ScriptUO

Official ScriptUO EasyUO Scripts => Script Library => Crafting => Topic started by: Neo on August 03, 2011, 11:20:20 PM

Title: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Neo on August 03, 2011, 11:20:20 PM
Code: [Select]
;===================================================================================
; Script Name: frneo's Weapon Crafter with TM's Advanced CLAw support
; Author: frneo
; Version: 5.0.1
; Client Tested With: 7.0.16.3
; EUO version tested with: 1.50 199
; Shard OSI / FS: OSI
; Revision Date: 08/31/2011
; Public Release: 08/04/2011
; Purpose: Makes weapons and checks whatever property the user wants to check for
;          in it. Elemental Damage, Slayers and anything else the user wants
;          to add. Weapons with the determined criteria will be saved, and the rest
;          will be unraveled.
;-------------------------------------------------------------------------------------
; Now supports TM's Advanced CLAw!
; Thank you TM for letting me use the CLAw with this.
;-----------------------------------------------------------------------------------
; Url:     http://www.scriptuo.com/index.php?topic=8105
;===================================================================================
; Version 5.0.1      - Fixed pause button
;                    - Removed wait time from gumpwait sub. Should make the script run
;                      even faster now!
;------------------------------------------------------------------------------------
; Version 5.0.0      Now supports TM's Advanced CLAw! Thank you TM for letting me use it!
;                    You can download the claw here:
;                    http://www.scriptuo.com/index.php/index.php?topic=17.0
;                    If you choose to use the CLAw with this, you must thank TM for it in
;                    the above topic! :)
;--------------------------------------------------------------------------------------
; Version 4.1.8      - A few minor fixes
;-------------------------------------------------------------------------------------
; Version 4.1.7      - Fixed some minor code that could cause issues.
;                    - Also removed some unnecessary code.
;-------------------------------------------------------------------------------------
; Version 4.1.6      - Previous version would cause an issue with the weapon view button
;                      not displaying the whole property of the weapon. Should be fixed
;                      now.
;--------------------------------------------------------------------------------------
; Version 4.1.5      - Added timeout to "event property safe check".
;                    - Changed the way the event property safe check works.
;                    - New cool way to check for properties! :)
;----------------------------------------------------------------------------------
; Version 4.1.4      - Added event property safe check. Thank you EN for this tip.
;---------------------------------------------------------------------------------
; Version 4.1.3      - Added colored material option to menu
;                    - Added dmc to click sub (Thank you EN for both suggestions)
;                    - Will now check if save file exists for current character
;                    - Minor change to the way the unravel sub works
;                    Keep in mind that this version does not automatically check for
;                    color of the material, you must set it yourself before starting
;                    the script. Also, only keep the desired color for material
;                    inside the resource container.
;-----------------------------------------------------------------------------------
; Version 4.1.2      Fixed gumpwait sub. Apparently I wrote it wrong the first time
;                    round, and kept using the wrong version in all my scripts.
;                    I never noticed it before because it didn't really change the
;                    functioning of the script. So, nothing too serious, but still
;                    deserved a fix.
;---------------------------------------------------------------------------------
; Version 4.1.1      Minor drop wait time fix.
;--------------------------------------------------------------------------------
; Version 4.1        - Added pause/resume button. While paused you can edit the
;                    criteria you choose, and also save/load your user config.
;                    - Added View Selected Weapon Button. This button will display
;                    the properties of the weapon you select in the menu, and give
;                    you a choice to move the selected weapon to your backpack.
;                    - Will now pause the script if you run out of ingots/boards
;                    or tools, so that you can get more and resume. Remember
;                    to reopen your containers if you go get more.
;=================================================================================
; Version 4.0a       Fixed minor issue with removing property from list.
;--------------------------------------------------------------------------------
; Version 4.0        Major changes:
;                    - Will now allow user to set any amount of properties to look
;                    for in a weapon. As far as I'm concerned, there are no limits
;                    to the amount of properties the user can set.
;                    - Menus rebuilt, inspired by TM's advanced claw! Thank you
;                    for sharing the claw with us TM! :)
;                    - Check code re-written entirely for this
;                    - Now uses TM_NGFS to save user setup. Thank you again TM
;                    for sharing your awesome code with us!
;                    - Lag check
;---------------------------------------------------------------------------------
; Version 3.0        Major changes:
;                    - Allows user to input own custom property minimum to look
;                      for in weapon
;                    - Allows user to input own custom Slayer to look for in weapon
;                    - Allows user to choose the material he's going to use to craft
;                      stuff, i.e. boards or ingots.
;                    - Allows user to use whatever runic tool type he chooses,
;                      as long as the material to be used is either ingots or
;                      boards.
;                    - I thought of a new way to check for properties, the entire code
;                      was re-written in a more compact and efficient manner.
;                    Minor changes:
;                    - Changed amount of weapons to make before unraveling down to ten
;                      I figured this would be safer. If one wishes to make
;                      more weapons at a time, info about how to do that
;                      can be found in the script topic at SUO.
;---------------------------------------------------------------------------------
; Version 2.2        Increased amount of weapon to make before unraveling to 20
;                    I don't think this will cause a weight issue. Should run even
;                    faster now!
;--------------------------------------------------------------------------------
; Version 2.1b       Removed all goto's as a birthday gift for Cerveza! :)
;--------------------------------------------------------------------------------
; Version 2.1a       Minor fix: Fixed issue that would prevent Elemental Slayers
;                    with Fire or Poison Damage to be saved.
;--------------------------------------------------------------------------------
; Version 2.1        Some changes to make the script run faster:
;                    - Will craft weapons directly IN unravel bag now, weapons
;                      will no longer have to be dragged one by one.
;                      Thank you MeWonUo for the tip! :)
;                    - Changed the way crafting subs work. Will craft weapons
;                      faster now.
;                    - Removed the trash barrel option. After burning
;                      more than 40 hammers using this, and not needing the
;                      trash barrel, I guess it was about time to remove it
;
;                      I want to thank everyone who's giving me feedback
;                      so I can keep improving this! Cheers!
;--------------------------------------------------------------------------------
; Version 2.0        Menus rebuilt. Most of the code was rewritten for stability.
;                    Added option for user to set minimum damage wanted
;                    for each damage type. Added option for user to set
;                    minimum Swing Speed Increase to look for in each weapon.
;                    Added individual counters for all Damage Types and for
;                    each different slayer.
;--------------------------------------------------------------------------------
; Thank you Cerveza and Canuker for the input/tips. Version 2.0 was based on your
; comments! I appreciate it.
; Also thank you Ultima for the kind words, it's really nice to work hard on things
; when other people seem to value them. Thank you guys!
;================================================================================
; Version 1.1a       Fixed an issue with lag causing unravel to break.
;--------------------------------------------------------------------------------
; Version 1.1        Rewrote the check sub, for some reason it was trashing
;                    some weapons that should have been saved. Should be
;                    fixed now. I used a similar structure to JaF's in
;                    his Slayer Book Maker, so thank you JaF for the great
;                    code you shared with us! :)
;--------------------------------------------------------------------------------
; Version 1.0        Added Menu. Added selection of weapons you want to keep.
;                    Selection includes: Swing Speed Increase, Slayers and
;                    Elemental Damage 70% or above.
;--------------------------------------------------------------------------------
; Version 0.1a       Fixed issue with unravel
;--------------------------------------------------------------------------------
; Version 0.1        Currently only works with Dull Copper Runic Hammers, but
;                    other crafting options could be added easily with this
;                    setup structure. Future versions will have community
;                    suggestions added. If there are any suggestions that is! :)
;                    I also plan on adding menu customization for weapons people
;                    want, in future versions...
;================================================================================
;================================================================================
; Thank you goes to:
;
;
; TM for your clickoffset generator, saved me loads of time, thank you:)
; TM for his NGFS used from v4.0 on.
; TM for letting me use his Advanced CLAw :)
;
; Coragin for posting SUO Elemental Weapon Maker. Alas, I tried it out
; with no success, I guess it was a little outdated. However, it inspired me
; to write this! :) So thanks for that!
;=================================================================================
; Instructions:
; You must have a secure next to you with the Runic Tools and material to craft your stuff
; Also, you must have a container near you to put the weapons you crafted in
; You must have a bag INSIDE your backpack, where the trash weapons will be sent
; to for unraveling.
;
; You must be near a forge and anvil if Smithing,
; and also have a Soulforge near you, so you can unravel.
; Last, you must have 1 Tool and enough material to make your first weapon
; in you backpack.
; Once all these conditions are met, hit play, and follow the screen instructions
; If this works for you, or not, please tell me, I want to keep updating this
; according to what people think of it.
;===========================================================================

Pic shows the View Weapon button in action:
(http://img155.imageshack.us/img155/2666/41viewweapon.jpg)

V5.0.1 with TM's CLAw in action! :)
(http://img10.imageshack.us/img10/5977/weaponcrafter5.jpg)

Menu was inspired by claw's menu, thank you TM for sharing it with us!

