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Official ScriptUO EasyUO Scripts => Site Scripter Libraries => _C2_ Script Library => Topic started by: _C2_ on October 26, 2009, 06:46:12 PM

Title: C2's Trick or Treater 2.3
Post by: _C2_ on October 26, 2009, 06:46:12 PM
Code: [Select]
;Script:  Happy Halloween 2.3
;Author:  C2
;Purpose: Hardcore AFK Trick or Treating
;Credits:
;         Trailmyx Advanced travel & Journal Scanner Subs
; Super Slayer for advice to speed up naughty twin encounters


The script will use a personal attendant deed in your pack to trick or treat like a freak!  I ran this over 6 straight hours today.  

Warning:  TOTing in Malas home can be very dangerous.  You get teleported often to luna gate and umbra gate.  High visibility there.  Tram and fel teleport you to tram and fel gates.
*****Clear pack of all deeds because many have same id as attendant*****

OLD:  There are two new rares this year! A Grim Warning and a Skull Pike, both golden colored.  Webs are back but easier to get.  Because there is a trick that steals from you, I have these mentioned rewards immediately placed into the secure as to not get stolen.

NEW:  Dev skulls on spike added

Code: [Select]
;Directions:
;          (1) Start with Deed in backpack.  Not a NPC Up or token.
;          (2) Have a secure on the ground to dump candy and items
;          (3) Set recall RE or Sacred Journey SJ below
;          (4) Name runebook below and two locations to recall back to beg at
;          (5) Try to have a spot you can walk right into your house

name your runebook Halloween
You do not need to name runes... doesn't matter
enter runebook locations for the two home runes in the section below and put sj for sacred journey or re for recall.
Code: [Select]
set %travel RE
set %bookname halloween ;name on runebook
set %home1 15           ;home spot 1
set %home2 16           ;home in spot 2


You need to make a reentry rail of sorts.  It is the last sub in the script and use the following to make it work.  If you must use a teleporter, make sure you walk a good distance towards the back of the house to get the guide to teleport to you.  If you stay too close to the front of the house, your guide may occasionally sit out front.

Rail:
(1)  You do not need to code a spot for the location you recall into!  start walking from there and get  the #charposx & #charposy numbers under charater info or off the bottom of the easy uo grid.
(2) insert wait 40 when you have a location that stops on a teleporter.
(3) insert event macro 12 to open a door
(4) do not change the last section of the rail because it is set to default to the exact loaction you started the script.
Do Not Change!!!
Code: [Select]
  repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy

for each rail location add this section:
Code: [Select]
  repeat
   event pathfind xxxx yyyy  ;x/y of first location (not recall point)
   until #charposx = xxxx && #charposy = yyyy


for doors, enter the following code to open one and then if you move in and wish to close it again you can use the same snip-it again:
Code: [Select]
  finditem FJC_HJC
   set #lobjectid #findid
   event macro 17
   wait 20

Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on October 27, 2009, 12:46:56 AM
thanks bro.
Title: Re: C2's Trick or Treater 2.0
Post by: rana70 on October 28, 2009, 05:27:57 PM
Hi,

thx for sharing ... !


Since I am still not GM Begger .. I added a routine to simply
beg every 11 sec. along with T&T ..
Maybe you like to add this too for all others who still work on
the begging skill.

I was wondering .. I am around 85 Begging skill and got one
of the spider webs ....

cu
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 28, 2009, 06:10:38 PM
last year gm beggings special was web.  this year it is common.  there are two new gm rewards this year
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on October 28, 2009, 06:17:07 PM
damnit.. I need to find one of these deeds so I can run this....
Title: Re: C2's Trick or Treater 2.0
Post by: Masscre on October 28, 2009, 06:22:40 PM
I added in before starting I added in event macro protection. This way while at gates the local monsters attacking me do not cause me to fail the cast. Something easily upgraded in the script.
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on October 28, 2009, 06:25:12 PM
cast protection if your a mage.. if you use SJ, I duno :P
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 28, 2009, 06:26:46 PM
i run protection and polymorph to avoid going grey to mound of maggots which they are removing
Title: Re: C2's Trick or Treater 2.0
Post by: TrailMyx on October 30, 2009, 10:26:13 AM
This script is great fun!  Good job; no more dying!
Title: Re: C2's Trick or Treater 2.0
Post by: TrailMyx on October 30, 2009, 10:44:50 AM
One note, you need to be sure you don't have any other deeds in your pack.  It wasn't working for me at first until I realized it was trying to place the forge deed I have in my pack.  FYI
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 30, 2009, 12:45:02 PM
ty tm added it to the directions/ warning part
Title: Re: C2's Trick or Treater 2.0
Post by: TrailMyx on October 30, 2009, 01:25:31 PM
BTW, how often to get get one of the "special" items?  So far, lots of candy... :)
Title: Re: C2's Trick or Treater 2.0
Post by: Masscre on October 30, 2009, 07:18:00 PM
One of you chip or begging becky?
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 30, 2009, 07:50:05 PM
i'm not them.  I don't know how often honestly.  I don't watch it at all.  i just empty out loot every 6 hours or so
Title: Re: C2's Trick or Treater 2.0
Post by: Masscre on October 30, 2009, 08:05:29 PM
Just curious i watched it a while they are using your script and it should be only a select few having this script and they are on GL by the way.
Title: Re: C2's Trick or Treater 2.0
Post by: tandj99 on October 30, 2009, 09:23:41 PM
I have used it on GL wonder if it was me you saw?
Title: Re: C2's Trick or Treater 2.0
Post by: Masscre on October 30, 2009, 10:07:32 PM
I have used it on GL wonder if it was me you saw?

chip or begging becky?
Title: Re: C2's Trick or Treater 2.0
Post by: Superslayer on October 31, 2009, 08:00:40 AM
I'm Calypso on GL, did it a little while and I saw two people also. Fel ya?

edit: I know, my name is posted, but is only a temp accnt ;)
Title: Re: C2's Trick or Treater 2.0
Post by: Masscre on October 31, 2009, 10:31:32 AM
I'm Calypso on GL, did it a little while and I saw two people also. Fel ya?

edit: I know, my name is posted, but is only a temp accnt ;)

but posted in elite area  :)
Title: Re: C2's Trick or Treater 2.0
Post by: TrailMyx on November 02, 2009, 12:40:55 PM
I love playing with other people's scripts.... :)

Time is since the last item of similar type was looted.

No you may not have it.  :p  C2 can because he's the man!
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on November 02, 2009, 12:57:30 PM
Hilarious!  I didn't want to put any significant time into an event script but that is sexy!
Title: Re: C2's Trick or Treater 2.0
Post by: TrailMyx on November 02, 2009, 01:11:28 PM
Hilarious!  I didn't want to put any significant time into an event script but that is sexy!

heh, I love statistics!  Plus I was curious about the time between these things; wondering if there's any method to the timing.

Hugely fun script, BTW!
Title: Re: C2's Trick or Treater 2.0
Post by: TrailMyx on November 02, 2009, 02:36:29 PM
Looks like the drop rate of each of these is about the same.
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on November 04, 2009, 05:36:39 PM
I love playing with other people's scripts.... :)

Time is since the last item of similar type was looted.

No you may not have it.  :p  C2 can because he's the man!

And You Say I tease People :P
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 30, 2010, 05:34:19 PM
Updated version 2.1 is up.  it contains all the new ids and has some timing changes.  I also set in some extra steps to check for changed from starting locations to improve checking to see if u are back at house etc.
Title: Re: C2's Trick or Treater 2.0
Post by: Superslayer on October 30, 2010, 05:51:53 PM
One change I do to this is if an evil twin is found, I dismiss the attendant. That way, when I'm ported to a gate, the attendant is not with me, therefore not causing any suspicions.  ;)

I was also thinking about journal checking for specifically seeing if 'stole' or 'teleports' were found and then acting on those results. End point being, you'll spend less time at a gate while the 6 seconds times-out to re-enter your home, and if the twin stole candy, you won't be sitting there for 6 seconds waiting for the timeout.

