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Topics - Paulonius

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31
Off Topic / Buying a Grill - Suggestions welcome
« on: May 13, 2011, 12:09:59 PM »

32
General UO Chat / Healing Success Rate
« on: May 12, 2011, 02:10:31 PM »
So I have tracked down and am comfortable with the speed and heal amounts information available for healing, but what I have never seen anything on is the chance of getting a failure on a heal.  Is it a simple success/failure check like music, or is it based on the amount of injury you are trying to heal.  I am trying to figure out the optimal skill level for a cross heal toon and it would help if I can figure out the rule-set behind heal failures. 

Cheers!


33
Resource Farming / Cotton Picker
« on: May 09, 2011, 02:25:13 PM »
This script will pick cotton, until you are close to full...  or dead.  It's really a stealth trainer with benefits.

You need nothing to run this script.  Try to position yourself in the center of the field to start.

Code: [Select]
;==========================================================
; Paulonius Cotton Pickin' Stealthy Cotton Picker
;==========================================================
; Position yourself in the middle of a cotton field
; on a toon that can consistently stealth, or that you
; would like to train stealth on.  Script will stealth around
; picking cotton.  Cotton doesn't spawn very fast, but,
; it doesn't fight back either...
;----------------------------------------------------------

34
Crafting / Paulonius' Textile Sweatshop
« on: May 04, 2011, 08:41:33 AM »
I couldn't find a textiler I loved, so I wrote one.  Cotton and thread are processed with wool and yarn.  The script will take wool from a secure within reach, spin it on every spinning wheel it can reach, and then run all of the yarn/thread through your loom, depositing bolts of cloth in your secure.  The loom goes as fast as you can fill it, but the spinning wheels have a five second delay.  I recommend at least 2 spinning wheels.  Five would look really cool and be much faster. The script will use as many as you have within two spaces and can reach.

I don't have item types for the elven versions of any of the loom/spinning wheels and I suspect that NPC shop keeper versions may have different item types.  If you locate some of these item types post them up and I will add them.


Code: [Select]
;==========================================================
; Paulonius Textile Sweatshop
;==========================================================
; I recommend getting a bunch of spinning wheels and a loom
; set them all up within reach. Have a secure with a bunch
; of wool in it.  The more spinning wheels the better.
; You can really get that turn of the century feel if you
; have five or so spinning wheels within reach and it will
; CRANK out yarn. You only need one loom.
; Set the Value of %Secure in the sub Setup if you don't want
; the script to reset it every time you start.
;==========================================================


35
I wrote the attached script to train bowcraft/fletching.  This script will train you from 0 skill to 100.  I reviewed the skill training cycle on UOGuide and found it to be flawed.  I deviated from that progression by making bows as soon as possible, and making fukiya darts for longer, from 50 to 60.  I hate to pass up an opportunity to train making something that uses one resource and you still gain well making darts up to 60.  The script rides a lot of the failure curve.  If you want to speed up skill gain at the cost of some resources, use a + fletching bonus talisman.  

Requirements:  Must have enough tinker skill to make Fletcher's Tools, because real crafters make their own tools.

Like all of my other craft scripts, this is a beta release, so please post any feedback, bugs, etc.


Code: [Select]
;=====================================================================
; Script Name:   Bowcraft Skill Trainer from 0 to 120
; Author: Paulonius
; Version: 0.10
; Client Tested with:
; EUO version tested with:
; Shard OSI / FS: OSI
; Initial Release Date:  05/03/2011
; Revision Date: TBD
; Global Variables Used: N/A
; Purpose: Train BC/F
;======================================================================
; TO Do List
; 1. build a skill tracking menu
;
;======================================================================
; Instructions:
; 1. Position yourself with reach of a secured trash barrel
; 2. Be within reach of a secure w/ standard ingots & boards on top level
; 3. Have a tinker kit in your backpack
; 4. Hit Play


