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Messages - Gaderian

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31
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: January 23, 2023, 01:05:10 AM »
Here is about the closest version we finished with. It includes validation for the grassy area and should basically keep you there and not target something outside that part.

The previous versions of the script would find snakes and nests that were out of line of sight. This corrects that issue by ignoring both snakes and nests that will lead you down that path.

This also tries to cast invisibility on your character and then hide. This is about the best that can be done to avoid being attacked by a swarm of snakes once revealed. The followup with the hide ('event macro 13 21') could use it's own timer logic since if you were revealed twice inside the time you can execute the hide attempt, it could leave you vulnerable once the magery Invisibility spell runs out (it's duration is based on your magery skill). Basically the idea is that you cast invis on yourself, then use the hiding skill. Now you will not be revealed based on a timeout (like what happens from Invisibility spell), but only from something else revealing you via it's Detect Hidden passive ability.

The versions after this one were about cleaning up the routines to eradicate the 'goto' logic altogether. There was one more concept I had about implementing the ignoreitem logic, but it is wholly untested and there was no logic to support it.

32
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: January 22, 2023, 10:17:02 AM »
I have a version 3.81 (june 1, 2021) and 4.0 (may 26, 2021). Not sure the differences beyond what was posted here.

From what I remember about running this is if you are revealed it should try to hide or possibly cast invisibility on your character so that you are relatively out of danger.

The whole chance to reveal is annoyingly high and is related to how close creatures are to your character.

33
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: January 16, 2023, 07:13:56 PM »
My character template for this was magery, meditation, focus, mysticism, spellweaving, hiding, stealth. Never had bard skills.

The flute is a snake charmer (I think it is carpentry crafted) and IIRC functions like herding on a skill delay.

34
Questing / Re: neo's cleanup residue quester 10/06/2011
« on: December 31, 2022, 09:48:40 PM »
Following the idea to turn boards into cleanup points. Oak is the best return. You will collect oak faster than the other woods and it gives almost as many cleanup points as boards.

Unravel the exceptional oak bows (or whatever the carpentry weapon is... I forget the name) at the Queen's Forge in Ter Mur. Use a gargoyle for the imbuer. Turning 50 residue in for the 105/110 scrolls and discarding those will yield just under 60k cleanup points per 60k oak boards. It is probably 15-20% fewer points if you use your own forge and non-gargoyle.

Woods like Ash and better give much better returns with things like the taming talisman from the library or the items from the museum.

35
General UO Chat / Re: Information on AFK Time Out?
« on: December 19, 2022, 09:58:22 AM »
There are also some gumps on OSI that prevent logout without all that other actions. If you open the gump to a Magincia Broker (I did this with the commodity broker, but likely both pet and commodity function the same) then you will not get kicked for being what it deems idle.

36
General UO Chat / Re: Animal Training
« on: December 15, 2022, 03:05:19 PM »
Maybe it was this you were reading through.
http://www.scriptuo.com/index.php?topic=14364.msg117050#msg117050

Outside of here, there is a ton of great information on www.uo-cah.com

37
UO Bragging Rights / Re: How fast do you spawn?
« on: December 09, 2022, 01:47:02 PM »
So he is talking about a scripted assist to run the other accounts - and 'army script' of you will.

38
Scripting Chat / Re: Can I help?
« on: December 05, 2022, 02:23:33 AM »
I had my cu healing me. Poisoned myself. GM magery or maybe higher - 0 poison skill. My cu never achieved 115 poisoning, so it was basically where you indicate your pet arrived. It stalled out between 114-115. I even let it run for probably an extra day and it wouldn't budge from that value.

Many skills have either a 40 (magery) or 50 (most skills) point range for the range of chance to succeed from 0%-100%. Curing poison with healing/vet starts at 60 or so. I have never read where additional levels of poison actually make it more challenging.

This kind of reverse engineering would be so much simpler if we just had pet soulstones. ;)

Has it gone any higher for you with your setup since you posted that?

39
Resource Farming / Re: Snow's Spined Leather Farmer
« on: December 04, 2022, 10:58:28 AM »
So in the version you are using, it either needs to keep close enough as the target wanders off or give up on it and move on to a new target.
Easiest solution is to pretend the target died when it wanders off. In the testtarget routine... there is a 'finditem ... G_22' or similar statement. It is looking for the last thing you were attacking and checking if it is more than 10 tiles from you. The 22 is 22 tiles. It will find it and assume it is alive, but doesn't move any closer to it when it is more than 10 tiles away.

Either change the "g_22" to "g_10" or add some kind of movement to get closer to the target. That should help.

40
Scripting Chat / Re: Can I help?
« on: December 02, 2022, 08:25:02 AM »
Pet health monitoring is event status command.

Under tutorials there is a thread that explains all the undocumented updates to EUO and how to use those.

41
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: December 02, 2022, 08:22:32 AM »
I tried to explain. The reason it forces the trash can is that you can mix any BOD types. This way it checks for and sets up the trash can once per full run. That is 1-2seconds. The alternative is add 1 second to each crafted item. That was 20 seconds for a 20 piece bod. Think about how much slower it was getting the trash can when needed…??
This way is much better!

