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Messages - Gaderian

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16
You could also use fertile dirt to fill the plant bowls.

17
General UO Chat / Re: Secret way to detect hidden players?
« on: April 12, 2023, 07:31:01 PM »
my guess would be that these are run as the same player. So they ignore their own group of players. If each character takes turns using Tracking, there would be practically no delay for the group. Once tracked successfully, they get a gump that moves around as an arrow that shows where you are.
They are tracking players - not monsters, which is why the monster doesn't trigger the guard calling action.

18
Gold Farming / Re: TrailMyx's Full Auto Fisherman
« on: April 10, 2023, 06:11:19 PM »
Crisis explanation to train magery is true and quick enough (maybe 7 hours?).

However, if you can dedicate a suit to skills, then you can equip some things to give you more magery and meditation. A book with +skill magery and meditation is possible. Jewelry set with 15 of magery and meditation can be crafted simple enough (needs crystalline blackrock from mining to allow imbuing the skills). Even looting or buying +20 skill jewelry is possible.

If your character is a mage then the spell woven britches grant 10 meditation.

So it would be possible to gain magery (65 = 100% recall success) and meditation (could be GM) with:
ring +15 magery, +15 meditation
bracelet +15 magery, +15 meditation
spell woven britches + 10 meditation
spellbook with +12 magery and +12 meditation (this is the max it will spawn with 9-12)

47 magery, 57 meditation in skill bonus
18 magery as real skill + 43 meditation as real skill (61 skill points)

If you are are at your cap of 720, then you may find a way to get the other skill points without as much impact to your play style other than swapping a suit. You could even get back a different 60 points from a different ring and bracelet to give you enough skill to restore the lowered skill(s). It would take 2 or 3 skills to get more points.

So in my estimation almost anything is possible with a little creative accounting.


19
Gold Farming / Re: TrailMyx's Full Auto Fisherman
« on: April 07, 2023, 07:13:26 PM »
Can you afford 65 magery to succeed at recall 100%?

There is a lot more feedback to determine the travel spells when using magery(recall/gate travel) vs chivalry(sacred journey) - so the travel routines do a much better job of determining what happened.

20
Gold Farming / Re: TrailMyx's Full Auto Fisherman
« on: April 04, 2023, 11:54:43 PM »
It has been a long time since I ran this, but doesn't have a time and count setting? I thought the default ran for about 2 hours. I never got very good at getting an appropriate count to run, so I would try to set a ridiculously high count and give it the time that I wanted it to run.

Is your home set as the default for it's rune book? If it isn't the same rune book as the bank runes, then the default wouldn't change as the script runs (TM's travel routines set the default on the rune book, then will travel (recall/gate travel/sacred journey) by targeting the book).

If your house has the chance to spawn aggressive things, then setting up a safe logout location would be the wiser choice than leaving it unset.

21
Hi Piller,
That isn't the code where the containers are defined by you, but the transfer of items to the containers. What it is doing is testing if the various containers have been defined already or not (not defined will have the value N/A).

So what you are describing and the code you have selected are not the same place in the script. If you are unsure how to locate the code, then learn to use the commands in EUO to step through the code to find it:
F7 = advance 1 line and pause
F8 = step over a line (usually used for call or gosub statements, where you want to have it run the whole subroutine because you have already cleared it to not have your issue)
F6 = run to the end of the current routine and pause when you get to the next line after the call/gosub statement to execute this routine


22
Resource Farming / Re: CAMOTbIK's Ultimate fisher
« on: March 20, 2023, 11:59:15 PM »
The script needs an update to the menu logic. There are new rules in EUO for menu processing a few years ago. While most of the original menu commands work, the rules are more strict now.

The button to "Setup ship key" is not updating #MENUBUTTON when selected. This usually happens because the button was defined more than once. You can recreate some of the menu elements (you used to be able to create the same named item over and over), but most now require one of two methods:
1) delete old; create new
2) create all and use the 'menu setprop [element_name] visible [#true/#false]'

I tend to favor the second method. Both methods seem to work, but when going back to maintain code, the second method design is more obvious when debugging. If the code forgets to hide ('visible #false') a button, you still see it on the menu and you get clear feedback. If you forget the delete an element and create a new one with the same name, you can cover the former one, but the new one that is seen won't actually work. The other benefit is that each of your elements (whether visible or hidden) are forced to have unique identifying names.

If you want to try to tackle fixing the menu code, there is a pinned thread about menu code under Tutorials that shows how to code equivalent menu commands that have been updated. That may help. Here is the direct link http://www.scriptuo.com/index.php?topic=15596.msg122126#msg122126

C2 has a lobster/crab fishing script. It works and has simple setup, so I would recommend giving it a shot. I never played with the version that uses bait. http://www.scriptuo.com/index.php?topic=6423.msg54298#msg54298

I posted one over on easyuo (which was an update of Hitechs/player111's code) - but it is for a different goal than any other crabbing script (more bobs leads to more creatures in the trap and supposed to give more rare ones - at the expense of losing lots of traps). As mine is downloaded, there is very little setup required for an individual setup (runes, secures, etc), but the internal settings will maximize lobster/crab return per hour, but at the cost of losing about 20% of the traps put out. Many players have criticized that decision, but I was trying to get more rare creatures and figured the cost of losing traps was worth it. If you really want your eyes to bleed, here is the link: http://www.easyuo.com/forum/viewtopic.php?f=3&t=53947&start=0#p435566

23
If the exevent dropc statement fails, it drops whatever was being carried in the source location (your backpack in this case). So that would make sense. You can share the same container, but more than likely it was setup incorrectly for the failed run. The ignoreitem would have now made the finditem no longer include that in the list for the next time. So the error would only activate on the first time through the script.

