ScriptUO

Official ScriptUO EasyUO Scripts => Script Library => Character skill advancement => Topic started by: Paulonius on January 29, 2010, 02:33:12 PM

Title: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on January 29, 2010, 02:33:12 PM
I put together this script for training Imbuing. Wiz' script is too much of a resource hog for me, so I built this script around using more lower intensity properties to take advantage of the higher intensity to ingredient ratio at the low end of property intensity.   Script will keep you at 55-60% success for most of the run from 40 to 120. On the low end it runs with a bit higher difficulty and at the high end a bit lower.  It will stop at your skill cap.  

I use Luck as the primary imbue throughout, so it should use signicantly more Citrine than any other gem. It also uses Amber and Rubies.  My revised guesstimate of ingredients required to hit 120 based on preliminary testing: 15000 Residue 15000 citrine, 500 amber, 3500 rubies, 1500 ingots.  Still working on projections...

SETUP

You must have enough smithy to craft exceptional daggers 100% of the time for this script
You must have enough tinker skill to craft tongs
You must have a tinker tool in your backpack
You must stand near enough to your forge/anvil/soulforge to imbue and smith
Have iron ingots, residue, citrine, amber, and rubies on the top level of a secure within reach.

You should have 100 arms lore or the script will take longer and consume more resources
You should be human or the script will take longer and consume more resources

I no longer want to suggest the you train on a human toon.  It will help with the curve, but the lack of a race quest to gargoyle makes this problematic.

Version .15

I modded the script to make heavy plate jingasa from 65 imbue skill.  This allows a more cost effective progression, but requires that you have 120 blacksmithing, or the equivalent with a talisman so that you make HPJ exceptional 100% of the time.  If you have 120 blacksmithing, give .15 a try as an alternative to .10.  .15 will use more ingots than .10, but will use very few rubies and overall should consume less resources. It has a more aggressive difficulty through the last seven or so points to 120 and is cheaper to run througout.

This script calls the two associated scripts for infomation it needs to run imbue processes. You must have all three in the same folder.    


Code: [Select]
;=====================================================================
; Script Name:   Imbue Skill Trainer from 0 to 120
; Author: by Paulonius
; Version: 0.10
; Client Tested with:
; EUO version tested with:
; Shard OSI / FS: OSI
; Initial Release Date:  01/29/2010
; Revistion Date: TBD
; Global Variables Used: N/A
; Purpose: Train Imbue
;======================================================================
; TO Do List
; 1. build a set-up and tracking save routine
;
;======================================================================
; Instructions:
; 1. Position yourself with reach of a soulforge, forge and anvil
; 2. Be within reach of a secure holding iron ingots and gems on the top level,
; 3. Have a tinker kit in your backpack
; 4. Buy Imbuing to 40 from the Arcanists in Ter Mur
; 5. Place iron ingots, Magic Residue, Citrine, Amber, and Rubies in your resource secure

Performance Testing:

I am running my first real trials with this script right now.  I will post results as I have them. If anyone else uses it, please keep track of any errors and let me know what your resource consumption looks like.

My First significant run with the script results as follows:

No significant errors and no stoppage. I did notice that it occassionally grabs more residue than anticipated.  This might cause problems with a brand new toon as it could become overweight and be unable to unravel.  I will look into what is causing the problem and work in some safeguards.

I was going to start from 40 for a pure test, but had to made residue first.  With the new changes crafting bows and unraveling them for residue increased my skill to 73.8 before I started using the script. Results from my preliminary run are as follows:

73.8 to  105 skill  (31.2 points)
Residue 5037
Citrine 4778
Amber 494
Rubies 700
Ingots 510

at 110 skill  (36.2 points)
Residue 6898
Citrine 6500
Amber 784
Rubies 1221
Ingots 690

at 117 skill  (43.2 points) -- Sorry, I was eating dinner at 115... Mother in law cooked a turkey.
Residue 10877
Citrine 10063
Amber 1614
Rubies 2459
Ingots 738

Total Resources to 120 skill  (46.2 points)
Residue 14475
Citrine 13263
Amber 2459
Rubies 3659
Ingots 1381

Gems at base cost 950,525 gold.
Residue at 400gp each: 5,390,000


Savings over Wiz script is about 50% of gems and 25% of residue with current process. I believe these numbers can be signficantly reduced if I switch to making an SE armor item and I am looking at adding that in with the next update.  Wiz' script uses a plate jingasa.

