Author Topic: XIIxOveR's Treasure-Hunter's Helper  (Read 45767 times)

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Offline 12TimesOverTopic starter

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XIIxOveR's Treasure-Hunter's Helper
« on: August 17, 2010, 09:45:06 AM »
+1
Script has been updated to support Publish 105 changes

Code: [Select]
   Display XIIxOveR's T-Hunter Helper User Guide$
       1) Sort Maps:$
           Sorts a container of mixed tmaps into separate containers. Target a$
           container of maps then target each container the maps should be$
           sorted into then press "Start".$
      2) Decode:$
           Automatically decodes a container of maps. You MUST have the$
           correct skill to decode the maps in the targeted container or$
           the script will attempt to decode indefinitely$
      3) Unlock:$
           Simply target a locked trunk and the script will repeatedly attempt$
           to unlock it until successful or lockpicks are gone. You MUST have the$
           correct skill to unlock the targeted trunk or the script will attempt$
           indefinitely.$
      4) Find Map:$
           This option scans key tiles in a radius around the toon looking for$
           the map dig location. To use, place the character in the area you$
           expect to find the map, press Find Map, and select the map to dig up.$
           Once found the toon will pathfind to the correct dig location.$
           With Pub 105 changes this will check a large radius FAST!$
      5) Load Locker:$
           This option will load any valid tmap or SOS in your backpack$
           into a Davies' Locker within 3 tiles of your toon$
      6) Lockpick Tracking:$
   It sucks when you're getting ready to unlock a map only to find$
   you are down to two lockpicks in your pack! Check the box and add$
           the number of lockpicks you want and the script warn you when you$
           are below that amount$
      7) Cancel - Cancels an action in progress.$
      8) Help - Displays this help message.$

3.0 Notes
1) A small update to make the "Find Map" function a lot more efficient thanks to no longer needing Mining, it now checks only 9 key spots around the toon in order to maximize reach with increased speed.
2) "Sort" function updated for the new map levels. This function sorts between levels (Cache, Hoard, etc) not between "themes" (Mage, Warrior, etc)
3) General cleanup and smoothing out of the menus

Please leave me input including any bugs, issues, or additional feature requests and thank you for checking it out!


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XIIxOveR's Treasure Hunter's Helper - 3.0.txt
« Last Edit: April 17, 2021, 04:05:30 AM by 12TimesOver »
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XIIxOveR's Treasure-Hunter's Helper
« Reply #1 on: September 08, 2010, 08:57:04 AM »
+1
Hey all,

I have been trying to clean up the threads in my library a little bit. I had some trouble with topic merging on a couple threads including this one. I purged some of the conversation that had been happening related to items resolved or misc chatter just to make the thread more readable and I pulled some of the posts from one thread and put them in this thread. Sorry for the confusion to anyone seeing this topic pop up in unread topics over and over! I think I'm done now!

X


Hey all,

So I'm working on a Miner script update digression called XIIxOveR's T-Hunter's Helper (until I come up with something more creative) and I'm looking for ideas for inclusion. This is basically a simple menu of buttons and options to assist in your tmapping tasks. What I've got so far is based on the annoying little things I've come across in my years of tmapping.

So far:
1) Map Decoder - select a map or container of maps to decode
2) Map Sorter - select a container of maps to sort and containers to sort them into
3) Trunk Unlocker - select a trunk you want to unlock and it tries until it's successful
4) Map Dig Scanner - select the map you are trying to dig for and it attempts to dig for it in an area around the toon. If successful it will pathfind to the spot and stop allowing you to dig when you're ready. If not successful, move a few tiles and try again. Helps when you have no Mining.

Up for consideration, looking for feedback
1) A coordinate tracker to store all scanned map coordinates for future research/reference
2) A "dig last found spot" option you would use after the scan so you never have to question where the damn correct tile is
3) A user configurable lockpick monitor. Tells you when you're down to only xx number of lockpicks. I hate it when I go to dig up a level 6 and realize I've only got 2 or 3 lockpicks in my pack!
4) Telekenisis - select the trunk you want to Tele and it warns you if you are close enough to take damage or Tele's the trunk otherwise
5) Training mode - build in options for calling my Cart and LP training scripts

So any other ideas/suggestions? If all is well I'll put out version 1.0 this weekend. Even if nothing else is fully functional the Dig Spot Scanner is :D

Well, hard-core T-hunters will want a 'Stir the Chest' button:

- Pick up and move every object in the chest to generate spawn for killin' and lootin'

What I hate about Treasure Chests is that there is sooo much in it that if you solo the chest you cannot possibly carry it all.  I would like the script after it opens the chest to scan for gold and then send it to your bank via a BOS.  Next take out the best stuff first such as the Essence, the Skeleton Key, the Treasure Map!, the Creeping Vines, the forged Pardons, etc.  and perhaps have a mini loot evaluator in it, so you will definetly know if you got some good items, or you just have your imbuer unravel the contents you dug up.

