ScriptUO

Official ScriptUO EasyUO Scripts => Script Library => Resource Farming => Topic started by: slyone on April 20, 2010, 09:21:31 PM

Title: Ter Mur Lumberjack
Post by: slyone on April 20, 2010, 09:21:31 PM
Nicar's Recall Lumberjacker has been my script of choice for lumberjacking for the past couple years.  When Ter Mur came out, I went and marked a full runebook of trees and went to work.  I found that the script did not recognize my trees!
I'm not the most advanced scripter but I am learning.  So i went to try and figure out how to make Nic's LJ work in Ter Mur.  After a bit of work on the script, I've got something that works quite well.  The script is My Ter Mur edit of Nicar's Recall LJ.  It still has issues with timing...(sometime I lose my client when unloading my backpack which is quite annoying)...but I find it very effective.

To make the script work in Ter Mur, I basically hardcode my trees into the script.

So to setup up the script, you first have to fill one or two runebooks with trees for Ter Mur.  Name one of them 'ter 16' and the other 'mur 16'.  Then run the setup script for each runebook in Ter Mur.  The setup script makes you recall around to each tree in your runebook and target the tree you want to harvest at each spot.  It pauses in between each rune so that you can recall from one rune to the next.  After the 16th tree, the script creates a file named 'mytrees.txt' and puts it in the same directory as the setup script is found.  Copy and paste the code created from the mytrees.txt into the corresponding subs at the end up my lumberjacking template script.  If you are using two books for ter mur, then you have to run the setup script for each book and copy the code into the template each time.  The LJ script only supports two books for Ter Mur.  Once you have copy and pasted the code into the template save the script and you are done with the tree setup.

As for setting up your lumberjacker to use Nic's LJ: First I suggest you get a couple runebooks for Ter Mur setup,  Then I would get a separate runebook containing a rune to my secure location.  Then I would set my variables in the menu and press Play!

The script auto locates trees to chop in fel. The script is not specific to only Ter Mur.  It also works with other facets.  You only have to do the runebook setup for the trees in Ter Mur.  Name the Ter Mur runebooks:  'ter 16' and 'mur 16'.  Name the runebooks for other facets:  'wood 16' or 'tree 16'.  Make sure that you only have one 'ter 16' runebook and one 'mur 16' runebook and that the tree setup code has been copied and pasted to the correct sub at the end of the template script.

I did my best to write clear instructions at the beginning of the scripts.

I have had quite a bit of success using this script.  I hope you find it as effective as I have.
Thanks!

Note:  I am posting this script as my edit to Nicar's Recall Lumberjacker.  I give the credit to Nicar and J4bber for writing it and many thanks to all those who helped make it such a powerful script.  Thanks to all who have contributed to it in the past!


Sly did make reasonable attempts to get in touch with the previous authors.  So we're OK with him taking over this script.  FYI


Revision to Version 2.2:  I simplified the logic in how the runebooks get setup.  Now the script correctly determines how many runebooks you have in your backpack and adjusts to any combination of ter 16, mur 16, and tree/wood books.
Revision to Version 2.2a: I added a crystal shard counter. 
Title: Re: Ter Mur Lumberjack
Post by: Ultima on April 20, 2010, 09:35:31 PM
How hazardous is it Lumberjacking in Tel Mur? I've noticed there are alot of critters running around...

I might have to put down my shovel and pick up the ole' axe again.

How is drop rate of the Crystal Shards?
Title: Re: Ter Mur Lumberjack
Post by: NObama on April 21, 2010, 07:27:15 AM
plenty of places that you can chop safely.  Q me regarding crystal shards.

 :)
Title: Re: Ter Mur Lumberjack
Post by: manwinc on April 21, 2010, 08:15:36 AM
pretty sure its something like 5 an hour or so
Title: Re: Ter Mur Lumberjack
Post by: Ultima on April 21, 2010, 08:16:25 AM
We're not on the same shard NObama.  ???

