ScriptUO

Official ScriptUO EasyUO Scripts => Script Library => Resource Farming => Topic started by: Neo on March 16, 2013, 02:00:52 PM

Title: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on March 16, 2013, 02:00:52 PM
Code: [Select]
;===================================================================================
; Script Name: neo's psycho kung-fu miner
; Author: neo
; Version: 1.0
; Client Tested With: 7.0.29.2
; EUO version tested with: 1.50 233
; Shard OSI / FS: OSI
; Revision Date: February 1st, 2013
; Public Release: March 16, 2013
; Purpose: Mining and fighting.
; Special Thanks: TM and 12x for their subs! MeWonUo for the concept and help throughout
;                 the development of this script.
;-----------------------------------------------------------------------------------
; Who should use this script and why?
;
; This script is meant to be used with a combat miner character template.
; It will grab Gargoyle Pickaxes and Prospector's Tools from a container
; and go mine. When it digs up an Elemental, it will kill it, return home
; to unload, then return to the spot where the Elemental's body is and loot it.
; After going home again to unload, it will continue mining.
;
;
; What's the advantage of mining this way?
;
; Potentially gets over 6k ingots per hour, more than half of which should be Shadow Iron Ingots! :)
; Will also loot Crystalline Blackrock.
;-------------------------------------------------------------------------------------
; Instructions:
; Containers you should have in front of your house:
;   - Container with your regular shovels or pickaxes, or ingots and tinker tools to
;     craft them. If you use the Archer template, you should also have your arrows in this
;     container
;   - Container with your Prospector's Tools, if you mean to use them
;   - Container with your Gargoyle Pickaxes, if you mean to use them
;   - Container for your Ore
;   - Container for your regular blackrock (trash can?)
;-----------------------------------------------------------------------------------
; Suggested template to use with this script:
; Template I currently use for this script (template idea by MeWonUo):
;
; Female Elf with:
;
; Anatomy 95
; Archery 95
; Tactics 88
; Blacksmithy 0.1
; Mining 100 + 5 from gloves
; Tinkering 62
; Chivalry 82
; Meditaion 33
; Necromancy 99
; Spirit Speak 40
;
; Equipment:
; Spirit of the Totem
; Mana Phasing Orb
; Quiver of Infinity
; Magical Shortbow with: HLA 50 HLD 50 Elemental Slayer, SSI 40 DI 10
; Armor of the Valkyrie (Char must be FEMALE for this)
; The rest: Imbued jewels and Woodland Pieces
; Important: Have some HCI, DCI, DI and 100% LRC. Also, have 150 Str for Max Weight increase.
;            And good resists too of course! :)
;---------------------------------------------------------------------------------------
; Feel free to tell me any suggestions you might have so I can keep improving this.
; Don't forget to edit your settings below!
; Be in front of your containers before you start the script!
;-----------------------------------------------------------------------------------
Hey guys, I've had some friends asking me for this script, and instead of just keeping it for Elite/private, I decided to just make it public so that everyone who's interested might get a chance to use it. So, here it is, hope you may find some use in it, and make sure to tell me how it works for you!

Any suggestions are always welcome of course.

Make sure to read the instructions on how to properly use the script! :)

[]s

EDIT: the only difference from the private version is I removed the bod gathering part from it. Since the new changes to bod gathering, I thought it wouldn't be very useful to have.

EDIT 2: The combat uses mainly necro stuff to deal with elementals. You will be expected to be in Vamp move, and then once an Elemental pops, Curse Weapon will be used... I've done some tweaking with the damage ratio you take each second, to decide if your char's gonna run away or not. Should work fine for most cases! I could add some more options for future versions depending on the feedback I get!

Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: jlirsh on May 04, 2013, 04:06:05 PM
WHats up Neo, seems like im using all of your scripts as of late lol. I have a few questions on this, currently building the char but have not used it yet

1. Why .1 blacksmithing? thats not needed for anything is it?
2.) why a magical shortbow? ur not using specials I don't believe and not sure why those specials would help. Wouldnt a repeating crossbow be better? its faster and has a few more base damage.
3.) Is anatomy really needed for the extra bonus? uoguide shows it only has like 150hps, seems rather easy to kill without it and can dump more into spirit speak which would allow curse weapon to last longer and be able to have more med.
4.) what is your dexterity at? tryin to figure out how high to make it with still having 150 str and room for mana.
Think thats it for now, cant wait to try it out :) and thank you for making it public!!!!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on May 04, 2013, 05:31:44 PM
WHats up Neo, seems like im using all of your scripts as of late lol. I have a few questions on this, currently building the char but have not used it yet

1. Why .1 blacksmithing? thats not needed for anything is it?
2.) why a magical shortbow? ur not using specials I don't believe and not sure why those specials would help. Wouldnt a repeating crossbow be better? its faster and has a few more base damage.
3.) Is anatomy really needed for the extra bonus? uoguide shows it only has like 150hps, seems rather easy to kill without it and can dump more into spirit speak which would allow curse weapon to last longer and be able to have more med.
4.) what is your dexterity at? tryin to figure out how high to make it with still having 150 str and room for mana.
Think thats it for now, cant wait to try it out :) and thank you for making it public!!!!
1. The .1 blacksmithing was for bod gathering. Before the changes in the BOD system, this script would recall to Luna every hour, collect bods, log out, log in to every other character you set it to, and log back, and continue mining.
2. I don't really remember why it was. I remember MeWon suggested this at the time. If you find a better option, feel free to try it out. Also, someone told me recently that Elementals are weak against some specific Elemental Weapon. Maybe Earth Elemental? I don't really remember. Anyhow, that would get you the extra damage you might need.
3. I don't know the specifics, but if you dig up 2 Valorite Elementals, I remember things could get a little dangerous.
4. Sorry, don't remember either, my mining account is currently not activated. I'll reactivate it soon though, then I'll post my findings here.

Let me know if you try it out, and if there are any suggestions you might have!

[]s!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: jlirsh on May 10, 2013, 10:23:07 AM
Well I said I'd post here so here I am. Been using it for four days pretty much straight. I love the options you get with this script. Especially the seperation options for items. I haven't been able to keep up with pickaxes though but its awesome that it goes straight to tinkering regular shovels and still uses the prospector tool to go one color ore up. Also was worried about blackrock but it does allow me to drop it in a garbage bin at my house so I don't overload bags with it.

Only problem I've had is once in awhile I go overweight. In four days it happened three times. Not really a big deal but I tried to go in and change the max weight but I don't see it, u wrote the script a lil different then my amateur eyes are used to seeing haha. I wonder if it's because I don't have 150 str only 145? Thought I needed all these other mods for fighting. Truth be told not one elemental ever comes close to hurting you. With a repeating crossbow I can kill anyone of them within four swings so I don't think you  have to worry about running away :). Anyways keep up the great work, we all appreciate it, and so does my carpal tunnel :)
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on May 10, 2013, 02:16:43 PM
Well I said I'd post here so here I am. Been using it for four days pretty much straight. I love the options you get with this script. Especially the seperation options for items. I haven't been able to keep up with pickaxes though but its awesome that it goes straight to tinkering regular shovels and still uses the prospector tool to go one color ore up. Also was worried about blackrock but it does allow me to drop it in a garbage bin at my house so I don't overload bags with it.

Only problem I've had is once in awhile I go overweight. In four days it happened three times. Not really a big deal but I tried to go in and change the max weight but I don't see it, u wrote the script a lil different then my amateur eyes are used to seeing haha. I wonder if it's because I don't have 150 str only 145? Thought I needed all these other mods for fighting. Truth be told not one elemental ever comes close to hurting you. With a repeating crossbow I can kill anyone of them within four swings so I don't think you  have to worry about running away :). Anyways keep up the great work, we all appreciate it, and so does my carpal tunnel :)
Great feedback! Glad to see this working well!

About the Weight issue, find this line: gosub XIIxMaxWeight 72

It's under 'sub loadcheck'.

Try increasing this value a bit, that should the problem!