I will have some more ideas soon...
« Last Edit: September 23, 2010, 05:52:39 AM by 12TimesOver »
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Offline Oracle

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #2 on: September 09, 2010, 10:39:47 PM »
+1
Tried to give this a full test and it seems all the features are not yet functional: 

1. One feature I would suggest is that you add the ability to use the 'Skeleton Key' to open the chests.  If you use regular lockpicks and you fail at opening the chest, then you risk losing one or more random items in the chest at each failed attempt.

2. Telekenisis - select the trunk you want to Tele and it warns you if you are close enough to take damage or Tele's the trunk otherwise.  I know my Treasure Hunter does not use the 'Remove Trap' Skill as Telekinesis is just easier.

3.  What would be cool is if you could time an Invisibilty Spell to go off just as the chest is fully un-covered.  (If you move now while the chest is being dug up the digging operation aborts, which can be a good thing if you see a team member is not ready or if your Pet has wandered off to kill some random spawn).  Being invisible would help keep one alive, especially doing Levels 5 and 6 Maps.  Of course, I try to do this manually, but sometimes the chest is blocked under a tree and I can see it coming up.

4.  A Chest Looter that will get out all the good stuff (forged pardons, creeping vines, Essence, the Skeleton Key, another Treasure Map, Surge Shields, Alacrity Scrolls, SOT's, etc.) then analyze what is left and grab anything good -- perhaps a filter to not loot certain items at all such as reagents, rings, bracelets, wands, etc. -- a callable version of the Claw or Miffy's?

5.  Send the gold in the chest via BOS to the Bank

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #3 on: September 10, 2010, 07:02:39 AM »
+1
I would put in toggles for invis and hide.  My hunter has hiding on it and enough magery to cast invis.  I can survive the pop 99% of the time by precasting invis to drop when the chest pops, and then hitting hide on the reveal that inevitably follows the invis.  I never see a second reveal unless its caused by interaction with another toon. I always kill the spawn with other characters.

If the invis/hide process was automated and you used an auto looter with a pause after it spawns something, it would make it so that your hunter can be a bot that burns through the chest while you deal with the spawn on other toons.
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Offline 12TimesOverTopic starter

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #4 on: September 17, 2010, 12:17:30 PM »
+1
Ok, I updated the scirpt to 1.01 (filename is still 1.0, script header should be 1.01). See release notes in first post of the thread. Hopefully this is a step in the right direction, at least making the function useful again lol.

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #5 on: September 29, 2010, 08:18:24 AM »
+1
is their a change in charactrer status when the guy finds the correct location and enters the dig sequence?  That may help with the finding location issue if it exists and you haven't fixed it yet.

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #6 on: September 29, 2010, 09:46:54 AM »
+1
is their a change in charactrer status when the guy finds the correct location and enters the dig sequence?  That may help with the finding location issue if it exists and you haven't fixed it yet.
That's an interesting thought, I can test that out tonight.

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #7 on: September 29, 2010, 12:16:21 PM »
+1
When I tried to use the 'dig for map' feature, my toon was walking all over the screen in a hap hazard way with the words "pathfinding " over his head.  He would attempt to dig then move almost a half a screen away and attempt again. 

Something happens when the chest is found because you cannot move from the spot or the chest aborts from being dug up and you get an error message.  I have tried to time how long it takes from actually finding the chest until it is fully raised and the guardians appear in order to time an effective 'Invisibility' spell.

 
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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #8 on: January 21, 2011, 08:40:56 AM »
+1
Gave this script a whirl today and after I figured out what it was a ttempting to do. It worked and worked well. Only did one map but will do more this weekend.

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #9 on: January 21, 2011, 09:31:56 AM »
+1
Ahh I will try it also!

Offline 12TimesOverTopic starter

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #10 on: January 21, 2011, 04:13:59 PM »
+1
Gave this script a whirl today and after I figured out what it was a ttempting to do. It worked and worked well. Only did one map but will do more this weekend.
Oh cool! I didn't get much interest for this project so I kind of moved on from it. Maybe I'll pick it back up if it's actually going to get some love. There were some glaring bugs I was working on fixing.

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #11 on: January 21, 2011, 08:40:02 PM »
+1
This has been a great tool for treasure hunting.  With this I have been able to drop mining completely and use another skill. This is actually the most used tool for me today :)

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #12 on: January 27, 2011, 06:52:14 AM »
+1
Finally getting off my arse and moving stuff out of Beta. Feedback is welcome and appreciated!

X
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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #13 on: January 27, 2011, 08:34:17 AM »
+1
I think i am using a modified version 3 public - is that the latest?

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Re: XIIxOveR's Treasure-Hunter's Helper
« Reply #14 on: January 27, 2011, 10:59:37 AM »
+1
I think i am using a modified version 3 public - is that the latest?
Of my Miner, yes, of this script - no.

X
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