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Messages - Gaderian

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421
It describes the behavior that I have seen. When a character is not in a safe instant logout location, then the next time a character tries to login-it fails.

The script should do a 5 minute timeout wait, then try to login with the last character that failed. While it does that 5 minute count down, it seems to skip this failed character and go on to the next.

My solution is to logout manually my wandering characters.

Gaderian

422
General UO Chat / Re: Endless Journey & Training Scripts
« on: October 28, 2019, 03:57:23 PM »
Ghost,
I can share what I have for the jewelry box if you are interested.

Gaderian

423
The menu code was revamped about 2 years ago. I have a personal document to show how to call all the parameters. If I had access to the wiki to update it, I would change the relevant parts and include new examples for each in a simple way.

I am attaching the basic command syntax.

Essentially there is no longer a limit to a single menu. The old menu system is mapped to "form0" (by internal name) and most of the old commands still work (like setting window transparency; which doesn't work for the auxiliary menu forms), but there are slight changes.
menu image pixline (gone)
menu shape (limited: can do basic shapes, but no "effects" - there are no rounded corners, no dashed lines (I created work around methods for dashed lines)).
colors are now hexadecimal values (which I have a remap routine) - only a few named colors work out of the original selections.
menu widgets *must* have a unique name now (in the past you could have all your labels with the same name; now the menu will not work).

Cheffe, posted a nice step by step walk through of most commands. I played with it further to test the other settings, and I really like it.

Something that is needed, IMO, is a translation routine to remap old commands into the new format. I have been toying with creating a process for that. If nothing else, then a sort of "Rosetta Stone" to show how to do the old commands with new code examples. To date there are a few converted menu snippets floating around, but it can do so much more than mimic the original menu system.

Most of the old functions are there:
menu form (was menu window)
button
text
edit
listbox
combobox
checkbox
Additionally, there are:
multiple forms (can have several windows defined at the same time... it is no longer limited to a single menu)
panel (a widget that holds a group of widgets). Panels can be used for aesthetics, or for functionally grouping widgets.
radio buttons
Each widget has properties that can be changed on the fly using:
menu setprop [unique widget name] [property value pair]
You can move an item from one menu to another dynamically by using "menu setprop [widget name] parent [other widget name]".
There is a "namespace" element to menu defaults - to protect what you write from taking over a parallel process (parent/child menu in a called library - for instance) (menu pushdef/menu popdef)

So you can have multiple forms (old system allows a single menu), and all items can be set to be visible or not individually.
A form can have a cluster of widgets in a panel. The panel can be moved between forms by changing it's parent.
Defaults for fonts and colors can be inherited. There are a few things where the default can't be inherited, so you must set the property for that widget after it's creation (think initial window... it can't inherit a background color, so you must set the background color after it is created).
There are working radio buttons (same as a combo box, but visually different). The related group of radio buttons are in a panel.

I am attaching the basic syntax listing for most of the commands - I probably have overlooked something in my organization of the material.

Gaderian

424
New member introductions / Re: New Member Introduction
« on: October 28, 2019, 01:31:27 PM »
What kind of things have you enjoyed in UO in the past with your character types?

Gaderian

425
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

426
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

427
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

428
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

429
Script Debug / Re: Bag of Sending
« on: October 23, 2019, 08:18:01 AM »

430
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

432
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

433
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

434
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

435
General UO Chat / Re: connection states I am banned.
« on: October 04, 2019, 07:10:07 PM »
Thank you.

Gaderian

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