Let me know how it goes!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: chance fate on September 01, 2013, 10:27:25 AM
Hi Neo, love the concept of the script. I am playing on an OSI shard and have been able to get as far as recalling into the spot to mine. However once there the script states in the status that it is "searching tiles to mine" and never gets beyond this. Was wonder if there is something I am doing wrong ? Thank you for any comments you may offer.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Crome969 on September 01, 2013, 12:57:10 PM
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: chance fate on September 01, 2013, 02:26:24 PM
Hi Crome969,
No I did not have the MUL files. I have since created and copied them into my "C:\Program Files (x86)\Electronic Arts\Ultima Online Classic"
folder. Is there any other info you could provide as I am still only able to get to the point of recalling into the cave. Once there the menu indicates that it is "Searching Tiles To Mine". Thank for your help.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Crome969 on September 02, 2013, 12:37:46 AM
Hi Crome969,
No I did not have the MUL files. I have since created and copied them into my "C:\Program Files (x86)\Electronic Arts\Ultima Online Classic"
folder. Is there any other info you could provide as I am still only able to get to the point of recalling into the cave. Once there the menu indicates that it is "Searching Tiles To Mine". Thank for your help.

Well i never touched this Script, because iam a Fan of Stealth Client and don run any easyuo or openuo scripts any longer. When you wrote about tile issue, i remembered that easyuo need mulfiles for handling tiles, and cant use the uop files. So if you generate mulfiles and drop into your UO-Folder it should work. If you have more issues, then maybe neo need to take a look into it.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: chance fate on September 02, 2013, 07:45:44 AM
Okay Thanks Crome969. If Neo has a moment, that would be great. I would really like to try this script. Being able to use the Gar picks would be wonderful. I have tried to determine the problem my self, but have limited knowledge in scripting. I can usually change simple stuff like container sizing, this tile issue is way above my skill. Any ways Thanks again for your response. Happy Early Birthday.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on September 02, 2013, 08:54:57 PM
Okay Thanks Crome969. If Neo has a moment, that would be great. I would really like to try this script. Being able to use the Gar picks would be wonderful. I have tried to determine the problem my self, but have limited knowledge in scripting. I can usually change simple stuff like container sizing, this tile issue is way above my skill. Any ways Thanks again for your response. Happy Early Birthday.
Hey, sorry to hear you're having problems... I'm currently away from the game and scripting because of my studies... In any case, just with what you described me, I really can't tell what the issue could be.

Do other mining scripts work properly for you ? If so, which ones have you tested?

Are you trying to mine in Felluca? I hope you're not trying to mine in Ter Mur, tile reading doesn't work there as far as I know.

Hope we can figure this out for you...

Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: chance fate on September 03, 2013, 12:28:18 PM
Hi Neo, yes i was so excited to find your script, and then not be able to get it working, but i like to tinker and figure out if possible whats wrong. Hey studies come first, my brother inlaw has a young girl from Germany staying with them for the next 4 months of school. Very kind of you to reply, you take all the time you need. Yes I currently use "RuneBook Mining version 3.5 by Spewy(Approved Script) Mining from runebooks." I have also used "XIIxOveR's Miner for Dummies" with no problems.
 
I am playing on an OSI shard and have been able to get as far as recalling into the spot to mine, have been trying to mine in Fel. However once there the script states in the status that it is "searching tiles to mine" and never gets beyond this. I have looked at the script and paused it and stepped through the script, it does not appear to recognize the tiles. I have created the Mul files and pasted them into my "Electronic Arts\Ultima Online Classic" folder. I am not sure how else to describe what is going on. Im not in any rush and any help you may offer is greatly appreciated. It would be great if we could get this script to work for me. Thank You in advance for any and all help you might provide.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on September 03, 2013, 08:15:23 PM
Well, I'm really not sure what could be causing this issue...

If you want we could try a TeamViewer session this weekend or whenever so I could try and debug it "locally" on your machine for you.

Hope we can figure this out !

[]s
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: 12TimesOver on September 04, 2013, 10:18:04 AM
I notice you are indeed addressing the #ltargetkind issue Neo by looking spcifically for Rock, Cave, or Cave_Floor in #tilename. Maybe chance fate is mining a tile that isn't covered in those options?

