Neverwinter gateway - Profession Automation

Automatically selects professions for empty slots

ของเมื่อวันที่ 18-12-2015 ดู เวอร์ชันล่าสุด

คุณจะต้องติดตั้งส่วนขยาย เช่น Tampermonkey, Greasemonkey หรือ Violentmonkey เพื่อติดตั้งสคริปต์นี้

คุณจะต้องติดตั้งส่วนขยาย เช่น Tampermonkey หรือ Violentmonkey เพื่อติดตั้งสคริปต์นี้

คุณจะต้องติดตั้งส่วนขยาย เช่น Tampermonkey หรือ Violentmonkey เพื่อติดตั้งสคริปต์นี้

You will need to install an extension such as Tampermonkey or Userscripts to install this script.

You will need to install an extension such as Tampermonkey to install this script.

You will need to install a user script manager extension to install this script.

(I already have a user script manager, let me install it!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(I already have a user style manager, let me install it!)

// ==UserScript==
// @name Neverwinter gateway - Profession Automation
// @description Automatically selects professions for empty slots
// @namespace https://greatest.deepsurf.us/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
// @version 1.10.07.05
// @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

 1.10.07.03 - 05
 + Ichor chest opens automatic
 + case check for winterevent
 + Leadership XP/RP changes
 1.10.07.02
 + changed Blackice prof. name
 1.10.07.01
 + leadership ZERO value tasklist, version number updated
 1.10.06.08
 + removed "pause" from SCA
 + added Summer Event
 1.10.06.07
 + Added Invocation_Rp_Bag to open rewards
 1.10.06.06
 + added Minor mark potency to junk, updated exclusion list for it
 + SCA tutotrial check from datamodel info, stops flickering in SCA
 + added, junk filter several definitions
 + added, _Alchemy_exclusion list, is active if Alchemy is active, works only if script do rotations
 + rearranged, SCA roll check to avoid unnecessary GM -swaps
 + rearranged, potions Vendor section(user must reslect because names changed)
 + added, Alchemy checks for preventing inifnite "Craft-sell" loop (Alchemy state, True allows Vendoring if selected, is allways False if Alchemy is on work)
 + 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)
 */

// 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, this cause flickering on SCA
    /*$('#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) {
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        if (!head)
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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://greatest.deepsurf.us/en/scripts/7977-nw-profession-names
     * Inventory listing, https://greatest.deepsurf.us/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"],
        },
    };

    definedTask["Leadership XP"] = {
        taskListName: "Leadership_XP",
        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_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_16r_Buildshelters","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_16r_Buildshelters","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_16r_Buildshelters","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_16r_Buildshelters","Leadership_Tier3_19_Acquire", "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_16r_Buildshelters","Leadership_Tier3_19_Acquire", "Leadership_Tier3_20r_Master2","Leadership_Tier3_20r_Master1",
            "Leadership_Tier3_20r_Master3","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_Tier3_20r_Master2","Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3","Leadership_Tier4_21_Protectmagic",
            "Leadership_Tier4_21_Training","Leadership_Tier3_19_Acquire","Leadership_Tier3_16r_Buildshelters","Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore","Leadership_Tier3_13_Patrol"],
            
            22: ["Leadership_Tier3_20r_Master2","Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3",
            "Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Training","Leadership_Tier3_19_Acquire",
            "Leadership_Tier3_16r_Buildshelters","Leadership_Tier2_9_Chart","Leadership_Tier1_5_Explore","Leadership_Tier3_13_Patrol"],
            
            23: ["Leadership_Tier3_20r_Master2","Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3",
            "Leadership_Tier4_21_Protectmagic","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Protectmagic",
            "Leadership_Tier4_21_Training","Leadership_Tier3_19_Acquire","Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
            
            24: ["Leadership_Tier3_20r_Master2","Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3",
            "Leadership_Tier4_24_Wizardsseneschal","Leadership_Tier4_22_Guardclerics","Leadership_Tier4_21_Protectmagic",
            "Leadership_Tier4_21_Training","Leadership_Tier3_19_Acquire","Leadership_Tier3_16r_Buildshelters","Leadership_Tier2_9_Chart", "Leadership_Tier1_5_Explore"],
            
            25: ["Leadership_Tier3_20r_Master2","Leadership_Tier3_20r_Master1","Leadership_Tier3_20r_Master3",
            "Leadership_Tier4_24r_Killdragon", "Leadership_Tier4_24_Wizardsseneschal", "Leadership_Tier4_21_Protectmagic",
            "Leadership_Tier4_22_Guardclerics","Leadership_Tier3_19_Acquire","Leadership_Tier3_16r_Buildshelters"],
        },
    };
    
    definedTask["Summer Event"] = {
        taskListName: "SummerEvent",
        taskName: "SummerEvent",
        level: {
             0:["Event_Summer_Tier0_Intro"],
             1:["Event_Summer_Tier1_Rankup","Event_Summer_Tier1_Caprese","Event_Summer_Tier1_Cornchowder","Event_Summer_Tier1_Watermelonsorbet"],
             2:["Event_Summer_Tier2_Rankup","Event_Summer_Tier2_Summerfeast",
				"Event_Summer_Tier2_Partypoppers","Event_Summer_Tier2_Fireworks",
				"Event_Summer_Tier2_Festivalgarblower","Event_Summer_Tier2_Festivalgarbupper",
				"Event_Summer_Tier2_Festivalgarbhead"],
             3:["Event_Summer_Tier3_Sunite_Altar","Event_Summer_Tier3_Festivalgarb_Permanent"],
        },
    };

    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"],

        },
    };

