ScriptUO

Official ScriptUO EasyUO Scripts => Script Library => Combat/Healing/Looting => Topic started by: dxrom on April 29, 2011, 04:38:16 AM

Title: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on April 29, 2011, 04:38:16 AM
If you're a member of EasyUO.com, and you find this script useful then please take a moment to rate it! Visit http://www.easyuo.com/forum/viewtopic.php?p=393352 (http://www.easyuo.com/forum/viewtopic.php?p=393352) to do so.
This script will no longer be updated. I no longer play OSI, nor do I use EUO (Or any variation of it) anymore.
Code: [Select]
; A lame script written for lame stuff
; Script Name: LAME
; Author: dxrom
; Version: 3.0
; Client Tested with: EA 7.0.18.1
; EUO version tested with: 1.5 Version 201
; Shard OSI / FS: OSI
; Public Release: 5-29-2011
; Revision Date: 9-18-2011
; Purpose: A semi-automated sampire assitance utility.

; REQUIRES EN's ScanBuffBar script!
; Downloaded at http://www.scriptuo.com/index.php?topic=1508.0

Code: [Select]
; How2:
;  1. Login to sampire
;  2. Load script and hit Play (Make sure ScanBuffBar.txt is located in the same folder)
;  3. Follow onscreen instructions
;  4. ???
;  5. PROFIT! :D

; NOTES: I find that the best place in which to hold my
;        cursor during the setup, is on the EDGES of the spell icons, I switch
;        weapons, so it allows the special abilities to be interchangeable.
;        ALSO! This script will use LIGHTNING STRIKE AS A MEANS OF REGERNATING
;        MANA! It assumes that you have a MANALEECH WEAPON (Which you SHOULD)
;        and when you reach 25 mana (an amount that is superceded in chain
;        special abilities against single target victims) and will switch back
;        to your special abilities once your mana has been replenished!
Code: [Select]
;\\\\\\\\\\\\\\\\\\\\\\\\\
;\\\\\\\\\\\\\\\\\\\\\\\\\
;THE FOLLOWING MODIFIES HOW
;THE SCRIPT WORKS, SEE BELOW
;%manaLvl changes when LS is
;used, I use LS to regen mana.
;****************************
;%stamPercMod is the stamina
;percentage modifier. Change
;this to represent at what
;percentage your stamina must
;be before the script uses
;Divine Fury.
;****************************
;%safety is works basically as
;an FCR timer to prevent over-
;casting, or the script from
;trying to cast two or more
;spells at the same time.
;****************************
;%L0GOUT set this false if you
;do not want this script to
;automatically log you out on
;death, it is implemented to
;save mounts, 100% of sampires
;should have this set #true
;because 100% of sampires
;should be riding swampies.
;****************************
set %manaLvl 20
set %stamPercMod 40
set %safety 2
set %L0GOUT #true
;\\\\\\\\\\\\\\\\\\\\\\\\\
;\\\\\\\\\\\\\\\\\\\\\\\\\

I wrote this for some guildmates of mine. This will be my first release of any script, it is also one of the first scripts I have ever made. Please note that the basic structure and idea of this utility derived from Maddog's Medic, so credit goes to him. This is a actually a fairly primitive version (and script in general, I understand) of one the I actually use, which does much more; however I do not feel comfortable releasing that one publicly yet.

Let me know how this works for you, please understand that I am still fairly new to programming in general, however I will help in any way I can and do my utmost best to resolve any issues encountered!

Cheerz

.dx

UPDATES:
Apparently some people close their status bars, and easyuo doesn't like that! Some folks were having an issue with abilities not working, this is because I have them setup to be used against checks, for example if #mana > X... The script wasn't able to actually determine what your mana was at, so it just skipped over it, using Cerveza's advice (thank you for this!) I was able to fix this issue. Now, try and close your status bars, I dare you!  ;D

6/1/2011
Major changes to how EOO is timed (now uses EN's ScanBuffbar, instead of relying a timer)

6/2/2011
No longer need to pause when relogging or losing connection, it hit me in the middle of the night, I wrote a loop that the script only enters when #clilogged = 0 and doesn't leave that loop until you're logged back in.

7/5/2011
Major revamp of multiple functions. Added Raziel's logout sub (Thanx b@ndito) so when the sampire dies, it will be logged out in order to save the mount. I understand that the percentage check for enemy of one isn't working correctly, at the moment I am trying to figure out how to make easyuo set a variable by performing an algorithm. Edited the LS function a little bit, it should now check for weapons that have Whirlwind abilities, and be sent to their correct abilities. I did this because I really hated when I was doing a spawn, get mana vamped while trying to aoe things down, and the script would LS instead of whirlwind to get mana back.

9/18/2011
Completely updated how the attack loop functions. Script will no longer spam abilities and spells unless mobs classified under %target are near. Also updated to work with  new ScanBuffBar.
Code: [Select]
Thanx:
UOMaddog
Endless Night
*loser*
Cerveza
b@ndito
(Seriously, without any of you guys, this script wouldn't be where it is right now.)
Title: Re: LAME 1.0 (seriously)
Post by: UOMaddog on April 29, 2011, 04:43:17 AM
Thanks for the credit! It looks good just reading over it, I'll have to try it out on my new sampire (as soon as I finish my imbuer so I can finish his suit)
Title: Re: LAME 1.0 (seriously)
Post by: El_Remo on April 29, 2011, 05:01:21 AM
Oh interesting. I got a new throwing whammy im working on. Maybe something like this could work on him with a few changes. Save lots of clicking
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on April 29, 2011, 05:45:49 AM
Anytime MD!

Yeah, the biggest reason behind this, was that I was tired of having to remember to consc wep every ten seconds, then enemy of one, and clicking individual targets, ugh... Just remember, it is in no way made for total automation, it's simply a program made to make the life of the user easier!
Title: Re: LAME 1.0 (seriously)
Post by: SolidSnake on April 29, 2011, 05:59:24 AM
I have actually been using this script (the 1.0 version) for quite some time. It is excellent for sampire use. It is also very good when run in conjunction with a bandie healer for the healing  / bush / parry template.

**Make sure to have your life bar up or it no workie**

*thumbs up*
Title: Re: LAME 1.0 (seriously)
Post by: UOMaddog on April 29, 2011, 07:02:36 AM
**Make sure to have your life bar up or it no workie**

Sounds like a feature for version 1.1!!!
Title: Re: LAME 1.0 (seriously)
Post by: Outlaw Josey Wales on April 29, 2011, 08:24:42 AM
Ill have to check this out
Title: Re: LAME 1.0 (seriously)
Post by: Outlaw Josey Wales on April 29, 2011, 09:10:55 AM
Testing this out on great lakes  i set up lightng strike and primary and secondary ability as script sugested been running it for awile now im noticing that its not casting lighting strike or primary weapon ability or secondary i have attack checked and primary checked and sugestions
Game play window size is 800 by  600 and full screen resoulution is 1024 by 768 other things i was running pot chugging script stoped it still had no bering on the fact lighting strike and primary secondary ability were not working consecrate weapon and enemy of one and divine fury worked fine only issue i see is witht he pixel scaning
Title: Re: LAME 1.0 (seriously)
Post by: SolidSnake on April 29, 2011, 09:15:46 AM
Life bar.... Not having it up will cause this.
Title: Re: LAME 1.0 (seriously)
Post by: Cerveza on April 29, 2011, 11:04:29 AM
In the setup somewhere...

Code: [Select]
if #charName = N/A
  event macro 8 2

Or you could put that in the main loop to ensure the stat bar stays up.
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on April 29, 2011, 03:53:34 PM
Testing this out on great lakes  i set up lightng strike and primary and secondary ability as script sugested been running it for awile now im noticing that its not casting lighting strike or primary weapon ability or secondary i have attack checked and primary checked and sugestions
Game play window size is 800 by  600 and full screen resoulution is 1024 by 768 other things i was running pot chugging script stoped it still had no bering on the fact lighting strike and primary secondary ability were not working consecrate weapon and enemy of one and divine fury worked fine only issue i see is witht he pixel scaning

As solid stated, I forgot to include that your life bar will need be up all the time.

@Cerveza: Thanks! I'll test that out, and toss it in there.
Title: Re: LAME 1.0 (seriously)
Post by: Scrripty on April 29, 2011, 04:08:27 PM
Instead of halting the script, you could pause on death so you can resume instantly too without resetting up when you get ressed.  Also, if you're going to rip stuff directly from another script, you should probly take the time to at least change the names of stuff. :)  Just sayin... heh
Title: Re: LAME 1.0 (seriously)
Post by: UOMaddog on April 29, 2011, 05:19:50 PM
Instead of halting the script, you could pause on death so you can resume instantly too without resetting up when you get ressed.  Also, if you're going to rip stuff directly from another script, you should probly take the time to at least change the names of stuff. :)  Just sayin... heh

Sadly, if you're referring to stuff that he ripped from me... A) I don't care... B) I can't even tell what parts are mine! LOL
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on April 29, 2011, 05:39:32 PM
Instead of halting the script, you could pause on death so you can resume instantly too without resetting up when you get ressed.  Also, if you're going to rip stuff directly from another script, you should probly take the time to at least change the names of stuff. :)  Just sayin... heh

I did change names, and I also gave credit... I think you might be referring to the attack sub though, I honestly cannot remember where I got that from, a friend of mine sent it to me. And this SHOULD pause on death... if not then I'll look at it. ^^
Title: Re: LAME 1.0 (seriously)
Post by: Outlaw Josey Wales on April 29, 2011, 07:05:42 PM
Instead of halting the script, you could pause on death so you can resume instantly too without resetting up when you get ressed.  Also, if you're going to rip stuff directly from another script, you should probly take the time to at least change the names of stuff. :)  Just sayin... heh
Worked fine once lifebar was left up and does not pause on death u have to restart it wich is pain but other wise nice script
I did change names, and I also gave credit... I think you might be referring to the attack sub though, I honestly cannot remember where I got that from, a friend of mine sent it to me. And this SHOULD pause on death... if not then I'll look at it. ^^
Title: Re: LAME 1.0 (seriously)
Post by: Scrripty on April 29, 2011, 08:26:11 PM
Instead of halting the script, you could pause on death so you can resume instantly too without resetting up when you get ressed.  Also, if you're going to rip stuff directly from another script, you should probly take the time to at least change the names of stuff. :)  Just sayin... heh

Sadly, if you're referring to stuff that he ripped from me... A) I don't care... B) I can't even tell what parts are mine! LOL


I dont care. :)  There's a lot ripped from a lot of scripts in there, but it's all noob stuff.  One thing tho, you should check your use of timers.  Your main problem is that you use generic timers, which are ok, but you're not accounting for everyones templates.  EUO isn't going to cast the same for everyone, or consecrate.  There's more to be done here.  There are very specific equations you can use for all of those.  EOO actually needs to have a buff bar scan to work effectively, I've spent COUNTLESS hours trying to perfect EOO without using a buff bar scan, and finally wrote my own cause I was sick of trying. :)  If you scan the buff bar tho, it's so simple to add EOO effectively.  Look at EN's buffbar scanner.  It will save you tons of hassles.  And it allows you to REALLY make EOO your beyotch.  Another thing:  SOFT WAITS.  Using hard waits or "wait 5, wait 10..." is great, and works fine, but you can optimize it so much more if you use soft waits.  What I mean is, setting a wait timer and not allowing anything that is an action to be performed while that action timer is active.  So you set a timer to 2 seconds, then check the timer for everything, this way the script can continue to execute, and you can check all sorts of other things while it's executing... with waits, you HAVE to wait that amount of time.  I have a couple scripts that use this technique EXTENSIVELY and trust me, when you learn it well, a whole new world opens up to you for scripts... You'll be better for learning to do it now.  Timing is EVERYTHING, so learning how to time things perfectly is huge.  The way you have it now, its all executing in order.  With soft waits, you would use timers for everything, and you could optimize your timers so that if a timer is up after an action, you wait that amount of time, and the NEXT most important timer gets done before any others.  It allows you to optimize not only your timings, but also your subs, and when/how they are executed, and their order of importance.  You don't want a consecrate going off if you need an evade right now.  Know what I'm sayin? :)
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on April 30, 2011, 12:41:45 AM
Instead of halting the script, you could pause on death so you can resume instantly too without resetting up when you get ressed.  Also, if you're going to rip stuff directly from another script, you should probly take the time to at least change the names of stuff. :)  Just sayin... heh

Sadly, if you're referring to stuff that he ripped from me... A) I don't care... B) I can't even tell what parts are mine! LOL