Chance, if you download my script "SuperStuff" from my script pibrary there is a "Tilestuff" button which gives you all the info from the tile you are standing on. If you stand on your problem tile and run that, post the results to this thread it may give Neo some helpful info.

X
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: chance fate on September 04, 2013, 07:40:56 PM
Hi 12TimesOver, I think the tile would be identified as "Cave_Floor ". I did download  "SuperStuff" and was able to use some of the function buttons successfully. however the "tile stuff" button did not do anything. When I look at EasyUo Tile info, no data appears. I'am uncertain if any info should show up in that location. I tried Neo's Kung Fu miner on a different computer and again was unsuccessful at getting the script to work beyond the first recall into a mine in fel.

Hey Neo, yes team viewer would be great. I have downloaded "Team view" and am ready to try this when you are.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: 12TimesOver on September 05, 2013, 05:27:38 AM
That rings as though you your MUL file situation isn't actually fixed although I did see that you thought you addressed the issue.

Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on September 05, 2013, 05:55:29 AM
chance fate, could you give other .mul files a go, maybe there's something wrong with your converted ones.

http://www.hugedrive.com/published/WG/show.php?q=U0xBTlRFUg==-ddcdd213&mode=preview&file=Nw==

Here's a download link for .mul files I used to have in the past to get tile reading to work.

Remember to put them in you UO folder. Also, make sure it's the same folder of the actual client.exe you're starting.

Could you try those out and tell me how it goes ?

[]s
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: chance fate on September 05, 2013, 07:09:51 PM
Great News, the MUL files you told me to download have resolved my problem. I'm not sure why the "Uo2p MUL converter" did not work. Thank you all for your help in correcting this issue for me.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on September 05, 2013, 09:32:02 PM
Great News, the MUL files you told me to download have resolved my problem. I'm not sure why the "Uo2p MUL converter" did not work. Thank you all for your help in correcting this issue for me.
I'm glad to hear you got it working!

I'll check the converter some time to see if I find anything that may be causing issues...

Anyhow, let me know how the script goes for you when you get a chance!

Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Crome969 on September 05, 2013, 10:06:31 PM
Great News, the MUL files you told me to download have resolved my problem. I'm not sure why the "Uo2p MUL converter" did not work. Thank you all for your help in correcting this issue for me.
I'm glad to hear you got it working!

I'll check the converter some time to see if I find anything that may be causing issues...

Anyhow, let me know how the script goes for you when you get a chance!



I had some issues with it a while ago. VM with Windows XP told me always "all done" and i had 0 byte muls. Solved it by using main System...
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: chance fate on September 07, 2013, 08:15:43 AM
Hi Neo, I have been useing Kung-fu miner, my suit and skills are not able yet to defeat the valorite ele's without an intervention, so i am working to correct that. I really like what you have created.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Endless Night on October 07, 2013, 05:41:15 PM

Congratulations your Script has been moved to Script library
(If you feel the script is in the wrong section please send me a pm.)

Thank you for your submission.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: likin998 on October 11, 2013, 08:48:48 AM
need to get my miner a new suit and adjust the skills. However, i see the script only use 1 runebook. Is this enough for the ore to respawn ?
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on October 11, 2013, 09:40:57 AM
need to get my miner a new suit and adjust the skills. However, i see the script only use 1 runebook. Is this enough for the ore to respawn ?
If you're the only one on those spots, it should be.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Oracle on October 11, 2013, 05:03:15 PM
Neo,

This is an awesome Script...!  It is also fun to watch.  Love to see my Miner shooting it out with two Valorite Elementals.  You even have pathfinding in there so that it runs to the next dead Elemental Corpse and loots that one as well...

Only time I see my Miner die is when I get PK'd in Fel or when I run into a bunch of Orcs in one of the Caves...
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on October 12, 2013, 12:10:11 AM
Neo,

This is an awesome Script...!  It is also fun to watch.  Love to see my Miner shooting it out with two Valorite Elementals.  You even have pathfinding in there so that it runs to the next dead Elemental Corpse and loots that one as well...

Only time I see my Miner die is when I get PK'd in Fel or when I run into a bunch of Orcs in one of the Caves...
Thank you for the feedback Oracle! I'm really happy it's working well for you!