Have in mind I haven't put many safe checks for what you write in your custom properties. So, if you write a property wrong, or a value that shouldn't be where you wrote it, the script won't function properly!

Input the number of the minimum value you want, without the '%' i.e. if you want 90% poison, you write 90 in the box.

That said, enjoy! :)

Version 5.0 has TM's Advanced CLAw support.

If you want to use it, remember to start it up on another tab BEFORE running the crafter... The crafter will use the settings on the CLAw to see what to keep and what to unravel...

Thank you TM for letting me use this!

neo

Title: Re: frneo's 100% Elemental Weapon Maker
Post by: Canuker on August 04, 2011, 03:52:45 PM
I shall have to check this out...thanks for sharing:)
Title: Re: frneo's Weapon Crafter Updated 08/04/11
Post by: Ultima on August 04, 2011, 04:45:59 PM
Very nice Frneo! Scripts like this are near and dear to my heart. ;)

I just burned up the last of my runic hammers today and I'm all out of BODs so I can't say for sure when I'll get a chance to test it but I can assure you I will.

I typically use shadow, copper and dull copper hammers when crafting elementals. I believe the ID is the same so it shouldn't be a problem.

Great submission! :)
Title: Re: frneo's Weapon Crafter Updated 08/04/11
Post by: Canuker on August 04, 2011, 06:03:54 PM
Wow, I just loaded up version 1 and was thinking I need to make a menu for this but blammo here it is...nice jedi mind reading.
Title: Re: frneo's Weapon Crafter v1.1 uploaded 08/05/11
Post by: Neo on August 04, 2011, 08:36:08 PM
Thanks for trying this out guys... Version 1.1a is up and fixes some issues I came across...

I also appreciate the feedback, so I can keep working on this!

Cheers!

:)

EDIT: Ok, been testing this for the last 20 minutes or so, so far working flawlessly for me...

(http://img190.imageshack.us/img190/1168/100elemental.jpg)
Title: Re: frneo's Weapon Crafter Updated 08/04/11
Post by: Neo on August 04, 2011, 11:20:37 PM
Very nice Frneo! Scripts like this are near and dear to my heart. ;)

I just burned up the last of my runic hammers today and I'm all out of BODs so I can't say for sure when I'll get a chance to test it but I can assure you I will.

I typically use shadow, copper and dull copper hammers when crafting elementals. I believe the ID is the same so it shouldn't be a problem.

Great submission! :)
After you use the first tool, it will remember the type and search for it in your resource container. Since all the hammers have the same type, I guess it will use whatever hammer it finds inside your secure.

[]s
Title: Re: frneo's Weapon Crafter v1.1 uploaded 08/05/11
Post by: Canuker on August 05, 2011, 05:36:40 AM
I busted out a few hammers last night with the first version of this and it worked like a charm.  I cannot wait to "hammer" out a bag tonight.  Thanks again for the lines.
Title: Re: frneo's Weapon Crafter v1.1 uploaded 08/05/11
Post by: Cerveza on August 05, 2011, 06:01:57 AM
Can't you enhance 40 fire onto stuff? So wouldn't 60 fire be the minimum you would want instead of 70?

Personally, I keep stuff that will enhance to 90. That gives enough elemental damage in my book.

Also, not sure if you want to include this... Saving a weapon that is 70% in an elemental damage doesn't always mean it can be enhanced to more. Take this example:

70 Fire Damage
20 Cold Damage
10 Energy Damage

That can't be enhanced any more at all. The "other" damage type has to be physical to make the weapon able to increase the elemental damage.
Title: Re: frneo's Weapon Crafter v1.1 uploaded 08/05/11
Post by: Canuker on August 05, 2011, 06:35:18 AM
http://www.scriptuo.com/index.php?topic=7890.0

I have a few weapons for my main sampire that I use which have damage spread over two types.  After I made the list in the link I found that these were almost as good as 100%.
Title: Re: frneo's Weapon Crafter v1.1 uploaded 08/05/11
Post by: Neo on August 05, 2011, 07:13:58 AM
http://www.scriptuo.com/index.php?topic=7890.0

I have a few weapons for my main sampire that I use which have damage spread over two types.  After I made the list in the link I found that these were almost as good as 100%.
That's a nice list... It's good reference to what weapons one should craft for each champ... Thks for sharing!

Can't you enhance 40 fire onto stuff? So wouldn't 60 fire be the minimum you would want instead of 70?

Personally, I keep stuff that will enhance to 90. That gives enough elemental damage in my book.

Also, not sure if you want to include this... Saving a weapon that is 70% in an elemental damage doesn't always mean it can be enhanced to more. Take this example:

70 Fire Damage
20 Cold Damage
10 Energy Damage

That can't be enhanced any more at all. The "other" damage type has to be physical to make the weapon able to increase the elemental damage.
You're right... I should rewrite this so that it saves weapons with 60 fire and the rest to physical, and else trash... I gotta do some research about the other elements too to see a better way to add a save weapon check to the code...

If this goes well, I'll put in an option to save "weapons that can be enhanced to 100% elemental" to the menu, once I know all the correct values needed...

And then just keep a regular option of saving generic elemental damage => X%, maybe 50%?

Thank you for the input  Cerveza...

For instance, yesterday Ultima and NObama told me that poison weapons can't be enhanced to 100, I didn't know about that...

So, if one wants 100% elemental weapons, would this be the way to go?:

100% fire: 60% fire or above, rest physical -> enhance with bronze.
100% cold: 70% cold or above, rest physical -> enhance with agapite
100% energy: 80% energy or above, rest physical -> enhance with copper
100% poison: you have to craft 100% poison, else it can't be enhanced further?

If anyone can confirm this, it would be greatly appreciated...

Cheers!
Title: Re: frneo's Weapon Crafter v1.1 uploaded 08/05/11
Post by: Cerveza on August 05, 2011, 07:33:12 AM
It might be best to keep it as simple as possible. Having to recycle some weapons is much better then making the script overly complicated.

I would like to make my own determination on what to keep though. As I said before, I like to keep 50 Fire weapons to enhance to 90. I find that 90 elemental damage is almost impossible to differentiate from 100.

Maybe a user's input?

Keep these
[   ] Fire
[   ] Cold
[   ] Poison
[   ] Energy

The user puts in the minimum to keep in each one. For my purposes it would read something like:
[50] Fire
[60] Cold
[100] Poison
[70] Energy

That would allow enhancing to 90% provided the "off element" is physical. It would also allow me some more "hybrid" types. Like Canuker stated above... A 50 Fire / 50 Poison might be pretty awesome.
Title: Re: frneo's Weapon Crafter v1.1 uploaded 08/05/11
Post by: Canuker on August 05, 2011, 07:55:51 AM
A few of the guys in my guild run only poison or cold damage weapons on their dexxers simply because after using a scanner script at those burning counts at the bank they found on average this would hit for a extra few points....
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Neo on August 06, 2011, 10:43:03 PM
Ok guys, followed your tips and suggestions and just finished adding them. Version 2.0 is out! :)

Please continue giving me feedback about it so I can keep improving it!

Hope you enjoy!