Fortunately I don't put DI on any of my weapons in fact I make it a point to look for weapons that don't have DI on them. Virtually every weapon I come across that has DI on it I toss.

It's too bad it's not another property that Crystal Shards produce...  
Title: Re: Ter Mur Lumberjack
Post by: manwinc on April 21, 2010, 08:27:38 AM
Spell damage increase?
Title: Re: Ter Mur Lumberjack
Post by: Ultima on April 21, 2010, 08:43:52 AM
That explains why their fetching what they are...

I don't play too many spellcasting templates. Archers, Samurai , tamers and Bards are pretty much all I play with.

Spellcasters are labor intensive. I don't want to be smashing my keyboard all the time tossing out spells left and right when more than likely something else can get the job done that suits my taste.

With the release of the Fey Slayer Book I might have to get my hands on some of these Crystal Shards and see how much SDI I can load up on.

I worked the Weald last night with some folks and one of them was working the spawn in Wraith Form with a Fey Slayer book and he was pretty impressive. I might have to try that route myself. :)
Title: Re: Ter Mur Lumberjack
Post by: slyone on April 21, 2010, 09:42:22 AM
I've found that crystals shards drop frequently enough to make lumberjacking in Ter Mur worth it.  I have to watch out sometimes for random monsters but for the most part I have been able to find trees without dangerous spawn.

Also, crystal shards come in handy when you need arcanic rune stones. 
Title: Re: Ter Mur Lumberjack
Post by: kenshin87 on April 21, 2010, 05:34:36 PM
ok so great work on revamping the script to work in ter mur really works great. and giving a heads up for people going to be doing this is that they seem to be banning people with ease over there. on a more script side note is that a counter used for crystal shards would be very cool and also it seems to snag up a ways into it and not target it the tree and continues to double click the axe for use but not click the tree. i am restarting the script againa nd doing the initial setup to see if it fixes it but great job and thank you!
Title: Re: Ter Mur Lumberjack
Post by: manwinc on April 21, 2010, 05:42:55 PM
Yeah, due to the limited tree space in ter mur its pretty frickin obvious when you are scripting it :)
Title: Re: Ter Mur Lumberjack
Post by: kenshin87 on April 21, 2010, 06:05:41 PM
haha yeah but just giving a heads up and another thing i just found is  that when if you are just running one runebook in ter mur if you go through all of the trees it gets stuck i tried to fix it but really didnt know how to. also i am just thinking of things off the top of my head i will take a look into them in more detail tomorrow. but when running the setup portion and you are recalling to target the trees maybe allow a check to see if it actually targeted the tree or if it was a bad tree spot.
Title: Re: Ter Mur Lumberjack
Post by: slyone on April 21, 2010, 08:51:43 PM
Thanks for testing it out.  I'll see if I can get it to reproduce the issues you are having.  It would be nice to add a crystal shard counter...I'll look into it  :)
Title: Re: Ter Mur Lumberjack
Post by: NObama on April 22, 2010, 06:20:51 AM
Ultima, ultima, ultima.  Generally, when I tell you to Q me, it's cause I have a secret...

 :)
Title: Re: Ter Mur Lumberjack
Post by: Petkiller on April 22, 2010, 07:42:03 AM
I use an edited copy of MW's lumberjacking script for turmur.  I just have the script click at the same x and y for every tree spot and edited the sub where it scans for new trees.  I just had to mark my tree runes so a tree is located at the same x and y for every spot for all my rune books.  The counter says its doing about 12k logs per hour.
Title: Re: Ter Mur Lumberjack
Post by: kenshin87 on April 22, 2010, 09:07:03 AM
simple fix for the script stopping is just add another rune book of trees whether it be the mur 16 or just a tree 1 2 3... the script looks for the second rune book with the +1 and since there is no other rune book itwill continually run that loop. not a big deal just make a second book quick easy fix.
Title: Re: Ter Mur Lumberjack
Post by: slyone on April 22, 2010, 01:19:01 PM
Good call, it defaults to two books :/
I messed with the runebook counter in the setup_runebook sub.  I should probably start at 0 and increment inside each of the if statements...