I dont care. :)  There's a lot ripped from a lot of scripts in there, but it's all noob stuff.  One thing tho, you should check your use of timers.  Your main problem is that you use generic timers, which are ok, but you're not accounting for everyones templates.  EUO isn't going to cast the same for everyone, or consecrate.  There's more to be done here.  There are very specific equations you can use for all of those.  EOO actually needs to have a buff bar scan to work effectively, I've spent COUNTLESS hours trying to perfect EOO without using a buff bar scan, and finally wrote my own cause I was sick of trying. :)  If you scan the buff bar tho, it's so simple to add EOO effectively.  Look at EN's buffbar scanner.  It will save you tons of hassles.  And it allows you to REALLY make EOO your beyotch.  Another thing:  SOFT WAITS.  Using hard waits or "wait 5, wait 10..." is great, and works fine, but you can optimize it so much more if you use soft waits.  What I mean is, setting a wait timer and not allowing anything that is an action to be performed while that action timer is active.  So you set a timer to 2 seconds, then check the timer for everything, this way the script can continue to execute, and you can check all sorts of other things while it's executing... with waits, you HAVE to wait that amount of time.  I have a couple scripts that use this technique EXTENSIVELY and trust me, when you learn it well, a whole new world opens up to you for scripts... You'll be better for learning to do it now.  Timing is EVERYTHING, so learning how to time things perfectly is huge.  The way you have it now, its all executing in order.  With soft waits, you would use timers for everything, and you could optimize your timers so that if a timer is up after an action, you wait that amount of time, and the NEXT most important timer gets done before any others.  It allows you to optimize not only your timings, but also your subs, and when/how they are executed, and their order of importance.  You don't want a consecrate going off if you need an evade right now.  Know what I'm sayin? :)

Straying from the subject of other peoples code (Since I really did only use the auto attack that was provided to me raw from a friend, so I have no idea where I got the original from, and the core of MD's Medic script as a base, everything else was put in from either researching the EUO documentation, testing what I learned from it, and researching how other people applied them in their scripts in order to gain an understanding in the correct operation) I completely agree with you, while I was doing dishes yesterday, I was thinking of how I could form equations for things such as, as you stated, consecrate weapon because I had only take into consideration MY skill in chiv, and the elements that effect MY character. This EOO you speak of though, what exactly is it? I will do research into it. Timers are the other thing I have really been trying to tweak, I have been having issues with them in means of prioritizing what should go first in the check, however at the moment it doesn't just run down a list flipping switches every few seconds, regardless if they have been switched or not already, it has safeties to prevent that. Keep in mind, I stated that this was not in any way a bot or script that aims for full on automation. Because 1. I lack the understanding at the moment to create a script that is even remotely capable of such a thing, and 2. I really don't like relying on a script or program that tears away the full control of the user. When I use this (or rather, my personal version), it is for spawning or farming essences. Not for like, setting up in a remote location to kill spawn, autoloot and survive by itself for an undetermined amount of lengthy hours. Evasion, confidence, protection of the sampire is still, ultimately up to the user, this only assists in some areas in which are more redundant and a nuisance.
Title: Re: LAME 1.0 (seriously)
Post by: Scrripty on April 30, 2011, 01:44:10 AM
No one is giving ya crap brother.  On the contrary, congrats for learning.  When I point stuff out, it's more to keep ya on your toes.  I wish I could give you the newest version of my sampire script.  You have the skill already to do a lot more than what you think.  You're on the verge of going from script tinker, to full on script monkey. :)  This exact setup was what got me involved actually.  If you go check out Paladin Combat Caster on euo, you'll be writing scripts like I do in no time.  Rip that script apart piece by piece, it will help you learn what you want to know.  Welcome to the club.

Edit:  EOO is Enemy of One.
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on April 30, 2011, 02:42:21 AM
No one is giving ya crap brother.  On the contrary, congrats for learning.  When I point stuff out, it's more to keep ya on your toes.  I wish I could give you the newest version of my sampire script.  You have the skill already to do a lot more than what you think.  You're on the verge of going from script tinker, to full on script monkey. :)  This exact setup was what got me involved actually.  If you go check out Paladin Combat Caster on euo, you'll be writing scripts like I do in no time.  Rip that script apart piece by piece, it will help you learn what you want to know.  Welcome to the club.

Edit:  EOO is Enemy of One.

OH! I didn't mean to come off as offended! Sorry about that, it's just been a long week (spring break). ^^

I appreciate your efforts and time spent in pointing things out, greatly! At the moment I am playing around and figuring out how to properly utilize EN's ScanBuffBar, it's VERY interesting! having some issues with it though, just in the small tinkering around that I am doing, working on a small bit of code, that when I am slept, it sets a trapped box to last object and executes eventmacro 17 0 (use last object), basically just to get the grasp of how to apply it in actual scripts.

I will definitely check out that pally script! (btw, Step In, Step Out, Step Over in EUO... greatest thing since ollydbg)
Title: Re: LAME 1.0 (seriously)
Post by: Scrripty on April 30, 2011, 02:59:10 AM
You're new, they'll be less interesting soon enough. :)  That's like debugging 101.  Just wait until you get to debugging 501. hah  Multiple namespaces, multiple script interactions, multiple character swapping... and one little crash in 6k+ lines of code and you have NO idea what's causing it.  Just that it only happens when you're using 4+ accounts and that it happens while they're swapping and you're SURE you didn't miss anything, but it's still crashing.  Good luck. heh
Title: Re: LAME 1.0 (seriously)
Post by: Cerveza on April 30, 2011, 04:13:04 AM
Mana requirements and timers would be your next major improvement.
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on April 30, 2011, 04:34:32 AM
Mana requirements and timers would be your next major improvement.
Workin on it. ^^
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on May 01, 2011, 01:12:17 AM
Mana requirements and timers would be your next major improvement.
Workin on it. ^^

Updated most of it to utilize EN's ScanBuffBar when working with timings, I will keep consecrate weap at a neutral 9 second timer since most all sampires with the current templates, will have the skill to be on atleast 9 seconds, without the karma. Just waiting on the go-ahead from EN to release it with his script's support. I will be looking into ways to move away from the initial user setup and build a setup of it's own... The only thing I can see that I wouldn't like about that though is people who run UO on different resolutions. Might just try and figure out how to save pixels and try for a single setup kinda thing. Just set it up once and never worry about it again kinda thing. Who knows! I have a lot of reading to do though! :D
Title: Re: LAME 1.0 (seriously)
Post by: SolidSnake on May 01, 2011, 03:41:26 AM
Excellent work. I will give it a go when I get home this afternoon and see how it flows.
Title: Re: LAME 1.0 (seriously)
Post by: Endless Night on May 01, 2011, 06:05:22 AM
Dxrom thanks for asking much appreciated, and heres the standard verbage

As long as the buffbarscanner script is used as a called script and my script code is not actually im-bedded in your script, permission is not required to use it, although is appreciated .  A second stipulation is that you don't pass along my script with yours or post mine with yours instead post a link of where to get mine from.  If you pm your posting link i will add it to the list of know scripts that use the subs.


AS to 'he only thing I can see that I wouldn't like about that though is people who run UO on different resolutions.'  my buffbar script does take into a pixel color variation.
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on May 01, 2011, 06:13:42 AM
Dxrom thanks for asking much appreciated, and heres the standard verbage

As long as the buffbarscanner script is used as a called script and my script code is not actually im-bedded in your script, permission is not required to use it, although is appreciated .  A second stipulation is that you don't pass along my script with yours or post mine with yours instead post a link of where to get mine from.  If you pm your posting link i will add it to the list of know scripts that use the subs.


AS to 'he only thing I can see that I wouldn't like about that though is people who run UO on different resolutions.'  my buffbar script does take into a pixel color variation.


Ah! Alright, I will be appending my first post shortly!

Also, what I mean by that, is I wanted to avoid a making a script that sets up a screen to MY screen's dimensions, and release it in hopes that everyone has the same dimensions. IE: Setting it up so that it moves spells (LS, Special Abilities, etc) to certain locations, what I love about your script, is that it isn't put off by the location of the  buffbar, you can move it anywhere you want, when you want and it can still read it. Which I assume is because it is looking across the entire display as opposed to certain or specific locations.

Would it be possible for me to use your script to detect when special abilities are being used, I am trying to move away from the initial startup setup of "move your cursor to your lightning strike ability and hold it there for two seconds, okay now move it to your primary ability and hold it there for two seconds, alright now move it to your secondary ability, etc"
Title: Re: LAME 1.0 (seriously)
Post by: Endless Night on May 01, 2011, 07:04:47 AM
Would it be possible for me to use your script to detect when special abilities are being used, I am trying to move away from the initial startup setup of "move your cursor to your lightning strike ability and hold it there for two seconds, okay now move it to your primary ability and hold it there for two seconds, alright now move it to your secondary ability, etc"

Arr no it wouldn't be.  My script doesnt scan the entire screen to find the buffbar.. instead on first run it opens  the bar thus reading the location of the bar from #contposx #contposy. From that point on it scans the location of there certain pixels on the bar should be .. if it gets wrong results it again reopens the bar to find out where it is now.  This is possible because their is a single command to open the buffbar.

Now with ability's you have to drag the icon out of the ability book, Their is no simple command to get the icons on screen, therefor the method i used for the buffbar sadly doesn't apply.  Thats why most scripts do the position cursor over business.


Now what you want to do is very doable in OpenEUO,  OpenEUO provides additional commands not available in EUO  one of which is the ability to get a list of all the gumps open on a screen and their locations.  So in Openeuo you would just need to cycle through the list looking for the ability gumps/locations, a simple task.  Sadly OpenEUO isn't completely finished yet and if you need menus this area to my understanding is not 100% functional .. although may or may not be functional enough for you needs.  OpenEUO also uses LUA with is completely different to OpenEUO script.
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on May 01, 2011, 09:15:46 AM
Would it be possible for me to use your script to detect when special abilities are being used, I am trying to move away from the initial startup setup of "move your cursor to your lightning strike ability and hold it there for two seconds, okay now move it to your primary ability and hold it there for two seconds, alright now move it to your secondary ability, etc"

Arr no it wouldn't be.  My script doesnt scan the entire screen to find the buffbar.. instead on first run it opens  the bar thus reading the location of the bar from #contposx #contposy. From that point on it scans the location of there certain pixels on the bar should be .. if it gets wrong results it again reopens the bar to find out where it is now.  This is possible because their is a single command to open the buffbar.

Now with ability's you have to drag the icon out of the ability book, Their is no simple command to get the icons on screen, therefor the method i used for the buffbar sadly doesn't apply.  Thats why most scripts do the position cursor over business.


Now what you want to do is very doable in OpenEUO,  OpenEUO provides additional commands not available in EUO  one of which is the ability to get a list of all the gumps open on a screen and their locations.  So in Openeuo you would just need to cycle through the list looking for the ability gumps/locations, a simple task.  Sadly OpenEUO isn't completely finished yet and if you need menus this area to my understanding is not 100% functional .. although may or may not be functional enough for you needs.  OpenEUO also uses LUA with is completely different to OpenEUO script.


Ahh darn... Yeah I have been lookin at OEUO for a bit, pondering the thought of learning LUA, since I also play WoW and could tweak my UI and addons if I did.
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on May 02, 2011, 04:41:33 AM
Oh! Apparently my post didn't go through, Updated with EN's scanbuffbar, and a few other things!
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on May 02, 2011, 06:15:09 AM
Minor update to how logging out, or losing connection is handled, now goes into a loop and comes out when you log back in, picks up from where it left off.
Title: Re: LAME 1.0 (seriously)
Post by: Endless Night on May 02, 2011, 07:29:59 AM
Being as you only check the buffbar icons in one spot for one thing i would change your code as below so for people who are not doing eoo you dont bother check


Code: [Select]
     if ( %castEOO = #true )
        {
        Call ScanBuffBar
         if  _EnemyOfOne_ notin %BuffBarIconNames
             gosub enemyOfOne
        }


Of course if you plan on using detecting/reacting to other buffbar icons... then your initial way is probably best
 
Title: Re: LAME 1.0 (seriously)
Post by: dxrom on May 02, 2011, 07:41:07 AM
Being as you only check the buffbar icons in one spot for one thing i would change your code as below so for people who are not doing eoo you dont bother check


Code: [Select]
     if ( %castEOO = #true )
        {
        Call ScanBuffBar
         if  _EnemyOfOne_ notin %BuffBarIconNames
             gosub enemyOfOne
        }


Of course if you plan on using detecting/reacting to other buffbar icons... then your initial way is probably best
 

Ooh! Compacting the run time! I love it! I will change this :D

I have been lookin for more things to detect with your scanner, was debating doing a trapped box popper in it also, since most sampires either run with no resist, or high enough resist to negate most of the mana drain effect (like 80) and paralyze is still an issue, however being a pvper, I'd think that could be misused >_>... So i'm still debating it.
Title: Re: LAME 1.2 (seriously)
Post by: dxrom on May 02, 2011, 07:56:52 AM
I ended up just rewriting the whole sub instead with a check to see if EOO is selected, and if it is, it jumps to the sub and scans the bar. I'm not sure how to tell, but would this effect runtime negatively? I don't think it would, just from common logic.

Code: [Select]
sub enemyOfOne
    Call ScanBuffBar
    if _EnemyOfOne_ notin %BuffBarIconNames
       {
       event macro 15 206
       wait 25
       }
    wait 5
return
Title: Re: LAME 1.2 (seriously)
Post by: Cerveza on May 02, 2011, 08:22:26 AM
Something you'll have to learn as you build this script is how to utilize timers instead of waits.

While you are waiting, your script isn't doing anything. If you have a "wait 25" after casting a spell to ensure you don't cast two things too closely together you could use a timer set to 25 instead. That way the script continues and you'd be able to do a lightning strike for example, while the spell timer still hasn't met it's limit yet.

