "Tailoring_Tier3_Cloth_Helm_Set_1", "Tailoring_Tier3_Cloth_Pants","Tailoring_Tier1_Gather_Basic"],
            25 :["Tailoring_Tier2_Refine_Basic"],
            //20: ["Tailoring_Tier2_Refine_Basic"],
        },
    };

    definedTask["Artificing"] = {
        taskListName: "Artificing",
        taskName: "Artificing",
        level: {
            0: ["Artificing_Tier0_Intro_1"],
            1: ["Artificing_Tier1_Pactblade_Convergence_1", "Artificing_Tier1_Symbol_Virtuous_1", "Artificing_Tier1_Gather_Basic"],
            2: ["Artificing_Tier1_Pactblade_Convergence_1", "Artificing_Tier1_Icon_Virtuous_1", "Artificing_Tier1_Gather_Basic"],
            3: ["Artificing_Tier1_Pactblade_Convergence_1", "Artificing_Tier1_Icon_Virtuous_1", "Artificing_Tier1_Gather_Basic"],
            4: ["Artificing_Tier1_Pactblade_Convergence_2", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier1_Gather_Basic"],
            5: ["Artificing_Tier1_Pactblade_Convergence_2", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier1_Gather_Basic"],
            6: ["Artificing_Tier1_Pactblade_Convergence_2", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier1_Gather_Basic"],
            7: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            8: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            9: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            10: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            11: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            12: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            13: ["Artificing_Tier2_Pactblade_Temptation_3", "Artificing_Tier1_Icon_Virtuous_2", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            14: ["Artificing_Tier3_Pactblade_Temptation_4", "Artificing_Tier3_Icon_Virtuous_4", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            15: ["Artificing_Tier3_Pactblade_Temptation_4", "Artificing_Tier3_Icon_Virtuous_4", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            16: ["Artificing_Tier3_Pactblade_Temptation_4", "Artificing_Tier3_Icon_Virtuous_4", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            17: ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            18: ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            19: ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            20:  ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            21 : ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            22 : ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            23 : ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            24 : ["Artificing_Tier3_Pactblade_Temptation_5", "Artificing_Tier3_Icon_Virtuous_5", "Artificing_Tier3_Refine_Basic", "Artificing_Tier2_Refine_Basic", "Artificing_Tier1_Gather_Basic"],
            25 :["Artificing_Tier2_Refine_Basic"],
            //20: ["Artificing_Tier2_Refine_Basic"],
            //19:["Virtuous Icon +5","Upgrade Engraver","Upgrade Carver","Hire an additional Carver"],
            //20:["7:Craft Ornamental metal and Carved Wood"],
        },
    };

    definedTask["Weaponsmithing_Axe"] = {
        taskListName: "Weaponsmithing_Axe",
        taskName: "Weaponsmithing",
        level: {
            0: ["Weaponsmithing_Tier0_Intro"],

            /* No use of Residuum:
             1: ["Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass", "Weaponsmithing_Tier1_Gather_Basic"],
             */
            // We don't have axes until level 2
            1: ["Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
            2: ["Weaponsmithing_Tier1_Greataxe_1", "Weaponsmithing_Tier1_Battleaxe_1", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
            3: ["Weaponsmithing_Tier1_Greataxe_1", "Weaponsmithing_Tier1_Battleaxe_1", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
            4: ["Weaponsmithing_Tier1_Greataxe_1", "Weaponsmithing_Tier1_Battleaxe_1", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
            5: ["Weaponsmithing_Tier1_Greataxe_2", "Weaponsmithing_Tier1_Battleaxe_2", "Weaponsmithing_Tier1_Gather_Basic"],
            6: ["Weaponsmithing_Tier1_Greataxe_2", "Weaponsmithing_Tier1_Battleaxe_2", "Weaponsmithing_Tier1_Gather_Basic"],
            // Just make resources at the new resource level -- they'll be used at higher levels
            // (even though the swords at this level seem more efficient -- they require lower level swords, which we haven't made and don't have inventory space for)
            // (we'll make 24 sets (of 2 each) "refined" resources in 16 hours (with no speed bonuses), which will be used by levels 8 and 9 alone
            7: ["Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
            8: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
            9: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
            10: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
            11: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
            12: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
            13: ["Weaponsmithing_Tier2_Greataxe_3", "Weaponsmithing_Tier2_Battleaxe_3", "Weaponsmithing_Tier2_Refine_Basic", "Weaponsmithing_Tier2_Gather_Basic"],
            // (we'll make 160 sets (of 2 each) "refined" resources in 133.33 hours (5.55 days) (with no speed bonuses)
            14: ["Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            15: ["Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            16: ["Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            17: ["Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            // If we have Fundamental Fire or Ice, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
            18: ["Weaponsmithing_Tier3_Greataxe_Set_2", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_Set_2", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            19: ["Weaponsmithing_Tier3_Greataxe_Set_2", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_Set_2", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            20 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            21 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            22 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            23 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            24 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic", "Weaponsmithing_Tier3_Gather_Basic"],
            25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
            // 20: ["Weaponsmithing_Tier3_Gather_Basic_Mass"],   // We want Gather here, because the raw materials can be used in other profs
            // If we actually want experience at level 20, these would be the tasks:
            //20: ["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
        },
    };

    definedTask["Weaponsmithing_Bow"] = {
        taskListName: "Weaponsmithing_Bow",
        taskName: "Weaponsmithing",
        level: {
            1: ["Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
            2: ["Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
            3: ["Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
            4: ["Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1"],
            5: ["Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
            6: ["Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier1_Gather_Basic"],
            7: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            8: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            9: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            10: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            11: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            12: ["Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier1_Longbow_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            14: ["Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            15: ["Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            16: ["Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            // If we have Desert Rose, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
            17: ["Weaponsmithing_Tier3_Longbow_Set_2", "Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            18: ["Weaponsmithing_Tier3_Longbow_Set_2", "Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            19: ["Weaponsmithing_Tier3_Longbow_Set_2", "Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier2_Longbow_3", "Weaponsmithing_Tier1_Longbow_2", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            20 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            21 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            22 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            23 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            24 :["Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greataxe_4", "Weaponsmithing_Tier3_Battleaxe_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
            // 20: ["Weaponsmithing_Tier3_Gather_Basic_Mass"],  // We want Gather here, because the raw materials can be used in other profs
            // If we actually want experience at level 20, these would be the tasks:
            //20: ["Weaponsmithing_Tier3_Longbow_Set_3", "Weaponsmithing_Tier3_Greatsword_Set_3", "Weaponsmithing_Tier3_Longsword_Set_3", "Weaponsmithing_Tier3_Dagger_Set_3", "Weaponsmithing_Tier3_Blades_Set_3", "Weaponsmithing_Tier3_Longbow_4", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
        },
    };

    definedTask["Weaponsmithing_Dagger"] = {
        taskListName: "Weaponsmithing_Dagger",
        taskName: "Weaponsmithing",
        level: {
            0: ["Weaponsmithing_Tier0_Intro"],
            1: ["Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
            2: ["Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
            3: ["Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
            4: ["Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
            5: ["Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
            6: ["Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier1_Gather_Basic"],
            7: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            8: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            9: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            10: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            11: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            12: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            13: ["Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            14: ["Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            15: ["Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            16: ["Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            // If we have Fundamental Ice, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
            17: ["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            18: ["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            19: ["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            20 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            21 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            22 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            23 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            24 :["Weaponsmithing_Tier3_Dagger_Set_2", "Weaponsmithing_Tier3_Dagger_4", "Weaponsmithing_Tier2_Dagger_3", "Weaponsmithing_Tier1_Dagger_2", "Weaponsmithing_Tier1_Dagger_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
        },
    };

    definedTask["Weaponsmithing_Greatsword"] = {
        taskListName: "Weaponsmithing_Greatsword",
        taskName: "Weaponsmithing",
        level: {
            0: ["Weaponsmithing_Tier0_Intro"],
            1: ["Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            2: ["Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            3: ["Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            4: ["Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            5: ["Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            6: ["Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            7: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            8: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            9: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            10: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            11: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            12: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            13: ["Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            14: ["Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            15: ["Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            16: ["Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            // If we have Fundamental Ice, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
            17: ["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            18: ["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            19: ["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            20 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            21 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            22 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            23 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            24 :["Weaponsmithing_Tier3_Greatsword_Set_2", "Weaponsmithing_Tier3_Greatsword_4", "Weaponsmithing_Tier2_Greatsword_3", "Weaponsmithing_Tier1_Greatsword_2", "Weaponsmithing_Tier1_Greatsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
        },
    };

    definedTask["Weaponsmithing_Longsword"] = {
        taskListName: "Weaponsmithing_Longsword",
        taskName: "Weaponsmithing",
        level: {
            0: ["Weaponsmithing_Tier0_Intro"],
            1: ["Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            2: ["Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            3: ["Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            4: ["Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            5: ["Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            6: ["Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier1_Gather_Basic"],
            7: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            8: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            9: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            10: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            11: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            12: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            13: ["Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier2_Refine_Basic_Mass", "Weaponsmithing_Tier2_Gather_Basic_Mass"],
            14: ["Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            15: ["Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            16: ["Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            // If we have Fundamental Ice, we get a bit more exp by using it (and both options are not dependancies of anything else, unlike lower levels)
            17: ["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            18: ["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            19: ["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            20 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            21 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            22 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            23 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            24 :["Weaponsmithing_Tier3_Longsword_Set_2", "Weaponsmithing_Tier3_Longsword_4", "Weaponsmithing_Tier2_Longsword_3", "Weaponsmithing_Tier1_Longsword_2", "Weaponsmithing_Tier1_Longsword_1", "Weaponsmithing_Tier3_Refine_Basic_Mass", "Weaponsmithing_Tier3_Gather_Basic_Mass"],
            25 :["Weaponsmithing_Tier3_Gather_Basic_Mass"],
        },
    };

    /*
     "Weaponsmithing_Tier1_Refine_Basic"      7/15        -> 0.4666
     Weaponsmithing_Tier1_Refine_Basic_Mass   50/360 (6h) -> 0.1388
     "Weaponsmithing_Tier1_Gather_Basic"      8/15        -> 0.5333
     Weaponsmithing_Tier1_Gather_Basic_Mass  50/360  (6h) -> 0.1388

     "Weaponsmithing_Tier2_Refine_Basic"          12/20       -> 0.6
     Weaponsmithing_Tier2_Refine_Basic_Mass      200/420 (7h) -> 0.48
     "Weaponsmithing_Tier2_Gather_Basic"          13/20       -> 0.65
     Weaponsmithing_Tier2_Gather_Basic_Mass      200/420 (7h) -> 0.48

     "Weaponsmithing_Tier3_Refine_Basic"                 30/25 ->  1.2
     Weaponsmithing_Tier3_Refine_Basic_Mass      800/480 (8h)  -> 1.66
     "Weaponsmithing_Tier3_Gather_Basic"                 30/25 ->  1.2
     Weaponsmithing_Tier3_Gather_Basic_Mass      800/480 (8h)  -> 1.66

     time / (1 + speedBonus)

     360 / (1 + speedBonus) == 93.75
     -> 265% bonus

     420 / (1 + speedBonus) == 333.3
     -> 26% bonus

     25%:
     480 / 1.25 == 384 => 800/384 == 2.0833

     40%:
     480 / (1.4) == 342.86 => 800/342.84 == 2.33

     50%:
     480 / 1.5 == 320 => 2.5

     100%:
     480 / 2 == 240 => 800/240 == 3.33


     */



    definedTask["Alchemy"] = {
        taskListName: "Alchemy",
        taskName: "Alchemy",
        level: {
            0: ["Alchemy_Tier0_Intro_1"],
            1: ["Alchemy_Tier1_Experiment_Rank2", "Alchemy_Tier1_Experimentation_Rank1"],
            2: ["Alchemy_Tier1_Experiment_Rank3", "Alchemy_Tier1_Experimentation_Rank2"],
            3: ["Alchemy_Tier1_Experiment_Rank4", "Alchemy_Tier1_Experimentation_Rank3"],
            4: ["Alchemy_Tier1_Experiment_Rank5", "Alchemy_Tier1_Experimentation_Rank4"],
            5: ["Alchemy_Tier1_Experiment_Rank6", "Alchemy_Tier1_Experimentation_Rank5"],
            6: ["Alchemy_Tier1_Experiment_Rank7", "Alchemy_Tier1_Experimentation_Rank6"],
            7: ["Alchemy_Tier2_Experiment_Rank08", "Alchemy_Tier2_Experimentation_Rank07"],
            8: ["Alchemy_Tier2_Experiment_Rank09", "Alchemy_Tier2_Experimentation_Rank08"],
            9: ["Alchemy_Tier2_Experiment_Rank10", "Alchemy_Tier2_Experimentation_Rank09"],
            10: ["Alchemy_Tier2_Experiment_Rank11", "Alchemy_Tier2_Experimentation_Rank10"],
            11: ["Alchemy_Tier2_Experiment_Rank12", "Alchemy_Tier2_Experimentation_Rank11"],
            12: ["Alchemy_Tier2_Experiment_Rank13", "Alchemy_Tier2_Experimentation_Rank12"],
            13: ["Alchemy_Tier2_Experiment_Rank14", "Alchemy_Tier2_Experimentation_Rank13"],
            14: ["Alchemy_Tier3_Experiment_Rank15", "Alchemy_Tier3_Experimentation_Rank14"],
            15: ["Alchemy_Tier3_Experiment_Rank16", "Alchemy_Tier3_Experimentation_Rank15"],
            16: ["Alchemy_Tier3_Experiment_Rank17", "Alchemy_Tier3_Experimentation_Rank16"],
            17: ["Alchemy_Tier3_Experiment_Rank18", "Alchemy_Tier3_Experimentation_Rank17"],
            18: ["Alchemy_Tier3_Experiment_Rank19", "Alchemy_Tier3_Experimentation_Rank18"],
            19: ["Alchemy_Tier3_Experiment_Rank20", "Alchemy_Tier3_Experimentation_Rank19"],
            //20: ["Alchemy_Tier3_Protection_Potion_Major", "Alchemy_Tier2_Aquaregia", "Alchemy_Tier3_Refine_Basic", "Alchemy_Tier3_Gather_Components"], //disable for mod6
            20 : ["Alchemy_Tier3_Experiment_Rank21", "Alchemy_Tier3_Experimentation_Rank20"], // Enable for mod6
            21 : ["Alchemy_Tier4_Experiment_Rank22", "Alchemy_Tier4_Experimentation_Rank21"],
            22 : ["Alchemy_Tier4_Experiment_Rank23", "Alchemy_Tier4_Experimentation_Rank22"], //,"Alchemy_Tier4_Aquaregia_2"],
            23 : ["Alchemy_Tier4_Experiment_Rank24", "Alchemy_Tier4_Experimentation_Rank23"],
            24 : ["Alchemy_Tier4_Experiment_Rank25", "Alchemy_Tier4_Experimentation_Rank24"],
            25 : ["Alchemy_Tier4_Experimentation_Rank25","Alchemy_Tier4_Create_Elemental_Unified","Alchemy_Tier4_Create_Elemental_Aggregate","Alchemy_Tier4_Aquaregia_2"], //"Alchemy_Tier2_Aquaregia", "Alchemy_Tier3_Refine_Basic","Alchemy_Tier4_Potency_Potion_Superior", "Alchemy_Tier4_Protection_Potion_Superior"],
        },
    };