Post Merge: April 24, 2010, 01:11:26 AM
I updated the script so that you can successfully use it with a single runebook whether it be ter 16, mur 16, or a wood/tree book.  Current version is templatev2_2.  I'll see about modifying the menus to add a crystal shard counter next :)
Title: Re: Ter Mur Lumberjack
Post by: slyone on April 24, 2010, 01:22:57 PM
Well, I ended up having time to take a look at adding a Crystal Shard Counter.  So I created it and just uploaded the latest version.
Title: Re: Ter Mur Lumberjack
Post by: kenshin87 on April 24, 2010, 02:24:23 PM
great thank you for the support. i dont have time to run it atm but  will take a look in a bit. again thanks for everything and if i were to run into any more glitches or anything i will certainly let you know and if i can post a quick fix for it. thank you
Title: Re: Ter Mur Lumberjack
Post by: kenshin87 on April 24, 2010, 08:15:10 PM
ok so i think i found another problem. simple fix is to not run with uoa. i noticed that the dropping sequence messes up or freezes on this area
_MOVE_TO_CONTAINER:
  finditem !_mt_item C_ , #backpackid
  if #findkind <> -1
  {
    if !_mt_item in %boards && !_cnt
      gosub calc_total_points
    exevent drag #findid #findstack
    wait 5
  finditem  !_mt_secure

    exevent dropc !_mt_secure
    wait 20
    goto _MOVE_TO_CONTAINER
  }
  namespace clear
  namespace pop
return

i was just starting to chop would and it got stuck here.
another thing i ran into was that i believe with the new update to the runebooks it is messing up the ter16 and mur16. i will run further tests on it later. hope this helps so far
Title: Re: Ter Mur Lumberjack
Post by: kenshin87 on April 25, 2010, 08:36:24 PM
also noticing that guild or quest menu pops up every now and then. cant remember it was earlier this morning
Title: Re: Ter Mur Lumberjack
Post by: slyone on April 26, 2010, 03:20:12 PM
I've never had the issue of the guild/quest menu popping up...let me know what circumstances you are in when you get the menu and I'll try to reproduce them on my end.

As for the script freezing up in the drop sequence...I have trouble with that too sometimes.  I've only had it freeze on me like once in two weeks though.  I guess the first thing I'll try to make it stop freezing is to increase the wait time.

Thanks for the feedback.
Title: Re: Ter Mur Lumberjack
Post by: manwinc on April 27, 2010, 02:28:09 PM
The guild menu pop up happens in my miner sometimes. Never did figure out why Lol
Title: Re: Ter Mur Lumberjack
Post by: Ultima on May 15, 2010, 10:12:51 PM
Looks like I'm in need of some Crystal Shards afterall to top off my jewelry! :o

The script  was stalling during the drop off in the beginning. I bumped up the wait times and it seems to have fixed the issue. Slower but stable. I'm going to let it run overnight and I'll post my results.

Very interesting in how you coded it as far as setting up the script. Nice work and thanks for the use of this script.

These crystal shards aren't cheap! ;)

 
Title: Re: Ter Mur Lumberjack
Post by: VLDK1976 on May 16, 2010, 10:30:44 AM
Thanks ALOT for this wonderfull script. OMG I have been looking for this for so long. I wonder why Mwinc never came up with a edit to his with termur possibilities.

But well, I am all dedicated to your script now.

All thumbs up  :)
Title: Re: Ter Mur Lumberjack
Post by: VLDK1976 on May 17, 2010, 02:54:51 AM
Have been using your script for a day or so now, and it made me think of that I only chop 32 places, meaning my rate of return to same spot within a given period is high, and thereby risk for being reported high too. I therefor took a look at the script, and I wonder if it's impossible to make the script use more than 2 books.