Cheers.
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: xwardox on August 07, 2011, 10:41:21 AM
anyway to set this up to just grab whatever runic hammer you have in a bag? reason i ask is because i have mostly shadow and copper hammers all in a bag, also my imbuner is on a different chr due to being full on my smith, anyway to setup the unravel bag to be in a secure and not have to unravel?
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Neo on August 07, 2011, 11:59:25 AM
anyway to set this up to just grab whatever runic hammer you have in a bag? reason i ask is because i have mostly shadow and copper hammers all in a bag, also my imbuner is on a different chr due to being full on my smith, anyway to setup the unravel bag to be in a secure and not have to unravel?

You just use whatever runic hammer you want to craft the first weapon during setup, it will automatically setup the item type for runic hammers, and then it will grab whatever runic hammers you have in your secure... All runic hammers are the same type, so you will have no problem...

Last night I made around 1000 weapons, using dull copper and shadow iron hammers in my secure, so I guess there will be no problem there...

Also, I'm not sure, but i think you don't have to have imbuing skill to unravel, give it a try...

If it doesn't work I could think about releasing an update to choose if you want to unravel or not....
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Canuker on August 07, 2011, 06:33:16 PM
You could have it smelt.
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Neo on August 07, 2011, 06:50:27 PM
You could have it smelt.
Yes, that's a good idea...

However, if it's possible to unravel with 0 skill in imbuing, I think it would be more profitable to unravel still...

Can anyone confirm this? If it's confirmed that one can't unravel with 0 skill, I would definitely add an option to smelt the weapons in the next release...


Cheers!

EDIT: Just confirmed it... With 0 skill in imbuing you're still able to unravel... You will get only Magical Residue though... However, it still outweighs the benefits of smelting....
The only downside would be if you don't have access to a Soulforge near your secures I guess...
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Canuker on August 07, 2011, 07:32:38 PM
I place a forge beside my crafting area and have raised imbuing to 50 on my smithy.  I use to just smelt all the stuff when I did this by hand but I have access to unlimited ingots so it makes little difference really.  Do you have a weight check that I have missed?  For some reason I craft 6 weapons and then it goes to the  imbue sub, I haven't really looked into the code due to everything else being fine and this is minor at best.

Does smelting reveal you like the imbue?  I'll have to check that out.
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Neo on August 07, 2011, 07:44:43 PM
I place a forge beside my crafting area and have raised imbuing to 50 on my smithy.  I use to just smelt all the stuff when I did this by hand but I have access to unlimited ingots so it makes little difference really.  Do you have a weight check that I have missed?  For some reason I craft 6 weapons and then it goes to the  imbue sub, I haven't really looked into the code due to everything else being fine and this is minor at best.

Does smelting reveal you like the imbue?  I'll have to check that out.

I didn't add a weight check, I just set a check that will unravel when the unravel bag gets 6 weapons... This can be changed to the amount you want... This allows for easier customization by users... I left this at 6 because I found it's a safe value to use for most people... And it's still pretty fast I guess...

The code I'm talking about is on line 872
Code: [Select]
if #findcnt > 5So, when there are 6 weapons inside your unraveling bag, you will unravel... Just change this number according to your likings...

I just used weight to check for some other stuff in the code...

About the hiding, I can't say, I never cared much about being hidden or not while doing stuff...

Cheers...
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: MeWonUo on August 09, 2011, 03:26:03 PM
Hey there frneo,

I know myself and many others have been hoping to find something like this for quite some time now, so thank you.

I just gave it a run with 20 DC hammers, and it works flawlessly.  Fantastic job.

One thing that I noticed as I was watching it for a while. (And I'm not really sure if this is really an option, but just a suggestion if nothing more.)  I believe that you could almost double the speed of the script if you were to craft the weapons directly into your unravel bag.  Drop your ingots into that bag and crafting there would cut out the need to drag and drop every item made into that container.  Then after crafting 6, or however many, scan the bag and pull any that qualify into your keepers container.

I've always liked crafting directly into my unravel/recycle bags just so I don't have to move things around. 

Regardless, your script is fantastic and I thank you for taking the time to put it together.  I have thousands of low end hammers that I've been wanting to burn, but doing them while sitting here was awful boring.

Thank you.
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Neo on August 09, 2011, 03:40:58 PM
Hey there frneo,

I know myself and many others have been hoping to find something like this for quite some time now, so thank you.

I just gave it a run with 20 DC hammers, and it works flawlessly.  Fantastic job.

One thing that I noticed as I was watching it for a while. (And I'm not really sure if this is really an option, but just a suggestion if nothing more.)  I believe that you could almost double the speed of the script if you were to craft the weapons directly into your unravel bag.  Drop your ingots into that bag and crafting there would cut out the need to drag and drop every item made into that container.  Then after crafting 6, or however many, scan the bag and pull any that qualify into your keepers container.

I've always liked crafting directly into my unravel/recycle bags just so I don't have to move things around. 

Regardless, your script is fantastic and I thank you for taking the time to put it together.  I have thousands of low end hammers that I've been wanting to burn, but doing them while sitting here was awful boring.

Thank you.
You're welcome! Thank you for the kind words! :)

And I gotta say, I love the idea of crafting the weapons directly in the unravel bag... I'm definitely gonna look into that! Thank you for the suggestion!

Cheers!
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Canuker on August 09, 2011, 04:17:21 PM
I've had it burn through about 50 or so hammers.  I'd forgot just how rare it is to have a pure 100% with no incorrect mods, close to hitting the lottery I bet.  Way back I did this by hand, I could not express my love of this script in strong enough words:)
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Neo on August 09, 2011, 04:48:39 PM
Ok guys, version 2.1 uploaded!

Some feedback is appreciated as always.

2.1 should be a lot faster than 2.0

Hope you enjoy! :)

I'm glad to see people getting some use out of this!

Cheers
Title: Re: frneo's Weapon Crafter v2.1 out 08/09/11
Post by: gimlet on August 09, 2011, 05:33:20 PM
Wow great hope to try it this weekend!
Title: Re: frneo's Weapon Crafter v2.1 out 08/09/11
Post by: MeWonUo on August 09, 2011, 06:35:19 PM
No reason to thank me...you're the one making my sampire's life all that much easier. :D

2.1 downloaded and running now.  Only about 5 hammers in so far, but yes, it is MUCH faster.  I know what I'll be doing the rest of the night!

(For those that want to craft more than 6 items, the new line to change is 904)  if %trashcnt >=6  Sneaky of you to change the var :P

As for me, I'm not seeing where to change the amount of ingots it grabs. Can you point me in the right direction?  I usually keep my pack almost empty, so crafting 30-40 items at a time is pretty easy.

Thanks again for the phenomenal tool frneo!
Title: Re: frneo's Weapon Crafter v2.1 out 08/09/11
Post by: Neo on August 09, 2011, 06:51:08 PM
No reason to thank me...you're the one making my sampire's life all that much easier. :D

2.1 downloaded and running now.  Only about 5 hammers in so far, but yes, it is MUCH faster.  I know what I'll be doing the rest of the night!

(For those that want to craft more than 6 items, the new line to change is 904)  if %trashcnt >=6  Sneaky of you to change the var :P

As for me, I'm not seeing where to change the amount of ingots it grabs. Can you point me in the right direction?  I usually keep my pack almost empty, so crafting 30-40 items at a time is pretty easy.

Thanks again for the phenomenal tool frneo!
I had to change the var to %trashcnt because the check I was using in version 2.0 wouldn't work with this new code.

Also, the amount of ingots it grabs is 7 times the amount necessary to make your weapon. So, if the weapon you're making uses 8 ingots, it will grab 56 ingots from the secure, as soon as you have less than 8 ingots in your backpack.

You can find this on line 229
Code: [Select]
set %amount %minimum * 7So, if you increase this number here, it will increase the amount of ingots to grab from the secure, according to the amount necessary to make your weapon...

Hope this helps...

Cheers
Title: Re: frneo's Weapon Crafter v2.1 out 08/09/11
Post by: MeWonUo on August 09, 2011, 06:59:26 PM
I was just coming back to edit my post.  I noticed where you had used a multiplier for the ingot pull.  Thanks for getting back to me too quickly.

I was only messing with ya about changing the variable.  I knew there was some reason behind it, even if I'm not adept enough know what that reason is.
Title: Re: frneo's Weapon Crafter v2.1a out 08/09/11
Post by: Neo on August 09, 2011, 08:00:02 PM
Version 2.1a uploaded:

I was reading through the code and noticed an issue that would prevent Elemental Slayers with Fire or Poison Damage to be saved.

