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Messages - KilroyIsDead

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106
Scripting Chat / Re: Keeping track of persistent data...
« on: April 28, 2009, 11:37:52 AM »
To the real-time of the game stuff

Since the guild/party chat went up to the OSI server and back.
I wouldn't mind testing the speed of sending the same data up and back via this new process
Part of me says that you'd work in parallel so that's an advantage
Part of me says waiting for a web request could easily take longer than a more raw packet message could be a disadvantage.

I can say that I am getting nothig work worthy done today, but I do like this discussion.

107
Scripting Chat / Re: Keeping track of persistent data...
« on: April 28, 2009, 10:59:00 AM »
To answer an earlier question I'm running SQL 2008

but most development I do now-a-days I keep a working copy of MySQL in the background, because my public website only has a MySQL back-end so I might be able to expose some very cursory calls and maybe enroll some of you for testing.

To Cerveza.

Yeah, I don't see the "message" as viable real-time stuff.  but who knows.  I think the UO data travels over an inernet connect (note tongue in cheek).

To res a dead pet is a background "get to it when I get to it" situation

But I absolutely see this scenario, as fun

3 stealth archers "linked" in and once player 1 does eval int (sets a last target) that goes up to the server and teh other two read it and automatically shoot the same last target.  It's just a matter of efficient database interactions and inernet through put.



Post Merge: April 28, 2009, 11:02:15 AM
I guess you could just as easily send it in guild chat and then the other two read guild chat and react to that

108
Scripting Chat / Re: Keeping track of persistent data...
« on: April 28, 2009, 08:35:00 AM »
COuld always send it to local host.. and write an app to recieve and store to a database.  Then could be used by anyone.

I agree, I send mine to localhost the the webpage there puts the data in and even better pulls the data out.  But I feel that the casual script user won't have that where withall.

I was thinking about put the receiver page on my public website then others could post there as well but the internet would likely slow things down.  For a resource gatherer that might not be as critical as say in PvP waiting for the response before doing your next move/spell/etc.

The upside of that scenario is that multiple people writing data gathers data faster.

I will say this in the localhost scenario and can read-write blazingly.  I does out perform the dos write.

I like the send HTTPPost because I just return the EUO comands back and they get executed

send HTTPPost 127.0.0.1 /YaddaYadda/RetrieveLocationInfo.aspx?RuneBook= , %CurrentMiningBook , &Rune= , %CurrentRune

This returns a set of commands...
set !RuneBeenVisited #True
set !RuneBeenVisitedToday #False

set !DigPoints 2

set !DigPointX1 439
set !DigPointY1 1178
set !DigPointZ1 200
set !DigPointT1 UFGHTYA

set !DigPointX2 447
set !DigPointY2 1179
set !DigPointZ2 201
set !DigPointT2 MHJTYS

set !BestOre %ore_verite

I now know how many places and where to dig and what to possibly expect

But even cooler

I could return something like this

  ;TYUPOI = Larry's Pet ObjectID
  gosub GoResPetAtHouse TYUPOI


Because Larry was doing something else and his died, so larry logged that message; he knew to recall home with his bonded pet and wait for a sactify gump

I'd now go to an inn log out and get my tamer. Then go to the house and res Larry's Pet, hell I may even heal the pet. Log the tamer out log the miner back in and go back to the current runebook, currentrune

I think the possibilities are endless

For now it's just cool, but i think it has possibilities

12times posted while I was writing

How do you differ between a first round "setup" run and standard runs thereafter, just a setup flag of some type I'm assuming where #TRUE until all runebooks have been scanned then it breaks out of setup mode or something along those lines?

When I land at a mine spot I call research mine while is listed above
When it returns
set !RuneBeenVisitedToday #True
I set %FirstRoundComplete

Then in the SelectNextLocation routine I switch from do sequential runebook mining to doing cool stuff
Maybe I need Copper today so I can say go get me a list of copper locations and spin through those
Again the database piece helps here, because if I get an order for say verite in two hours I can inject code into the SelectNextLocation to get a verite list.  and I can do this remotely by logging into my website that can affect the database.



109
Resource Extraction / Re: When do resources get randomized...
« on: April 28, 2009, 07:07:30 AM »
Ok, With the new miner that I referred to earlier I can run some tests and analyze the data

I'll run one account to mine half and one to mine to empty
I'll make sure the visits are spaced by more than 25 mins to make sure I don't empty a grid.