    // Load Settings
    var settingnames = [
        {name: 'paused', title: 'Pause Script', def: false, type: 'checkbox', tooltip: 'Disable All Automation'},
        {name: 'debug', title: 'Enable Debug', def: true, type: 'checkbox', tooltip: 'Enable all debug output to console', onsave: function (newValue, oldValue) {
            console = newValue ? unsafeWindow.console || fouxConsole : fouxConsole;
        }},
        {name: 'optionals', title: 'Fill Optional Assets', def: true, type: 'checkbox', tooltip: 'Enable to include selecting the optional assets of tasks'},
        {name: 'autopurchase', title: 'Auto Purchase Resources', def: true, type: 'checkbox', tooltip: 'Automatically purchase required resources from gateway shop (100 at a time)'},
        {name: 'trainassets', title: 'Train Assets', def: true, type: 'checkbox', tooltip: 'Enable training/upgrading of asset worker resources'},
        //{name: 'refinead', title: 'Refine AD', def: true, type: 'checkbox', tooltip: 'Enable refining of AD on character switch'},
        {name: 'openrewards', title: 'Open Reward Chests', def: false, type: 'checkbox', tooltip: 'Enable opeing of leadership chests on character switch'}, //MAC-NW
        {name: 'dailySCA', title: 'Daily SCA roll', def: true, type: 'checkbox', tooltip: 'Runs daily SCA rolls when no task is near to finish'}, //MAC-NW
        {name: 'autoreload', title: 'Auto Reload', def: true, type: 'checkbox', tooltip: 'Enabling this will reload the gateway periodically. (Ensure Auto Login is enabled)'},
        {name: 'autovendor_junk', title: 'Vendor junk..', def: false, type: 'checkbox', tooltip: 'Vendor all (currently) winterfest fireworks+lanterns'}, //MAC-NW
        {name: 'autovendor_kits_altars_limit', title: 'Maintain Altar Node Kit Stacks', def: false, type: 'checkbox', tooltip: 'Limit skill kits stacks to 50/Altars80, vendor kits unusable by class, remove all if player has one bag or full bags'}, // edited by RottenMind
        {name: 'autovendor_kits_altars_all', title: 'Vendor All Altar Node Kit Stacks', def: false, type: 'checkbox', tooltip: 'Sell ALL skill kits  Altars.'}, // RottenMind
        {name: 'autovendor_profresults', title: 'Vendor Prof Crafted & Gathered Items', def: true, type: 'checkbox', tooltip: 'Vendor off Tier 1 to 5 items produced and reused for leveling crafting & Gathered professions items.'},
        {name: 'autovendor_pots1', title: 'Vendor minor potions (lvl 1)', def: false, type: 'checkbox', tooltip: 'Vendor all minor potions (lvl 1) found in player bags'}, //MAC-NW
        {name: 'autovendor_pots2', title: 'Vendor lesser potions (lvl 15)', def: false, type: 'checkbox', tooltip: 'Vendor all lesser potions (lvl 15) found in player bags'}, //MAC-NW
        {name: 'autovendor_pots3', title: 'Vendor potions (lvl 30)', def: false, type: 'checkbox', tooltip: 'Vendor all potions (lvl 30) found in player bags'}, //MAC-NW
        {name: 'autovendor_pots4', title: 'Vendor greater potions (lvl 45)', def: false, type: 'checkbox', tooltip: 'Vendor all greater potions (lvl 45) found in player bags'}, //MAC-NW
        //{name: 'autovendor_rank1', title: 'Auto Vendor enchants & runes Rank 1', def: false, type: 'checkbox', tooltip: 'Vendor all Rank 1 enchantments & runestones found in player bags'}, //MAC-NW
        {name: 'autovendor_rank2', title: 'Vendor enchants & runes Rank 1-2', def: false, type: 'checkbox', tooltip: 'Vendor all Rank 2 enchantments & runestones found in player bags'}, //MAC-NW
        {name: 'autovendor_rank3', title: 'Vendor enchants & runes Rank 3', def: false, type: 'checkbox', tooltip: 'Vendor all Rank 3 enchantments & runestones found in player bags'}, // edited by RottenMind
        {name: 'level_20_skip', title: 'Skip level 20', def: false, type: 'checkbox', tooltip: 'All level 20 profession slots are skipped NOT Leadership'},
        {name: 'purchasePorridge', title: 'Purchase Porridge', def: true, type: 'checkbox', tooltip: 'Purchase Porridge to Advance Leadership Rank'},
        {name: 'level_25_skip', title: 'Skip level 25', def: false, type: 'checkbox', tooltip: 'All level 25 profession slots are skipped NOT Leadership, supersedes skip 20'},
        {name: 'easy_start', title: 'Automatic Banker', def: false, type: 'checkbox', tooltip: 'Get Banker first character etc. works best after reset, turn off if need other character.', border: true},
        {name: 'nw_username', title: 'Neverwinter Username', def: '', type: 'text', tooltip: ''},
        {name: 'nw_password', title: 'Neverwinter Password', def: '', type: 'password', tooltip: ''},
        // MAC-NW AD Consolidation
        {name: 'autoexchange', title: 'Consolidate AD via ZEX', def: false, type: 'checkbox', tooltip: 'Automatically attempt to post, cancel and withdraw AD via ZEX and consolidate to designated character', border: true},
        {name: 'bankchar', title: 'Character Name of Banker', def: '', type: 'text', tooltip: 'Enter name of the character to hold account AD'},
        {name: 'banktransmin', title: 'Min AD for Transfer', def: '5000', type: 'text', tooltip: 'Enter minimum AD limit for it to be cosidered for transfer off a character'},
        {name: 'bankcharmin', title: 'Min Character balance', def: '600', type: 'text', tooltip: 'Enter the amount of AD to always keep available on characters'},
        {name: 'banktransrate', title: 'AD per Zen Rate (in zen)', def: '300', type: 'text', tooltip: 'Enter default rate to use for transfering through ZEX'},
        {name: 'charcount', title: 'Enter number of characters to use (Save and Apply to update settings form)', def: '1', type: 'text', tooltip: 'Enter number of characters to use (Save and Apply to update settings form)', border: true},
        // MAC-NW
    ];

    // Load local settings cache (unsecured)
    var settings = {};
    for (var i = 0; i < settingnames.length; i++) {
        // Ignore label types
        if (settingnames[i].type === 'label') {
            continue;
        }
        settings[settingnames[i].name] = GM_getValue(settingnames[i].name, settingnames[i].def);
        // call the onsave for the setting if it exists
        if (typeof (settingnames[i].onsave) === "function") {
            console.log("Calling 'onsave' for", settingnames[i].name);
            settingnames[i].onsave(settings[settingnames[i].name], settings[settingnames[i].name]);
        }
    }

    if (settings["charcount"] < 1) {
        settings["charcount"] = 1;
    }
    if (settings["charcount"] > 99) {
        settings["charcount"] = 99;
    }

// Profession priority list by order
    var tasklist = [
        definedTask["Winter Event"],
        definedTask["Siege Event"],
        definedTask["Black Ice Shaping"],
        definedTask["Alchemy"],
        definedTask["Weaponsmithing_Axe"],
        /*definedTask["Weaponsmithing_Bow"],
         definedTask["Weaponsmithing_Dagger"],
         definedTask["Weaponsmithing_Greatsword"],
         definedTask["Weaponsmithing_Longsword"],*/
        definedTask["Artificing"],
        definedTask["Jewelcrafting"],
        definedTask["Mailsmithing"],
        definedTask["Platesmithing"],
        definedTask["Leatherworking"],
        definedTask["Tailoring"],
        definedTask["Leadership"],
        definedTask["Leadership XP"],
    ];

    var charSettings = [];

    for (var i = 0; i < settings["charcount"]; i++) {
        charSettings.push({name: 'nw_charname' + i, title: 'Character', def: 'Character ' + (i + 1), type: 'text', tooltip: 'Characters Name,(set first character name to Character 1 for Automatic char.name fill.'});
        charSettings.push({name: 'WinterEvent' + i, title: 'WinterEvent', def: '0', type: 'text', tooltip: 'Number of slots to assign to WinterEvent'});
        charSettings.push({name: 'Leadership' + i, title: 'Leadership', def: '9', type: 'text', tooltip: 'Number of slots to assign to Leadership'});
        charSettings.push({name: 'Event_Siege' + i, title: 'Siege Event', def: '0', type: 'text', tooltip: 'Number of slots to assign to Siege Event'});
        charSettings.push({name: 'BlackIce' + i, title: 'Black Ice Shaping', def: '0', type: 'text', tooltip: 'Number of slots to assign to BIS'});
        charSettings.push({name: 'Alchemy' + i, title: 'Alchemy', def: '0', type: 'text', tooltip: 'Number of slots to assign to Alchemy'});
        charSettings.push({name: 'Weaponsmithing_Axe' + i, title: 'Weaponsmithing/Axes', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Axes'});
        /*charSettings.push({name: 'Weaponsmithing_Dagger' + i, title: 'Weaponsmithing/Daggers', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Daggers'});
         charSettings.push({name: 'Weaponsmithing_Bow' + i, title: 'Weaponsmithing/Bows', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Bows -- choose one of these for every two Daggers/Greatswords/Longswords/Blades (or choose axes)'});
         charSettings.push({name: 'Weaponsmithing_Greatsword' + i, title: 'Weaponsmithing/Greatswords', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Greatswords'});
         charSettings.push({name: 'Weaponsmithing_Longsword' + i, title: 'Weaponsmithing/Longswords', def: '0', type: 'text', tooltip: 'Number of slots to assign to Weaponsmithing/Longswords'});*/
        charSettings.push({name: 'Artificing' + i, title: 'Artificing', def: '0', type: 'text', tooltip: 'Number of slots to assign to Artificing'});
        charSettings.push({name: 'Jewelcrafting' + i, title: 'Jewelcrafting', def: '0', type: 'text', tooltip: 'Number of slots to assign to Jewelcrafting'});
        charSettings.push({name: 'Mailsmithing' + i, title: 'Mailsmithing', def: '0', type: 'text', tooltip: 'Number of slots to assign to Mailsmithing'});
        charSettings.push({name: 'Platesmithing' + i, title: 'Platesmithing', def: '0', type: 'text', tooltip: 'Number of slots to assign to Platesmithing'});
        charSettings.push({name: 'Leatherworking' + i, title: 'Leatherworking', def: '0', type: 'text', tooltip: 'Number of slots to assign to Leatherworking'});
        charSettings.push({name: 'Tailoring' + i, title: 'Tailoring', def: '0', type: 'text', tooltip: 'Number of slots to assign to Tailoring'});
        charSettings.push({name: 'Leadership_XP' + i, title: 'Leadership XP', def: '0', type: 'text', tooltip: 'Number of slots to assign to Leadership focused on XP'});
    }

    for (var i = 0; i < charSettings.length; i++) {
        settings[charSettings[i].name] = GM_getValue(charSettings[i].name, charSettings[i].def);
    }

    function setTaskSlots() {
        // The task list associated with each slot
        taskSlots = [];
        // The total slots for each profession, across task lists
        slotsByProf = {};
        for (var i = 0; i < tasklist.length; i++) slotsByProf[tasklist[i].taskName] = 0;

        for (var i = 0; i < tasklist.length; i++) {
            slotsByProf[tasklist[i].taskName] += parseInt(settings[tasklist[i].taskListName]);
            for (var j = 0; j < settings[tasklist[i].taskListName]; j++) {
                taskSlots.push(tasklist[i].taskListName);
            }
        }

    }

// Page Settings
    var PAGES = Object.freeze({
        LOGIN: {name: "Login", path: "div#login"},
        GUARD: {name: "Account Guard", path: "div#page-accountguard"},
    });

    /**
     * Uses the page settings to determine which page is currently displayed
     */
    function GetCurrentPage() {
        for(var __kk in PAGES) {
            if (!PAGES.hasOwnProperty(__kk)) continue;
            var page = PAGES[__kk];
            if ($(page["path"]).filter(":visible").length) {
                return page;
            }
        }
    }

    /**
     * Logs in to gateway
     * No client.dataModel exists at this stage
     */
    function page_LOGIN() {
        //if (!$("form > p.error:visible").length && settings["autologin"]) {
        // No previous log in error - attempt to log in
        console.log("Setting username");
        $("input#user").val(settings["nw_username"]);
        console.log("Setting password");
        $("input#pass").val(settings["nw_password"]);
        console.log("Clicking Login Button");
        $("div#login > input").click();
        //}
        dfdNextRun.resolve(delay.LONG);
    }

    /**
     * Action to perform on account guard page
     */
    function page_GUARD() {
        // Do nothing on the guard screen
        dfdNextRun.resolve(delay.LONG);
    }

    /**
     * Collects rewards for tasks or starts new tasks
     * Function is called once per new task and returns true if an action is created
     * If no action is started function returns false to switch characters
     */
    function processCharacter() {
        // Switch to professions page to show task progression
        unsafeWindow.location.hash = "#char(" + encodeURI(unsafeWindow.client.getCurrentCharAtName()) + ")/professions";

        // Collect rewards for completed tasks and restart
        if (unsafeWindow.client.dataModel.model.ent.main.itemassignments.complete) {
            unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.forEach(function (entry) {
                if (entry.hascompletedetails) {
                    unsafeWindow.client.professionTaskCollectRewards(entry.uassignmentid);
                }
            });
            dfdNextRun.resolve();
            return true;
        }

        // Check for available slots and start new task
        if (unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.filter(function (entry) {
                return (!entry.islockedslot && !entry.uassignmentid);
            }).length) {
            // Go through the professions to assign tasks until specified slots filled
            for (var i = 0; i < tasklist.length; i++) {
                var prof = tasklist[i]
                if (settings[prof.taskListName] > 0) { //MAC-NW