Should be fixed now!
Title: Re: frneo's Weapon Crafter v2.1b out 08/11/11
Post by: Neo on August 11, 2011, 08:06:28 AM
Version 2.1b
Removed all goto's as a birthday gift for Cerveza! :)

Also removed previous versions.... This should be working fine...

I haven't tested 2.1b myself yet, so, if there are any problems, please tell me about it!

Cheers!
Title: Re: frneo's Weapon Crafter v2.1b out 08/11/11
Post by: Cerveza on August 11, 2011, 10:17:14 AM
Yes, another soul saved!!
Title: Re: frneo's Weapon Crafter v2.2 out 08/11/11
Post by: Neo on August 11, 2011, 10:29:54 AM
Version 2.2 added.

This should be stable enough to start thinking of new features to add for the next version...
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: UoLugnutz on August 11, 2011, 12:03:01 PM
Quote
EDIT: Just confirmed it... With 0 skill in imbuing you're still able to unravel... You will get only Magical Residue though... However, it still outweighs the benefits of smelting....
The only downside would be if you don't have access to a Soulforge near your secures I guess...

If you make an item with too many properties you wont be able to unravel at 0 skill. Using dull hammers you should not run into a problem but shadow and up you may.
Title: Re: frneo's Weapon Crafter v2.0 out 08/07/11
Post by: Neo on August 11, 2011, 12:21:01 PM
If you make an item with too many properties you wont be able to unravel at 0 skill. Using dull hammers you should not run into a problem but shadow and up you may.
True! Just tested this. With 0 imbuing skill I can't unravel a valorite runic created weapon...

Thx for the info!
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Neo on August 11, 2011, 03:09:31 PM
Version 3.0 out guys!

Tell me how this works out for you!

Cheers!
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: MeWonUo on August 11, 2011, 03:43:16 PM
Loading it up to test it now!  I'm sure it's going to work just fine though.
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Canuker on August 11, 2011, 05:05:19 PM
Epic as per the norm on this thread.  So now I hate to ask but when do we see the leather crafting version?
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Neo on August 11, 2011, 05:10:10 PM
Epic as per the norm on this thread.  So now I hate to ask but when do we see the leather crafting version?
What kind of leather crafting do you mean?
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: MeWonUo on August 11, 2011, 05:11:45 PM
25 hammers down, not even a hiccup.  Phenomenal Sir.  

I think my suggestion for the next edition would be to do a check after you have made an elemental weapon that meets the criteria you've chosen.  And make sure that the remaining damage on the weapon is physical.  If the other damage is not physical, just leave the weapon for unraveling.  I'm full of pennies, there's two for you. :)
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Neo on August 11, 2011, 05:19:05 PM
25 hammers down, not even a hiccup.  Phenomenal Sir.  

I think my suggestion for the next edition would be to do a check after you have made an elemental weapon that meets the criteria you've chosen.  And make sure that the remaining damage on the weapon is physical.  If the other damage is not physical, just leave the weapon for unraveling.  I'm full of pennies, there's two for you. :)
Nice, glad it's working well! :)

Yes, I was thinking about that too. This was first suggested by Cerveza a few days back...

I guess it should be pretty easy to add this, especially with the new structure that I'm using for the check subs...

I'm gonna look into that!

Thanks for the feedback!
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: MeWonUo on August 11, 2011, 05:50:13 PM
Well, just noticed it miss 2 different fire weapons.  No idea where the miss came from, but I moused over 2 items that I could tell by the color should have been kept.  One was a 70 fire, the other was 80.  My setting btw is to keep anything at 60 or above.

It kept a 60% fire about 10 minutes ago, so maybe it's just something with the different, higher percentages?  Maybe only picking up the weapons of the intensity you have selected in the menu, and ignoring anything different?  I'm not sure what it could be.

Just wanted to let you know. :)
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Neo on August 11, 2011, 05:54:06 PM
Well, just noticed it miss 2 different fire weapons.  No idea where the miss came from, but I moused over 2 items that I could tell by the color should have been kept.  One was a 70 fire, the other was 80.  My setting btw is to keep anything at 60 or above.

It kept a 60% fire about 10 minutes ago, so maybe it's just something with the different, higher percentages?  Maybe only picking up the weapons of the intensity you have selected in the menu, and ignoring anything different?  I'm not sure what it could be.

Just wanted to let you know. :)
That's weird...  I tested it here with all kinds of values, and it worked ok. If a property was set to minimum of 50, it would save, anything above 50...

I'm gonna take a look, thank you!

Also, if you get the chance, test to see if it does that again, or if it was an isolated event.

It could be caused by some lag, or even by you leaving your mouse over the weapon, because it messes my gump checks...

Anyway, if it happens again, please tell me!

Cheers!
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Canuker on August 11, 2011, 06:02:29 PM
I'd hold of on busting down elemental weapons till you can have a look at them.  I think that I linked my rough break down of champs/spawns.  Some weapons could be better than plain physical even if they had a mix.

As for the leather crafting.  I was thinking of something that would make one of the six slots and look for high or low resist.  Something like if you use horned it would keep all of those that hit for maximum fire or plain leather has a resist or two in the three's....something like that.  I'm sure that others could add more to the thought process.  
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: MeWonUo on August 11, 2011, 06:18:17 PM
Thanks for looking frneo.  I'm fairly certain that there is something going on now.  Just missed a 100 fire weapon.

This time, I didn't mouse over the weapon.  I waited until just before time to unravel the bag, and then paused the script.  Sorry, by doing that I'm not sure where in the script to begin looking.  But I wanted to see if it was waiting until after creating 10 items before grabbing.
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Neo on August 11, 2011, 06:23:15 PM
MeWonUo, I just did some testing.

Put all elemental damages to 10, and left it running...

It's saving every weapon with 10 or higher elemental damage....

Didn't miss any...

So I'm really not sure why it didn't save your weapon...

Did you have other weapons inside the bag, before beginning? It will check one weapon at a time, so if for some reason a weapon didn't get checked once it was crafted, it could be checked
after another one was crafted. So maybe that's why the weapon wasn't moved.

Anyway, running this without any issues so far here. You could try to explain to me your exact setup, so I can try to recreate your situation here, so that I can see the error you're coming across!


One more thing... You're not putting '%' in the boxes right? That could mess things up... Just input the number.

Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Neo on August 11, 2011, 11:16:42 PM
I'd hold of on busting down elemental weapons till you can have a look at them.  I think that I linked my rough break down of champs/spawns.  Some weapons could be better than plain physical even if they had a mix.

As for the leather crafting.  I was thinking of something that would make one of the six slots and look for high or low resist.  Something like if you use horned it would keep all of those that hit for maximum fire or plain leather has a resist or two in the three's....something like that.  I'm sure that others could add more to the thought process.  
Well, this seems nice...

I could expand this and make it a general crafter, for armors and weapons... I would need some info though, on what to look for in each piece of armor, etc, so that I can put the correct options up. Thank you for the suggestion...

If anyone has stuff they'd like to see in a crafter, tell me and I'll try my best to add it here!
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Crome969 on August 11, 2011, 11:22:11 PM
I'd hold of on busting down elemental weapons till you can have a look at them.  I think that I linked my rough break down of champs/spawns.  Some weapons could be better than plain physical even if they had a mix.

As for the leather crafting.  I was thinking of something that would make one of the six slots and look for high or low resist.  Something like if you use horned it would keep all of those that hit for maximum fire or plain leather has a resist or two in the three's....something like that.  I'm sure that others could add more to the thought process.  
Well, this seems nice...

I could expand this and make it a general crafter, for armors and weapons... I would need some info though, on what to look for in each piece of armor, etc, so that I can put the correct options up. Thank you for the suggestion...

If anyone has stuff they'd like to see in a crafter, tell me and I'll try my best to add it here!
Just Downloadet your Script and taked a look inside. First view was "Wow", very good structure, superb documentated.
Cant wait until i get some dull Copper runics to test it.
Good Job!
if you extend it, dont forget the Bowcraft and Carpentry.:-)

Crome
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Neo on August 11, 2011, 11:27:19 PM
I'd hold of on busting down elemental weapons till you can have a look at them.  I think that I linked my rough break down of champs/spawns.  Some weapons could be better than plain physical even if they had a mix.