Keep me posted if something comes up! :)

Cheers!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Oracle on October 13, 2013, 04:11:02 PM
Not sure if I have optimized my Mining yet or not...currently I am averaging between 3000 and 3500 ingots an hour.  Does this seem low to you?  Any one else getting any higher amounts on the average?  If so, what did you do or are you doing to get a higher amount?  Both of my Miners are mining in Fel and attacking about 25 elementals an hour on average, plus not dying...
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on October 13, 2013, 05:57:11 PM
Not sure if I have optimized my Mining yet or not...currently I am averaging between 3000 and 3500 ingots an hour.  Does this seem low to you?  Any one else getting any higher amounts on the average?  If so, what did you do or are you doing to get a higher amount?  Both of my Miners are mining in Fel and attacking about 25 elementals an hour on average, plus not dying...

If I remember correctly, I used to net over 6000 an hour in felluca... 3k does seem a little low...
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: hayhay on October 21, 2013, 01:53:54 PM
Hello neo, It is great script thnaks to share this at puplic library. I have the problem to get my char into house just 5 steps with no door. How can I solve this problem.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Oracle on October 21, 2013, 02:39:08 PM
Neo,

Is there somewhere in the Script where I can set to drop off the Granite and Gems into the Resource Container?  Currently, it just leaves all of the Granite in the Miner's Backpack and eventually weighs the Miner down,  so that there is no more room in the Backpack to place the ore.


SUGGESTION:
This script would be so cool if you added Fire Beetle support, so that the Miner does not have to make so many trips back and forth, especially after killing off an Elemental...!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: gubass on January 01, 2014, 02:34:30 PM
hI NEO tx for the posting this great script .
Ive just got back from a long uo break and I must say this is working flawless.
 :)
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on January 01, 2014, 04:31:16 PM
hI NEO tx for the posting this great script .
Ive just got back from a long uo break and I must say this is working flawless.
 :)
Thanks for the feedback! Glad it's working well for ya!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Kandie on January 02, 2014, 08:55:36 AM
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on January 02, 2014, 12:26:38 PM
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)

Hey Kandie, Happy New Year to you as well! This doesn't work in Ter Mur, since it was designed for mining in Felluca.

There really is no point in using this in Ter Mur either.

If you really need a Ter Mur miner, I think 12x's miner works there...

Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: MeWonUo on January 02, 2014, 06:18:40 PM
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on January 03, 2014, 04:19:23 AM
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)
Wow, look who's back from the dead!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: MeWonUo on January 03, 2014, 10:01:45 AM
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)
Wow, look who's back from the dead!

I was only mostly dead!  Good to see that you are still around Neo.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on January 03, 2014, 10:01:07 PM
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)
Wow, look who's back from the dead!

I was only mostly dead!  Good to see that you are still around Neo.
I try to read up on some posts here from time to time, but I'm falling waaay back... And from the looks of it, this year's gonna be even harder for me to keep up.

But hey, good to see you too bro! Hopefully we can play together again sometime soon! :D

Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: MeWonUo on January 04, 2014, 10:57:05 AM
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)
Wow, look who's back from the dead!

I was only mostly dead!  Good to see that you are still around Neo.
I try to read up on some posts here from time to time, but I'm falling waaay back... And from the looks of it, this year's gonna be even harder for me to keep up.

But hey, good to see you too bro! Hopefully we can play together again sometime soon! :D



Absolutely!  I'll be floating around a little bit. January and February are very slow months for me.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Tana on May 31, 2014, 01:18:54 AM

SUGGESTION:
This script would be so cool if you added Fire Beetle support, so that the Miner does not have to make so many trips back and forth, especially after killing off an Elemental...!


Hey neo Great script im loving it but i was wondering the same thing anyway to add this in? or maybe make a piggyback script to do it at weight check? Sorry really new to scripting was just wondering seems like it would save alot of time
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on May 31, 2014, 01:40:35 PM

SUGGESTION:
This script would be so cool if you added Fire Beetle support, so that the Miner does not have to make so many trips back and forth, especially after killing off an Elemental...!


