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Messages - baldielocks

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256
General UO Chat / Re: Does wolf slayer affect ninja forms?
« on: June 15, 2010, 03:50:36 PM »
Thanks for the info. GASP. Stratics wrong again? Say it aint so!

257
General UO Chat / Does wolf slayer affect ninja forms?
« on: June 14, 2010, 07:03:36 PM »
WOlf slayer affects bake K, CU, wolf. All ninja forms. Misericord, once quest complete, is imbuable (no longer blessed)(confirmed today on Lake Austin). If it were to affect ninja, I would be a happy baldguy. Any ideas folks? (checked stratics and such, could not find a reference).

258
Scripting Chat / Re: Mortal strike and Poison colors?
« on: June 14, 2010, 05:29:13 PM »
wow. good stuff. I really needed to see the journal scan being used in something I could relate to. POWERFUL.

I am trying something a little different from the rest of the pack. A full flavored cast / vet heal. Your snippet is EXACTLY one thing I had planned, remove curse using JOAT (or jewels if elf).

With cast healing / curing in mind, you also get the "current state" message when you attempt to cast greater heal on a poisoned or mortal pet. Remove curse will remove both, sometimes. Definitely not 100% at low level

259
Script Snippets / Re: TrailMyx's OffsetClick generator
« on: June 13, 2010, 08:05:19 PM »
okay, maybe not as easy as that. Where do I paste it TO? How does it work in the sub? :-[ feels so newbish.

Did I post this in the right place?

Here is what i have so far. I broke the script trying to get this to work. Good learning opportunity. I know that usually, you would set two variables, then combine them in savepix. (thanks to MW in chat for helping, so I included code from his miner here).
This for a health bar (pet gump).
CONTSIZE 432_184
CONTKIND GLF
CONTNAME status_gump
CONTID LYWEPB
CONTTYPE LZ

default location 0 0

Code: [Select]
set %xclick #contposx + 220
set %yclick #contposy + 110

Code: [Select]
savepix %clickx %clicky 1

These are my locations, from the generator. They will be used savepix later in script. Old locations are commented below offset click. I had it working at 0 0. %PetgumpX and %petgumpY are set as #contposX and #contposy. As far as I can tell, I should have been able to move it around. But as soon as it was moved from 0 0, it would constantly cast.
Code: [Select]
set %Pet_heal_now gosub OffsetClick 118 44 ; heal start
;set %PetHealthPixX ( %PetgumpX + 118 )
;set %PetHealthPixY ( %PetgumpY + 44 )

set %Pet_poisoned gosub OffsetClick 47 44 ;while loop
;set %PetPoisonpixX ( %PetgumpX + 47 )
;set %PetPoisonpixY ( %PetgumpY + 44 )

set %pet_dead gosub OffsetClick 38 44 ;res sub
;set %PetDeadpixX ( %PetgumpX + 38 )
;set %PetDeadpixY ( %PetgumpY + 44 )

sub at end of code:
Code: [Select]
sub OffsetClick
  set %tempx %1 + #CONTPOSX
  set %tempy %2 + #CONTPOSY
  click %tempx %tempy f
return

260
Scripting Chat / Re: Mortal strike and Poison colors?
« on: June 13, 2010, 05:41:48 PM »
been considering it. Tried it, but ran into the issue below. So I am

One other issue (for me) is the the EUO documentation is not really clear on cmppix. I assume that I would use cmppix to set off a condition in brackets if it equals that color. But the example given in the documentation does not match the pix colors I am getting returned.
http://wiki.easyuo.com/index.php/CmpPix
Code: [Select]
savePix 580 13 1
comparePixelAgain:
cmpPix 1 f
{
  key F4 Alt
  halt
}
goto comparePixelAgain

The example is 6 digits, the returns are 7, with no spaces.

261
Scripting Chat / Re: Mortal strike and Poison colors?
« on: June 13, 2010, 05:17:00 PM »
Okay, I made SOME progress.
Code: [Select]
set %SavePetPixX ( %PetbarX + 86 )
set %SavePetPixY ( %PetbarY + 43 )
savepix %SavePetPixX %SavePetPixY 1
display #pixcol
halt
This, inside the script, will return a number. That number changes when pet is healthy or poisoned.
Buuuuttt, if I understand this correctly, it only works if THAT pixel changes. So, if the pet's health is past that point, the number won't change to the saved poisoned value.
Problem is constant adjustment of pixel count. It seems the number changes as the health bar goes from right to left. I KNOW that comparing to 100 different points is NOT the best way to do this.

Any suggestions? I am very far out of my league, but trying.