I am curious what you will find is really the issue.

24
Hi Piller,
That code looks correct to add the stack that is in your backpack to the count, then update the menu and move it to the %resource_container. It doesn't look like there is anything wrong with this code snippet.

I would look at the potential failures.
Is it possible that %resource_container is not set to the ID of a container?
Could %resource_container be out of reach - more than 2 tiles from your character?
Is %resource_container hidden in another container level (a bag in a bag, for instance)?
Is this block of code even being executed?
Is this block of code being executed the first time while %resource_container is not valid for one of the above reasons, but later it is fine? The ignoreitem will not allow the stack to be found going forward when more are collected - as the stack of green thorns would have the same initial #findid.




25
Scripting Chat / Re: My first brag ever!
« on: March 03, 2023, 08:07:05 PM »
Congrats!

“You have taken your first step into a larger world.” Star Wars: Episode IV – A New Hope [Ben Obi-Wan Kenobi]

It is a great feeling of accomplishment to gain some understanding. I remember my first success was something like that in one of CEO's training scripts.

It was followed by trying to script some sequence of actions, but I didn't understand the wait states for doing stuff in game. So my script ran through too quickly, doing nothing much, and I figured it was a complete failure. I am pretty sure I just deleted that script, but all it would have needed were some waits to allow actions to take place.

My first real solution came by adjusting some journal scan feedback in a bolt maker script. It was no TM_AdvJournal quality work, but I learned a lot.

The most important aspect is the confidence you gain from the success. All these scripts become something possible to alter or advance.

26
Character skill advancement / Re: Gaderian's Remove Trap trainer
« on: February 19, 2023, 04:14:02 PM »
I am not familiar with Razor Enhanced and it's ability to interact with gumps. This is designed, of course, to run with easyuo, which you can still run with Razor/Razor Enhanced, but you have to use the OSI client. Easyuo doesn't work with the 64 bit client - CUO.

27
Gold Farming / Re: TrailMyx's Full Auto Fisherman
« on: February 15, 2023, 02:14:59 PM »
Here is a snippet from the fishing code:
Code: easyuo
  1.   set #LOBJECTID %fishingpole
  2.   set #LTARGETKIND 2
  3.   gosub TM_AdvJournalSync FISHING
  4.   event macro 17 0
  5.   target 4s
  6.   event macro 22 0
  7.   set %fishtimeout #SCNT + 9
  8.  

I don't want to hear it - yes - I quoted myself. ;)

Another possibility is that #LTARGETKIND variable. It needs to be set to 2 to allow fishing up the resource and target the water. However, other things like casting a direct damage or heal spell (not ARCHCURE or other area of effect spells) require #LTARGETKIND to have a value of 1.

If you are running another script that sets #LTARGETKIND, then FAF is open to it changing before it tries to target the water. There is only one #LTARGETKIND (well, any of the #... vars really) for any client. These are not instanced by tab or namespace, etc.

So it is very easy to interfere if you are running multiple scripts on the same character - and you will get exactly the results you are describing.

Did the %fishingpole variable get corrupted? is it set to a different item id than the fishing pole you think it is using?

28
Gold Farming / Re: TrailMyx's Full Auto Fisherman
« on: February 13, 2023, 05:46:47 PM »
Here is a snippet from the fishing code:
Code: easyuo
  1.   set #LOBJECTID %fishingpole
  2.   set #LTARGETKIND 2
  3.   gosub TM_AdvJournalSync FISHING
  4.   event macro 17 0
  5.   target 4s
  6.   event macro 22 0
  7.   set %fishtimeout #SCNT + 9
  8.  

Did the %fishingpole variable get corrupted? is it set to a different item id than the fishing pole you think it is using?

29
UO-Related Tutorials / Re: Treasure Hunting ... My way
« on: January 31, 2023, 01:51:27 PM »
Basically, now you need remove trap instead of mining.
The cartography skill gives you the same advantage that mining used to. So you can pretty much do the same thing, other than needing the remove trap operation. There is a chart on the timing which is dependent on your RT skill and you have to kill the grubbers if/when they spawn.

Add one of the spellcasting masteries to make your summons harder to dispel.

30
The variable %gem is used to concatenation names for counting the quantity and updating the menu. Using it for granite would be fine here.
One thing to think about is if you want the menu to keep a display of the granite mined. The menu needs some fields added. You may wish to separate the quantity by granite color.

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