Hey neo Great script im loving it but i was wondering the same thing anyway to add this in? or maybe make a piggyback script to do it at weight check? Sorry really new to scripting was just wondering seems like it would save alot of time
Alright guys, as soon as I find some time, I'll make this happen!

I'm just really busy right now with some other projects!

But I'll try to do it as soon as possible!

Thanks for the feedback !
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Chops on July 29, 2014, 01:20:38 AM
chance fate, could you give other .mul files a go, maybe there's something wrong with your converted ones.

http://www.hugedrive.com/published/WG/show.php?q=U0xBTlRFUg==-ddcdd213&mode=preview&file=Nw==

Here's a download link for .mul files I used to have in the past to get tile reading to work.

Remember to put them in you UO folder. Also, make sure it's the same folder of the actual client.exe you're starting.

Could you try those out and tell me how it goes ?

[]s


I am having the same problem, Any chance you could upload the files again? The link seems to be dead.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Cannorn on February 19, 2015, 01:32:14 PM
So I'm using this great little script (thanks Neo!) and I'm trying my hand at adding in Granite support (recognising and storing granite as well as ore)

As per my Intro I'm new to this and I'm starting by reading and butchering others work to try and see what works, what breaks and learn that way ^_^.

I've managed to add a Granite_Bag in the setup phase and add the counter to the GUI...but it doesn't seem to want to recognise/sort the Granite.
I've not even seperated them by type yet, just wanted to get granite working, with the plan to then categorise granite colour, then add in support for using a mage instead of an archer ;)

But I'm falling at the first hurdle, probably something really stupid in misunderstanding the script or missing a bit.
I'm not sure what the etiquete here is..do I post up my modded version with comments or just list what changes I've tried to make?
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Crisis on February 20, 2015, 02:48:17 AM
Best thing to do is to start a new thread in script debug, then state the author and name of the script that you are trying to modify for your personal use, I usually post a link to the author's thread as well. Then only post the area that you are modding, using the Insert code function (looks like a #) and ask your questions. Never post the entire script unless the author is working with you and asks. Once it is working, never post it, though a PM to the author would be a nice touch. They may want to post a working modded version giving you credit. I hope this helps clarify it for you. :)
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Cannorn on February 20, 2015, 02:52:41 AM
Thanks Crisis :)
Funny thing is I was going to do the above and as I broke down my changes for the new post, I spotted my mistake, or rather omission.
Added 3 little letters to the script and it's working a charm!!

Now to break down the Granite into colours, then get it to work with mages.
Once done I'll fire it over to Neo, though if I can do it, I'm sure it would have been 5 seconds of childs play for him XD, but I'm learning!


Post Merge: February 20, 2015, 11:06:24 AM
annnnd Granite added.

I'm very impressed with how well the code was structured that i was able to simply slip in a few extra variables and it took it all up with no issues, and even though it was dirt simple in the end (and took me a few hours anyway..) I'm very chuffed with myself XD
My first bit of work, even if it is just a tweak on someone else's XD, but we all start somewhere right ;)

Will ping it off to Neo to see what he wants to do with it.

Next to add in a Pause button and Mage Support...and maybe an option to just dump those damn annoying black rocks...

(http://imageshack.com/a/img910/1411/ir9t1x.png)
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Zurg on April 16, 2015, 02:16:36 PM
great Script works like a champ thxs
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: gnomegates on October 27, 2015, 12:23:43 AM
Hey Neo, I've been using your lumberjack script for the last couple days and it works like a charm so figured I'd check out your mining script. I seem to be having an issue that someone else had, and that is I can get the script all set up, I can recall to my first location, then it just stands there "scanning tiles".

I have used your uop2mul_2.0 twice to update the mul files but it does not seem to help. Was wondering if you had any other ideas?

Thanks again and keep up the good work!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: MeWonUo on October 28, 2015, 11:12:54 AM
Hey Neo, I've been using your lumberjack script for the last couple days and it works like a charm so figured I'd check out your mining script. I seem to be having an issue that someone else had, and that is I can get the script all set up, I can recall to my first location, then it just stands there "scanning tiles".

