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Messages - Superslayer

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46
Uploaded to version 1.8

Code: [Select]
Version 1.8
- Added ClientSwap function; confirms the client to log in to based on an empty 'CharName'.     
- Added additional login validation step to avoid hanging at character selection gump.
- Adjusted shard scanning technique to first scan for the existence of shard
    names and run a pixel sum test to verify.
- Misc. wait adjustments and subtle code changes to certain function
- Print function included to provide feedback to the user that the character is logged in, and
    the characters name is no longer "".

47
nvrmind...to drunk again..

48
Glad to hear you're still liking it a bunch. I haven't messed with in a week or so, and I know I have a few strings to tighten with it.  I have 1.8 behind bars atm while I myself work with it.  In the mean time, you could place a wait before the check for the line "welcome to uo..." if ya want, or wait a few days 'till I throw 1.8 out here.

49
_C2_ Script Library / Re: C2's Lobster and Crab Farmer
« on: October 31, 2010, 01:31:42 PM »
I think the 'too close' message refers to the pots themselves. It looks like they need to be about 2 tiles from each other.

Also, I'm not sure you can hide when placing the pots and/or retrieving them...at least on the beta you would get revealed when placing.

50
_C2_ Script Library / Re: C2's Trick or Treater 2.0
« on: October 31, 2010, 12:58:11 PM »
2.2 is great C2, thanks for a great script!

51
_C2_ Script Library / Re: C2's Trick or Treater 2.0
« on: October 30, 2010, 05:51:53 PM »
One change I do to this is if an evil twin is found, I dismiss the attendant. That way, when I'm ported to a gate, the attendant is not with me, therefore not causing any suspicions.  ;)

I was also thinking about journal checking for specifically seeing if 'stole' or 'teleports' were found and then acting on those results. End point being, you'll spend less time at a gate while the 6 seconds times-out to re-enter your home, and if the twin stole candy, you won't be sitting there for 6 seconds waiting for the timeout.

I do love this script, coolest all around holiday script by far imo.

52
Scripting tools / Re: TrailMyx's FINDITEM info for OEUO
« on: October 27, 2010, 04:21:23 PM »
I love the space bar idea, it's one of my favorite hot keys. Will your version 9 subs collection be coming out after a while?  All I did was change the first line of iteminfo2 so it does file 'tm_subs_collection8.lua' then sends the warning.

There seems to be a snag when using the space bar to print out the info of a targeted item, it prints out the click x and y location literally at least a hundred times.  It stopped doing it on it's own, but the script and oeuo hung a bit.

53
Scripting Chat / Re: Targetting Serpents Nests
« on: October 26, 2010, 04:52:05 PM »

54
Your welcome Endless, it's a great way to learn the language a bit better especially when you have the original script to compare with, and understand what it being accomplished.

I got the updated script now and am going through it. There are some hanging issues that I had previously just fixed out myself because I saw a better way to do it in my original script. There shouldn't be any hardcore problems, but maybe just some translations that will actually save time in the conversion. I'll do as before and send them over when I finish with your latest and greatest conversion.

55
Off Topic / Re: I'm Back (at least for a while!)
« on: October 25, 2010, 04:50:04 PM »
Hey man, I thought you might show up! Glad ya stopped by:)

56
Have you taken a stab at the math functions yet? Reason I ask is that in the example script, the wait time is converted to milliseconds. All good and all, but, the actual arithmetic results in a zero amount. 

Another thing about using the wait command, when oeuo comes to the line and it's spelled: Wait(100), the script will assume there is a function to go to. Reason being, the word 'Wait' is capitalized. I found that out after about 30 minutes of banging my head the other night. 'Wait(100)' will not work as a genuine wait command, 'wait(100)' will though.

57
OpenEUO Scripting Tutorials / Re: CharType's in OEUO
« on: October 25, 2010, 08:17:31 AM »
I see to late! Looks like the male elf and vamp form share the same status? 605? hopefully it's a typo.

58
OpenEUO Scripting Tutorials / Re: CharType's in OEUO
« on: October 25, 2010, 07:47:08 AM »
My one human male was in vamp form, and the charstatus didn't change. I think Twinkle McNugget tossed some charstatus stuff at Cheffe a while ago for some debugging or whatnot.

59
OpenEUO Scripting Tutorials / Re: CharType's in OEUO
« on: October 25, 2010, 07:11:58 AM »
My pleasure guys!

60
OpenEUO Scripting Tutorials / CharType's in OEUO
« on: October 25, 2010, 12:25:57 AM »
alive
 - Human Male
   CharType = 400
 - Garg Male
   CharType = 666
 - Human Female
   CharType = 401
   CharStatus = B
 - Elf Female
   CharType = 606
   CharStatus = B
 - Elf Male
   CharType = 605   
 - Garg Female
   CharType = 667
   CharStatus = B 
   
   War Mode = G

dead
  - Elf Female
    CharType = 608
    CharStatus = B
  - Human Female
    CharType = 403
    CharStatus = B
  - Elf Male
    CharType = 607
  - Garg Female 
    CharType = 695
    CharStatus = B
  - Human Male
    CharType = 402
  - Garg Male
    CharType = 694

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