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Messages - Gaderian

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31
Shhh! I was trying not to give the answer. ;)

32
I haven't looked at this script in years, so I don't know the smelt/unload routines. What I do know is that at GM mining and fighting ore elementals means you would also collect the ML large gems and crystalline blackrock. These items are not able to be smelted either and must be unloaded.

The only thing that can be smelted is the ore, and the smallest of ore pieces need 2 or more to be valid for smelting.

So there must be some logic about what is smelted or not already there which you should be able to find and take advantage of when making your modification.

33
Gold Farming / Re: TrailMyx's Full Auto Fisherman
« on: January 27, 2023, 09:55:15 AM »
Grunt man, if you need more specifics let me know. There is a fine line between respect, condescension and I never mean the latter.
So always better to err on the side of expecting everyone else knows enough and they can ask for clarification on what wasn’t clear. ;)

34
Gold Farming / Re: TrailMyx's Full Auto Fisherman
« on: January 26, 2023, 01:23:37 PM »
Do you have more than one thing running that could do drag-drop exevents? That could interfere with the game thinking you are carrying something.

I think that delay is between 'exevent drag' actions. I have had some timing issues where I actually was trying to move items as fast as possible. The 'exevent drag/drop' functions need about 1 second between actions. Lots of code examples show different ways to implement it, from no wait between the drag/drop and then a full second after or including a variety of waiting times ("drag; wait 5; drop; wait 15" vs "drag; wait 10; drop; wait 10"). Whichever you pick to implement is simply superstition. ;)

What is important is to complete the transaction and not have something not dropped (so the game thinks it is STILL in your hand).

I did a lot of testing and discovered that if I tried to drag something and got a denial message, I could issue a new 'exevent drop' and try to drag again. My ping times usually ran in the 50-100ms range when I did this testing. I could do drag/drop operations in as little as .85 seconds and as slow as 1.2 seconds. The average was about 1.05 seconds. That is 1 EUO timeslice above 1 second. So that 1 second rule of thumb is pretty good.

If you are having a slow time to your server, you might be able to:
1) slow down the drag/drop slightly (wait 20 = 1 second) or you can issue the statement "exevent dropc [container]" just before the "exevent drag" statement. If it turns out there is nothing in your hand, then the game doesn't even complain. It would send an extra packet or so to the server, but it increases the success rate of drag/drop significantly.

Increasing the wait time for drag/drops here while fishing is not the end of the world. After all, it takes like 6-8 seconds between casts. You can get a lot of things done in that window before casting again.

The item types that changed in game were the MIB's and the sea serpent steaks. Make sure both of those are correct.

35
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: January 23, 2023, 01:05:10 AM »
Here is about the closest version we finished with. It includes validation for the grassy area and should basically keep you there and not target something outside that part.

The previous versions of the script would find snakes and nests that were out of line of sight. This corrects that issue by ignoring both snakes and nests that will lead you down that path.

This also tries to cast invisibility on your character and then hide. This is about the best that can be done to avoid being attacked by a swarm of snakes once revealed. The followup with the hide ('event macro 13 21') could use it's own timer logic since if you were revealed twice inside the time you can execute the hide attempt, it could leave you vulnerable once the magery Invisibility spell runs out (it's duration is based on your magery skill). Basically the idea is that you cast invis on yourself, then use the hiding skill. Now you will not be revealed based on a timeout (like what happens from Invisibility spell), but only from something else revealing you via it's Detect Hidden passive ability.

The versions after this one were about cleaning up the routines to eradicate the 'goto' logic altogether. There was one more concept I had about implementing the ignoreitem logic, but it is wholly untested and there was no logic to support it.

36
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: January 22, 2023, 10:17:02 AM »
I have a version 3.81 (june 1, 2021) and 4.0 (may 26, 2021). Not sure the differences beyond what was posted here.

From what I remember about running this is if you are revealed it should try to hide or possibly cast invisibility on your character so that you are relatively out of danger.

