Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Superslayer

Pages: 1 ... 3 4 [5] 6
61
General UO Chat / An Elf's ability to cast using a scroll ?
« on: July 10, 2009, 09:38:30 PM »
Hey guys, hoping someone can help a little here.  I'm wondering what are the chances that an Elf character can cast 'Unlock' using a mage scroll.  As it is, being an elf does not give the 20 pt. skill bonus that being a human would.  After all, being human receives the JoAT (jack of all trades), therefore allowing an 'invisible' 20 pts. across the board.  However, since using a scroll allows the caster to cast at a circle one level lower than the actual spell being cast, and 'Unlock' being a third level spell, would it be possible (albeit infrequent) for an elf to use the unlock scroll and eventually cast successfully?

As it is I don't have an elf character nor a scribe to make scrolls, and further, a container that can be 'unlocked' using only a scroll.

62
Feedback / As my script grows in size (lines) . . .
« on: June 13, 2009, 06:55:11 PM »
..I find that the ability for SUO to 'jump' to a selected location through the subs tab proportionally becomes more off target.  Almost all the time when I jump somewhere, I have to scroll down often a couple hundred lines to where the clicked sub should have taken me too. The script has almost 4500 lines, and begins to act like this after I copy/paste to euo after playing/building the script.

Also, somehow, when I did a copy/paste last week with a script, the first line of the script appeared in the color choice dropdown list.  It appears that box is copy/pastable and I'd think that rather it shouldn't be  ;).

63
Script Snippets / SuperSlayer's LRC Counter Version 2.0
« on: May 06, 2009, 08:56:50 PM »
Edit: Updated to version 2.0
Special Thanks to Paulonius for loaning a Sorcerer suit to test with!  :)

This is my first script using Namespace's. I hope you all enjoy it  ;D

Simply put, this will count up the total LRC in any given container and return the total in #Result.
Example of usage:
Code: [Select]
GoSub SS_LRC_Count XXXXXXX  ideally your paperdoll id *thanks TM* ;)

64
Feedback / When the view is split...
« on: May 03, 2009, 07:55:42 PM »
...wasn't sure if to post this in bug reports or not, but, when I have more than one tab open with one of them in split view, if I go to a non split tab, then back to the split tab, the last active window portion reverts back to the top of the script. Seems that the last active portion of the split window will remain where it was, and the other returns to the top of the script page.

65
Resource Farming / Superslayer Green Thorn Reagent Collector
« on: April 28, 2009, 03:01:17 PM »
Code: [Select]
Superslayer Green Thorn Reagent Collector
 Version 1.0
 Client Tested with: 6.0.13
 EUO version tested with: 1.5 Ver 148
 Shard: OSI
 Purpose: Collect the reagents & fertile dirt spawned by pushing green thorns into dirt.
 Public Release 4-28-09
 Instruction for use: Take your character to Tram or Fel on Dirt. Anywhere else will not spawn regs.
  Press play and target your container to put the regs in. It can also be a pack animal and/or beetle.

I was just so darn tired of doing all this manually.  I almost always get lots of thorns when doing Idoc's, and the regs really pay off.  Sooner or later, I'll put in a weight check and recall to unload sub. Enjoy and let me know if there's anything you'd like to see in this.

66
Feedback / Hot Keys
« on: April 23, 2009, 08:27:12 AM »
They'd be nice for the Syntax Error Check, Update Subs List and Auto Indent.

67
Misc. Scripts / Superslayers Kwik Restock Ver. 1.2
« on: March 31, 2009, 01:57:27 PM »
Woo Hoo ! First post in the new forum !! AND my first completed script that I've decided to release to the public AND working !!

Anyhow, this little script will (as quickly as I possibly can atm) restock any and all needed reagents into your backpack and many other items. I suppose you can use it in pvp or general use. Open this in another tab and keep it running. Anytime you need to restock, get within 2 tiles of your secure, and press the hotkey to restock. I guess it'll work in your bank, provided the targeted container is in your bank box and not the bank box itself, didn't bother testing that part.

For Freeshard users, simply replace the item type for what's in the script.  If anyone has some insight into how to better off search and stock the %petal section, by all means enlighten me and I'll get on it asap. That part is quite a mess at the moment.

Edit Update ! :

Revision History

Version 1.2 :
Fixed an error with continued reagent check when no reagents were being used.
Removed need to 'comment' out lines under the "User Config" section.
Included all potions and smoke bombs.

FYI about potions. Since a few potions use the same item type, this script will not look for Conflagration, Confusion, Invisibility, Parasitic and Darkglow. A later version will address this issue.

FYI about bandaids. This script will not differentiate between enhanced bandaids and regular one. A later version will address this issue.


Version 1.1 :
Bolas, orange and purple petals, green thorns, bandaids, bolt & arrows added to restock list. Bank supported. Code consolidation.