In your "setup_runebooks" sub, you set up one book for "ter" and one for "mur", so my thought was to make it set it up for "te" "rm" and "ur" that would give 3 books. If my thoughts is correct I guess you could make unlimited amount of books, as long the property of each book is different, and there is no oher books with same property.

Furthermore I found a little bug. I am not sure how it happens, or why, but I have 2 extra crystal shards on the counter, compared to what I have in my secure. It's not something that makes a difference really, it's only a cosmetic issue.
Title: Re: Ter Mur Lumberjack
Post by: slyone on May 17, 2010, 03:00:23 PM
Making an addition of a third book will most likely work.  To make it work another statement needs be added to the OR that checks for the new runebook's name and a sub would have to be created for the treespots.  I love using this script for lumberjacking in Fel and I've found quite a bit of enjoyment tinkering with it to tackle the task of lumberjacking in Ter Mur.  :)  I'm glad to hear that others are enjoying it as well.
Title: Re: Ter Mur Lumberjack
Post by: Ultima on May 17, 2010, 10:40:23 PM
I crashed the first night I tried running this script. However it ran today while at work and came back to about 12 or so Crystal Shards. Initally I bumped up the wait times too much and since lowered them back down.

I Haven't had any issues with it stalling during the drop off or any part of the script. I might have to look into getting 2 Lumberjackers in Tel Mur to farm crystal shards.  8)
Title: Re: Ter Mur Lumberjack
Post by: manwinc on May 19, 2010, 02:08:37 PM
I did make a modified version of the ter mur lumberjacker, but just imagine a public version of that being out on the market *Shudders*
Title: Re: Ter Mur Lumberjack
Post by: NObama on May 19, 2010, 08:06:18 PM
Yeah...I picture a line of script axemen lined up at the two dozen safe trees in Ter Mur...

 ::)
Title: Re: Ter Mur Lumberjack
Post by: Ultima on May 19, 2010, 08:34:41 PM
Where are you hiding all of your stuff Manwinc?

Nobama seems to know...

He has more access to your private library than I do and yet he cries about not being Elite! ::)
Title: Re: Ter Mur Lumberjack
Post by: NObama on May 20, 2010, 07:04:21 PM
Pffft...ONE script...but it's the best script ever!
Title: Re: Ter Mur Lumberjack
Post by: VLDK1976 on May 21, 2010, 04:14:18 PM
I did make a modified version of the ter mur lumberjacker, but just imagine a public version of that being out on the market *Shudders*

Now that this one is out, then I see no harm in yours being released too hehehe

Slyone
Your script still works flawlesly for me.
Title: Re: Ter Mur Lumberjack
Post by: baldielocks on July 17, 2010, 06:44:51 PM
Thank you for sharing this  ;D. Worked very well. Only painful part was my first attempt at setting the locations. For some reason, mytrees.txt was not overwriting. So I wound up copying the first locations in twice. Luckily I verified these before I hit play.

I also adjusted my variable times down quite a bit. Could these be added to the menu for on the fly adjustment?
Title: Re: Ter Mur Lumberjack
Post by: Oracle on August 26, 2010, 03:02:35 PM
I tried to do the donation part of the setup and ran into a few problems.  When I get to the Library the gump keeps asking to target the backpack you are donating from?  Also, if I am donating while I am chopping I run the risk of losing the Crystal shards I collect if I die in Ter Mur while collecting.  Is there a way to setuop both to donate and to drop off?

Title: Re: Ter Mur Lumberjack
Post by: slyone on September 10, 2010, 05:28:42 PM
Thanks for using the script.  Sorry for the late reply to your post.  I will try and take a look at the script this weekend to see what I can do. 

