Author Topic: Ter Mur Area Lumberjack ELITE VERSION 2.0.6 28/09/14 - Siege support added  (Read 181191 times)

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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #60 on: August 24, 2011, 07:57:59 AM »
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He said it was an altered weapon earlier in this thread. I'm wondering if those have a totally different id as i just checked plain smith made garg weps... i'll check in a few and get back with an edit.


EDIT  I was correct in theory. EVERY altered wep has a completely different id.

Hatchet altered to dual short axes : DID
Axe altered to Garg Axe : RQBB

If you have something different than this just let me know.


Thanks again Bodfather... Will add these later and upload new version!

Cheers!
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Offline bodfather

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #61 on: August 24, 2011, 08:23:58 AM »
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I figured an altered wep would either have the id of the original wep or the id of the garg wep. I never thought it would be completely different.

Offline roedar

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #62 on: September 13, 2011, 02:00:08 PM »
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So, dumb question, can I use this script in EasyUO? Because quite frankly, I am totally lost. Just googled "Ter Mur Lumberjacking" and got this and I'm just completely lost lol.

Offline MeWonUo

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #63 on: September 13, 2011, 02:18:43 PM »
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So, dumb question, can I use this script in EasyUO? Because quite frankly, I am totally lost. Just googled "Ter Mur Lumberjacking" and got this and I'm just completely lost lol.

Yes, you will be able to use this in EUO once your restricted status is lifted.

MeWon

Offline roedar

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #64 on: September 13, 2011, 02:27:19 PM »
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So, dumb question, can I use this script in EasyUO? Because quite frankly, I am totally lost. Just googled "Ter Mur Lumberjacking" and got this and I'm just completely lost lol.

Yes, you will be able to use this in EUO once your restricted status is lifted.

MeWon
Oh that makes so much sense! Thanks, you're amazing. So when's a restricted status lifted per say?

Offline bodfather

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #65 on: September 13, 2011, 02:39:31 PM »
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  Well, the easy way is to make a nice long introduction including how long you've played, your playstyle and what your plans are in game. No need to get into RL stuff.

You can find where to post this this in the 1st sub section of the forums named New Member Introductions.


Offline Endless Night

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #66 on: September 13, 2011, 06:57:46 PM »
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This script has been moved to the Official Script Library.
Congratulations on another Very Nice Script.


Couple OF Notes/Suggestions
- Saving your settings does not save the travel method (recall/Sacred Journey)
- Buttons to pause and halt the script are needed.
- If the menu is closed the script should stop.  (#Menubutton = Closed)

« Last Edit: September 13, 2011, 07:03:38 PM by Endless Night »
Outlaw Josey Wales - "Manwink, A Long Gone Scripty, and Endless are always teasing us with their private sections lol. What there realy saying is scripters rule and users drool."
Briza - "Your a living breathing vortex of usefulness."

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #67 on: September 13, 2011, 07:15:56 PM »
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This script has been moved to the Official Script Library.
Congratulations on another Very Nice Script.


Couple OF Notes/Suggestions
- Saving your settings does not save the travel method (recall/Sacred Journey)
- Buttons to pause and halt the script are needed.
- If the menu is closed the script should stop.  (#Menubutton = Closed)


Thank you EN! :)

It has been a while since I last worked on this one... I've been on a scripting/programming learning spree the last few weeks, trying to find new things to learn and perfect hehe...

Guess I should start working on this again now! :)

I'll definitely add those suggestions of yours to future releases....

Cheers...

neo
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Offline Endless Night

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #68 on: September 13, 2011, 07:21:17 PM »
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you welcome ... thier only suggestions   .. but i at least think they are good ones...
Outlaw Josey Wales - "Manwink, A Long Gone Scripty, and Endless are always teasing us with their private sections lol. What there realy saying is scripters rule and users drool."
Briza - "Your a living breathing vortex of usefulness."