A common way of doing this would be to create a variable called "%spell_timer".

Just set the timer to #sCnt2 at the beginning of the script so the first time it checks #sCnt2 will be greater then the timer.

set %spell_timer #sCnt2

Code: [Select]
sub enemyOfOne
    Call ScanBuffBar
    if _EnemyOfOne_ notin %BuffBarIconNames && %spell_timer < #sCnt2
       {
       event macro 15 206
       set %spell_timer ( #sCnt2 + 25 )
       }
    wait 5
return

See how the script will continue instead of waiting that 25 in the sub now? And if you have other things casting just have it check the %spell_timer as well so you don't overcast.
Title: Re: LAME 1.2 (seriously)
Post by: dxrom on May 02, 2011, 09:13:47 AM
Something you'll have to learn as you build this script is how to utilize timers instead of waits.

While you are waiting, your script isn't doing anything. If you have a "wait 25" after casting a spell to ensure you don't cast two things too closely together you could use a timer set to 25 instead. That way the script continues and you'd be able to do a lightning strike for example, while the spell timer still hasn't met it's limit yet.

A common way of doing this would be to create a variable called "%spell_timer".

Just set the timer to #sCnt2 at the beginning of the script so the first time it checks #sCnt2 will be greater then the timer.

set %spell_timer #sCnt2

Code: [Select]
sub enemyOfOne
    Call ScanBuffBar
    if _EnemyOfOne_ notin %BuffBarIconNames && %spell_timer < #sCnt2
       {
       event macro 15 206
       set %spell_timer ( #sCnt2 + 25 )
       }
    wait 5
return

See how the script will continue instead of waiting that 25 in the sub now? And if you have other things casting just have it check the %spell_timer as well so you don't overcast.

Oh! Kinda like how I had the timers setup originally, interesting... Thank you!
I'm gonna play around with this abit ^^
Title: Re: LAME 1.2 (seriously)
Post by: Scrripty on May 02, 2011, 10:32:35 AM
Also, reset the %buffbariconnames variable to empty on every loop of your script so it's more accurate.  You'll have problems with detecting things more than once otherwise.  So at the bottom of your main loop put set %buffbariconnames n/a or to blank so it has to repopulate it on the next scan.  And it's probly a good idea to set a timer for scanning the buff bar, don't put it in the EOO sub.  Make it a seperate sub and scan it every half second, to a second, so you're not wasting time doing it every loop of the script.  You only need to scan the bar once every half second to a full second for it to be accurate and timely. :)
Title: Re: LAME 1.2 (seriously)
Post by: SolidSnake on May 03, 2011, 04:23:18 PM
I tried this script at both spawns (worked beautiful except for EEO) and at Medusa (worked beautifully except for EEO.

EEO keeps casting over and over. Will try it again tonight or tomorrow to see if I can isolate the issue
Title: Re: LAME 1.2 (seriously)
Post by: dxrom on May 04, 2011, 12:47:49 PM
I tried this script at both spawns (worked beautiful except for EEO) and at Medusa (worked beautifully except for EEO.

EEO keeps casting over and over. Will try it again tonight or tomorrow to see if I can isolate the issue

Interesting... And you're able to cast EOO right? Have Chiv points? Have the  buff bar open and nothing covering up the EOO spell icon?

I will check this out aswell.
Title: Re: LAME 1.2 (seriously)
Post by: SolidSnake on May 05, 2011, 05:11:38 AM
Confirmed. Buff bar open, nothing covering it (1st thing I checked actually). Plenty of tithing and am capable of casting. I didn't get a chance to check it last night. Will do it tonight and report back. Likely just a DAS maneuver on my part.
Title: Re: LAME 1.2 (seriously)
Post by: Endless Night on May 05, 2011, 07:23:51 AM
To Eliminate the scanbuffbar subs from your issue
a) Try changing  _EnemyOfOne_  to EnemyOfOne_  Wondering if i droped leading _ dont thin i did
b) add line 'display ok  %BuffBarIconNames'  to see what the scanbuffbar is returning. right after call scanduffbar
Title: Re: LAME 1.2 (seriously)
Post by: Outlaw Josey Wales on May 08, 2011, 11:50:37 PM
script is looking and working good so far mate only one complaint on death you have to restart the script go back through set up
Title: Re: LAME 1.2 (seriously)
Post by: SolidSnake on May 09, 2011, 04:56:55 AM
Agreed..I fixed my DAS move on the EEO issue and it has been working very well. The full reset on death is not the best of all situations.
Title: Re: LAME 1.2 (seriously)
Post by: b@ndito on May 09, 2011, 05:14:36 AM
as a first script nice work, clear and reliable writing style :)

in sub dead you could put a call to this snippet taken from raziel:

Code: [Select]
sub logout
namespace push
namespace local logout
logout:
;gosub connectionlost
set !timeOut #scnt + 5
event macro 8 1
wait 20
waitpaperdoll:
if #scnt > !timeOut
    goto logout
if #contname <> paperdoll_gump
    goto waitpaperdoll
contpos #clixres 0
wait 20
_waitConfirm:
set !timeOut #scnt + 3
set !paperDollX #clixres + 210
click !paperDollX 110
waitlogout:
if #scnt > !timeOut
    goto _waitConfirm
if #contname <> YesNo_gump
    goto waitlogout
set !x #contposx + 120
set !y #contposy + 90
_quit:
click !x !y
set !timeOut #scnt + 20
_waitlogout:
if #scnt > !timeout
    goto quit
if #contname <> MainMenu_gump
    goto _waitlogout
namespace pop
return

this works for freeshards and think it's the same on official servers: logging out while dead makes the mount disappear and not let it to be killed by enemies.
basically if you gosub logout into your 'dead' sub you can keep the mount alive...

Code: [Select]
sub Dead


  menu Window Color Gray


  while #charghost = yes


     [b] gosub logout
[/b]

  menu Window Color Black


[b]  pause
[/b]

return

also is better to pause the script instead halt, that way users can restart the script without setting it up again. just warn users of it and would be cool ;)
Title: Re: LAME 1.2 (seriously)
Post by: Endless Night on May 09, 2011, 07:08:24 AM
Every one who doesnt want the script to halt after death just needs to remove the halt line in the dead sub.

Code: [Select]
sub Dead
  menu Window Color Gray
  while #charghost = yes
       wait 10
  menu Window Color Black
  halt       ; remove this
return

But its generally good practice for a script not to end on death as some of us die an awfullot.

But congrats on the success of your first script


A note on your instructions... people should download and place the scanbuffbar.txt file in the same folder as EUO.exe
Title: Re: LAME 1.2 (seriously)
Post by: dxrom on May 09, 2011, 08:46:46 PM
Every one who doesnt want the script to halt after death just needs to remove the halt line in the dead sub.

Code: [Select]
sub Dead
  menu Window Color Gray
  while #charghost = yes
       wait 10
  menu Window Color Black
  halt       ; remove this
return

But its generally good practice for a script not to end on death as some of us die an awfullot.

But congrats on the success of your first script


A note on your instructions... people should download and place the scanbuffbar.txt file in the same folder as EUO.exe

Egads! That actually shouldn't be there! Dunno what I was thinking not noticing it, heh. Thank you! ^^

Sorry for the elapsed time in being around, school just started back up so I haven been beating my head against a psychology book.

I will amend this immediately! :)
Title: Re: LAME 1.2 (seriously)
Post by: onlyindreams on July 03, 2011, 12:36:41 AM
Just realized I never posted in here... AMAZING script dxrom! I don't do a spawn without it! Thank you very much for sharing!!!
Title: Re: LAME 1.2 (seriously)
Post by: UOMaddog on July 03, 2011, 09:53:01 PM
I forgot all about this one but remembered it when thinking of an ex-member's Sampire assistant! I may need to revisit this one since a lot has been added since I first looked at it! I now run 3 script snippets while on my sampire that still doesn't do everything I need it to, so this may quickly replace them!
Title: Re: LAME 1.2 (seriously)
Post by: dxrom on July 04, 2011, 07:55:57 AM
Hey, just updating everyone... I took a break from UO for school, but am back now so I will start updating this again. Thanks for the posts :)
Title: Re: LAME 1.2 (seriously)
Post by: gimlet on July 04, 2011, 09:56:15 AM
Glad your back but school is the most important thing when young (or older going back!)
Title: Re: LAME 1.2 (seriously)
Post by: Canuker on July 04, 2011, 08:29:54 PM
Wow, this is really nice.
Title: Re: LAME 2.1
Post by: dxrom on July 05, 2011, 07:50:42 AM
Updated!
Title: Re: LAME 2.1
Post by: Cerveza on July 09, 2011, 07:53:55 AM
Here's something for you to consider....

In your sub attackMob

if #findCnt is greater then 2 then whirlwind, if #findCnt = 2 then momentum strike, if #findCnt = 1 then lightning strike

Just a thought ;)
Title: Re: LAME 2.1
Post by: dxrom on July 09, 2011, 06:18:17 PM
Yeah I've been playing with that a bit... What I really want it to do is check the weapons for when it does whirlwind (Like for example, if it is on coon, and rats spawn, I switch to black staff, and it knows to whirlwind. And then when I switch back to AI weapon, it resumes AIing or LSing.

Having an issue with weapon check though -.-

What I have atm is.
Code: [Select]
gosub wepCheck

sub attackMob ;(this is at the bottom of the attackMob sub)
if ( #findCnt > 2 ) && ( %usePrimary = #true ) && ( #mana > %manaLvl ) && ( %twoHandP = #true )
   gosub execPrim
if ( %usePrimary = #true ) && ( #mana > %manaLvl ) && ( %oneHandP = #true )
   gosub execPrim
if ( #findCnt > 2 ) && ( %useSecondary = #true ) && ( #mana > %manaLvl ) && ( %twoHandS = #true )
   gosub execSec
if ( #findCnt = 2 ) && ( %useSecondary = #true || %usePrimary = #true ) && ( #mana < 5 )
   gosub execMomSt
if ( #findCnt = 1 ) && ( %useLS = #true ) && ( #mana < %manaLvl )
   gosub execLS
return

sub wepCheck
finditem %2hp C_ , #charid
if #findCnt > 1
   {
   set %twoHandP #true
   wait 5
   }
else
    {
    set %twoHandP #false
    }
finditem %2hs C_ , #charid
if #findcnt > 1
   {
   set %twoHandS #true
   wait 5
   }
else
    {
    set %twoHandS #false
    }
finditem UOH C_ , #charid
if #findcnt > 1
   {
   set %oneHandP #true
   }
else
    {
    set %oneHandP #false
    }
return


It's not making the checks though, thus will not initiate a special ability >.<
Title: Re: LAME 2.1
Post by: Canuker on July 09, 2011, 07:01:25 PM
Was going nuts with the attack sub till I noticed I had neglected to turn it on....whoops.
Title: Re: LAME 2.1
Post by: SolidSnake on July 10, 2011, 01:13:41 PM
I have been having a re-occuring issue. Most of the time, after setup and wandering around ww like a mad man..when I switch weapons to do AI, the script just cycles extremely fast on the Primary ability, essentially not performing the function. Anyone else get this?

Really occurs when switching weapons period..
Title: Re: LAME 2.1
Post by: Cerveza on July 10, 2011, 01:43:34 PM
When you switch weapons the pixels of the icon have changed, because it's a new icon, so the script thinks it's not True any longer and tries to toggle it back on to make it true.
Title: Re: LAME 2.1
Post by: SolidSnake on July 10, 2011, 06:59:45 PM
Thank you Cerv, not that I know how to repair that, but is good to know I am not just nuts...
Title: Re: LAME 2.1
Post by: dxrom on July 10, 2011, 08:19:29 PM
When you switch weapons the pixels of the icon have changed, because it's a new icon, so the script thinks it's not True any longer and tries to toggle it back on to make it true.

Yeah. and the way I counter this issue is on the corners of the special abilities icons... Where they are the same pixel no matter what weapon is equipped.

You can see how I have explained this in the popup
Code: [Select]
sub setpixel-primary
    event macro 35 0
    display Move the mouse to the BOTTOM LEFT CORNER of the Primary Weapon Move button. You have 2 seconds
    wait 2s
    savePix #CURSORX #CURSORY 2
    wait 5
return

sub setpixel-secondary
    event macro 36 0
    display Move the mouse to the BOTTOM LEFT CORNER of the secondary Weapon Move button. You have 2 seconds
    wait 2s
    savePix #CURSORX #CURSORY 3
    wait 5
    event macro 36 0
    display Everything is set!
return

However the new way I am trying to make the script intelligently utilize it's special abilities, isn't working... I want it to detect the weapon equipped. And if there are more then 2 monsters around the character, and the character is equipped with a weapon that has whirlwind, to use whirlwind, or if the weapon is an armor ignore weapon and there is only one monster around the character (like a champ) to use armor ignore...
Title: Re: LAME 2.1
Post by: SolidSnake on July 11, 2011, 05:55:23 AM
It's probably my bad in where I hang the cursor in setup. I will try to be more vigilant and see if it resolves
Title: Re: LAME 2.1
Post by: JustAnotherFace on July 11, 2011, 01:03:37 PM
I have not downloaded 2.1 yet so you may have already covered this.... but, a thought for the script.   Since this is used mostly by bushido dexers, why not add in the ability to choose to cast evade automatically??  You could add a tick box to the menu to toggle it on or off.