I have not used Wiz script since the change that allowed 20 attempts on an item so calculations are based on a post from someone who used Wiz from 71 to 120 and got the following numbers:

Residue 16968
Citrine 17674
Amber 10711 Amber
Rubies 0
Ingots unknown

Gems at base cost: 1,418,700
Residue at 400each: 6,787,200
 
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Xclio on January 31, 2010, 06:48:10 AM
I need to train another imbuer so i will give this a try.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Wilk on January 31, 2010, 07:37:47 AM
Guess I'll start on my 4th imbuer. I'll test her out tomorrow Paul.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Belthon on February 27, 2010, 01:42:05 PM
looked good, but I cant test it out.  I put my imbuer on a second account that has no mule.  But I am guessing its a sweet script.  I need to find one with out the mule requirements to move mine from 112-120

 :-X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on February 27, 2010, 10:26:10 PM
I guess I don't completely understand.  Mule? You need your toon to make exceptional daggers.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Belthon on February 28, 2010, 04:10:58 PM
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Masscre on February 28, 2010, 04:17:08 PM
Gave this a try yesterday paul it was easy setup *if you follow the instructions*.  After using my unravel formula to get me to 82.5 imbue this took it to 120 imbuing in about 8 hours.  I used around 10k citrine and around 2k amber and around 1.5k rubies and around 8-10k residue as a gargoyle.  I was also using .15 version of your script.  It worked wonders and had no hickups that i could tell. Great job.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: manwinc on February 28, 2010, 07:42:30 PM
Just an FYI, I found this much Easier than Just about everything Else I have seen so far. Wasn't writing down the skills when I changed from one thing to the next but here is the general Idea.

Exceptional Iron Carp Hammers + Luck
Exceptional Gold Carp Hammers + Luck (Basically just getting the Lower Requirements)
Exceptional Gold Carp Hammers + Hit Dispel
Exceptional Bloodwood Bokutos + Dispel

I think that was everything.... Took me From 50-120 in 24 hours no Problem and as you can see it only requires 2 Types of Gems :)
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on March 08, 2010, 06:29:06 AM
Thanks MWinc.  I don't love that it uses carpentry, but I do like the idea of using special ingredients to save on imbues and gold.  I think I am going to build in an alternative to allow use of your suggestion. 

I would also like a version that runs with tinker only so that it can rely on only one skill other than imbue.  I may do that with both the special and normal ingredient options.

I appreciate the feedback!!
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: UOMaddog on March 08, 2010, 12:49:03 PM
Just curious...as I've been farming resources, I collect the loot and unravel it myself (I have about 2k residue, 200essence so far). Can I simply wait until I have 15k residue (and buy up all the gems I need) and then just run the script and have it attempt to imbue? Or will it always try to make/unravel stuff??
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on March 08, 2010, 01:03:34 PM
I am not 100% sure I understand your question, but wonder if this might help:

Since some of the recent changes to Imube you can gain almost to 60 by crafting oak bows and unraveling them to make residue -- and higher if you are unravelling things that make essence, although I don't recommend it as there is some suggestion that you will be losing some essence by unraveling it with a less skilled toon.  There are a couple of scripts for turning oak into residue that and its where I get most of my residue.  Its also a good way to start training. Once that peters out, you might give this script a try the rest of the way.

The script will craft daggers, imbue them, then unravel them. You have to imbue an item to gain in skill above a certain point, but after 20 imbues an item loses its ability to give skill gains. It gives a message to that effect when you try to imbue it again.   It should say it loses most of it as I have seen a rare gain on an item past that point, but you get the idea. There is a marginal return when you unravel the item after it hits the point of diminishing skill gains, but nothing close to sustainable.