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #69 on: September 13, 2011, 07:28:13 PM »
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you welcome ... thier only suggestions   .. but i at least think they are good ones...
Yes, they are definitely good... As usual heh...

And I gladly accept as many as people might have... Getting scripts better always comes easier with good suggestions... :)

thx again

neo
« Last Edit: September 16, 2011, 04:45:56 AM by frneo »
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Offline Endless Night

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #70 on: September 13, 2011, 07:34:58 PM »
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You need to adjust the Wiegth check for Elves .. they cannot carry as much as Humans.
Outlaw Josey Wales - "Manwink, A Long Gone Scripty, and Endless are always teasing us with their private sections lol. What there realy saying is scripters rule and users drool."
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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #71 on: September 13, 2011, 07:37:14 PM »
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You need to adjust the Wiegth check for Elves .. they cannot carry as much as Humans.
Well, I use 12x's weight check sub in the lumber...

Code: [Select]
;####################
;SUB XIIxMaxWeight
;####################
; %1 = Maxweight offset
sub XIIxMaxWeight
   Namespace Push
   Namespace Local nsXIIxMaxWeight
   set !offset %1
   If #maxweight = N/A
      {
      event macro 8 2
      wait 5
      event macro 10 2
      }

   set !MaxWeight #MaxWeight

   finditem #CHARID
   if #findtype NOTIN AV_XU_OCB_NCB ;char is human
      set !MaxWeight !MaxWeight + 60

   if !MaxWeight > 550
      set !MaxWeight 550 ;Backpack maximum

   set !MaxWeight !MaxWeight - !offset ;Adjust as see fit for overfull buffer
   set #RESULT !MaxWeight
   Namespace pop
Return #RESULT
;======= end sub =======

Doesn't/shouldn't this work?

neo

edit: I'll give this a test...
« Last Edit: September 13, 2011, 07:46:54 PM by frneo »
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Offline Iraq-

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #72 on: September 14, 2011, 05:14:44 PM »
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Just started using this.

It's working nicely, but just a couple things I feel are worth mentioning:
1) Ability to save/load various templates, instead of just 1. (for use with multi chars..)
2) Ability to add more runebooks. (Theres lots of space under the RESET button, could put 3-5 extra bookID's there.)
3) Load should load the travel method... Or at least a place in the script to hardcode recall or sj.
4) Running this in the background of other UO clients, it jerks the mouse of my other clients around every so often... (I think it's the pathfinding, but it'd be nice to not have that happen.)


** Edit: The mouse jerking is every time it tries to close the runebook gump.
« Last Edit: September 14, 2011, 05:32:36 PM by Iraq- »

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #73 on: September 14, 2011, 05:19:37 PM »
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should work .. but didnt i had to increase the offset to 60... this might be due to rapid chopping...
Outlaw Josey Wales - "Manwink, A Long Gone Scripty, and Endless are always teasing us with their private sections lol. What there realy saying is scripters rule and users drool."
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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.6 out 08/12
« Reply #74 on: September 14, 2011, 05:20:47 PM »
0
Just started using this.

It's working nicely, but just a couple things I feel are worth mentioning:
1) Ability to save/load various templates, instead of just 1. (for use with multi chars..)
2) Ability to add more runebooks. (Theres lots of space under the RESET button, could put 3-5 extra bookID's there.)
3) Running this in the background of other UO clients, it jerks the mouse of my other clients around every so often... (I think it's the pathfinding, but it'd be nice to not have that happen.)

Hey man, thanks for the input...

You know, the saves are actually char based, so you are able to save a different setup for each character...

The mouse thing you mentioned probably has to do with using 'dmc' with the clicks, which I'm not sure I used or not for every click... I'll definitely take that into account for the next version...

And the multiple runebook you mentioned was not something I've had in mind initially, but you're not the first to ask for this, so I'm thinking of maybe adding that in a near future...

Cheers!

neo :)

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