Author Topic: LAME 3.0 - Le (semi)Automated Mob Eradicator  (Read 91078 times)

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Offline onlyindreams

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Re: LAME 1.2 (seriously)
« Reply #45 on: July 03, 2011, 12:36:41 AM »
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Just realized I never posted in here... AMAZING script dxrom! I don't do a spawn without it! Thank you very much for sharing!!!

Offline UOMaddog

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Re: LAME 1.2 (seriously)
« Reply #46 on: July 03, 2011, 09:53:01 PM »
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I forgot all about this one but remembered it when thinking of an ex-member's Sampire assistant! I may need to revisit this one since a lot has been added since I first looked at it! I now run 3 script snippets while on my sampire that still doesn't do everything I need it to, so this may quickly replace them!
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Offline dxromTopic starter

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Re: LAME 1.2 (seriously)
« Reply #47 on: July 04, 2011, 07:55:57 AM »
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Hey, just updating everyone... I took a break from UO for school, but am back now so I will start updating this again. Thanks for the posts :)



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Offline gimlet

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Re: LAME 1.2 (seriously)
« Reply #48 on: July 04, 2011, 09:56:15 AM »
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Glad your back but school is the most important thing when young (or older going back!)

Offline Canuker

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Re: LAME 1.2 (seriously)
« Reply #49 on: July 04, 2011, 08:29:54 PM »
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Wow, this is really nice.
Nope!  I'm doing what all the real PvPers do:  Scripting everything except the running away part!  I'm real good at that already...

Offline dxromTopic starter

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Re: LAME 2.1
« Reply #50 on: July 05, 2011, 07:50:42 AM »
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Updated!



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Offline Cerveza

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Re: LAME 2.1
« Reply #51 on: July 09, 2011, 07:53:55 AM »
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Here's something for you to consider....

In your sub attackMob

if #findCnt is greater then 2 then whirlwind, if #findCnt = 2 then momentum strike, if #findCnt = 1 then lightning strike

Just a thought ;)
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Offline dxromTopic starter

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Re: LAME 2.1
« Reply #52 on: July 09, 2011, 06:18:17 PM »
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Yeah I've been playing with that a bit... What I really want it to do is check the weapons for when it does whirlwind (Like for example, if it is on coon, and rats spawn, I switch to black staff, and it knows to whirlwind. And then when I switch back to AI weapon, it resumes AIing or LSing.

Having an issue with weapon check though -.-

What I have atm is.
Code: [Select]
gosub wepCheck

sub attackMob ;(this is at the bottom of the attackMob sub)
if ( #findCnt > 2 ) && ( %usePrimary = #true ) && ( #mana > %manaLvl ) && ( %twoHandP = #true )
   gosub execPrim
if ( %usePrimary = #true ) && ( #mana > %manaLvl ) && ( %oneHandP = #true )
   gosub execPrim
if ( #findCnt > 2 ) && ( %useSecondary = #true ) && ( #mana > %manaLvl ) && ( %twoHandS = #true )
   gosub execSec
if ( #findCnt = 2 ) && ( %useSecondary = #true || %usePrimary = #true ) && ( #mana < 5 )
   gosub execMomSt
if ( #findCnt = 1 ) && ( %useLS = #true ) && ( #mana < %manaLvl )
   gosub execLS
return

sub wepCheck
finditem %2hp C_ , #charid
if #findCnt > 1
   {
   set %twoHandP #true
   wait 5
   }
else
    {
    set %twoHandP #false
    }
finditem %2hs C_ , #charid
if #findcnt > 1
   {
   set %twoHandS #true
   wait 5
   }
else
    {
    set %twoHandS #false
    }
finditem UOH C_ , #charid
if #findcnt > 1
   {
   set %oneHandP #true
   }
else
    {
    set %oneHandP #false
    }
return


It's not making the checks though, thus will not initiate a special ability >.<
« Last Edit: July 09, 2011, 06:19:51 PM by dxrom »



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Offline Canuker

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Re: LAME 2.1
« Reply #53 on: July 09, 2011, 07:01:25 PM »
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Was going nuts with the attack sub till I noticed I had neglected to turn it on....whoops.
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Offline SolidSnake

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Re: LAME 2.1
« Reply #54 on: July 10, 2011, 01:13:41 PM »
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I have been having a re-occuring issue. Most of the time, after setup and wandering around ww like a mad man..when I switch weapons to do AI, the script just cycles extremely fast on the Primary ability, essentially not performing the function. Anyone else get this?

Really occurs when switching weapons period..

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Re: LAME 2.1
« Reply #55 on: July 10, 2011, 01:43:34 PM »
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When you switch weapons the pixels of the icon have changed, because it's a new icon, so the script thinks it's not True any longer and tries to toggle it back on to make it true.
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Offline SolidSnake

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Re: LAME 2.1
« Reply #56 on: July 10, 2011, 06:59:45 PM »
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Thank you Cerv, not that I know how to repair that, but is good to know I am not just nuts...

Offline dxromTopic starter

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Re: LAME 2.1
« Reply #57 on: July 10, 2011, 08:19:29 PM »
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When you switch weapons the pixels of the icon have changed, because it's a new icon, so the script thinks it's not True any longer and tries to toggle it back on to make it true.

Yeah. and the way I counter this issue is on the corners of the special abilities icons... Where they are the same pixel no matter what weapon is equipped.

You can see how I have explained this in the popup
Code: [Select]
sub setpixel-primary
    event macro 35 0
    display Move the mouse to the BOTTOM LEFT CORNER of the Primary Weapon Move button. You have 2 seconds
    wait 2s
    savePix #CURSORX #CURSORY 2
    wait 5
return

sub setpixel-secondary
    event macro 36 0
    display Move the mouse to the BOTTOM LEFT CORNER of the secondary Weapon Move button. You have 2 seconds
    wait 2s
    savePix #CURSORX #CURSORY 3
    wait 5
    event macro 36 0
    display Everything is set!
return

However the new way I am trying to make the script intelligently utilize it's special abilities, isn't working... I want it to detect the weapon equipped. And if there are more then 2 monsters around the character, and the character is equipped with a weapon that has whirlwind, to use whirlwind, or if the weapon is an armor ignore weapon and there is only one monster around the character (like a champ) to use armor ignore...



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Offline SolidSnake

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Re: LAME 2.1
« Reply #58 on: July 11, 2011, 05:55:23 AM »
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It's probably my bad in where I hang the cursor in setup. I will try to be more vigilant and see if it resolves

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Re: LAME 2.1
« Reply #59 on: July 11, 2011, 01:03:37 PM »
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I have not downloaded 2.1 yet so you may have already covered this.... but, a thought for the script.   Since this is used mostly by bushido dexers, why not add in the ability to choose to cast evade automatically??  You could add a tick box to the menu to toggle it on or off.

I have actually already done this in a "modified" version of your script for my own purposes.  If you would like I can send you the code I used.

One other suggestion would be to automatically pause the script when your character dies.  That way you dont auto attack everything around you as soon as you rez and have 1 hp.  I have died because of that several times.

Other than that, the script has worked well for me.  I have noticed the issue that SolidSnake mentioned before, however after restarting the script and actually targeting the corner of the icon it works properly.

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