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Questing / Re: vDk's Automatic Naturalist Quest
« Last post by The Ghost on September 09, 2022, 01:54:57 PM »
Gaderian nail it.

In short, It easier to build a new one rail system that  work for you , because the rail system fail to often.     

This is way to move i snot elegate but it work   You will need to change all the X & Y to the one you want. 
if ! ( #charposx = 5709 && #charposy = 1956 )    ; drop west
   {
   goto step_11
   }

   if ! ( #charposx = 5709 && #charposy = 1950 )    ; drop North
   {
   goto step_11

 I use the 4 hole entrance to do mine quest.    Britain is the only that drop you is all 4 corner , and the  west one is the worst to move out :)       

To map your route  you can use BMPathfind sub.    it easier to add and get get great  distance from it.
gosub BMPathFind 1087 1940

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Questing / Re: vDk's Automatic Naturalist Quest
« Last post by Gaderian on September 06, 2022, 10:41:36 PM »
There are 3 important issues that need to be addressed to make this script function:
1) The various ant holes to enter and from level to level can give 1 or 2 different arrival locations (mildly random) when entering from the same source location tile. Each tile location around the hole will give a couple possible destination tiles on the next level.
2) click locations to enter the ant hill hole are fixed click locations in the script. These would be different to match your game size window as well as which direction you approach the ant hole from. It would be more resilient if it used a little math on the #clixres and #cliyres values to determine the click locations. Instead of click locations, Endless Night had a solution for dealing with the ant holes that was very nice, but I can't recall if that is in his public or private libraries.
3) the exevent popup command was changed in EUO a few years ago. This one uses the old freeshard only version - but that syntax has been removed from EUO at this point. This is probably the stickiest part of adapting the script. My recommendation would be to incorporate TM's routine to deal with the popup window, because it would adapt nicely for different shards and character templates.

The rails in and through the ant hill are tricky. The best solution I found (for a different ant hill project...) was to recall in to the Britannia entrance, then use a rail to get to a specific tile. Enter the ant hill from this tile. Now the internal rails have 2 options where you may land. Create a rail for each of those locations to a near tile, then follow a rail to the next ant hole to navigate each level.

This may need more updates to be current, but a single script could work for freeshards and production alike.

Gaderian
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Endless Nights' Script Library / Re: ENs - Character ToolBox (Multi Shard/Account)
« Last post by The Ghost on September 06, 2022, 08:54:49 PM »
I got Ver 705 to work.  I will re-download and try 707 again
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Endless Nights' Script Library / Re: ENs - Character ToolBox (Multi Shard/Account)
« Last post by 12TimesOver on September 06, 2022, 12:44:12 PM »
Anyone else having issue with password not getting be inserted.    login window flash but nothing happen.   it does hit the login button because I receive the " we are unable to autenticate"
It's working for me.
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Questing / Re: vDk's Automatic Naturalist Quest
« Last post by CityKitty on September 05, 2022, 04:11:20 PM »
Has anyone gotten this going? I would really love to use it because I'm going crazy doing this quest over and over!
6
Endless Nights' Script Library / Re: ENs - Character ToolBox (Multi Shard/Account)
« Last post by The Ghost on September 05, 2022, 02:22:13 PM »
Anyone else having issue with password not getting be inserted.    login window flash but nothing happen.   it does hit the login button because I receive the " we are unable to autenticate"
7
Gold Farming / Re: TrailMyx's Full Auto Fisherman
« Last post by Gaderian on September 02, 2022, 01:59:57 PM »
I use a fishing pole with spell channeling. I use magery (not archery), but swap spellbooks to battle the sea serpents and water elementals with my fishing pole. I doubt that spell channeling has anything to do with an issue. I should make up a character to test all this out. I started to, but discovered my fisher was on a different shard from my crafter to make the bows... then I got distracted...
;)



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Gold Farming / Re: TrailMyx's Full Auto Fisherman
« Last post by CityKitty on September 01, 2022, 01:59:17 PM »
Lovely! I will go give this a try right away. Now, anything fixable in the area of quivers or with fishing poles with spell channeling?

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Good evening folks. Long time away. Thinking of giving UO another shot, loved this game so much. Not sure I can still play, or write scripts... will definitely be very rusty to say the least. 10 years gone is a long time. But, if I do get back into the game I will likely get back into scripting. Thanks for all the kind words over the years.

Welcome back!!!
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Thanks 12x and Gimlet. Downloaded the game, fired back up a couple of accounts. Trying to remember how to do even the most basic things. We will see how this goes!
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