                    /*
                     entry.slotindex

                     entry: Object
                     category: "Leadership"
                     categoryicon: "Crafting_Profession_Leadership"
                     displayname: "Hire a Mercenary"
                     hascompletedetails: 0
                     hdef: "@ItemAssignmentDef[Leadership_Tier1_2_Recruit]"
                     icon: "Crafting_Follower_Leader_Generic_T1_01"
                     isabortable: 1
                     islockedslot: 0
                     rewards: null
                     sfinishearlycost: 32976
                     slotindex: 1
                     uassignmentid: 1617
                     ufinishdate: "Mon, 23 Feb 2015 22:00:48 GMT"
                     utimestarted: "Mon, 23 Feb 2015 04:00:48 GMT"

                     unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments: Array[9]
                     0: Object
                     category: "None"
                     categoryicon: ""
                     displayname: ""
                     hascompletedetails: 0
                     hdef: ""
                     icon: ""
                     isabortable: 0
                     islockedslot: 0
                     sfinishearlycost: -1
                     slotindex: 0
                     uassignmentid: 0
                     ufinishdate: "Sat, 01 Jan 2000 00:00:00 GMT"
                     utimestarted: "Sat, 01 Jan 2000 00:00:00 GMT"
                     __proto__: Object
                     1: Object
                     category: "Leadership"
                     categoryicon: "Crafting_Profession_Leadership"
                     displayname: "Battle Undead"
                     hascompletedetails: 0
                     hdef: "@ItemAssignmentDef[Leadership_Tier2_10_Battle]"
                     icon: "Icons_Pets_Manatarms_01"
                     isabortable: 1
                     islockedslot: 0
                     rewards: null
                     sfinishearlycost: 21504
                     slotindex: 1
                     uassignmentid: 7908
                     ufinishdate: "Thu, 05 Mar 2015 06:45:20 GMT"
                     utimestarted: "Thu, 05 Mar 2015 01:02:29 GMT"
                     __proto__: Object

                     */


                    if (failedProf.length > 0 && failedProf.indexOf(prof.taskListName) > -1) {
                        continue;
                    }

                    // Check level
                    var level = unsafeWindow.client.dataModel.model.ent.main.itemassignmentcategories.categories.filter(function (entry) {
                        return entry.name == prof.taskName; //
                    })[0].currentrank;
                    var list = prof.level[level];
                    var tmpLevel = level;
                    while (typeof list === "undefined" && tmpLevel > 0) {
                        list = prof.level[--tmpLevel];
                    }
                    if (typeof list === "undefined") {
                        continue;
                    }

                    var currentTasksByTaskList = unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.filter(function (entry) {
                        //                        return entry.category == tasklist[i].taskName && list.indexOf(entry.hdef.match(/^@ItemAssignmentDef\[([^\]]*)\]$/)[1]) > -1;
                        return entry.category === prof.taskName && taskSlots[entry.slotindex] === prof.taskListName;
                    });
                    var currentTasksByProf = unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.filter(function (entry) {
                        return entry.category === prof.taskName;
                    });
                    var currentOpenSlots = unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.filter(function (entry) {
                        return entry.category === "None";
                    });
                    if (taskSlots[currentOpenSlots[0].slotindex] === prof.taskListName ||
                        (currentTasksByTaskList.length < settings[prof.taskListName] &&
                        currentTasksByProf.length < slotsByProf[prof.taskName])) {
                        unsafeWindow.client.professionFetchTaskList('craft_' + tasklist[i].taskName);
                        window.setTimeout(function () {
                            // todo: How do we propegate the return value of this up the stack?
                            createNextTask(prof, level, list, 0);
                        }, delay.SHORT);
                        return true;
                    }
                } //MAC-NW
            }
            console.log("All task counts assigned");
        }
        else {
            console.log("No available task slots");
        }

        // TODO: Add code to get next task finish time
        chartimers[charcurrent] = getNextFinishedTask();

        // Add diamond count
        chardiamonds[charcurrent] = unsafeWindow.client.dataModel.model.ent.main.currencies.diamonds;
        console.log(settings["nw_charname" + charcurrent] + "'s", "Astral Diamonds:", chardiamonds[charcurrent]);
        return false;
    }

    /**
     * Switch to a character's swordcoast adventures and collect the daily reward
     */
    function processSwordCoastDailies(_charStartIndex) {
        var _accountName = unsafeWindow.client.dataModel.model.loginInfo.publicaccountname;
        var _charIndex = (!_charStartIndex || parseInt(_charStartIndex) > (charSettings.length + 1) || parseInt(_charStartIndex) < 0)
            ? 0 : parseInt(_charStartIndex);
        var _fullCharName = settings["nw_charname" + _charIndex] + '@' + _accountName;
        var _hasLoginDaily = 0;
        var _isLastChar = false;
        var _scaHashMatch = /\/adventures$/;
        if (!settings["paused"])
            PauseSettings("pause");

        // Switch to professions page to show task progression
        if (!_scaHashMatch.test(unsafeWindow.location.hash)) {
            return;
        } else if (unsafeWindow.location.hash != "#char(" + encodeURI(_fullCharName) + ")/adventures") {
            unsafeWindow.location.hash = "#char(" + encodeURI(_fullCharName) + ")/adventures";
        }

        if (settings["nw_charname" + (_charIndex + 1)] === undefined)
            _isLastChar = true;

        WaitForState("").done(function () {
            try {
                _hasLoginDaily = client.dataModel.model.gatewaygamedata.dailies.left.logins;
            } catch (e) {
                // TODO: Use callback function
                window.setTimeout(function () {
                    processSwordCoastDailies(_charIndex);
                }, delay.SHORT);
                return;
            }

            console.log("Checking SCA Dialy for", _fullCharName, "...");

            // Do SCA daily dice roll if the button comes up
            WaitForState(".daily-dice-intro").done(function () {
                $(".daily-dice-intro button").trigger('click');
                WaitForState(".daily-awards-button").done(function () {
                    $(".daily-awards-button button").trigger('click');
                });
            });

            // If Dice roll dialog is non existant
            WaitForNotState(".modal-window.daily-dice").done(function () {
                if (_isLastChar) {
                    window.setTimeout(function () {
                        PauseSettings("unpause");
                    }, 3000);
                } else {
                    window.setTimeout(function () {
                        processSwordCoastDailies(_charIndex + 1);
                    }, 3000);
                }
            });
        });
    }

    /**
     * Finds the task finishing next & returns the date or NULL otherwise
     *
     * @return {Date} / {null}
     */
    function getNextFinishedTask() {
        var tmpNext, next = null;
        unsafeWindow.client.dataModel.model.ent.main.itemassignments.assignments.forEach(function (entry) {
            if (entry.uassignmentid) {
                tmpNext = new Date(entry.ufinishdate);
                if (!next || tmpNext < next) {
                    next = tmpNext;
                }
            }
        });
        if (next) {
            console.log("Next finished task at " + next.toLocaleString());
        } else {
            console.log("No next finishing date found!!");
        }
        return next;
    }

    /**
     * Recursive approach to finding the next task to assign to an open slot.
     *
     * @param {Array} prof The tasklist for the profession being used
     * @param {int} level The level of the list of tasks (either max level of character's profession, or max defined in the lists above)
     * @param {Array} list The possible list of tasks to start
     * @param {int} i The current task number being attempted
     */
    function createNextTask(prof, level, list, i) {

        // TODO: Use callback function
        if (!unsafeWindow.client.dataModel.model.craftinglist || unsafeWindow.client.dataModel.model.craftinglist === null || !unsafeWindow.client.dataModel.model.craftinglist['craft_' + prof.taskName] || unsafeWindow.client.dataModel.model.craftinglist['craft_' + prof.taskName] === null) {
            console.log('Task list not loaded for:', prof.taskName);
            window.setTimeout(function () {
                // todo: How do we propegate the return value of this up the stack?
                createNextTask(prof, level, list, i);
            }, delay.SHORT);
            return false;
        }
        /*// Check level
         var level = unsafeWindow.client.dataModel.model.ent.main.itemassignmentcategories.categories.filter(function (entry) {
         return entry.name == prof.taskName;
         })[0].currentrank;
         var list = prof.level[level];
         if (list.length <= i) {
         console.log("Nothing Found");
         switchChar();*/
        if (list.length <= i) {
            console.log("No more possible tasks at this level to try to start", i);
            console.log("task list: ", list);
            failedProf.push(prof.taskListName);
            dfdNextRun.resolve(delay.SHORT);
            return false;
        }

        console.log(prof.taskName, "is level", level);
        console.log("createNextTask", list.length, i);

        var taskName = list[i];
        console.log("Searching for task:", taskName);

        // Search for task to start
        var task = searchForTask(taskName, prof.taskName, level);

        /** TODO: Use this	code once below can be replaced properly
         if (task === null) {
         console.log("Skipping task selection to purchase resources");
         dfdNextRun.resolve();
         }
         else if (task) {
         startTask(task);
         dfdNextRun.resolve();
         }
         else {
         console.log('Finding next task');
         createNextTask(prof, i+1);
         }
         **/


        // Finish createNextTask function
        if (task === null) {
            console.log("Skipping task selection to purchase resources");
            dfdNextRun.resolve();
            return true;
        }
        if (task) {
            startedTask["currTaskName"] = task.def.name;
            task = '/professions-tasks/' + prof.taskName + '/' + task.def.name;
            console.log('Task Found');
            unsafeWindow.location.hash = unsafeWindow.location.hash.replace(/\)\/.+/, ')' + task);
            WaitForState("div.page-professions-taskdetails").done(function () {
                // Click all buttons and select an item to use in the slot
                var def = $.Deferred();
                var buttonList = $('.taskdetails-assets:eq(1)').find("button");
                if (buttonList.length && settings["optionals"]) {
                    SelectItemFor(buttonList, 0, def, prof);
                }
                else {
                    def.resolve();
                }
                def.done(function () {
                    // All items are populated
                    console.log("Items Populated");
                    // Click the Start Task Button
                    //Get the start task button if it is enabled
                    var enabledButton = $(".footer-professions-taskdetails .button.epic:not('.disabled') button");
                    if (enabledButton.length) {
                        console.log("Clicking Start Task Button");
                        enabledButton.trigger('click');
                        WaitForState("").done(function () {
                            // Done
                            dfdNextRun.resolve(delay.SHORT);
                        });
                        if (startedTask["lastTaskChar"] == startedTask["currTaskChar"] && startedTask["lastTaskName"] == startedTask["currTaskName"]) {
                            startedTask["lastTaskCount"]++;
                            console.log("Task " + startedTask["lastTaskName"] + " started " + startedTask["lastTaskCount"] + " time");
                        } else {
                            startedTask["lastTaskChar"] = startedTask["currTaskChar"];
                            startedTask["lastTaskName"] = startedTask["currTaskName"];
                            startedTask["lastTaskCount"] = 1;
                        }
                        if (startedTask["lastTaskCount"] >= 15) {
                            console.log("LOOP FAILURE x [", Epic_button_error()  , "] times, skip to next task!!!");
                            $(".footer-professions-taskdetails .button button.resetWindow").trigger('click');
                            WaitForState("").done(function () {
                                createNextTask(prof, level, list, i + 1); // try create forced next task to resolve gateway bug

                            });
                        }
                        return true;
                    }
                    else { // Button not enabled, something required was probably missing
                        // Go back
                        $(".footer-professions-taskdetails .button button.resetWindow").trigger('click');
                        WaitForState("").done(function () {
                            // continue with the next one
                            console.log('Finding next task');
                            // todo: How do we propegate the return value of this up the stack?
                            createNextTask(prof, level, list, i + 1);
                        });
                    }
                });
            });
        }
        else {
            console.log('Finding next task');
            return createNextTask(prof, level, list, i + 1)
        }
    }

    /**
     * Checks task being started for requirements and initiates beginning task if found
     *
     * @param {string} taskname The name of the task being started
     * @param {string} profname The name of the profession being used
     * @param {Deferred} dfd Deferred object to process on return
     */
    function searchForTask(taskname, profname, professionLevel) {
        // Return first object that matches exact craft name
        // skip task if proff.level20
        if (settings['level_20_skip'] && profname != 'Leadership' && professionLevel > 19) {
            console.log(profname, "is level", professionLevel,"skipping.");
            return false;
        }if (settings['level_25_skip'] && profname != 'Leadership' && professionLevel > 24) {
            console.log(profname, "is level", professionLevel,"skipping.");
            return false;
        }
        // edited by WloBeb - start Patrol the Mines task only if char has less than 7 Mining Claims if XP prifile limit 100 claims
        var resource_limit = 10;
        if (settings['Leadership_XP'] > 0) {
            var resource_limit = 1000;}
        if (taskname == "Leadership_Tier3_13_Patrol" && countResource("Crafting_Resource_Mining_Claim") >= resource_limit ) {
            console.log("Too many Mining Claims: skiping");
            return false;
        }
        if (taskname == "Leadership_Tier4_21_Protectmagic" && countResource("Crafting_Resource_Clues_Bandit_Hq") >= resource_limit ) {
            console.log("Too many Clues: skiping");
            return false;
        }

        var thisTask = unsafeWindow.client.dataModel.model.craftinglist['craft_' + profname].entries.filter(function (entry) {
            return entry.def && entry.def.name == taskname;
        })[0];

        // If no task is returned we either have three of this task already, the task is a rare that doesn't exist currently, or we have the name wrong in tasklist
        if (!thisTask) {
            console.log('Could not find task for:', taskname);
            return false;
        }

        // start task if requirements are met
        try {
            if (!thisTask.failedrequirementsreasons.length) {
                return thisTask;
            }
        } catch (e) {
            Array_undefine_error();
            unsafeWindow.location.href = current_Gateway;
        }

        // Too high level
        if (thisTask.failslevelrequirements) {
            console.log("Task level is too high:", taskname);
            return false;
        }

        var searchItem = null;
        var searchAsset = false;

        // Check for and buy missing armor & weapon leadership assets
        if (thisTask.failsresourcesrequirements && profname == "Leadership" && settings["autopurchase"]) {
            var failedAssets = thisTask.required.filter(function (entry) {
                return !entry.fillsrequirements;
            });
            var failedArmor = failedAssets.filter(function (entry) {
                return entry.categories.indexOf("Armor") >= 0;
            });
            var failedWeapon = failedAssets.filter(function (entry) {
                return entry.categories.indexOf("Weapon") >= 0;
            });
            if (failedArmor.length || failedWeapon.length) {
                var _buyResult = false;
                var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
                var _charSilver = unsafeWindow.client.dataModel.model.ent.main.currencies.silver;
                var _charCopper = unsafeWindow.client.dataModel.model.ent.main.currencies.copper;
                var _charCopperTotal = _charCopper + (_charSilver*100) + (_charGold*10000);

