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Messages - Gaderian

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46
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.

47
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.

48
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

49
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?

50
s7BodfillerX on scriptuo:
http://www.scriptuo.com/index.php?topic=16222.msg125282#msg125282

s7bodfillerx on easyuo:
http://www.easyuo.com/forum/viewtopic.php?p=438499#p438499

These are often the same script, but sometimes one can be posted a short while ahead of the other one. Mostly depends on my mood. ;)


51
Depending on which version of s7bodfiller you mean, there are some issues with the original, because OSI updated how Bods were done after Snicker7's last update.
Neo's worked great when revisions were current with OSI functionality, too.

s7Bodfiller from 2011 or 2013 (I am too lazy to look it up) suffers from changes on OSI:
-large bods changed
-bone armor changed (tailoring)
-click locations changed

s7bodfillerx is a recent (last 2 years?) script update which adjusts for all the OSI changes that happened and works great for smith and tailoring (including bone) as well as combining the large from completed small bods. The only possible large bod filling complaint someone may legitimately raise would be filling large normal bods with exceptional footwear small bods. OSI allows it - so does the script.  That is not really a script issue since OSI permits this.

It is my belief that neo's script here needs some of the same corrections that s7bodfiller needed. Both were excellent scripts when current with OSI changes. neo's is faster processing.

Can't really compare speed with s7bodfillerx - it does all the different bod types - so it is much more complex in the situations it covers. It will be considered slow compared to neo's - for certain.

52
Script run controls are F keys.
F6 will run until returning from the current sub or called script.
F7 is used to step one line at a time through a script.
F8 is used to run a line without pausing for it.

F7 generally doesn't function well when there is a block of code with a timer. You will be too slow for the timer not to expire. That can take a path through a false timeout logically...
When pausing for each line is useful, then F7 works well to step through the script and give you the opportunity to examine variables.

53
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: November 04, 2022, 08:38:42 PM »
So the solution is to remove the reward cloth from your container and store it away somewhere else. Get basic cloth from that you make from bolts or make bolts of cloth from wool or flax.

The alternative is to work out how to make use of the reward cloth - which was not in the original design and you are the only person who has reported trying to use it. Everyone else is using the cheap cloth methods - so you should, too.

As a different solution, you can recode the script for your own use to process the reward cloth with the extra prompts. Seems like a lot of work and nothing other people have even hinted at requesting - after thousands of people have run the script in its original form.

54
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: November 04, 2022, 01:59:00 PM »
It looks like it is having difficulty using Reward Cloth maybe?
It doesn't seem to be the script, but the UO crafting engine.

I bought bolts of cloth (or flax to make thread -> make bolts -> cut the bolts to cloth) for my cloth material.

What happens if you use a leather BOD? Does that work?

55
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: November 03, 2022, 11:49:08 PM »
So I loaded up 2 Tailoring small BODs.
1) leather sleeves, exceptional, 20 count, barbed leather
2) tricorne hat, normal, 10 count, cloth
Choose container -> target the container that holds some barbed leather and cloth
Had the 2 BODs in my main backpack along with some plain iron ingots and a tinkering tool.
Chose "All" bods - the menu writes the description of each bod into the menu display.
Chose "Fill" button

The script sets up the open containers on screen.
Crafted the first bod (leather sleeves) worth of items. Combined items.
Crafted the second bod (tricorne hat) worth of items. Combined items.

My conclusion is that the script works perfectly as intended by following the setup instructions.
If you are experiencing further issues, you will have to supply real details on your issue. I never was prompted for anything about "Which material to choose".

My best guess is that your setup is not correct.
Easyuo
Classic OSI client (client.exe)

If you aren't using what is above, and you might be using something like the Orion, ClassicUO, UOSteam, OpenEUO, or something else, then you will need to abide by the setup.
If you are not following the setup instructions, then you will need to do that.
If you are still having issues, then maybe attach a screen image to show the message? Or a video to demonstrate it?

56
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: November 02, 2022, 01:31:40 PM »
Which tailoring bod are you making?

I will load it up to see where it is in the script.


57
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: November 02, 2022, 01:49:51 AM »
The script can pull resources from all open containers. It will need a primary container. This is the container you have to select when the script begins - before you can fill any BODs. It will use this primary container to drop excess components or tools.

I tend to run the script with a relatively empty backpack to start - except for BODs to fill and a tinker tool. It will pull raw materials from open containers. It will also pull already crafted items to fill most of the BOD types. This allows setting up stacked product to use when filling BODs. In particular, this was done to allow having a stack of arrows, bolts or food and potions. It will also return these kinds of items that can be in a stack to that primary container you selected.


58
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: November 01, 2022, 07:12:26 AM »
This script was developed for an OSI shard. Free shards have their own differences. You will need to figure out those differences to change it to work. I can’t support all free shards, because I do not play on those. If you get it working successfully on your shard and share it with me-I can add it to the section for free shard to document needed adjustments.

59
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: October 31, 2022, 09:42:36 PM »
После всех настроек и запуска, он выбирает ткань, кожу, кладет в пак и задает вопрос "Какой материал вы собираетесь использовать" если сделать клик на ткань, кожу он изготавливает вещь. И снова задает вопрос

Google Translate:
After all the settings and start-up, he chooses the fabric, leather, puts it in the pack and asks the question "What material are you going to use" if you make a click on the fabric, the leather he makes the thing. Again, he asks the question.

Is this on a production shard? Or is this on a freeshard?

60
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: October 31, 2022, 03:21:26 PM »
I am not sure what you mean. Were you able to follow the setup instructions?
Can you give some more details on what is happening? (Use a language translation tool if you need to.)

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