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Messages - OMGBurgers

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61
General UO Chat / Video card for screen capture
« on: April 14, 2011, 02:42:17 PM »
Anyone know what a good video card would be to get for recording screen while playing?  I don't have a video card at all now, and it lags me up too bad when I play, but see others doing it.  Thanks!

62
Scripting Chat / Re: Best way to determine if a spell was cast?
« on: April 07, 2011, 02:13:59 PM »
I use protection on some sampires, on others I don't depending on what I'm doing.  So I can't really make it rely 100% on protection, and even so, you can still get mana vamped or froze I believe. Which needs checked.  Buff bar don't work for curse weapon either which sucks ;/.  Though I do use it for str/agil, bloodoath.  I already scan the spell icons for all toggleable spells.

I like having 2/6 or 2/0 casting, and there's a template I run that also has resist, so protection is bleh for that.  The reason he's setup that way is because I often get stuck pvping on him, and the fc & resist helps.

The script now is written so it does not override what the player is doing, if he's actually there.  So if I get stuck having to fight some OJ, I can swap to my bokuto & bone harvy and fight, and the script won't keep lightning striking, whirlwinding, momentum striking etc. monsters.

On slashers also there was times I needed to cast my curse weapon FAST, and dropping protection for casting & resist helped a ton.  It really reduced my chances to die.

63
New member introductions / Re: My names Citrus and i like cheez-its.
« on: April 06, 2011, 07:01:36 PM »
8153! Damn!

He's a maniac!

And here I was all impressed with my activity being above 10%

64
Scripting Chat / Best way to determine if a spell was cast?
« on: April 06, 2011, 06:57:19 PM »
The first thing that comes to mind, is mana.  But on a wammy/sampire that could be fightning dozens of casters a mana vamp, feeblemind, mana leech from weapon could screw that up.

Right now I'm dealing with curse weapon.

I have a timer for curse weapon, when systime > timer, it casts (If mana > required).  From there my journal subs will find the curse weapon and set the casting active as true & sets a casting timer by systime.  If systime gets greater than the timer, and the following journal entries were not found, it deems the curse weapon as successful and resets the curse weapon timer.  Journal entries that deem curse weapon as a fail would be, Insufficent mana (Mana vamped, or somehow lost it before script casted...), Spell Fizzles (you were mana vamped while casting, paralyzed, or just failed/fizzled).

I thought that I could check for karma loss to tell it that curse weapon was also successful, but if you're killing something like pixies, it could mess with the script...

Anyone else have any other ideas to make it reliable?

65
I'm really interested to see what other authors write here.  In my experience, every author I speak with at some point almost always has a different reason they write.  Sharing really comes down to the reason you write.

Yeah me too.  I used to be always one to share, but with scripts it seems like the ones I write now, are all ones that I feel I shouldn't be sharing.  I guess right now I'm writing scripts for myself, and trustable friends, rather than others.

66
Scripting Chat / How do you feel about sharing your scripts publicly?
« on: March 27, 2011, 01:02:41 PM »
I'm sure there's a TON of pretty powerful scripts out there, whether they're insane money makers, give an unfair advantage in certain aspects of the game, or just all out cruise control mode useful.  I'm also pretty sure there's a lot of just generally helpful scripts, but don't really fall into the above statement, that aren't shared because people just don't see why they should bother sharing with the general public.

I've been wanting to share my work again, but it either falls into the first statement, or the second.  It's not that I don't like sharing my work with others, but there's people who kind of ruin it for others I suppose, and maybe it's wrong of me to not share with anyone, because of some.  On my shard, there's a lot of people who have a dislike for myself, and direct friends.  Now those players also manage to convince the majority that are aligned with them, to share the same dislike, and in many cases turn it into hatred.  Hand fulls of them use my scripts without knowing, and a decent amount use them knowingly.  There's ones who use my scripts, have thanked me on boards in the past, but also find it necessary to call me a cheater in game (that's wording it lightly.... lol) knowing who I am, but very little about what I do (But still love to make accusations.).

So I'm at the point where "why should I share anything, that they could get their hands on?". 

That's where I stand with my scripts, and the distribution of them.  I'm wondering if there's a pretty decent amount of others who feel the same.  I've been contemplating sharing my current project, but the only reason I can find to do so, is the help I've received here, but I'm not sure it out weighs the fact that I'd be sharing it potentially with the people who are just plain douche bags.