                // Buy Leadership Armor Asset
                if (failedArmor.length && _charCopperTotal >= 10000) {
                    console.log("Buying leadership asset:", failedArmor[0].icon);
                    _buyResult = buyTaskAsset(18);
                    unsafeWindow.client.professionFetchTaskList("craft_Leadership");
                }
                // Buy Leadership Infantry Weapon Asset
                else if (failedWeapon.length && _charCopperTotal >= 5000) {
                    console.log("Buying leadership asset:", failedWeapon[0].icon);
                    _buyResult = buyTaskAsset(4);
                    unsafeWindow.client.professionFetchTaskList("craft_Leadership");
                }
                if (_buyResult === false)
                    return false;
                else
                    return null;
            }
        }

        // Missing assets or ingredients
        if (thisTask.failsresourcesrequirements) {
            var failedAssets = thisTask.required.filter(function (entry) {
                return !entry.fillsrequirements;
            });

            // Missing required assets
            if (failedAssets.length) {
                var failedCrafter = failedAssets.filter(function (entry) {
                    return entry.icon.indexOf("Follower") >= 0;
                });

                // Train Assets
                if (failedCrafter.length && settings["trainassets"]) {
                    if (profname == 'Leadership'&& professionLevel < 3){
                        console.log(profname, "level is [" + professionLevel + "], cant train workers.");
                        return false;
                    } else {
                        console.log("Found required asset:", failedCrafter[0].icon);
                        searchItem = failedCrafter[0].icon;
                        searchAsset = true;
                    }
                } else {
                    // TODO: Automatically purchase item assets from shop
                    console.log("Not enough assets for task:", taskname);
                    return false;
                }
            }
            // Check for craftable ingredients items and purchasable profession resources (from vendor)
            else {
                var failedResources = thisTask.consumables.filter(function (entry) {
                    return entry.required && !entry.fillsrequirements;
                });

                // Check first required ingredient only
                // If it fails to buy or craft task cannot be completed anyway
                // If it succeeds script will search for tasks anew
                var itemName = failedResources[0].hdef.match(/\[(\w+)\]/)[1];

                // Buy purchasable resources if auto-purchase setting is enabled
                if (settings["autopurchase"] && itemName.match(/^Crafting_Resource_(Charcoal|Rocksalt|Spool_Thread|Porridge|Solvent|Brimstone|Coal|Moonseasalt|Quicksilver|Spool_Threadsilk)$/)) {
                    // returns null if successful (task will try again) and false if unsuccessful (task will be skipped)
                    return buyResource(itemName);
                }
                // Matched profession auto-purchase item found but auto-purchase is not enabled
                else if (!settings["autopurchase"] && itemName.match(/^Crafting_Resource_(Charcoal|Rocksalt|Spool_Thread|Porridge|Solvent|Brimstone|Coal|Moonseasalt|Quicksilver|Spool_Threadsilk)$/)) {
                    console.log("Purchasable resource required:",itemName,"for task:", taskname,". Recommend enabling Auto Purchase Resources.");
                    return false;
                }
                // craftable ingredient set to search for
                else {
                    console.log("Found required ingredient:", itemName);
                    searchItem = itemName;
                }
            }
        }


        // either no craftable items/assets found or other task requirements are not met
        // Skip crafting ingredient tasks for Leadership
        if (searchItem === null || !searchItem.length || (profname == 'Leadership' && !searchAsset && !searchItem.match(/Crafting_Asset_Craftsman/))) {
            console.log("Failed to resolve item requirements for task:", taskname);
            return false;
        }

        // Generate list of available tasks to search ingredients/assets from
        console.log("Searching ingredient tasks for:", profname);
        var taskList = unsafeWindow.client.dataModel.model.craftinglist['craft_' + profname].entries.filter(function (entry) {
            // remove header lines first to avoid null def
            if (entry.isheader) {
                return false;
            }

            // Too high level
            if (entry.failslevelrequirements) {
                return false;
            }

            // Rewards do not contain item we want to make
            if (searchAsset) {
                if (entry.def.icon != searchItem || !entry.def.name.match(/Recruit/) || entry.def.requiredrank > 14) {
                    return false;
                }
            }
            else {
                if (!(entry.rewards.some(function (itm) {
                        try {
                            return itm.hdef.match(/\[(\w+)\]/)[1] == searchItem;
                        } catch (e) {
                        }
                    }))) {
                    return false;
                }
            }

            // Skip Mass/Trading/looping Transmute -tasks
            if (entry.def.name.match(/(_Mass|_Transmute_|_Create_|(_Gather|_Refine)_Special)/)) {
                return false;
            }

            return true;
        });

        if (!taskList.length) {
            console.log("No ingredient tasks found for:", taskname, searchItem);
            return false;
        }

        // Use more efficient Empowered task for Aqua Vitae/ Aqua Regia if available.
        if (searchItem == "Crafting_Resource_Aquavitae" && taskList.length > 1) {
            taskList.shift();
        }
        if (searchItem == "Crafting_Resource_Aquaregia" && taskList.length > 1) {
            taskList.shift();
        }
        // Should really only be one result now but lets iterate through anyway.
        for (var i = 0; i < taskList.length; i++) {
            console.log("Attempting search for ingredient task:", taskList[i].def.name);
            var task = searchForTask(taskList[i].def.name, profname, professionLevel);
            if (task === null || task) {
                return task;
            }
        }
        return false;
    }

    /** --------- MAC-NW : Unused old function
     * Fills resource slots and begins a profession task
     *
     * @param {string} taskDetail The craftindetail object for the task to be started
     function startTask(taskDetail) {
     return;

     unsafeWindow.client.professionFetchTaskDetail(taskDetail.def.name);
     //client.dataModel.addDefaultResources();
     client.professionStartAssignment(taskDetail.def.name);
     }*/

    /**
     * Selects the highest level asset for the i'th button in the list. Uses an iterative approach
     * in order to apply a sufficient delay after the asset is assigned
     *
     * @param {Array} The list of buttons to use to click and assign assets for
     * @param {int} i The current iteration number. Will select assets for the i'th button
     * @param {Deferred} jQuery Deferred object to resolve when all of the assets have been assigned
     */
    function SelectItemFor(buttonListIn, i, def, prof) {
        buttonListIn[i].click();
        WaitForState("").done(function () {

            var $assets = $("div.modal-item-list a").has("img[src*='_Resource_'],img[src*='_Assets_'],img[src*='_Tools_'],img[src*='_Tool_'],img[src*='_Jewelersloupe_'],img[src*='_Bezelpusher_']"); //edited by RottenMind
            var $persons = $("div.modal-item-list a").has("img[src*='_Follower_']");
            var quality = [".Special", ".Gold", ".Silver", ".Bronze"];
            var ic, $it;

            var clicked = false;

            // Try to avoid using up higher rank assets needlessly
            if (prof.taskName === "Leadership") {
                var mercenarys = $('div.modal-item-list a.Bronze img[src*="Crafting_Follower_Leader_Generic_T1_01"]').parent().parent();
                var guards = $('div.modal-item-list a.Bronze img[src*="Crafting_Follower_Leader_Guard_T2_01"]').parent().parent();
                var footmen = $('div.modal-item-list a.Bronze img[src*="Crafting_Follower_Leader_Private_T2_01"]').parent().parent();

                if (mercenarys.length) {
                    clicked = true;
                    mercenarys[0].click();
                }
                else if (guards.length) {
                    clicked = true;
                    guards[0].click();
                }
                else if (footmen.length) {
                    clicked = true;
                    footmen[0].click();
                }
            }

            // check resources & assets for best quality, in descending order
            for (ic in quality) {
                $it = $assets.filter(quality[ic]);
                if ($it.length) {
                    $it[0].click();
                    clicked = true;
                    break;
                }
            }

            // if no asset was selected, check for persons for best speed, in descending order
            if (!clicked) {
                for (ic in quality) {
                    $it = $persons.filter(quality[ic]);
                    if ($it.length) {
                        $it[0].click();
                        clicked = true;
                        break;
                    }
                }
            }

            // if nothing was found at all, return immediately (skip other optional slots)
            if (!clicked) {
                $("button.close-button").trigger('click');
                console.log("Nothing more to click..");
                WaitForState("").done(function () {
                    // Let main loop continue
                    def.resolve();
                });
            }

            console.log("Clicked item");
            WaitForState("").done(function () {
                // Get the new set of select buttons created since the other ones are removed when the asset loads
                var buttonList = $('.taskdetails-assets:eq(1)').find("button");
                if (i < buttonList.length - 1) {
                    SelectItemFor(buttonList, i + 1, def, prof);
                }
                else {
                    // Let main loop continue
                    def.resolve();
                }
            });
        });
    }

    /* ################# original
     function SelectItemFor(buttonListIn, i, def, prof) {
     buttonListIn[i].click();
     WaitForState("").done(function() {
     var specialItems = $("div.modal-item-list a.Special");
     var goldItems = $("div.modal-item-list a.Gold");
     var silverItems = $("div.modal-item-list a.Silver");
     var bronzeItems = $("div.modal-item-list a.Bronze");
     var clicked = false;
     // Try to avoid using up higher rank assets needlessly
     if (prof.taskName === "Leadership") {
     var mercenarys = $("div.modal-item-list a.Bronze:contains('Mercenary')");
     var guards = $("div.modal-item-list a.Bronze:contains('Guard')");
     var footmen = $("div.modal-item-list a.Bronze:contains('Footman')");
     if (mercenarys.length)	 { clicked = true; mercenarys[0].click(); }
     else if (guards.length)	 { clicked = true; guards[0].click(); }
     else if (footmen.length) { clicked = true; footmen[0].click(); }
     }
     // TODO: add remaining professions in the same way for bronze tier assets.
     if (!clicked) {
     // Click the highest slot
     if (specialItems.length)	 { specialItems[0].click(); }
     else if (goldItems.length)	 { goldItems[0].click(); }
     else if (silverItems.length) { silverItems[0].click(); }
     else if (bronzeItems.length) { bronzeItems[0].click(); }
     else { $("button.close-button").click(); }
     }
     console.log("Clicked item");
     WaitForState("").done(function() {
     // Get the new set of select buttons created since the other ones are removed when the asset loads
     var buttonList = $("h3:contains('Optional Assets:')").closest("div").find("button");
     if (i < buttonList.length - 1) {
     SelectItemFor(buttonList, i+1, def, prof);
     }
     else {
     // Let main loop continue
     def.resolve();
     }
     });
     });
     }
     */

    /**
     * Will buy a given purchasable resource
     *
     * @param {String} item The data-tt-item id of the Resource to purchase
     */
    function buyResource(item) {
        if (!settings['purchasePorridge'] && item == "Crafting_Resource_Porridge") {
            return false;
        }
        var _resourceID = {
            Crafting_Resource_Charcoal: 0,
            Crafting_Resource_Rocksalt: 1,
            Crafting_Resource_Spool_Thread: 2,
            Crafting_Resource_Porridge: 3,
            Crafting_Resource_Solvent: 4,
            Crafting_Resource_Brimstone: 5,
            Crafting_Resource_Coal: 6,
            Crafting_Resource_Moonseasalt: 7,
            Crafting_Resource_Quicksilver: 8,
            Crafting_Resource_Spool_Threadsilk: 9,
        };
        var _resourceCost = {
            Crafting_Resource_Charcoal: 30,
            Crafting_Resource_Rocksalt: 30,
            Crafting_Resource_Spool_Thread: 30,
            Crafting_Resource_Porridge: 30,
            Crafting_Resource_Solvent: 20,
            Crafting_Resource_Brimstone: 100,
            Crafting_Resource_Coal: 500,
            Crafting_Resource_Moonseasalt: 500,
            Crafting_Resource_Quicksilver: 500,
            Crafting_Resource_Spool_Threadsilk: 500,
        };
        var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
        var _charSilver = unsafeWindow.client.dataModel.model.ent.main.currencies.silver;
        var _charCopper = unsafeWindow.client.dataModel.model.ent.main.currencies.copper;
        var _charCopperTotal = _charCopper + (_charSilver*100) + (_charGold*10000);
        var _resourcePurchasable = Math.floor(_charCopperTotal/_resourceCost[item]);
        // Limit resource purchase to 50 quantity
        var _purchaseCount = (_resourcePurchasable >= 50) ? 50 : _resourcePurchasable;

        if (_purchaseCount < 1) {
            // Not enough gold for 1 resource
            console.log("Purchasing profession resources failed for:",item);
            return false;
        } else {
            // Make purchase
            console.log("Purchasing profession resources:", _purchaseCount + "x",item, ". Total copper available:",_charCopperTotal,". Spending ",(_purchaseCount*_resourceCost[item]),"copper.");
            unsafeWindow.client.sendCommand("GatewayVendor_PurchaseVendorItem", {vendor: 'Nw_Gateway_Professions_Merchant', store: 'Store_Crafting_Resources', idx: _resourceID[item], count: _purchaseCount});
            WaitForState("button.closeNotification").done(function () {
                $("button.closeNotification").trigger('click');
            });
            return null;
        }
    }

    /** DRAFT
     * Will buy a missing leadership assets
     *
     * @param {String} item reference from assetID
     */
    function buyTaskAsset(_itemNo) {
        var _returnHast = unsafeWindow.location.hash;
        unsafeWindow.location.hash = unsafeWindow.location.hash.replace(/\)\/.+/, ')/professions/vendor');
        WaitForState("").done(function () {
            if ($('span.alert-red button[data-url-silent="/professions/vendor/Store_Crafting_Assets/' + _itemNo + '"]').length) {
                return false;
            } else if ($('button[data-url-silent="/professions/vendor/Store_Crafting_Assets/' + _itemNo + '"]').length)
            {
                $('button[data-url-silent="/professions/vendor/Store_Crafting_Assets/' + _itemNo + '"]').trigger('click');
                WaitForState(".modal-confirm button").done(function () {
                    $('.modal-confirm button').eq(1).trigger('click');
                    unsafeWindow.location.hash = _returnHast;
                    return null;
                });
            }
        });
    }


// Function used to check exchange data model and post calculated AD/Zen for transfer if all requirements are met
    function postZexOffer() {
        // Make sure the exchange data is loaded to model
        if (unsafeWindow.client.dataModel.model.exchangeaccountdata) {
            // Check that there is atleast 1 free zex order slot
            if (unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders.length < 5) {
                // Place the order
                var exchangeDiamonds = parseInt(unsafeWindow.client.dataModel.model.exchangeaccountdata.readytoclaimescrow);
                var charDiamonds = parseInt(unsafeWindow.client.dataModel.model.ent.main.currencies.diamonds);
                var ZenRate = parseInt(settings["banktransrate"]);
                var ZenQty = Math.floor((charDiamonds + exchangeDiamonds - parseInt(settings["bankcharmin"])) / ZenRate);
                ZenQty = (ZenQty > 5000) ? 5000 : ZenQty;
                console.log("Posting Zex buy listing for " + ZenQty + " ZEN at the rate of " + ZenRate + " AD/ZEN. AD remainder: " + charDiamonds + " - " + (ZenRate * ZenQty) + " = " + (charDiamonds - (ZenRate * ZenQty)));
                unsafeWindow.client.createBuyOrder(ZenQty, ZenRate);

