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Messages - Gaderian

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406
Endless Nights' Script Library / Re: ENs - Subs - Gumps
« on: November 14, 2019, 10:03:20 AM »
I downloaded and looked through the code, but I have not tried it yet. I had concurrently worked on my own version of these kinds of routines.

What I noticed with my own was that each time I cycled through gumps that the order would reverse. It looks like this code tries to assign an index to each open gump. Does it keep track of that indexing or does it rebuild the indexes each time.

I am curious if it keeps track of the gumps through that index to come back to it later. Or would I need to cycle again to identify the gump I want?

It would be easy for the user to interfere with which gump has focus. This is the complexity I was trying to work out in my system.

Also many gumps have identical information. I was considering an identifier based on a couple pixels to help identify uniquely which gump I have.

Have you considered/solved gump identification and focus yet?

Thanks,
Gaderian

407
 ;D
Thank you.

408
12TimesOvers' Script Library / Re: XIIxOveR's Justice League
« on: November 10, 2019, 06:28:48 PM »
I rarely play dead gargoyles.  ::)

Looks like it has always been true that dead gargoyles do not honor the #charghost value in EUO. Someone posted that it can be true that #hits = 0, but you are alive. I imagine that is true either for only a moment as you are near death. ;)

#HITS is only updated when the status bar is open for the character. However, #CHARTYPE is updated regardless of the the status bar gump being open - which gives an option for other situations when #CHARGHOST has been depended upon. Here is an alternative to the #HITS test using #CHARTYPE that would need to be updated if another race is ever added to UO:
Code: easyuo
  1. repeat
  2.  if _ , #chartype , _ in _KS_JS_ZU_KV_HDB_IDB_ ; if #charghost = yes
  3.   {
  4.   set *XIIxResBotDead #TRUE
  5.   msg OooOooO$
  6.   wait 2s
  7.   }
  8.  else
  9.   set *XIIxResBotDead #FALSE
  10.  while #ContSize = 400_350
  11.   {
  12.   Click 170 240 f
  13.   Wait 3s ; was 2
  14.   if _ , #chartype , _ notin _KS_JS_ZU_KV_HDB_IDB_ ; if #charghost = no
  15.    set *XIIxResBotDead #FALSE
  16.   }
  17. until #FALSE

Looking at the EUO Pascal code, there are 4 tests that can set #charghost to YES. My guess is that these 4 conditions are the Human/Elf and Male/Female conditions.

Anyway this is another option to determine ghost or not.

Gaderian

409
12TimesOvers' Script Library / Re: XIIxOveR's Justice League
« on: November 10, 2019, 07:50:38 AM »
euo 1.6.0.334: just tested this and #charghost = yes if dead; = no if alive.

Are you seeing something different?

Gaderian

410
Crafting / Re: Mwinc. Enchanted Apple Crafter
« on: November 06, 2019, 02:22:56 PM »
the 1.6.0.334 Easyuo version is good.
What is the UO client you are trying to start? (if it won't launch, then what is it if you launch manually?)
Are you running Easyuo with "run as administrator" rights? (right click on the program when starting to run it to choose running as admin).

Gaderian

411
Crafting / Re: Mwinc. Enchanted Apple Crafter
« on: November 06, 2019, 11:35:38 AM »
Can you provide some details? Free shard vs OSI? EUO client version? UO client version?

Gaderian

413
I have been pushing the resume function. I like that aspect of it.

Gaderian

414
Royal city option seems to place the user right outside the door to the inn.

Trinsic would also be a good option. Probably the quietest town and not difficult to navigate. A couple of bridges.

Minoc is probably the easiest to navigate. to the tavern at the top of town.

Britain and Luna tend to have the "click" gifts on shards. This might be good for rarely used accounts/characters where the character gets left out.

Vesper has too much spawn outside the inn. All the bridges to navigate would be a pain. Trying to come up with a "closest rail point" might be complex.

Just my random thoughts on town configurations.

Gaderian



415
Crafting / Re: TG Crafting Factory 2.8
« on: November 03, 2019, 01:04:02 AM »
I ran this for a few hours this evening. Very impressive. I happened to pick making lockpicks because I had the resources. Ran smoothly.

Gaderian

416
So my quick test around Trammel:
took 2 characters on different accounts to shame via corrupted crystal portal (so I start from the same location; oh yeah, and because I am lazy, er, it was simple).
Help-I'm stuck -> Britain is the choice. One character was near the west docks. Other character was on the other side of the shipright building near the bridge at the south west exit from the city.
Help-I'm stuck again on each -> Cove is the choice. First character above was placed at the north end of Cove at the nw corner of the farm next to the apple tree. 2nd character above was a few tiles south of the bank.

