Author Topic: Ter Mur Area Lumberjack ELITE VERSION 2.0.6 28/09/14 - Siege support added  (Read 177304 times)

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Offline NeoTopic starter

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EDIT 28 september 2014:
I had this private "Elite" version of this lumber script stashed away for some time now, and I decided to share with everyone. I haven't used it myself for over a year so I don't know how it's working.

The main differences between these versions are:
- Added Siege Perilous support
- Added separate secure for Hatchets
- Added gate travel obviously
- Some fail safe code

So my only request is: please, give me some feedback on how the script is working for you, so I can at least make it stable and pretty for everyone.

Thank you guys, hope you enjoy!
===========================================================================================

Hey guys, I wanted to get myself some Crystal Shards. But the current Ter Mur Lumberjacks weren't working so well for me...

So yesterday, it was a local holiday here, and I decided to give this a tackle.

And today, I decided to share the first version (of many I hope) with you guys, so I can have some feedback to improve this and add new features as they are suggested.
So far, I've tested this for a few hours, and it worked flawlessly. I hope to get some feedback for this from you guys...

I also thought about the main idea behind the lumberjacking scripts I've seen, and they are all recall recall recall... So this one will swipe an area of trees in that location before moving on
to the next location. It will seem less 'scriptlike', and more human I guess. It would help to avoid being reported, especially in Ter Mur, imho. It's also pretty fast as far as I can tell....

Well, so here it is:

