My goal was to turn out the whole project last summer while I was off work during my summer break from school. I accomplished that with a LOT of help by others that I acknowledged earlier.
There were 3 people testing stuff for me extensively this summer and we collectively got lots of things to work. While I did most of the coding, I would not have gotten this done without the testing - so I credit the team! If at any time you are inclined to tell me 'thanks', you should send the people I credited earlier the same kind message. Several people in the preceding months contributed data and helped with typing up the craft data.
It still does all the blacksmith and now the tailoring is fully functional. I suspect tailoring worked fully in the past, but encountered changes by OSI which broke some of it's logic.
Tailoring - fixed bone armor
Large bod filling - fixed
You might think, well the old one did most of that, but with all the material expansions and general coding - the above was revised slightly to still function.
Added inscription (including mana testing, stackable, some automated rules to handle runebooks, runic atlas, spellbooks - so these were not combined).
Added tinkering without consuming your last tinker tool which would break the script. This also had stacking and color and name change issues.
Added carpentry (with the exception of music stands - tall and large).
Added fletching (including arrows and bolts).
Added cooking, but it only makes stuff from 1 layer of crafting. Most of cooking is too complex from gathered raw materials to smoothly automate filling bods for long periods.
Added alchemy, but it has externally introduced issues - not crafting issues. All heal potions are the same color yellow, while all poison potions are the same color green and all cure potions are the same color orange. There are store bought potions which come with a color name but not a potion name (an orange potion vs a lesser cure potion). This color-based-name is something I have no way to fix. Once upon a time you could use taste id skill and identify those potions by name, but I do not know if that function still exists in the game. I have no idea with the data to figure out a solution to identify the potions that are badly named. If you have an idea, write it up and we can discuss it further. I am always open to suggestions.
The nightsight vs night sight name issue could be fixable, but it requires a hard coded exception. I have tried to keep exceptions to a minimum. I did not count the exceptions in the script, but I am guessing it is a few dozen items that have exceptions in the code - some are handled generically, but others are handled with a value that is tested and applies to many items.
The most common exception coded addresses the color fix specifically - most of the time the smith, tailoring, carpentry, some tinkering and fletching items have exceptions when colors do or do not match the material. Smith items made with valorite - generally have the color of valorite in the crafted item. Most tinker items have the color of the source material, but tools generally do not override the color - it is the same regardless the material. This tinkering exception happens with bone armor, which is why it failed in the original Snicker7 script - which I suspect was a change since it was first written.
I spent an estimated 300 hours working on the script this summer. Thargor would run a massive amount of scripts most evenings and report back which didn't work. REEFHAWK was very methodical. He would take a skill and work through all the bods, testing base material versions, then color material versions and mix it up with various quantities. He assembled large bods to fill with the small bod components. If it were not for them, this script would have consisted of the original Smith, Tailor and the first one I did solo which was Inscription.
I do not have time to test - life is overwhelming at the moment and foreseeable future for me. If you want me to take any time to work on something, you will have to do some legwork. Consider how REEFHAWK contributed to this project - he isolated what worked and what did not work for a specific SBOD or a LBOD with it's component SBOD parts. He explained how he setup his work and which options he selected in detail. Both he and Thargor would set aside a set of bods to give me to show the problem. This is the kind of detail I would require before loading up the script.
My estimate is that it takes between 1 to 5 hours of my time to fix something - assuming I have the BOD to test the issue. If I do not have the SBOD, then I have to know some real information about it, like what returns in #PROPERTY and the various #FIND variables to do a mock testing. The reality is that I have not been playing the game now for several months, so I won't login to try to collect a problem BOD.
I welcome the information on how to reproduce the problem. I probably need a copy of the BOD(s) that demonstrate the issue. Coding and scripting are my de-stress hobby - so I enjoy this, but time is limited - so I would need help.
Gaderian