As for the leather crafting.  I was thinking of something that would make one of the six slots and look for high or low resist.  Something like if you use horned it would keep all of those that hit for maximum fire or plain leather has a resist or two in the three's....something like that.  I'm sure that others could add more to the thought process.  
Well, this seems nice...

I could expand this and make it a general crafter, for armors and weapons... I would need some info though, on what to look for in each piece of armor, etc, so that I can put the correct options up. Thank you for the suggestion...

If anyone has stuff they'd like to see in a crafter, tell me and I'll try my best to add it here!
Just Downloadet your Script and taked a look inside. First view was "Wow", very good structure, superb documentated.
Cant wait until i get some dull Copper runics to test it.
Good Job!
if you extend it, dont forget the Bowcraft and Carpentry.:-)

Crome
Actually, version 3.0 should work just fine with bowcrafting... Although I haven't tried it yet! Carpentry would be added if I ever make this a general crafter, definitely!

Thank you for the input!

Tell me how it works for ya! :)

Cheers!
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: MeWonUo on August 13, 2011, 11:39:28 AM
frneo,

Very sorry for my delay in getting back.  I'm preparing to go to a funeral tomorrow, and completely forgot to let you know what has transpired.

I must apologize to you for my concerns that the script was broken in some way.  There was something, and I wish I know what, that was going weird within my system.  I tried your 3.0 and it didn't work, tried your 2.1 and it didn't work either.  Went and ran a combat script that I have, and even that was having issues.  After game and system restarts I was still experiencing the same problems.  So I gave up for the night.

Woke up yesterday and decided to give it a try one more time.....

It worked PERFECTLY!

I have absolutely NO idea what could have possibly been causing the issues, but it was in no way, shape, or form related to your work, or your incredible script.

Thank you for taking the time to look into the problems that I was having on your end.  I am sorry that you wasted your time for something that was only happening on my end.

Regards
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Crome969 on August 13, 2011, 11:51:39 AM
Small suggestions: Change the Custom Property and the Slayer Choice to a Dropdown Menu.If the User making wrong key Input it could happen it loots nothing;)
Title: Re: frneo's Weapon Crafter v4.0 complete version out 08/13
Post by: Neo on August 13, 2011, 04:53:06 PM
Guys, added version 4.0 to first post.

It has MANY new features, and although I've tested it thoroughly here, I'm counting on you to provide me with some feedback!

Tell me how this works for you!

Cheers guys! :)
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: Neo on August 13, 2011, 05:35:05 PM
frneo,

Very sorry for my delay in getting back.  I'm preparing to go to a funeral tomorrow, and completely forgot to let you know what has transpired.

I must apologize to you for my concerns that the script was broken in some way.  There was something, and I wish I know what, that was going weird within my system.  I tried your 3.0 and it didn't work, tried your 2.1 and it didn't work either.  Went and ran a combat script that I have, and even that was having issues.  After game and system restarts I was still experiencing the same problems.  So I gave up for the night.

Woke up yesterday and decided to give it a try one more time.....

It worked PERFECTLY!

I have absolutely NO idea what could have possibly been causing the issues, but it was in no way, shape, or form related to your work, or your incredible script.

Thank you for taking the time to look into the problems that I was having on your end.  I am sorry that you wasted your time for something that was only happening on my end.

Regards
I appreciate the kind words!

Thank you!

If you get a chance, give version 4.0 a role, and tell me how it went!

cheers! :)
Title: Re: frneo's Weapon Crafter v3.0 with new features out 08/11/11
Post by: MeWonUo on August 13, 2011, 05:47:52 PM

I appreciate the kind words!

Thank you!

If you get a chance, give version 4.0 a role, and tell me how it went!

cheers! :)

I would absolutely like to, however euo is playing dead right now. 

I'll have to try it when I get back from out of town sometime Monday.
Title: Re: frneo's Weapon Crafter v4.1 complete version out 08/14
Post by: Neo on August 14, 2011, 06:47:29 AM
Ok guys, after a lot of work, I guess I've finally put everything I first intended in this tool. So, version 4.1 added to first post. Hope you enjoy this, and continue giving me feedback!

Cheers!
Title: Re: frneo's Weapon Crafter v4.1.1 complete 08/15
Post by: Neo on August 15, 2011, 03:49:24 PM
Added a minor fix, version 4.1.1 is out....

As soon as I get a chance, I'll add an option to delete the saved user setup.

But, right now I'm kinda busy with a new project heh...

I'll be taking suggestions to add to the next version too, if there are any...

Thanks for your support so far guys!


neo
Title: Re: frneo's Weapon Crafter v4.1.1 complete 08/15
Post by: JustAnotherFace on August 15, 2011, 06:00:38 PM
Neo,

Awesome awesome script!  I burned through a little over 50 runic hammers with this bad boy and have not had a problem yet, other than the fact that the RNG hates me.  Works like a dream, set it and forget it! 

Thanks for the hard work!

JaF
Title: Re: frneo's Weapon Crafter v4.1.1 complete 08/15
Post by: Neo on August 15, 2011, 06:13:49 PM
Neo,

Awesome awesome script!  I burned through a little over 50 runic hammers with this bad boy and have not had a problem yet, other than the fact that the RNG hates me.  Works like a dream, set it and forget it!  

Thanks for the hard work!

JaF
Hey JaF...

I'm really glad you liked it! It's a pleasure to see great scripters like yourself using and enjoying the crafter!

I really appreciate the feedback!

If you have any suggestions, or complaints, feel free to tell me ! :)

Thank you,

neo
Title: Re: frneo's Weapon Crafter v4.1.1 complete 08/15
Post by: MeWonUo on August 17, 2011, 06:40:38 PM
Could you script this thing to make better weapons please?? :D  RNG is not my buddy today.
Title: Re: frneo's Weapon Crafter v4.1.1 complete 08/15
Post by: Neo on August 17, 2011, 06:46:08 PM
RNG's always against me  :(
Title: Re: frneo's Weapon Crafter v4.1.1 complete 08/15
Post by: Canuker on August 19, 2011, 07:33:21 AM
Just wanted to add a second or third thanks, last night this puppy busted out a near perfect 90% cold damage long sword which will help a ton for my crushing of Ricktor. 
Title: Re: frneo's Weapon Crafter v4.1.1 complete 08/15
Post by: Neo on August 19, 2011, 11:46:22 AM
Just wanted to add a second or third thanks, last night this puppy busted out a near perfect 90% cold damage long sword which will help a ton for my crushing of Ricktor. 
Glad this is working well for you Canuker...

Neo
Title: Re: frneo's Weapon Crafter v4.1.1 complete 08/15
Post by: MeWonUo on August 21, 2011, 02:07:37 PM
Just had a thought of something that you could consider adding to this if you decide to expand on it in the future.

How about an option to equip an ASH for crafting weapons that you can't get near 100% success chance with just wearing a talisman?

Just something that came to mind. :)
Title: Re: frneo's Weapon Crafter v4.1.1 complete 08/15
Post by: Neo on August 21, 2011, 02:20:18 PM
Just had a thought of something that you could consider adding to this if you decide to expand on it in the future.

How about an option to equip an ASH for crafting weapons that you can't get near 100% success chance with just wearing a talisman?

Just something that came to mind. :)
But for this, you could just leave the hammer equipped before you started out, couldn't you?

Or are you saying for some other purpose?

neo

edit: added v4.1.2, like I said, my gumpwait sub was not properly written, even though it was working for most cases... Fixed that now! Sorry about that! :)
Title: Re: frneo's Weapon Crafter v4.1.2 out 08/21
Post by: jlirsh on August 24, 2011, 12:30:17 PM
ok first off, this script is boss and something ive been looking for, for like six months :), so thank you very much for posting it. However I do have one little problem that i dont know if others are having. For me it just sticks on the unraveling menu. I can hit yes and it will unravel and then start creating again but everytime it goes to unravel it just stays on the "unravel magic item confirmation" box. I downloaded the latest version as well, so not sure what im doing wrong. Thanks for the help
Title: Re: frneo's Weapon Crafter v4.1.2 out 08/21
Post by: MeWonUo on August 24, 2011, 12:56:01 PM
ok first off, this script is boss and something ive been looking for, for like six months :), so thank you very much for posting it. However I do have one little problem that i dont know if others are having. For me it just sticks on the unraveling menu. I can hit yes and it will unravel and then start creating again but everytime it goes to unravel it just stays on the "unravel magic item confirmation" box. I downloaded the latest version as well, so not sure what im doing wrong. Thanks for the help

Are you using colored ingots to craft your weapons?  If you are, you will always get that dialogue box to confirm that you want to unravel the items.

