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Messages - BadManiac

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1
General UO Chat / 18x18 spot open on Pac, Fel, private location
« on: January 13, 2012, 01:08:01 PM »
While house hunting on Pacific I came across a full 18x18 spot, near where I placed. Figured I'd post here in case anyone is interested. Good spot for scripting, very secluded and private... ;)

Not sure how rare 18x18 spots are on Pac, but there you are. PM for details if anyone wants it.

2
Scripting Chat / Re: Fully automated tile scanning mining
« on: January 12, 2012, 09:25:45 PM »
I can't find it for the life of me. God knows. I found some early test scripts when I was developing and prototyping it.

Basically what it does is check each 8x8 block by tile scanning a "strip" or line of 8 tiles in both X and Y directions. It looks for "impassable rock" tiles.

So if it either starts on "impassable rock, and then a few tiles later finds grass, or starts on grass (or whatever) and then finds "impassable rock", it figures out which way the wall is facing. And since it scans both X and Y, it can get all four cardinal directions. Then once that resource grid is mined dry, it follows the wall along and scans the next resource grid in the same way.

Now, if it DOESN'T find "impassable rock" in the next resource grid, then obviously the wall turned, so it scans the grids to the sides of the current one and finds out where the wall has gone. If the wall was going north-south, it'll try the resource grids east and west of the current one and vice versa.

It's a bit hard to explain... Sorry. I'll go through my backup drive over the weekend and find it.

3
Scripting Chat / Re: Fully automated tile scanning mining
« on: January 12, 2012, 08:04:05 PM »
Yes, it moves 8 tiles away, along the wall, and continues mining.

I'll dig up the code and post it. It's been a while :)

4
Scripting Chat / Fully automated tile scanning mining
« on: January 12, 2012, 02:49:27 PM »
I was working on a mining script before I left, not sure if you guys already have something similar or if there's any interest in it.

What it does is scan tiles and figures out where the mountain wall is, pathfinds to it, mines, and moves to the next 8x8 block. It will follow the edge of the mountain regardless of shape, completely automagically. All you need to do is have a rune marked next to a mountain, it'll recall there, mine until full, recall back and dump ingots. I think it's even got smelt on beetle support. But it's far from finished, a lot of hardcoded stuff that I used for testing and so on.

Is this something the community here would be interested in? Has it been done already? Mainly talking to the resident scripters since you need to be able to read and understand the script to make use of it in it's current shape.

5
UO News / Re: [UO Herald News] Publish 74 Comes to Test Center
« on: January 11, 2012, 10:45:32 PM »
Reading about the new loot system is what pushed me over the edge and made me resub. It's the single most needed change since UO:AoS brought in the current item mods system. If they can pull it off and balance it, it will totally change the game. PvM will be worth it again! Not just "bosses".

6
General UO Chat / Re: Thinking about coming back
« on: January 11, 2012, 10:40:26 PM »
I resubbed, just to check out what was lost when my house fell, see how bad it was...

So, I had a box full of crystaline essences and Berserker's Scythes, from the last two events that I played lots during, which are now worth a crapton of points in the cleanup. So bummer...
Had probably 20+ heartwood bowcrafting kits, and a few assorted other runics, all gone. And of course my chest of gear for my main chars is gone. My set of renewal flutes, all my archer's bows (a couple of which I've been offered 20+ mill for)... mega bummer.
And I think I was moving checks between characters or something so they were all in the house, because I can't find almost any gold in their banks. Fffuuuuuuuuuuuuuuuuu!

So that's where I'm at now, all 90% complete chars, all with ok suits, no weapons, no runics to craft any new ones, no gold and no house.


Is anyone here ultra stinking filthy rich, and happens to play Pac? :D

7
General UO Chat / Thinking about coming back
« on: January 10, 2012, 09:43:28 PM »
Just thinking tho. Was pretty sure I was done with UO, my house decayed, 14 years worth of arties, a (large) stack of runic kits, nice suits and weapons and who knows what else, with all the junk I had in my almost full max storage :(

But now I have the itch again... Maybe. So is anyone here (who actually knows who I am still :P)still playing, are you playing EA? What shard? PM me if you don't want to make it "public".

*mutters*goddamn UO crack addiction never goes away.

8
OpenEUO Scripting Chat / Re: Simple timeout functionality
« on: October 18, 2010, 09:03:34 PM »
I'm sure we'll both have fun. This is honestly a good thing. You'll go class and object encapsulation nuts, and I'll be an old school procedural programmer nazi. Both ways work, and it expands the community's overall knowledge :) Yay for diversity. (obviously  classes suck and you're wrong...)

9
OpenEUO Scripting Chat / Re: Simple timeout functionality
« on: October 18, 2010, 02:57:07 PM »
OOP have no place here. Objects are great for larger things. They make no sense for this and make the code obfuscated and unnecessarily complex. But that's my opinion, I loathe OOP for anything but their intended purpose which is very LARGE projects, where they improve things immensely. They can stay out of my scripting world, thanks.

10
Updated:
Fixed the typo and made it loop until you hit "No" on the ID message box.

11
OpenEUO Scripting Chat / Re: Simple timeout functionality
« on: October 18, 2010, 01:45:41 PM »
I know TM, but for this purpose they are about as elegant as a donkey in tap dancing shoes.  :P

A function call with object creation and all that just to get that done? Too complex for this simple use. getticks() does what I needed. I'm EXTREMELY anal when it comes to short optimized code, and I suffer BAD from NIH syndrome :(

I'll be abusing your subs for damn sure, maybe even add to them when we get to creating the SUO community library. But for such a simple thing as I was trying to do here, they are way overkill :)

12
OpenEUO Scripting Chat / Simple timeout functionality
« on: October 18, 2010, 01:31:49 PM »
Old EUO:
Code: [Select]
SET %timeout #SCNT2 + 2500
...
IF #SCNT2 > %timeout
  do stuff

How do we achieve the same functionality as simply as possible in OEUO? Least amount of code lines wins!

Code: [Select]
timeout = getticks() + 2500
...
if getticks() > timeout do
  stuff
... BRAINFART, sorry >.<

13
Yeah but how do you read which button was pressed in the message box?

14
Yeah just slap a "while true" around the main body. I'll do that and change the message box to an ok/cancel so you can stop it.

Now how do you read the return from a message box?...

15
Here are my first few steps in LUA land. I've coded a lot of languages so the syntax is pretty easy, code will get prettier with time. Just need to get as fluent with the new UO.dll interace as I am with the old EUO client functions and variables...

Any comments?
Code: [Select]
function Display(type, msg)
  MsgBox = Obj.Create("TMessageBox")
  MsgBox.Title = 'Message'
  if type == "OK" then
    MsgBox.Button = 0
    MsgBox.Icon = 4
  else if type == "YESNO" then
    MsgBox.Button = 4
    MsgBox.Icon = 2
  end end
  MsgBox.Default = 0
  return MsgBox.Show(msg)
end

function FindItem(fid)
  cnt = UO.ScanItems(true)
  i = 0
  while i < cnt do
    id,type = UO.GetItem(i)
    if id == fid then break end
    i = i + 1
  end
  return type
end
    
--Main
repeat
  Display("OK", "Please target the item you wish to ID")
  UO.TargCurs = true
  while UO.TargCurs == true do wait(100) end
  findtype = FindItem(UO.LTargetID)
until Display("YESNO", "Item ID: " .. UO.LTargetID .. " | Item Type: " .. findtype .. "\n\nID Another Item?") == 7

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