As MWinc points out, this is not the most efficient possible method, but its as far as I have gotten to date... 
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: UOMaddog on March 08, 2010, 02:43:57 PM
That answers my question, thanks! I originally meant it differently (forgetting that you can now only imbue an item 20 times), so technically my question changed, and you answered it!  ;)
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: manwinc on March 08, 2010, 04:31:45 PM
Actually I think the number of times you can gain off imbuing something changes with how high intensity the item is. Noticed like 25-30 when I first started and about 15 towards 120
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on March 08, 2010, 11:58:36 PM
They said it was 20 in one of the releases, but I have not done any checking in a while.  I have the script working on a journal scan in any event.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on May 07, 2010, 07:03:03 AM
Both scripts are updated withhe pub 65 gump changes. I checked the imbue gumps and found no changes to those.  I have not had a chance to re-test the script, but believe it should work with the updated craft gump.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Wilk on May 16, 2010, 02:51:55 PM
I just finished my 4th, 5th, and 6th imbuers using this script Paulo. I used version .15.

I actually kept track of resources used this time around. It was a lot of start/stop during yard work this weekend, so obv the menu kept resetting.

I went from 40-118.3 as a human in 11.75 hours. I'm not sure total time, but probably 13 hours.

residue - 15,784
citrine  - 17,231
amber  -  2,493
ruby    -  1,044
ingots  - not sure to be honest

Very nice though. No problems all three times.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on May 18, 2010, 07:38:31 AM
Just curious, why does human verse elf make a difference?

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on May 18, 2010, 07:51:58 AM
Gargoyle's get a bonus to imbue, so training uses less resources if you train on a human or elf and then stone the skill over, or use a token to turn your toon into a gargoyle.  I have used the script to train on a gargoyle and it works fine, it just takes a bit longer and uses more resources.  The second version that requires 120 blacksmith minimizes the difference when training up a gargoyle.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on May 18, 2010, 08:48:23 AM
Ah ok, so human OR elf are fine. I read it that you should be human. Cool, getting ready to start training Imbuing finally but all my chars are elves.

Thanks Paulo.

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: JustAnotherFace on May 18, 2010, 01:22:58 PM
Bout time you make an imbuer 12X! Im suprised that you dont have 12 already!! lol

JaF
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on May 18, 2010, 01:33:48 PM
12, after you are finished you absolutely want your imbuer to be a gargoyle.  The 5% bonus near the max imbue intensity of 500 is huge.  It means the difference between %10-12% chance of success and 5-7% for that last imbue.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Scrripty on May 18, 2010, 04:39:01 PM
12, after you are finished you absolutely want your imbuer to be a gargoyle.  The 5% bonus near the max imbue intensity of 500 is huge.  It means the difference between %10-12% chance of success and 5-7% for that last imbue.

Not to mention if you get your loyalty up, you'll get relics at the queens forge with a loot score of 411.  Instead of 451.  Or so I'm told.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Wilk on May 18, 2010, 05:16:51 PM
You don't need to raise your loyalty to unravel at the Queen's forge (anyone can), but you do need it to imbue there, and it's worthwhile to imbue there anyway.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on May 19, 2010, 04:19:17 AM
Thanks for the tips gents! I have 5 or 6 Imbuers at around 70 on different shards, I just need to start jumping in to finish. JaF, after you helped me the other night I realized there is no moving forward in this game now without one :(

Just working on building up some ingredients for the training.

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on May 19, 2010, 08:40:35 AM
If you mine, buy the gem book from the TM blacksmiths and you will pick up the gem ingredients you need while you make a pile of ingots.  Its slow going, but I trained up my last imbuer with mined gems...
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: JustAnotherFace on May 19, 2010, 03:22:38 PM
Thanks for the tips gents! I have 5 or 6 Imbuers at around 70 on different shards, I just need to start jumping in to finish. JaF, after you helped me the other night I realized there is no moving forward in this game now without one :(

Just working on building up some ingredients for the training.