Version 1.0 :
Initial release

Code: [Select]
Superslayers Kwik Restock
 Version 1.2
 Purpose: Quickly restock your supplies from your targeted secure to your backpack via hotkey.
 Supports mage and necro reagents, petals, bolas, green thorns, bandaids, bolts & arrows, potions
  and smoke bombs.
 Client Tested with: 6.0.13
 EUO version tested with: 1.5 Ver 148
 Shard: OSI
 Revision Date: 04-23-09
 Public Release: 03-31-09

 Instructions for use:
 Have in your backpack at start up, the supported items you want to have continuously stocked.
  If it's not in your pack the first time the script is ran, it will not be stocked. When restocking,
  be sure your character is within 2 tiles of the secure and the resources are in the MAIN level
  of the container. There are no error checks for mis-targeted secures, no char movement, and no checks
  for out of stock items from the secure EXCEPT for reagents. In the 'User Config' below,
  change the amounts of each item to what you want in your backpack.
  The Hotkey is currently set to 'Alt-F12'. Feel free to change it on line 58.

68
Script Debug / Findmod issues
« on: March 26, 2009, 05:31:59 AM »
A part of my script currently removes the users headwear and puts a Mask of Orcish Kin on for a little while. After such time has passed, the Mask is removed and the headpiece originally on is placed back on. This very last part is giving me problems. Here's a snippet:

Code: [Select]
set %headwear YVI_GZH_HZH_NJL_BWI_KWI_IWI_EWI_QJL_JWI_XVI_CZH_HWI_JJN_NZH_BZH_TDI_OZH_VSH_WVI
+_VVI_QSH_KZH_PZH_DZH_MIN_DSH_ASH_TSH_ESH_YPH_GSH_OSH_ZPH_ZRH_IWL_CSH_BSH_FSH_DPH_LKO_NWL_MKH
event macro 8 1
wait 20
set %pdollcontid #contid
finditem %headwear C_ , %pdollcontid
if #findkind = 0
{
 set %currheadwearid #findid
 exevent drag %currheadwearid
 wait 20
 exevent dropc #backpackid
 wait 20
}
finditem VSH C_ , #backpackid ; Orc mask
if #findkind = 0
{
 set %orcmask #findid
 set #findmod 17_10   ;(x_y)
 click #findx #findy g
 wait 20
 click 915 120 mc
 wait 20
 set #findmod 0_0
 }
finditem %orcmask C_ , %pdollcontid
if #findkind = 0
{
 exevent drag %orcmask
 wait 20
 exevent dropc #backpackid
 wait 20
 ;set #findmod 100_190
 exevent drag %currheadwearid
 wait 15
 click 915 120 mc d
}

The trick is, I have no idea what the user may be wearing, therefor, know what the findmod could possibly be. Additionally, the script as is won't put first hat back on. everything else works good. I'd like this to be able to pick up the headwear no matter the type without altering the findmod, or ask for user input about it.

69
Scripting Chat / Running two scripts in one EasyUo instance [SOLVED]
« on: March 22, 2009, 01:54:26 PM »
I have my 'Main' world traveler script 99.9% done (will post shortly, need help with some wait's and gump timeouts and movements). For general testing and function, when I run the main, and a tabbed script also running, checking if certain actions happen, or menu buttons pressed, should those be namespace global variables? For instance, as my script moves the char, should I press the pause button, will the tabbed script see that it was pressed? If so, how will it pause my characters movement? I do plan on using TM's rail server, but before I do, I want to understand what's happening, and how to prevent my script from breaking and such.

70
Scripting Chat / yes, another question [SOLVED]
« on: March 06, 2009, 07:58:27 PM »
Here we go.

Is it possible for a script to 'read' text from another text file and return it somehow?  Whether by call or otherwise?

71
Programming / Operating Systems / Made my first Executable !!!
« on: March 05, 2009, 11:07:48 AM »
As I and others were talking in another thread, today I finished what I set out to make.  I used Visual Studio C# 2008 Express Edition to make a program that directs a user to select a script and set it as a callable script.  I'll have to write a little documentation about it and all that, but genuinely, I'm super excited that I did it!

72
Feedback / Oooohhh, wavy flag-type icons :)
« on: March 04, 2009, 05:37:24 PM »
Definitely noticed that change today  ;)

73
Scripting Chat / Opening/Canceling scripts [SOLVED]
« on: February 27, 2009, 05:25:33 PM »
This might be out of the realm of EUO.

I have a script that I use (personal) with a menu. The menu has all the typical elements.  For 2 of the buttons, I'd like to have the function of the buttons to "Load" another script.  Just as euo and SUO have in the title bar, the little open folder icon, I'd like these button to act the exact same way.  Pop open the typical windows Open/Cancel gump, select a script, and if possible, have the script name in the #result var.

