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Messages - NObama

Pages: 1 ... 137 138 [139]
2071
Scripting Chat / Re: Adding looting to OMG's autotamer
« on: August 30, 2009, 11:05:35 AM »
TM hit the nail on the head.  The gaman horns = strongboxes = chance at good loot.

Although, with imbuing on the horizon, the strongbox quests will be much less attractive.  Mostly, I just wanted to see if I could do it.

Thanks to OMG for his amazing, fantastic, awesome script.

 :)

2072
Scripting Chat / Re: Adding looting to OMG's autotamer
« on: August 30, 2009, 09:12:55 AM »
Well, after looking at the script libraries I have already downloaded, I decided to try frankensteining some of Freddy's subroutines from another script into OMG's.  So far, it's working like a charm.

Feels like I cheated though.

 :-\

2073
Scripting Chat / Re: Adding looting to OMG's autotamer
« on: August 30, 2009, 08:53:36 AM »
Thanks for telling me I'm in the right spot and for the script outline.

I think, as a first attempt, I'll just grab the horns.  Good newb place to start.

=D

2074
Scripting Chat / Adding looting to OMG's autotamer
« on: August 30, 2009, 04:57:58 AM »
Good morning.

I'm trying to figure out the best way to add looting options to OMG's taming script, simply because I can't bear to let that many gaman horns and so much leather decay.  I'm torn between trying to code something into the main loop, or to use TM's advclawlite.

I think this is my starting point, but please tell me if I'm off:

if #RESULT = FOUND
   {
   set %tamingsuccess TRUE
   gosub movetocreature %closeid
   gosub tamecreature %closeid
   gosub renamerelease %closeid
   gosub killtamedpet %closeid
****insert line here****  <---------------
   ignoreitem %closeid
   if %healthwatcher = TRUE
      gosub healthwatcher
   }

Am I at least in the right place to start tweaking?

Thanks!

2075
General UO Chat / Re: Heartwood Runics... And their value...
« on: August 29, 2009, 08:22:33 AM »
I'm just getting tired of the people paging on other scriptors to keep the competition down.  Come on folks, honestly?

Sheesh.

I have left heartwood for now.  I think imbuing will kill the value of HW kits.


2076
Inactive Submissions / Re: PG Public Zoo Donator
« on: August 19, 2009, 04:22:00 PM »
Having some trouble with this script.

I get it to initialize just fine, but when I push "start" it hangs on Starting Safari.

One obvious problem I have to address is the fact that I don't have tool_advancejournalscan1 or any PGUlils...where can I find these files?  I tried searching for TM_journal and tool_advance...nada.

*UPDATE* Yep, I'm an idiot.  Found the journal sub, fixed my directory path problems.  Now, I just have to figure out where to mark a rune so I don't start out of range...

Thanks!

2077
Nice!  Didn't think of that, thanks!

 :D

2078
Hail!

I've been using so much content from this forum that I wanted to contribute what little I can.

Several looting scripts out there gather all sorts of resources, but I couldn't find one that also cut up bones.  I liberally stole from others' code to create a bonecutting subroutine that worked for me.  Feel free to incorporate it or suggest changes.  It's rather mechanical and not particularly elegant, but it's been working for the last 3567 bones...

Set up your bone and scissor types.  These will also have to be added to you list of item types to loot.  Replace XXXXXXXX with the item id of your scissors:
Code: [Select]
set %cuttypes EEG_GED_OJK_XIK_SJK_IJK_TJK_BJK_UJK_DJK_MJK_AJK_LJK_FJK_RJK_EJK_ZIK_YIK_JJK_GJK_KJK_HJK_DEG
set %scissortypes KAG_JAG
set %scissors XXXXXXXX

Set up your sub cut_bones:
Code: [Select]
sub cut_bones
finditem %cuttypes C_ , #backpackid
if #findkind <> -1
{
  set %_findid #findid
  set #ltargetid %_findid
  set #lTargetKind 1
  set #lobjectid %scissors
  wait 5
  event macro 17 0
  target 5s
  event macro 22 0
  wait 9
}
return

This assumes you already have a variable set up for #backpackid.  If not, you can just substitute your character's value for this variable name.  You will also have to add type GUF to your loot list to move the cut bones to your drop-off container.

In the script I'm editing, I inserted the gosub command just before my weight check. 

Again, this is a pitiful contribution and is a hash of code I pulled from other scripts to turn into a stand alone subroutine.  Maybe it will help someone else learn like I'm learning.

Cheers.

 :)

2079
*smacks forehead*  Let me go check that...

EDIT: working now.  Made the requisite changes - damn, TM, this is a powerful tool.

In testing, more as events warrant.

=D

Post Merge: May 04, 2009, 02:09:47 PM
Working Beautifully.  Thanks much!

