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« on: September 06, 2022, 10:41:36 PM »
There are 3 important issues that need to be addressed to make this script function:
1) The various ant holes to enter and from level to level can give 1 or 2 different arrival locations (mildly random) when entering from the same source location tile. Each tile location around the hole will give a couple possible destination tiles on the next level.
2) click locations to enter the ant hill hole are fixed click locations in the script. These would be different to match your game size window as well as which direction you approach the ant hole from. It would be more resilient if it used a little math on the #clixres and #cliyres values to determine the click locations. Instead of click locations, Endless Night had a solution for dealing with the ant holes that was very nice, but I can't recall if that is in his public or private libraries.
3) the exevent popup command was changed in EUO a few years ago. This one uses the old freeshard only version - but that syntax has been removed from EUO at this point. This is probably the stickiest part of adapting the script. My recommendation would be to incorporate TM's routine to deal with the popup window, because it would adapt nicely for different shards and character templates.
The rails in and through the ant hill are tricky. The best solution I found (for a different ant hill project...) was to recall in to the Britannia entrance, then use a rail to get to a specific tile. Enter the ant hill from this tile. Now the internal rails have 2 options where you may land. Create a rail for each of those locations to a near tile, then follow a rail to the next ant hole to navigate each level.
This may need more updates to be current, but a single script could work for freeshards and production alike.
Gaderian