Adds an interface to queue up actions based on triggers you set
< Feedback on Melvor Action Queue
thanks, that looks good. I have implemented those changes now
I think there's a couple more lines that need to be updated.
~504 const constellation = Astrology.find((a) => a.name == skillItem); // Find constellation
should be const constellation = Astrology.constellations.find((a) => a.name == skillItem); // Find constellation And, unless I'm missing something, I believe they removed all the skill start helper functions:
The standardized way seems to be:
And the item setter functions have also been removed:
Are now:
I made an attempt >.< I don't fully understand how alternate recipes work so arrow shafts, summoning, etc. are likely still not fully functional but the others should be working.
https://pastebin.com/5SiDB5fG
I couldn't stand not knowing how it worked so I tried to fix Summoning. I think it works.
https://pastebin.com/U3dDj5A2
I couldn't stand not knowing how it worked so I tried to fix Summoning. I think it works.
https://pastebin.com/U3dDj5A2
Line 673 should be recipeID = Summoning.marksByItemID.get(itemID).nonShardItemCosts.findIndex(ingredient => ingredient == ingredientID);
Line 677 should be if (skillLevel[CONSTANTS.skill.Summoning] < Summoning.marks[summonID].level)
So... fixing the 2 lines above makes it work but apparently setting the skill to Ent > Oak Logs breaks the game and my local save. So I did something very wrong.
Line 681 should be game.summoning.selectRecipeOnClick(summonID);
not recipeID.
With that fixed, it no longer breaks the save for me.
I've updated the script, let me know if it works right
I think that I have fixed the errors that were introduced to the game in v1.0.3, could you see if this works for you? I haven't done any extensive testing, but renamed everything that changed in this update (hopefully correctly).
https://pastebin.com/Shg9tzmf