Trader Shop Inventory Logger (script): Difference between revisions
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==Scripts== |
==Scripts== |
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==Shop2== |
===Shop2=== |
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This is the script that actually shops each surface. It ''must'' be named '''shop2.cmd''' to work. (The other scripts run shop2 when needed.) |
This is the script that actually shops each surface. It ''must'' be named '''shop2.cmd''' to work. (The other scripts run shop2 when needed.) |
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exit</pre> |
exit</pre> |
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==Crossing's Market Plaza== |
===Crossing's Market Plaza=== |
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exit</pre> |
exit</pre> |
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==Riverhaven's Knight's Hall== |
===Riverhaven's Knight's Hall=== |
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exit</pre> |
exit</pre> |
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==Shard's Crystal Plaza== |
===Shard's Crystal Plaza=== |
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<pre>start: |
Revision as of 14:57, 4 November 2012
Trader Shop Inventory Logger (script) | |
---|---|
Category | information |
Front-end | Genie |
Author | Isharon |
Description
These scripts and triggers will run through every Trader-owned shop in the market plazas and log inventory, making it easier to find what you want and compare prices. The data is stored in Shoplog.txt. The columns of data are separated by tabs so that you can copy and paste it to Excel for easy sorting.
Instructions
Syntax
Once installed, the triggers will do most of the work automatically. You simply need to start the appropriate script in the same room as the listings board. It will go from room to room, shopping at all of the shops and logging the results.
Making a Spreadsheet in Excel
[www.elanthia.org/TraderShops/TraderShopInventory-Blank.xls Template]: Here is a template that you can use to make your own spreadsheet.
- Open Shoplog.txt
- Delete the underscores ( _ ) from the price column.
- Delete the periods ( . ) from the price column.
- Copy and paste the data from Shoplog.txt to the spreadsheet.
- To convert prices to plats, divide column E by 10000.
- To convert the prices from Lirums to Kronars, multiply column E by 1.25.
- To convert the prices from Dokoras to Kronars, multiply column E by 1.385.
If you need help using these features in Excel, see How to Use Microsoft Excel.
Triggers
#trigger {^(Behind|In|On|Under) the (.+), you see:$} {#var shop2 $2} {shop} #trigger {^\s+(a|an|some|the) (.+) for (\d+) bronze (Kronars|Lirums|Dokoras)$} {#log >Shoplog.txt $date $time $2 $roomname $3_0 $shop2 $shopcity} {shop} #trigger {^\s+(a|an|some|the) (.+) for (\d+) copper (Kronars|Lirums|Dokoras)$} {#log >Shoplog.txt $date $time $2 $roomname $3 $shop2 $shopcity} {shop} #trigger {^\s+(a|an|some|the) (.+) for (\d+) gold (Kronars|Lirums|Dokoras)$} {#log >Shoplog.txt $date $time $2 $roomname $3_000 $shop2 $shopcity} {shop} #trigger {^\s+(a|an|some|the) (.+) for (\d+) platinum (Kronars|Lirums|Dokoras)$} {#log >Shoplog.txt $date $time $2 $roomname $3_0000 $shop2 $shopcity} {shop} #trigger {^\s+(a|an|some|the) (.+) for (\d+) silver (Kronars|Lirums|Dokoras)$} {#log >Shoplog.txt $date $time $2 $roomname $3_00 $shop2 $shopcity} {shop} #trigger {^\s+(a|an|some|the) (.+) for (\d+)k platinum (Kronars|Lirums|Dokoras)$} {#log >Shoplog.txt $date $time $2 $roomname $3_000_0000 $shop2 $shopcity} {shop} #trigger {^\s+(a|an|some|the) (.+) for (\d+\.\d+)k platinum (Kronars|Lirums|Dokoras)$} {#log >Shoplog.txt $date $time $2 $roomname $3_000_000 $shop2 $shopcity} {shop}
Scripts
Shop2
This is the script that actually shops each surface. It must be named shop2.cmd to work. (The other scripts run shop2 when needed.)