Code: [Select]
;=======================================================================
; Script Name: neo's Ter Mur Area Lumberjack ELITE VERSION
; Author: neo
; Version: 2.0.6
; Client Tested With: 7.0.34.15
; EUO version tested with: 1.50 248
; Shard OSI / FS: OSI
; Revision Date: 21/02/2013
; Public Release: N/A
; Purpose: Will recall to an area, chop all the trees the user sets in that
;          area, and then recall to the next area and so on.
;--------------------------------------------------------------------------------
; Url public version:     http://www.scriptuo.com/index.php?topic=8255.0
; Url Elite Version:      Unreleased/Private Script
;================================================================================
; Version 2.0.6   - Fixed some buggy code
;--------------------------------------------------------------------------------
; Version 2.0.5   - Added some fail safe code
;--------------------------------------------------------------------------------
; Version 2.0.4   - Some more tweaks
;--------------------------------------------------------------------------------
; Version 2.0.3   - Added alternate secure for Hatchets
;                 - Tweaked Gate Travel sub a little, should improve stability
;--------------------------------------------------------------------------------
; Version 2.0.2   - Removed Telekinesis which was causing issues
;--------------------------------------------------------------------------------
; Version 2.0.1   - Fixed issue with Gate Travel
;                 - Added Telekinesis to use gate
;--------------------------------------------------------------------------------
; Elite Version   - Added Gate Travel support
;                 - Added grabbing of hatchets in secure
;                 - Added Siege Perilous support
;----------------------------------------------------------------------------------
; Version 2.0     - Added multi-runebook support. You can add as many runebooks
;                   you want for your trees. Remember to have the proper runebook
;                   selected from the list, and also written the rune number in
;                   the proper edit box BEFORE you click to add a tree.
;                 - Added option to choose your own max weight offset from the menu
;                 New save is required for this to work, so you'll have to setup
;                 everything from scratch, sorry about that!
;----------------------------------------------------------------------------------
; Version 1.0     Okay, so it's been a while since last update, so I'm hoping to
;                 get some feedback on people who use this to see how it's working
;                 and possibily fix any issues that may appear.
;                 - Using my own recall sub now. It was about time I wrote one
;                   myself... :) Please tell me if you find any issues
;                 - Wrote a new drag and drop sub. I did some testing and found
;                   this cool way of moving stuff, again, tell me if
;                   something does not work for you
;                 - Redid the menus
;                 - Added pause button
;                 - Script will now halt if you close the menu
;                 - Script will now save travel method you choose
;                 - Added separate menu for statistics
;                 - Changed max weight offset
;
; Thank you EN and everyone else for the suggestions and feedback, which were
; all essential to the evolution of this script. I hope to continue getting
; feedback from everyone so I can continue updating this until it's nice for
; everyone's use.
;----------------------------------------------------------------------------------
; Version   0.6 - Fixed some codes that could cause issues.
;               - Script will now attempt to recall once per tree per rune.
;                 i.e. if you get blocked location at rune number one, and you
;                 have 4 trees there, it will attempt to recall 4 times to that rune
;                 before trying the next location.
;               - Added new axe types for gargoyles. Thank you Bodfather!
;-----------------------------------------------------------------------------------
; Version   0.5 - Fixed possible overweight issue.
;               - Fixed counter issues(I think)
;---------------------------------------------------------------------------------
; Version   0.4 - If you're axe is not equipped when you're adding trees, it will
;                 be equipped automatically
;               - Fixed core sub. Believe it or not, I left an old version of the
;                 sub in there with the same name, I don't even know how EUO was
;                 handling this.
;               - Removed some useless lines of code I found
;               - Changed how recall subs and dropoff sub work again. Will fine tune
;                 this as I find the need to do so.
;               - Added menu option to choose rune number of secure
;               - Save button will now save your bank option, and also the rune number
;                 of your secure
;               - Fixed Travel Method Choice. Recall and Sacred Journey should
;                 be working just fine now.
; Thanks:
; Thank you Guadah for the feedback, 0.4 is based mostly on your input. Cheers!
;----------------------------------------------------------------------------------
; Version   0.3 - Fixed issue that was causing the script to slow down after 1 hour
;                 or so.
;               - Added Logs/Hour counter
;               - Changed how recall works to improve performance in case of
;                 'something is blocking that location'
;----------------------------------------------------------------------------------
; Version   0.2 Fixed counter bug.
;--------------------------------------------------------------------------------
; Version   0.1 Currently only tested with Melisande's Corroded Hatchet, should work
;               with any axe type. Won't grab anything from secure or craft though.
;               Features:
;               - You can set up as many trees you want it to chop in a specific area.
;                 It will recall to that area and chop all the trees there, until
;                 they're clean, and then it will recall to the next area
;               - Will recall back home or to the bank to drop off your stuff, and
;                 then resume chopping where you left off.
;               - Works in Ter Mur, so will get you Crystal Shards, which is nice
;               - Won't give that horrible recall scripting impression, that will likely
;                 get you reported, especially in Ter Mur.
;               - Will save your setup using TM's NGFS, so you only need to set it up
;                 once.
;
;               Things you'll see in the next versions:
;               - Run away from enemies you set
;               - Multi-runebook support. Although if you do the math, let's say you
;                 set up a full runebook, with 5 trees to chop in each location,
;                 you will easily get to a total of 80 different trees to chop in
;                 each loop.
;               - A check during setup that will warn you if you won't be able to chop
;                 the tree you're trying to set up.
;               - Pause button
;               - User suggestions. I always want to improve things so that they can be
;                 helpful to anyone who tries them. So, if you have ANY suggestions, please
;                 feel free to share them with me! Also, any kind of feedback is appreciated
;                 so that I can try to keep improving this for the ScriptUO community. :)
;----------------------------------------------------------------------------------------------
; Special Thanks:
; Stuff I used from other people's libraries:
; - Tm's Next Generation File System
; - Tm's Runebook/Spellcast Subs
; - Tm's Advanced Journal Handler
; - 12TimesOver's XIIxMaxWeight sub
; So, I would like to thank both TM and 12times for sharing their subs
; with us. I greatly appreciate being able to use their codes in my stuff.
; Thank you.

; I'd also like to thank everyone here at ScriptUO who made me feel right at home.

; Neo
;-----------------------------------------------------------------------------------------------
; Instructions: Have a runebook with all your tree locations and another runebook with you're home/bank
; rune. Then, you have to add every tree using the menu. There's a box next to the Add button where
; you have to input the number of the rune of the current tree your chopping.
; Example: If the tree you're setting is in the first rune of the runebook, you write
; the number '1' into that box, and click add. Then you'll target the tree you want to chop
; and the tree will be added to the list. You can do this for as many tress as you'd like per rune.
; I haven't tested this with trees that are more than one screen away from the recall position though.
; Once this is all done, you can save your setup, so that you don't have to add the trees every time you run this.
; Also, you can easily remove any tree you want from the menu with the Remove Selected button. Also remember to set up
; your secure from the menu.
; Now you're set. Just click the Start Chopping button and the script will do the rest.
; Enjoy.
V0.5 pic


Special Thanks:
Stuff I used from other people's libraries:
- Tm's Next Generation File System
- Tm's Runebook/Spellcast Subs
- Tm's Advanced Journal Handler
- 12TimesOver's XIIxMaxWeight sub
So, I would like to thank both TM and 12times for sharing their subs
with us. I greatly appreciate being able to use their codes in my stuff.
Thank you.