    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"],
        },
    };
    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_pots_1_2', title: 'Vendor potions (lvl 1 - 29)', def: false, type: 'checkbox', tooltip: 'Vendor Tidespan, Force, Fortification, Reflexes, Accuracy,Rejuvenation -potions, if Alchemy not active.'}, //MAC-NW
        {name: 'autovendor_pots_3_4', title: 'Vendor potions (lvl 30 - 59)', def: false, type: 'checkbox', tooltip: 'Vendor Tidespan, Force, Fortification, Reflexes, Accuracy,Rejuvenation -potions, if Alchemy not active.'}, //MAC-NW
        {name: 'autovendor_pots_5', title: 'Vendor potions (lvl 60)', def: false, type: 'checkbox', tooltip: 'Vendor Tidespan, Force, Fortification, Reflexes, Accuracy,Rejuvenation -potions, if Alchemy not active.'}, //MAC-NW
        {name: 'autovendor_pots_healing', title: 'Vendor Healing potions (Rank 1 -5)', def: false, type: 'checkbox', tooltip: 'Vendor all Rank 1 - 5 healing potions found in player bags, if Alchemy not active.'}, //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["Summer Event"],
    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_XP' + i, title: 'Leadership XP/RP', def: '9', type: 'text', tooltip: 'Number of slots to assign to Leadership focused on XP and after level 21 to refine stones.'});
    charSettings.push({name: 'SummerEvent' + i, title: 'Summer Event', def: '0', type: 'text', tooltip: 'Number of slots to assign to Summer 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: 'Event_Siege' + i, title: 'Siege Event', def: '0', type: 'text', tooltip: 'Number of slots to assign to Siege Event'});
    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' + i, title: 'Leadership', def: '0', type: 'text', tooltip: 'Number of slots to assign to Leadership'});
//    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
                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 _hasTutorial_active = "undefined";
    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;
        }
       // check datamodel and disable Tutorial, active = "undefined", disabled = 1
       try {
           _hasTutorial_active = unsafeWindow.client.dataModel.model.gatewaygamedata.tutorial.all;
           if (typeof _hasTutorial_active == "undefined") {
              client.toggleHelp();
              }
           }catch(e) {}

        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);
    // 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;
}
/**
     * 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();
            }
        });
    });
}
/**
     * 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 _Alchemy_state = parseInt(settings["Alchemy"]);
    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 _exclude_Alchemy = /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)(|_[1-5])$/;
    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_R[2-9]|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 (_Alchemy_state !== 0) {
        _excludeItems = new RegExp(_exclude_Alchemy.source + "|" + _excludeItems.source); // make sure that we DONT sell potions if Alchemy is active    
    }
    //console.log(_excludeItems);
    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.
             */
        /*#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|Invocation_Rp_Bag|Ichor/;
        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;
    var _Alchemy_state = parseInt(settings["Alchemy"]);
    //console.log(_Alchemy_state === 0, _Alchemy_state, "values out, Alchemy state, True allows Vendoring if selected, is allways False if Alchemy is on work");
    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_pots_1_2"] && (_Alchemy_state === 0)) {
        _vendorItems[_vendorItems.length] = {
            pattern: /^Potion_(Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)(|_2)$/, limit: 0
        };
    }
    if (settings["autovendor_pots_3_4"] && (_Alchemy_state === 0)) {
        _vendorItems[_vendorItems.length] = {
            pattern: /^Potion_(Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_[3-4]$/,
            limit: 0
        };
    }
    if (settings["autovendor_pots_5"] && (_Alchemy_state === 0)) {
        _vendorItems[_vendorItems.length] = {
            pattern: /^Potion_(Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_5$/, ///^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)(|_[1-5])$/
            limit: 0
        };
    }
    
    if (settings["autovendor_pots_healing"] && (_Alchemy_state === 0)) {
        _vendorItems[_vendorItems.length] = {
            pattern: /^Potion_Healing(|_[1-5])$/,
            limit: 0
        };
    }
    if (settings["autovendor_junk"]) {
        _vendorItems[_vendorItems.length] = {pattern: /^Item_Snowworks_/, limit: 0}; // Winter Festival fireworks small & large
        _vendorItems[_vendorItems.length] = {pattern: /^Item_Skylantern/, limit: 0}; // Winter Festival skylantern
        _vendorItems[_vendorItems.length] = {pattern: /^Item_Partypopper/, limit: 0}; // Party Poppers
        _vendorItems[_vendorItems.length] = {pattern: /^Item_Fireworks/, limit: 0}; // Fireworks
        _vendorItems[_vendorItems.length] = {pattern: /^Object_Plate_/, limit: 0};
        _vendorItems[_vendorItems.length] = {pattern: /^Object_Decoration_/, limit: 0};
        _vendorItems[_vendorItems.length] = {pattern: /_Green_T[1-7]_Unid$/, limit: 0}; // Unidentified Green Gear
        _vendorItems[_vendorItems.length] = {pattern: /^Object_Gem_/, limit: 0};
        _vendorItems[_vendorItems.length] = {pattern: /^Object_Jewelry_/, limit: 0};
        _vendorItems[_vendorItems.length] = {pattern: /^Object_Mug_/, limit: 0};
        _vendorItems[_vendorItems.length] = {pattern: /^Object_Trinket_/, limit: 0};
        _vendorItems[_vendorItems.length] = {pattern: /^Magic Focus$/, limit: 0};
        _vendorItems[_vendorItems.length] = {pattern: /^Gem_Upgrade_Resource_R1$/, limit: 0}; // sells only minor mark trash
    }
    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() {
    var char, today, thisday, thishour, dailyroll, dateforlastroll;
    char = settings["charcount"];
    today = new Date();
    thisday = today.getDay();
    thishour = today.getHours();
    if (settings["dailySCA"] && chardelay > 10000 * char && (thishour >= 14 || thishour >= 23)) {
        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)) {
            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);
})();