I have used your uop2mul_2.0 twice to update the mul files but it does not seem to help. Was wondering if you had any other ideas?

Thanks again and keep up the good work!

Hi there gnomegates,

I've been using this script since coming back to UO a couple weeks ago with zero problems.  Here is the thread with a link to the mul files I'm using.

http://www.scriptuo.com/index.php?topic=12768.0

Just drop those files into your UO directory and you should be good to go!

-MeWon
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: gnomegates on October 28, 2015, 04:34:15 PM
Thank you very much, works like a charm now, I appreciate the help!!!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: gruntman on November 23, 2015, 07:43:57 PM
Works great up until about an hour to three of running then causes client crash....is there anything I can do to make it stop doing this? I have not changed anything within the script.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Pyrogoeth on November 29, 2015, 05:01:48 PM
Thanks for the script, is working great.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: MeWonUo on November 30, 2015, 08:10:54 AM
Works great up until about an hour to three of running then causes client crash....is there anything I can do to make it stop doing this? I have not changed anything within the script.

Any info on where or when it seems to crash?  I know on the server I'm playing right now, I had to alter the drag/drop timing a touch to make it run a little more smooth.

But it's been running for about 4 days straight for me here now with no problems.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Tana on April 29, 2016, 02:48:12 PM
soo i needed to mine stone to make some garg armor read through this and found a nice simple solution

added _BVI to the %ore list and the resource list
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: JFSF on February 26, 2017, 12:23:05 AM
Has anyone tried to run this while mining under Bucs Den?
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: The Ghost on February 26, 2017, 04:38:35 AM
You can mine by hand under buc den, The tile are different so the script wont work.  I try a few back in the day and not was working.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: valen2.0 on February 26, 2017, 11:12:46 AM
Yeah, Ive tried soo many mining scripts over there. no matter what I tried. Best advice I can say is use EC to mine under there. Set the shovel or pick axe to target by resource. Yes im sure some of you are gonna frown on me for using the EC! but the mining is pretty interesting and it makes it super easy to use for t-maps!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: JFSF on February 26, 2017, 12:56:08 PM
Surely their is a way for the tile info under bucs den can be added to this script
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Crisis on March 01, 2017, 02:33:18 AM
Yeah, Ive tried soo many mining scripts over there. no matter what I tried. Best advice I can say is use EC to mine under there. Set the shovel or pick axe to target by resource. Yes im sure some of you are gonna frown on me for using the EC! but the mining is pretty interesting and it makes it super easy to use for t-maps!

I generally use the EC unless I am scripting. The EC is better than UOA. I have not tried playing with the screen size in the CC since the patch but that has been an issue ever since I changed monitors years ago. I am now using a 26" monitor and the standard CC play window is TINY!!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neftis_RJ on March 25, 2017, 05:33:41 AM
Awesome script, very fast. Didn't test the prospect tool yet. But so far so good :D
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: ibslingshot on June 29, 2017, 01:13:35 PM
wish i could use magery instead of sacred travel.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: ibslingshot on July 02, 2017, 09:53:27 AM
Hey Neo, I've been using your lumberjack script for the last couple days and it works like a charm so figured I'd check out your mining script. I seem to be having an issue that someone else had, and that is I can get the script all set up, I can recall to my first location, then it just stands there "scanning tiles".

I have used your uop2mul_2.0 twice to update the mul files but it does not seem to help. Was wondering if you had any other ideas?

Thanks again and keep up the good work!

Hi there gnomegates,

I've been using this script since coming back to UO a couple weeks ago with zero problems.  Here is the thread with a link to the mul files I'm using.

http://www.scriptuo.com/index.php?topic=12768.0

Just drop those files into your UO directory and you should be good to go!

-MeWon

link is gone. do you still have a copy of it?
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Ghavall on April 16, 2018, 06:26:48 PM
I guess that was a no to the mul files
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: TrackStar on August 30, 2021, 06:52:55 AM
I guess this is unusable without the MUL files?
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: gimlet on August 30, 2021, 01:01:39 PM

http://www.scriptuo.com/index.php?topic=14877.msg119764#msg119764
 (http://www.scriptuo.com/index.php?topic=14877.msg119764#msg119764)
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: TrackStar on August 31, 2021, 09:33:39 AM

http://www.scriptuo.com/index.php?topic=14877.msg119764#msg119764
 (http://www.scriptuo.com/index.php?topic=14877.msg119764#msg119764)

Nice thanks!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Piller on January 28, 2023, 11:28:27 AM
Please don't tell me the answer im trying to learn.

