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Messages - TrailMyx

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9286
New member introductions / Re: Mr Random arrives
« on: June 10, 2008, 09:17:33 AM »
heh, it's ok to be random.  That's my normal state of mine.  Thanks for coming by!

9287
Off Topic / Re: I want to have TM's babies!
« on: June 10, 2008, 09:12:23 AM »
HI guys, welcome here.

Yeh, e107 also allows registration, but I should remove that anyhow.  I don't want anyone registering for the content manager, but just the forum. 

I doubt j4bber would put a redirect.  No worries, though.

9288
New member introductions / Re: Hey Everyone!!!
« on: June 09, 2008, 07:24:50 PM »
Hey RD, welcome.  Yeh, SMF is pretty cool. 

9289
Gold Farming / TrailMyx's Full Auto Fisherman
« on: June 09, 2008, 02:50:44 PM »
Code: [Select]
;===================================================================
; Script Name: TrailMyx's Full-Auto Fisherman 2.0j
; Author: TrailMyx
; Version: 2.0k
; Shard OSI / FS: OSI / FS(Alexandria)
; Revision Date: 08/29/2007
; Purpose:
;     Completely automate the operation of fishing up MIBs/Nets/Tmaps/pearls/scales/hides
;
; Features:
;     . Utilizes 4x4 resource gathering to hunt for sea serpents containing treasure.
;     . Automatically fishes until a sea serpent is encountered
;     . Utilizes Offensive selection until sea serpent is dead
;     . During combat, your character is healed using your Healing methon.
;     . Boat automatically moved to dead serpent location
;     . Sea serpent may be carved for hides, scales
;     . All loot is collected based upon user selections.
;     . All trash is deposited on dead sea serpent corpses
;     . Automatically travels to bank to deposit treasure and back to boat
;     . Script continues to run until selected ending condition is achieved.
;     . Once ending condition is achieved, your character will transport to save location
;       and automatically logout
;     . Save/Load user preferences
;     . Saves session loot to a log file.
;     . Use multiple safe logout and bank runes
;     . Many statistics collected.
;     . Randomly uses runes in rune blocks.
;
; Requirements:
;     . SMALL boat in deep water
;     . Runebook in main pack with at least:
;       = 1 rune for a safe logout point
;       = 1 rune for a bank
;     . Boat key in main pack
;     . Container in bank for non-stackable items
;     . Container in bank for stackable items
;     . 100% LRC suit.  On OSI, it's best to have self-repair items.
;     . Sissors for cutting leather
;     . Dagger, knife for skinning sea serpents
;     . Offensive ability using Necromancy, Magery, or Archery buffed with Chivalry (optional)
;     . Defensive healing ability using Magery, Necromancy, Chivalry, or bandages
;     . Start script standing on your boat at the key recall point.
;     . If you haven't run the Guided Setup yet, it's best to start at a bank location.
;
; Special Thanks:
;     Valuable testing/feature input by j4bber, MissyMoose, Bookwyrm, sss567, Hoby, Gimlet
;====================================
; Revision History:
;===================================================================
; ToDo:
;  . Item evaluation with TM_CLAw
;
;===================================================================

Locate all references to "HTD".  If you use the program ScriptUO, it's easy to search.  Here's the results from TM_fullautofisherman30b:
Code: easyuo
  1. 1603:   gosub TransferItems NULL SVH_XVH_HTD_UDF_EQD_UVH -1 #BACKPACKID %container_MIBs
  2. 1813:   gosub CheckandDragSpecial HTD !serpcont EUOCheckBox21 #false ; mibs (ancient)
  3. 1814:   gosub CheckandDragSpecial HTD_UVH_RVH !serpcont EUOCheckBox8 #false ; mibs %check_loot_asos
  4. 1900:       if #FINDTYPE = HTD
  5. 1921:       if #FINDTYPE = HTD ; MIB, but ancient?
  6. 1958:         if #FINDTYPE in HTD_UVH_RVH
  7. 1997:   finditem SVH_XVH_HTD_UDF_UVH C_ , #BACKPACKID
  8. 2007:   if #FINDTYPE in HTD_UVH
  9.  

change these lines to the following (your line numbers may vary if you've made any changes to the script yourself [note adding "AWJC"]:

Code: easyuo
  1. 1603:   gosub TransferItems NULL SVH_XVH_HTD_UDF_EQD_UVH_AWJC -1 #BACKPACKID %container_MIBs
  2. 1813:   gosub CheckandDragSpecial HTD_AWJC !serpcont EUOCheckBox21 #false ; mibs (ancient)
  3. 1814:   gosub CheckandDragSpecial HTD_UVH_RVH_AWJC !serpcont EUOCheckBox8 #false ; mibs %check_loot_asos
  4. 1900:       if #FINDTYPE = AWJC
  5. 1921:       if #FINDTYPE = AWJC ; MIB, but ancient?
  6. 1958:         if #FINDTYPE in HTD_UVH_RVH_AWJC
  7. 1997:   finditem SVH_XVH_HTD_UDF_UVH_AWJC C_ , #BACKPACKID
  8. 2007:   if #FINDTYPE in HTD_UVH_AWJC
  9.  

Special note:
The archery feature is not recommended.  Use at your own annoyance.

9290
Off Topic / Re: I want to have TM's babies!
« on: June 09, 2008, 02:42:58 PM »
Rofl.  Welcome back.  Hopefully this place will be around for a while.

9291
Code: [Select]
;-----------------------------------------------------------
; Script Name: TrailMyx's Lightning-Fast Hiding/Stealth Trainer
; Author: TrailMyx
; Version: 1.4
; Client Tested with: 6.0.1.6
; EUO version tested with: 1.5 118
; Shard: OSI, FS(?)
; Revision Date:  6/15/2007
; Public Release: ...
; Global Variables Used: None
; Purpose/Features:
;   Helps you train up your hiding and stealth fast with the
;  use of the "pen trick".  This script was inspired from Freddy's
;  multiskill trainer.  I turbocharged his pen trick sub, and added that
;  to my own hiding trainer.  Finally, I made the script also use the
;  pen trick for stealth.
;
;  For stealth, you can train up to 60ish with normal cloths, then switch to a
;  studded-leather armor suit up to near GM.  Just stand in place and run.  Be
;  sure you have an inscription pen....
;---------------------------------------------------------

Note you can now set the skillpoint where you start using stealth by popular request.

TM

Stealth Training Tips:

(From Stratics)
0 - 30     Buy skill from NPC
30 - 65    Normal Clothes
65 - 95    Full Studded Leather Suit
95 - 100    Full Studded Leather Suit + Close Helm

This is good information.  Still is valid as of 3/12/2009.  Just be sure you buy your Stealth to over 30.0.  If you try to start your stealth from zero, you *WILL* get stuck at 25.0.  Also, be sure you start with enough strength to wear studded leather (35 strength)

As of 7/15/2009 the PEN trick no longer works. 

9292
Script development tools / TrailMyx's Advanced Journal Handler
« on: June 09, 2008, 01:01:15 PM »
Code: [Select]
;=================================================================
; Script Name: TrailMyx's Advanced Journal Scanner
; Author: TrailMyx
; Version: 1.0
; Shard OSI / FS: OSI / FS?
; Revision Date: 10/20/2007
; Purpose:
;   Use these subs to quickly find text in your #journal entries.  These subs
; use #jindex for flawless journal scanning and is much more reliable than using
; standard indexing of #journal and #SYSMSG.
;
;   Now it is possible to manage separate journals based on unrelated text.  It's now possible
; to monitor spellcasting, bandaging, stealing, or anything else without a TM_AdvJournalSync
; potentially removing text needed for another UO funciton.
;
;   New is the ability to either gosub or call these functions without the need to change the
; header!  When calling, a limit of 10 arguments is allowed, but more can be added by editing the
; call interface section.
;
;  Examples:
;     gosub TM_AdvJournalSync speech 100 ; sync "speech" journal space, set #LPC to 100 from default of 1000
;     gosub TM_AdvJournalScan speech VALID Find_this_text and_find_this_too ; will not advance copy of #jindex
;     gosub TM_AdvJournalScan heal VALID_ADVANCE you_heal_what that_patient_is_not ; advances pointer after scan
;     gosub TM_AdvJournalScan spellcast NONE fizzle ; no spam checking and doesn't advance #jindex copy automatically
;
;  Subs included:
;     TM_AdvJournalSync - Must call this in initialzation
;     TM_AdvJournalScan - see header for details....
;
;  Release history:
;    v1.0 - Initial release.
;
;  Requirements:
;    Nothing special
;
;  Credit:
;    If you use these subs, please leave credit for me somewhere in your script header.
;=================================================================

... Snipped from another thread...