67
Script development tools / Re: TrailMyx's List Handling Subs
« on: March 25, 2011, 06:56:59 PM »
can the save/load subs in this script be edited from:
gosub TM_FileSystem_SaveVariable local TM_window_list_ , !listname save_handle listtype

to use the NGFS subs and work properly?  I'm guessing I can just change the gosub argument to say the correct thing (without the misspell!) and update the call arguments accordingly.

Of course by change, i mean copy the subs, and create NGFS ones.

68
lol... wow.

i gave up like 20 minutes ago and seeing it be something that stupid makes me want to take a break for a few days lol...

sorry for all the stupid questions/problems lately...

69
edited post;

this is where i started, and just tried again
   gosub TM_RegisterVariable OMGPVM std std fastlpc
   gosub TM_RegisterVariable OMGPVM std std normallpc

70
any idea why this wont work?  i think i'm doing it wrong.

i set %fastlpc & %normallpc when the script starts, and change it on the menu.

this is what i'm calling for save:
Code: [Select]
  gosub TM_NGFS_InitializeScript OMGPVM generic
   gosub TM_RegisterVariable OMGPVM std std fastlpc
   gosub TM_RegisterVariable OMGPVM std std normallpc
   gosub TM_NGFS_SaveVariables OMGPVM

this is what i'm calling for load:
Code: [Select]
  gosub TM_NGFS_InitializeScript OMGPVM generic
   gosub TM_NGFS_LoadVariables OMGPVM

it wouldn't save/load properly, so i opened the viewer and it shows this:
left list, show:
generic_OMGPCM_vars
right list, variable view|all:
-1--1--1 = !-1
-1--1--1 = !-1

I've tried to delete the FS entry, and redo it but can't get it to work lol.  I can get the save/load per character, per namespace working everytime though.

71
Scripting Tutorials / Re: Understanding namespace interaction
« on: March 23, 2011, 04:06:47 PM »
makes sense!

i guess thats where the "internal stack" comes from, as described on the easyuo wiki.

once i understood how push/pop worked, it's been easier.  especially when i found those namespace variables that store current namespace, and current namespace type! lol

72
There it is:

Code: [Select]
gosub TM_RegisterVariable std std newvar  ; denotes a %var

Right when you register.

yes i saw that too.  i figure i can store some variables that are global to all characters in standard variables, rather than the namespaces i suppose, such as menu positions, global time counts etc.  this is some really crazy useful subs.  i'm going to have to rewrite what i've done on my plant script to support these, when i ever feel like finishing it, if ever lol.

hopefully i wont have many more questions :)  i tried to read through the 8 or so pages on this topic, but i skimmed it pretty fast looking for things that caught my eye.

73
Scripting Tutorials / Re: Understanding namespace interaction
« on: March 23, 2011, 02:50:30 PM »
Edited -

I didn't fully understand push/pop and I think that's what was screwing me up.

I was under the assumption you needed to save your namespace variables with push, but you don't.
Push simply stores/saves the CURRENT namespace name/type, as tm said in his post "Remembers", or easyuo wiki says "stores ....... in an internal stack".
Pop simply restores/sets/whatever the current namespace to whatever namespace name/type is "remembered"/"stored internally". (?)


namespace local main   ;sets current local/main
namespace push   ;stores local/main
namespace local setup   ;sets current local/setup
namespace push   ;stores local/setup
namespace local scan   ; sets current local/scan
namespace clear   ;cleares current namespace local/scan
namespace pop   ;restores current namespace to local/setup
namespace clear   ;cleares current namespace local/setup
namespace pop   ;restores current namespace to local/main

I thought that easyuo wouldn't be able to pop twice, to restore the main namespace, but it does.  I suppose it kinda "queues" namespaces in a "list", as you push namespaces, they go to the top of the "list", when you pop a namespace, it restores the namespace on the top of the "list", removes it from "queue", and you can continue to pop, until your "list" of "queued" namespaces has been depleted.


I hope that makes sense to anyone, and is now correct... lol

74
well this should work perfect for me.
i've got a bunch of character specific variables based on their desktop setup because of some pixel scanning, but ill also have some variables that all characters should be able to access, like monster database, rails, rules, etc.
i think these subs will help very nicely.  the only thing now that's keeping me from using them, is converting the junk i wrote earlier, to use the namespaces like Twinkle McNugget showed me...  since namespaces are new, i'm having quite the time figuring out when to push/pop and all.  a lot of trial and error but i finally got it to start from the main namespace, then to another, then another, and restore back to the main as it finishes each one.  i think i shall re-read your post.  i just reread the easyuo ones, but they arn't all that great. lol.  sorry for the OT babble ;p

75
oh wow.  i see.

i saw in a screenshot the generic after i posted this, but couldnt figure it out.

thanks.  lol

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