X

Yeah 12X, an imbuer is a must have character now.  The armor and weapons you can make are somewhat insane, but at least it helps level the playing field some.  Anyone who cares to spend the time making an imbuer can make the exact same suit / weapon someone else has.


JaF
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Xclio on July 14, 2010, 10:28:43 AM
Paul does this do the craft bow and unravel as well?  Or are you using a separate script for that?
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on July 14, 2010, 10:35:47 AM
Mass posted one here on the site Xclio and there is another at EUO which I used and which worked well. Both will do the trick.

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on July 14, 2010, 10:36:15 AM
This script currently only works with smithing as the comlimentary crafting skill.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Xclio on July 14, 2010, 10:38:31 AM
Okay, was just curious.  Have heard great things about this and I need to train up a new imbuer on ATL which I have been dragging my feet on.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on July 14, 2010, 10:44:04 AM
I will eventually give the option to use different complimentary craft skills, but I am swamped with work, moving and other script projects at the moment, so its just smithing for a while.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on July 15, 2010, 01:53:38 AM
Okie, attempting to run .15 right now but not having luck. Unfortunately I don't have the time to troubleshoot further or I'd try to be more helpful, only had a minute to setup before getting ready for work. Right now it's stuck in the SelectImbueProperty sub going out to your click and gump subs then looping with your goto's. Again, no ability to troubleshoot further atm :(

X

<edit> LOL, having a great morning. Went ahead and tried .10 and it hangs setting up - again waiting for a gump (this time the BS gump). Did something change with gump sizes again or something? Bummer 4 me, I gotta hit the shower and get ready for work :( Oh well, I'll try again tonight to see if I can troubleshoot a little.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on July 15, 2010, 05:02:33 AM
I will trouble shoot it this afternoon.  I have to run to a meeting that will take me through lunch, but then I will get in there and see what is happening.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Cerveza on July 15, 2010, 05:32:10 AM
.15 worked awesome for me.... I may have had something different in setup.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on July 15, 2010, 05:56:18 AM
Well interestingly, the place it keeps hanging up is when it initially opens the Imbuing gump. Then it just keeps looping through a process where the gump sub keeps returning FALSE instead of actually recognizing the gump. Also gump issue with .10. Nothing in setup should be any different, not a whole lot to it! My setup:

120 Blacksmith
5k+ iron ingots in my secure (I did have to restart the script when I noticed my BS tool was set to Gold, had to switch manually to iron)
Plenty of gems in my secure
Standing between my Soulforge and regular forge
Tinker tools in the pack

.15 of the script asks me to select my secure. Then it moves ingots to the pack, makes a couple more tinker tools and a couple tongs, makes the platemail thingy (yeah I don't remember the name), then gets stuck in an infinite opening of the Imbuing gump loop.

I have nothing else running on my machine. F7 through the process shows that it's getting hung up in either the SelectImbueProperty or SelectImbueIntensity subs (sry, at work and don't remember which one) where the Waitforgump sub is returning ! #result - in other words, it seems to never see the Imbuing gump as being open.

I didn't have time to check my #cont values to make sure there wasn't something funky going on between my client and Easyuo unfortunately.

I didn't have time to F7 through .10

The other thing I noticed is that the Imbuing gump consistently opened wherever my mouse was located. As it was looping it would open it all over the place, even when my mouse was off screen (it would open the menu off screen). I've not seen that with a gump before, I wondered if there's something different with the Imbuing menu.

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Cerveza on July 15, 2010, 06:08:11 AM
Do it by hand once, to make absolutely sure your in the right spot.... If your a Garg and flying it's like it's off by one square.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on July 15, 2010, 06:12:06 AM
Do it by hand once, to make absolutely sure your in the right spot.... If your a Garg and flying it's like it's off by one square.
I'm an elf. Not sure by right spot but if you mean a place where I can reach everything I am there. It works as far as accessing all the tools and secure, etc.

Gotta be something fudged with the gump on my client somehow. Guess I won't know until tonight.