I do love this script, coolest all around holiday script by far imo.
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 30, 2010, 09:53:53 PM
Great ideas... I may play with that a bit in the next few days... thx SS
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 30, 2010, 11:01:13 PM
so... I added Super Slayer's advised changes... wasn't sleeping and thought they were really smart changes so they are included in 2.2

You will see that the attendent is dismissed immediatly on naughty twin encounters...

you will notice you recall right away at gate when teleported

you will notice if it steals from you... you will start back trick or treating quickly
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 30, 2010, 11:20:08 PM
new 2.2 is posted with a timer tweak.  one person downloaded before i changed... seems that sometimes it does not read correctly and ends up at gate trick or treating until u get another naught twin... not sure why plz post feed back if u do not revert to an earlier version


edit :  this was not an issue... i was running a version without one of the lines transfered... 2.2 is sweet!!!
Title: Re: C2's Trick or Treater 2.0
Post by: rana70 on October 30, 2010, 11:51:21 PM
Hi C2,

I gues sit was me who downloaden the first 2.2 version.

So far I did not end up with the problem you said,
I will monitor the later 2.2 version for a while.

I think it would be a great idea to skip the manual
hard code edit of the chars location within the script.

What do you think about just store the position of the
char when the script starts. I guess most people like me
used to start scripts at the dropoff location with the drop
box in range.

thx for the update ..
cu
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 31, 2010, 06:15:21 AM
2.2 is fine!!!  it was me with the above comment
Title: Re: C2's Trick or Treater 2.0
Post by: gimlet on October 31, 2010, 07:36:39 AM
This looks like fun - maybe i'll give it a try. A Big Thanks!
Title: Re: C2's Trick or Treater 2.0
Post by: rana70 on October 31, 2010, 12:34:03 PM
Hi C2,

it's me again and since you know I love to have counters in scripts
I would like to sugest this add-on to your script ....
If you like it too.... just put it in  ;)


Code: [Select]
   ; INSERT this at Line 91 START Counter and Display Mod
   if #FindType IN ZUAB
     {
       Set %CountZUAB %CountZUAB + 1
       Menu Delete CNT_L1
       Menu Text CNT_L1 10 40 Grim , #SPC , Warning %CountZUAB
     }
   if #FindType IN MHG_LHG
     {
       Set %CountMHG %CountMHG + 1
       Menu Delete CNT_L2
       Menu Text CNT_L2 10 55 Spider , #SPC , WEB %CountMHG
     }
   if #FindType IN JJZ
     {
       Set %CountJJZ %CountJJZ + 1
       Menu Delete CNT_L3
       Menu Text CNT_L3 10 70 Skul , #SPC , Pike %CountJJZ
      }
   if #FindType IN JAY
     {
       Set %CountJAY %CountJAY + 1
       Menu Delete CNT_L4
       Menu Text CNT_L4 10 85 Helloween , #SPC , Guillotine %CountJAY
      }
   if #FindType IN KAY
     {
       Set %CountKAY %CountKAY + 1
       Menu Delete CNT_L5
       Menu Text CNT_L5 10 100 Covered , #SPC , Chair %CountKAY
      }
   if #FindType IN RZX
     {
       Set %CountRZX %CountRZX + 1
       Menu Delete CNT_L6
       Menu Text CNT_L6 10 115 Iron , #SPC , Maiden %CountRZX
      }
    ; END Counter and Display

Code: [Select]
Just tweak the dislpay size to fit the extra lines
and add a Left Align 

Have a good day and thx for the script
ci
Title: Re: C2's Trick or Treater 2.0
Post by: Superslayer on October 31, 2010, 12:58:11 PM
2.2 is great C2, thanks for a great script!
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on November 03, 2010, 06:26:34 PM
I finished GMing my Begging and I started this script right up... the first time I was teleported away, i had a hard time entering my house alls it is a strait shot up 2 sets of stairs.. the first way point was up the first set.. which worked perfect. the second set I kept getting a cannot reach that type of message.. for the fix I added in a set %MovedZ #CharPosZ and I added that into the Event Pathfind %MovedX %MovedY %MovedZ to the last waypoint of the enterhome sub... so everything is good now.... just wanted to point out the small issue :)
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on November 03, 2010, 07:48:52 PM
I finished GMing my Begging and I started this script right up... the first time I was teleported away, i had a hard time entering my house alls it is a strait shot up 2 sets of stairs.. the first way point was up the first set.. which worked perfect. the second set I kept getting a cannot reach that type of message.. for the fix I added in a set %MovedZ #CharPosZ and I added that into the Event Pathfind %MovedX %MovedY %MovedZ to the last waypoint of the enterhome sub... so everything is good now.... just wanted to point out the small issue :)

excellent feedback - thank you.  it will go in the next version i need to release
Title: Re: C2's Trick or Treater 2.0
Post by: NObama on November 11, 2010, 07:33:22 AM
Hmm...wonder if we should add trick or treat cloth functionality...
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on November 11, 2010, 07:48:23 AM
Hmm...wonder if we should add trick or treat cloth functionality...

I have that version.  it is based if crafting bags of robes and cloaks.  start with crafted stuff on and when u change tone it cuts the clothing.  i am happy to post it.  it does not craft as it goes it works out of bags of precrafted stuff
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on November 11, 2010, 07:57:47 AM
there is now a 2.5 devils version of the trick or treat script posted that farms the trick or treat cloth by cutting robes and cloaks that you are wearing.  you must craft at least one bag of robes and one bag of cloaks but can precraft tons more if you wish and hard code the bag ids in.  the script will continue trick or treating normally when you run out.  if you wish it to halt, go to the sub regear down near the very end of the script and change the return in the middle of the sub to halt.  You must start with the robe and cloak on that you wish to cut or it will just keep cutting.
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on November 11, 2010, 01:11:19 PM
that version might not support crafting robes and cloaks, but it can be easily installed :)
Title: Re: C2's Trick or Treater 2.0
Post by: NObama on November 11, 2010, 01:28:22 PM
Mayday!  Mayday!

I'm attempting to code my own crafting / cutting functionality into a different script and I've encountered a problem:

exevent droppd to drop a garg robe on a garg character paperdoll results in the robe 'vanishing' from the cursor and not appearing on the garg paperdoll.  Only way to fix it is to logout/login to get the robe (EJY) to appear back in the backpack.

Anyone else encounter this?
Title: Re: C2's Trick or Treater 2.0
Post by: Endless Night on November 11, 2010, 04:54:26 PM
Do i need a GM Beggar to run this .. or rather for the cloth to work....   ive been training begging all day and all last night.. slower than helll this skill...
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on November 11, 2010, 04:55:18 PM
you dont need gm to get cloth but you really need a minimum of 80 tailor skill to get the max cut return
Title: Re: C2's Trick or Treater 2.0
Post by: gimlet on November 11, 2010, 05:06:33 PM
you dont need gm to get cloth but you really need a minimum of 80 tailor skill to get the max cut return

do you use a salvage bag? Do you get more that way?
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on November 11, 2010, 05:10:08 PM
Mayday!  Mayday!

I'm attempting to code my own crafting / cutting functionality into a different script and I've encountered a problem:

exevent droppd to drop a garg robe on a garg character paperdoll results in the robe 'vanishing' from the cursor and not appearing on the garg paperdoll.  Only way to fix it is to logout/login to get the robe (EJY) to appear back in the backpack.

Anyone else encounter this?

please show me the code that you are using... I have tested with my gargoyle and everything worked...
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on November 11, 2010, 05:18:11 PM
you dont need gm to get cloth but you really need a minimum of 80 tailor skill to get the max cut return

do you use a salvage bag? Do you get more that way?


no clue on that one
Title: Re: C2's Trick or Treater 2.0
Post by: Endless Night on November 14, 2010, 05:21:51 PM
WEll i merged c2s trick or treater with paulos tailor trainer which i had been using so that it crafts new robes and cloaks...

Ill post with both thier permissions here.... c2s given his.. it ends tommorrow and im sure paulo wont mind... so its attached..

(note .. need sewing kit, tinker kit.. resouce cont  with cut cloth and ingots init (obviusly diff from your saved cloth bag))


alSo observatiosn
-- all clothes  armour etc is dyed

has anyone tried smelting a died shield
or cutting up some leather armour ???

Or are both those colors avalible already or not kept.

Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on November 14, 2010, 05:24:17 PM
I believe we tried this with leather and we got normal leather in return.
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on November 14, 2010, 05:40:14 PM
yea leather did not work.  ever tried ingots but i believe that it will react just like leather and smelt into the type
Title: Re: C2's Trick or Treater 2.0
Post by: NObama on November 15, 2010, 07:21:35 AM
They fixed leather and ingots years ago, when another such bug was able to produce colored versions of those resources.  Not saying there won't ever be another ingot/leather color bug...just not one today.