The whole chance to reveal is annoyingly high and is related to how close creatures are to your character.

37
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: January 16, 2023, 07:13:56 PM »
My character template for this was magery, meditation, focus, mysticism, spellweaving, hiding, stealth. Never had bard skills.

The flute is a snake charmer (I think it is carpentry crafted) and IIRC functions like herding on a skill delay.

38
Questing / Re: neo's cleanup residue quester 10/06/2011
« on: December 31, 2022, 09:48:40 PM »
Following the idea to turn boards into cleanup points. Oak is the best return. You will collect oak faster than the other woods and it gives almost as many cleanup points as boards.

Unravel the exceptional oak bows (or whatever the carpentry weapon is... I forget the name) at the Queen's Forge in Ter Mur. Use a gargoyle for the imbuer. Turning 50 residue in for the 105/110 scrolls and discarding those will yield just under 60k cleanup points per 60k oak boards. It is probably 15-20% fewer points if you use your own forge and non-gargoyle.

Woods like Ash and better give much better returns with things like the taming talisman from the library or the items from the museum.

39
General UO Chat / Re: Information on AFK Time Out?
« on: December 19, 2022, 09:58:22 AM »
There are also some gumps on OSI that prevent logout without all that other actions. If you open the gump to a Magincia Broker (I did this with the commodity broker, but likely both pet and commodity function the same) then you will not get kicked for being what it deems idle.

40
General UO Chat / Re: Animal Training
« on: December 15, 2022, 03:05:19 PM »
Maybe it was this you were reading through.
http://www.scriptuo.com/index.php?topic=14364.msg117050#msg117050

Outside of here, there is a ton of great information on www.uo-cah.com

41
UO Bragging Rights / Re: How fast do you spawn?
« on: December 09, 2022, 01:47:02 PM »
So he is talking about a scripted assist to run the other accounts - and 'army script' of you will.

42
Scripting Chat / Re: Can I help?
« on: December 05, 2022, 02:23:33 AM »
I had my cu healing me. Poisoned myself. GM magery or maybe higher - 0 poison skill. My cu never achieved 115 poisoning, so it was basically where you indicate your pet arrived. It stalled out between 114-115. I even let it run for probably an extra day and it wouldn't budge from that value.

Many skills have either a 40 (magery) or 50 (most skills) point range for the range of chance to succeed from 0%-100%. Curing poison with healing/vet starts at 60 or so. I have never read where additional levels of poison actually make it more challenging.

This kind of reverse engineering would be so much simpler if we just had pet soulstones. ;)

Has it gone any higher for you with your setup since you posted that?

43
Resource Farming / Re: Snow's Spined Leather Farmer
« on: December 04, 2022, 10:58:28 AM »
So in the version you are using, it either needs to keep close enough as the target wanders off or give up on it and move on to a new target.
Easiest solution is to pretend the target died when it wanders off. In the testtarget routine... there is a 'finditem ... G_22' or similar statement. It is looking for the last thing you were attacking and checking if it is more than 10 tiles from you. The 22 is 22 tiles. It will find it and assume it is alive, but doesn't move any closer to it when it is more than 10 tiles away.

Either change the "g_22" to "g_10" or add some kind of movement to get closer to the target. That should help.

44
Scripting Chat / Re: Can I help?
« on: December 02, 2022, 08:25:02 AM »
Pet health monitoring is event status command.

Under tutorials there is a thread that explains all the undocumented updates to EUO and how to use those.

45
Crafting / Re: Bod Filler Expanded to Newer Craft Options
« on: December 02, 2022, 08:22:32 AM »
I tried to explain. The reason it forces the trash can is that you can mix any BOD types. This way it checks for and sets up the trash can once per full run. That is 1-2seconds. The alternative is add 1 second to each crafted item. That was 20 seconds for a 20 piece bod. Think about how much slower it was getting the trash can when needed…??
This way is much better!

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