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Messages - Alpha

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526
Ok.. sounds pretty good.  What do people use for the Champ killing part?  Leafblades for Feint (if your Whammy is Bushido) or AI weapons or what?  Has anyone tried that "stealable" balm I think that cuts down on life leech?    How long start to finish we talking etc.. heh..   I'll put together the way I would do it and see what people think.

527

I was thinking about building a character specifically to try Farming the Fire dungeon Imp spawn.  Sash's & Glad. Collar could easily make it VERY worth doing.    If anyone knows a good way to pull this off with a Single character & you don't mind sharing...

IDEAS so far..

Necro mage.. but then killing the champ could take forever....

Whirlwind Bushido character, but not sure if you can Do Semidar with a Melee weapon & not get pwned.. (even as a female)


Anyone got something that works?

528
Scripting Chat / Re: Script IDEA--UO Speedometer ... Possible?
« on: January 06, 2010, 12:08:55 PM »
Yea I agree...  being able to run it anywhere would be the way to go.   I think if you could set either the Distance or the Time in the menu that would be even easier..  If you set Distance to 20 Tiles the Script simply continues tracking the time until your character has changed location 20 times....  or if you set the Time to say 20 seconds, it would track the number of tiles moved once you start that and display a Tiles / Sec speed at the end of the 20 sec period from start....     Hmm..  Does anyone know if there are time pieces in UO?  I vaguely remember a watch I think, but if there is what kind of resolution does it give?  Hours minutes??  Seconds?    If it's accurate enough I could possibly even account for Winspeeder.....  The #systime or #scnt2 variables etc are effected by Speeder so the only way I could think to time it would be with an ingame item (event property and parse time out etc).     Actually... now that I just said that anything in game with a set KNOWN duration could be used... Wall of stone or any buff etc...  buff bar scanner maybe etc.. heh. 

529
Scripting Chat / Script IDEA--UO Speedometer ... Possible?
« on: January 06, 2010, 11:05:44 AM »
Hmm...   I was borred the other day and toying around with script ideas & I thought of this.  Do you guys think it would be possible to write a reasonably accurate Speedometer Script?  If I remeber correctly Winspeeder boosts the speeds accross the boards, which would mess up timing variables in EUO, but I don't think Cheat Engine does this.  If your not speedhacking I know ping is a decent mesurement of your speed but it fails to take into account the quality of your computer etc...

Anyway...  I'll have to play with this....

I'm thinking perhaps simply tracking the # of times a characters #charposX / #charposY  changes within a certain period of Time & doing the math to give you a Tiles / Sec  Speed measurement.  Perhaps a small menu to allow the user to configure the Distance or Time that the script measures over.. In the Geometry of UO the hypotonus of a Right Triangle is the sum of the lengths of the two legs correct? 

Ex...  to get from coordinate X,Y    (0,0) to (2,2)  The shortest distance is normally a line passing through (1,1), but in UO geometry Traveling from (0,0) --> (0,2) --> (2,2) is the same distance...   Is this correcT?   

Hmm..  It might even be easiest to require the script to be played a specific location So it has room to run a set route etc.. to get accurate measurements.. have to try and see..

530
General UO Chat / Re: PvP Temp good or bad your thoughts
« on: December 20, 2009, 09:38:52 PM »
Yeah... so 30% DI.. I've tried it and it's CRAP.....  For 100 skill points it's a complete waste..   It's the difference between 70 & 100 DI ... and it is DI (Damage increase) last time I checked it.

531
I've been using   sub Moveitem    from EUO etc for awhile now & I still have periodic problems with it....  I occasionally run into problems with it trying to exevent drag something B4 it dropped the previous item.. or it fails to register that it actually did drop the item because of a ghost image of said item in your backpack etc..  Anyway I was just wondering if there was a better standard out and about that people were using that I wasn't aware of.   Perhaps TM's included some slick journal scanning etc heh..  Anyway.. was just curious... all this dragging and dropping of blue / red / yellow crystalls to my secure isn't as stable as I'd like...     >  ;- )

532
Script Debug / Re: Tell me what is wrong here...
« on: November 03, 2009, 01:22:33 AM »
OK  a couple of things...

The underscore your using in setting your string variables isn't the same thing as a space...  You'd need to do something like this...