I have actually already done this in a "modified" version of your script for my own purposes.  If you would like I can send you the code I used.

One other suggestion would be to automatically pause the script when your character dies.  That way you dont auto attack everything around you as soon as you rez and have 1 hp.  I have died because of that several times.

Other than that, the script has worked well for me.  I have noticed the issue that SolidSnake mentioned before, however after restarting the script and actually targeting the corner of the icon it works properly.

JaF
Title: Re: LAME 2.1
Post by: Canuker on July 11, 2011, 03:38:29 PM
I was looking through this script trying to understand the flow when I came across the command for cast spells listed as: %castConWep.  On the Easy UO documentation this isn't listed anywhere I can find but it seems better than using event macro commands(though being a newb I could be very wrong).  Where does one find the short code for other spells and what else the % command will run? 

I tried to search here and came across this command used in many other scripts reading stuff like mana cost but I can't find the master reference.  Any help?   
Title: Re: LAME 2.1
Post by: JustAnotherFace on July 11, 2011, 06:44:10 PM
Hopefully this will help you out......

Read the page this link goes to. http://wiki.easyuo.com/index.php?title=Variables (http://wiki.easyuo.com/index.php?title=Variables)


As you can see, anything with a % in front of it isn't a "command" but a variable instead.  There is no list of "short codes" for spells or anything else for that matter that start with %.  % is a standard variable that the author of the script calls or sets.

Hope this helps you to understand...

JaF
Title: Re: LAME 2.1
Post by: JustAnotherFace on July 11, 2011, 06:56:16 PM
To try to further explain... here is some of the code from the LAME script

Code: [Select]
set %castConWep #falseThis sets a standard variable named castconwep to False

Code: [Select]
if ( %castConWep = #true ) && ( %conTimer < #scnt )
         gosub castCon
This says if the variable named castConWep is True AND if the variable named conTimer is less than the scnt (timer) then it jumps to the sub castCon

You will notice in his Sub castCon......
Code: [Select]
sub castCon
  event macro 15 203
  wait 5
  set %conTimer #scnt + 10
  set %spelltimer #scnt + %safety
return
The author actually uses the event macro 15 203.... which is to cast the spell concencrate weapon.  then he sets his variable for his timers, then returns to the part of the code that he jumped from with the gosub.

Hope this helps,

JaF
Title: Re: LAME 2.1
Post by: Canuker on July 11, 2011, 07:00:27 PM
"Bright light goes off" I was missing that part of the sub.  Thanks a bunch for clearing that up, I was under the impression that the ConsWep was something I could not find.
Title: Re: LAME 2.1
Post by: dxrom on July 11, 2011, 09:40:30 PM
Evasion was something that I have been tossing around as an idea actually... however I thought that if I added it in, it would start to become more of a bot, and less of a sampire assistant. I will think about it further though! In the mean time I am trying to work out how to make the special abilities triggers the way I want them too for 2.2.
Title: Re: LAME 2.1
Post by: Cerveza on July 12, 2011, 02:22:40 AM
if #hits < ( #maxhits - 70 ) && #mana > 20
  event macro evade

Emergency evasion... You could still use it manually.
Title: Re: LAME 2.1
Post by: JustAnotherFace on July 12, 2011, 03:52:01 AM
Evasion was something that I have been tossing around as an idea actually... however I thought that if I added it in, it would start to become more of a bot, and less of a sampire assistant. I will think about it further though! In the mean time I am trying to work out how to make the special abilities triggers the way I want them too for 2.2.

No worries, and I understand about it becoming more of a bot.  Like I said, I added it into my personal copy of your script because I forget to cast it manually, so I'm ok... just something to think about.  Again, if you want to see my added code just give me a shout and I will PM it to you.

Thanks again for the great script!

JaF
Title: Re: LAME 2.1
Post by: Canuker on July 12, 2011, 08:33:16 AM
Some where in the attack listing is a code for human or non-guild member that I cannot track down and it is targeting other players.  A while back I wrote down the codes for humanoids spawning at corgul but these are not on the same list.  Any idea what one could remove other than the whole list to fix this or would it just be easier to start from fresh?
Title: Re: LAME 2.1
Post by: Cerveza on July 12, 2011, 08:38:42 AM
OH yeah, forgot to mention that I had the same issue. My Female Elf sampire kept wanted to attack my Male Elf protector. No clue what he'd done, but it must be happening at night when I'm logged out on both accounts.

*Here's a little something you may not have known...

Code: [Select]
set %Oaks WH_XI_SH_SC_EF_NB_RC_PB_
set %Meph UE_SD_K_J_U_HD_PD_EJ_UI_
set %Niera II_WI_TI_YD_WD_NI_EB_VI_NI_R_
set %Semi W_BE_UC_UD_YH_N_FD_HI_
set %Riki QE_AE_DE_FE_AB_QF_XE_YE_X_DF_CD_DI_
set %Baracoon XF_VE_IE_OE_HE_LD_BI_RB_UB_GB_LB_FB_CI_
set %PetBalls PHB_
set %EvilMages LC_OC_
set %LLs R_EB_
set %Hyth UGB_KHB_T_CHB_BHB_NE_FD_YO_
set %Deceit QO_EAB_TO_PO_XI_UZ_KH_

set %target %oaks , %meph , %niera , %semi , %riki , %baracoon , %petballs , %evilmages , %lls , %hyth , %deceit

And if you didn't end each line with the underscore "_" then you can add it in the "combined"

Code: [Select]
set %Meph UE_SD_K_J_U_HD_PD_EJ_UI ; note no underscore at the end
set %Niera II_WI_TI_YD_WD_NI_EB_VI_NI_R ; note no underscore at the end

set %target %meph , _ , %niera ; underscore added to combine the two variables

That reduces the line length.
Title: Re: LAME 2.1
Post by: JustAnotherFace on July 12, 2011, 09:31:19 AM
I had the same problem with attacking elves.  I found and removed the ID that was causing the problem... however, at the moment I do not recall which ID that was.  I am at work so I can not compare my version with yours to see which ID it is that causes the problem.  When I get home I will let you know.

JaF
Title: Re: LAME 2.1
Post by: Canuker on July 12, 2011, 09:51:03 AM
Well at the very least it is a elf issue, this is a good community.
Title: Re: LAME 2.1
Post by: SolidSnake on July 12, 2011, 12:12:15 PM
I removed it all and just put this:

FZ_DN_II_WI_TI_YD_WD_NI_EB_VI_NI_R_XF_VE_IE_OE_HE_LD_BI_RB_UB_GB_LB_FB_CI_QE_AE_DE_FE_AB_QF_XE_YE_X_DF_CD_DI_W_BE_UC_UD_YH_N_HI_UE_SD_K_J_U_HD_PD_EJ_UI_QO_EAB_TO_PO_XI_UZ_KH_KAB_SZ_FD_MB_AC_IZ_DF_DD_NE_VE_MO_TZ_LD_CI_OE_WH_XI_SH_SC_EF_NB_RC_PB_KHB_UGB_T_CHB_BHB_NE_FD_YO_

works with all spawns and doesn't attack elves.
Title: Re: LAME 2.1
Post by: OMGBurgers on July 12, 2011, 01:19:21 PM
In my script I do a few extra arguments for certain findtypes (humans/elves i do both checks, for possible pet #FINDTYPES I just check the #FINDREP) for #FINDREP and secondly a sub that checks the distance between 1; players current position, 2; locations that the #FINDTYPE found exists as a 'monster' (ie;  Abyss Wyvern Spawn for elves, Champion Alters (Nierra) female human && findrep = murderer, off the top of my head, I'm sure there's others).  You can also do an event property on questionable targets, but I find event property unreliable, and slow which is why I check the players locations.
Title: Re: LAME 2.1
Post by: OMGBurgers on July 12, 2011, 01:22:31 PM
also found this in my old watcher script:

Code: [Select]
;IS_HS                                human male/females
;XU_AV                                elf male/females
;RF_HG_JD_BB_JG_EG_VD_EH_SC_SH        ninjitsu forms
;FN_IN_HN_GN                          ninjitsu forms (special)
;LAB_MAB_SAB_                         necro forms
;NN_OGB                               sw forms
Title: Re: LAME 2.1
Post by: JustAnotherFace on July 12, 2011, 01:35:51 PM
The item type it was attacking was XU I removed that from my copy of the author's 2.0 script.  Looks like the author removed it himself from the 2.1 version of his script.

JaF
Title: Re: LAME 2.1
Post by: Cerveza on July 20, 2011, 05:10:09 AM
Got a typo

Code: [Select]
if #findid <> %attack
(
set %attack #findid
set #LTARGETID %attack
event macro 27
}

That ( should be a {
Title: Re: LAME 2.1
Post by: Cerveza on July 20, 2011, 05:23:49 AM
If your considering a newer version, you might want to redo the way your checking/toggling specials.

There's no point to having them checked constantly. Very few spawn monsters are in my house, or at the bank. Why would I be spamming consecrate at the bank? People just look at me funny.

So move all the toggle special stuff into the attack sub. That way you find a target and if there is one, then you begin all your attack stuff. No more flashing icons whenever you sacred journey.

Another thought would be one that I suggested before. When you finditem you automatically get a #findCnt as well.

Code: [Select]
finditem %target G_1
if #findCnt > 2
  gosub execPrim
if #findCnt = 2
  gosub execMomentum
else
  gosub execLS
set #ltargetID #findID
event macro 27

So if you have more then two on you, use primary or secondary, you'll have to variable that based on whatever the user has toggled on. If you have 2 on you then use momentum strike. If you have 1 on you use lightning strike. Of course you can put in all the switches as well...

Code: [Select]
if #findCnt > 2 && ( %usePrimary = #true ) &&  ( #mana > %manaLvl )
  gosub execPrim
if #findCnt > 2 && ( %useSecondary = #true ) && ( #mana > %manaLvl )
  gosub execSec

That way if there's only one target your running past, you don't waste mana by doing a Whirlwind. And if you have two targets on you, momentum strike is awesome. Once you have 3 or more on you then WW away.

Just some suggestions for the future of LAME if you chose to go that route.
Title: Re: LAME 2.1
Post by: Canuker on July 20, 2011, 05:05:08 PM
I'd love to add those lines to my copy of LAME.  Would I just replace the find item lines inside of the attack sub and add the other two to the repeat area? 


It's shocking to me what simply following this thread and looking at the subs etc has opened up.  This has allowed me to mod other scripts that I use on occasion and I thank every one here greatly.
Title: Re: LAME 2.1
Post by: Cerveza on July 20, 2011, 05:09:20 PM
I'd save it for a rewrite, it would be moving the core moves from the main loop into the attack loop.

I have a lot of mainloops that look like:

repeat
gosub attack_follow_loot_send_return
until #false
Title: Re: LAME 2.1
Post by: Cerveza on September 03, 2011, 03:09:07 AM
Does Lightning Strike work for others? Seems to be random at best for me.
Title: Re: LAME 2.1
Post by: dxrom on September 03, 2011, 03:51:55 PM
Does Lightning Strike work for others? Seems to be random at best for me.

I'll test it out and see whats goin on. I just reactivated my acc the other day, so gonna be taking care of this again :>

At the moment I am waiting for EUO to update though.
Title: Re: LAME 3.0
Post by: dxrom on September 18, 2011, 07:16:20 PM
Updated!
Title: Re: LAME 3.0
Post by: UoLugnutz on September 19, 2011, 03:56:37 AM
Code: [Select]
if #findid <> %attack
(
set %attack #findid
set #LTARGETID %attack
event macro 27 0
}

The ( but should be { is still there as mentioned earlier
Title: Re: LAME 3.0
Post by: UoLugnutz on September 19, 2011, 04:49:52 AM
Ahoy again Mate!

Code: [Select]
set %spellTimer #scnt
Code: [Select]
sub divineFury
    event macro 15 205
    set %spellTimer #scnt + %safety
    wait 5
return

Subs set %spellTimer to #scnt but check for #scnt2 below

Code: [Select]
if #findCnt > 1 && ( %useLS = #true ) && ( #mana < 25 ) && ( %spellTimer < #scnt2 )

Title: Re: LAME 3.0
Post by: bendel on September 19, 2011, 08:29:23 AM
Hi,
I just tried this script for the first time, i did the setup configuration and when i start it, All spell loop without any delay.

Did i miss a step ?

CheerS.
Title: Re: LAME 3.0
Post by: dxrom on September 19, 2011, 10:44:59 AM
Ahoy again Mate!

Code: [Select]
set %spellTimer #scnt
Code: [Select]
sub divineFury
    event macro 15 205
    set %spellTimer #scnt + %safety
    wait 5
return

Subs set %spellTimer to #scnt but check for #scnt2 below

Code: [Select]
if #findCnt > 1 && ( %useLS = #true ) && ( #mana < 25 ) && ( %spellTimer < #scnt2 )


Whoops! Thats what I get for modifying multiple scripts and ideas at the same time, in this cast LAME Public Release, Private version, and theorycrafted ideas xD

Code: [Select]
if #findid <> %attack
(
set %attack #findid
set #LTARGETID %attack
event macro 27 0
}

The ( but should be { is still there as mentioned earlier

Aye, sorry I had fixed it initially. But upon saving a document, it corrupted and I had to utilize an older copy of LAME that was pre that fix and I completely forgot about it :<


Thank you both for catching these :>
Title: Re: LAME 3.0
Post by: dxrom on September 19, 2011, 10:50:17 AM
Hi,
I just tried this script for the first time, i did the setup configuration and when i start it, All spell loop without any delay.