            } else {
                console.log("Zen Max Listings Reached (5). Skipping Zex Posting..");
            }
        } else {
            console.log("Zen Exchange data did not load in time for transfer. Skipping Zex Posting..");
        }
    }

// Function used to check exchange data model and withdraw listed orders that use the settings zen transfer rate
    function withdrawZexOffer() {
        // Make sure the exchange data is loaded to model
        if (unsafeWindow.client.dataModel.model.exchangeaccountdata) {
            if (unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders.length >= 1) {

                var charDiamonds = parseInt(unsafeWindow.client.dataModel.model.ent.main.currencies.diamonds);
                var ZenRate = parseInt(settings["banktransrate"]);

                // cycle through the zex listings
                unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders.forEach(function (item) {
                    // find any buy orders in the list with our set zen rate
                    if (parseInt(item.price) == ZenRate && item.ordertype == "Buy") {
                        // cancel/withdraw the order
                        client.withdrawOrder(item.orderid);
                        console.log("Withdrawing Zex listing for " + item.quantity + " ZEN at the rate of " + item.price + " . Total value in AD: " + item.totaltc);
                    }
                });

            } else {
                console.log("No listings found on Zex. Skipping Zex Withrdaw..");
            }
        } else {
            console.log("Zen Exchange data did not load in time for transfer. Skipping Zex Withrdaw..");
        }
    }

// MAC-NW

    function vendorItemsLimited(_items) {
        var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
        var _pbags = client.dataModel.model.ent.main.inventory.playerbags;
        var _pbags_crafting = client.dataModel.model.ent.main.inventory.tradebag; //tradebag
        var _delay = 400;
        var _sellCount = 0;
        var _classType = unsafeWindow.client.dataModel.model.ent.main.classtype;
        var _bagCount = unsafeWindow.client.dataModel.model.ent.main.inventory.playerbags.length;
        var _bagUsed = 0;
        var _bagUnused = 0;
        var _tmpBag1 = [];
        var _tmpBag2 = [];
        //var _tmpBag = [];
        var _profitems = [];

        // Pattern for items to leave out of auto vendoring (safeguard)
        var _excludeItems = /(Charcoal|Rocksalt|Spool_Thread|Porridge|Solvent|Brimstone|Coal|Moonseasalt|Quicksilver|Spool_Threadsilk|Clues_Bandit_Hq|Clothscraps_T4|Clothbolt_T4|Potion_Potency|Potion_Protection|Taffeta|Crafting_Asset|Craftsman|Aqua|Vitriol|Residuum|Shard|Crystal|District_Map|Local_Map|Bill_Of_Sale|Refugee|Asset_Tool|Tool|Gemfood|Gem_Upgrade_Resource|Crafting_Resource_Elemental|Elemental|Artifact|Hoard|Coffer|Fuse|Ward|Preservation|Armor_Enhancement|Weapon_Enhancement|T[5-9]_Enchantment|T[5-9]_Runestones|T10_Enchantment|T10_Runestones|4c_Personal|Item_Potion_Companion_Xp|Gateway_Rewardpack|Consumable_Id_Scroll|Dungeon_Delve_Key)/; // edited by RottenMind 08.03.2015

        if (settings["autovendor_profresults"]) {
            /** Profession leveling result item cleanup logic for T1-4 crafted results
             * Created by RM on 14.1.2015.
             * List contains crafted_items, based "Mustex/Bunta NW robot 1.05.0.1L crafting list, can be used making list for items what are "Auto_Vendored".
             * Items on list must be checked and tested.
             */
            /*#1, Tier3, end list, sell allways all, "TierX" is here "TX" !!*/
            /*_profitems[_profitems.length] = {
             pattern : /^Crafted_(Jewelcrafting_Waist_Offense_3|Jewelcrafting_Neck_Defense_3|Jewelcrafting_Waist_Defense_3|Hvy_Armorsmithing_Pants_3|Med_Armorsmithing_Chain_Shirt_3|Leatherworking_Shirt_3|Hvy_Armorsmithing_Shirt_3|Leatherworking_Pants_3|Med_Armorsmithing_Chain_Pants_3|Med_Armorsmithing_T3_Chain_Armor_Set_1|Med_Armorsmithing_T3_Chain_Pants2|Med_Armorsmithing_T3_Chain_Shirt2|Med_Armorsmithing_T3_Chain_Helm_Set_1|Med_Armorsmithing_T3_Chain_Pants|Med_Armorsmithing_T3_Chain_Boots_Set_1|Hvy_Armorsmithing_T3_Plate_Armor_Set_1|Hvy_Armorsmithing_T3_Plate_Pants2|Hvy_Armorsmithing_T3_Plate_Shirt2|Hvy_Armorsmithing_T3_Plate_Helm_Set_1|Hvy_Armorsmithing_T3_Plate_Boots_Set_1|Leatherworking_T3_Leather_Armor_Set_1|Leatherworking_T3_Leather_Pants2|Leatherworking_T3_Leather_Shirt2|Leatherworking_T3_Leather_Helm_Set_1|Leatherworking_T3_Leather_Boots_Set_1|Tailoring_T3_Cloth_Armor_Set_3|Tailoring_T3_Cloth_Armor_Set_2|Tailoring_T3_Cloth_Armor_Set_1|Tailoring_T3_Cloth_Pants2_Set2|Tailoring_T3_Cloth_Shirt2|Tailoring_T3_Cloth_Helm_Set_1|Artificing_T3_Pactblade_Temptation_5|Artificing_T3_Icon_Virtuous_5|Weaponsmithing_T3_Dagger_4)$/,
             limit : 0,
             count : 0
             };*/ // moved to selljunk filter, RottenMind
            /*#2, Tier2 - tier3 mixed, upgrade, sell if inventory full, "TierX" is here "TX" */
            _profitems[_profitems.length] = {
                pattern : /^Crafted_(Jewelcrafting_Neck_Misc_2|Jewelcrafting_Waist_Misc_2|Med_Armorsmithing_T3_Chain_Pants|Hvy_Armorsmithing_Pants_3|Med_Armorsmithing_Chain_Shirt_3|Leatherworking_Shirt_3|Hvy_Armorsmithing_Shirt_3|Leatherworking_Pants_3|Med_Armorsmithing_Chain_Pants_3||Med_Armorsmithing_T3_Chain_Shirt|Hvy_Armorsmithing_T3_Plate_Pants|Hvy_Armorsmithing_T3_Plate_Shirt|Leatherworking_T3_Leather_Pants|Leatherworking_T3_Leather_Shirt|Tailoring_Shirt_3|Tailoring_T3_Cloth_Shirt|Tailoring_T3_Cloth_Shirt_Set2|Tailoring_T3_Cloth_Pants|Tailoring_Shirt_3_Set2|Tailoring_Pants_3_Set2|Tailoring_Pants_3|Artificing_T3_Pactblade_Temptation_4|Artificing_T3_Icon_Virtuous_4|Weaponsmithing_T2_Dagger_3|Weaponsmithing_T2_Dagger_3|Weaponsmithing_T3_Greataxe_4|Weaponsmithing_T3_Battleaxe_4|Weaponsmithing_T3_Greataxe_Set_2|Weaponsmithing_T3_Battleaxe_Set_2)$/,
                limit: 0,
                count: 0
            };
            /*#3, Tier2, upgrade, sell if inventory full, "TierX" is here "TX" */
            _profitems[_profitems.length] = {
                pattern: /^Crafted_(Jewelcrafting_Neck_Offense_2|Jewelcrafting_Waist_Offense_2|Tailoring_T2_Cloth_Shirt|T2_Cloth_Armor_Set_2|Med_Armorsmithing_T2_Chain_Armor_Set_1|Med_Armorsmithing_T2_Chain_Pants_2|Med_Armorsmithing_T2_Chain_Boots_Set_1|Med_Armorsmithing_T2_Chain_Shirt_2|Med_Armorsmithing_T2_Chain_Pants_1|Med_Armorsmithing_T2_Chain_Shirt|Hvy_Armorsmithing_T2_Plate_Armor_Set_1|Hvy_Armorsmithing_T2_Plate_Pants_2|Crafted_Tailoring_Pants_2|Tailoring_T2_Cloth_Armor_Set_1|Crafted_Tailoring_Shirt_2 |Hvy_Armorsmithing_T2_Plate_Boots_Set_1|Hvy_Armorsmithing_T2_Plate_Shirt_2|Med_Armorsmithing_Chain_Pants_2|Hvy_Armorsmithing_T2_Plate_Pants_1|Hvy_Armorsmithing_T2_Shield_Set_1|Hvy_Armorsmithing_T2_Plate_Shirt|Leatherworking_T2_Leather_Shirt|Leatherworking_T2_Leather_Boots_Set_1|Leatherworking_T2_Leather_Shirt_2|Leatherworking_T2_Leather_Pants_1|Leatherworking_T2_Leather_Armor_Set_1|Leatherworking_T2_Leather_Pants_2|Leatherworking_Shirt_3_Set2|Tailoring_T2_Cloth_Armor_Set_1|Tailoring_Pants_2|Tailoring_T2_Cloth_Pants|Tailoring_T2_Cloth_Pants_2|Tailoring_T2_Cloth_Boots_Set_1|Tailoring_T2_Cloth_Shirt_2|Tailoring_T2_Cloth_Pants_1|Artificing_T2_Pactblade_Temptation_3|Artificing_T1_Icon_Virtuous_2|Weaponsmithing_T2_Dagger_2|Weaponsmithing_T2_Greataxe_3|Weaponsmithing_T2_Battleaxe_3)$/,
                limit: 0,
                count: 0
            };
            /*#4, Tier1, upgrade, sell if inventory full, "TierX" is here "TX" */
            _profitems[_profitems.length] = {
                pattern: /^Crafted_(Jewelcrafting_Neck_Misc_1|Jewelcrafting_Waist_Misc_1|Tailoring_Cloth_Shirt_1_Set2|Med_Armorsmithing_T1_Chain_Armor_Set_1|Med_Armorsmithing_T1_Chain_Boots_Set_1|Hvy_Armorsmithing_Plate_Armor_1|Hvy_Armorsmithing_T1_Plate_Armor_Set_1|Hvy_Armorsmithing_T1_Plate_Boots_Set_1|Leatherworking_T1_Leather_Boots_Set_1|Leatherworking_T1_Leather_Boots_Set_1|Leatherworking_T1_Leather_Armor_Set_1|Tailoring_T1_Cloth_Armor_1|Tailoring_Cloth_Armor_1|Tailoring_T1_Cloth_Pants_1|Tailoring_T1_Cloth_Boots_Set_1|Artificing_T1_Pactblade_Convergence_2|Artificing_T1_Icon_Virtuous_2|Weaponsmithing_T1_Dagger_1|Weaponsmithing_T2_Greataxe_2|Weaponsmithing_T2_Battleaxe_2)$/,
                limit: 0,
                count: 0
            };
            /*#5, Tier0, upgrade, sell if inventory full, taskilist "Tier1" is here "empty" or "_" must replace (_T1_|_)*/
            _profitems[_profitems.length] = {
                pattern: /^Crafted_(Jewelcrafting_Waist_Offense_1|Jewelcrafting_Neck_Offense_1|Tailoring_Cloth_Pants_1|Med_Armorsmithing_Chain_Boots_1|Med_Armorsmithing_Chain_Shirt_1|Med_Armorsmithing_Chain_Armor_1|Med_Armorsmithing_Chain_Pants_1|Hvy_Armorsmithing_Plate_Boots_1|Hvy_Armorsmithing_Plate_Shirt_1|Hvy_Armorsmithing_Shield_1|Leatherworking_Tier0_Intro_1|Leatherworking_Leather_Boots_1|Leatherworking_Leather_Shirt_1|Tailoring_T1_Cloth_Shirt_Set2|Leatherworking_Leather_Armor_1|Leatherworking_Leather_Pants_1|Tailoring_Cloth_Boots_1|Tailoring_Cloth_Shirt_1|Artificing_T1_Pactblade_Convergence_1|Artificing_Icon_Virtuous_1|Artificing_Symbol_Virtuous_1|Weaponsmithing_Dagger_1|Weaponsmithing_T1_Greatsword_1|Weaponsmithing_T1_Longbow_1|Weaponsmithing_T1_Greataxe_1|Weaponsmithing_T1_Battleaxe_1)$/,
                limit: 0,
                count: 0
            };
        }
        $.each(_pbags, function (bi, bag) {
            bag.slots.forEach(function (slot) {
                // Match unused slots
                if (slot === null || !slot || slot === undefined) {
                    _bagUnused++;
                }
                // Match items to exclude from auto vendoring, dont add to _tmpBag: Exclude pattern list - bound - Epic Quality - Blue Quality
                else if (_excludeItems.test(slot.name) || slot.bound || slot.rarity == "Special" || slot.rarity == "Gold") {
                    _bagUsed++;
                }
                // Match everything else
                else {
                    if (settings["autovendor_profresults"]) {
                        for (i = 0; i < _profitems.length; i++) {
                            if (_profitems[i].pattern.test(slot.name))
                                _profitems[i].count++;
                        }
                    }
                    _tmpBag1[_tmpBag1.length] = slot;
                    _bagUsed++;
                }
            });
        });
        if (settings["autovendor_profresults"] && _charGold < 2) { // this "gold" threshold must be global var and adjustable by users
            //  $.each(_pbags_crafting, function (bi, bag) {
            _pbags_crafting.forEach(function (slot) {
                // Match unused slots
                if (slot === null || !slot || slot === undefined) {
                    //  _bagUnused++;
                }
                // Match items to exclude from auto vendoring, dont add to _tmpBag: Exclude pattern list - bound - Epic Quality - Blue Quality - Green Quality(might cause problems)
                else if (_excludeItems.test(slot.name) || slot.bound || slot.rarity == "Special" || slot.rarity == "Gold" || slot.rarity == "Silver") {
                    // _bagUsed++;
                }
                // Match everything else
                else {
                    if (settings["autovendor_profresults"]) {
                        for (i = 0; i < _profitems.length; i++) {
                            if (_profitems[i].pattern.test(slot.name))
                                _profitems[i].count++;
                        }
                    }
                    _tmpBag2[_tmpBag2.length] = slot;
                    // _bagUsed++;
                    console.log(slot.name); // tradebag debug msg
                }
            });
            // });
        }
        var _tmpBag = _tmpBag1.concat(_tmpBag2);

        if (settings["autovendor_profresults"]) {
            _tmpBag.forEach(function (slot) {
                for (i = 0; i < _profitems.length; i++) { // edited by RottenMind
                    if (slot && _profitems[i].pattern.test(slot.name) && Inventory_bagspace() <= 9) { // !slot.bound && _profitems[i].count > 3 &&, edited by RottenMind
                        var vendor = {
                            vendor: "Nw_Gateway_Professions_Merchant"
                        };
                        vendor.id = slot.uid;
                        vendor.count = 1;
                        console.log('Selling', vendor.count, slot.name, 'to vendor.');
                        window.setTimeout(function () {
                            client.sendCommand('GatewayVendor_SellItemToVendor', vendor);
                        }, _delay);
                        _profitems[i].count--;
                        break;
                    }
                }
            });
        }