Title: Re: C2's Trick or Treater 2.0
Post by: Endless Night on November 15, 2010, 08:20:38 AM
all over until next year...   as usual i only arrived for the ending ..   I speacilize in missing all but the finial hours of events.. lol :)
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on November 15, 2010, 08:56:04 AM
I became a pro at walking through my stairs ending up in my basement.. next year I'll set up teleport tiles ;/
Title: Re: C2's Trick or Treater 2.0
Post by: NObama on November 15, 2010, 08:09:03 PM
all over until next year...   as usual i only arrived for the ending ..   I speacilize in missing all but the finial hours of events.. lol :)

Good. My wife was getting irritated.  Everytime I started talking about needing to separate the colors, SHE thought I was doing laundry. 

Her: "Are those clothes in the dryer yet?" 
Me:  "Yeah.  Wait.  What?"
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on November 16, 2010, 01:21:33 AM
LOL


Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 01, 2011, 05:18:34 AM
i'll look at this later today. 

plans

add cloth cutting for everyone

find out what the new surprise is... item or if they added explosion back in
Title: Re: C2's Trick or Treater 2.0
Post by: Toptwo on October 01, 2011, 05:45:15 AM
Am running it now C2, if I can find out those things will let you know. No explosion so far, and also, so far I have only got the same crap from last year..nothing new yet. The cloth IS changing colors again..I think I have plenty of that from last year still LOL!
Title: Re: C2's Trick or Treater 2.0
Post by: gimlet on October 01, 2011, 06:30:03 AM
Does the cloth cutting still work?
Title: Re: C2's Trick or Treater 2.0
Post by: NObama on October 01, 2011, 06:43:12 AM
Wait - is this live now?!
Title: Re: C2's Trick or Treater 2.0
Post by: Masscre on October 01, 2011, 07:01:49 AM
It was live as of last night.

Also working on finding the new items for this also.

Also have a pumkin collector almost finished that I will be releasing this weekend.
Title: Re: C2's Trick or Treater 2.0
Post by: gimlet on October 01, 2011, 08:47:37 AM
Doesnt look like cutting with a scissors works but salvage bag does
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 01, 2011, 02:10:39 PM
Everyone can have fun with this.  i havent tried it yet this year but I do not have a version to cut cloth as they changed how that can be done this year.  I may or may not get to it.  Enjoy everyone.
Title: Re: C2's Trick or Treater 2.0
Post by: Toptwo on October 02, 2011, 05:20:53 AM
Well, after running this for over 24 hours, I can tell you that it just like last year. NO new surprises, nothing has changed!
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on October 02, 2011, 07:58:52 AM
that sucks... even though last year they said they were going to introduce something new, we already new it was gonna be the same crap....  I can even bet in the matter of a day or so they will fix the salvage bag loop hole....
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 02, 2011, 08:03:05 AM
that sucks... even though last year they said they were going to introduce something new, we already new it was gonna be the same crap....  I can even bet in the matter of a day or so they will fix the salvage bag loop hole....

that is not why i am bothering to add it. along with last year... all i did was make robes none stop.  ugg
 
Title: Re: C2's Trick or Treater 2.0
Post by: The Ghost on October 02, 2011, 08:32:37 AM
If I read this right, we can ToT in the comfort of our house with a personal attendant and get rode  from it and also all the other drop.   If i'm wrong can some put explain it.  Don't want to be stuff with my attendant, this is why I still have it in a token form :)     

P.S:  C2's  nice work on all your work u have done. 
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 02, 2011, 08:45:30 AM
If I read this right, we can ToT in the comfort of our house with a personal attendant and get rode  from it and also all the other drop.   If i'm wrong can some put explain it.  Don't want to be stuff with my attendant, this is why I still have it in a token form :)     

P.S:  C2's  nice work on all your work u have done. 

This allows you to trick or treat from your house with a personal attendant, yes.  if you are really comfortable with writing the rail section you can even run way into your house.  otherwise you are limited to walking up to a bag or just inside.  enjoy
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 02, 2011, 08:56:54 AM
if you all like that this is public click the heart and throw me some rep...hehe
Title: Re: C2's Trick or Treater 2.0
Post by: NObama on October 02, 2011, 03:48:23 PM
Confirm all the items are the same as last year's trick-or-treat stuff?  No new rares?
Title: Re: C2's Trick or Treater 2.0
Post by: Canuker on October 03, 2011, 06:14:26 AM
Well I tossed a heart but I'm not bothering to use this, sorry.  I've still got a box full of last years crap and nothing new gives me little reason to go again now.  What a shame that the dev team is either so lazy, under staffed, under funded or something else to add content here and there.  I don't envy them but still I'd love to see some fresh stuff every few months without having to pay more for it.  I guess there is the new mask's but that has little value to me:(
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 03, 2011, 10:31:22 AM
Well I tossed a heart but I'm not bothering to use this, sorry.  I've still got a box full of last years crap and nothing new gives me little reason to go again now.  What a shame that the dev team is either so lazy, under staffed, under funded or something else to add content here and there.  I don't envy them but still I'd love to see some fresh stuff every few months without having to pay more for it.  I guess there is the new mask's but that has little value to me:(

Heck, it is my script and I don't want to use it due to nothing being new.  I think it would.generate some decent points for this that don't already have millions.  Thx for the rep though.
Title: Re: C2's Trick or Treater 2.0
Post by: D on October 12, 2011, 04:39:29 AM
Hey C2 i thought id try this out, it runs flawless now, i did have a minor issure with it opening doors, but it turned out simply to be that my door id wasnt in the list, quickily resolved.

Just running it now to see how many cleanup points i can get an hour etc.

Cheers C2
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 12, 2011, 02:32:12 PM
kool report back on points per hour.  i am curious.  if u get a chance to toss that id up i will add it in for everyone.  ty
Title: Re: C2's Trick or Treater 2.0
Post by: Newsman on October 12, 2011, 03:43:57 PM
the candy is worth 1 point each, the rewards 50 points each.  This isn't worth farming points. I use another ToT script and the rate of points is just not even close to being worth it for points.

In fact, you can barely sell the reward items for 50k each.  The cloth has some value but you're better off scripting pretty much anything else.
Title: Re: C2's Trick or Treater 2.0
Post by: D on October 13, 2011, 12:07:23 AM
Yeah i tested for a few hours and i got 1110 points an hour, i was getting more than double with donating lumber and resources.

the Door id for my small plaster house is _ZPC
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 13, 2011, 05:07:58 AM
yeah that just isnt enough... fishing destroys that too.  thx for letting us know.
Title: Re: C2's Trick or Treater 2.0
Post by: Masscre on October 13, 2011, 07:58:41 AM
yeah that just isnt enough... fishing destroys that too.  thx for letting us know.

What fishing script are you guys using for points?
Title: Re: C2's Trick or Treater 2.0
Post by: D on October 13, 2011, 09:15:00 AM
lol i was thinking the same thing, but i'd have to train up fishing :P
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 13, 2011, 09:25:50 AM
There are better ways than fishing too.  Lumber is better than fishing I'm sure.  Wait times in fishing stink but SOS farming works decent and serpents pay out well.  Still not the ideal point farmer but honestly points are not worth farming.
Title: Re: C2's Trick or Treater 2.0
Post by: Khameleon on October 13, 2011, 07:44:59 PM
I've been sos'ing its not as great as I thought it would be, but I've made over 7 mill in gold in the short amount of time I spent doing sos's while I am active in sos I get around 3-4k points ever trash can recycle.. obviously I can't keep this going all day since I would run out of sos's in a few short days...
Title: Re: C2's Trick or Treater 2.0
Post by: D on October 14, 2011, 12:03:56 AM
Yeah ive been ending up going back to lumber after ive tried a few other things, im only doing as ive got a few days left on my spare account so i might aswell use him for something lol, so mining for BODs and lumber for points.

I was trading cleanup items for their similar amount in gold, like i swapped the luck set for a tangle but thats gone out the window now.

Might just spend my last 400k on deco or wait to see if any items have held their value enough to sell.
Title: Re: C2's Trick or Treater 2.0
Post by: iain on November 03, 2011, 05:38:06 AM
many thanks for letting me use your treak or treat script,ive not played in years andyour scripts were always great
thanks again
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on November 03, 2011, 07:21:33 PM
Hey hi, I was wondering if u could insert the cutting cloth in salvage bag into the script pls, as I missed out from last year and just returned with not enough time to collect those cloth  :'(  .. I would greatly appreciate that, other than that, this is a nice script, thanks.