Did i miss a step ?

CheerS.

Re-download the new version that I just put up. Also when you set it up, you need to make sure that your Primary, secondary ability icons and Lightning strike, Momentum strike ability icons, status bar, and buff bar icons are clearly visible. You must also have EN's BuffBarScanner in the same folder as LAME3 so that it can call subs from it.
Title: Re: LAME 3.0
Post by: dxrom on September 19, 2011, 11:11:42 AM
There we go, made a few more tweaks to the spells timers, and fixed so dumb dumb coding on my side. should work much smoother now :>
Title: Re: LAME 3.0
Post by: Cerveza on September 19, 2011, 11:30:00 AM
I was just modifying LAME to drink refresh pots instead of casting Divine Fury when stamina gets low...
Code: [Select]
sub divineFury
  findItem ZUF C_ , #backpackID
    if #findCnt < 1
      return
  set #lobjectID #findID
  set #ltargetKind 1
  event macro 17 0
  wait 5
return

And I noticed that you use a percentage for stamina? Wondering why go with a percentage instead of solid numbers?

You know Stamina and swing speed are tied together and that it works on a 30 point basis, right? So I know with my SSI that I need to maintain 120 Stamina to keep my swing speed at max... I'm just wondering why %stamPercMod wouldn't just be 120 for me to maintain 120 stamina?
Title: Re: LAME 3.0
Post by: dxrom on September 19, 2011, 11:36:40 PM
I was just modifying LAME to drink refresh pots instead of casting Divine Fury when stamina gets low...
Code: [Select]
sub divineFury
  findItem ZUF C_ , #backpackID
    if #findCnt < 1
      return
  set #lobjectID #findID
  set #ltargetKind 1
  event macro 17 0
  wait 5
return

And I noticed that you use a percentage for stamina? Wondering why go with a percentage instead of solid numbers?

You know Stamina and swing speed are tied together and that it works on a 30 point basis, right? So I know with my SSI that I need to maintain 120 Stamina to keep my swing speed at max... I'm just wondering why %stamPercMod wouldn't just be 120 for me to maintain 120 stamina?

I set it up like this because I wanted to cover everyone who had differing stamina. Like my sampire, has 182 stamina when she chugs up, however I don't utilize any refresh pots on her or this spell because she has stamina leech on her weapons. However in the event that someone puts their sampire into a situation where they are taking a boat load of dmg, it will keep their stamina up.

I know that there is a DCI decrease though, so it would work negatively, however in any spawn that would hit that much, the sampire would need to be holding a 2 handed weapon, thus being forced to disarm to chug which also decreases defenses.

It could have been easier just to have people put in their desired stamina, and have it refresh there, but I really just though that percentage wise was easier in general since not everyone knows what their stamina needs to be at in order to attain maximum swing speed. :>
Title: Re: LAME 3.0
Post by: Cerveza on September 20, 2011, 03:52:52 AM
OH I wasn't implying that potions should be part of the script at all... just that I use them.

I was totally focused on using a percentage for stamina versus a set level. I will make the change locally for my own use. I would contend that if a player running a Sampire and this script doesn't know his swing speed break points, perhaps he shouldn't be running this LOL.

Title: Re: LAME 3.0
Post by: dxrom on September 20, 2011, 04:17:14 AM
OH I wasn't implying that potions should be part of the script at all... just that I use them.

I was totally focused on using a percentage for stamina versus a set level. I will make the change locally for my own use. I would contend that if a player running a Sampire and this script doesn't know his swing speed break points, perhaps he shouldn't be running this LOL.



LOL Agreed!

Hence the percentage, if people are like "Oh well obv I cant keep it at 100% because it will spam, maybe 95% is safer!" then they can just set it without actually having to do the math, and take into consideration, curses, debuffs, etc.

Personally like I said before though, I have no use for divine fury or refresh pots, I am at full stamina 95% of the time, and thats just with stamina leach on my weps. :>

Also it was an issue with guildmates of mine, I would send them the script, they would run it and complain it was spamming divine fury, I quickly figured out that their stamina was FAR off-par to mine.

BTW How has it been running for you? I've been chompin at the bit trying to get long use data about it... I mean it's been workin fine for me, and I pumped out prolly 15 rat spawns the other day just testing it and fine tuning it.
Title: Re: LAME 3.0
Post by: Cerveza on September 20, 2011, 05:11:57 AM
I've ran v2 for a while without issue.

I like the changes in v3 so far, but have only run it for about half a spawn. I like that you don't spam stuff when there's no targets.

I'll keep playing with it as time allows and let you know if I notice anything.

BTW, I never noticed this wasn't in approved scripts. I'll move it.
Title: Re: LAME 3.0
Post by: Canuker on September 20, 2011, 06:09:33 AM
I run a modified version of the old V2 but tonight I was planning on getting this, adding my stuffs and trying it out.  V2 worked like a champ and never bothered me though I think I ran into the LS issue that others posted here but I had moved to using AI when dealing with champs etc.

I'll post my thoughts tonight if I can get enough time from the wife or later this week.  Thanks again for sharing it with the likes of myself.
Title: Re: LAME 3.0
Post by: dxrom on September 20, 2011, 10:52:22 AM
Awesome! Thanks guys. :>

Right now I'm thinking of adding a user-defined hotkey for confidence and evasion... something that will play with the %spellTimer and allow you to queue the abilities without runnin into the FCR message.. Ill mess around with it though and see how it goes and determine how viable the idea is.
Title: Re: LAME 3.0
Post by: Cerveza on September 20, 2011, 11:00:47 AM
I put in an emergency evasion when my hits get low...

Code: [Select]
if #hits < ( #maxhits - 60 ) && #mana > 30 && %timer_evasion < #sCnt
  {
  event macro 15 147 ; evasion
  wait 5
  set %timer_evasion ( #sCnt + 20 )
  }

I'd recommend not getting too deep into functions. Let people use this product and if they have questions about something like evasion or confidence, let them ask and modify their version for it.

The problem with putting in too many options is that it really hinders performance and introduces more areas for faults.

- Just a suggestion, feel free to include the kitchen sink if you like ;)
Title: Re: LAME 3.0
Post by: dxrom on September 20, 2011, 11:12:33 AM
Shouldn't you have it compare to the %spelltimer as well? So that in a clutch moment, it doesn't get hung up trying to overcast a cons. wep, or something?

And yeah, I totally agree... I've left it rather empty in comparison to my personal one... It gives it a lot of room for individual user customization and what not. The biggest thing I wanted to avoided was making an overly powerful script and suddenly have people afk killing champs left and right. But that's not to say the potential for a more powerful LAME isn't there, people just need to know how, or learn how, to make it so.
Title: Re: LAME 3.0
Post by: Cerveza on September 20, 2011, 11:42:33 AM
I actually don't use any spells with my sampire  ???

Other then Evasion when needed.... and perhaps a Confidence once in a while between groups.

My Sampire doesn't have Chivalry  :o

 :P
Title: Re: LAME 3.0
Post by: dxrom on September 20, 2011, 11:52:44 AM
o_o;

...but, the damage bonuses! You can get like 40 more dmg with Enemy of one, cons. wep.... Easily!
Title: Re: LAME 3.0
Post by: MeWonUo on September 20, 2011, 12:03:26 PM
o_o;

...but, the damage bonuses! You can get like 40 more dmg with Enemy of one, cons. wep.... Easily!

You can reach your damage caps for almost everything nowadays without chiv spells.  I recently pulled chiv off my sampire also, I found it to be semi useless.
Title: Re: LAME 3.0
Post by: dxrom on September 20, 2011, 12:15:05 PM
Hrmm... I must be behind in the times! lol

What kind of damage does your sampire do to say... A barracoon? Typically mine hits for about 151-160 with AIs (Very jealous of throwers and hitting for 255-306)
Title: Re: LAME 3.0
Post by: dxrom on September 20, 2011, 12:30:44 PM
Nabor statted my sampire real quick.
With AOE Wep:
Code: [Select]
***   
Defense Chance Increase: 48% 
Damage Increase: 80% 
Hit Chance Increase: 45% 
Hit Poison Area: 44% 
Hit Mana Leech: 60% 
Hit Stamina Leech: 44% 
Mage Armor: 1 
Lower Mana Cost: 41% 
Faster Casting: -1 
Physical Resist: 72% 
Fire Resist: 101% 
Cold Resist: 70% 
Poison Resist: 70% 
Energy Resist: 71% 
Dexterity Bonus: 10 
Strength Bonus: 20 
Intelligence Bonus: 2 
Hit Point Regeneration: 2 
Hit Point Increase: 10 
Stamina Increase: 32 
Mana Increase: 26 
Enhance Potions: 40% 
Insured: 12 
Luck: 95 
Spell Channeling: 1 
Reflect Physical Damage: 15%
With Repond Slayer (Or any slayer):
Code: [Select]
***   
Defense Chance Increase: 48% 
Damage Increase: 100% 
Swing Speed Increase: 30% 
Hit Chance Increase: 55% 
Hit Mana Leech: 55% 
Hit Stamina Leech: 42% 
Mage Armor: 1 
Lower Mana Cost: 41% 
Physical Resist: 72% 
Fire Resist: 101% 
Cold Resist: 70% 
Poison Resist: 70% 
Energy Resist: 71% 
Dexterity Bonus: 10 
Strength Bonus: 21 
Intelligence Bonus: 2 
Hit Point Regeneration: 4 
Hit Point Increase: 10 
Stamina Increase: 32 
Mana Increase: 26 
Enhance Potions: 40% 
Insured: 12 
Luck: 95 
Reflect Physical Damage: 15%
No wep:
Code: [Select]
***
Defense Chance Increase: 48%
Damage Increase: 60%
Hit Chance Increase: 55%
Mage Armor: 1
Lower Mana Cost: 41%
Physical Resist: 72%
Fire Resist: 101%
Cold Resist: 70%
Poison Resist: 70%
Energy Resist: 71%
Dexterity Bonus: 10
Strength Bonus: 21 
Intelligence Bonus: 2
Hit Point Regeneration: 4
Hit Point Increase: 10 
Stamina Increase: 32 
Mana Increase: 26
Enhance Potions: 40%
Insured: 11
Luck: 95
Reflect Physical Damage: 15%


Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: MeWonUo on September 20, 2011, 12:42:05 PM
AI damage tops out at 189 with a longsword.  Regardless if I have chiv on the character or not.  Also I should note, I don't do spawns very often. 95% of what I do are peerless types.

Chiv can be helpful in some occasions, so I keep it stoned for certain things.  But as a general rule, I leave it sitting on the stone most of the time.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on September 20, 2011, 12:55:03 PM
AI damage tops out at 189 with a longsword.  Regardless if I have chiv on the character or not.  Also I should note, I don't do spawns very often. 95% of what I do are peerless types.

Chiv can be helpful in some occasions, so I keep it stoned for certain things.  But as a general rule, I leave it sitting on the stone most of the time.

Ahh... tbh I wouldn't know where to put those extra skill points into! My sampire rocks a war axe though. I've been debating making a thrower for things like Peerless, since they do crazy damage.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on September 20, 2011, 12:57:15 PM
Also... something that doesn't make sense to me...
Longsword weighs 7 stones, swings at 3.5s
War axe weighs 8 stones, swings at 3.25s

Should the one that weighs less, swing faster?
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: MeWonUo on September 20, 2011, 01:21:26 PM
Also... something that doesn't make sense to me...
Longsword weighs 7 stones, swings at 3.5s
War axe weighs 8 stones, swings at 3.25s

Should the one that weighs less, swing faster?

Your guess would be as good as mine on that one. :D

As for the other skills you can bring into the build.. Spirit speak for curse. Resist for, well resist. Spellweaving..  Lots of options and toys to play with. :)
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on September 20, 2011, 01:46:06 PM
I roll with 80 resist to negate out a full mana vamp and I trap box paralyzes...
Although I have wanted to play with curse weapon and see how well it does. But then again that would feel like playing a whammy instead of a sampire... I'll toy around with some template modifications and test their viability later tonight.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Cerveza on September 20, 2011, 02:44:16 PM
I was stuck at 171 AI's on Baracoon when I had Chivalry.

Didn't matter if I used Consecrate, Enemy of One or if Baracoon was Discorded. 171 was my max crit.

I'm at 185 now with 0.0 Chivalry on the char.

120 Swords
120 Bushido
120 Tactics
120 Anatomy
100 Necro
90 Healing
80 Parry (+30 on Jewelry)

I get very good time on my Evasion with the 80 parry, and I parry quite a bit of stuff too LOL. My weaps are almost all the same build:

Hit Mana Leech
Hit Stamina Leech
Slayer
Swing Speed (if needed for weapon, if not then HLA or Fireball or something)
Damage

The trick is to use the right weapon for the job. You already know the monster's resists, so build a weapon for it. Consecrate is the most useful of Chivalry abilities and that is overcome with the right weapon choice.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: holmedog on November 05, 2011, 06:34:09 PM
Anyone still use this?  I'm noticing some oddities.  Attack works, Cons. Wep works, Divine Fury doesn't, EoO does, LStrike doesn't.

