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Messages - rbestone

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1
Script Debug / house inventory
« on: January 07, 2015, 06:21:31 AM »
i am slowly learning the basics of writing scripts. it still takes weeks, even months to make simple scripts. but, each one has taught me something new. i search programs on how they do this and that, figure out what i need it to do and add it. now im working on a house inventory script.I found and used several scripts that inventory your house content. the problem im having is they have ya walk to the middle of house and start program. then it seems to search from like 9 tiles around char start position. my house is an odd shaped house and they always seem to find objects and items next door. so im wishing to learn how to find all items and objects within the 4 corners of my house. I wish to learn how to search for items in an area  instead of like finditem * G_18 so I can work on my own script.

2
Submit your Script / Buc Dens Dock Crabber
« on: May 03, 2014, 06:02:08 AM »
my first working script. only thing you need to do is recall to the docks with a packy and have traps. you can adjust timers and be sure to reset it to your packy. let me know what ya think. it needs to have a counter added, perhaps il figure that part out one day.  thanks to manwinc and TrailMyx for help with the pickup and replace sub

3
thank you both for the info and explanation of how/why it works. i will give it a whirl and let you know.

4
Script Debug / help with using an item at +/- my characters position
« on: March 29, 2014, 04:17:25 PM »
looking for info about using an object located at -1, -2 of your character in a field of same type objects.
im working on a fishing script that picksup and replaces traps. i can get it to do everything except, it just picks up random traps instead of the one i want. i cant figure out how to make it see a specific spot, based off my char position.
Code: [Select]
7pick&replace:
findItem CZZ G_ 5    ;i dont know how to make this - or + charpos instead of ground 5
if #findKind = -1
{
      wait 10
      goto trap
            }
            else
{
set #ltargetKind
set #lobjectID #findID
  set #ltargetKind 1
event macro 17 0
wait 10
set #lTargetX #charposx +  +1 ; i know its to late here
set #lTargetY #charposy +  -1 ; and here
set #lTargetZ 1
wait 25

5
Script Debug / Re: moving lobster traps into a stack
« on: May 17, 2013, 07:41:51 PM »
i did try the -Help command but found nothing that would work. but now i know its there Thanks!! after 3 days of hope and poke with a copy/paste here and there, i finally got the script to work by just adding a box to my pack and have it drag the freshly opened traps to it.

6
Script Debug / Re: moving lobster traps into a stack
« on: May 17, 2013, 03:00:41 PM »
while its a really cool script with tons of bells and whistles, at the most it will only drop 10 traps. With UoAssist i can drop 16 at a time. i dont wish to recall all over the world...just crab/lobster trap.

7
Script Debug / moving lobster traps into a stack
« on: May 17, 2013, 05:52:09 AM »
i joined this board a few months ago and have been puttin off coming here to ask for help, until now. i know nothing of how to write a script and didnt want to bug everyone for help all the time. so the last few months i have been copying scripts, stepin through to see how and why they work.
for better or worse i have decided to write a lobster trap script for my first one. so i looked at the different ones, found things i like about each. and copied and pasted them into one workable script...sort of. (i know this aint really writing a script, but we gotta start somewhere) i am using UOAssist to drop the traps into water, then the script takes over. it will empty traps and move the catch to my packy. the problem im having is uoassist doesnt see the freshly emptied traps, unless they are moved and/or restacked. it seems uoassist sees the freshly emptied traps as something else. so im needing help to restack the traps inside my pack at end of script before uoassist drops next round. i thought just closing and reopening my pack to refresh would work, but it didnt. i wrote a sub to drag all traps to paperdoll pack, but it doesnt stop moving traps inside my pack (its like a bad pollock joke)... or maybe there is another way to refresh what uoassist sees is in my pack.

8
New member introductions / Re: Hello
« on: March 23, 2013, 02:29:33 PM »
Thanks, thanks alot. if you were as new to this as i am. where would you start? as i know nothin of this sort of thing.  i need a basic intro into this, so i can even come up with a question to ask here on the boards. thanks again

9
New member introductions / Hello
« on: March 22, 2013, 08:57:46 PM »
hello everyone!!
My name is Rbestone. lets see, when did i start playin UO? well i dont know the date nor could i even narrow it down to a year ( im old, it happens!! you will understand one day) but it was right after T2A and i have played most everyday since. i dont really have a main char that i play, when i log in i just look at the list and one will callout "ME" "ME" "ME". Tonight i can be the chicken tamer who goes on a dungeon crawl or the chef that follows behind to loot... That is the coolest thing about UO that other games dont have,  you can be anyone, do anything and go anywhere and never know who you will meet along the way. the only limits in the game are the ones you set on yourself. so after a good day at work or bad, i can come to UO and do the same ol same ol as last night or be brave and try something new. and thats why im here now. i have no knowledge of scripting or how it even works to be honest.  it has just interested the heck out of me for a while. so i did a few searches on the old internet to find this site a while back. as i have read through a few of the post, all the folks here seem nice and helpful, so tonight i registered.

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