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Messages - Gaderian

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421
I have been keeping a side documentation file for various additions. The documentation is locked down and the persons with access to change it are not active. I offered once to maintain it, but never received a response.
You have used the event statbar and discovered the mastery macros. The new menu commands need documentation. We put lots of examples when that was added but it is not in the docs.
There is also the ignorecont command that was recently discussed in this thread.

There may be some others, but that is all I have found that I keep a file on.

Gaderian

422
En,
That 2x2 normal_gump means you are on the login screen. Once that is present, just go forward with setting accountname and password. You could get clever and use the offsets from #contposx/#contposy for that 2x2 gump (which lives along the lower left edge of the screen each time). You would have relative offsets that are positive for X and negative for Y.

If you try to eliminate the normal_gump (via ignorecont or cycling via event conttop), you might be able to eliminate the "normal_gump" and 2x2 size, but then I think you are left with a size of 640x480 sized gump. Several of the gumps are that size during the login procedure, so I do not see it as more beneficial to "skip" over the 2x2 gump. It shows up and you know you have arrived at the login screen.

Gaderian

423
General UO Chat / Re: Endless Journey & Training Scripts
« on: October 27, 2019, 09:04:29 PM »
Farming resources as an EJ account is still limited (plain resources only?). Never the less, if you have a bot that accepts trade items - you could have multiple EJ accounts handing off materials farmed.

The bank works similar to the jewelry boxes. I have a script that gathers data from the jewelry box (without finditem/event property), so it is possible to interact with the EJ bank.

Gaderian

424
Script Debug / Re: Bag of Sending
« on: October 25, 2019, 10:58:53 PM »
The code you want uses the #findindex, because it updates all the the #find... variables on each iteration through the loop. So #findx/#findy/#findid/#findcol/#findmod all get updated.

Using a variable other than #findindex will not update the #find... variables. %1 will hold the values of 1, 2, 3, ... up to #findcnt. None of the #find... variables will change until either you use the #findindex loop or issue a new finditem statement.

Gaderian

425
Script Debug / Re: Bag of Sending
« on: October 23, 2019, 08:18:01 AM »

426
Script Debug / Re: Bag of Sending
« on: October 22, 2019, 11:30:10 AM »
The Ghost,
Your description sounds like you only run the code at start up. Are you including this check in a cycle?

For instance a menu with buttons, we have a loop that checks menu button variable and if it is set, then it will take action. Do you have a gosub to your routine where you pass POF every cycle (or possibly a timer based cycle)?

Notice in Freddy’s code he has a label Mloop and a bunch of tests before the go to back to that label.
He uses a test on %training_mde <> #true where he gosub to his weight check.
In the weight check he calls his bow logic routine.

Are you doing something structurally similar?
Gaderian

428
So once or twice each year I spend a little time trying to figure out how to clean up the report option. I like the character report because it can show me where I have skills or characters that maybe I may bring across shards or that I may wish to develop.

There are 3 things with the reporting that I have changed:
  • totals line is misaligned (decimal doesn't line up)
  • when an account has no character (or sometimes the login fails - maybe because the previous character was not logged out in a safe spot), the report data is all wrong on that character pass.
  • all characters are reported as 'female'
Totals alignment:
Code: easyuo
  1. sub CharReport
I modified the format for the !Skill variable formatting from "PadWithSpaces LEFT 7" to "6" like this:
Code: easyuo
  1.   gosub FormatSkill %SkillTotal
  2.   Gosub PadWithSpaces LEFT 6 #result ; Gosub PadWithSpaces LEFT 7 #result
  3.   set !Skill #Result

If a character was not available, then the reporting would show up like this if there was not a character on that shard for this account, taking data from whatever the previous character in the inventory list was:
Code: [Select]
****************************************************** 
 Shard: Lake Austin Characters: 1 Of 0 
 ****************************************************** 
 CharName: N/A 
 Title:  ****** $No significant properties...$ 
 . 
 Sex: Female Str: N/A Dex: N/A Int: N/A MaxStat: N/A 
 . 
 Current  Real    Cap  Locked  Skill 
 ======= =====  =====  ======  ======================== 
   21.2   21.2  100.0  up      Focus 
   55.0   55.0  100.0  up      Magery
    3.2    3.2  100.0  up      Meditation 
    1.0    1.0  100.0  down    Tailoring 
   36.8   36.8  100.0  up      Veterinary 
   52.3   52.3  100.0  up      Animal Taming 
   59.4   59.4  100.0  up      Animal Lore 
 ======= ===== 
  228.9  228.9   Totals 
 ======= ===== 
Here is how I adjusted the reporting on the character in the following sub:
Code: easyuo
  1. sub MenuOptionInventoryChars

