Author Topic: RoT Weapon Gainer for Siege  (Read 26959 times)

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Offline DeadIssue2Topic starter

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RoT Weapon Gainer for Siege
« on: March 03, 2009, 06:54:43 PM »
+1
Again I am just a beginner so please be kind. I have put this together to work any of the combat skills as long as you have the ability to summon a deamon. If there are any flaws by all means toss me a bone and help a brother out. It may not be elegant but it gets the job done.

Code: [Select]
;======================================================
; Script Name: RoT Weapon Gainer on Siege w/Magery
; Auther: Deadissue
; Version: 1.0
; Shard: OSI Siege
; Date 3/1/2009
; Purpose: Gain Weapon Skills when in RoT
; Globals: None
;======================================================
; Special Instructions: Make sure your magery is high
;  enough to summon and wear a LRC suit. Make sure to
;  change the #skill to your max possible skill after
;  all of your Rot gains for the day. If you use this
;  in a house it will attempt to hide you after gaining.
;  And lastly when you advance from 5 to 8 to 12 to 15
;  minutes simply change the wait 300s in the last line
;  to 480s,720s,900s respectively.
;
;======================================================
loop:
event macro 15 60
wait 5s
msg all follow me $
wait 1s
msg all follow me $
wait 1s
finditem ID
set #ltargetid #findid
msg all stop $
wait 1s
msg all stop $
wait 1s
msg all stay $
wait 1s
msg all stay $
wait 1s
event macro 27
wait 5s
exevent popup #findid
wait 1s
click 39 163
wait 5s
chooseskill swords ; or any combat skill you are working
if #skill = 750 ; change this based on what your max ROT of day will be
   Halt
event macro 13 21
wait 300s ; change this based on your RoT timer.
goto loop

Offline Hollywood_Shono

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Re: RoT Weapon Gainer for Siege
« Reply #1 on: March 04, 2009, 08:08:34 AM »
+1
Nice one buddy!

Offline Cerveza

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Re: RoT Weapon Gainer for Siege
« Reply #2 on: March 04, 2009, 08:25:53 AM »
+1
Que?

Code: [Select]
finditem ID
Not the normal use of finditem, what exactly are you looking for? And where are you looking for it?

If your looking for item type ID then:

The Type you entered is a wooden wall.
XXXXXXXXXX________________________________________] 20%
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Offline TrailMyx

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Re: RoT Weapon Gainer for Siege
« Reply #3 on: March 04, 2009, 11:38:01 AM »
+1

The Type you entered is a wooden wall.

I was curious about what "ID" was.  ;)  Question answered!

However, if you want we can help you make your script into a no-setup monster if you like.

For that I mean:

1)  Check to see if you don't already have a daemon, if not summon one. (you kinda do that already, since you dismiss it)
2)  Automatically adjust the new #FINDID of the daemon to the new one
3)  Automatically adjust the wait times based #SKILL without having to change a variable
4) Relog your character back into the game if you have a disconnect.
5)...

How's them apples?  (assuming you like apples of course...  )  :p

Of course, it's been forever since I played Siege.  Do you get a skill gain the first time you wack at your summon?  If
« Last Edit: March 04, 2009, 11:52:27 AM by TrailMyx »
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Offline DeadIssue2Topic starter

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Re: RoT Weapon Gainer for Siege
« Reply #4 on: March 04, 2009, 07:56:26 PM »
+1
Well I may not have done it right but it sure does work. My concept was to put the deamon you just summoned onto the last target so that I can then pull up his menu and release him. If I did this incorrectly yeah me for managing to make it work and pull an epic fail at the same time!! On siege when in RoT you gain every time first try. For me this script isn't about speed but just get the job done so I don' have to bother. Some scripters are elegant and there scripts are beautiful..... mine are like a punch in the mouth , ugly but it sure works :)

TM, I certainly would not turn down your ideas as these are all things I want to learn but this little gem has 120'd all my weapon skills and tactics. Not to mention I made a few adjustments when I was working it and this thing 120'd my parry as well.  And yes I love them apples I wouldn't knowing how to work the variables for the RoT with skill vs time.
« Last Edit: March 04, 2009, 07:58:16 PM by DeadIssue2 »

Offline TrailMyx

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Re: RoT Weapon Gainer for Siege
« Reply #5 on: March 05, 2009, 02:57:33 PM »
+1
Heh, well whatever works!  I just can't figure out why it does.  Perhaps the finditem is locating the most recent item generated?  I dunno.  I'm a bit puzzled.  However to bring it to the realm of "total control"  the best thing to do is to do a specific search of the area for your new daemon.  If you don't get one, then you might have to cast again. 