By this example:

Code: [Select]
gosub TM_AdvJournalScan heal VALID_ADVANCE you_heal_what that_patient_is_not

The first argument "heal" what you are calling this particular journal scanner.  Since you can have different scanners looking for different things and behaving differently, then you can set this.  An example of multiple journal scanners is perhaps you are looking for journal information that's spell casting related, but another part of your script is looking for journal output that's healing related.  Now you can separate these.

The second argument can be the following values:

NONE: defaults to basic journal scan (no SPAM checking, no #jindex pointer copy advancing)
ADVANCE: no spam checking, advances #jindex copy
VALID: invokes SPAM filtering, no advance of #jindex copy
VALID_ADVANCE, VALIDADVANCE, ADVANCE_VALID, etc.: invokes SPAM filtering, advances of #jindex copy

arguments after the first and the second are considered strings you will be searching for to appear in your journal.

About SPAM filtering:

With the NONE option, the script will not filter the journal and will agree with any resulting match with the list your supply as arguments.  

With the VALID option, the script will compare several criterion to the text found within your journal.  These criteria are:
(Joe_Spammer is a fictional grief player trying to mess with your script)

1) Journal entry does not contain ":_" i.e. "Joe_Spammer:_you_heal_what" <will not trigger>
2) Journal entry does contain ":_", but is the first text <this will pass, example boat commands, taming>
3) Journal entry does contain "Your_Charname:_you_heal_what..." <this will pass, since YOU said it.>
4) Journal entry does contain "Joe_Spammer:_Your_Charname:_you_heal_what" <this will not pass because your character name did not come first>

Note there are combinations of the above examples, and may require you to play with it a bit.

With the ADVANCE option, the script will automatically sync the jindex copy when you do a search.  There are times however when you might want to search the same journal information again for another trigger word, so you can sync by hand by:

Code: [Select]
gosub TM_AdvJournalScan heal VALID you_heal_what that_patient_is_not
if #RESULT = #TRUE
{
  gosub TM_AdvJournalSync heal
  .. do something about it..
}

Finally, you notice that most of my scripts will call TM_AdvJournalSync at the beginning of the script execution for each journal scanner, but will include a number for the second argument:

Code: [Select]
 gosub TM_AdvJournalSync heal 100
  gosub TM_AdvJournalSync CastSpell 100

This is just setting the default #LPC for each scanner.  If you have time-critical needs, you may invoke faster scanning for subsequent TM_AdvJournalScan calls.

9293
Code: [Select]
;-----------------------------------------------------------
; Script Name: TrainMyx's Item Paperdoll/Container Durability Checker
; Author: TrailMyx
; Version: 1.0
; Client Tested with: 6.0.1.6
; EUO version tested with: 1.5 118
; Shard: OSI, FS(?)
; Revision Date:  6/15/2007
; Public Release: ...
; Global Variables Used: None
; Purpose/Features:
;   . Scan paperdoll (or targeted container when you set %scan_container to #TRUE) to generate
;   a repair report.
;   . Change value of %warning_percentage to change your repair threshold
;-------------------------------------------------------

9294
Combat/Healing/Looting / TrailMyx's Pet Gump Healing 1.0
« on: June 09, 2008, 12:51:59 PM »
Code: [Select]
;-----------------------------------------------------------
; Script Name: TrailMyx's Pet Gump Healing
; Author: TrailMyx
; Version: 1.0
; Client Tested with: 5.0.9
; EUO version tested with: 1.5 109
; Shard: OSI, FS
; Revision Date:  3/26/2007
; Public Release: ...
; Global Variables Used: None
; Purpose/Features:
;   This will attempt to pull up your pet's healthbar and heal according to
;   %heal_percentage
;-----------------------------------------------------------

Test code included!