UOGUIDE Training Progression
29.0 - 34.9: Shafts
35.0 - 49.9: Bows
50.0 - 55.9: Fukiya Darts
60.0 - 69.9: Crossbows
70.0 - 79.9: Composite Bows
80.0 - 89.9: Heavy Crossbows
90.0 - 100.0: Repeating Crossbows

Paulonius' Training Progression
0.00 - 29.9: Shafts
30.0 - 49.9: Bows
50.0 - 59.9: Fukiya Darts
60.0 - 69.9: Crossbows
70.0 - 79.9: Composite Bows
80.0 - 89.9: Heavy Crossbows
90.0 - 100.0: Repeating Crossbows

Consumption Results:
Approximately 9000 boards from 0 skill to 70 skill
70 skill to gm under ROT should require under 3000 boards for a total of under 12000
Testing to GM from 70 under standard skill increase rule set to be determined when I complete ROT testing.

36
Script Debug / Heal Target
« on: April 27, 2011, 03:11:43 PM »
I can't figure out why this won't work for me.  I am sending this sub a toon ID and it is supposed to cycle through party members until it finds the ID, assign it as last target, and then apply bandages.  

My toons are partied
There are only two of them, so even if I don't send the id, it picks the ID and attempts to apply the bandages
I pulled the sub out and ran it as a stand alone and it selects the other toon on the first loop and applies the bandage
When I run it in my script that sends it the id, I get a bunch of can't find party member error messages, then it tries to apply the bandage and gets an error back saying that it can't locate a party member.

If I double click the heal target first, which I think is manually bringing up the target, it works fine.  

Code: [Select]
Start_CrossHeal:
Set %LoopNumber 0
Repeat
      {
      Event macro 50 2
      Set %loopnumber %loopnumber + 1
      }
Until #ltargetid = %1 || %Loopnumber > 4
event sysmessage target is #ltargetid loop number is %Loopnumber
If %loopnumber > 6
   Return
event macro 59

37
Scripting Chat / Event Macro 22 0 Issues
« on: April 25, 2011, 01:31:58 PM »
I am playing with a lumberjack script and having issues getting event macro 22 to work consistently.  I have the script cutting logs into boards by assigning the log ID to #LTargetID and using event macro 22 0.  I can confirm that the value of #LtargetID is correctly assigned, but it still fails.  For some reason #LtargetID is retaining the tree targe and will try to cut the last tree I hit.  If I manually target something other than the tree, then it will accept #LtargetID assignments.  I am at a loss for what I am doing wrong.


Here is an example of the code I am having trouble with.  It works fine if I manually target something after I am done cutting trees, but otherwise never cuts the logs despite having the right IDs:


Code: [Select]
;==========================================================
Sub Cut_Logs
event sysmessage In Cut Logs
Finditem %Hatchet C_ , #CharID
   If #FindCnt < 1
      Finditem %Hatchet C_ , #BackpackID
   If #FindCnt < 1
      Return
Set %Cutwith #FindID
Finditem ZLK C_ , #BackpackID
event sysmessage Hatchet is %CutWith Logs are #Findtype #findid LtargetID is #LtargetID
For %LogCount 1 #FindCnt
   {
   Set #Findindex %LogCount
   Set #LobjectID %CutWith
   Event Macro 17 0
   target 20
   Set #LtargetID #FindID
   event sysmessage Findindex is #Findindex  TargetID is #LtargetID
   Event Macro 22 0
   Wait 20
   }
Wait 20
Return

38
Scripting Chat / Concatation Of Variable Number of Parameters in a Sub
« on: April 13, 2011, 10:59:55 AM »
I was looking at building a sub that accepts a variable data set and wondering what the most efficient way to reassign the parameters might be.

Specifically, I wanted to run through the parameters in an ascending loop assigning the parameters to a series of variables using concatation.

The result should be that it will assign parameter values to your variable X in ascending order as %X1, %X2, etc, until it has given each parameter a variable assignment.