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: baldielocks on July 15, 2010, 07:35:21 AM
Not cheap, but I imbued knights cleavers made from gold for 110 to 120. saves a ton of gems. Doubt it would make a good generic skill gain template, but wanted to share findings.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on July 15, 2010, 05:21:56 PM
Do it by hand once, to make absolutely sure your in the right spot.... If your a Garg and flying it's like it's off by one square.
I'm an elf. Not sure by right spot but if you mean a place where I can reach everything I am there. It works as far as accessing all the tools and secure, etc.

Gotta be something fudged with the gump on my client somehow. Guess I won't know until tonight.

X

*sigh* still no luck. Now I'm tearing the script apart to figure out wtf. LOL.

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on July 16, 2010, 12:07:19 PM
12X,  I checked all of the gump subs and I don't see any issues there.  I am prepping a toon to start training to see if I can figure out where it is going wrong.  Its going to take me a bit though, as I have to build up some of the support skills before I can start imbuing. 
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on July 16, 2010, 12:13:29 PM
12X,  I checked all of the gump subs and I don't see any issues there.  I am prepping a toon to start training to see if I can figure out where it is going wrong.  Its going to take me a bit though, as I have to build up some of the support skills before I can start imbuing. 
I'll have more time to mess with it tonight so don't kill yourself quite yet!! I'll keep you posted. I'm focusing on the differences between me and Cerv and one of them is the skill level we were at when starting your script. I've been having a blast wasting time at work today going through your script with a fine-toothed comb though hehe. By the time I'm done I won't be able to post anything because I'll have messed with it so much that it won't be recognizable anymore and it will be total and blatent thievery! ;)

I'll post again tonight once I can test the original version a little further.

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on July 16, 2010, 12:40:30 PM
Well anything you figure out to get it working share it with me and I will work it into the original script. 

Its no trouble at all.  I just started a toon on Pac and am cranking up tink and smithy so that I can work it up with the script and figure out why it isn't working for you. Doesn't hurt to have an imbuer on another shard, just had to do a little setting up...
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on July 18, 2010, 03:12:16 AM
I figured out my issue but I'm not telling you anything other than I'm a frigging retard.

Sry to waste space on the boards discussing this whatsoever.

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on July 18, 2010, 04:08:10 AM
LoL. If you have a moment, PM me so that I can help someone else who does the same thing. I guarantee someone else will do the same thing.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Cerveza on July 18, 2010, 04:32:23 AM
I like a good chuckle at someone elses expense!
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on July 18, 2010, 04:46:28 AM
LOL, you don't need a PM. You just have to remember that, no matter what, always make sure the user has read the instructions first, especially when other called files are concerned ;)

After all of the scripting and file calls that I do and/or have done I can't believe I skipped right over making sure the path you were using in the script actually contained the correct file. *sigh* I'm considering deleting the last page of discusison just so I'm not reminded!

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Cerveza on July 18, 2010, 04:50:54 AM
Oh yeah, seriously. One of the worse things EUO did right there....

Of course a good script would include a

display Can not find required file %filename, You may have 12x'd up! Fix and restart.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on July 18, 2010, 06:05:41 AM
Good point. I will include that in the next update.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: UOMaddog on May 02, 2011, 03:39:39 PM
So, I'm finally making an imbuer and using this script. Only 3 comments:

#1 - I don't have tinker so I changed the MakeTwoTools subroutine to just get some from my resource container (I have approximately 100 in my secure container with 100+ uses each so I'm hoping that should do fine for me). I'll post my edited version if you'd like!

#2 - I had my smithy tool set on bronze from some enhancing I was doing. Your script does not set the ingot type to iron before attempting to craft daggers. Luckily I had no bronze in my pack so I got an error that there were not enough ingots to craft instead (probably could have figured it out quicker if I DID have bronze in my pack LOL). So maybe that's something that could be added

#3 - The menu only updates the status data when you're done with an item. So all the multiple gains from one item don't update the display, only when it's unraveled. Not a major deal for those who only glance at it every few hours.