I could use call, but every time I use this 'main' script, I'd have to change the call script line.  It's simpler to have the open/load window popup.

I looked through some of the dos commands and the only seemingly viable parameter is 'start'.  If that's where I need to begin, what then is the actual command to open the 'Open/Cancel' afterwards?

74
Script Debug / little help with strings and numbers please
« on: February 24, 2009, 05:48:59 PM »
Here I have a sub that restocks mage reagents from a secure (albeit home or bank) and drops them in the characters backpack.  It first checks to see what mage regs are in the pack and how many of them there are.  Then check against a known list of mage regs and jots them down for retrieval.  Next a few string operations deduce what regs and how many are needed, then the find, drag and drop operations commence.  All is well, until .... the number of reagents is less than ten. The string operations fudge themselves up and all is lost.  So what I'm looking for is, how can I fix the single digit issue without rewriting most of the sub.  I'm aware that it isn't atm picking up the regs that aren't there at all, that'll be soon after I hurdle this.  On to the sub, Warning, not the pretties coding, but just quick and functional, here it is:

Code: [Select]
gosub Reg_restock_check #backpackid

display ok Location: Backpack$
+Regs found:$
+ %regsfound $
+regs needing stock:$
+ %restockreg $
+regs missing:$
+ %regsmissing $

goSub SS_Stock_Resources

sub Reg_restock_check
  event macro 8 7
  set %maxregsneeded 50
  set %regs _KUF_KZF_JUF_MZF_JZF_WZF_RZF_SZF
  set %regsmissing
  set %regsfound
  set %restockreg
  finditem %regs C_ , %1
  if #findcnt > 0
  {
    set %restockreg
    set %regsfound
    set #findindex 0
    for #findindex 1 #findcnt
    {
      set %regtype #findtype
      set %regamount #findstack
      if %regamount < %maxregsneeded
      {
        set %regsneeded %maxregsneeded - %regamount
        set %restockreg %restockreg , %regtype , #spc , %regsneeded , #spc $
      }
      set %regsfound %regsfound , %regtype , #spc , %regamount , $
    }
  }
  if #findcnt < 8
  {
regs_missing_loop:
    str pos %regs _
    if #strres = 0
      goto regs_missing_end
    set %length #strres - 1
    str left %regs %length
    set %value #strres
    if %value notin %regsfound
      set %regsmissing %regsmissing , #spc , %value
    set %area %length + 1
    str del %regs 1 %area
    set %regs #strres
    goto regs_missing_loop
regs_missing_end:
  }
return
;------------------------------

Sub SS_Stock_Resources
  set %homesecure ; Fill in the blank here for your testing
  if %restockreg <> N/A
  {
    set #strres %restockreg
    set %tempstring #strres
reg_stock_loop:
    str pos %tempstring #spc
    if #strres = 0
      goto reg_stock_end
    set %templength %tempstring + 6
    str left %tempstring %templength
    set %stockregtypeamt #strres
    set %cut %templength + 1
    str del %tempstring 1 %cut
    set %tempstring #strres
    ;--------------------- reg amt nibble -----------
    set #strres %stockregtypeamt
    str pos %stockregtypeamt #spc
    set %finallength %stockregtypeamt + 2
    str right %stockregtypeamt %finallength
    set %finalregamt #strres
    ;--------------------- end reg amt nibble
    ;------------------- reg type nibble --------------
    set #strres %stockregtypeamt
    str pos %stockregtypeamt #spc
    set %finallength %stockregtypeamt + 3
    str left %stockregtypeamt %finallength
    set %finalregtype #strres
    ;----------------------end reg type nibble
    finditem %finalregtype C_ , %homesecure
    set %reg #findid
    exevent drag %reg %finalregamt
    wait 15
    exevent dropc %1
    wait 15
    ignoreitem %reg
    set %tempcut %templength + 1
    str del %restockreg 1 %tempcut
    set %restockreg %tempstring
    goto reg_stock_loop
reg_stock_end:
  }
stop

Something else while I'm at it, why does this part work without the gump?
Quote
finditem %finalregtype C_ , %homesecure
    set %reg #findid
    exevent drag %reg %finalregamt
    wait 15

I imagine later down the road it may become problematic and it does work atm, but why?  I kinda don't like that it does, but it does? ???

75
Scripting Chat / Offset gumps
« on: February 22, 2009, 04:38:54 PM »
As I write my first script (the roam one going on 1500 lines without the rails even) I have some notes at the top as 'Goals' to achieve.  At this moment, I'm rather wondering, do I need to have an offset gump option available, and if so, how so?  Currently I play on a 1280 x 1024 20" screen and the UO options are 1024 x 768 full screen resolution option and the game play window at 800 x 600.  I have in my script, parts where gumps are moved to a place, clicks made, runebooks opened and click made and the such.

Pages: 1 ... 3 4 [5] 6