Neither character was even on a shared X or Y axis from those simple tests. I am curious about Ter Mur because I believe I have been in the same location running around to the healer there frequently.

Still the tests prove it is not perfectly consistent, so there would have to be some flexibility to work out a method. I would not choose a large town like Britain. I would choose a smaller one with fewer path options.
Testing out Ter Mur several times... it is as I remember mostly, that my character(s) are placed on the south patio of the Inn west of the Mystic shop by about 2 screens or so.

It is quite possible that there are several cities that have small areas where characters are moved to using that method.

I think I will setup a data gathering project to see what I can learn.

Gaderian

417
I think the "Help - I am stuck" option places the character in a random place in the selected town. Having said that, I have used it a lot to go to the Royal City in Ter Mur and most of the the time it has put me in the same location, but I thought that other towns seem more random. So it might be that there are predefined locations and you get one randomly. I have not used it to travel to Britain often, but since that is the largest one - it would be the simplest to test on how [in]consistently this placement is.

I will try to test it out later.

Usually when I use this feature, I have died somewhere and need a healer where there are none - getting to a town and then back to my belongings has been the priority over checking if it is the same tile as last time this all went badly. LOL

The walk to the Inn feature in New Haven did work before with new characters that I built. I just never had left a character on the start location and logged it out before. I usually move it somewhere, so it surprised me - then got me thinking about a way to enhance that functionality.

There is Algander's (might have it spelled incorrectly) Positioning System that has coordinates based on tile location to say where you are - I think it has coded all the classic dungeons. I was thinking something like that idea would work for even common areas. Suppose a character is at Luna around the bank (or possibly in the courtyard between the moongate and stable), but not upstairs in the Inn. It would not be difficult to code a target location to the main walk, then move along that axis to go upstairs to the safe logout rooms. So even attempting to move on a open rail system to a known location, then make the march to the Tavern/Inn. New "common" locations could be easily added without requiring a walk to the logout location from *every* tile.

Gaderian

418
First, thank you for the updates. It actually seems to run faster than the previous version to me.

Downloaded and tested this using 3 accounts across all the shards setup in the script.

First account and first character ran fine through all the shards.
Switch to 2nd account, deletes account name, writes 2nd account name, writes password appended to the accountname. Fails to login on credentials. Repeats attempting to login until I stopped it (2-3 times).

Reran with 1 account configured. Correctly deleted the account name and refreshed with my defined account name and entered password properly.

As it found characters that had been created and sitting in Haven in the default starting position - automatically walked to the Inn to logout. Not sure if that was as intended, but a cool feature never the less.

The other abandoned characters that I ran to do a pickup was in the new Britain Commons area a few screen east of the West Brit Bank. There was a click location to pickup something - maybe last year (I do not remember). I was thinking that an interesting logout feature would be a more generic town based walk to an Inn/Tavern. I have a general sailing tool that might be adaptable to this. I am not sure I want to map out all towns, but maybe a few could be. I would use the "I'm stuck" option to transport to a known town on each facet. Once in that town, my tool could navigate walking to a tavern/inn. I think a character can logout instantly standing on the porch of some Inn's - so it would not even need door navigation. I will think about this some more...

Gaderian

419
New member introductions / Re: introduction
« on: November 02, 2019, 12:55:54 AM »
Hello Splinanteras,
If you have read other intro threads, you will notice that the introduction will need a bit more details. You probably will want to expand your introduction to get recognized.

As a returning player, where have you played before? Official shards, freeshards? How long have you played in the past? How long have you been absent - to now return? ;)

Do you have favorite templates?

Gaderian

420
There is already some kind of timer if a login fails. I do not think it successfully logs in again after the failed attempt. That is part of the reporting errors (version 6.03 and prior reported a false record where the character name is N/A, but everything else is the skills and stats for the previously successful character to login). My recommendation was to not report this false record.

I am not convinced it needs a lot of effort, because of how infrequently this gets used - like you have said. I would be extremely happy if it had a simple menu with a listbox to report the account number and character slot number that failed to login during the passes. Then I can do those manually. Knowing I need to go login with account1, on shard-A, character slot 4 - would be lovely.  ;)

As I stated earlier, I consider it my own fault when I leave a character off in the wild rather than in a safe logout location. It is not the fault of this very useful script.

Gaderian

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