I do not plan on adding that as i stated in an earlier post when making this public. sorry
Title: Re: C2's Trick or Treater 2.0
Post by: Masscre on October 01, 2013, 05:37:31 PM
New ID's

SZFC, LZFC, MZFC          {Heads of Dev's on a stake}

???                               {Pumkin Muffin}

Will keep updating as I gather the info.
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 01, 2013, 08:29:48 PM
Yes, plz do.  I have two new ones too.  All the old candy is there after the list from last year.  Just uncomment and add them together.  The rest of the script seems just fine!
Title: Re: C2's Trick or Treater 2.0
Post by: Insideout on October 01, 2013, 08:38:02 PM
Okay making sure it just wasn't something I did. But i noticed in the loot Ids there was ; Where it should have been _  was it me or is it that way in the script? Not trying to nit pick as I'm grateful for you making this script
Title: Re: C2's Trick or Treater 2.0
Post by: Insideout on October 01, 2013, 10:44:22 PM
Also for the special drops MZFC Brutrins Head on a stick
Title: Re: C2's Trick or Treater 2.0
Post by: gimlet on October 02, 2013, 06:29:27 AM
Mine and I know I am missing at least one more

SZFC_XZFC_JZFC_LZFC_YZFC_MZFC_RZFC_ZUAB_MHG_LHG_JJZ_JAY_KAY_RZX_NRD_wrd_acg_sli_xpd
Title: Re: C2's Trick or Treater 2.0
Post by: theonequasi on October 02, 2013, 06:33:37 AM
I'm having problem I started  it today  drop the personal attendent  down one time stops. I ran it all day yesterday no problem nothing new in pack any idea why this is doing it?
Title: Re: C2's Trick or Treater 2.0
Post by: Masscre on October 02, 2013, 06:50:23 AM
I'm having problem I started  it today  drop the personal attendent  down one time stops. I ran it all day yesterday no problem nothing new in pack any idea why this is doing it?

Have you tried rebooting your computer?  Are you running more than one script at a time? Do you have more than one instance of UO open? What is your current ping to the server you play on? Sounds either lag related or you just need a fresh reboot. All information you can give when posting helps us help you faster and better. Please do not slack on sharing :)
Title: Re: C2's Trick or Treater 2.0
Post by: theonequasi on October 02, 2013, 06:57:10 AM
my ping is 32 only one client open and only this script running now. I did change char it worked for a little bit this morning . Now its back doing it again  i have try rebooting  . I even try deleting the script and downloading it again.
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 02, 2013, 10:45:18 AM
New ID's

SZFC, LZFC, MZFC          {Heads of Dev's on a stake}

???                               {Pumkin Muffin}

Will keep updating as I gather the info.

WZFC_VZFC_YZFC_MZFC_UZFC_TZFC               ;Rakban_ThatBlok_Gryphon_Brutrin_Onifrk_Mesanna
Title: Re: C2's Trick or Treater 2.0
Post by: unisharp on October 02, 2013, 01:33:16 PM
LZFC Stethun's

Post Merge: October 02, 2013, 01:34:38 PM
Also, I got a Brutrin's that was MZFC
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 02, 2013, 02:12:47 PM
Okay making sure it just wasn't something I did. But i noticed in the loot Ids there was ; Where it should have been _  was it me or is it that way in the script? Not trying to nit pick as I'm grateful for you making this script

Those ids were not included in the last couple of halloweens but were in some of the originals.  They were ; off to save them if the ever returned... And they did!  The uncomment was the perfect thing to do to add them back in.

You were also using the script on the first day before any updates for changes to this year... That is why the old time item ids that have been added back in were commented off.  I'll update soon but it is easy to add them back in like you did!
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 02, 2013, 02:15:16 PM
I'm having problem I started  it today  drop the personal attendent  down one time stops. I ran it all day yesterday no problem nothing new in pack any idea why this is doing it?

No clue... Very unusual.  It is working for a lot of folks so this is abnormal.
Title: Re: C2's Trick or Treater 2.0
Post by: unisharp on October 02, 2013, 09:32:40 PM
VZFC_WZFC_SZFC_XZFC_JZFC_LZFC_YZFC_MZFC_RZFC_UZFC_TZFC

This may be a complete list.
Title: Re: C2's Trick or Treater 2.0
Post by: gimlet on October 03, 2013, 06:12:14 AM
I'm having problem I started  it today  drop the personal attendent  down one time stops. I ran it all day yesterday no problem nothing new in pack any idea why this is doing it?

No clue... Very unusual.  It is working for a lot of folks so this is abnormal.

Restart with deed in backpack,
Title: Re: C2's Trick or Treater 2.0
Post by: Kandie on October 03, 2013, 09:30:29 AM
C2  this script is so awesome, took me alittle bit to figure it out but I got it to work and I LOVE IT  Thx for making it public.... 8) Have a Great Day
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 03, 2013, 03:09:55 PM
VZFC_WZFC_SZFC_XZFC_JZFC_LZFC_YZFC_MZFC_RZFC_UZFC_TZFC

This may be a complete list.
WZFC_VZFC_YZFC_MZFC_UZFC_TZFC_LZFC_XZFC_RZFC_JZFC     
;Rakban_ThatBlok_Gryphon_Brutrin_Onifrk_Mesanna_Stethun_Kyronix_Bleak_MrsTroubleMaker

looks like i am missing the SZFC... who is that one?
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 03, 2013, 03:14:34 PM
2.3 up with all new ids to my understanding
Title: Re: C2's Trick or Treater 2.3
Post by: unisharp on October 04, 2013, 01:25:55 PM
11 is complete set :)
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 04, 2013, 02:09:14 PM
11 is complete set :)

it appears so... misk was my missing one!  Thx for pitching in!!
Title: Re: C2's Trick or Treater 2.0
Post by: _C2_ on October 04, 2013, 02:10:03 PM
I'm having problem I started  it today  drop the personal attendent  down one time stops. I ran it all day yesterday no problem nothing new in pack any idea why this is doing it?

No clue... Very unusual.  It is working for a lot of folks so this is abnormal.

Restart with deed in backpack,

ah... wait.. any vendors or mannequins in range.  that could be making a problem!
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 04, 2013, 04:08:01 PM
So, been running this for a day and the only new item I notice was the Gryphon's head on a spike and those candy.  It that correct guest  ToT is over. 
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 04, 2013, 05:42:23 PM
So, been running this for a day and the only new item I notice was the Gryphon's head on a spike and those candy.  It that correct guest  ToT is over. 

Yeah,  Dev's heads on spikes are the only new items.  even the candy that seems new was old from a past halloween.
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 04, 2013, 08:32:19 PM
Thx C_2, 
               I download this 3 years ago and finally break down and claim my attendant to try it.  I Should of claim it long time ago :0   work like a charme
Title: Re: C2's Trick or Treater 2.3
Post by: waggler on October 05, 2013, 10:50:31 AM
I'm having a issue  with the script locking up after it recalls back to house / trick or treat location.  it simply  stops,,,  even if I manualy  click the  attendant,  it wont restart..  any suggestions
?
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 05, 2013, 10:54:05 AM
I'm having a issue  with the script locking up after it recalls back to house / trick or treat location.  it simply  stops,,,  even if I manualy  click the  attendant,  it wont restart..  any suggestions
?

did you adjust the last sub in the script with the x and y coords to walk to?  If you didn't do that step in the directions... it is stuck because it does not know where to go.