 :D

2080
Code: [Select]
set %railsubs tool_railengine30f.txt
set %rail_filename gatetocave.txt
set %rail_label  TEST

call %railsubs TM_Initialize 

call %railsubs TM_LoadRail %rail_filename

if #RESULT = #TRUE
{
  display ok Rail file not found
  stop
}
set #LPC 1000

call %railsubs TM_RunRail %rail_label 0 END FW 
if #RESULT = #TRUE
{
  display ok Rail error occurred.
}

call %railsubs TM_Close
stop


This is what I'm using to test.

I appreciate all the help.  I'm sort of thinking it's a Vista thing...

Cheers-

2081
Script development tools / Re: TrailMyx's Master Rail Engine/Developer
« on: April 26, 2009, 06:52:45 AM »
I'm trying desperately to understand how to make a rail and incorporate it into my own script.  However, I'm having some rookie problems:

1) When recording the rail, I am unable to find the file I've just created.  I've scanned my entire harddrive and it's just not there after I click save.  It should be noted that I can play the rail once, either forward or backward, inside the rail creator...ONCE.  Afterwards, if I try to play it again in either direction I get nothing.  For the record, I've tried saving to "C:\gatetocave.txt" and "gatetocave.txt".  I'm running vista.

2) When attempting to use the sample test code, I make the first three lines read thusly:

set %railsubs tool_railengine30f.txt
set %rail_filename gatetocave.txt
set %rail_label  TEST

When I play the test code, nada.

Any thoughts?  This is an incredibly powerful tool, but my kung fu is not strong.

Cheers!

2082
Script Debug / Re: Trouble with manual 'move' commands
« on: April 04, 2009, 11:00:53 AM »
Thanks for the encouraging words!

I went back and changed the move commands to event pathfind, which once again seemed to fix the problem for a bit.  It appears that neither move or pathfind are precise (hence the need for the 3rd parameter, I'm learning!) and my movement routines require very precise geocoords to make it through portals.

I don't think there is anything "wrong" with my coding - since why would it work several times before breaking? - I think my overall approach is flawed.  For example:

Code: [Select]
sub return_to_portal
move 1541 1340
wait 1s
move 1544 1334
wait 2s
move 1537 1327
wait 2s
move 1529 1325
wait 2s
move 1526 1325
wait 1s
move 1510 1325
wait 1s
move 1486 1323
wait 1s
move 1457 1330
wait 1s
move 1458 1328
wait 1s
key left
wait 1s
key left
wait 1s
return

Here I left out the 3rd and 4th parameters, which may have been causing some of my issues.  Last night, I changed all of the 'moves' back to event pathfind and included the Z-axis coordinates as well.  That seemed to 1) reduce some of the random thrashing about as my toon attempted to follow the path and 2) increase the speed of the script.  Speaking of speed, I also took into consideration my rather short wait times and lengthened them a few seconds.

The "key" commands were my brute force attempt to transition from one area to the next.  I can get the character to the threshold, but I can't make him cross without hard-coding a couple keystrokes.  This is where I encounter my greatest difficultly.  As the script misses each spot by a square or two, sometimes I'm not in exactly the right place to force the transition.

Really, I need help understanding how to call TM's rail engine to run the rail I made with his outstanding rail generator.  I tried backward-engineering from the heartwood script, but I'm still rather flummoxed.  It seems like it should be easy, I'm just not up to that level yet...

Any suggestions?

Cheers!

2083
Script Debug / Trouble with manual 'move' commands
« on: April 03, 2009, 11:39:26 PM »
Salutations!

I've been modifying one of TM's magnificant farming scripts to help my character get to and from the bank from Ilshenar.  I went through a great deal of painstaking manual entry of X/Y coords to craft a path for my toon to follow.

It was clunky, but it worked very well transitioning between several areas and using moongates.  Then, suddenly, it stopped working.  None of my coded coordinates changed, but after a day or so my toon would get stuck in various places.  I changed from event pathfind commands to move commands, and that seemed to solve the problem for a while - but now it's back.

I've run the modified script on several different systems with the same cascading failures after time passes.  Obviously, there is something simple I'm not seeing...but I'm compelled to ask:

Why does a "move x y" command work find one hundred times, then screw up the 101st?

Eventually, I'll figure out how to incorporate the rail engine but that's calculus to my multiplication tables at the moment.

Thanks!


2084
New member introductions / Re: Salutations!
« on: April 01, 2009, 09:01:00 PM »
Thanks for the warm welcome!

I'm recalling just how much I've forgotten about scripting as I try to wade through some of the moderately complex ones I can comprehend.  Guess it's back to school for me!

Cheers!

2085
New member introductions / Salutations!
« on: March 31, 2009, 01:09:52 PM »
Just getting back into the script side of the game, since I don't have the time to play that I once did.

Thanks for having me!

 :)
NObama.

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