Thanks,
slyone
Title: Re: Ter Mur Lumberjack
Post by: baldielocks on September 10, 2010, 07:09:57 PM
Been thinking about the previous post. With the changes to dontation (commodity deed), you dont really need to chop and donate anymore. Just deed them all in a commodity box (prodo shard), and take em in one shot.
Title: Re: Ter Mur Lumberjack
Post by: Enrico on October 10, 2010, 09:48:06 AM
Ok, not sure if I'm dumb or just cant figure this website yet, but where's that script? I been looking for a Lumberjacking script for Ter Mur for a while now and just found out about ScriptUO, but I cant find the link to get this script or the script itself to copy and paste it into my client. Any help would be greatly apreciated.
Title: Re: Ter Mur Lumberjack
Post by: Enrico on October 11, 2010, 09:16:11 AM
Thanks Twinkle McNugget, I should of read the forums first before posting my message,

And slyone, big thumbs up for you man. Very good work on this script. Been running for over 5hours already without any problem. Once again, big thumbs up.
Title: Re: Ter Mur Lumberjack
Post by: Oracle on October 11, 2010, 11:53:40 AM
Been thinking about the previous post. With the changes to dontation (commodity deed), you dont really need to chop and donate anymore. Just deed them all in a commodity box (prodo shard), and take em in one shot.

That's true!  The donation part is not really needed anymore.  Just need to make one trip after you have deeded up all of the lumber you want to donate.

Also, I was looking for the Open EUO version of this to try and I could not find it.  It would be nice to see how it works without having to hard code the trees in to the Script.
Title: Re: Ter Mur Lumberjack
Post by: Einstein on May 31, 2011, 03:24:46 PM
I love this script and setup.

Got 2 things to add - option for mulitple targets...

And make the health check work, once u get hurt recal to home and go to next target....and heal up.

LJ in ter mur is dangerous.....
Title: Re: Ter Mur Lumberjack
Post by: slyone on June 06, 2011, 07:11:40 PM
I'll definitely add those to the list of items to script.  Thanks for the input Einstein.
Title: Runebooks just loop 2 locations
Post by: Einstein on October 28, 2011, 09:11:50 AM
Something is wrong with the script now. It seems it just loop 2 locations  :'(
Title: Re: Ter Mur Lumberjack
Post by: Endless Night on October 30, 2011, 01:22:41 PM
Edit: Post removed .. didnt follow instructions precisely will try again.
Title: Re: Ter Mur Lumberjack
Post by: roadrunner on May 17, 2013, 06:17:00 AM
 ???
ok, after reading the comments, good praises, i decided it may be a little better than Neo's walking lumberjack so i downloaded both parts, ran the 'mytrees.txt' part 2x (for Ter 16 & Mur 16), pasted the script into script at appropriate sections, hit play and i get this little window that pops up says 'Working...' in bright blue font but it never progresses any further.
i'm running OSI shards, and i'll try any and all suggestions.

PS: i really do hate that i seem to find all the glitches in scripts, and if at all possible, i'll run them if they only goof up a little and i'll never complain, especially resource farmers, but when i can't get them to function at all i have to ask for help. You all have really made me feel welcome here and i do sincerely appreciate all the help!!!
Title: Re: Ter Mur Lumberjack
Post by: slyone on May 17, 2013, 08:58:09 AM
ok, after reading the comments, good praises, i decided it may be a little better than Neo's walking lumberjack so i downloaded both parts, ran the 'mytrees.txt' part 2x (for Ter 16 & Mur 16), pasted the script into script at appropriate sections, hit play and i get this little window that pops up says 'Working...' in bright blue font but it never progresses any further.
i'm running OSI shards, and i'll try any and all suggestions.

PS: i really do hate that i seem to find all the glitches in scripts, and if at all possible, i'll run them if they only goof up a little and i'll never complain, especially resource farmers, but when i can't get them to function at all i have to ask for help. You all have really made me feel welcome here and i do sincerely appreciate all the help!!!