Directions:
;          (6) Adjust rail to bag at very bottom of script and do not edid below line in comments
;              change xxxx to #charposx and yyyy to #charposy of locations u want

Code: [Select]
sub reenter_home ;just replace xxxx with stops and wait 40 per teleporter
wait 1s
gosub goodbye
gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname
wait 40
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind xxxx yyyy  ;x/y of first location (not recall point)
   until #charposx = xxxx && #charposy = yyyy

   wait 80 ; because of teleporter- take out if not using teleporter
   ;do not edit below-this is your original starting point
   repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy
   }
gosub hello
return
Title: Re: C2's Trick or Treater 2.3
Post by: waggler on October 05, 2013, 12:44:43 PM
 yea  thanks.. right after I posted  I spent some time reading.. who'd have thunk..   I  found  exactly what you said  and had it corrected  to my chest location works fine now..

 thanks
Title: Re: C2's Trick or Treater 2.3
Post by: Venosa on October 05, 2013, 10:26:02 PM
no idea why but when I run the script it wont even recall. I have updated the runebook name but after I get teleported it wont even recall. Any ideas?
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 06, 2013, 07:09:45 AM
Ensure you have the location of your rune selected. 
Title: Re: C2's Trick or Treater 2.3
Post by: Venosa on October 06, 2013, 07:51:29 AM
That was the first thing I checked and I the moment it teleports, it just doesn't recognize I have been teleported. doesn't even cast recall. cant even tell if my rail is working properly.
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 06, 2013, 08:16:37 AM
That was the first thing I checked and I the moment it teleports, it just doesn't recognize I have been teleported. doesn't even cast recall. cant even tell if my rail is working properly.

ah.. is your status bar pulled?  maybe it sets your coords as 0, 0 or n/a, n/a and then when you move it still says na/ na.  i bet that it is it.  maybe the core of theis script was made before i did status bar checks.  humm.  regardless status bars must always be open in any script to see character variables like position weight mana etc. 
Title: Re: C2's Trick or Treater 2.3
Post by: Venosa on October 06, 2013, 09:21:13 AM
I tried with the status bar open, I even downloaded the old version and updated id's. Also ran it without UOA because sometimes I find that UOA affects some scripts, but still no luck on this one. Once I get teleported to gate it just stays trick or treating there. Even tried switching to sacred journey
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 06, 2013, 09:42:53 AM
I tried with the status bar open, I even downloaded the old version and updated id's. Also ran it without UOA because sometimes I find that UOA affects some scripts, but still no luck on this one. Once I get teleported to gate it just stays trick or treating there. Even tried switching to sacred journey

how new is the character?  maybe their mana is too low to trigger the recall subs... that is a stretch.  I truly cannot reproduce the problem nor are any others having it.  i am at a total loss at this point.  sheesh.. how bizarre
Title: Re: C2's Trick or Treater 2.3
Post by: Venosa on October 06, 2013, 09:45:30 AM
pretty new but int is at 82/100 mana, is there a skill check ?
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 06, 2013, 09:54:11 AM
pretty new but int is at 82/100 mana, is there a skill check ?

the recall subs are TMs so I am not 100% sure but you would pass it if there was
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 06, 2013, 10:17:25 AM
I have one more idea... and it has to do with how you downloaded the script.  did you copy and paste any of it at any point.  the copy and past function can make some lines get fumbled up.

if the answer is yes:

download file/script to computer - do not open and copy paste
once on computer click file on easy uo program and open
navigate to the directory and open in easy uo window.  
do not copy paste into window... a lot of scripts will not work correctly when this is done




also, have you tried other runebooks and is it engraved?
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 06, 2013, 10:26:41 AM
Both version 2.2 and 2.3 work fine

enusre you have those  insert  properly
Code: [Select]
set %travel RE
set %bookname halloween ;name on runebook you want to recall home
set %home1 15           ;home spot 1
set %home2 16           ;home in spot 2
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 06, 2013, 10:31:53 AM
If you want to test your recall option  download this form TM
 http://www.scriptuo.com/index.php?topic=18.0;highlight=tm_travelfromrunebook

on top insert this
Code: [Select]
gosub TM_TravelFromNamedRunebook RE 1 1 Halloween
halt

This will try to recall to rune # 1 in the  book name Halloween .
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 06, 2013, 10:42:13 AM
If you want to test your recall option  download this form TM
 http://www.scriptuo.com/index.php?topic=18.0;highlight=tm_travelfromrunebook

on top insert this
Code: [Select]
gosub TM_TravelFromNamedRunebook RE 1 1 Halloween
halt

This will try to recall to rune # 1 in the  book name Halloween .

great idea to trouble shoot the recall.  I am pretty sure we are talking about a copy paste issue at this point.
Title: Re: C2's Trick or Treater 2.3
Post by: Venosa on October 06, 2013, 11:00:03 AM
I did download the file as mentioned, it is the only way I download them, never copy and paste. I will try the mentioned troubleshooting steps above, and also try a different runebook. Thanks for the fast responses and help guys. Truly appreciated. Back to some more testing.
Title: Re: C2's Trick or Treater 2.3
Post by: Venosa on October 07, 2013, 07:52:21 PM
Ugh, I have had no luck with this thing. The recall test sub didn't work for me. it seems like what happens, the moment I get teleported it doesn't recognize I have moved cords and doesn't even attempt to recall. *shrugs* I even tested different characters.
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 07, 2013, 08:46:27 PM
Ugh, I have had no luck with this thing. The recall test sub didn't work for me. it seems like what happens, the moment I get teleported it doesn't recognize I have moved cords and doesn't even attempt to recall. *shrugs* I even tested different characters.

Sounds like it cannot find the runebook.  That is why it is just sitting there after a tele.  The recall subs don't see it.  Can you buy or make a brand new one and put the runes in it?  Also double chest to make sure nothing else has Halloween in its name.  I have never met someone with these issues.  You have something bugged for sure. 
Title: Re: C2's Trick or Treater 2.3
Post by: brianfreud on October 08, 2013, 06:30:49 AM
Thanks for this.  :)  Setup was a breeze, and it's been working for 15 min like a champ.  I commented out the teleporter delay, as I'm not using one, but I still see a few seconds extra delay doing nothing after it pathfinds and arrives at the secure.  Otherwise, I doubt this could be any smoother or faster.

Brian
Title: Re: C2's Trick or Treater 2.3
Post by: unisharp on October 08, 2013, 02:04:38 PM
Script has been working perfectly except for one thing...  Every hour or two, my client will close and the script will stop.  Every time it does this, my character is standing at my door.

Anything wrong with my return code?

Code: [Select]
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind 2037 1271  ;x/y of first location (not recall point)
   until #charposx = 2037 && #charposy = 1271

  ;*** Add this in for doors!
   finditem FJC_HJC g_3
   set #lobjectid #findid
   event macro 17
   wait 10
   

 ;  wait 40 ; because of teleporter- take out if not using teleporter
   ;do not edit below-this is your original starting point
   repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy
   }
Title: Re: C2's Trick or Treater 2.3
Post by: Venosa on October 08, 2013, 08:32:22 PM
I think my luck is that I ping horribly to ATL, because I have tested many runebooks. I have had that problem in the past where certain scripts just don't work well to shards I ping very high to.
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 09, 2013, 05:10:16 AM
I think my luck is that I ping horribly to ATL, because I have tested many runebooks. I have had that problem in the past where certain scripts just don't work well to shards I ping very high to.

yes,  it is the recall sub stopping the script when it cannot find the book.  i saw it happen to me two times last night on a lag spikes on an older computer.  I really cannot edit TMs recall code that is in my script.  i could possibly just make a default rune as part of the script for returning to the house.  since all the recall code is not mine... it limits me but it is def that section because i finally witnessed it after days and days of use.
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 09, 2013, 05:13:58 AM
Script has been working perfectly except for one thing...  Every hour or two, my client will close and the script will stop.  Every time it does this, my character is standing at my door.

Anything wrong with my return code?

Code: [Select]
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind 2037 1271  ;x/y of first location (not recall point)
   until #charposx = 2037 && #charposy = 1271

  ;*** Add this in for doors!
   finditem FJC_HJC g_3
   set #lobjectid #findid
   event macro 17
   wait 10
   

 ;  wait 40 ; because of teleporter- take out if not using teleporter
   ;do not edit below-this is your original starting point
   repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy
   }

Sibble,
  sometimes characters freeze while pathfinding after recalls if it is laggy and everythign isnt refreshed.  if this is the case, id add a wait after the recall for a bit to limit that.  other times, a character tries to run in while it is bleeding and it kicks back one tile after reaching your spot like a teleporter.  it then tries to pathfind to a spot no longer available.  i set up two spots to pathfind to before it goes through the teleporter for this reason and it has limited that rubberbanding from the bleed trick they pull on ya.  try making the other spot one spot away from the entry point.
Title: Re: C2's Trick or Treater 2.3
Post by: Venosa on October 09, 2013, 06:17:05 AM
I think my luck is that I ping horribly to ATL, because I have tested many runebooks. I have had that problem in the past where certain scripts just don't work well to shards I ping very high to.

yes,  it is the recall sub stopping the script when it cannot find the book.  i saw it happen to me two times last night on a lag spikes on an older computer.  I really cannot edit TMs recall code that is in my script.  i could possibly just make a default rune as part of the script for returning to the house.  since all the recall code is not mine... it limits me but it is def that section because i finally witnessed it after days and days of use.