I'm gonna let this thing roll and see how far I get! Started at 62.6 and I'm at 63.8 while I typed this up! Thanks again!
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on May 02, 2011, 04:43:02 PM
Thanks for the feedback UOM.  Its a pretty rough beta, like most of my craft scripts - none of which are in real release mode yet.  Getting close to putting a couple into real release soon though.  This one is on the short list for being reworked, so I appreciate the feedback.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: gimlet on May 02, 2011, 05:02:05 PM
Will be trying this on Seige in the near future - Thanks Paul
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: UOMaddog on May 02, 2011, 05:36:16 PM
I have 0 complaints about the script so far while running it! I'm up to 84.5 (I screwed myself over at 80.0 for about 15 minutes because I didn't have my other skill set to lower) and have used:

62.6 to 84.5
3268 Residue
3123 Citrine
61 Amber
1641 Ingots
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: UOMaddog on May 02, 2011, 08:23:42 PM
Here's my latest stats to 100.0! (Trying to collect 50 relics now to get my 120 powerscroll so I can finish up!)

62.6 to GM:

6607 Residue
7003 Citrine
507 Amber
3821 Ingots
4.75 Hours
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: gimlet on May 02, 2011, 08:41:11 PM
Boy thats stupid (no offence) dont use relics get 10 -115s use the green stuff!
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: UOMaddog on May 02, 2011, 09:43:17 PM
Boy thats stupid (no offence) dont use relics get 10 -115s use the green stuff!
??
And then a scrollbinder?? Anyone have one on Chessy?
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on May 03, 2011, 03:54:01 AM
Gim, hold off starting this on Siege.  I just finished writing a bowcraft script to let me train that skill enough to start training imbue.  Reworking the imbue trainer is my next order of business to get my Siege imbuer up and running.  The version of this script that I release in the next week to ten days will have siege ROT timers and address a number of bug issues.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on May 13, 2011, 06:52:29 AM
Me again, Mr Librarian. Paulo, what do you think about releasing the most recent, stable version of this script as "non-Beta" so that I can move it into the Script Library? Seems that with 40-50 downloads and being the only Imbuing trainer on the site we should give some respect and get it approved. Then you can work on your RoT integration as a feature update or something maybe?

Let us know what you think!

X
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on May 13, 2011, 06:55:18 AM
Go ahead and push it.  I am working on a re-write to add ROT, clean up some issues, and add an optional tinker progression that will be cheaper, but probably nothing that is necessary.  Just stuff I am not happy with. Its not perfect, but I think its reliable enough to move over.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: UOMaddog on May 13, 2011, 09:51:25 PM
Did you want my version that doesn't use tinkering??
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: 12TimesOver on May 14, 2011, 02:32:24 AM
MOVED to ScriptUO Approved Script Library.

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Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on May 14, 2011, 02:59:14 AM
UOMD if you have a version that pulls tools, please post it up and I will add the functionality.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: gimlet on May 22, 2011, 06:40:04 PM
Gim, hold off starting this on Siege.  I just finished writing a bowcraft script to let me train that skill enough to start training imbue.  Reworking the imbue trainer is my next order of business to get my Siege imbuer up and running.  The version of this script that I release in the next week to ten days will have siege ROT timers and address a number of bug issues.

Paul did you ever get the rot working on this script. I used your bower to gm and then to get to the ROT level for imbue.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: UOMaddog on May 22, 2011, 10:44:30 PM
Here's my version...feel free to pull it out of my post and include it in your first post or whatever you want to do!

The only edit I made was to change this sub (name remained the same):
Code: [Select]
Sub MakeTwoTools
Finditem %CurrentToolType C_ , #backpackid
If #FindCnt >= 2
   Return
repeat
{
   finditem %CurrentToolType C_ , %ResourceSecure
   wait 15
   exevent drag #findid
   wait 15
   exevent dropc #backpackid
   wait 15
}
until #findcnt >= 2
Return
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: gimlet on May 24, 2011, 09:06:36 AM
In MadDog's version he has changed the tong item type. Add OBG to set %tongs
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: UOMaddog on May 24, 2011, 05:11:14 PM
Ah! You're right! I forgot about that...I had a ton of tongs in a bag already so I added that!
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: HardY- on July 09, 2011, 10:33:15 AM
Im mading some changes on the script for work with bowcraft, if anyone want after i can post it here.