I'm still digging in the code to see if I can find the place it skips them, but I'm also testing one of my own scripts while running it so I'm not focusing on it much.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on November 05, 2011, 07:33:36 PM
Hmm... I'll give the script a whirl tonight and attempt to reproduce such "oddities"... I will also ask around and see if it is happening to anyone else...

A quick troubleshooting guide though for this script:

1. Ensure that EN's Buff Bar Scanner is in the same folder as LAME is being run from.
2. Ensure you go through the entire setup properly (IE: Follow the popup instructions)
3. Ensure that your spell icons are not covered up (this will not work alt tabbed)
4. This script will only lightning strike as a means to regain mana (IE: When you don't have enough mana to perform an AI).
5. For EoO, ensure that you have your buff bar clearly visible.
6. Divine fury should only be used when your stamina reaches a certain percentage, just thinking off the top of my head, but I believe that the default is 50%, and it is user configurable... However because it lowers the Caster's DCI on use, I do not have it setup to spam the ability, as it would reduce the Caster's survivability in engaging melee mobs.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: holmedog on November 05, 2011, 07:36:32 PM
Hmm... I'll give the script a whirl tonight and attempt to reproduce such "oddities"... I will also ask around and see if it is happening to anyone else...

A quick troubleshooting guide though for this script:

1. Ensure that EN's Buff Bar Scanner is in the same folder as LAME is being run from.
2. Ensure you go through the entire setup properly (IE: Follow the popup instructions)
3. Ensure that your spell icons are not covered up (this will not work alt tabbed)
4. This script will only lightning strike as a means to regain mana (IE: When you don't have enough mana to perform an AI).
5. For EoO, ensure that you have your buff bar clearly visible.
6. Divine fury should only be used when your stamina reaches a certain percentage, just thinking off the top of my head, but I believe that the default is 50%, and it is user configurable... However because it lowers the Caster's DCI on use, I do not have it setup to spam the ability, as it would reduce the Caster's survivability in engaging melee mobs.


edit - Ok, I can be a 'tard sometimes.  I knew this used OCR and yet I was still trying to use it tabbed.  Definitely a failing of my own.  Sorry about the confusion (sometimes the simple things...LOL)
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on November 05, 2011, 08:18:13 PM
Hmm... I'll give the script a whirl tonight and attempt to reproduce such "oddities"... I will also ask around and see if it is happening to anyone else...

A quick troubleshooting guide though for this script:

1. Ensure that EN's Buff Bar Scanner is in the same folder as LAME is being run from.
2. Ensure you go through the entire setup properly (IE: Follow the popup instructions)
3. Ensure that your spell icons are not covered up (this will not work alt tabbed)
4. This script will only lightning strike as a means to regain mana (IE: When you don't have enough mana to perform an AI).
5. For EoO, ensure that you have your buff bar clearly visible.
6. Divine fury should only be used when your stamina reaches a certain percentage, just thinking off the top of my head, but I believe that the default is 50%, and it is user configurable... However because it lowers the Caster's DCI on use, I do not have it setup to spam the ability, as it would reduce the Caster's survivability in engaging melee mobs.


edit - Ok, I can be a 'tard sometimes.  I knew this used OCR and yet I was still trying to use it tabbed.  Definitely a failing of my own.  Sorry about the confusion (sometimes the simple things...LOL)

No worries, it happens to the best of us at times :>
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on November 12, 2011, 09:27:10 PM
This is work like a charm, fast as well.   I do believe you have forget the add Momentum Strike in the menu.  I have a question too.  if the have no monster in sight, the script attack your nearest guild mate, just be carefull and pause it :))
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on November 13, 2011, 12:24:09 AM
This is work like a charm, fast as well.   I do believe you have forget the add Momentum Strike in the menu.  I have a question too.  if the have no monster in sight, the script attack your nearest guild mate, just be carefull and pause it :))

Yes, this is an issue with players being in certain forms (Racial wise and polymorph wise) The ninjitsu wolf form for example. It retains the same ID as Hell hounds/Dire Wolves.

Also, there is no check box for Momentum Strike. If you can utilize Lightning Strike, then you can utilize Momentum Strike, therefore it just takes into consideration the mobs around you when deciding which attack to execute.

I'll break it down here:

The script reads the mobs on screen within 1 tile of you (melee range) and it counts them.
Code: [Select]
finditem %target G_1
if #findCnt > 0

If you have lightning strike enabled, and you have less then 25 mana, and there are more then one mobs within 1 tile of you, then it utilizes Momentum Strike (IE: Coon spawn and he summons mobs on you).
Code: [Select]
if #findCnt > 1 && ( %useLS = #true ) && ( #mana < 25 ) && ( %spellTimer < #scnt2 )
   gosub execMS

Here however, given the same prerequisites as stated above, if you have less then two mobs within 1 tile of you, and less then 25 mana, the script will Lightning strike instead.
Code: [Select]
if #findCnt < 2 && ( %useLS = #true ) && ( #mana < 25 ) && ( %spellTimer < #scnt2 )
   gosub execLS

Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on November 13, 2011, 10:05:35 AM
Thx for the quick replay and break down.  Took me some time I figure it out after read the attack section and testing in less crowded place.  It fast and nice interface, i sure gonna use your helper more often them my old one :) 
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on November 13, 2011, 11:09:50 AM
Anytime! If you need anymore help with this it, lemme know.

Also if you have an easyuo account, feel free to vote/rate it on their site! :>

http://www.easyuo.com/forum/viewtopic.php?p=393352
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: holmedog on November 15, 2011, 11:08:10 AM
Is it intended that EoO only casts when Attack is clicked?
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Cerveza on November 15, 2011, 11:25:11 AM
Do you want it casting EoO every couple of minutes while your standing at the bank?

I think it only casts when Attack is clicked AND enemies are present.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on November 15, 2011, 12:23:04 PM
Yep, Cerv is right.

I set up the buffs and what not to work on when Attack is clicked and enemies are near. That way it would only use mana when you could replenish mana (around mobs) and weren't wasting it sitting at the bank, in a corner, or running around.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on November 15, 2011, 01:05:32 PM
@ Cerveza  I was wondering if you can explain those  %timer_evasion #scnt & %spellTimer #scnt2. Most spell take 2-3 second to cast so is those timer act as a pause so we don't over cast.   Trying to understand the IF  statement.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on November 15, 2011, 02:11:15 PM
@ Cerveza  I was wondering if you can explain those  %timer_evasion #scnt & %spellTimer #scnt2. Most spell take 2-3 second to cast so is those timer act as a pause so we don't over cast.   Trying to understand the IF  statement.

set %spellTimer #scnt2

if ( #STAMINA < %stamPer ) && ( %castFury = #true ) && ( %spellTimer < #scnt2 )

I'll use the Fury if statement as an example here.

Assuming that you have fury checked, and your stamina falls under the %stamPer variable. %spellTimer gets set at the beginning of the script, and everytime a spell is cast, this basically tells the script that a spell has recently been cast, or is in the process of being cast. Since you cannot cast two spells at the same time, or in fast repetition of one another, this is needed to prevent overcasting, or spamming.

#scnt and #scnt2 are constantly changing variables that increase like time, or seconds, and do not reset (until everything has been closed) so when you set %something #scnt2. %something's value is recorded as to what #scnt2 was at the time of setting, and once #scnt2 is greater then what is once was, or %something rather, if ( %something < #scnt2 ) will become true.

I'm not sure if that is the correct way to explain it, but it's how I understand it :>

I'm sure Cerv can do a better job at explaining it then I can however!
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: holmedog on November 15, 2011, 06:09:56 PM
Yep, Cerv is right.

I set up the buffs and what not to work on when Attack is clicked and enemies are near. That way it would only use mana when you could replenish mana (around mobs) and weren't wasting it sitting at the bank, in a corner, or running around.

Ok, thanks for the update!  I just assumed that's what Pause was for.  I use another script to honor/attack/path for me, so I will likely disable this on my own.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on December 14, 2011, 09:36:33 PM
DXROM,  is there a reason with this script won't work with a Gargoyles Thrower, but work on a sammy.  It the same skill.   Thx

   
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on December 14, 2011, 10:48:43 PM
DXROM,  is there a reason with this script won't work with a Gargoyles Thrower, but work on a sammy.  It the same skill.   Thx

   

Yes. This script is meant to work solely with sampires (Hence "Sampire-Assistant"). I created it before throwers were around.

I asked awhile back if anyone would be interested in me working on a thrower version, but didn't get any feedback regarding the matter, and since I do not use throwers, I didn't venture into supporting them.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Xanderyum on July 15, 2012, 12:34:00 PM
I have feedback! Yes please to a throwerversion. :D
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on July 16, 2012, 12:43:36 AM
I have feedback! Yes please to a throwerversion. :D

Hey, I most likely wont get around to making a thrower variation of this, I didn't get much feedback of people wanting one. And now I don't really play UO anymore, I reactivate my account every three months to keep my castle refreshed, but that's about it...

Who knows though, with the changes to faction arties I might just pump a thrower out sometime and write an offset of LAME for it. Something like a LAME Thrower.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: D on July 31, 2012, 10:39:11 PM
im having trouble getting it to target medusa, for the first few times i used an item id script on her her id changed three time untill it settled on Type X ID X any other way to get an ID for her so i can use this script for her?

cheers

D
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on July 31, 2012, 11:11:49 PM
I don't remember if the attack sub has her IDs in it, personally I never did medusa or any of those bosses, I always made trammies do that for me :>

Just grab her IDs, and put them into the attackMob sub for IDs. Simple as that.

Remember, I didn't make this for peerless bosses, I made it for spawning.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: D on August 01, 2012, 02:06:10 AM
Thx for the reply, i tried to get her ID by using Tecmo's Find Item Info script, which justreads out #LTARGETID but the ID kept changing, i added a few in, ill check it out when i do medusa again to see where im going wrong, cheers dxrom
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on August 01, 2012, 07:16:55 PM
Here some of the ID I have gather over the years, and I have add to this script.
NP.  I have remove the Dragon ID since I kept attacking my guild mate dragon.   Hope that help you.
Quote
set %target IAB_CAB_AAB_OI_JZ_XZ_QGB_BD_KQB_CJ_FZ_DN_II_WI_TI_YD_WD_NI_EB_VI_NI_R_XF_VE_IE_OE_HE_LD_BI_RB_UB_GB_LB_FB_CI_QE_AE_DE_FE_AB_QF_XE_YE_X_DI_GJ_W_BE_UC_UD_YH_N_HI_UE_SD_K_J_U_HD_PD_EJ_UI_QO_EAB_TO_PO_XI_UZ_KH_KAB_SZ_FD_MB_AC_IZ_DD_NE_VE_MO_TZ_LD_CI_OE_WH_XI_SH_SC_EF_NB_RC_PB_KHB_UGB_T_CHB_BHB_NE_FD_YO_OTB
;; Oaks:: WH_XI_SH_SC_EF_NB_RC_PB :: Pixies, Shadow Wisps, Kirins, Unicorns
;; Mephitis:: UE_SD_K_J_U_HD_PD_EJ_UI  :: Scorpions, Giant Spiders, Terathan Warriors, Terathan Drones, Dread spiders, Matriarch, Avengers, PEs
;; Niera:: II_WI_TI_YD_WD_NI_EB_VI_NI_R :: Mummies, Skeletal Knights, Wraiths, Spectres
;; Semidar:: W_BE_UC_UD_YH_N_FD_HI :: Imps, Mongbats, gargoyles, harpies, burning gargs, stone gargs
;; Rikktor:: QE_AE_DE_FE_AB_QF_XE_YE_X_DF_CD_DI_GJ :: Lizardmen, Snakes, Lava lizards, ophidian warriors, Dragons, Ophidian Avengers
;; Baracoon:: XF_VE_IE_OE_HE_LD_BI_RB_UB_GB_LB_FB_CI ::
;; Pet Balls:: PHB :: Solen Queens
;; Evil Mages:: LC_OC :: Evil Mages
;; Lich Lords:: R_EB :: Lich Lords
;; Hythloth Spawn UGB_KHB_T_CHB_BHB_NE_FD_YO
;; New Deceit _QO_EAB_TO_PO_XI_UZ_KH_OCB
; set %target CHB ;; Prime LIght                                ::  Crystal Demon
; Shame : BD_CJ   ;; Vortex, Blood
; Harrower WI_QGB  ;;



; set %target KHB_UGB_NE_T_CHB_BHB_FD_YO_AAB_JZ
 
; set %target KHB_GB_NE_T_CHB_BHB_FD_YO ;; Abyssal Infernal Champ    ::  Pit Friend, Stone Harpy, Muloch, Arch Demon, Abyss Mall
; set %target AAB   ; Medusa
; set %target XF_OE_LD_CI_FZ ;; Cavern Dicarded                ::Clan RibbonPlague, Clan Scratch Henchrat & Tikitavi renown, Clan Scratch Savage Wolf, Clan Chitter Thinker & Rtakktavi renown, Clock Scorpion
; set %target QF_QE_KAB_MB_UB_ME                               ;; Crimson Veins & Fire Temple Ruins :: Lava Lizard, Lava Snake & Lava Element, Fire Ant, Lava Serpent,Hell Hound ,Renown
; set %target TZ ;; Goblin                                      :: Enslaved Green & Gray Goblin
; set %target SI_VE_VM  ;; Pasaage of Tears                     :: Acid Element, Corrosive Slim,  Intered Grizzle
; set %target PO _TO ;; Prival Lich                             ::  Gore,Bat
; set %target IH_DE_GH ;;  Tokono:
; set %target KAB_QF_QE_MB_RF_SZ_FD ;  White essenc                   :: , Ant,  Lizard, Snake, Serpent, hellbourd
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: D on August 02, 2012, 12:17:47 AM
Thx ill add that to my script, do you remember putting medusa's ID in there?
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Cerveza on August 02, 2012, 04:24:08 AM
Wow, that's some kind of long line right there.