Ahh I see well at least I know I am not crazy lol. Thank you for checking into it C2
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 09, 2013, 02:51:37 PM
I think my luck is that I ping horribly to ATL, because I have tested many runebooks. I have had that problem in the past where certain scripts just don't work well to shards I ping very high to.

yes,  it is the recall sub stopping the script when it cannot find the book.  i saw it happen to me two times last night on a lag spikes on an older computer.  I really cannot edit TMs recall code that is in my script.  i could possibly just make a default rune as part of the script for returning to the house.  since all the recall code is not mine... it limits me but it is def that section because i finally witnessed it after days and days of use.

i rebooted everything after leaving it shut down for a bit and now it has been blazing for 5 hours straight on a laggy shard for me.  interesting.  i think the only way to truly beat that behavior is for me to redo the recall routines for this particular script.  i dont see myself having a lot of time to do so.  maybe this weekend, maybe not though.  i thin we have it narrowed down but it seems to pick on only you for 99.9% of the time.  what a hater!


Ahh I see well at least I know I am not crazy lol. Thank you for checking into it C2
Title: Re: C2's Trick or Treater 2.3
Post by: NObama on October 09, 2013, 04:41:04 PM
Are there any new items from T or T this year?
Title: Re: C2's Trick or Treater 2.3
Post by: gimlet on October 09, 2013, 07:22:38 PM
Are there any new items from T or T this year?
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 09, 2013, 08:22:59 PM
Yes
11 Head on  spike
Title: Re: C2's Trick or Treater 2.3
Post by: NObama on October 10, 2013, 07:18:00 AM
Wow, those are gruesome.  Guess I might have to fire this script up.
Title: Re: C2's Trick or Treater 2.3
Post by: unisharp on October 11, 2013, 10:02:56 PM
I added a wait 20 in before the open door script, currently flawless.
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 12, 2013, 08:01:05 AM
C_2 
Did anyone have try to use house teleporter.   I did a quick test and can't move to it, suspect that the start point XY and be found. 
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 12, 2013, 08:48:27 AM
C_2 
Did anyone have try to use house teleporter.   I did a quick test and can't move to it, suspect that the start point XY and be found. 

i use house teleporter on my guys without an issue.  i walked in teh tele.  then out to get the coords. it def works
Title: Re: C2's Trick or Treater 2.3
Post by: WEBLINKS on October 23, 2013, 03:45:32 PM
how do you get doors work work?
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 23, 2013, 04:05:34 PM
how do you get doors work work?

humm... i thought that I had this in here.

doors on a keep would be this:

for doors, enter the following code to open one and then if you move in and wish to close it again you can use the same snip-it again:
Code: [Select]
  finditem FJC_HJC
   set #lobjectid #findid
   event macro 17
   wait 20

you may need to item id your doors and just change FJC_HJC if needed

BAH, I did have the information on the page before this one  :(
Title: Re: C2's Trick or Treater 2.3
Post by: WEBLINKS on October 23, 2013, 04:48:10 PM
 i have a castle and it wont open i add the lines but nothing happens
Title: Re: C2's Trick or Treater 2.3
Post by: Endless Night on October 23, 2013, 07:46:49 PM
i have a castle and it wont open i add the lines but nothing happens

castles might be using a different door "type".... 
Title: Re: C2's Trick or Treater 2.3
Post by: 12TimesOver on October 23, 2013, 08:46:48 PM
Yeah the doors in my custom were different too. Just open EUO, open your door, and look at the value for #LOBJECTTYPE and add that to the list of door types in the section C2 mentions above.

Easy breezy.
Title: Re: C2's Trick or Treater 2.3
Post by: Oracle on October 24, 2013, 12:06:55 AM
So far 30 "Heads on a Spike" and no Mesanna's...!
Title: Re: C2's Trick or Treater 2.3
Post by: 12TimesOver on October 24, 2013, 05:21:54 AM
So far 30 "Heads on a Spike" and no Mesanna's...!
40 here with 2 Mesanna's. I guess Mesanna is the one everyone is looking for?
Title: Re: C2's Trick or Treater 2.3
Post by: NObama on October 24, 2013, 05:23:07 AM
Appears to be a rare drop.  There are a couple others that seems uncommon, but I've only gotten 3 Mesannas now out of about a hundred.
Title: Re: C2's Trick or Treater 2.3
Post by: Masscre on October 24, 2013, 11:14:39 AM
I have only gotten around 18 messana's so far :)
Title: Re: C2's Trick or Treater 2.3
Post by: Kandie on October 13, 2014, 12:07:15 PM
am having a problem, it works for awhile and then all of a sudden when I run in my house by my candy box it just keeps repeating pathfinding!
Title: Re: C2's Trick or Treater 2.3
Post by: Kandie on October 13, 2014, 02:03:05 PM
well  I got it to work, don't know if its a real fix, but its working.........I started the script un-mounted and its been working ever since.........
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 13, 2014, 03:29:22 PM
Ensure you change the  #CHARPOSX & #CHARPOSY at the botton  

Been running for 30 min and it find. noting special yet.

Update,  got 3 heads , the rest is in the trash can.
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 13, 2014, 06:36:18 PM
i don't think the new items are in there until they make part two go live.  Did they already?
Title: Re: C2's Trick or Treater 2.3
Post by: Kane12 on October 13, 2014, 06:53:41 PM
I've been running for 45 minutes.....nothing but candy.......not sure if part 2 was officially turned on yet though either.

EDITED:

I got a black web, skulls (both types from years past, and a mini guillatine.
Title: Re: C2's Trick or Treater 2.3
Post by: unisharp on October 21, 2014, 06:02:08 AM
I'm getting heads, there's supposed to be 3 new ones, haven't got one yet.

Also, I had some problems with walking back into the house.  Sometimes it would get to the door and stop there, and my client would close.  I'd log back in and the character is at the door.

So, this is now what my path-finding/door-opening script:

 
Code: [Select]
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind 0933 2327  ;x/y of first location (not recall point)
   until #charposx = 0933 && #charposy = 2327

   wait 30
   finditem FJC_HJC g_3
   set #lobjectid #findid
   event macro 17
   wait 30

   ;wait 80 ; because of teleporter- take out if not using teleporter
   ;do not edit below-this is your original starting point
   repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy
   }

I have not had any problems since adding those 2 x (wait 30).
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 21, 2014, 06:35:09 AM
Got these skulls so far  2/3
14 Obsidian Skull CMGC ; Crystal Skull GMGC
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 21, 2014, 06:48:55 AM
Jade Skull is the third! AMGC

all new items added to 2.3 b (skulls added)
Title: Re: C2's Trick or Treater 2.3
Post by: NObama on October 21, 2014, 02:34:23 PM
PRECIOUSSSSSSsssssesseseses
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 21, 2014, 04:38:51 PM
2.3 c added a timing check on rail in and added a secondary starting location check.
Title: Re: C2's Trick or Treater 2.3
Post by: dreadcat2013 on October 21, 2014, 09:19:40 PM
I trying the new one added today and I click on the play script starts well but when I recall at gate and come back, nothing happens and I always start the script on to play, I hope it'll be fix soon :). I like your script is great :-)
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 21, 2014, 09:32:33 PM
At the bottom of the build.  you need to ungrey the patchfind  and enter the X & Y your self.
Title: Re: C2's Trick or Treater 2.3
Post by: dreadcat2013 on October 21, 2014, 10:27:14 PM
What you mean by At the bottom of the build.  you need to ungrey the patchfind  and enter the X & Y your self. ?

Where can i see it  and what i have to change to enter X & Y ??

Post Merge: October 21, 2014, 10:40:22 PM
Ah ok Thx i found it where was error :) all is good now :)

Thx for your help !!
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 22, 2014, 02:45:24 PM
I trying the new one added today and I click on the play script starts well but when I recall at gate and come back, nothing happens and I always start the script on to play, I hope it'll be fix soon :). I like your script is great :-)

The script does not need to be fixed. You need to add the rail back to your bag. There are directions on how to do so in the thread and main post.
Title: Re: C2's Trick or Treater 2.3
Post by: Pearls on October 23, 2014, 04:13:57 AM
Brilliant script once again :) Thx for sharing! I'm keeping absolutely everything and have had no issues thus far :)
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 23, 2014, 06:56:04 AM
So it's save to said that this years, only the head on a spike and the 3 new skull are the drop items.  I haven't receive any others.
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 23, 2014, 11:38:07 AM
So it's save to said that this years, only the head on a spike and the 3 new skull are the drop items.  I haven't receive any others.