Code: [Select]
set %slayer Elemental , #spc , Demon , #spc , Repond , #spc , Undead , #spc , Reptile
Also you can't search to see if your %Slayer string is in your #property variable bc the WHOLE string would have to be in there for it to return True...

If you use concantenation and #spc you can make strings for search through #property..

Lastly... you'll have to search for a single super slayer being in the #property but include an extra check for all the various crap elementals etc..


Code: [Select]
Sub Check_for_slayer

If Demon in #property || Repond in #property || Undead in #property || Reptile in #property
  {
     Gosub Save_Item
  }
If Elemental in #property && Water notin #property && Earth notin #property && Fire notin #property && Air notin #property && Blood notin #property
  {
    Gosub Save_Item
  }

Return

Anyway hope that helps a bit

533
Narbor STATS is a player scanner script.... DOH I just realized I mixxed those 2 scripts up in my Head.   I actually took the part with most of the various NPC titles out of   omgburgersthewatcher  ... but it seemed to me that perhaps the number of statements in the IF was perhaps what was failing so I tried just search for  THE in the title...

EN Said:
Quote

Have you tried?
set !test #spc , the , #spc
if !test in blabla

Yeah it works like 90% of the time.  The problem seems to arise when it's hitting a huge group of NPC's.  The property value updates from the event property correctly, but the IF statement just fails.....      I think I'm going to try some strategic waits..   I only messed with this for like an hour before I crashed.. and haven't had a second to play with it since I asked here.   Hmm.. actually I think I'm going to make it simple until I figure out where it's breaking..
Code: [Select]

 ignoreitem #charid

START:

finditem IS_HS_XU_AV_KS_JS_ZU_KV_SAB_MAB_LAB_SH_EH_VD_JG_BB_SC_OAB_QAB_PAB_RAB_HN_IN_FN
If #findcnt < 1
  {
     wait 1
     goto start
  }
For #findindex 1 #findcnt
  {
     If #findrep = 7 || #findrep = 3
       {
         ignoreitem #findid
       }
     set %Target_id #findid
     Gosub Check_NPC
     If #Result = #FALSE
       {
          Display OK a "REAL" player is Nearby!
          halt
       }
  }


goto START

;-----------------
;-----------------

Sub Check_NPC

linespercycle 1000

Event_property:
set %waituntil #scnt2 + 10
Repeat
    {
    event property %Target_id
    wait 2
    }
Until #property <> $ || #scnt2 > %waituntil
set %player_property #property
If %player_property = $ || %player_property = N/A
   {
   ignoreitem %Target_id
   linespercycle 10
   return #false
   }
Display ok Property = %player_property  Is  _the_ in this string?

If #spc , the , #spc in %player_property
   {
     ;--Commenting line below out so that it continues to scan same npcs... This way I can see if it fails to recognize 1 item as an NPC when
     ;---running fullspeed etc

     ;--- ignoreitem %Target_id
   
     Linespercycle 10
     Return #True  ;--Return #TRUE if it's an NPC
   }
Display ok Apparently there's a REAL person nearby.. is this true?

Return #False  ;--Return #False if NOT an NPC



534
Well.. Here's the comparison I really should be using..  (This is just a piece from Narbor STATS that I borrowed so yea.)

Code: [Select]
%player_property =  Brandon the Brigand   (example)