I never liked those in scripting. I don't actually care for the + lines either. Easy to run into probs with those.

Here's a thought for ya. Join lines together.

set %list1 AAA_BBB_CCC_DDD_
set %list2 ZZZ_XXX_WWW_VVV_

set %combo_list %list1 , %list2

msg %combo_list ; returns AAA BBB CCC DDD ZZZ XXX WWW VVV

Works best if you remember the _ at the end of each set, if you don't then you have to add it in the combo.

set %combo_list %list1 , _ , %list2
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: D on August 02, 2012, 04:35:14 AM
that looks really good Cerv, think ill do that and make up a few list, how many ID's would you recon for each list?
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Cerveza on August 02, 2012, 06:07:11 AM
I usually use whatever group there is. Count wise, I'd just go until you feel the line is long enough LOL.

I break down mobs by the threat they pose, in Mwinc style.

Weak, no worry mobs
Weak Melee
Weak Magic
Strong Melee ; ogre lords as an example
Strong Magic ; para or mana vamp casters

That way if I need to prioritize targets, I can use those. Or if I just want to attack all, I can have a "master list".

set %weak aaa_bbb_ccc_
set %melee_weak ddd_eee_fff_
set %magic_weak ggg_hhh_iii_
set %melee_strong jjj_kkk_lll_
set %magic_strong mmm_nnn_ooo_
set %boss ppp_qqq_rrr_

set %ALL_MOBS %weak , %melee_weak , %magic_weak , %melee_strong , %magic_strong , %boss

You could do that for each spawn:

set %baracoon_weak sss_ttt_uuu_
set %baracoon_melee_weak vvv_www_xxx_

However you want to group mobs. If you just want a "super list" without any type of groups just break the long list up and join it:

set %mobs_01 111_222_333_
set %mobs_02 444_555_666_

I once studied the order of things found. So if you were to find a monster from a list, which would be found first. That was many beers ago and those brain cells just didn't make it to the elimination round. Seems like it was from right to left, so a list like:

set %which_one_first aaa_bbb_ccc_ddd_eee_fff_ggg_hhh_iii_

would find the mobs in the order of iii then hhh then ggg etc.... I'm pretty sure that's how it works with items put into a container. The last item put in will be the first one found. Not that important, but worth looking at if someone was bored.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: D on August 02, 2012, 08:54:02 AM
Thats interesting to know, good idea to break the list up into priorities. Ill definately do that. Cheers Cerv
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on August 02, 2012, 12:53:59 PM
Sounds like ASM stack flow management.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 16, 2012, 12:10:29 PM
Just last update, This script will no longer be updated. I no longer play OSI, nor do I use EUO (Or any variation of it) anymore.

I will however eventually migrate LAME over to stealth.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: TrailMyx on October 17, 2012, 04:32:36 AM
Heh, so you've converted!  Nice.  I wish I had time to invest....
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 17, 2012, 07:57:21 AM
Ehehehe yes. It really is rather simple to pickup! I had issues with it at first, kept bugging crome over ICQ, then when I finally got my first script running it was cake after that. I went the PASCAL route, with finals coming up I dont have time to invest into python atm :(

Really though, there is nothing like scripting on 3-4 accounts at the same time, without a single client running, and then being able to check on them from my laptop anywhere I am. (Actually logging into their clients and controlling them.) :>
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Alpha on October 17, 2012, 10:43:59 AM
Quote
Really though, there is nothing like scripting on 3-4 accounts at the same time, without a single client running, and then being able to check on them from my laptop anywhere I am. (Actually logging into their clients and controlling them.) :>

Gah.. that really does sound interesting...   So if time wasn't a factor which language would you suggest learning for stealth??  I don't know any real languages other than 2 classes of C++ in college, so I'll be starting from scratch (discounting probably 7 years of EUO or whenever it came out heh)
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 17, 2012, 10:53:50 AM
Quote
Really though, there is nothing like scripting on 3-4 accounts at the same time, without a single client running, and then being able to check on them from my laptop anywhere I am. (Actually logging into their clients and controlling them.) :>

Gah.. that really does sound interesting...   So if time wasn't a factor which language would you suggest learning for stealth??  I don't know any real languages other than 2 classes of C++ in college, so I'll be starting from scratch (discounting probably 7 years of EUO or whenever it came out heh)

I would suggest pascal to start with, once you get down the syntax and formatting it's really simple to get rolling with. Plus it's the default language for stealth. You can do alot with both python and pascal though.

The only downside is that the wiki page really hasn't had much attention paid to it by the devs/users so it's kind of non-existant. However the API functions page is well maintained and an absolute goldmine. http://stealth.od.ua/Doc:Api

Just remember this was a russian program so there will be alot of digging through russian stuff, I suggest using Chrome (the browser) to translate stuff :P

For beginning though, I have tossed up some scripts on the stealth sub-forum and Crome has ofcourse put alot of information up there to get people using into it.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Alpha on October 17, 2012, 11:07:18 AM
Thx for the input & Sounds good.   Chrome had mentioned that Stealth can load the old mul files so I could go back to having my Stump Hack & static field hacks, which got me looking at stealth, but it seems it's got some interesting differences....   Should be worth a try...... 
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on October 17, 2012, 06:43:29 PM
To bad you are leaving,  and thx lot form bring this beauty script to us. I use it every day and have show me new way to build.  Good luck in your new  journey.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 17, 2012, 06:57:18 PM
To bad you are leaving,  and thx lot form bring this beauty script to us. I use it every day and have show me new way to build.  Good luck in your new  journey.

I'm not leaving :P

I'm just not updating EasyUO scripts or using EasyUO anymore :P

I can't leave this community :((
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: TrailMyx on October 17, 2012, 07:55:11 PM
Well keep on doing what you're doing with Stealth.  Perhaps one day I'll be persuaded to join in.  But with Pascal and Python it's going to be a struggle....... ;)
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 17, 2012, 08:23:28 PM
Well keep on doing what you're doing with Stealth.  Perhaps one day I'll be persuaded to join in.  But with Pascal and Python it's going to be a struggle....... ;)

Pascal so easy man :P

Check out my super simple scripts I've posted. I mainly post them for reference for other people who are interested in trying it out.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Crome969 on October 17, 2012, 09:01:02 PM
To bad you are leaving,  and thx lot form bring this beauty script to us. I use it every day and have show me new way to build.  Good luck in your new  journey.
Stealth exist on this Board as well, mostly unknown since less people use but exist.
When i asked TM if we can have a childboard about i wanted to push over Stealth a lot. But due changes in live i werent be able to finish for it, what i wanted to:/
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Crome969 on October 17, 2012, 09:04:01 PM

For beginning though, I have tossed up some scripts on the stealth sub-forum and Crome has ofcourse put alot of information up there to get people using into it.

And if there is more interest about i will dig up all i know about.. Just ask questions in Stealth-Subforum of scriptuo, i will help as much i can...
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Endless Night on October 18, 2012, 06:40:46 AM
i really wish i had time to play with stealth... and i already knew pascal so picking up again should be that hard... but time time time.. where is the time.. barley even get enough time to log in these days...
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: TrailMyx on October 18, 2012, 06:49:51 AM
Ya, I'll probably go the Pascal route as well.  I used to be a Pascal wiz back in the days of bell-bottoms.  Seeing as how my first programming class was FORTRAN and my programs were entered into the system using punch-cards, that's a while ago.  ;)

You attempt to hijack thead...
* thread successfully hijacked *
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Masscre on October 18, 2012, 04:22:07 PM
Stealth seems to have a lot of advantages and a question. I learned Turbo pascal are the two similar? I do remember TP being very structured and the variables being very strict.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: TrailMyx on October 18, 2012, 04:27:46 PM
It's certainly going to be more strict that Python.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 18, 2012, 04:42:20 PM
With age comes refinement. :>

Now, averting this discussion to the proper threading. I send you all here! http://www.scriptuo.com/index.php?board=145.0
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on May 10, 2014, 09:12:26 AM
Hello
Required some assistance with a small addition.  My guild mate are hunting with Pet, so I add a #FindRep .  Now I no lounger attack guild mate pet, but the attack monster part doesn't work well anymore.  it since to ignore a few.  I can do Riktor ok but Baracoon won't work.   I have try multiple version and this was the best working build. Can you guy have a other idea for me.  Thx

Code: [Select]
set %monster AV_EN_JD_VGB_CB_IS_HS_AB_GJ_CD_DF_AE_AAB_DN_HBB_UAB_TAB_XO_ZO_SO_NO_VC_DB_Q_ED_UM_IAB_CAB_AAB_OI_JZ_XZ_QGB_BD_KQB_CJ_FZ_DN_II_WI_TI_YD_WD_NI_EB_VI_R_XF_VE_IE_OE_HE_LD_BI_RB_UB_GB_LB_FB_CI_QE_AE_DE_FE_AB_QF_XE_YE_X_DI_GJ_W_BE_UC_UD_YH_N_HI_UE_SD_K_J_U_HD_PD_EJ_UI_QO_EAB_TO_PO_XI_UZ_KH_KAB_SZ_FD_MB_AC_IZ_DD_NE_VE_MO_TZ_LD_OE_WH_XI_SH_SC_EF_NB_RC_PB_KHB_UGB_T_CHB_BHB_NE_FD_YO_OTB
set %friend 2 ; What #Findreps to spare.



sub attackMob
set %target %monster
if %honor = #true ; ) && ( %honored = #false ) && ( #finddist <= 8 )
         {
         set %target #findid
         finditem %target G_10
         event macro 49 1 ;Invoke Honor
         target 5s
         set #ltargetid %target
         event macro 22 0 ;Target Demon
         set %honored #true
         }


finditem %target G_1
if #findCnt > 0
{
{
if #findCnt > 1 && ( %useLS = #true ) && ( #mana < 25 ) && ( %spellTimer < #scnt2 )
   gosub execMS
;
if #findCnt < 2 && ( %useLS = #true ) && ( #mana < 25 ) && ( %spellTimer < #scnt2 )
   gosub execLS
;
if ( %useLS = #true ) && ( #mana > 25 ) && ( %spellTimer < #scnt2 )
   gosub execLS
if #findCnt = 2 && ( %useMS = #true ) && ( #mana > 25 ) && ( %spellTimer < #scnt2 )
   gosub execMS
if ( %usePrimary = #true ) &&  ( #mana > 25 ) && ( %spellTimer < #scnt2 )
   gosub execPrim
if ( %useSecondary = #true ) && ( #mana > 25 ) && ( %spellTimer < #scnt2 )
   gosub execSec
Call ScanBuffBar
set %ConWep _ConsecrateWeapon_ in %BuffBarIconNames
if ( %castConWep = #true ) && ( %ConWep = #false ) &&  ( #mana > 10 ) && ( %spellTimer < #scnt2 )
   gosub castCon
set %EOO _EnemyOfOne_ in %BuffBarIconNames
if ( %castEOO = #true ) && ( %EOO = #false ) &&  ( #mana > 10 ) && ( %spellTimer < #scnt2 )
   gosub enemyOfOne
}
if #FindRep notin %friend  ; Only attack if it is not a "bad one".
 {
    if #FINDKIND = -1 4
    finditem %target
    set %attack #findid
    set #LTARGETID %attack
    event macro 27 0

    if #findid <> %attack
    {
    set %attack #findid
    set #LTARGETID %attack
    event macro 27 0
    }
 }
else ; If it a bad one then i ignore it for further run
  {
   ignoreitem #FindRep
  }
  }
return

Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Ketchup on February 17, 2015, 05:08:13 PM
Is there a way to make it save your characters setting to save you having to run the startup over and over? just load it up and play?
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: onlyindreams on February 18, 2015, 01:28:29 PM
Hello
Required some assistance with a small addition.  My guild mate are hunting with Pet, so I add a #FindRep .  Now I no lounger attack guild mate pet, but the attack monster part doesn't work well anymore.  it since to ignore a few.  I can do Riktor ok but Baracoon won't work.   I have try multiple version and this was the best working build. Can you guy have a other idea for me.  Thx