        _tmpBag.forEach(function (slot) {
            for (i = 0; i < _items.length; i++) {
                var _Limit = (parseInt(_items[i].limit) > 99) ? 99 : _items[i].limit;
                if (slot && _items[i].pattern.test(slot.name) && !slot.bound) {
                    // Node Kits vendor logic for restricted bag space
                    if (settings["autovendor_kits_altars_limit"] && /^Item_Consumable_Skill/.test(slot.name)) {
                        if (_bagCount < 2 || _bagUnused < 6 ||
                            (slot.name == "Item_Consumable_Skill_Dungeoneering" && (_classType == "Player_Guardian" || _classType == "Player_Greatweapon")) ||
                            (slot.name == "Item_Consumable_Skill_Arcana" && (_classType == "Player_Controller" || _classType == "Player_Scourge")) ||
                            (slot.name == "Item_Consumable_Skill_Religion" && _classType == "Player_Devoted") ||
                            (slot.name == "Item_Consumable_Skill_Thievery" && _classType == "Player_Trickster") ||
                            (slot.name == "Item_Consumable_Skill_Nature" && _classType == "Player_Archer")
                        ) {
                            _Limit = 0;
                        }
                    }
                    // Sell Items
                    if (slot.count > _Limit) {
                        _sellCount++;
                        var vendor = {
                            vendor: "Nw_Gateway_Professions_Merchant"
                        };
                        vendor.id = slot.uid;
                        vendor.count = slot.count - _Limit;
                        console.log('Selling', vendor.count, slot.name, 'to vendor.');
                        window.setTimeout(function () {
                            client.sendCommand('GatewayVendor_SellItemToVendor', vendor);
                        }, _delay);
                        _delay = _delay + 400;
                        break;
                    }
                }
            }
        });

        return _sellCount;
    }

    function switchChar() {

        failedProf = [];

        setTaskSlots();

        //if (settings["refinead"]) {
        var _currencies = unsafeWindow.client.dataModel.model.ent.main.currencies;
        if (_currencies.diamondsconvertleft && _currencies.roughdiamonds) {
            var refined_diamonds;
            if (_currencies.diamondsconvertleft < _currencies.roughdiamonds) {
                refined_diamonds = _currencies.diamondsconvertleft
            } else {
                refined_diamonds = _currencies.roughdiamonds
            }
            chardiamonds[charcurrent] += refined_diamonds
            console.log("Refining AD for", settings["nw_charname" + charcurrent] + ":", refined_diamonds);
            console.log(settings["nw_charname" + charcurrent] + "'s", "Astral Diamonds:", chardiamonds[charcurrent]);
            unsafeWindow.client.sendCommand('Gateway_ConvertNumeric', 'Astral_Diamonds');
            WaitForState("button.closeNotification").done(function () {
                $("button.closeNotification").click();
            });
        }
        //}
        if (settings["easy_start"]) {
            get_banker();
        }
        // MAC-NW -- AD Consolidation
        if (settings["autoexchange"]) {

            // Check that we dont take money from the character assigned as the banker // Zen Transfer / Listing
            if (settings["bankchar"] != unsafeWindow.client.dataModel.model.ent.main.name) {
                // Check the required min AD amount on character
                if (settings["banktransmin"] && settings["bankcharmin"] && parseInt(unsafeWindow.client.dataModel.model.ent.main.currencies.diamonds) >= (parseInt(settings["banktransmin"]) + parseInt(settings["bankcharmin"]))) {
                    // Check that the rate is not less than the min & max
                    if (settings["banktransrate"] && parseInt(settings["banktransrate"]) >= 50 && parseInt(settings["banktransrate"]) <= 500) {
                        window.setTimeout(postZexOffer, delay.SHORT);
                    }
                    // Crash ZEX Domino
                    if (unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders.length >= 4) {
                        window.setTimeout(withdrawZexOffer, delay.MEDIUM);
                    }
                    else {
                        console.log("Zen transfer rate does not meet the minimum (50) or maximum (500). Skipping Zex Posting..");
                    }
                } else {
                    console.log("Character does not have minimum AD balance to do funds transfer. Skipping Zex Posting..");
                }
            }

        } else {
            console.log("Zen Exchange AD transfer not enabled. Skipping Zex Posting..");
        }

        if (settings["openrewards"]) {
            var _pbags = unsafeWindow.client.dataModel.model.ent.main.inventory.playerbags;
            var _cRewardPat = /Reward_Item_Chest|Gateway_Rewardpack/;
            console.log("Opening Rewards");
            $.each(_pbags, function (bi, bag) {
                bag.slots.forEach(function (slot) {
                    if (slot && _cRewardPat.test(slot.name)) {
                        if (slot.count >= 99)
                            slot.count = 99;
                        for (i = 1; i <= slot.count; i++) {
                            window.setTimeout(function () {
                                client.sendCommand('GatewayInventory_OpenRewardPack', slot.uid);
                            }, 500);
                        }
                    }
                });
            });
        }

        // Check Vendor Options & Vendor matched items
        vendorJunk();

        // MAC-NW (endchanges)

        console.log("Switching Characters");

        var chardate = null, nowdate = new Date(); // chardelay moved global
        nowdate = nowdate.getTime();
        for (var cc = 0; cc < settings["charcount"]; cc++) {
            if (chartimers[cc] != null) {
                console.log("Date found for " + settings["nw_charname" + cc]);
                if (!chardate || chartimers[cc] < chardate) {
                    chardate = chartimers[cc];
                    charcurrent = cc;
                    chardelay = chardate.getTime() - nowdate - unsafeWindow.client.getServerOffsetSeconds() * 1000;
                    if (chardelay < delay.SHORT) {
                        chardelay = delay.SHORT;
                    }
                }
            } else {
                charcurrent = cc;
                chardelay = delay.SHORT;
                chardate = null;
                console.log("No date found for " + settings["nw_charname" + cc] + ", switching now.");
                break;
            }
        }

        // Count AD
        var curdiamonds = 0;
        for (var cc = 0; cc < settings["charcount"]; cc++) {
            if (chardiamonds[cc] != null) {
                curdiamonds += Math.floor(chardiamonds[cc] / 50) * 50;
            }
        }

        console.log("Next run for " + settings["nw_charname" + charcurrent] + " in " + parseInt(chardelay / 1000) + " seconds.");
        $("#prinfopane").empty().append("<h3 class='promo-image copy-top prh3'>Professions Robot<br />Next task for " + settings["nw_charname" + charcurrent] + "<br /><span data-timer='" + chardate + "' data-timer-length='2'></span><br />Diamonds: " + curdiamonds.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ",") + " #SCA[" + GM_getValue("dailyswordcoast", 0) + "]times." + "</h3>");
        GM_setValue("charcurrent", charcurrent);
        dfdNextRun.resolve(chardelay);
    }

    /**
     * Waits for the loading symbol to be hidden.
     *
     * @return {Deferred} A jQuery defferred object that will be resolved when loading is complete
     */
    function WaitForLoad() {
        return WaitForState("");
    }
    /**
     * Creates a deferred object that will be resolved when the state is reached
     *
     * @param {string} query The query for the state to wait for
     * @return {Deferred} A jQuery defferred object that will be resolved when the state is reached
     */
    function WaitForState(query) {
        var dfd = $.Deferred();
        window.setTimeout(function () {
            AttemptResolve(query, dfd);
        }, delay.SHORT); // Doesn't work without a short delay
        return dfd;
    }
    function WaitForNotState(query) {
        var dfd = $.Deferred();
        window.setTimeout(function () {
            AttemptNotResolve(query, dfd);
        }, delay.SHORT); // Doesn't work without a short delay
        return dfd;
    }
    /**
     * Will continually test for the given query state and resolve the given deferred object when the state is reached
     * and the loading symbol is not visible
     *
     * @param {string} query The query for the state to wait for
     * @param {Deferred} dfd The jQuery defferred object that will be resolved when the state is reached
     */
    function AttemptResolve(query, dfd) {
        if ((query === "" || $(query).length) && $("div.loading-image:visible").length === 0) {
            dfd.resolve();
        }
        else {
            window.setTimeout(function () {
                AttemptResolve(query, dfd);
            }, delay.SHORT); // Try again in a little bit
        }
    }
    /* Opposite of AttemptResolve, will try to resolve query until it doesn't resolve. */
    function AttemptNotResolve(query, dfd) {
        if (!$(query).length && $("div.loading-image:visible").length === 0) {
            dfd.resolve();
        }
        else {
            window.setTimeout(function () {
                AttemptNotResolve(query, dfd);
            }, delay.SHORT); // Try again in a little bit
        }
    }
    /**
     * The main process loop:
     * - Determine which page we are on and call the page specific logic
     * - When processing is complete, process again later
     *	- Use a short timer when something changed last time through
     *	- Use a longer timer when waiting for tasks to complete
     */
    function process() {
        // Make sure the settings button exists
        addSettings();

        // Enable/Disable the unconditional page reload depending on settings
        loading_reset = settings["autoreload"];

        // Check if timer is paused
        s_paused = settings["paused"]; // let the Page Reloading function know the pause state
        if (settings["paused"]) {
            // Just continue later - the deferred object is still set and nothing will resolve it until we get past this point
            var timerHandle = window.setTimeout(function () {
                process();
            }, delay.DEFAULT);
            return;
        }

        // Check for Gateway down
        if (window.location.href.indexOf("gatewaysitedown") > -1) {
            // Do a long delay and then retry the site
            console.log("Gateway down detected - relogging in " + (delay.MINS / 1000) + " seconds");
            window.setTimeout(function () {
                unsafeWindow.location.href = current_Gateway; // edited by RottenMind
            }, delay.MINS);
            return;
        }

        // Check for login or account guard and process accordingly
        var currentPage = GetCurrentPage();
        if (currentPage == PAGES.LOGIN) {
            page_LOGIN();
            return;
        }
        else if (currentPage == PAGES.GUARD) {
            page_GUARD();
            return;
        }

        window.setTimeout(function () {
            loginProcess();
        }, delay.SHORT);

        // Continue again later
        dfdNextRun.done(function (delayTimer) {
            dfdNextRun = $.Deferred();
            timerHandle = window.setTimeout(function () {
                process();
            }, typeof delayTimer !== 'undefined' ? delayTimer : delay.DEFAULT);
        });
    }

    function loginProcess() {
        // Get logged on account details
        var accountName;
        try {
            accountName = unsafeWindow.client.dataModel.model.loginInfo.publicaccountname;
        }
        catch (e) {
            // TODO: Use callback function
            window.setTimeout(function () {
                loginProcess();
            }, delay.SHORT);
            return;
        }

        // Check if timer is paused again to avoid starting new task between timers
        s_paused = settings["paused"]; // let the Page Reloading function know the pause state
        if (settings["paused"]) {
            // Just continue later - the deferred object is still set and nothing will resolve it until we get past this point
            var timerHandle = window.setTimeout(function () {
                process();
            }, delay.DEFAULT);
            return;
        }

        if (accountName) {
            // load current character position and values
            charcurrent = GM_getValue("charcurrent", 0);
            for (var i = 0; i < (charSettings.length / settings["charcount"]); i++) {
                j = i + (charcurrent * charSettings.length / settings["charcount"]);
                settings[charSettings[j].name.replace(new RegExp(charcurrent + "$"), '')] = settings[charSettings[j].name];
            }

            var charName = settings["nw_charname"];
            var fullCharName = charName + '@' + accountName;

            if (charName.match(/Character/)) {
                if (!settings["paused"])
                    PauseSettings("pause");
                console.log("Loading character list", charName);
                charNameList = [];
                client.dataModel.model.loginInfo.choices.forEach(function (char) {
                    if (char.name == "Author") return;
                    charNameList.push(char.name);
                });
                console.log("Found names: " + charNameList);

                GM_setValue("charcount", charNameList.length);
                charNameList.forEach(function (name, i) {
                    GM_setValue("nw_charname" + i, name);
                })
                if (settings["paused"]) {
                    window.setTimeout(function () {
                        PauseSettings("unpause");
                    }, 3000);
                }
                window.setTimeout(function () {
                    unsafeWindow.location.href = current_Gateway;
                }, delay.MEDIUM);
                console.log("ReStarting");
            }

            if (unsafeWindow.client.getCurrentCharAtName() != fullCharName) {
                loadCharacter(fullCharName);
                return;
            }

            // Try to start tasks
            if (processCharacter()) {
                return;
            }

            // Switch characters as necessary
            switchChar();
        }
        dailySCA();
    }

    function loadCharacter(charname) {
        // Load character and restart next load loop
        console.log("Loading gateway script for", charname);
        startedTask["currTaskChar"] = charname;
        unsafeWindow.client.dataModel.loadEntityByName(charname);

        // MAC-NW -- AD Consolidation -- Banker Withdraw Secion
        try {
            var testChar = unsafeWindow.client.dataModel.model.ent.main.name;
            unsafeWindow.client.dataModel.fetchVendor('Nw_Gateway_Professions_Merchant');
            console.log("Loaded datamodel for", charname);
        }
        catch (e) {
            // TODO: Use callback function
            window.setTimeout(function () {
                loadCharacter(charname);
            }, delay.SHORT);
            return;
        }

        setTaskSlots();

        if (settings["autoexchange"]) {

            unsafeWindow.client.dataModel.fetchExchangeAccountData();

            try {
                var testExData = unsafeWindow.client.dataModel.model.exchangeaccountdata.openorders;
                console.log("Loaded zen exchange data for", charname);
            }
            catch (e) {
                // TODO: Use callback function
                window.setTimeout(function () {
                    loadCharacter(charname);
                }, delay.SHORT);
                return;
            }