42
Scripting Chat / Re: Can I help?
« on: December 01, 2022, 09:55:05 PM »
I have a simple script that casts poison on my tamer and keeps an eye on my health. If I get to a certain threshold and the pet has not cured me, then I cure myself and reset.

I like the additional thinking about using discord on the pet. I don't know why that never dawned on me. Without discord, I believe this method caps out around 113-114. That would not be hard to add.

I have initially trained healing wearing a Cloak of Corruption or being in Lich Form. Either of these reduce your HP, but will not allow you to die. If you are concerned about karma, then 45 minutes in Wind taking out the demons and you are back at Lord/Lady. Your bonded pet will happily heal you as long as you are logged in. A non-scripted method is to hang around a popular bank where players pop in and out with your journal open - which just their names updating the journal was enough to keep you logged in. Another method was opening the New Magincia bazzaar vendor menu to remain logged in.

I have a suit with 100% LRC and self repair (or no durability on the items, like a Pendant of the Magi), so that there isn't a durability issue to content with when casting poison on myself for these training sessions.

I just looked at my script - it is kinda ugly, but shows the pet skill progress and adjusts accordingly. It doesn't cast poison on my tamer until the pet can actually have a chance to cure poison.

I have attached the routine that reads the pet values. It requires having the script kalocr.txt in the same directory as your easyuo executable. Feel free to incorporate that into your script, if you wish to post it.

The routine intentionally strips the decimal point from the value, because EUO numbers are integers.

43
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: December 01, 2022, 08:25:10 PM »
I am not sure if marrying off a child is an appropriate offer...  :o

The original author went by Snicker7, hence the S7 at the start of the script name. The fact that it is using an outside file to run the crafting was genius, but I suspect it may have come from another script writer's efforts. This allows the code to be easily used for both production and freeshards.

The script does have some not-so perfect elements. Since I revamped it to extend beyond tailoring and blacksmith skills, so I am definitely allowed to critique it. If I could rewrite one part it would be the Freeshard/Production determining code.

If you are just running it from this thread's setup, then you may not realize that it is also callable. So some other's have published scripts that called the original version to fill whole BOD books. Such a project could be adapted to do the same with any of the BOD skills. The major element is determining that the materials to craft the item should exist in the resource containers.

The original script allowed a single resource container. This version allows a primary resource container (where excess goods and materials will be dropped), but can pull resources from any container in reach and opened by the player. This became necessary because having a mixture of BOD types and skills on the character - could overwhelm decent organization in a container.

This version also requires the trash can (or Venus Fly Trap) to be in range at start up. I don't remember if it is only bone armor or if other items require the trash can to dispose of non-exceptional ones. The original would check for the trash can when trying to craft bone armor only. I decided it made more sense to just require the trash can option at the start of the script - before any BOD's have been defined for filling. Otherwise it would significantly slow down the script seeking out the trash can at each crafted item loop.

I personally tested a deed of each possible item. I did not test crafting each item for each material type though. The primary 2 testers covered a lot of testing over about 2-3 months time while the project progressed to expand the BOD types. There were a few things we missed in that project window and I tried to adjust for any of those reported and confirmed. It wouldn't shock me if there are a few corner cases that have been overlooked, because we may not have encountered every BOD possible in that time frame, so if you run into something that doesn't work, please post about it. As I am not actively BOD collecting, it is helpful if you can set aside a problem BOD and allow me to test with it.

44
Resource Farming / Re: Ter Mur Lumberjack
« on: November 27, 2022, 09:22:16 PM »
So Ter Mur (along with Eodon, Stygian Abyss and possibly the Underworld (I don't remember where this one is located precisely, but it is simple to check)) has no MUL files. Even if you were to try to generate files for MUL files, the standard EUO ignores the map completely, because when Stygian Abyss was released, the maps were changed to UOP files.
So any Ter Mur harvesting is essentially screen location based. This is opposed to the harvest scripts which use the MUL file (tile) based data.

So setting up MUL files work for many harvesters, but will not allow those harvesters to work in Ter Mur.

Additionally, the majority of Ter Mur harvest scripts require selecting targets manually. There are a few harvesting scripts that are somewhat self configuring to find spots.

Gaderian

45
Resource Farming / Re: Snow's Spined Leather Farmer
« on: November 23, 2022, 01:23:41 PM »
The zip file with version 4.0 tests for the target to still be within 8 tiles.
It will continue to cast fireball (That is my guess for event macro 15 17, though I didn't look it up) until the target either dies or wanders outside the 8 tile range.

The version 4.0A actually looks for the target to be up to 22 tiles away. I think most cast ranges are about 10 tiles. It is possible that the creature wanders away outside the target range and you would get stuck in that loop.

This is just reading the code, not actually testing it. You mentioned it works for a while and then fails only occasionally, right? Or do you mean it always fails when trying to cast spells at the target?

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