set %player true
if the , #spc , mage in %player_property || the , #spc , merchant in %player_property ||
+ the , #spc , gypsy in %player_property || the , #spc , tailor in %player_property ||
+ the , #spc , messenger in %player_property || the , #spc , fisher in %player_property ||
+ the , #spc , sailor in %player_property || the , #spc , weaver in %player_property ||
+ the , #spc , jeweler in %player_property || the , #spc , herbalist in %player_property ||
+ the , #spc , rancher in %player_property || the , #spc , fighter in %player_property ||
+ the , #spc , seeker , #spc , of , #spc , adventure in %player_property ||
+ the , #spc , miner in %player_property || the , #spc , thief in %player_property ||
+ the , #spc , actor in %player_property || the , #spc , harbor , #spc , master in %player_property ||
+ the , #spc , noble in %player_property || the , #spc , thief , #spc , guildmaster in %player_property ||
+ the , #spc , wandering , #spc , healer in %player_property ||
+ the , #spc , priest , #spc , of , #spc , mondain in %player_property ||
+ the , #spc , paladin in %player_property || the , #spc , body , #spc , sculptor in %player_property ||
+ the , #spc , hairstylist in %player_property || the , #spc , peasant in %player_property ||
+ the , #spc , beggar in %player_property || the  , #spc , ranger in %player_property ||
+ the , #spc , peasant in %player_property || the , #spc , ninja in %player_property ||
+ the , #spc , samurai in %player_property || the , #spc , brigand in %player_property ||
+ the , #spc , barkeep in %player_property || the , #spc , bartender in %player_property ||
+ the , #spc , sculptor in %player_property || the , #spc , artist in %player_property ||
+ the , #spc , bard in %player_property || the , #spc , bride in %player_property ||
+ the , #spc , groom in %player_property || the , #spc , tinker , #spc , guildmistress in %player_property ||
+ the , #spc monk in %player_property || the , #spc , Shepherd in %player_property
If #spc , the , #spc in %player_property
   {
   ignoreitem %Target_id
   set %player false
   }

Anyway.. I was just searching for   #spc , the , #spc above because the huge IF statment seems to fail... it's not WHAT to search for it's just that it simply fails for some reason occasionally & I don't know why.

535
Khameleon Said"
Quote
check against #Rep.

Yeah It does that..  There's a If statement that checks for #findrep = 7 (Yellow) && 3 (Grey Animal) All other values are valid for REAL players..  The problem I'm having is that apparently #property can have all the info in it but the IF statement that checks that string doesn't work correctly on occasion.. (or that's what I come up with)

I've paused it right before it checks to see if   ( the , #spc , Brigand )  etc...    is in the string (& it is) but the statement evaluates to false still..   have to try it again and see..

536
Script Debug / Need some Help... Determining NPC from REAL players....
« on: October 13, 2009, 03:26:41 PM »
ok.. so I've got a few resource farming scripts that I run, but some pretty borred people have taken to tracking me down on stealthers and killing me for what I farm..  What I'm having problems with is accurately determining if it's an NPC vs Real player...
I know there's a few ways to go about this but I don't understand what's going wrong with the way I chose..

Also.. I don't know if it makes a difference, but sometimes Red Brigands spawn & my Farmer will AutoDefend & kill them so I don't know if that has an effect..  . 

PS.. I realize that searching for _the_ is not 100% accurate... I could put in all the possible NPC names bc I know it's possible to have _the_ in a character named but it works for 99.9%..

Anyway here's where I was headed.

Code: [Select]

 ignoreitem #charid

START:

finditem IS_HS_XU_AV_KS_JS_ZU_KV_SAB_MAB_LAB_SH_EH_VD_JG_BB_SC_OAB_QAB_PAB_RAB_HN_IN_FN
If #findcnt < 1
  {
     wait 1
     goto start
  }
For #findindex 1 #findcnt
  {
     If #findrep = 7 || #findrep = 3
       {
         ignoreitem #findid
       }
     set %Target_id #findid
     Gosub Check_NPC
     If #Result = #FALSE
       {
          Display OK a "REAL" player is Nearby!
          halt
       }
  }


goto START

;-----------------
;-----------------

Sub Check_NPC

linespercycle 1000

Event_property:
set %waituntil #scnt2 + 10
Repeat
    {
    event property %Target_id
    wait 2
    }
Until #property <> $ || #scnt2 > %waituntil
set %player_property #property
If %player_property = $ || %player_property = N/A
   {
   ignoreitem %Target_id
   linespercycle 10
   return #false
   }

If #spc , the , #spc in %player_property
   {
     ignoreitem %Target_id
     Linespercycle 10
     Return #True  ;--Return #TRUE if it's an NPC
   }
Return #False  ;--Return #False if NOT an NPC


What I don't understand is that some NPC's with  _the_  in their title are making it past the If statement that would ignore them and returning #FALSE that it's not an NPC when it actually is...


Anyway if someone's borred ???