262
Scripting Chat / Mortal strike and Poison colors?
« on: June 13, 2010, 03:28:35 PM »
*bangs head on wall* been reading documentation and googling my bald head off  :'(. I can't seem to find any reference to the health gump colors for poison and mortal strike.
Anyone know how I could get them?

263
Script Debug / Re: lol, graphic glitch making new script
« on: June 13, 2010, 02:02:54 PM »
that was actually my first thought. I use id with just about every click and exevent i could. Drag displays "you cannot pick that up".


264
Script Debug / Re: lol, graphic glitch making new script
« on: June 13, 2010, 06:50:39 AM »
too late lol, just added it. forgive me, I was on a coffee low. (mainlines caffeine(

265
Script Debug / Re: lol, graphic glitch making new script
« on: June 13, 2010, 06:22:47 AM »



266
Script Debug / Re: lol, graphic glitch making new script
« on: June 12, 2010, 07:30:32 PM »
hehehe, it even acted like a door. Blocked my movement in tramm. Was pretty neat to see a door kill a dragon.

267
Script Debug / lol, graphic glitch making new script
« on: June 12, 2010, 11:56:39 AM »
This is a start of a pet healer I am making based on TM's petgump healer tool, with his permission. I was trying to find a more consistent way to grab and position the health gump, and learning new click commands. I wound up turning my mare into a wooden door!  ???. It changes back upon recall. Localized graphic glitch, others see it as a mare. Just funny. Give a newb power, and what do you get?

After reading all I can on clicks, I cannot figure out how to HOLD a click. I noticed that if I hold a right click for 2 seconds on a target, it's health bar will pull up. I want to automate this for health gump positioning.

Code: [Select]
;pet gump healer ideal flow
;1. id pet(s)
;2. pull pet health bar
;3. set health bar position
;4. monitor health bar for health%, poison, mortal strike colors
;5. if health < set%, use bandage and GH. see if heal is more effective. Calculate FC/FCR.
;6. if status poison, use bandage and cast arch cure
;7. if mortal, wait until poison status or normal status, then resume
;----------------------
;initial set up
;set pet 1
all stay
set #targcurs 1
      while #targcurs = 1
         wait 1
      set !pet1 #ltargetID
      set !pet_xpos #LTARGETX
      set !pet_ypos #LTARGETY
      event drag !pet1
                halt

268
Script Debug / Drop Chop Send V 0.0001 beta
« on: June 12, 2010, 09:49:05 AM »
This is my first script. This takes advantage of the bug that lets you overweight your toon. Script purpose inspired by existing scripts from TM (warp speed logs to boards) and snicker 7. Snicker 7's has been broken for quite some time  :( due to an EUO targetting command change.

This is a limited purpose script, meant for gathering mass stacks of leather at thrasher, then sending to bank while afk. It does NOT cut the corpse. I assume that most people are using a looter that can cut corpse. If needed for debug, I can add that in.

This assumes you stay in one spot.
I use Bad maniac's looter, and did not have a crash.

Sure could use some experienced input on stability and debug. any takers?

I have been researching move to commands, and intend to add in the ability to move to a stack of leather on ground once the first one is set.

I intend to add some stat tracking to this. total number of hides, hides per hour, and gold per hour (using average leather price for all shards from http://searchuo.com data). I will also add in a variable for the wait times for the user to set all (done and reflects below).

Script passes syntax check in SUO. Used SUO for AutoIndent.
Code: [Select]
SUO syntax check
Method count: 56
Command count: 56
*** Pass 1 - Label accounting:
Subroutine labels = 4
Tag labels = 0
0 Code block(s).
0 Warnings(s) encountered.
*** Pass 2 - Execution [SYNTAXCHECK]
[/color]
Code: [Select]
set %max_stack_on_ground 14; change to 59950 for full production
set %lagwait 15
;mainloop
finditem EEG_ C_ ; hides in pack
if #FINDKIND = -1  ; no hides in pack
  return      ;sets monitoring
set !hides_in_pack #findid
set !stack_in_pack #findstack
;need a break here. transition from monitor to action.
finditem EEG_ G_  ;detect stack on ground
if  #FINDKIND = -1
  gosub new_stack
set !hides_on_ground #findid
set !stack_on_ground #findstack
if !stack_on_ground > %max_stack_on_ground ;keeps stack at 1 on ground
  gosub cut_hides
gosub Drop_hides_in_stack
return

;start subs
Sub Drop_hides_in_stack
ExEvent Drag !hides_in_pack !stack_in_pack
wait 10
ExEvent Dropc !Hides_on_ground !stack_on_ground
wait 10
return