9295
Script development tools / TrailMyx's Context Menu hander
« on: June 09, 2008, 12:46:07 PM »
Usage:

Code: [Select]
;gosub HandleContextMenu NULL #CHARID %CONTEXT_Toggle_Monster_Title_Display
;stop


9296
Script development tools / TrailMyx's HTML Journal Dumper
« on: June 09, 2008, 12:44:02 PM »
Code: [Select]
;=================================================================
; Script Name: TrailMyx's HTML journal dump
; Author: TrailMyx
; Version: 1.0
; Shard OSI / FS: OSI / FS?
; Revision Date: 2007/07/09
; Purpose:
; Subs included:
;   Use these routines to dump contents of your journal to an HTML file.
;
;  Release history:
;
;  Requirements:
;=================================================================

9297
IDOC tools / TrailMyx's IDOC Finder v1.6
« on: June 09, 2008, 12:40:22 PM »
Code: [Select]
;-----------------------------------------------------------
; Script Name: TrailMyx's IDOC Locator
; Author: TrailMyx
; Version: 1.6
; Client Tested with: 5.0.9
; EUO version tested with: 1.5 109
; Shard: OSI, FS
; Revision Date:  3/26/2007
; Public Release: ...
; Global Variables Used: None
; Purpose/Features:
;  1) Scans surrounding area looking for houses in states of decay
;  2) Saves the location, name, time, date and condition to a log file.
;  3) Keeps two lists, one of those houses that are logged from previous searches
;     and another of signs found during the present search.  These are denoted by
;     "New!!!!" and "Logged"
;  4) Pause/Resume function.
;  5) Script will force your character to stop walking if a sign is not loaded.
;     This will make sure you don't miss a sign like you can with other IDOC searching tools
;     out there today.
;  6) Found IDOC houses are colored in the following colors:
;     Blue: Slightly
;     Green: Somewhat
;     Yellow: Fairly
;     Purple: Greatly
;     Red: IDOC
;
; Tips for better use:
;  1) Walking by holding down the R-button on the mouse causes event property to stall
;     during some searchs.  If you walk automatically by first pressing and holding the R-button
;     then holding the L-button, you won't miss any signs, so the script won't force
;     you to stop.
;
;  This script will generate two files:
;  1) SHARD_CHAR_IDOClog.txt holds the log of houses and their info
;  2) SHAR_CHAR_IDOCID.txt holds the FINDIDs of houses found on previous searchs that have been
;     saved with the "Save IDOC" key
;
; Enjoy, TM

Here's a new revision of my IDOC finder.  It's a bit more accurate because it will force your character to "stop" to allow for event property to work.

Additional features include nice logging, determining if an IDOC is a newly found one, or something that's already been logged from a previous search session.  The "mark" button will allow you to create a rune and automatically label it with the housename, date and time.  Be sure the house info isn't toggling because there is another house sign close, otherwise you'll get the wrong information.

Please read the header for some useful tips.

Enjoy!

Version history:

Version 1.4 - Release version
Version 1.5 - Test release, remark runes named "blank"
            - Includes house condition in rune mark info for j4bber.
Version 1.6 - Fixed bug in location of Pause button, added house signs for new content

TM


Important Note:
You should pause the script while in the city.  It goes mad for house signs, and will make it difficult to walk in a city because of the "stopping" function of the script.  Pause until you get out and running around hunting for IDOCs.  I will fix it so this doesn't happen, but for now you've been informed. :)

9298
IDOC tools / TrailMyx's Smart and Repeating House Placer v1.6
« on: June 09, 2008, 12:38:47 PM »
Code: [Select]
;-----------------------------------------------------------
; Script Name: TrailMyx's Smart/Repeating IDOC House Placer v1.6
; Author: TrailMyx
; Version: 1.6
; Client Tested with: 5.0.2
; EUO version tested with: 1.5 106
; Shard: OSI, FS
; Revision Date:  3/17/2007
; Public Release: ...
; Global Variables Used: None
; Global Namespaces used: globalhouseplace
; Purpose:
;   Fast house placement, remembers your house selection for placement retrys.
;

With the invention of the house placement tool, it became almost impossible to repeatedly place a house more than once using a script.  With this script, it will remember what house you tried to place and continue to place it until you stop the script or it places successfully.

This script has the same features of my Simple'n'Easy script, but it learns the housing choice, so you only have to navigate the tool to your housing selection once.  It is also compatible with OSI and RunUO shards (the pixcol of the house placement gump text for these are different)

Also, this script is capable of communicating with my Autolooter 2.0x script.  I will have to adjust this a bit when I finally release the 2.0 version, because this script will run repeatedly until you break.  Not the best thing when you may also want to loot.  ;)

I would recommend you log into the UO test shard to experiment with house placements before you try using any placement script.  It's always best to be prepared!

Enjoy!