action goto end when ^There is nothing to buy here setvar altar 0 setvar armoir 0 setvar barn 0 setvar barrel 0 setvar basket 0 setvar bedroll 0 setvar bench 0 setvar bin 0 setvar board 0 setvar bookcase 0 setvar box 0 setvar breakfront 0 setvar bucket 0 setvar buffet 0 setvar bull 0 setvar bureau 0 setvar cabinet 0 setvar carpet 0 setvar cart 0 setvar carton 0 setvar case 0 setvar catalog 0 setvar chair 0 setvar chest 0 setvar closet 0 setvar coffer 0 setvar cord 0 setvar corral 0 setvar cot 0 setvar counter 0 setvar countertop 0 setvar cradle 0 setvar crate 0 setvar desk 0 setvar display 0 setvar drawer 0 setvar dresser 0 setvar dummy 0 setvar endtable 0 setvar footrest 0 setvar fountain 0 setvar framework 0 setvar garderobe 0 setvar hanger 0 setvar hatstand 0 setvar head 0 setvar highboy 0 setvar hole 0 setvar hook 0 setvar horse 0 setvar jar 0 setvar lattice 0 setvar locker 0 setvar mannequin 0 setvar mantle 0 setvar net 0 setvar pail 0 setvar pedestal 0 setvar peg 0 setvar pipe 0 setvar plank 0 setvar planter 0 setvar platter 0 setvar plinth 0 setvar pole 0 setvar quilt 0 setvar rack 0 setvar rope 0 setvar rug 0 setvar sawhorse 0 setvar shelf 0 setvar shell 0 setvar shelves 0 setvar showcase 0 setvar sideboard 0 setvar skeleton 0 setvar skippet 0 setvar spittoon 0 setvar stable 0 setvar stand 0 setvar stool 0 setvar table 0 setvar tomb 0 setvar tray 0 setvar tree 0 setvar trestle 0 setvar trunk 0 setvar turtle 0 setvar urn 0 setvar valet 0 setvar vanity 0 setvar wall 0 setvar wardrobe 0 setvar waterwheel 0 setvar web 0 setvar workbench 0 setvar worktable 0 ACTION setvar altar 1 WHEN altar ACTION setvar armoir 1 WHEN armoir ACTION setvar barn 1 WHEN \bbarns?\b ACTION setvar barrel 1 WHEN barrel ACTION setvar basket 1 WHEN basket ACTION setvar bedroll 1 WHEN bedroll ACTION setvar bench 1 WHEN bench ACTION setvar bin 1 WHEN \bbins?\b ACTION setvar board 1 WHEN board ACTION setvar bookcase 1 WHEN bookcase ACTION setvar box 1 WHEN \bboxe?s?\b ACTION setvar breakfront 1 WHEN breakfront ACTION setvar bucket 1 WHEN bucket ACTION setvar buffet 1 WHEN buffet ACTION setvar bull 1 WHEN \bbulls?\b ACTION setvar bureau 1 WHEN bureau ACTION setvar cabinet 1 WHEN cabinet ACTION setvar carpet 1 WHEN carpet ACTION setvar cart 1 WHEN \bcarts?\b ACTION setvar carton 1 WHEN carton ACTION setvar case 1 WHEN \bcases?\b ACTION setvar catalog 1 WHEN catalog ACTION setvar chair 1 WHEN chair ACTION setvar chest 1 WHEN chest ACTION setvar closet 1 WHEN closet ACTION setvar coffer 1 WHEN coffer ACTION setvar cord 1 WHEN \bcord\b ACTION setvar corral 1 WHEN corral ACTION setvar cot 1 WHEN \bcots?\b ACTION setvar counter 1 WHEN counter ACTION setvar cradle 1 WHEN cradle ACTION setvar crate 1 WHEN \bcrates?\b ACTION setvar desk 1 WHEN \bdesks?\b ACTION setvar display 1 WHEN display ACTION setvar drawer 1 WHEN drawer ACTION setvar dresser 1 WHEN dresser ACTION setvar dummy 1 WHEN dummy ACTION setvar endtable 1 WHEN endtable ACTION setvar footrest 1 WHEN footrest ACTION setvar fountain 1 WHEN fountain ACTION setvar framework 1 WHEN framework ACTION setvar garderobe 1 WHEN garderobe ACTION setvar hanger 1 WHEN hanger ACTION setvar hatstand 1 WHEN hatstand ACTION setvar head 1 WHEN \bheads?\b ACTION setvar highboy 1 WHEN highboy ACTION setvar hole 1 WHEN \bholes?\b ACTION setvar hook 1 WHEN \bhooks?\b ACTION setvar horse 1 WHEN \bhorses?\b ACTION setvar jar 1 WHEN \bjars?\b ACTION setvar lattice 1 WHEN lattice ACTION setvar locker 1 WHEN locker ACTION setvar mannequin 1 WHEN mannequin ACTION setvar mantle 1 WHEN mantle ACTION setvar net 1 WHEN \bnets?\b ACTION setvar pail 1 WHEN \bpail\b ACTION setvar pedestal 1 WHEN pedestal ACTION setvar peg 1 WHEN \bpeg\b ACTION setvar pipe 1 WHEN \bpipes?\b ACTION setvar plank 1 WHEN plank ACTION setvar planter 1 WHEN planter ACTION setvar platter 1 WHEN platter ACTION setvar plinth 1 WHEN plinth ACTION setvar pole 1 WHEN \bpoles?\b ACTION setvar quilt 1 WHEN \bquilts?\b ACTION setvar rack 1 WHEN \bracks?\b ACTION setvar rope 1 WHEN \brope\b ACTION setvar rug 1 WHEN \brugs?