110
Resource Extraction / Re: When do resources get randomized...
« on: April 28, 2009, 06:37:13 AM »
I don't recall the respawn timer or even know if it's published but if we assume 25 mins...

If I find a colored resource (Boy, does that sound like an HR worthy clause for the 1950s)
I should only take 4 or 6 resources
wait 25 minutes and return?
I should only take 4 or 6 resources
wait 25 minutes and return?
I should only take 4 or 6 resources
wait 25 minutes and return?
I should only take 4 or 6 resources
wait 25 minutes and return?
...I think this is a good place for a loop

111
Scripting Chat / Keeping track of persistent data...
« on: April 28, 2009, 06:24:11 AM »
Feel free to move this if I posted in the wrong forum...

Now I recall the day when there was that goofy *variablename and that went to the registry I believe, which I hate that.  Philosophically, stay out of my registry.  Practically it's no fun to try and extract data from when using external apps.

So then folks started writing to files and who does love the DOS flash and the sweet speed of that process.  I didn't like this either.

I then recall someone starting to exec stuff like exe or vbs files, but then you had to either code the receiver app to accept a bajillion commands or you had to concatenate the send then unbundle the concatenation at the receiver.

I always hated most of those, because it was not easy to keep track of changes and the like.

I'm a Application Architect and Database Programmer.  So I like stuff stored in relational databases.  What I did was leverage the send HTTPPost and a localhost website that interacts with a database.  I like this because I can quickly create data repositories and I have front-ends to look at the database and change settings or analyze data, etc.

As an example.  I am mostly stealing CyperPopes radar and Papua Rune Wall Mining.  No code is reused but I did use their code as my study guide.  My mining routine will find all the rune books in your pack with a keyword in them.  It will then start the day by mining all the spots in those books.  Similar to Papua.  I mine all spots the first time around.  I modified it to pick one tile in each resource grid within my reach.  Once I hit ore i log the x,y,z,tile,facet as a mineable location.  So on future visits we only mine the mineable spots.  I log all ore that is extracted (by color) as well as granite and gems.  After the first loop of the day (visiting each book and rune within) it sends me all the ores that were found and then I tell it which spots to mine that day.  I have only run this two days so far, but imagine I could analyze the data to possible determine if there is a pattern to how they spawn the ore.  But how I use the data is not the topic.

Btw, this works really well for storing different settings for different characters.

Since I like this method of persistent data and assume not everyone is sitting at home with a SQL server and IIS or the ability to code IIS.  How do I really post useful scripts? 

And besides it being less portable, what other gotcha do you think I'm in for?

112
Resource Extraction / When do resources get randomized...
« on: April 28, 2009, 05:52:25 AM »
I asked at EUO and it said every time you visit it's random, but then does the server keep track of my visit versus larry's visit versus TrailMyx's visit.  My guess is that it's a server uptime randomizer but then stays that way all day.  Can anyone confirm this?

Thanks

113
Feedback / Re: Run Mode Disabled [NEWBIE]
« on: April 27, 2009, 04:02:08 PM »
No disrespect intended and I too am more comfortable developing in a quality IDE so the editor is quite awesome, good work.

I do like the ability to go directly to a subroutine.

I'd also like to set a breakpoint rather than putting in a pause that I inevitably forget to remove

114
Feedback / Re: Run Mode Disabled [NEWBIE]
« on: April 27, 2009, 02:47:53 PM »
Ack! I was so excited at work when I signed up for ScritUO.  Then I can and loaded up this wonderful editor.

And then found this out.

Ok so what's the modus operandi.

Have this editor and easyuo open and just keep cutting/pasting or saving/opening back and forth?

115
New member introductions / Howdy, Hello, Hi Y'all
« on: April 27, 2009, 08:13:13 AM »
Where are the Heartwood scripts?

btw, what is heartwood?

please note tongue firmly planted in my cheek.

I too left UO for many a year and recently found more time to play.
I'm currently modifying my mining to work a little better with what I presume to be a server uptime randomizer.  <-- If anyone wants to confirm this please do so.

Hopefully I can spend time here as well as in my EUO editor.

Editted:

I play on OSI Atlantic mostly.  I float in and out of guilds as they often ebb and flow.  I have a few PvP chars a few social chars and a boatload of mules.

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