PS.. other ideas on ways to accomplish this

1)  Open paperdoll and scan for Jewelry.. pretty much EVERY player will have some.. no npc's will

2) Open paperdoll & scan for Insured items.. but this requires Even property which is probably what's causing my problem above

3) Journal Scan for the "You see: Collin the brigand"     etc...  though there would be a TON of possibilities you'd need to account for.. Bascially all Monster names / NPC types etc... though no event property needed..

Anyway.. thx.

537
Ok...  So what are the common Error checks you guys use when using Event property?

I'm thinking about writing a short script that will churn out masses of Exceptionally crafted leather armor and continue to recycle them until I get ones with the right resists.  This will obviously mean using event property on each piece and parsing out the Resist values & comparing.  What I'm not too sure about are the Ways that Event property can Fail ??

Example..
Code: [Select]
set %Scissory_ID XXXXX
set %Armor_type YYY

set %string %Fire , #spc , Resist , #spc , 16%
START:

Finditem %Armor_type C_ , #backpackid
If #findcnt > 0
  {
     For #findindex 1 #findcnt
        {
           event property #findid
           wait 10
           If %string notin #property
              {
                  set #lobjectid #scissor_id
                  event macro 17 0
                  Target 2s
                  set #ltargetid #findid
                  event macro 22 0
                  wait 20
               }
         }

goto START

Anyway...  I'm stuck @ work and borred...  The whole part where I set String was hopefully enough to convey teh idea I don't actually think that would function like that.   I'm just really not sure about other error checking I should be using to make sure that #property updates etc.     Maybe I can Save it before the Event & If it's different AFTER the event and NOT just $ it worked or something..
 
Ah well.. just thinking..

538
UO Reference Information / Re: SA Creature & Item Types
« on: October 01, 2009, 08:27:22 AM »
All the "Creature ID's" are #findtypes aren't they?

539
I've been farming imbuing ingredients with a Mysticism Mage using alot of SDI & Splayer spellbooks & it occurred to me that I could most definately write a script for this.  I can quite resonably simply Cast spells like Nether Cyclone and Target myself effecting everything in 2 tile Radius, but there's gotta be a better way to do it!!

IDEAS:

1) Target self and Nether cyclone is basically just a 2 tile wither in this case.  You lose the time it takes for Mobs to walk up to you.

2) Target yourself & if nothing's near target the nearest Mob.. this is a bit better bc your not waiting for stuff to walk up to you all the time, but the "nearest mob" isn't usually the best spot to click your ranged AoE.

3) I'm looking for a better method of Scanning the nearby area (10 tile range for spell casting) & determining where the "Target Tile" is that includes the most Mobs in it's area of effect.. 
What I can think of so far is this... (if your farming area is static)
    -The sub would basically scan through each valid Target Tile & finditem the mobs at that point in time keeping track of how many of them are within range of the AoE if you targetted that tile.  The sub would scan all the tiles like this resulting in a specific spot or spots that maximizes the # of mobs hit.  I know I need to find a sub that computes relative distances in uo geometry for given x/y comparisons... & I don't know if scanning an area like this can be done fast enough (considering that everything is moving) to even be worth it...

  In short... your standing there with a nether cyclone Cursor up. 3 Ratmen spawn... some near some far...  Is there a spot to click that kills all 3?  2? etc..   gotta be a way heh...

I'm not looking for someone to write this for me..... Just some ideas on how it might be done and I'll figure the rest out...  or if you have the urge feel free!

thx 

540
General UO Chat / Re: New Items/Scrolls/where you got them.
« on: September 13, 2009, 07:54:52 AM »
Quote
That sleep spell is overpowered.  Pvpers are already using it.  Imagine 2 mages sleeping you will you get dismount ganked. 

It's only nasty if you don't have resist... but then again if you don't have resist PURGE MAGIC will remove just about anything that shows up in your buff bar that's good for ya too.

120 Eval vs 0 Magic resist character

Sleep: 2nd circle casting time | Forced Walk speed | NO casting | NO Attacking | Huge DCI penalty -45% I believe..

If you don't have Resist then any mage that can cast sleep can at the very least straight up neutralize you.. bc the use item timer is roughly ~ 1 sec and sleep is faster than that by a hair so they will be popping a box all day long.

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