I've only tested this with Melisande's Hatchet so far. This won't grab axes from secure, or craft them, or anything like that, as of this first version.
I will add these options in future versions, if there's a demand for it! It's pretty easy to add...

Remember that you can walk up to several trees close to your recall spot, and set them. While the script is running, it will pathfind to each tree location.



Neo

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frneo_ter_mur_lumber_suo_1.0.txt
frneo_ter_mur_suo_0.3.txt
frneo_ter_mur_suo_0.4.txt
frneo_ter_mur_suo_0.5.txt
frneo_ter_mur_suo_0.6.txt
ter_mur_lumber_2.0.6_ELITE.txt
ter_mur_lumber_suo_2.0.txt
« Last Edit: October 02, 2015, 03:28:13 PM by Neo »
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Offline MeWonUo

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Re: frneo's Ter Mur Area Lumberjack
« Reply #1 on: August 16, 2011, 02:36:27 PM »
+2
Very nice!  I haven't lumberjacked in ages, but I'll definitely toss it on a character to give this a shot.

Guess I need to mark some runes in Ter Mur first though. :)
« Last Edit: August 16, 2011, 03:19:36 PM by MeWonUo »

Offline Blacklisted

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Re: frneo's Ter Mur Area Lumberjack
« Reply #2 on: August 16, 2011, 02:41:21 PM »
+1
I'll give this a whirl tomorrow and let ya know how it goes, thanks for this
 :)

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #3 on: August 16, 2011, 07:23:17 PM »
+1
V0.3 Uploaded...
Changelog in first post! :)

neo
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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #4 on: August 16, 2011, 08:09:12 PM »
+1
Downloaded the .3 will give it a try here soon and give some feedback.

Offline NObama

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #5 on: August 17, 2011, 05:09:34 AM »
+1
Someone is a busy bee!  Thank you for this and other contributions to the site!

Offline Goliath

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #6 on: August 17, 2011, 06:12:19 AM »
+1
I was working my lumberjacking up before the last update.  Didn't start it back up last night and this script looks sweet.  I will give it a run tonight after work :)

Offline 12TimesOver

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #7 on: August 17, 2011, 06:22:55 AM »
+1
Great submission frneo! Glad that sub came in handy for someone other than myself!

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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #8 on: August 17, 2011, 07:58:58 AM »
+1
Thanks for giving this a try guys!

I've left it running last night for 5 hours straight, this is what I found so far:

- Counters go crazy sometimes, I think I already know where the issue is
- I forgot to add Sacred Journey to the travel method... Even if you choose SJ from the menu, it will recall

Other than that, I got this running 6 hours straight, until server down, and no crashes or big issues... Got somewhere around 45 crystal shards with my 2 accounts, could do even better if
I add more trees to my setup I guess (i'm lazy as hell for that)
I noticed that I have to change a few checks to see if the recall has succeeded or not, because it can cause issues in case of lag or whatever...

I'll upload v0.4 later today, with these issues hopefully fixed...

This is still in the works of course, but I'm hoping to keep finding whatever issues come up in daily testing, until I can get to a very dependable version...

Cheers.

neo
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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #9 on: August 17, 2011, 09:18:16 AM »
+1
Easy enough to set up once you get the hang of it.  The counter does act pretty nuts at times.  Would be nice to see Multiple book options and the ability to pause / stop from the menu itself.

Does Pathfinding only work in Ter Mur?  I set up just where I could reach in Ter Mur, then went to set up a Felucca Book afterwards (not thinking it would delete my profile) and it does not Pathfind in Felucca.  Just as soon as I started setting this up, my Mother-in-law arrived at my house.  So I'll poke around more when I get free and see what I can break.

Edit
She walked out with my wife, so I have a bit of time.  Edit's incoming!

EDIT #1
Might want to put in a check for an axe when they click Add.  If you don't have Spell Channeling on your Axe and click Add before putting it on, you do not get a curser (obviously).  

EDIT #2
If Home Rune is not in the #1 spot in the Home Book, you do not go home.   Either need to add in a box for [#rune for Home Location] option, recall to default or inform the users they NEED to set it as #1 when they click Set.  I see the edit inside, but assume that the average user is stupid, lazy or a combination of both.  The easier you can make it, the better it can be.

EDIT #3
The 'Running for' timer does not start when the script starts.  You'll need a check for those inside of your repeat section for chopping.

(You can add 'gosub timer' to line 832 and resolve the above issue)

Alright, I see where it says Pathfinding over my head, and set a tree just out of my reach, as well as one 7-8 tiles away.  Doesn't pathfind to the location.