If you use iron ingots or normal boards, you will never have that issue.
Title: Re: frneo's Weapon Crafter v4.1.2 out 08/21
Post by: jlirsh on August 24, 2011, 05:07:30 PM
yes im using dull copper, and i use gold for my copper hammers cuz they tend to yield 5-10 relic frags with gold ingots per hammer. So I can't use colored ingots :P.. no big deal, i can just do the copper hammers by hand :) thanks for the help
Title: Re: frneo's Weapon Crafter v4.1.2 out 08/21
Post by: MeWonUo on August 24, 2011, 05:14:41 PM
yes im using dull copper, and i use gold for my copper hammers cuz they tend to yield 5-10 relic frags with gold ingots per hammer. So I can't use colored ingots :P.. no big deal, i can just do the copper hammers by hand :) thanks for the help

Just curious why you would use DC ingots to make your weapons?  I understand the added durability, but then if you get a weapon with 60% fire and 40% physical...you can't enhance it with bronze to make it 100% Fire. 

When I burn low end hammers I'm looking for elemental weapons, they are worth a fortune!! :)
Title: Re: frneo's Weapon Crafter v4.1.2 out 08/21
Post by: jlirsh on August 24, 2011, 08:20:47 PM
Well im new to all of this :(.. I mainly pvp, i'm just trying to learn ways to make gold other then spawns or harrys. I dont know alot about the tram side of things and all.. Thanks ALOTTTT for the info though, didnt even know u could enhance weps to get 100% elemental.. I have to look into that and see what i can do :)
Title: Re: frneo's Weapon Crafter v4.1.2 out 08/21
Post by: MeWonUo on August 24, 2011, 08:29:14 PM
Well im new to all of this :(.. I mainly pvp, i'm just trying to learn ways to make gold other then spawns or harrys. I dont know alot about the tram side of things and all.. Thanks ALOTTTT for the info though, didnt even know u could enhance weps to get 100% elemental.. I have to look into that and see what i can do :)

Certainly. :)  Here is the simple guide:

60 Fire + 40 Physical can be enhanced with Bronze for 100% Fire
70 Cold + 30 Physical can be enhanced with Aggy for 100% Cold
80 Cold + 20 Physical can be enhanced with Shadow for 100% Cold
80 Energy + 20 Physical can be enhanced with Copper or Verite for 100% Energy.

If you'd like more in depth info, check this link out. http://www.uoguide.com/Ingots

Good luck!
Title: Re: frneo's Weapon Crafter v4.1.2 out 08/21
Post by: Endless Night on August 25, 2011, 09:26:23 AM
This script has been moved to the Official Script Library.

Congratulations on a Very Nice Script.
Title: Re: frneo's Weapon Crafter v4.1.2 out 08/21
Post by: Endless Night on August 25, 2011, 09:49:20 AM
Some suggestions for improvement

-Use DMC on Clicks (dont move cursor)
-Add code to auto unravel items made from colored materials...

I added this bit of code to the unravel routine
Code: [Select]
gosub gumpwait generic_gump 520_250
if #result
   gosub OffsetClick 23 200

Title: Re: frneo's Weapon Crafter v4.1.3 out 08/25
Post by: Neo on August 25, 2011, 12:24:32 PM
Thank you EN for choosing this script for the Library. I'm really happy to see one of my own up here amongst these great scripts! :)
And also thank you for the suggestions, I've added them to Version 4.1.3 and it's up in the first post.

Keep the feedback and suggestions coming guys...
Hope you enjoy this...

And thank you for the support so far!

Neo
Title: Re: frneo's Weapon Crafter v4.1.3 out 08/25
Post by: jlirsh on August 26, 2011, 11:48:16 AM
Well this script was working great but now i had to stop it cuz i noticed a problem.. the way i set it up was all slayers, 100% poison, then 60% or greater fire, energy, and cold.. Now i just noticed a problem on two seperate occasions.. first one it took a 100% energy and unraveled it instead of keeping it :(.. and it also unraveled a 60% cold-40%physical. However it kept 100% fire, and a 60% fire and 40% cold.. So im not sure if im doing something wrong or not. thanks for the help
Title: Re: frneo's Weapon Crafter v4.1.3 out 08/25
Post by: Neo on August 26, 2011, 11:54:14 AM
Well this script was working great but now i had to stop it cuz i noticed a problem.. the way i set it up was all slayers, 100% poison, then 60% or greater fire, energy, and cold.. Now i just noticed a problem on two seperate occasions.. first one it took a 100% energy and unraveled it instead of keeping it :(.. and it also unraveled a 60% cold-40%physical. However it kept 100% fire, and a 60% fire and 40% cold.. So im not sure if im doing something wrong or not. thanks for the help
MeWonUo posted a similar issue on one occasion, and he said it was a problem on his computer, because after he restarted the computer the script started working perfectly again... If you look a few pages back you can find it...

Two other things can cause this issue:

- If you input the values you want to look for wrong... There are instructions on how to do that in the first post.
- If you have weapons inside your unravel bag before you start running the script...

If you have followed all the instructions correctly, and are still having issues, post about them here so that I can look into them... What I know is, from everyone I talked about this script with, nobody was having any kind of issues with weapons not saving, until now... I hope this can be fixed on your side, otherwise I'll try to recreate your situation here, so that I can test it to see what's wrong...

Thank you for the feedback...

Neo
Title: Re: frneo's Weapon Crafter v4.1.3 out 08/25
Post by: jlirsh on August 26, 2011, 12:33:29 PM
ok i will reboot and see if that fixes it. It was working great for my first 120 hammers, after i switched the bags out and redid the setup it stopped working. So not sure, hopefully rebooting fixes it :)
Title: Re: frneo's Weapon Crafter v4.1.3 out 08/25
Post by: Cerveza on August 26, 2011, 12:35:24 PM
Quote from: jlirsh
after i switched the bags out and redid the setup it stopped working

Hmm... I wonder where the problem might be.... hmm... where to look, where to look.... hmm...
Title: Re: frneo's Weapon Crafter v4.1.3 out 08/25
Post by: jlirsh on August 26, 2011, 12:48:23 PM
hahaha awwww, its not the bags. I redid the setup from start to finish, clearing the old one out :P.. just rebooted gon resetup now
Title: Re: frneo's Weapon Crafter v4.1.3 out 08/25
Post by: Endless Night on August 26, 2011, 01:00:47 PM
I havent looked at the code but do you take preventative actions if a property isnt returned.  After doing alot of property checks thier are occasions when UO doesnt return the property value or return it fast.    A check against a know bit of text prefereably at the end of the string is a good safety measure

ie something like 
Code: [Select]
repeat
  event property %thisid
  wait 5
until  Durability in #property
Title: Re: frneo's Weapon Crafter v4.1.3 out 08/25
Post by: jlirsh on August 26, 2011, 01:11:30 PM
well i rebooted, reconfigured and still same result.. however it saved a 30ssi and two cycles later bypassed a 90 poison. I dont know if itll help but i attached the pic of my screen
Title: Re: frneo's Weapon Crafter v4.1.3 out 08/25
Post by: Neo on August 26, 2011, 03:52:17 PM
well i rebooted, reconfigured and still same result.. however it saved a 30ssi and two cycles later bypassed a 90 poison. I dont know if itll help but i attached the pic of my screen
Thank you for the pic.... I've put in a safety check for the property, like EN suggested. See if the issue is resolved for you please. If not, tell me about it, and I'll try something else...

I haven't tested this version yet, so if you give this a go, please tell me how it goes...

Thank you EN for the code...