            // Check to see if this is the designated banker character
            if (settings["bankchar"] == unsafeWindow.client.dataModel.model.ent.main.name) {
                // This is the banker -- withdraw any buy listings that match the transfer rate set in panel
                window.setTimeout(withdrawZexOffer, delay.MEDIUM);
                // withdraw the balance from exchange
                window.setTimeout(function () {
                    if (parseInt(client.dataModel.model.exchangeaccountdata.readytoclaimescrow) > 0) {
                        client.sendCommand("GatewayExchange_ClaimTC", client.dataModel.model.exchangeaccountdata.readytoclaimescrow);
                        console.log("Attempting to withdraw exchange balancees... ClaimTC: " + client.dataModel.model.exchangeaccountdata.readytoclaimescrow);
                    }
                    if (parseInt(client.dataModel.model.exchangeaccountdata.readytoclaimmtc) > 0) {
                        client.sendCommand("GatewayExchange_ClaimMTC", client.dataModel.model.exchangeaccountdata.readytoclaimmtc);
                        console.log("Attempting to withdraw exchange balancees... ClaimMT: " + client.dataModel.model.exchangeaccountdata.readytoclaimmtc);
                    }

                }, delay.SHORT);
            }

            WaitForState("button.closeNotification").done(function () {
                $("button.closeNotification").click();
            });

            unsafeWindow.client.dataModel.loadEntityByName(charname);

        } else {
            console.log("Zen Exchange AD transfer not enabled. Skipping Zex Posting..");
        }
        // MAC-NW

        // MAC-NW -- Moved Professoin Merchant loading here with testing/waiting to make sure it loads
        try {
            var testProfMerchant = client.dataModel.model.vendor.items;
            console.log("Loaded profession merchant for", charname);
        }
        catch (e) {
            // TODO: Use callback function
            window.setTimeout(function () {
                loadCharacter(charname);
            }, delay.SHORT);
            return;
        }

        // Check Vendor Options & Vendor matched items
        vendorJunk();

        dfdNextRun.resolve();
    }

    function addSettings() {
        if ($("#settingsButton").length)
            return;
        // Add the required CSS
        AddCss("\
#settingsButton{border-bottom: 1px solid rgb(102, 102, 102); border-right: 1px solid rgb(102, 102, 102); background: none repeat scroll 0% 0% rgb(238, 238, 238); display: block; position: fixed; overflow: auto; right: 0px; top: 0px; padding: 3px; z-index: 1000;}\
#pauseButton{border-bottom: 1px solid rgb(102, 102, 102); border-right: 1px solid rgb(102, 102, 102); background: none repeat scroll 0% 0% rgb(238, 238, 238); display: block; position: fixed; overflow: auto; right: 23px; top: 0px; padding: 3px; z-index: 1000;}\
/* MAC-NW -- Put Panel at a higher layer than status window */ #settingsPanel{border-bottom: 1px solid rgb(102, 102, 102); border-right: 1px solid rgb(102, 102, 102); background: none repeat scroll 0% 0% rgb(238, 238, 238); color: rgb(0, 0, 0); position: fixed; overflow: auto; right: 0px; top: 0px; width: 750px;max-height:800px;font: 12px sans-serif; text-align: left; display: block; z-index: 1001;}\
#settings_title{font-weight: bolder; background: none repeat scroll 0% 0% rgb(204, 204, 204); border-bottom: 1px solid rgb(102, 102, 102); padding: 3px;}\
#settingsPanelButtonContainer {background: none repeat scroll 0% 0% rgb(204, 204, 204); border-top: 1px solid rgb(102, 102, 102);padding: 3px;text-align:center} \
#settingsPanel label.purple {font-weight:bold;color:#7C37F6}\
#settingsPanel label.blue {font-weight:bold;color:#007EFF}\
#settingsPanel label.green {font-weight:bold;color:#8AFF00}\
#settingsPanel label.white {font-weight:bold;color:#FFFFFF}\
#charPanel {width:98%;max-height:400px;overflow:auto;display:block;padding:3px;}\
#charPanel div div ul li { display: inline-block; width: 48%; }\
.inventory-container {float: left; clear: none; width: 270px; margin-right: 20px;}\
#prinfopane {position: fixed; top: 5px; left: 200px; display: block; z-index: 1000;}\
.prh3 {padding: 5px; height: auto!important; width: auto!important; background-color: rgba(0, 0, 0, 0.7);}\
.custom-radio{width:16px;height:16px;display:inline-block;position:relative;z-index:1;top:3px;background-color:#fff;margin:0 4px 0 2px;}\
.custom-radio:hover{background-color:black;} .custom-radio.selected{background-color:red;} .custom-radio-selected-text{color:darkred;font-weight:500;}\
.custom-radio input[type='radio']{margin:1px;position:absolute;z-index:2;cursor:pointer;outline:none;opacity:0;_nofocusline:expression(this.hideFocus=true);-ms-filter:progid:DXImageTransform.Microsoft.Alpha(Opacity=0);filter:alpha(opacity=0);-khtml-opacity:0;-moz-opacity:0}\
#settingsPanel input[type='button'].button-green,#settingsPanel input[type='button'].button-red,#settingsPanel input[type='button'].button-yellow,#settingsPanel input[type='button'].button-blue{color:#eff;border-radius:4px;text-shadow:0 1px 1px rgba(0,0,0,0.2);font-size:110%;font-weight:bold;}\
.pure-button{display:inline-block;*display:inline;zoom:1;line-height:normal;white-space:nowrap;vertical-align:baseline;text-align:center;cursor:pointer;-webkit-user-drag:none;-webkit-user-select:none;-moz-user-select:none;-ms-user-select:none;user-select:none}.pure-button::-moz-focus-inner{padding:0;border:0}.pure-button{font-family:inherit;font-size:100%;*font-size:90%;*overflow:visible;padding:.5em 1em;color:#444;color:rgba(0,0,0,.8);*color:#444;border:1px solid #999;border:0 rgba(0,0,0,0);background-color:#E6E6E6;text-decoration:none;border-radius:2px}.pure-button-hover,.pure-button:hover,.pure-button:focus{filter:progid:DXImageTransform.Microsoft.gradient(startColorstr='#00000000', endColorstr='#1a000000', GradientType=0);background-image:-webkit-gradient(linear,0 0,0 100%,from(transparent),color-stop(40%,rgba(0,0,0,.05)),to(rgba(0,0,0,.1)));background-image:-webkit-linear-gradient(transparent,rgba(0,0,0,.05) 40%,rgba(0,0,0,.1));background-image:-moz-linear-gradient(top,rgba(0,0,0,.05) 0,rgba(0,0,0,.1));background-image:-o-linear-gradient(transparent,rgba(0,0,0,.05) 40%,rgba(0,0,0,.1));background-image:linear-gradient(transparent,rgba(0,0,0,.05) 40%,rgba(0,0,0,.1))}.pure-button:focus{outline:0}.pure-button-active,.pure-button:active{box-shadow:0 0 0 1px rgba(0,0,0,.15) inset,0 0 6px rgba(0,0,0,.2) inset}.pure-button[disabled],.pure-button-disabled,.pure-button-disabled:hover,.pure-button-disabled:focus,.pure-button-disabled:active{border:0;background-image:none;filter:progid:DXImageTransform.Microsoft.gradient(enabled=false);filter:alpha(opacity=40);-khtml-opacity:.4;-moz-opacity:.4;opacity:.4;cursor:not-allowed;box-shadow:none}.pure-button-hidden{display:none}.pure-button::-moz-focus-inner{padding:0;border:0}.pure-button-primary,.pure-button-selected,a.pure-button-primary,a.pure-button-selected{background-color:#0078e7;color:#fff}\
#settingsPanel input[type='button'].button-green{background:#1cb841; margin: 2px 20px 2px 2px;}\
#settingsPanel input[type='button'].button-red{background:#ca3c3c; margin: 2px 2px 2px 2px;}\
#settingsPanel input[type='button'].button-yellow{background:#df7514; margin: 2px 2px 2px 2px;}\
#settingsPanel input[type='button'].button-blue{background:#42b8dd; margin: 2px 2px 2px 2px;}\
");

        // Add settings panel to page body
        $("body").append(
            '<div id="settingsPanel">\
    <div id="settings_title">\
    <img src=' + image_prefs + ' style="float: left; vertical-align: text-bottom;"\>\
<img id="settings_close" src=' + image_close + ' title="Click to hide preferences" style="float: right; vertical-align: text-bottom; cursor: pointer; display: block;"\>\
<span style="margin:3px">Settings</span>\
</div>\
<form style="margin: 0px; padding: 0px">\
<ul style="list-style: none outside none; max-height: 500px; overflow: auto; margin: 3px; padding: 0px;">\
</ul>\
</form>\
</div>'
        );

        // Add each setting input
        var settingsList = $("#settingsPanel form ul");
        for (var i = 0; i < settingnames.length; i++) {
            var id = 'settings_' + settingnames[i].name;
            var indent = (countLeadingSpaces(settingnames[i].title) >= 1) ? 1 : 0;
            /*if ((settingnames[i].type == 'text' && settingnames[i-1].type == 'checkbox') || (settingnames[i-1] && settingnames[i].type == 'checkbox' && settingnames[i-1].type == 'text'))
             settingsList.append('<li style="margin-left:0em; width: 48%; display: inline-block;"/>&nbsp;</li>')*/
            var border = "";
            if (settingnames[i].border)
                border = "border-top: #000 solid 1px;"
            switch (settingnames[i].type) {
                case "checkbox":
                    var _checkWidth = "48%";
                    if (i < 9)
                        _checkWidth = "31%";
                    if (settingnames[i].border)
                        _checkWidth = "98%";
                    settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'padding-left:' + indent + 'em; width: ' + _checkWidth + '; display: inline-block;"><input style="margin:4px" name="' + id + '" id="' + id + '" type="checkbox" /><label class="' + settingnames[i].class + '" for="' + id + '">' + settingnames[i].title + '</label></li>')
                    $('#' + id).prop('checked', settings[settingnames[i].name]);
                    break;
                case "text":
                    if (settingnames[i].border)
                        _inputkWidth = "95%; padding: 10px";
                    else
                        _inputkWidth = "46%";
                    settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'padding-left:' + indent + 'em; margin-top:1em; width: ' + _inputkWidth + '; display: inline-block;"<label class="' + settingnames[i].class + '" for="' + id + '">' + settingnames[i].title + '</label><input style="margin:4px; padding: 2px; min-width: 80%;" name="' + id + '" id="' + id + '" type="text" /></li>')
                    $('#' + id).val(settings[settingnames[i].name]);
                    break;
                case "password":
                    settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'padding-left:' + indent + 'em; margin-top:1em; width: 46%; display: inline-block;"' + settingnames[i].class + '" for="' + id + '">' + settingnames[i].title + '</label><input style="margin:4px; padding: 2px; min-width: 80%;" name="' + id + '" id="' + id + '" type="password" /></li>')
                    $('#' + id).val(settings[settingnames[i].name]);
                    break;
                case "select":
                    settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'padding-left:' + indent + 'em; width: 48%; display: inline-block;"' + settingnames[i].class + '" style="padding-left:4px" for="' + id + '">' + settingnames[i].title + '</label><select style="margin:4px" name="' + id + '" id="' + id + '" /></li>')
                    var options = settingnames[i].opts;
                    var select = $('#' + id);
                    for (var j = 0; j < options.length; j++) {
                        if (settings[settingnames[i].name] == options[j].path)
                            select.append('<option value="' + options[j].path + '" selected="selected">' + options[j].name + '</option>');
                        else
                            select.append('<option value="' + options[j].path + '">' + options[j].name + '</option>');
                    }
                    break;
                case "label":
                    settingsList.append('<li title="' + settingnames[i].tooltip + '" style="' + border + 'margin-left:' + indent + 'em;><label class="' + settingnames[i].class + '">' + settingnames[i].title + '</label></li>')
                    break;
            }
        }

        // Add character settings for each char
        var addText = '\
<script type="text/javascript">\
<!--\
function click_position(obj)\
{\
change_position(obj.value)\
}\
\
function customRadio(radioName) {\
var radioButton = $( \'input[name="\'+ radioName +\'"]\');\
$(radioButton).each(function(){\
$(this).wrap( "<span class=\'custom-radio\'></span>" );\
if($(this).is(\':checked\')){\
$(this).parent().addClass("selected");\
$(this).parent().parent().addClass("custom-radio-selected-text");\
}\
});\
$(radioButton).click(function(){\
if($(this).is(\':checked\')){\
$(this).parent().addClass("selected");\
$(this).parent().parent().addClass("custom-radio-selected-text");\
}\
$(radioButton).not(this).each(function(){\
$(this).parent().removeClass("selected");\
$(this).parent().parent().removeClass("custom-radio-selected-text");\
});\
});\
}\
function change_position(val)\
{\
for (var i = 0; i < ' + settings["charcount"] + '; i++)\
{\
document.getElementById("charContainer"+i).style.display="none";\
}\
document.getElementById("charContainer"+val).style.display="block";\
}\
//-->\
</script>\
<div id="charPanel">\
<div style="width:30%;float:left;max-height:400px;overflow:auto;">\
';
        for (var i = 0; i < settings["charcount"]; i++) {
            addText += '\
<div><label for="value_' + i + '" style="display:block;padding-top:2px;"><input autocomplete="off" type="radio" name="radio_position" onclick="click_position(this)" id="value_' + i + '" value="' + i + '" />' + settings["nw_charname" + i] + '</label></div>\
';
        }
        addText += '\
</div>\
<div style="width:69%;float:right;">\
';
        for (var i = 0; i < settings["charcount"]; i++) {
            addText += '\
<div id="charContainer' + i + '" style="display:none">\
<ul style="list-style: none outside none; max-height: 500px; overflow: auto;">\
';
            var k = 0 + (i * charSettings.length / settings["charcount"]);
            var id = 'settings_' + charSettings[k].name;
            addText += '<li title="' + charSettings[k].tooltip + '"><input style="margin:4px; padding: 2px;" name="' + id + '" id="' + id + '" type="text" /></li>';
            for (var j = 1; j < (charSettings.length / settings["charcount"]); j++) {
                k = j + (i * charSettings.length / settings["charcount"]);
                if (charSettings[k].type == 'void') {
                    continue;
                }
                id = 'settings_' + charSettings[k].name;
                addText += '<li title="' + charSettings[k].tooltip + '"><input maxlength="2" size="1" style="margin:4px; padding: 2px;" name="' + id + '" id="' + id + '" type="text" /><label class="' + charSettings[k].class + '" for="' + id + '">' + charSettings[k].title + '</label></li>';
            }
            addText += '</ul>\
</div>';
        }
        addText += '\
</div>\
</div>\
';
        $("#settingsPanel form").append(addText);