Thanks for the reply.  This script should still work.  Please let me know if you end up using it.  I'll admit that I started using Ne's Ter Mur Lumberjacker.  His script http://www.scriptuo.com/index.php?topic=8255.0 (http://www.scriptuo.com/index.php?topic=8255.0) is awesome.
Title: Re: Ter Mur Lumberjack
Post by: roadrunner on May 17, 2013, 09:12:54 AM
 ;)
i tried your's a few times, but it never went into full script mode, just sits there w/ that opening mini-screen 'Working' but thank you for the recommendation because that link you posted is the very script i'm using now.
Title: Re: Ter Mur Lumberjack
Post by: Endless Night on October 08, 2013, 09:17:28 AM
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: Ter Mur Lumberjack
Post by: Mad Tamer on September 26, 2014, 11:08:11 PM
I wish this script would use gate travel. Siege has no recall or SJ.
Title: Re: Ter Mur Lumberjack
Post by: Crisis on September 27, 2014, 04:37:51 AM
This script uses TM's Runebook Travel Subs and has a method for gating. You just need to adjust the script to give you the option to gate.  ;D
Title: Re: Ter Mur Lumberjack
Post by: death123 on December 15, 2014, 08:07:32 AM
i used the script long ago and was great.i am back to game now and can not work .i set the weight on setup 560 it chops till 142 weight (33 wood) and recalls back...
Title: Re: Ter Mur Lumberjack
Post by: The Ghost on December 16, 2014, 12:55:46 PM
Do you have a copy of the old Mul file
Title: Re: Ter Mur Lumberjack
Post by: death123 on December 17, 2014, 11:02:56 AM
Works now!:P
Title: Re: Ter Mur Lumberjack
Post by: The Ghost on December 17, 2014, 01:46:38 PM
Can you tell us what you did.  That can help other to  troubleshoot.
Title: Re: Ter Mur Lumberjack
Post by: Nouveau on December 27, 2014, 07:16:45 AM
This is still a great script, Neo... I just started chopping trees again since the move to GL.  Where does this script put the saved settings?  It doesn't look to be in the EasyUO folder.  Hope your vacation is going well, and you had a great holiday!

Title: Re: Ter Mur Lumberjack
Post by: ademgok on February 13, 2022, 04:28:04 AM
Thanks for testing it out.
Title: Re: Ter Mur Lumberjack
Post by: Crisis on February 13, 2022, 06:16:37 PM
Thanks for testing it out.

You might want to go to the new members section and check out the stickies and then make a good intro and maybe you can test it out too...
Title: Re: Ter Mur Lumberjack
Post by: Bferal on November 26, 2022, 03:26:29 PM
anyone else having a issue where it will only recall to your first tree rune
Title: Re: Ter Mur Lumberjack
Post by: Piller on November 26, 2022, 07:12:45 PM
Have not run it for a week or so but was working great.

Make sure you name your runebooks and home book correctly.

I started trying to use 4 books and had to play with it a bit and 2 books seemed to be the sweet spot

If I get time tomorrow i will fire it up and see if I changed anything in the script, I don't think I did seeing im not smart enough.

It is worth the time to get it running well this script rocks gets you tons of wood of all colors, bark, kindle... really fast I love it
Title: Re: Ter Mur Lumberjack
Post by: Crisis on November 27, 2022, 05:49:08 AM
anyone else having a issue where it will only recall to your first tree rune

Make sure you added the .mul files in.
Title: Re: Ter Mur Lumberjack
Post by: Piller on November 27, 2022, 03:02:29 PM
forgot about the .mul files running any LJ or mining scripts you will need them
Title: Re: Ter Mur Lumberjack
Post by: Gaderian on November 27, 2022, 09:22:16 PM
So Ter Mur (along with Eodon, Stygian Abyss and possibly the Underworld (I don't remember where this one is located precisely, but it is simple to check)) has no MUL files. Even if you were to try to generate files for MUL files, the standard EUO ignores the map completely, because when Stygian Abyss was released, the maps were changed to UOP files.
So any Ter Mur harvesting is essentially screen location based. This is opposed to the harvest scripts which use the MUL file (tile) based data.

So setting up MUL files work for many harvesters, but will not allow those harvesters to work in Ter Mur.

Additionally, the majority of Ter Mur harvest scripts require selecting targets manually. There are a few harvesting scripts that are somewhat self configuring to find spots.

Gaderian