Neo
Title: Re: frneo's Weapon Crafter v4.14 out 08/26
Post by: jlirsh on August 27, 2011, 07:49:17 AM
i tried it again for awhile last night, with uo assist, without uo assist. with and without programs running in the background and same result :(. Unfortunately im not a scripter, ive tried to learn and going to continue to try but i have no idea where to even start. I dont really understand why it worked perfectly and then all of a sudden didnt. I ran it last night for awhile, it saved all weapons cept for elemental damage ones. Everytime i saw a colored one i had to stop and pull it if i wanted it. So something is wrong with the elemental identifier. Im going to try some of your earlier versions and see if they work. Still an absolutely amazing script, once i can get it back up again :)


EDIT* i just tried the 4.1.1 i believe, the one that was downloaded the most and funny thing was the second ten yielded an ssi25 100% poison wep but it didnt take it, so i grabbed it outta the bag before it got unraveled :). i had poison set at 90 and ssi at 30, so it wouldnt have taken it for the ssi properties. I'd like to see some more posts if anyone is having any problems with this, cuz if its just me i really dont wanna waste your time bc of something on my end. I just have no idea what could have changed
Title: Re: frneo's Weapon Crafter v4.14 out 08/26
Post by: Neo on August 27, 2011, 09:31:51 AM
i tried it again for awhile last night, with uo assist, without uo assist. with and without programs running in the background and same result :(. Unfortunately im not a scripter, ive tried to learn and going to continue to try but i have no idea where to even start. I dont really understand why it worked perfectly and then all of a sudden didnt. I ran it last night for awhile, it saved all weapons cept for elemental damage ones. Everytime i saw a colored one i had to stop and pull it if i wanted it. So something is wrong with the elemental identifier. Im going to try some of your earlier versions and see if they work. Still an absolutely amazing script, once i can get it back up again :)


EDIT* i just tried the 4.1.1 i believe, the one that was downloaded the most and funny thing was the second ten yielded an ssi25 100% poison wep but it didnt take it, so i grabbed it outta the bag before it got unraveled :). i had poison set at 90 and ssi at 30, so it wouldnt have taken it for the ssi properties. I'd like to see some more posts if anyone is having any problems with this, cuz if its just me i really dont wanna waste your time bc of something on my end. I just have no idea what could have changed
I talked this over with a friend of mine who uses this script a lot. He must have burned around 1000 hammers using this, without issues... So I really can't say why this is happening to you...

I even put the property check like EN suggested, so I don't really know what else it could be....

I just want to tell you how it works, so that maybe you can see something wrong with your setup.

It will make the weapon directly inside the unravel bag, and check it. If you already have a weapon in there before you start, it might not check the weapons properly, and thus unravel a weapon it should be keeping. Also, you shouldn't keep moving your mouse over stuff to check them, because it could mess up the gump waits...

Other than that, I'm really not sure what could be the issue...

If you want, you can add me on ICQ and I'll more than gladly try and make this work with you...

PS: If you want to see if a weapon is going to be unraveled or not, make sure you pause the script using the pause button, and then move your cursor over it, instead of checking it while the script is running.

For instance, you wait for it to make, say 10 weapons, and you pause it, before the unraveling. Then you check each weapon to see if they should be saved or not. And on the list on the right you will see the property that triggered the save action, if a weapon is to be saved.

EDIT: I've just tested this with the last 3 hammers I had... I checked weapon per weapon before it got unraveled, through all 3 hammers... All weapons with the selected properties were saved, with no exception... Including all elemental damage ones (I've set a minimum of 20 each elemental so that I could have more weapons that should be saved, to test this better)
Title: Re: frneo's Weapon Crafter v4.1.5 out 08/27
Post by: Neo on August 27, 2011, 02:53:55 PM
Well, I finally found the time to tinker around with this a bit... I've made some changes on how the check routines work. Although the previous versions were working for almost everyone apparently, I want this to be useful to everyone who cares to try it.

Please tell me how the crafting goes with this new version (v4.1.5)... I've used some string stuff to mess around with the property... Hope this works well...

I'm looking forward to some feedback (especially from you, jlirsh :) )

Neo!
Title: Re: frneo's Weapon Crafter v4.1.6 out 08/28
Post by: Neo on August 28, 2011, 07:28:14 AM
V 4.1.6 out with a minor fix.
Title: Re: frneo's Weapon Crafter v4.1.6 out 08/28
Post by: jlirsh on August 29, 2011, 05:54:29 PM
Im going to try this in a few.. unfortunately im at my moms house cuz my house is flooded and not gon have electricity till the weekend :( damnnn hurricanes.. but right before the hurricane i found it was a problem with my unravel bag. I switched thru two unravel bags and the third bag i picked to unravel started pulling items. Then however it got stuck at checking properties. it would do like 5-15 weapons and then just pause at checking properties. I am going to try ur new version now and see how it goes. It is a great script man, and if its working for 99% of the people, you should be very proud of it, somethings gotta be glitchy on my side...
Title: Re: frneo's Weapon Crafter v4.1.7 out 08/30
Post by: Neo on August 30, 2011, 07:39:54 AM
edit: v 4.1.8 out with some other minor fixes
Title: Re: frneo's Weapon Crafter v5.0.0 08/31/11 now has TM's Advanced CLAw Support
Post by: Neo on August 31, 2011, 05:11:09 PM
V5.0.0 out, now with TM's Advanced CLAw support! :)
Title: Re: frneo's Weapon Crafter v5.0.0 08/31/11 now has TM's Advanced CLAw Support
Post by: Neo on August 31, 2011, 06:23:12 PM
V 5.0.1 out
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: jlirsh on September 08, 2011, 04:50:25 PM
i didnt have power for a week because of the hurricane.. Got it back and instant patched by accident and then patched again :(.. cant wait to try out the new versions, and mannnn have you beeen bussyyyyyyy :)
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: jlirsh on September 13, 2011, 06:22:28 PM
tested it out on 500 hammers, Its sickk bro!! All the other versions worked for awhile but stopped. This one works like a charm. Thanks for a sick script :)
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Neo on September 13, 2011, 06:35:16 PM
tested it out on 500 hammers, Its sickk bro!! All the other versions worked for awhile but stopped. This one works like a charm. Thanks for a sick script :)
Nice... I'm really happy it worked out for you! :)

Cheers

neo


Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: D on October 16, 2011, 06:38:37 AM
Ive been using this script alot more that ive trained my sampire to 120 in fencing, mace and Swords, ive got all the weapons i need regarding slayers and elemental intensities, this is a great script and highly recomended.
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Neo on October 20, 2011, 10:20:04 AM
I'm happy to see you're getting some use out of this!

Cheers!
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: seeriusly on January 15, 2012, 06:19:45 AM
I cranked out about 250 dull and shadow hammers...  And got a few 100% elementals I needed.  Thanks for the awesome script Neo!  Works great!
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Neo on January 15, 2012, 08:19:27 AM
I cranked out about 250 dull and shadow hammers...  And got a few 100% elementals I needed.  Thanks for the awesome script Neo!  Works great!
Glad this worked well for you man...

Cheers!
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: seeriusly on February 18, 2012, 06:43:40 PM
so with the reforging changes...  would anyone recommend how to get around the issue with having a soulforge right next to you?  My first thought would be to move a couple steps in reach of soulforge, then back again out of reach of soulforge, in order to use the runic tool.  Suggestions?
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: seeriusly on February 25, 2012, 04:25:24 PM
So in the beginning of the unravel sub  i placed this:

Code: [Select]
repeat
move xxxx yyyy 0
until #CHARPOSX = xxxx && #CHARPOSY = yyyy

xxxx yyyy being tile to step on that is in reach of soul forge...

then i put this after:
Code: [Select]
menu Text EUOLabel16 320 116 %status
Code: [Select]
repeat
move xxxx yyyy 0
until #CHARPOSX = xxxx && #CHARPOSY = yyyy

xxxx yyyy being the tile that is out of reach of the soulforge, but in reach of forge/anvil.