Code: easyuo
  1.      If %SignInContinue = #True ; this had a hanging double ampersand... not sure what that does to logic???
  2.        {
  3. ... [unchanged lines snipped from example here]
  4.         if %ActionType = BtnInventoryChars && %charloop <= %ShardChars
  5.           goSub CharReport %charloop  ; !ThisChar ; Inventory Character

Testing the %charloop is not more than %ShardChars then there is no more reported characters with bad statistics.  :)

All characters report as "Female" in the following subroutine:
Code: easyuo
  1. Sub CharReport  ; Inventory Character
Altered the gender test:
Code: easyuo
  1.   Set !Sex Female
  2.   If ! #Sex ; If !Sex
  3.      set !Sex Male

Gaderian

429
yeah, i dont use razor at all. Gotcha on the fixes being posted. All except the multi account fix. I will run one at a time then. Thanks for your help.

Are you certain you made all the corrections? If you start with the latest version, then apply the changes for the gumps, then get rid of the ignorecont statements (all listed in the past ~ 2 weeks) and change the modifications from here (which specifically mentions fixing the problem you are describing):
http://www.scriptuo.com/index.php?topic=1509.msg120892#msg120892

Does it still not work?

I just tested with 2 accounts on 3 shards and it works fine for me. (Other than resetting my default account - because I did not define it (oops!).)

Gaderian

430
Character skill advancement / Gaderian's Remove Trap trainer
« on: October 04, 2019, 07:55:05 PM »
No one has a modern Remove Trap training script here, so I am cross posting mine from the other site. Someone may benefit from it.

Code: [Select]
;==================================================
; Script Name: Remove Trap Cylinder Training
; Author: Gaderian
; Version: 2.10
; Client Tested with: 7.0.85.15
; EUO version tested with: 1.60 ver. 335
; Shard OSI
; Revision Date: 06/16/20
; Public Release: 07/03/19
; Cylinder Trap Kits are available for purchase from the Oddities Trader at the Lycaeum.
; Start Script up to GM
; Credits to TM's journal scan, Onkelatze for kit open, wait and click routines
;
; version 1.0 7/3/2019 initial cylinder trap trainer
; version 2.0 12/21/19 significant speed enhancement:
;                        *version 1.0 average solve time per puzzle about 100 seconds
;                        *version 2.0 average solve time per puzzle 35-45 seconds
;                                 Note:average < 2 minutes on an initial reset of a partially solved puzzle
;                                      which could also apply to suffering very poor internet connection
;                     - only tests 7 colors - calculates 8th
;                     - only tests 2 to as many slots as needed to determine count
;                     - resets on partially solved puzzle (should improve any lag issues; fixes restarts)
;                     known issue: a puzzle with all 5 slots the same color may break the script, but with the
;                                  current reset it may continue. It can happen 1/32,768 puzzles - so too rare to test.
;                                  The work around if it doesn't self correct is to stop and restart the script.
;                                  If you encounter that, it is more rare than a Blaze Cu Sidhe - consider yourself
;                                  privileged. :)
; version 2.1 6/16/2020 added number of attempts to set each box to assist lag correction
;                       much slower than without it, but can cleanup the testing when the internet isn't playing nice ;)
;==================================================



This was inspired from work from Onkelatze's Remove Trap Circuit trainer. Along with The Ghost, the 3 of us tried to extend his original script to train above 75 skill. The solution finder script I had created gets too slow to work through all the possibilities, so I was searching for another way to train through a script. This was my solution.

I used it to train from 75 to 100.0. While this could train from 0 - GM, I recommend Onkelatze's script to get you to 75, because that is so much quicker than this method. I did test this to rerun it on another character from low levels successfully. I recommend buying up the skill to what is possible though to push it along - if your shard allows it (non-Siege ruleset).

The requirements are to have one of the Cylinder traps (purchase at the Lycaeum from the Oddities Trader) in the top of your backpack with your backpack open (the script does none of that for you. Press play.

I was working on streamlining some of the conditions to make it a little quicker, but ran into some weird states where it would get stuck never completing the puzzle. So I went back to this (the original) and it has been chugging along.