I have been getting the Chair, guillotine, and iron maiden too.
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 23, 2014, 12:17:18 PM
Thx C2
 Ok something wrong on my side, in 48 hrs haven't got any Chair, guillotine, and iron maiden.   They are just point anyway.
Title: Re: C2's Trick or Treater 2.3
Post by: germilax on October 23, 2014, 01:45:08 PM
Thank you for the 2014 update.  Very much appreciated!
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 24, 2014, 05:36:22 AM
Thx C2
 Ok something wrong on my side, in 48 hrs haven't got any Chair, guillotine, and iron maiden.   They are just point anyway.


are you a gm begger?
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 24, 2014, 09:07:55 AM
Yes,  I would have to said , that my secure is the trash can,  I will have to assume that only the candy stay in and individual items get trash immediately and my eyes are not fast enough :)   I have some from  previous years.  Perfert to be at Doom now that I have 3 set of each skull.
Title: Re: C2's Trick or Treater 2.3
Post by: cybercasper on October 27, 2014, 10:49:03 AM
having a bit of a problem opening my castle doors i check in easyuo what the id was and it is the one u have posted. it will pathfind to the door but once it gets to the door it says it cant get to the next location. if i manually open the doors it will finish it out. was wondering what i was doing wrong or if i edit something or didnt edit something i needed too

sub reenter_home ;just replace xxxx with stops and wait 40 per teleporter
wait 1s
gosub goodbye
gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname
event macro 12
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind 2114 777  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 777
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 773  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 773
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 767  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 767
   wait 10
  
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
   repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy
   }
gosub hello
return

  ;*** Add this in for doors!
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10

Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 27, 2014, 06:39:31 PM
having a bit of a problem opening my castle doors i check in easyuo what the id was and it is the one u have posted. it will pathfind to the door but once it gets to the door it says it cant get to the next location. if i manually open the doors it will finish it out. was wondering what i was doing wrong or if i edit something or didnt edit something i needed too

sub reenter_home ;just replace xxxx with stops and wait 40 per teleporter
wait 1s
gosub goodbye
gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname
event macro 12
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind 2114 777  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 777
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 773  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 773
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 767  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 767
   wait 10
  
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
   repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy
   }
gosub hello
return

  ;*** Add this in for doors!
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10



if you have you code commented off (semi-colon in front of the line), it will not execute.
Code: [Select]
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10

you need to remove the semi-colons:
Code: [Select]
  finditem FJC_HJC g_3
  set #lobjectid #findid
  event macro 17
  wait 10
Title: Re: C2's Trick or Treater 2.3
Post by: cybercasper on October 28, 2014, 02:31:20 AM
ok ty after that i did get it to work opening the first set of castle doors but then it would get stuck at the second set. it doesnt seem to pathfind the same as it does on the first set where it will walk to the door on the right and open the door on the left and pathfind through it
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 28, 2014, 10:09:51 AM
C2   talking about castle.   I'm able to use it in my house in trammel with the teleport, but if I use the house teleport to another facet it doesn't seen to like that.   

1)Start at the Fel castle
2)recall to House in trammel to walk through house teleporter and get stuck there. at thr front porch. :(   

This no big deal but just curious if that normal or I"m pusing the boundry here.
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 28, 2014, 01:42:03 PM
C2   talking about castle.   I'm able to use it in my house in trammel with the teleport, but if I use the house teleport to another facet it doesn't seen to like that.   

1)Start at the Fel castle
2)recall to House in trammel to walk through house teleporter and get stuck there. at thr front porch. :(   

This no big deal but just curious if that normal or I"m pusing the boundry here.

wow, should be fine if you have the waits correct. a lag spike would mess with you though
Title: Re: C2's Trick or Treater 2.3
Post by: Hoby on October 28, 2014, 07:28:22 PM
Quote
finditem FJC_HJC g_3
  set #lobjectid #findid
  event macro 17
  wait 10

Where exactly do you put this.  My char recalls and runs to the door but doesnt open it. if I manually open it he runs in and continues.  What am i doing wrong?
Title: Re: C2's Trick or Treater 2.3
Post by: Khameleon on October 29, 2014, 03:32:38 PM
do you happen to have any doors on a differant z axis? above where you are standing that is trying to open those doors?
if so just hard code your door id in.

Title: Re: C2's Trick or Treater 2.3
Post by: Hoby on October 29, 2014, 04:58:39 PM
theres like two or three steps to get to the doors
Title: Re: C2's Trick or Treater 2.3
Post by: cybercasper on October 29, 2014, 05:27:07 PM
hoby just look up at mine i posted where it should be it is right under were u input ur coords and so right here

sub reenter_home ;just replace xxxx with stops and wait 40 per teleporter
wait 1s
gosub goodbye
gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname
event macro 12
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind xxxx xxxx  ;x/y of first location (not recall point)
   until #charposx = xxxx && #charposy = xxxx
   wait 10
 
   finditem FJC_HJC g_3
   set #lobjectid #findid
   event macro 17
   wait 10
   

not sure if it matters but dont forget to change the wait  below gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname  to event macro 12
Title: Re: C2's Trick or Treater 2.3
Post by: mastermind558 on November 01, 2014, 06:55:26 PM
am i missing something don't see the script :/
Title: Re: C2's Trick or Treater 2.3
Post by: Masscre on November 01, 2014, 06:57:02 PM
You missing something please go to the introduction area and give us something grand of a Introduction. Thank you and have a great weekend.
Title: Re: C2's Trick or Treater 2.3
Post by: mastermind558 on November 01, 2014, 07:13:56 PM
I see my apologies jumped the gun a bit there :) introduction all taken care of now :D
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on November 02, 2014, 06:43:05 AM
Quote
finditem FJC_HJC g_3
  set #lobjectid #findid
  event macro 17
  wait 10

Where exactly do you put this.  My char recalls and runs to the door but doesnt open it. if I manually open it he runs in and continues.  What am i doing wrong?


you need to add some more lines to pathfind. 
pathfind to edge of steps, pathfind to door, put door open id in that you have listed, then the last part is the pathfind the %movedx %movedy
Title: Re: C2's Trick or Treater 2.3
Post by: Hoby on November 02, 2014, 04:51:26 PM
I got it working.  Thanks!  Got like 15 sets of the skulls now.  What to do with them...Hmm
Title: Re: C2's Trick or Treater 2.3
Post by: SunTigress on November 04, 2014, 04:33:43 AM
I can tell you what NOT to do with them. I turned a few in for points; threw them in the trash and walked away. They have no point value. Oops.  :-[
Title: Re: C2's Trick or Treater 2.3
Post by: Hoby on November 04, 2014, 08:47:58 AM
really...thats lame
Title: Re: C2's Trick or Treater 2.3
Post by: 12TimesOver on November 04, 2014, 12:16:34 PM
So are the ToT items any good this year? If it's not too late maybe I'll login and run with my Beggar for a bit and see what turns up. I'm just sitting on SO much of last years goods that I might not even have the storage heh.

X
Title: Re: C2's Trick or Treater 2.3
Post by: Hoby on November 04, 2014, 04:03:52 PM
the skull sets are cool. 
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on November 04, 2014, 07:10:40 PM
So are the ToT items any good this year? If it's not too late maybe I'll login and run with my Beggar for a bit and see what turns up. I'm just sitting on SO much of last years goods that I might not even have the storage heh.

X

I threw everything away from last year unless it was a Mesanna Head on a spike. No sense in keeping unless you are dreaming of point values going up and cashing in on them 5 years down the road. THey have the same items plus a new few every year. Purge!!!
Title: Re: C2's Trick or Treater 2.3
Post by: SunTigress on November 05, 2014, 05:52:14 AM
What's so great about Mesanna's Head on a spike?
Title: Re: C2's Trick or Treater 2.3
Post by: gimlet on November 05, 2014, 06:06:11 AM
What's so great about Mesanna's Head on a spike?