If you set your first pick axe to also farm stone it does. The problem being thee script does not unload the stone into the secure @ the house and will eventually over weight you. So is my thinking right:

Find line where you recall home after weight check
There should be type ID's for all the different ore  types it puts in the chest. Add the stone ore types to this line and it should also unload the stone.
To do this you need to set smelt = false or it will try to smelt the stone and crashes the script.

Does it seem im on the right path?
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on January 28, 2023, 12:25:26 PM
Please don't tell me the answer im trying to learn.

If you set your first pick axe to also farm stone it does. The problem being thee script does not unload the stone into the secure @ the house and will eventually over weight you. So is my thinking right:

Find line where you recall home after weight check
There should be type ID's for all the different ore  types it puts in the chest. Add the stone ore types to this line and it should also unload the stone.
To do this you need to set smelt = false or it will try to smelt the stone and crashes the script.

Does it seem im on the right path?
You're on the right path, yes... But not quite there... I'll play along and won't give you the answer!
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Gaderian on January 28, 2023, 11:00:19 PM
I haven't looked at this script in years, so I don't know the smelt/unload routines. What I do know is that at GM mining and fighting ore elementals means you would also collect the ML large gems and crystalline blackrock. These items are not able to be smelted either and must be unloaded.

The only thing that can be smelted is the ore, and the smallest of ore pieces need 2 or more to be valid for smelting.

So there must be some logic about what is smelted or not already there which you should be able to find and take advantage of when making your modification.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on January 29, 2023, 07:24:27 AM
I haven't looked at this script in years, so I don't know the smelt/unload routines. What I do know is that at GM mining and fighting ore elementals means you would also collect the ML large gems and crystalline blackrock. These items are not able to be smelted either and must be unloaded.

The only thing that can be smelted is the ore, and the smallest of ore pieces need 2 or more to be valid for smelting.

So there must be some logic about what is smelted or not already there which you should be able to find and take advantage of when making your modification.
Yes, so just group the stone with gems or whatever else that doesn't smelt, and you should be good.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Gaderian on January 29, 2023, 03:57:00 PM
Shhh! I was trying not to give the answer. ;)
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Piller on January 29, 2023, 05:03:04 PM
 }
  if %findtype in %gems
  {
    if %findtype = UWS
      set %gem perfect
    if %findtype = ZWS
      set %gem turquoise
    if %findtype = TWS
      set %gem ecru
    if %findtype = AXS
      set %gem dark
    if %findtype = GXS
      set %gem blue
    if %findtype = VWS
      set %gem fire
    if %findtype = MDHB
      set %gem crystalline
    set %cnt . %gem %cnt . %gem + %amount
    menu set cnt . %gem %cnt . %gem
    gosub move %findid %gem_bag %amount

If I am reading this right (im prob not lol) the script checks the backpack for the 8 gem types and total # of them. Then moves gems to the gem bag that the ID was made when starting the script in set up.
I am thinking this would be the easiest to add the ore types here so they are treated the same.
My concern is the
 }
  if %findtype in %gems
  {
would I have to make another sub for ore or can I add gems and ore together. and if adding to one would I need to call the ore gems?

 if %findtype = JKH  (item type for normal granite)
      set %gem Granite


Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Gaderian on January 30, 2023, 09:31:43 AM
The variable %gem is used to concatenation names for counting the quantity and updating the menu. Using it for granite would be fine here.
One thing to think about is if you want the menu to keep a display of the granite mined. The menu needs some fields added. You may wish to separate the quantity by granite color.
Title: Re: neo's psycho kung-fu miner, release: March 16, 2013
Post by: Neo on January 30, 2023, 12:37:07 PM
Shhh! I was trying not to give the answer. ;)
Oh, my bad!  :-[