\b ACTION setvar sawhorse 1 WHEN sawhorse ACTION setvar shelf 1 WHEN shelf ACTION setvar shell 1 WHEN shell ACTION setvar shelves 1 WHEN shelves ACTION setvar showcase 1 WHEN showcase ACTION setvar sideboard 1 WHEN sideboard ACTION setvar skeleton 1 WHEN skeleton ACTION setvar skippet 1 WHEN skippet ACTION setvar spittoon 1 WHEN spittoon ACTION setvar stable 1 WHEN stable ACTION setvar stand 1 WHEN stand ACTION setvar stool 1 WHEN stool ACTION setvar table 1 WHEN \btables?\b ACTION setvar tomb 1 WHEN \btombs?\b ACTION setvar tray 1 WHEN \btray?\b ACTION setvar tree 1 WHEN \btrees?\b ACTION setvar trestle 1 WHEN trestle ACTION setvar trunk 1 WHEN trunk ACTION setvar turtle 1 WHEN turtle ACTION setvar urn 1 WHEN \burns?\b ACTION setvar valet 1 WHEN valet ACTION setvar vanity 1 WHEN vanity ACTION setvar wall 1 WHEN \bwalls?\b ACTION setvar wardrobe 1 WHEN wardrobe ACTION setvar waterwheel 1 WHEN waterwheel ACTION setvar web 1 WHEN \bwebs?\b ACTION setvar workbench 1 WHEN workbench ACTION setvar worktable 1 WHEN worktable send shop waitforre ^The following items contain goods for sale: startshop: if %altar = 1 then gosub shopvar altar if %armoir = 1 then gosub shopvar armoir if %barn = 1 then gosub shopvar barn if %barrel = 1 then gosub shopvar barrel if %basket = 1 then gosub shopvar basket if %bedroll = 1 then gosub shopvar bedroll if %bench = 1 then gosub shopvar bench if %bin = 1 then gosub shopvar bin if %board = 1 then gosub shopvar board if %bookcase = 1 then gosub shopvar bookcase if %box = 1 then gosub shopvar box if %breakfront = 1 then gosub shopvar breakfront if %bucket = 1 then gosub shopvar bucket if %buffet = 1 then gosub shopvar buffet if %bull = 1 then gosub shopvar bull if %bureau = 1 then gosub shopvar bureau if %cabinet = 1 then gosub shopvar cabinet if %carpet = 1 then gosub shopvar carpet if %cart = 1 then gosub shopvar cart if %carton = 1 then gosub shopvar carton if %case = 1 then gosub shopvar case if %catalog = 1 then gosub shopvar catalog if %chair = 1 then gosub shopvar chair if %chest = 1 then gosub shopvar chest if %closet = 1 then gosub shopvar closet if %coffer = 1 then gosub shopvar coffer if %cord = 1 then gosub shopvar cord if %corral = 1 then gosub shopvar corral if %cot = 1 then gosub shopvar cot if %counter = 1 then gosub shopvar counter if %cradle = 1 then gosub shopvar cradle if %crate = 1 then gosub shopvar crate if %desk = 1 then gosub shopvar desk if %display = 1 then gosub shopvar display if %drawer = 1 then gosub shopvar drawer if %dresser = 1 then gosub shopvar dresser if %dummy = 1 then gosub shopvar dummy if %endtable = 1 then gosub shopvar endtable if %footrest = 1 then gosub shopvar footrest if %fountain = 1 then gosub shopvar fountain if %framework = 1 then gosub shopvar framework if %garderobe = 1 then gosub shopvar garderobe if %hanger = 1 then gosub shopvar hanger if %hatstand = 1 then gosub shopvar hatstand if %head = 1 then gosub shopvar head if %highboy = 1 then gosub shopvar highboy if %hole = 1 then gosub shopvar hole if %hook = 1 then gosub shopvar hook if %horse = 1 then gosub shopvar horse if %jar = 1 then gosub shopvar jar if %lattice = 1 then gosub shopvar lattice if %locker = 1 then gosub shopvar locker if %mannequin = 1 then gosub shopvar mannequin if %mantle = 1 then gosub shopvar mantle if %net = 1 then gosub shopvar net if %pail = 1 then gosub shopvar pail if %pedestal = 1 then gosub shopvar pedestal if %peg = 1 then gosub shopvar peg if %pipe = 1 then gosub shopvar pipe if %plank = 1 then gosub shopvar plank if %planter = 1 then gosub shopvar planter if %platter = 1 then gosub shopvar platter if %plinth = 1 then gosub shopvar plinth if %pole = 1 then gosub shopvar pole if %quilt = 1 then gosub shopvar quilt if %rack = 1 then gosub shopvar rack if %rope = 1 then gosub shopvar rope if %rug = 1 then gosub shopvar rug if %sawhorse = 1 then gosub shopvar sawhorse if %shelf = 1 then gosub shopvar shelf if %shell = 1 then gosub shopvar shell if %shelves = 1 then gosub shopvar shelves if %showcase = 1 then gosub shopvar showcase if %sideboard = 1 then gosub shopvar sideboard if %skeleton = 1 then gosub shopvar skeleton if %skippet = 1 then gosub shopvar skippet if %spittoon = 1 then gosub shopvar spittoon if %stable = 1 then gosub shopvar stable if %stand = 1 then gosub shopvar stand if %stool = 1 then gosub shopvar stool if %table = 1 then gosub shopvar