It was - and still is the rarest.
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on November 05, 2014, 08:08:07 AM
This years the drop seen to be slower, but I did get more skull then head. 

C2.  silly question, I had pay attention lst night and notice that while at the gate we still ToT with out attentend.   I don't remember doing that. So Im leadding to beleive that it the lag causing this issue.  Correct?
Title: Re: C2's Trick or Treater 2.3
Post by: 12TimesOver on November 05, 2014, 08:48:54 AM
So are the ToT items any good this year? If it's not too late maybe I'll login and run with my Beggar for a bit and see what turns up. I'm just sitting on SO much of last years goods that I might not even have the storage heh.

X

I threw everything away from last year unless it was a Mesanna Head on a spike. No sense in keeping unless you are dreaming of point values going up and cashing in on them 5 years down the road. THey have the same items plus a new few every year. Purge!!!
I kept everything but not sure why. I still have 6 or 7 full Head On Spike sets from last year, looks like there aren't many new items added for this year.

Ran it overnight to check it out, I just added the new Item ID's to 2.3 rather than reconfiguring everything with 2.3c - working great as usual. Seems like they could trim back the number of candy types, damn lol. How many rock candies do we really need?

X
Title: Re: C2's Trick or Treater 2.3
Post by: Pearls on November 05, 2014, 01:52:07 PM
How many rock candies do we really need?

I'll stop at 60.000 and hopefully i can deed it :D
Title: Re: C2's Trick or Treater 2.3
Post by: Hoby on November 05, 2014, 02:25:13 PM
stupid candy fills up my secure fast!!  I have to dump it all about every four to five hours or it exceeds 125 items .
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on November 05, 2014, 03:14:06 PM
This years the drop seen to be slower, but I did get more skull then head. 

C2.  silly question, I had pay attention lst night and notice that while at the gate we still ToT with out attentend.   I don't remember doing that. So Im leadding to beleive that it the lag causing this issue.  Correct?

most likely. i updated so it only does that once at the most if a lag spike hits hard
before it would keep going until it was teleported again.
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on November 05, 2014, 07:01:32 PM
I'M Still running Ver 2.2.  got to lazy. look like I need to update then.
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on November 05, 2014, 07:03:36 PM
stupid candy fills up my secure fast!!  I have to dump it all about every four to five hours or it exceeds 125 items .

I rectified this problem long ago.  I use I trash can for secure :))   and only kept the skull and head. 
Title: Re: C2's Trick or Treater 2.3
Post by: Pearls on November 05, 2014, 11:26:18 PM
stupid candy fills up my secure fast!!  I have to dump it all about every four to five hours or it exceeds 125 items .

That is fast indeed. You using any begging and if so, how much? I'm doing trick or treat with about 90ish begging.
Title: Re: C2's Trick or Treater 2.3
Post by: SunTigress on November 06, 2014, 06:13:27 AM
How many different heads on spikes are there? I toss those things
Title: Re: C2's Trick or Treater 2.3
Post by: Pearls on November 06, 2014, 07:56:11 AM
There are 11 heads on spikes:

Title: Re: C2's Trick or Treater 2.3
Post by: Khameleon on November 06, 2014, 03:02:35 PM
messana's pike is worth 6k clean up points compared to the others that are worth 300....


this is just a little bit of what I have collected...


Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on November 06, 2014, 03:02:49 PM
stupid candy fills up my secure fast!!  I have to dump it all about every four to five hours or it exceeds 125 items .

That is fast indeed. You using any begging and if so, how much? I'm doing trick or treat with about 90ish begging.

the candy stacks....
Title: Re: C2's Trick or Treater 2.3
Post by: Pearls on November 07, 2014, 02:36:23 AM
The candy stacks and takes up 25 items. Then it's just a matter of time before the bag is filled with  other stuff. Would indeed be extremely fast if it only took 3-4 hours to fill it with another 100 non-candy items :P
Title: Re: C2's Trick or Treater 2.3
Post by: 12TimesOver on November 07, 2014, 07:50:31 AM
The candy stacks and takes up 25 items. Then it's just a matter of time before the bag is filled with  other stuff. Would indeed be extremely fast if it only took 3-4 hours to fill it with another 100 non-candy items :P
I was thinking the same thing. It does go pretty quick but I have to empty once or twice a day myself.

Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on November 07, 2014, 08:57:51 AM
This is why you add a extra container,  You  trash all the candy and the item you don't need. and move other item to a container u want to keep.      How many deco Item for the last 3 years do yo guy needs.  After I get 8 sets I'm happy with it. so I can give some little present to my friend in game.
Title: Re: C2's Trick or Treater 2.3
Post by: 12TimesOver on November 07, 2014, 10:13:19 AM
Nah, too much effort. I don't run more than a couple of days anyhow. I could care less about any more of the same old ToT items. I just wanted to get a couple each of the new ones.
Title: Re: C2's Trick or Treater 2.3
Post by: Crisis on November 09, 2014, 09:48:41 AM
One of these Halloweens I will remember to prepare ahead of time lol.
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on November 09, 2014, 11:07:35 AM
One of these Halloweens I will remember to prepare ahead of time lol.

Start now,  get begging up, 11 months before the next ToT. :)
Title: Re: C2's Trick or Treater 2.3
Post by: Crisis on November 09, 2014, 11:35:14 AM
I need to get an attendant, the other one is so painfully slow in gains though it does work.
Title: Re: C2's Trick or Treater 2.3
Post by: Khameleon on November 09, 2014, 12:45:13 PM
I did it during Halloween one year and I was gm begging within a day.
Title: Re: C2's Trick or Treater 2.3
Post by: Crisis on November 09, 2014, 12:58:20 PM
I was using Meat Wads Simple Beggar and it begs from NPC's near you and I moved a round a bit but I went from 30-33 in about 4 hours and kind of gave up. It spent a lot of time trying to get to NPC outside of walls thus not actually begging. I do not have a personal attendant so I cannot use the quicker beggar trainer.
Title: Re: C2's Trick or Treater 2.3
Post by: Khameleon on November 09, 2014, 01:21:36 PM
I do not have a personal attendant so I cannot use the quicker beggar trainer.

well then the trick or treat script is going to be completely worthless to you.
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on November 09, 2014, 02:10:44 PM
need to find a way to get it form Pac to his shard.  I see 4 for sale on Pac   I can move it from Pac to  Origin, OR AtL
Title: Re: C2's Trick or Treater 2.3
Post by: WEBLINKS on October 01, 2015, 07:24:33 PM
i am having a issue with the script only runing once then stopping no other deeds in my bags works on my desktop but not my laptop any ideas
Title: Re: C2's Trick or Treater 2.3
Post by: tehmt on October 03, 2015, 04:20:10 AM
any new item id's yet ?

(if not, working on it.,...)

edit: same old sh*t it seems...

Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 03, 2015, 02:00:37 PM
has trick or treat started?
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 03, 2015, 03:49:42 PM
Yes, same old stuff
Title: Re: C2's Trick or Treater 2.3
Post by: madatu on October 05, 2015, 12:51:56 PM
i start the script up and it works correctly but once i get an evil twin , it recalls back to my house and nothing happens. i tried to reopen the deed but it isa stuck in a loop somewhere.

NVM i figured it out. i dont think i used this before. there is a little set up
Title: Re: C2's Trick or Treater 2.3
Post by: _C2_ on October 05, 2015, 02:30:29 PM
i start the script up and it works correctly but once i get an evil twin , it recalls back to my house and nothing happens. i tried to reopen the deed but it isa stuck in a loop somewhere.

NVM i figured it out. i dont think i used this before. there is a little set up

so, it works if set-up following the directions? It sounds like yes!
Title: Re: C2's Trick or Treater 2.3
Post by: Crisis on October 30, 2015, 05:37:21 PM
This script is awesome! Thanks C2!
Title: Re: C2's Trick or Treater 2.3
Post by: NObama on October 30, 2015, 08:14:36 PM
Yes, same old stuff

Boo.  (Pun intended)
Title: Re: C2's Trick or Treater 2.3
Post by: Oracle on October 14, 2017, 02:45:26 PM
Did they fix this using a Guide?  Is there any other easy way to trick or Treat?
Title: Re: C2's Trick or Treater 2.3
Post by: The Ghost on October 14, 2017, 02:52:50 PM
Nothing can be done.  OSI fix the attendant.  Only option is to walk town and ToT.   This happen last years.  Time to learn how to build scriupt.