Code: [Select]
set %monster AV_EN_JD_VGB_CB_IS_HS_AB_GJ_CD_DF_AE_AAB_DN_HBB_UAB_TAB_XO_ZO_SO_NO_VC_DB_Q_ED_UM_IAB_CAB_AAB_OI_JZ_XZ_QGB_BD_KQB_CJ_FZ_DN_II_WI_TI_YD_WD_NI_EB_VI_R_XF_VE_IE_OE_HE_LD_BI_RB_UB_GB_LB_FB_CI_QE_AE_DE_FE_AB_QF_XE_YE_X_DI_GJ_W_BE_UC_UD_YH_N_HI_UE_SD_K_J_U_HD_PD_EJ_UI_QO_EAB_TO_PO_XI_UZ_KH_KAB_SZ_FD_MB_AC_IZ_DD_NE_VE_MO_TZ_LD_OE_WH_XI_SH_SC_EF_NB_RC_PB_KHB_UGB_T_CHB_BHB_NE_FD_YO_OTB
set %friend 2 ; What #Findreps to spare.



sub attackMob
set %target %monster
if %honor = #true ; ) && ( %honored = #false ) && ( #finddist <= 8 )
         {
         set %target #findid
         finditem %target G_10
         event macro 49 1 ;Invoke Honor
         target 5s
         set #ltargetid %target
         event macro 22 0 ;Target Demon
         set %honored #true
         }


finditem %target G_1
if #findCnt > 0
{
{
if #findCnt > 1 && ( %useLS = #true ) && ( #mana < 25 ) && ( %spellTimer < #scnt2 )
   gosub execMS
;
if #findCnt < 2 && ( %useLS = #true ) && ( #mana < 25 ) && ( %spellTimer < #scnt2 )
   gosub execLS
;
if ( %useLS = #true ) && ( #mana > 25 ) && ( %spellTimer < #scnt2 )
   gosub execLS
if #findCnt = 2 && ( %useMS = #true ) && ( #mana > 25 ) && ( %spellTimer < #scnt2 )
   gosub execMS
if ( %usePrimary = #true ) &&  ( #mana > 25 ) && ( %spellTimer < #scnt2 )
   gosub execPrim
if ( %useSecondary = #true ) && ( #mana > 25 ) && ( %spellTimer < #scnt2 )
   gosub execSec
Call ScanBuffBar
set %ConWep _ConsecrateWeapon_ in %BuffBarIconNames
if ( %castConWep = #true ) && ( %ConWep = #false ) &&  ( #mana > 10 ) && ( %spellTimer < #scnt2 )
   gosub castCon
set %EOO _EnemyOfOne_ in %BuffBarIconNames
if ( %castEOO = #true ) && ( %EOO = #false ) &&  ( #mana > 10 ) && ( %spellTimer < #scnt2 )
   gosub enemyOfOne
}
if #FindRep notin %friend  ; Only attack if it is not a "bad one".
 {
    if #FINDKIND = -1 4
    finditem %target
    set %attack #findid
    set #LTARGETID %attack
    event macro 27 0

    if #findid <> %attack
    {
    set %attack #findid
    set #LTARGETID %attack
    event macro 27 0
    }
 }
else ; If it a bad one then i ignore it for further run
  {
   ignoreitem #FindRep
  }
  }
return


Once the champ is up, I personally uncheck the attack box. Then I manually select my target and let the script spam AI.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: valen on October 05, 2015, 09:59:15 AM
Hi all,

I am having trouble getting this script to work.  It used to work and then all of the sudden it stopped. I tried to re-download it and still doesn't work. I don't get what has changed.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on October 05, 2015, 05:08:46 PM
DId u follow the setup,    the icons on ur desktop and have EN scan bar and lame in the same folder as UOEX.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 05, 2015, 05:46:47 PM
Hi all,

I am having trouble getting this script to work.  It used to work and then all of the sudden it stopped. I tried to re-download it and still doesn't work. I don't get what has changed.

Nothing should have changed, as I haven't updated this script in over three years :P

As Ghost stated, make sure you're icons are pulled out and visible on your screen, run the setup following the instruction, and make sure EN's Buff bar scanner is in the same folder as LAME and the EasyUO executable.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: valen on October 05, 2015, 06:03:22 PM
They are all in the download folder on the computer. I'll retry the process and pull new icons etc.. hope it works. This is one of my favorite scripts for sampire farming shame crystals.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Crisis on October 05, 2015, 07:04:44 PM
Make sure you are running the most current EUO Client as well. Sometimes things can get messed up when using older clients.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on October 06, 2015, 03:10:56 AM
I can assure you that nothing is broken,  Most be a code C-18.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: valen on October 06, 2015, 12:54:13 PM
The lightning strike feature doesn't seem to work for me. the chiv aspect does.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: bendel on October 06, 2015, 02:06:05 PM
I get only Primary & Secondary  working. Chiv Spell keep spamming :/
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 06, 2015, 04:26:19 PM
Could be an issue with buffbar scanner.. Also make sure you character status is open, as well as the buffbar being open too.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: valen on October 06, 2015, 06:29:20 PM
character status open?
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 07, 2015, 06:31:56 AM
Your HP/Mana/Stam bar.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: bendel on October 07, 2015, 06:45:04 AM
after few hour of tests, followed all the step and i really can't figure out why "Attack" "Cons. Wep" "Divine Fury" & "Enemy One" is keep spamming.

Downloaded the lastest scan buffer. i got euo LAME3.0.txt & scanbuffbar.txt in the same folder.
Tried with UOSteam/Razor without ... no chance
all in admin mode ...
Character status bar open buffbar open.

Any idea ?
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on October 07, 2015, 08:46:59 AM
Let me try to help

First
 at the end of the build. look for the sub attackMob 
 inside that sub you wil find  set %target FZ_DN_II_WI_TI_YD
 those are set on the monster you want to hunt.  LAME a few default one but not all of them. 

Second.
Quote
can't figure out why  "Cons. Wep" "Divine Fury" & "Enemy One" is keep spamming.
IF you read back in this post, you will find that a several time, we had mention that when in Sammy form,  that EoE, CW will not register properly.  This is due to ......., we don't know.  Most of it just deal with it or have made a walk around.  dxrom  have give us a solid base and easy to improve. 

Third.
Quote
i got euo LAME3.0.txt & scanbuffbar.txt in the same folder
Ensure that if spell the same as in the build ScanBuffBar

Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: dxrom on October 07, 2015, 10:37:33 AM
Hrmm... With the new patch, buff IDs might actually have been changed around since new buffs were implemented into the game. Generally though the devs method of adding anything to the game is simply to shove it where ever it will fit, regardless of how many base value duplicates may already exist.

Also make sure you're not standing next to something that could be initiating the attack sequence, as it should only cast anything once it's near something that it would attack, which is defined at %target within the attackMob sub.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: bendel on October 07, 2015, 11:02:18 AM
Let me try to help

First
 at the end of the build. look for the sub attackMob 
 inside that sub you wil find  set %target FZ_DN_II_WI_TI_YD
 those are set on the monster you want to hunt.  LAME a few default one but not all of them. 

Second.
Quote
can't figure out why  "Cons. Wep" "Divine Fury" & "Enemy One" is keep spamming.
IF you read back in this post, you will find that a several time, we had mention that when in Sammy form,  that EoE, CW will not register properly.  This is due to ......., we don't know.  Most of it just deal with it or have made a walk around.  dxrom  have give us a solid base and easy to improve. 

Third.
Quote
i got euo LAME3.0.txt & scanbuffbar.txt in the same folder
Ensure that if spell the same as in the build ScanBuffBar



Hi,
Thank you for your Informations, i think i'm more into the second step or like dxrom said, maybe perhaps the ID were modified causes of changes of new buff.
i used a year ago and everything was working fine and i'm using the same method.
have a nice day =)
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: cybercasper on October 19, 2015, 06:26:07 AM
So question on this I have been running it for quite some time now and it is perfect. when I got deployed and came back and started running it again it was having a bit of a problem targeting some on my guildmates. not all of them but I believe mostly mages for some reason is there something I can modify to get it where it doesn't do that anymore.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on October 19, 2015, 08:16:29 AM
If you look at your %target list, you would find IS.   Some monster and Elf toons have the ID IS.  Remove the IS from the list to stop attacking them.

other one is to try to add the Find #rep.   I have been trying in my spare time to add this, issue is that it not working verywell.  Work find on his own but not build in LAME.   
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Endless Night on October 19, 2015, 08:54:53 AM
Let me try to help

First
 at the end of the build. look for the sub attackMob 
 inside that sub you wil find  set %target FZ_DN_II_WI_TI_YD
 those are set on the monster you want to hunt.  LAME a few default one but not all of them. 

Second.
Quote
can't figure out why  "Cons. Wep" "Divine Fury" & "Enemy One" is keep spamming.
IF you read back in this post, you will find that a several time, we had mention that when in Sammy form,  that EoE, CW will not register properly.  This is due to ......., we don't know.  Most of it just deal with it or have made a walk around.  dxrom  have give us a solid base and easy to improve. 

Third.
Quote
i got euo LAME3.0.txt & scanbuffbar.txt in the same folder
Ensure that if spell the same as in the build ScanBuffBar



Hi,
Thank you for your Informations, i think i'm more into the second step or like dxrom said, maybe perhaps the ID were modified causes of changes of new buff.
i used a year ago and everything was working fine and i'm using the same method.
have a nice day =)


I am in the process of updating the scanbuffbar subs....   New icons can cause issues... once I have updated... please re-download and check again. 
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: cybercasper on October 19, 2015, 10:57:27 AM
Ghost when checking in the script there were not ID's that were IS.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on October 19, 2015, 01:24:32 PM
here what I use for monster, and I haven't attack my teammate.   99% of the time

Code: [Select]
WD_XAB_TAB_YAB_UAB_PGB_HAC_YTB_RD_AEB_OD_OAC_ZZB_MAC_ZC_AP_OO_RO_FO_VI_FJ_CD_DF_AB_DN_HBB_UAB_TAB_XO_ZO_SO_NO_VC_DB_Q_ED_UM_IAB_CAB_AAB_OI_JZ_XZ_QGB_BD_KQB_CJ_FZ_DN_II_WI_TI_YD_WD_NI_EB_VI_R_XF_VE_IE_OE_HE_LD_BI_RB_UB_GB_LB_FB_CI_QE_AE_DE_FE_AB_QF_XE_YE_X_DI_GJ_W_BE_UC_UD_YH_N_HI_UE_SD_K_J_U_HD_PD_EJ_UI_QO_EAB_TO_PO_XI_UZ_KH_KAB_SZ_FD_MB_AC_IZ_DD_NE_VE_MO_TZ_LD_OE_WH_XI_SH_SC_EF_NB_RC_PB_KHB_UGB_T_CHB_BHB_NE_FD_YO_OTB_JZ
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: cybercasper on October 21, 2015, 09:22:07 AM
ok ill try it out and see what happens. I know this may not be something able to do but to u have a list of what all those ids are for by anychance
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on October 21, 2015, 09:32:47 AM
All the champs spawn, event the turtle.   I add then and remove then as I see fit.     If you are not attackin the monster, 99% change is that ID in not there.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: LordBishop on October 27, 2015, 03:49:45 PM
Just wanted to say ty for the script I've been using to help with a medical condition that makes it difficult to play and quickly hit keys and mouse clicks. Your program has allowed me to continue enjoying the game. I have used it with success in doom for halloween the void pool and ofcourse champ spawns. Thanks again
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: anythralus on January 23, 2016, 08:23:34 PM
Just came here to ty for the script, that script is the only GoldFarming/AutoAttack that i could made it work on UODemise shard. It has some problems, like spamming EOO, Consecrate and others skills, but the Auto Attack alone with lightning strike plus Adv Claw was everything.

Cheers bro.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Gemviper on January 24, 2016, 12:02:27 AM
In the classic client you can set up a macro to do the following
TargetNearestMobile
AttackSelectedTarget
Useability Primary(or Secondary)

optional, honor target, cast spell etc but you'll need to work out the proper delays.

Tap the button once and it will find, attack and toggle your ability. It also seems backwards to set the ability last since you want it to hit straight away but it's the only way to give you a visual clue that the button cycled through all of the steps. If you put it first you sometimes end up with the ability active but no target and tapping it again turns it off and attacks.

Always good to have as a backup in case you need to shut down a script that is bugging out.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: The Ghost on January 24, 2016, 06:16:07 AM
You need to have the new targeting system toggle on.

I know it a lot of page to read, but somewhere in their, we have mention that  EoO and CW do not work properly. Because we have to many icons that get scan every sec, and move around.   I usually activate EoO and CW by hand.
Title: Re: LAME 3.0 - Le (semi)Automated Mob Eradicator
Post by: Endless Night on August 24, 2016, 08:14:15 AM
You need to have the new targeting system toggle on.

I know it a lot of page to read, but somewhere in their, we have mention that  EoO and CW do not work properly. Because we have to many icons that get scan every sec, and move around.   I usually activate EoO and CW by hand.

Buffbar subs have been updated.  New beta Version is available in the buffbar thread, a new full version will be release soon.  Please Download a version of the buffbar subs V41 or higher to fix any EoO or CW issues.    V41 Beta - http://www.scriptuo.com/index.php?topic=1508.msg114465#msg114465