I put them one tile apart, and works like a charm.  I am back in business trying to make 100% elemental radiant scimitars for soloing champ spawns. ^^
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: D on July 14, 2012, 01:16:24 AM
So in the beginning of the unravel sub  i placed this:

Code: [Select]
repeat
move xxxx yyyy 0
until #CHARPOSX = xxxx && #CHARPOSY = yyyy

xxxx yyyy being tile to step on that is in reach of soul forge...

then i put this after:
Code: [Select]
menu Text EUOLabel16 320 116 %status
Code: [Select]
repeat
move xxxx yyyy 0
until #CHARPOSX = xxxx && #CHARPOSY = yyyy

xxxx yyyy being the tile that is out of reach of the soulforge, but in reach of forge/anvil.

I put them one tile apart, and works like a charm.  I am back in business trying to make 100% elemental radiant scimitars for soloing champ spawns. ^^

last time i ran this script was before the reforging change, i did the changes above and its worked flawlessly, the only problem i had was putting
Code: [Select]
repeat
move xxxx yyyy 0
until #CHARPOSX = xxxx && #CHARPOSY = yyyy
below the 'sub unravel' name not title lol
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Oracle on July 20, 2012, 03:08:24 PM
So in the beginning of the unravel sub  i placed this:

Code: [Select]
repeat
move xxxx yyyy 0
until #CHARPOSX = xxxx && #CHARPOSY = yyyy

xxxx yyyy being tile to step on that is in reach of soul forge...

then i put this after:
Code: [Select]
menu Text EUOLabel16 320 116 %status
Code: [Select]
repeat
move xxxx yyyy 0
until #CHARPOSX = xxxx && #CHARPOSY = yyyy

xxxx yyyy being the tile that is out of reach of the soulforge, but in reach of forge/anvil.

I put them one tile apart, and works like a charm.  I am back in business trying to make 100% elemental radiant scimitars for soloing champ spawns. ^^

last time i ran this script was before the reforging change, i did the changes above and its worked flawlessly, the only problem i had was putting
Code: [Select]
repeat
move xxxx yyyy 0
until #CHARPOSX = xxxx && #CHARPOSY = yyyy
below the 'sub unravel' name not title lol

I tried the suggestion above and my character does not move.  Is the first set of xxxx yyyy 0 where the character is currently standing to move to the new position?  The soulforge is 3 tiles behind where my Crafter is standing.  It makes 10 weapons and then it stops...?  What might I be doing wrong?  Any help on this would be greatly appreciated...I have over 200 hammers I would like to burn thru...!
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: D on July 26, 2012, 01:17:39 AM
ok so my unravel sub looks like

Code: [Select]
;======= Unravel Sub =======
sub unravel
repeat
move 3017 224 0
until #CHARPOSX = 3017 && #CHARPOSY = 224
menu set status_label Unraveling
if #contname = generic_gump && #contsize = 530_497
   {
   gosub OffsetClick 29 454
   wait 5
   }
repeat
set %weight #weight
event macro 13 56
gosub gumpwait generic_gump 520_320
until #result = #true
gosub OffsetClick 30 225
target
finditem %trashbag
set #ltargetid #findid
event macro 22
if %colored = #true
   {
   gosub gumpwait generic_gump 520_250
   if #result
   gosub OffsetClick 25 200
   }
repeat
finditem %crap C_ , #backpackid
wait 5
until #findcnt > 0
set %status Moving , #spc , residue , #spc , and , #spc , essence
menu Font Color Red
menu delete EUOLabel16
menu Text EUOLabel16 320 116 %status
repeat
move 3016 224 0
until #CHARPOSX = 3016 && #CHARPOSY = 224
repeat
   {
finditem %crap C_ , #backpackid
if #findcnt > 0
      {
      exevent drag #findid #findstack
      wait %dragwait
      exevent dropc %resource
      wait %dropwait
      }
   }
until #findcnt < 1
return
;======= End Sub =======

but i alos found that uoassist cause the move function to not work properly, i think i must have macros set up on some keys used, i found theinfo here http://wiki.easyuo.com/index.php/Move (http://wiki.easyuo.com/index.php/Move)

oh and first x y coords are tile on reach of soul forge and the corod near the end of the sub are one tile away which is just out of reach or soul forge, hope that helps
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Oracle on August 13, 2012, 12:25:43 PM
Love this Script --- I put some hammers in a bag and make sure I have plenty of ingots and away it goes.  Plus it sorts out the ones you want to keep and unravels the ones you would normally trash. 

Now with re-forging an option, I was wondering if this Script was going to take advantage of the reforging technique as well as combining the hammers so that they all have 100 charges and take up less space in your pack.

1. Find hammer in pack, double click. 2. find weapon in pack, target. 3. ofset gump click to hit the reforge button -- First one would set the options for the run of the Script. Repeat repeat repeat..
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Neo on August 13, 2012, 03:17:55 PM
Well, I'll be slowly getting back to working on my scripts over the next few weeks, probably really getting into it after I'm back from my vacation. Anyway, I'll have to take some look at some issues people are having and also look into the whole re-forging deal, since I have no idea what it's about! :p

Cheers!
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Neo on February 02, 2013, 03:18:43 AM
so with the reforging changes...  would anyone recommend how to get around the issue with having a soulforge right next to you?  My first thought would be to move a couple steps in reach of soulforge, then back again out of reach of soulforge, in order to use the runic tool.  Suggestions?
Hey... So, this time I'm actually back.

Was reading through the topic to see the issues and found this one curious.

What's the issue with reforging and this? Why do you have to move away? I've yet to read up on reforging, so I know nothing of it so far. Any tips in the right direction should be able to help me get this updated soon.

Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: D on May 12, 2013, 09:46:38 PM
so im back to making more weapons, and i had to check back and remember my own advice to  not us uoassist! lol, still works like a charm.
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Hoby on May 13, 2013, 07:04:32 AM
I've been using it all last week.  Made four thrower suits! Works awesome still!
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: D on May 13, 2013, 11:52:09 AM
yeah im just cranking out some bods for POF to keep up with my weapon making spree again
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: cybercasper on February 15, 2016, 11:12:15 AM
Needing some help with this. I pretty much get stuck at every point of the script. when I put a bag in my mainpack to use as an unravel bag it drags my ingot into it and makes the weapon. well u cant reforge that way so I just used my mainpack and got it to unravel. then I click on my regular hammer to max a double axe and so far so good then it ask me if I made what I want and I click yes. next it ask what tool for reforging so I click on my shadow hammer in my backpack and it just combines the hammers. then I have to click it again to bring up the menu and click the weapon. once that is done it will unravel but wont make anymore weapons. is there something I am doing wrong
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: The Ghost on February 15, 2016, 01:36:51 PM

not sure this way make to reforge. if you are near a soulforge and use a runic kit, it you bring you to reforge menu by default. 

Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: cybercasper on February 15, 2016, 01:45:23 PM
well this one I am getting somewhere with it once it unravels after it uses TM claw to search for the properties it will not craft anything else maybe I am using the wrong tool
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: moslet on September 12, 2016, 09:32:48 PM
Wow, This script has the potential to be the Dream Tool for any blacksmith.
Apparently it was designed at the time just before the introduction of reforging.

Here's how crafting with reforging works these days:
1. Crafting: use normal tool with normal iron ingot to make a weapon. (and everything should be exceptional quality)
2. Reforging: use a runic tool, target a weapon to bring up the reforging menu, select menu. Reforging done.
    2.1. stand near a soulforge; char has imbuing skill already.
    2.2. Pre-select the correct reforging menu manually (so the script doesn't need to select for you here)
3. Criteria kicks in. Move unwanted to Salvage bag. Move keepers to Weapon Bag.
(4. Imbuing: better done manually  ;D)

Redesigning the script will require some decent knowledge on how reforging works and how each different runics is being used nowadays:
ex: Dull Copper/Shadow runics: for elemental weps

Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: Neo on September 12, 2016, 10:43:02 PM
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: The Ghost on September 13, 2016, 08:11:32 AM
WoW Neo made a come back.  :)   

As for reforging, we have little build that do this for you on SUO. . 
Title: Re: frneo's Weapon Crafter v5.0.1 08/31/11 now has TM's Advanced CLAw Support
Post by: TrailMyx on September 13, 2016, 09:04:50 AM
Here's Neo back to tease us with his glowing presence!  :)

Glad to see ya!