The script works through investigating the trap for clues and then assembles the answer.

I am uncertain how it would behave if a trap's solution was all the same color. It may choke on that or it may reset. If it chokes on it, then it would require stopping and restarting the script. The rarity of that happening though is 1/32768. That would happen approximately once in 800 hours. I am reaching GM in roughly 36-40 hours from 75 skill. So maybe every 20 characters that train might see it happen once. If it gets into a bad cycle... stop/restart works. ;) I did not experience the situation, but walked through the logic to predict what would happen.

Those hour calculations apply to Version 1 of the script.
Version 2 runs in about 1/3 the time. So 75-GM should take about 13-16 hours. The estimate for the 800 hour occurrence gets reduced to 320 hours.

Please give any feedback or success postings.

In order for this to function, it also requires the latest (ver 6.6 or higher) of KalOCR.txt which can be found here:
http://www.easyuo.com/forum/viewtopic.php?f=3&t=53735&p=434545#p434545
Alternatively, here is a non-maintained version of the KalOCR.txt script below that can be used (maybe someone wouldn't be able to access the other one, so I am including it here).

7/11/2020 I added the version 2.1 of the Remove Trap script and version 6.10 of kalOCR here.
The major difference from 2.0 to 2.1 was adding how many attempts it would go through the click settings - because with recent internet congestion while we live in Global Pandemic mode was causing clicks to be missed. In the script it is set to 1 which runs pretty much like 2.0 did, but if you find your clicks are being missed you can increase the number and it will repeat it's attempts to click and can cleanup some behavior to leave this as AFK as possible.

All the versions of the script use pixel scans to do OCR - so you can't run it minimized. If you run into problems, that is the first thing I would verify.

Gaderian

431
General UO Chat / Re: connection states I am banned.
« on: October 04, 2019, 07:10:07 PM »
Thank you.

Gaderian

432
So the problem with the logout is probably because of the following conflict:
YesNo_gump (used for the logout) is currently set to UULC.

Notice this set of ignorecont statements:
Code: [Select]
;--------------------------------------------------------------------------------------------------
;-----------------  Add this since  Build 248  by Cheffe courtosy of The Ghost --------------------
;--------------------------------------------------------------------------------------------------
;  Ignores the little translucent tool tip gumps that popup when you mouse over the buttons
;ignorecont reset
ignorecont UULC
ignorecont YCLD
ignorecont GXJC
ignorecont UGQB
ignorecont GVKC
ignorecont SVP
ignorecont SXQ
ignorecont IGHC
ignorecont QCPD
ignorecont MSMC
That first "ignorecont UULC" statement means that the YesNo_gump will be ignored by the current client.

I just commented out that line and with cybercasper's vars it is logging in and out smoothly.

Gaderian

433
The gumps that have a #contkind UOGB is actually a transparent 2x2 pixel box in the lower left of the login screen. I have not looked at how that gump is used, but it was introduced in the past year or so and confuses the login process from being scripted.

Gaderian

434
Would it be possible to cycle through all bumps with event control conttop?

That might allow finding the gimp if it is there but not recognized by the script.

Gaderian

435
Questing / Re: Gen's Library Donations
« on: June 24, 2018, 12:10:19 AM »
I do not believe it is the gump size that changed. When Endless Journey was released, Broadsword included a token that can be purchased for RL $$ that grants points in various turn-in options (brit library, moonglow zoo, etc.). This token has taken an early place in the donation list for each NPC at the library. Most of the turn-ins have now slipped down and onto a 2nd page when accessing the NPC's menu for donations.

I have a highly modified version of this script that works since those changes were made on the server side.  I am uncertain if there is a clean version of the code where it would allow a simple copy/paste of the modifications. The original uses a series of goto statements to get around and doubles in the donation routine for anti-lag/slow-connection resiliency. In my mixture of boredom when I can't go outside and dislike for goto (in favor a cleaner sub's with a clean exit status) I revamped the major portions of the script.

The code for one of the turn in's includes samurai weapons and already has code to access the 2nd page for selecting which item to donate. That is a reasonable hint at how to handle the 2nd page turn in to modify the donation routine area.

On a side note, I had this able to run for about 22-25 hours for mace and shield glasses. Just prior to EJ it was optimized down to 16-18 hours. The extra click from the EJ change has it back up to about 26 hours to turn in the 88K axes necessary. :(

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