This is the structure of what I came up with:

Code: [Select]
Gosub Parameter_Parser 1 12 123 1234 12345 123456
Halt

Sub Parameter_Parser
Set %TotalParameters %0
Set %ParameterCount 0
Repeat
      {
      Set %ParameterCount %ParameterCount + 1
      Set %CurrentParameter % . %ParameterCount
      Set %X . %ParameterCount %CurrentParameter
      Display Parameter %ParameterCount of %TotalParameters total is %X . %ParameterCount
      }
Until %ParameterCount = %TotalParameters
return

39
Off Topic / LogMeIn
« on: April 06, 2011, 10:37:15 AM »
I am looking for a good way to remote into my office computer.  I have a static IP and was trying to get Windows 7 built in system to work, but am having trouble getting around the router. 

Because I couldn't get it to work, I started using LogMeIn and it seems fine -- but thought I would float the subject here to see what some people smarter than me think about it.


40
UO Reference Information / Updated Weapon Charts
« on: March 17, 2011, 07:56:03 AM »
These are my charts for weapons.  I updated the sheet to complete some of the data and to convert my manual calculations to imbedded formulae.  Planning on adding the gargoyle weapons and don't feel like doing manual calculations again since I am more proficient with excel than I was a few years ago.

I blocked out the damage output to show the max weapon speed range where appropriate. Damage per second is not the be all, but its helpful in picking weapons.  The short hand I use should be relatively self explanatory, but feel free to ask if you can't understand anything. 

My copy is an Excel sheet that I built that calculates damage per second at different stamina levels if I input the basic weapon information.  PM me if you want a copy of the excel sheet instead of the PDF posted here. 

41
UO Reference Information / Max Hit Leech Values By Weapon Speed
« on: March 17, 2011, 04:54:15 AM »
Melee weapons have scaled leech maximums based on weapon speed. This applies to non-imbued leeches, as imbued leeches cap at 50 regardless of weapon speed. I do not believe that scaled leech caps ever apply to thrown or archery weapons, but someone please correct me if they have seen something else. These figures are projected based on some experimentation. It appears that the equation for the increase is as follows: X/2 * 50 = Max Leech where X is weapon speed.  This means that leech maximums cap at 4s.

If anyone has seen definitive information on this subject, please let me know.


2s            50%
2.25s       56%
2.5s         62%
2.75s       68%
3s           75%
3.25s       81%
3.5s         87%
3.75s       93%
4s           100%

As an aside, if you have a weapon with a scaled leech above 50 and imbue it to add increase weapon speed, it will adjust the leech downward.  I have not done significant testing to determine the math behind the adjustment.

44
General UO Chat / Factions Question
« on: February 11, 2011, 08:15:14 PM »
I have a bunch of toons that I put into TB without really thinking about it, mostly because that was closest to my main house.  I feel like TB sort of sucks, and I would rather have my guys in SL. Better for fighting demon spawn, better for getting silver, cooler name...

None of my toons have points, but a number of them can wear level four gear. I am wondering whether if I drop TB and switch them to SL will I lose the ability to wear level four?  Not sure why I can wear it without points anyway. Does anyone know why?

Should I give it a shot and switch them?

45
Television/Movies / I poop on The Eagle
« on: February 11, 2011, 02:32:55 PM »
I took my lunch at the AMC to watch The Eagle.  I was unimpressed.  The combat scenes are not terrible, but I didn't love the camera work.  Cinematography B-  The plot line was lamish and Donald Sutherland didn't salvage it.  Plot C-.   The acting was amatuerish, but not horrible. Acting B-.   There is a five minute scene where men dance tribal around a campfire covered in paint that was so bad it was awkward to be an audience member. It was as worthless as the Kaliedescope scene in the Soloist with the added painted men humping the ground. Full Grade Deduction for huge error in judgment

Final Grade: D+

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