For example

If #Skill <= 860         ;
   {
   Set %Threshhold #Skill + 10
   Set %Imbue1 Luck
   Set %Imbue1Intensity (50 + ( ( #Skill - 800 ) / 10 * 2 + 7 ))
   Set %Imbue2 HitFireArea
   Set %Imbue2Intensity 8
   Set %Imbue3 Dispel
   Set %Imbue3Intensity 8
   Set %Imbue4 LifeLeech
   Set %Imbue4Intensity 8
   Return
   }

I changed order and amount of luck, because oak bows, luck on bows burn a lot of essence, so i put it first, for don't burn that lot, and burn residue in place of.

its working nice atm, le't me see 90+


-
Edit

Working Nice! 97.8 atm.

Edit

Stuck on 100.1 idk why.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: jockles on October 24, 2011, 10:34:58 PM
I had the same problem as you 12 in getting stuck at the gump, But even after moving all the files to the same directory it is still getting stuck there??? what am i doing wrong do ihave to run all the scripts? or is there a special directory? uuuuuuugh

please help thank you :P


      Got it to work i goofed up i was thinking if all 3 files were in same folder would be fine...but they have to be same folder as euo ooops:)
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on October 25, 2011, 04:23:04 AM
I am offline for a few more weeks, but will plan on putting some work into my craft scripts as soon as I get back active again.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: jockles on October 29, 2011, 06:20:47 PM
Sorry i got it working but now i have another problem... script works fine for a bit but then it wont pull the right amount of Gems i need to imbue. anyway to make it pull a larger amount?
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: littleman on November 20, 2011, 12:23:13 PM
Script is also not working for me. it gets hung up when the imbue screan pops up and does nothing.  also it never took any ingreds.  anyone help plz and ty
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on November 21, 2011, 03:17:20 AM
the script is currently broken and in need of a re-write.  I won't have time to do that in the next six weeks or so.  near the end of December I will re-evaluate and try to schedule some time to update scripts.
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: viniciusxis on November 21, 2011, 11:58:42 AM
can anybody else try and fix it?
i've been trying for the past three hours and got nothing
do you have any clue on where is it broken?
thank you
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: JustAnotherFace on November 21, 2011, 12:23:12 PM
can anybody else try and fix it?
i've been trying for the past three hours and got nothing
do you have any clue on where is it broken?
thank you

Ummm... that is competely taboo.  Unless of course the original author asks that someone else rewrite his script for him.  I have not seen that request from Paul, and doubt that we will.  We do not re-write and distribute another active member's scripts.  If you choose to re-write it your self, without the original author's approval you can not share it with anyone.  Those are the rules we live by, and besides it is just rude to rework and post someone else's code!

JaF
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: viniciusxis on November 21, 2011, 02:04:46 PM
sorry, but i wasn't talking about rewriting it, apparently the only thing thats not working is the gump on imbuing, could be only a fix
but if those are the rules maybe paulo could express himself here  ;)
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Flan on March 11, 2012, 08:23:44 PM
Has anyone tried this in the last couple months? or is there a better one out there that I havent found yet? ;)
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: tehmt on November 13, 2012, 12:25:23 PM
using it right now, works pretty okay!
Title: Re: Paulonius' Imbue Trainer *BETA*
Post by: Paulonius on November 13, 2012, 04:11:49 PM
MWinc has a better imbue trainer in his library and I believe its public.

http://www.scriptuo.com/index.php?topic=8968.0

Fixing this script is a lower priority in light of what I think is a superior script available on this site.

In general I am fine with someone modding one of my scripts and posting it in the same thread that I put it out there on.