table if %tomb = 1 then gosub shopvar tomb if %tray = 1 then gosub shopvar tray if %tree = 1 then gosub shopvar tree if %trestle = 1 then gosub shopvar trestle if %trunk = 1 then gosub shopvar trunk if %turtle = 1 then gosub shopvar turtle if %urn = 1 then gosub shopvar urn if %valet = 1 then gosub shopvar valet if %vanity = 1 then gosub shopvar vanity if %wall = 1 then gosub shopvar wall if %wardrobe = 1 then gosub shopvar wardrobe if %waterwheel = 1 then gosub shopvar waterwheel if %web = 1 then gosub shopvar web if %workbench = 1 then gosub shopvar workbench if %worktable = 1 then gosub shopvar worktable goto end shopvar: put #var shopper $0 goto shop1 shop1: send shop first $shopper matchre shop2 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop2: send shop second $shopper matchre shop3 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop3: send shop third $shopper matchre shop4 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop4: send shop fourth $shopper matchre shop5 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop5: send shop fifth $shopper matchre shop6 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop6: send shop sixth $shopper matchre shop7 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop7: send shop seventh $shopper matchre shop8 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop8: send shop eighth $shopper matchre shop9 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop9: send shop ninth $shopper matchre shop10 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop10: send shop tenth $shopper matchre shop11 ^\[Type SHOP \[GOOD\] to see some details about matchre return ^I could not find what you referring to|^You can buy this item if you like matchwait shop11: send shop eleventh $shopper goto return return: return end: put #parse SCRIPT DONE exit
Crossing's Market Plaza
start: put #class rp on put #class shop on put #class combat off put #class arrive off put #var currency Kronars put #var shopcity Crossing send stop play waitforre ^You stop|^In the name send read listings board waitforre shops? (is|are) open\.$ put #log >Shoplog.txt The following items are sold at Crossing's Market Plaza and are priced in copper Kronars [$date $time]: move north Sun_Room: gosub arch gosub door gosub entrance move east Water_Room: gosub arch gosub door gosub entrance move northeast Grass_Room: gosub arch gosub door gosub entrance move northwest Solarium: gosub arch gosub door gosub entrance move southwest move northwest Forest_Room: gosub arch gosub door gosub entrance move southwest Dimly-Lit_Storage: gosub arch gosub door gosub entrance move southeast Meeting_Room: gosub arch gosub door gosub entrance move east move southeast Moon_Room: gosub arch gosub door gosub entrance move east Armor_Room: gosub arch gosub door gosub entrance move west move south Lodge_Room: gosub arch gosub door gosub entrance move north move northwest move southwest Gladiolus_Room: gosub arch gosub door gosub entrance move west Fire_Room: gosub arch gosub door gosub entrance move east move south Library: gosub arch gosub door gosub entrance move north move northeast move go spiral ramp Volcano_Room: gosub arch gosub door gosub entrance move east Palm_Room: gosub arch gosub door gosub entrance move northeast Ocean_Room: gosub arch gosub door gosub entrance move northwest Tundra_Room: gosub arch gosub door gosub entrance move southwest Jungle_Room: gosub arch gosub door gosub entrance move northwest Savannah_Room: gosub arch gosub door gosub entrance move southwest Desert_Room: gosub arch gosub door gosub entrance move southeast River_Room: gosub arch gosub door gosub entrance move east move go spiral ramp move climb marble staircase Tasting_Room: gosub arch gosub door gosub entrance move north Bottle_Room: gosub arch gosub door gosub entrance move north Stomping_Room: gosub arch gosub door gosub entrance move east Barrel_Room: gosub arch gosub door gosub entrance move west move north Fermentation_Room: gosub arch gosub door gosub entrance move south move west Cooper_Room: gosub arch gosub door gosub entrance move east move south move south move climb marble staircase move south goto done arch: setvariable portal arch send look arch matchre shopinv ^'.+'.+It is currently open\.$ matchre return ^'.+'.+It is currently closed\.$ matchwait 1 return door: setvariable portal door send look door matchre shopinv ^'.+'.+It is currently open\.$ matchre return ^'.+'.+It is currently closed\.$ matchwait 1 return entrance: setvariable portal entrance send look entrance matchre shopinv ^'.+'.+It is currently open\.$ matchre return ^'.+'.+It is currently closed\.$ matchwait 1 return shopinv: move go %portal put .shop2 waitfor SCRIPT DONE move out return return: return done: put #class arrive on put #class shop off send hum $hum exit
