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Messages - _C2_

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31
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: November 02, 2014, 06:43:05 AM »
Quote
finditem FJC_HJC g_3
  set #lobjectid #findid
  event macro 17
  wait 10

Where exactly do you put this.  My char recalls and runs to the door but doesnt open it. if I manually open it he runs in and continues.  What am i doing wrong?


you need to add some more lines to pathfind. 
pathfind to edge of steps, pathfind to door, put door open id in that you have listed, then the last part is the pathfind the %movedx %movedy

32
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: October 28, 2014, 01:42:03 PM »
C2   talking about castle.   I'm able to use it in my house in trammel with the teleport, but if I use the house teleport to another facet it doesn't seen to like that.   

1)Start at the Fel castle
2)recall to House in trammel to walk through house teleporter and get stuck there. at thr front porch. :(   

This no big deal but just curious if that normal or I"m pusing the boundry here.

wow, should be fine if you have the waits correct. a lag spike would mess with you though

33
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: October 27, 2014, 06:39:31 PM »
having a bit of a problem opening my castle doors i check in easyuo what the id was and it is the one u have posted. it will pathfind to the door but once it gets to the door it says it cant get to the next location. if i manually open the doors it will finish it out. was wondering what i was doing wrong or if i edit something or didnt edit something i needed too

sub reenter_home ;just replace xxxx with stops and wait 40 per teleporter
wait 1s
gosub goodbye
gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname
event macro 12
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind 2114 777  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 777
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 773  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 773
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 767  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 767
   wait 10
  
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
   repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy
   }
gosub hello
return

  ;*** Add this in for doors!
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10



if you have you code commented off (semi-colon in front of the line), it will not execute.
Code: [Select]
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10

you need to remove the semi-colons:
Code: [Select]
  finditem FJC_HJC g_3
  set #lobjectid #findid
  event macro 17
  wait 10

34
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: October 24, 2014, 05:36:22 AM »
Thx C2
 Ok something wrong on my side, in 48 hrs haven't got any Chair, guillotine, and iron maiden.   They are just point anyway.


are you a gm begger?

35
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: October 23, 2014, 11:38:07 AM »
So it's save to said that this years, only the head on a spike and the 3 new skull are the drop items.  I haven't receive any others.

I have been getting the Chair, guillotine, and iron maiden too.

36
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: October 22, 2014, 02:45:24 PM »
I trying the new one added today and I click on the play script starts well but when I recall at gate and come back, nothing happens and I always start the script on to play, I hope it'll be fix soon :). I like your script is great :-)

The script does not need to be fixed. You need to add the rail back to your bag. There are directions on how to do so in the thread and main post.

37
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: October 21, 2014, 04:38:51 PM »
2.3 c added a timing check on rail in and added a secondary starting location check.

38
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: October 21, 2014, 06:48:55 AM »
Jade Skull is the third! AMGC

all new items added to 2.3 b (skulls added)

39
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: October 21, 2014, 06:35:09 AM »
Got these skulls so far  2/3
14 Obsidian Skull CMGC ; Crystal Skull GMGC

40
I've even seen them selling for 1 mil a pop and they are not widely available.

41
the lava hooks seem to be selling for quite a catch... 10 for 5 mil. I was wondering if the loot that is being pulled up is on steriods or something!

42
Global Loot Changes: Has that changed the value of fishing hooks?

43
_C2_ Script Library / Re: C2's Trick or Treater 2.3
« on: October 13, 2014, 06:36:18 PM »
i don't think the new items are in there until they make part two go live.  Did they already?

44
_C2_ Script Library / Re: C2's Ultra Beggar W/Guide Trainer
« on: September 07, 2014, 09:50:23 AM »
Still works great! Thank you.

Excellent!!!

45
_C2_ Script Library / Re: C2's Lobster and Crab Farmer
« on: August 08, 2014, 10:51:21 AM »
Hmm...maybe I should go back to farming crabs.  I never did get my 10 million for that Brit ship...

so, not worth it...haha

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