;-------------------------------
Sub new_stack
Set %Xpos ( #CharposX - 1 )
Set %Ypos ( #CharPosY - 1 )
ExEvent Drag !hides_in_pack !stack_in_pack
wait %lagwait
ExEvent Dropg %Xpos %Ypos
Exevent Dropc C_ ;debug
return
;-------------------------------
Sub cut_hides
Finditem KAG_ C; scissors
if #findkind = -1
  halt;add in display to get scissors
Set %scissors #FINDID
Set #lobjectID %scissors
Finditem EEG_ G_ ;new stack find variables after last drop
set !Hides_on_ground_new #findID
set !number_on_ground_new #findstack
Set #ltargetID !Hides_on_ground_new
wait %lagwait
event macro 17 0 ;first cut attempt on ground
target 5s
wait %lagwait
event macro 22 0
wait %lagwait
exevent drag !Hides_on_ground_new !number_on_ground_new
wait %lagwait
event macro 17 0 ;second cut attempt on ground
target 5s
wait %lagwait
event macro 22 0
wait %lagwait
exevent dropc #BACKPACKID
ignoreitem !Hides_on_ground_new ;clears id. was picking up cut leather as lobject type
gosub BOS
return

;----------------
Sub BOS
Finditem JJG_ C_
set %cutleather #findid
set #ltargetid %cutleather
finditem CKF_ C_
set %bos #findid
set #lobjectid %bos
event macro 17 0
target 5s
wait %lagwait
event macro 22 0
return

269
Script Debug / Re: Dropg tutorial help
« on: June 11, 2010, 08:32:43 PM »
*EDIT* most problems resolved, see debug request thread
Okay, got most of my subs working for this. Object is to drop leather in a single stack on ground. If no current stack on ground, create new stack. At 58 K (15 in script for testing), it will cut leather and drop in pack. Once I get that smooth, will put in a BOS sub to send to bank.

Problem right now, the last sub cut_hides wont stop running. I have been putting in some if #finditem < 0 checks, but it is not helping. Could I get some guidance please?
A semi- problem is that it is grabbing leather from corpses and putting it on ground. I like this, but I think it might interefer with looters.
*script inspired by tm_logstoboards and S7's cut large leather stack (http://www.easyuo.com/forum/viewtopic.php?p=148691#148691)
main code source is EUO wiki.
Code: [Select]
mainloop
finditem EEG_ C_
{
 if #FindKind > 0
    gosub scan_hides_onground
 if #FindKind < 0
    goto mainloop
    }

;start subs
;-------------------------------

Sub scan_hides_onground
finditem EEG_ G_
   {
   if #findstack > 14
      gosub cut_hides
   if #findkind > 0
      gosub Drop_hides_in_stack
   if #findkind < 0
      gosub Drop_hides_new_pile
      }

;-------------------------------

Sub Drop_hides_in_stack
findid EEG_ G_
         if #findkind < 0
            gosub Drop_hides_new_pile
wait 5
ExEvent Drag #findid #findstack
wait 10
ExEvent Dropc !Hides_on_ground !number_on_ground

;-------------------------------

Sub Drop_hides_new_pile
Set %Xpos ( #CharposX - 1 )
Set %Ypos ( #CharPosY - 1 )
finditem EEG_ C_
if #FINDkind > 0
wait3
ExEvent Drag #findid #findstack
wait 10
ExEvent Dropg %Xpos %Ypos
wait 10

;-------------------------------
Sub cut_hides
Finditem KAG_
         if #findkind < 0
            halt
Set %scissors #FINDID
finditem EEG_ G_
         if #findkind < 0
            go mainloop
set !Hides_on_ground #findID
set !number_on_ground #findstack
Set #lobjectID %scissors
Set #ltargetID !Hides_on_ground
event macro 17 0
      target 5s
      wait 15
      exevent drag !Hides_on_ground !number_on_ground
      wait 15
      event macro 22 0
      wait 15
      exevent dropc #BACKPACKID
      wait 10
go mainloop


270
General UO Chat / Re: Swing speed cal. Dex or stamina based?
« on: June 10, 2010, 10:15:47 PM »
as reference, I (in another incarnation) also made a very similar chart on another forum. I do a LOT of research, and used to do a LOT of posting on there. Wrote over 50 very lengthy posts on various subjects. I really enjoy having a forum to retreat to to bounce things off of other knowledgable players. But please dont gain the impression that I have not researched my questions before hand, or am new. I revel in the luxury of having someone to bounce things off of when I can!

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