Riverhaven's Knight's Hall
start: put #class rp on put #class shop on put #class combat off put #class arrive off put #var currency Lirums put #var shopcity Riverhaven send stop play waitforre ^You stop|^In the name send read listings board waitforre shops? (is|are) open\.$ put #log >Shoplog.txt The following items are sold at Riverhaven's Knight's Hall and are priced in copper Lirums [$date $time]: move north Rose_Room: gosub arch gosub door gosub entrance move north Warrior_Room: gosub arch gosub door gosub entrance move north Food_Plaza: gosub arch gosub door gosub entrance move north Childrens_Room: gosub arch gosub door gosub entrance move south move south move south move south move northeast Theatre_Room: gosub arch gosub door gosub entrance move northeast World_Room: gosub arch gosub door gosub entrance move northeast The_Back_Room: gosub arch gosub door gosub entrance move southwest move southwest move southwest move northwest Keep_Room: gosub arch gosub door gosub entrance move northwest Dungeon_Room: gosub arch gosub door gosub entrance move northwest Storage_Area: gosub arch gosub door gosub entrance move southeast move southeast move southeast goto done arch: setvariable portal arch send look arch matchre shopinv ^'.+'.+It is currently open\.$ matchre return ^'.+'.+It is currently closed\.$ matchwait 1 return door: setvariable portal door send look door matchre shopinv ^'.+'.+It is currently open\.$ matchre return ^'.+'.+It is currently closed\.$ matchwait 1 return entrance: setvariable portal entrance send look entrance matchre shopinv ^'.+'.+It is currently open\.$ matchre return ^'.+'.+It is currently closed\.$ matchwait 1 return shopinv: move go %portal put .shop2 waitfor SCRIPT DONE move out return return: return done: put #class arrive on put #class shop off send hum $hum exit
Shard's Crystal Plaza
start: put #class rp on put #class shop on put #class combat off put #class arrive off put #var currency Dokoras put #var shopcity Shard send stop play waitforre ^You stop|^In the name send read listings board waitforre shops? (is|are) open\.$ put #log >Shoplog.txt The following items are sold at Shard's Crystal Plaza and are priced in copper Dokoras [$date $time]: move north move north Play_Yard: gosub arch gosub door gosub entrance move south move northeast Prism_Room: gosub arch gosub door gosub entrance move southwest move east Oak_Room: gosub arch gosub door gosub entrance move west move southeast Luminous_Room: gosub arch gosub door gosub entrance move northwest move southwest Storage: gosub arch gosub door gosub entrance move northeast move west Food_Court: gosub arch gosub door gosub entrance move east move northwest The_Sea: gosub arch gosub door gosub entrance move southeast move south goto done arch: setvariable portal arch send look arch matchre shopinv ^'.+'.+It is currently open\.$ matchre return ^'.+'.+It is currently closed\.$ matchwait 1 return door: setvariable portal door send look door matchre shopinv ^'.+'.+It is currently open\.$ matchre return ^'.+'.+It is currently closed\.$ matchwait 1 return entrance: setvariable portal entrance send look entrance matchre shopinv ^'.+'.+It is currently open\.$ matchre return ^'.+'.+It is currently closed\.$ matchwait 1 return shopinv: move go %portal put .shop2 waitfor SCRIPT DONE move out return return: return done: put #class arrive on put #class shop off send hum $hum exit
See Also
- Trader-owned Shops: I periodically update this list of shops, their record owners, and their locations.
- Trader Shop Inventory: This is a spreadsheet that I made from the information logged by these triggers.