Have you considered using two menu's.  One for Set-up and one for Performance?  The Menu is pretty large and will only get bigger as you grow with the script.  This is a way to condense it some.
« Last Edit: August 17, 2011, 09:55:38 AM by Guadah »

Offline MeWonUo

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #10 on: August 17, 2011, 10:02:48 AM »
+1
I've been running this for about an hour now.  After I set everything up, it seems to be running fairly well.

Other than the issues that you've already posted, and not having my home rune as #1 in my home runebook, seems stable enough.

Good work, yet again.

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #11 on: August 17, 2011, 10:13:13 AM »
+1
33 Minutes in.  Most of the spots I have I'm receiving "Not enough wood to harvest".  So I'm recalling from spot to spot until one of them is ready, which looks pretty darn suspicious.

Solution.  Back to my other post, ability to add more runebooks or pathfind around.  I may have a user error with the pathfinding though... wouldn't surprise me.  Anybody else have issues?

Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #12 on: August 17, 2011, 10:13:36 AM »
+1
Would be nice to see Multiple book options and the ability to pause / stop from the menu itself.
Yes, once this is stable enough, I'll definitely add in multi book support.

Does Pathfinding only work in Ter Mur?  I set up just where I could reach in Ter Mur, then went to set up a Felucca Book afterwards (not thinking it would delete my profile) and it does not Pathfind in Felucca.  Just as soon as I started setting this up, my Mother-in-law arrived at my house.  So I'll poke around more when I get free and see what I can break.
Did it work eventually, pathfinding in Fell? I've only tested this in Ter Mur so far...

If Home Rune is not in the #1 spot in the Home Book, you do not go home.   Either need to add in a box for [#rune for Home Location] option, recall to default or inform the users they NEED to set it as #1 when they click Set.  I see the edit inside, but assume that the average user is stupid, lazy or a combination of both.  The easier you can make it, the better it can be.
Yes, I'll surely add this to next versions!

The 'Running for' timer does not start when the script starts.  You'll need a check for those inside of your repeat section for chopping.

(You can add 'gosub timer' to line 832 and resolve the above issue)
Actually, the timer starts when you click the start_button. Check out 'sub start_button'

Alright, I see where it says Pathfinding over my head, and set a tree just out of my reach, as well as one 7-8 tiles away.  Doesn't pathfind to the location.
I didn't quite get this... If a tree is 7-8 tiles away, it won't pathfind to the location?


Have you considered using two menu's.  One for Set-up and one for Performance?  The Menu is pretty large and will only get bigger as you grow with the script.  This is a way to condense it some.
I'm thinking about it... As soon as all the options are added, I'll think of a way to redo the menu

If Home Rune is not in the #1 spot in the Home Book, you do not go home.   Either need to add in a box for [#rune for Home Location] option, recall to default or inform the users they NEED to set it as #1 when they click Set.  I see the edit inside, but assume that the average user is stupid, lazy or a combination of both.  The easier you can make it, the better it can be.
Good, good. I should add this to the menu as well.

Great feedback Guadah, thank you very much... Keep'em coming...

I'll look into all these issues and I'll be posting the next versions as they come...

I really appreciate this, it really helps a lot to have feedback from users...

Cheers!
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Offline NeoTopic starter

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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #13 on: August 17, 2011, 10:15:18 AM »
+1
I've been running this for about an hour now.  After I set everything up, it seems to be running fairly well.

Other than the issues that you've already posted, and not having my home rune as #1 in my home runebook, seems stable enough.

Good work, yet again.
Nice, great stuff MeWonUo... Should you come across a problem, please tell me about it!

Cheers!
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Re: frneo's Ter Mur Area Lumberjack v0.3 out 08/16
« Reply #14 on: August 17, 2011, 10:19:00 AM »
+1
33 Minutes in.  Most of the spots I have I'm receiving "Not enough wood to harvest".  So I'm recalling from spot to spot until one of them is ready, which looks pretty darn suspicious.

Solution.  Back to my other post, ability to add more runebooks or pathfind around.  I may have a user error with the pathfinding though... wouldn't surprise me.  Anybody else have issues?
Are you not being able to pathfind to any trees?

Because here I set up like, 5-6 trees per rune... It will then pathfind to each tree, after I recall... And it will know wich tree to come back to... So my full runebook would take me to around 80 different trees each loop before starting over again
« Last Edit: August 17, 2011, 10:20:57 AM by frneo »
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