        // Add values to character input fields
        for (var i = 0; i < charSettings.length; i++) {
            var id = 'settings_' + charSettings[i].name;
            $('#' + id).val(settings[charSettings[i].name]);
        }

        // Add save/cancel buttons to panel
        $("#settingsPanel form").append('\
<div id="settingsPanelButtonContainer">\
<input id="settings_save" class="button-blue pure-button" type="button" value="Save and Apply">\
<input id="settings_close" class="button-yellow pure-button" type="button" value="Close">\
<input id="settings_sca" class="button-red pure-button" type="button" value="Cycle SCA">\
<input id="log_error" class="button-green pure-button" type="button" value="Log Error">\
<input id="settings_wipe" class="button-white pure-button" type="button" value="RESET all">\
</div>');

        // Add open settings button to page
        $("body").append('<div id="settingsButton"><img src="' + image_prefs + '" title="Click to show preferences" style="cursor: pointer; display: block;"></div>');

        // Add pause button to page
        $("body").append('<div id="pauseButton"><img src="' + (settings["paused"] ? image_play : image_pause) + '" title="Click to ' + (settings["paused"] ? "resume" : "pause") + ' task script" style="cursor: pointer; display: block;"></div>');

        // Add info pane
        $("body").append("<div id='prinfopane' class='header-newrelease'>");

        // Add the javascript
        $("#settingsPanel").hide();
        $("#settingsButton").click(function () {
            $("#settingsButton").hide();
            $("#pauseButton").hide();
            $("#settingsPanel").show();
        });
        $("#settings_close,settings_cancel").click(function () {
            $("#settingsButton").show();
            $("#pauseButton").show();
            $("#settingsPanel").hide();
        });
        $("#pauseButton").click(PauseSettings);

        // Use setTimeout to workaround permission issues when calling GM functions from main window
        $("#settings_save").click(function () {
            setTimeout(function () {
                SaveSettings();
            }, 0)
        });
        $("#settings_sca").click(function () {
            $("#settings_close").trigger("click");
            unsafeWindow.location.hash = unsafeWindow.location.hash.replace(/\)\/.+/, ')' + "/adventures");
            processSwordCoastDailies();
        });
        $("#log_error").click(function () {
            setTimeout(function () {
                var epic = GM_getValue("Epic_error", 0);
                var un_def_err = GM_getValue("Undefine_error", 0)
                console.log("Button Epic fails[" + epic +"] & undefine [" + un_def_err + "].");
            }, 0)
        });
        $("#settings_wipe").click(function() {
            setTimeout(function () {
                // Delete all saved settings, EXCEPT password/username
                var keys = GM_listValues();
                for (i = 0; i < keys.length; i++) {
                    var key = keys[i];
                    if (!key.match(/(username|password)/)) {
                        //console.log("do delete these", key);
                        GM_deleteValue(key);}
                }
            }, 0)
            unsafeWindow.location.href = current_Gateway;
            return;
        });

        customRadio("radio_position");

        $('#update-content-inventory-bags-0 .bag-header').waitUntilExists(function () {
            if ($('#update-content-inventory-bags-0 .bag-header div').length && !$('#update-content-inventory-bags-0 .bag-header div.autovendor').length) {
                $('#update-content-inventory-bags-0 .bag-header').append('<div class="input-field button light autovendor"><div class="input-bg-left"></div><div class="input-bg-mid"></div><div class="input-bg-right"></div><button id="nwprofs-autovendor">Auto Vendor</button></div>');
                $("button#nwprofs-autovendor").on("click", vendorJunk);
            }
        });
    }

    function PauseSettings(_action) {
        if (_action != "pause" || _action != "unpause")
            _action = "toggle";
        if (_action == "toggle")
            settings["paused"] = !settings["paused"];
        if (_action == "pause")
            settings["paused"] = true;
        if (_action == "unpause")
            settings["paused"] = false;
        setTimeout(function () {
            GM_setValue("paused", settings["paused"]);
        }, 0);
        $("#settings_paused").prop("checked", settings["paused"]);
        $("#pauseButton img").attr("src", (settings["paused"] ? image_play : image_pause));
        $("#pauseButton img").attr("title", "Click to " + (settings["paused"] ? "resume" : "pause") + " task script");
    }

    function SaveSettings() {
        var charcount = settings["charcount"];

        // Get each value from the UI
        for (var i = 0; i < settingnames.length; i++) {
            var name = settingnames[i].name;
            var el = $('#settings_' + name);
            var value = false;
            switch (settingnames[i].type) {
                case "checkbox":
                    value = el.prop("checked");
                    break;
                case "text":
                    value = el.val();
                    break;
                case "password":
                    value = el.val();
                    break;
                case "select":
                    value = el.val();
                    break;
                case "label": // Labels don't have values
                    continue;
            }
            if (typeof (settingnames[i].onsave) === "function") {
                console.log("Calling 'onsave' for", name);
                settingnames[i].onsave(value, settings[name]);
            }
            if (settings[name] !== value) {
                settings[name] = value;
            } // Save to local cache
            if (GM_getValue(name) !== value) {
                GM_setValue(name, value);
            } // Save to GM cache
        }

        // Get character settings from UI
        for (var i = 0; i < charSettings.length; i++) {
            if (charSettings[i].type == 'void') {
                continue;
            }
            var name = charSettings[i].name;
            var el = $('#settings_' + name);
            var value = el.val();
            // Save to local cache
            if (settings[name] !== value) {
                settings[name] = value;
            }
            // Save to GM cache
            GM_setValue(name, value);
        }

        // If character numbers have changed reload page
        if (charcount != settings["charcount"]) {
            console.log("Reloading gateway to update character count");
            unsafeWindow.location.href = current_Gateway; // edited by RottenMind
            return;
        }

        // Close the panel
        $("#settingsButton").show();
        $("#pauseButton img").attr("src", (settings["paused"] ? image_play : image_pause));
        $("#pauseButton img").attr("title", "Click to " + (settings["paused"] ? "resume" : "pause") + " task script");
        $("#pauseButton").show();
        $("#settingsPanel").hide();
    }

    function vendorJunk(evnt) {
        var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
        var _vendorItems = [];
        var _sellCount = 0;
        if (settings["autovendor_kits_altars_limit"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Consumable_Skill/, limit: 50};
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Portable_Altar$/, limit: 80};
        }
        if (settings["autovendor_kits_altars_all"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Portable_Altar$/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Consumable_Skill/, limit: 0};
        }
        if (settings["autovendor_rank2"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^T1_Enchantment/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^T1_Runestone/, limit: 0};
        }
        if (settings["autovendor_rank2"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^T2_Enchantment/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^T2_Runestone/, limit: 0};
        }
        if (settings["autovendor_rank3"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^T3_Enchantment/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^T3_Runestone/, limit: 0};
        }
        if (settings["autovendor_pots1"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)$/, limit: 0
            };
        }
        if (settings["autovendor_pots2"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_2$/,
                limit: 0
            };
        }
        if (settings["autovendor_pots3"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_3$/,
                limit: 0
            };
        }
        if (settings["autovendor_pots4"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_4$/,
                limit: 0
            };
        }
        if (settings["autovendor_junk"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Snowworks_/, limit: 0}; // Winter Festival fireworks small & large
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Skylantern/, limit: 0}; // Winter Festival skylantern
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Partypopper/, limit: 0}; // Party Poppers
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Fireworks/, limit: 0}; // Fireworks
            _vendorItems[_vendorItems.length] = {pattern: /^Object_Plate_/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^Object_Decoration_/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /_Green_T[1-7]_Unid$/, limit: 0}; // Unidentified Green Gear
        }
        if (settings["autovendor_profresults"] && _charGold < 2) { //this "gold" threshold must be global var and adjustable by users
            _vendorItems[_vendorItems.length] = {
                pattern : /(Crafting_Resource_Pelt)_T[1-3]$/,
                limit : 10
            }; //"Crafting_Resource_Ore_T1"  Pelt_T1
            _vendorItems[_vendorItems.length] = {
                pattern : /(Resource_Wood)_T[1-3]$/,
                limit : 10
            }; //"Crafting_Resource_Ore_T1"  Pelt_T1
            _vendorItems[_vendorItems.length] = {
                pattern : /(Crafting_Resource_Ore)_T[1-3]$/,
                limit : 10
            }; //"Crafting_Resource_Ore_T1"> Pelt_T1
            console.log("copper amount is under sale threshold", _charGold);
        }

        // edited by RottenMind
        if (settings["autovendor_profresults"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Crafted_(Jewelcrafting_Waist_Offense_3|Jewelcrafting_Neck_Defense_3|Jewelcrafting_Waist_Defense_3|Tailoring_T3_Helm_Set_1|Med_Armorsmithing_T3_Chain_Armor_Set_1|Med_Armorsmithing_T3_Chain_Pants2|Med_Armorsmithing_T3_Chain_Shirt2|Med_Armorsmithing_T3_Chain_Helm_Set_1|Med_Armorsmithing_T3_Chain_Pants|Med_Armorsmithing_T3_Chain_Boots_Set_1|Hvy_Armorsmithing_T3_Plate_Armor_Set_1|Hvy_Armorsmithing_T3_Plate_Pants2|Hvy_Armorsmithing_T3_Plate_Shirt2|Hvy_Armorsmithing_T3_Plate_Helm_Set_1|Hvy_Armorsmithing_T3_Plate_Boots_Set_1|Leatherworking_T3_Leather_Armor_Set_1|Leatherworking_T3_Leather_Pants2|Leatherworking_T3_Leather_Shirt2|Leatherworking_T3_Leather_Helm_Set_1|Leatherworking_T3_Leather_Boots_Set_1|Tailoring_T3_Cloth_Boots_Set_1|Tailoring_T3_Cloth_Armor_Set_3|Tailoring_T3_Cloth_Armor_Set_2|Tailoring_T3_Cloth_Armor_Set_1|Tailoring_T3_Cloth_Pants2_Set2|Tailoring_T3_Cloth_Shirt2|Tailoring_T3_Cloth_Helm_Set_1|Artificing_T3_Pactblade_Temptation_5|Artificing_T3_Icon_Virtuous_5|Weaponsmithing_T3_Dagger_4|Weaponsmithing_T3_Longsword_Set_3|Weaponsmithing_T3_Mace_Set_3|Weaponsmithing_T3_Greatsword_Set_3|Weaponsmithing_T3_Dagger_Set_3|Weaponsmithing_T3_Blades_Set_3|Weaponsmithing_T3_Longbow_Set_3)$/, limit: 0};
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Unstable|Unstable_[1-3])$/,	limit : 0}; // Alchemy experience potions

        }
        // edited by RottenMind
        if (_vendorItems.length > 0) {
            console.log("Attempting to vendor selected items...");
            _sellCount = vendorItemsLimited(_vendorItems);
            if (_sellCount > 0 && !evnt) {
                var _sellWait = _sellCount * 1000;
                PauseSettings("pause");
                window.setTimeout(function () {
                    PauseSettings("unpause");
                }, _sellWait);
            }
        }
    }

    /** Start, Helpers added by users.
     * Adds fetures, options to base script and can be easily removed if needed
     * Add description so anyone can see if they can use Function somewhere
     * Use "brackets" around function start and end //yourname
     */
//RottenMind, returns inventory space, use Inventory_bagspace(); gives current free bags slots, from MAC-NW function
    function Inventory_bagspace() {
        var _pbags = client.dataModel.model.ent.main.inventory.playerbags;
        var _bagUnused = 0;
        $.each(_pbags, function (bi, bag) {
            bag.slots.forEach(function (slot) {
                if (slot === null || !slot || slot === undefined) {
                    _bagUnused++;
                }
            });
        });
        return _bagUnused;
    }

    /** Count resouce in bags
     * edited by WloBeb
     * @param {string} name The name of resource
     */
    function countResource(name) {
        var count = 0;
        var _bags = unsafeWindow.client.dataModel.model.ent.main.inventory.bags;
        console.log("Checking bags for " + name);
        $.each(_bags, function (bi, bag) {
            bag.slots.forEach(function (slot) {
                if (slot && slot.name === name) {
                    count = count + slot.count;
                }
            });
        });
        return count;
    }
    /** Report error in GM for later  use
     * edited by RM
     *
     */
    function Epic_button_error() {
        var counter = GM_getValue('Epic_error', 0);
        // console.log('This script has been run ' + counter + ' times.');
        GM_setValue('Epic_error', ++counter);
        return counter;
    }
    function Array_undefine_error() {
        var counter = GM_getValue('Undefine_error', 0);
        // console.log('This script has been run ' + counter + ' times.');
        GM_setValue('Undefine_error', ++counter);
        return counter;
    }
// This just set Banker to character 1 if its not him all-ready
    function get_banker(){
        var me = GM_getValue("nw_charname0",0);
        var banker = GM_getValue("bankchar",0);
        //console.log(me, banker);
        if (me !== banker) {
            GM_setValue('bankchar', me);
            unsafeWindow.location.href = current_Gateway;
            return;
        }
    }
/**
 * Created by RM on 29.4.2015.
 * Runs daily SCA -rolls in GAteway Bot
 */
function dailySCA() {
    if (settings["dailySCA"]) {
        var char, today, thisday, thishour, dailyroll, dateforlastroll;
        char = settings["charcount"];
        today = new Date();
        thisday = today.getDay();
        thishour = today.getHours();
        dailyroll = GM_getValue("dailyswordcoast", 0);
        dateforlastroll = GM_getValue("dateforlastrolls", 0);
        //console.log(thisday, dateforlastroll, dailyroll, chardelay, thishour);
        if (thisday !== dateforlastroll) {
            GM_setValue("dateforlastrolls", thisday);
            GM_setValue("dailyswordcoast", 0);
            dailyroll = 0;
        }
        if (dailyroll < (4 || undefined) && chardelay > 10000 * char && (thishour >= 14 || thishour >= 23)) {
            unsafeWindow.location.hash = unsafeWindow.location.hash.replace(/\)\/.+/, ')' + "/adventures");
            processSwordCoastDailies();
            dailyroll++;
            GM_setValue("dailyswordcoast", dailyroll);
            GM_getValue("dailyswordcoast", 0);
        }
    }
}

    /** End, Helpers added by users.*/

// Add the settings button and start a process timer
    addSettings();
    timerHandle = window.setTimeout(function () {
        process();
    }, delay.SHORT);
})();