TM

9299
IDOC tools / TrailMyx's Simple Fast House Placer 0.15
« on: June 09, 2008, 12:38:05 PM »
Code: [Select]
;-----------------------------------------------------------
; Script Name: TrailMyx's Simple'n'Easy House Placer
; Author: TrailMyx
; Version: 0.15
; Client Tested with: 5.0.2
; EUO version tested with: 1.5 106
; Shard: OSI, FS
; Revision Date:  3/17/2007
; Public Release: ...
; Global Variables Used: None
; Global Namespaces used: none
; Purpose:
;  Places a house for you by monitoring an IDOC sign.
;  When sign dissappears, house will be placed.  Setup is as follows:
;  1) Target house sign
;  2) Ghost the image of the house you want to place and target and place where
;     you want the house to go.
;  3) Ghost the house again.  The script will now wait for the house sign
;     to dissappear and place for you.  Only one attempt will occur.
;

9300
IDOC tools / TrailMyx's IDOC Monitor/Looter v1.0c
« on: June 09, 2008, 12:36:34 PM »
Code: [Select]
;-----------------------------------------------------------
; Script Name: TrailMyx's IDOC Monitor/Looter v1.0c
; Author: TrailMyx
; Version: 1.0c
; Client Tested with: 5.0.2
; EUO version tested with: 1.5 106
; Shard: OSI, FS
; Revision Date:  3/17/2007
; Public Release: ...
; Global Variables Used: None
; Purpose:
;   1) Will watch a house sign for changes to the status and log the
;      progression of the collapse of a house.  This can help increase
;      your chance to be physically available during the collapse since you
;      will know the near exact time when the house changed to IDOC.
;   2) Allow the user to enter a looting profile where individual items
;      can be selected for looting.
;   3) These items can be prioritized into two categories, normal and priority
;   4) Priority items looting attempts are exhausted before proceeding to the
;      normal loot list.
;   5) If an item is found to be out of range, the character will PATHFIND
;      to the item location so a drag may be attempted.
;   6) Loot profile editor allows the user to quickly add/delete items
;      from each looting profile
;   7) These profiles may be saved to a configuration file so a script
;      can be re-started and still have the profile available.  Also, this
;      is useful for when you want to have two or more accounts sharing
;      the same looting profile to increase your chances of accululating the
;      IDOC loot.
;   9) Optimized looter that searches your event pathfind path to be sure
;      you don't pass something else that's on your list.
;  10) Maintain hidden status before and after a looting session and during
;      camping; you have to have hiding greater than 65.0.
;
;  This program wasn't really written to be sub-ed out, so everthing is
;  accessed in std namespace and shared amongst the subs.
;
;-----------------------------------------------------------



What this script does:
1) Monitor a house sign and note when the status changes going from Slightly, Fairly, Greatly and Collapsing.  The time associated with these changes are recorded into a log file.  The logfile also records times at a pre-programmed interval just in case your client crashes; you can at least know what the status of the house was during the time when your client was active.

2) Once the house sign dissappears, the script will start processing the two lists of items you can generate and automatically loot these items on the ground.  You don't have to be within range; the script will move your character to where it finds these items located on the ground.  If you run past something that should be picked up, the script will snag that item before proceeding to the item originally intended.

3) The priority list will be processes first, followed by the normal list of items.
4) Your character can remain hidden before and after the looting process selected by the checkmark.
5) You can save your lists of loot items to a lootfile.  If you want to share this with more than one client, you can increase the odds of snagging the good items!

Enjoy!

TM


This is an update of a very old script I wrote long ago when I was playing on OSI.  I added a nice GUI and loot add/delete function.  The interface is pretty self-explainatory, so just give it a try. 

I have done recent testing on my own RunUO server and I have optimized the loot collection pathing, log file handling and user interface.  Works pretty well now, and should work on OSI just fine.  I haven't run this new looter on a production shard other than my test shard, so any recent feedback would be greatly appreciated.

Also, it should be said that you need to know what's in the house to loot, so the looting part of the script is pointless on OSI and a private house.  (Unless of course you are friended to the house and have access to the front doorsteps. ) The IDOC monitor portion should work fine, however.

Things to remember:

Some items are placed as deed in a house.  So some vet rewards, and other items may not fall to the ground when a house decays.  Most of the time, they just dissappear.

Changes for next version:
 - Add somewhat state to decay range.  Was accidentally deleted at some point.
 - Add check to see if items on list have been re-locked down
 - Add checkmark to allow user to dismount beetle and open pack when house falls.

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