Code: [Select]
set %daemon_type XYZ ; dunno what this is
loop:
  finditem %daemon_type G_2 ; keep trying to summon until you get one
  if #FINDCNT = 0
  {
    ; cast your summon spell
    goto loop
  }
  set #LOBJECTID #FINDID ; this last #FINDID is definitely a daemon... 
...
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Re: RoT Weapon Gainer for Siege
« Reply #6 on: March 05, 2009, 04:55:27 PM »
+1
Ohh hell yeah. This may be simple to you but i haven't use the G_ before just C_.
That does make a ton more sense.

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Re: RoT Weapon Gainer for Siege
« Reply #7 on: March 05, 2009, 10:17:46 PM »
+1
Heh, don't worry.  At one time this was hardly simple for me.  Just takes a lot of practice.  If I can tell you how to avoid all the holes I've fallen into, then I'll try my best.  Otherwise, be prepared with a pack-lunch because you will still get trapped in a hole from time to time.  It's best to have something to snack on when you're down there.  ;)
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Offline Xanderyum

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Re: RoT Weapon Gainer for Siege
« Reply #8 on: August 25, 2012, 11:26:05 PM »
+1
Is it possible to add a check skill sub, and then if skill = xyz skill level add xyz to wait timer?  I'm not exactly asking someone to do this, mostly I was wondering if the timer can have added time to it as the ROT increases.  and Do I need to run a auto logger also?  Will I go idle disconnect with this?
Cheers,
  Xander
*Edit*
Now that i look at it. Honestly I will have to tend to this frequently enough, that the skill check to change the timer isn't too important.  Mostly because I'm doing archery, and I'll have to keep supplying my toon with arrows, and monitoring the Bow durability.  Either Way.  This Script is stinkin' sweet!
*Edit*
How are you gaining tactics off of the Daemon?  I'm in the mid 70's for weapon skill, and my tactics are in the mid 60's, And that was from the slimes in the abyss.



« Last Edit: August 26, 2012, 06:26:27 AM by Xanderyum »

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Re: RoT Weapon Gainer for Siege
« Reply #9 on: August 26, 2012, 08:53:48 AM »
-1
Quote
check skill sub, and then if skill = xyz skill level add xyz to wait timer?

 
Code: [Select]
gosub Arch 56 100 ; skill  skilllevel AdditionalTime

sub CheckSkill  ; %1-skillname %2 - skilllevel %3 + time
  chooseskill %1
  if #skill = %2
    set %WaitTimer %WaitTimer + %3   ; change %waittimer to whatever the timervar is called.
return

Not really sure what your doing but heres is a rot sub i wrote here http://www.scriptuo.com/index.php?topic=2454.msg64216#msg64216 in that post is a link to a sub paulonious wrote as well ... They may or maynot be of use for u.
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Offline Xanderyum

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Re: RoT Weapon Gainer for Siege
« Reply #10 on: August 26, 2012, 10:21:22 AM »
+1
The more stuff the merrier!  Cheers tothe quick reply.  I'll check tonight maybe. As I'm working right now.  :(

Offline Xanderyum

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Re: RoT Weapon Gainer for Siege
« Reply #11 on: August 26, 2012, 07:22:39 PM »
+1
So, I took His Parry script that summoned earth Elementals, and edited it with bits and pieces from his weapon gainer and made this: (which summons a demon wacks and releases all the  while adjusting the rate of summoning and wacking based on your skill level to account for the ROT, I didn't really write anything here just took parts from his 2 scripts.  And It's not clean, but works. and needs no input from the user to set-up)

Code: [Select]
set %timer_delay 30
set %timer_delay1 ( 60 * 5 ) ;seconds between summons
set %timer_delay2 ( 60 * 8 )
set %timer_delay3 ( 60 * 12 )
set %timer_delay4 ( 60 * 15 )
Chooseskill Archery
Set %temp_skill #skill

Loop:
  Gosub Summon_EarthElm
  repeat
    finditem %elemental G_2
  until %temp_skill <> #skill || #FINDCNT = 0 ; wait until you get a skillgain or creature dissappears


  Set %temp_skill #skill
  if #skill <= 700
     {
     set %timer #sCnt + %timer_delay 60
     }
  if #skill >= 700 && #skill < 800
     {
     set %timer #sCnt + %timer_delay1
     }
  if #skill >= 800 && #skill < 900
     {
     set %timer #sCnt + %timer_delay2
     }
  if #skill >= 900 && #skill < 1000
     {
     set %timer #sCnt + %timer_delay3
     }
  if #skill >= 1000
     {
     set %timer #sCnt + %timer_delay4
     }
  repeat
  until #sCnt > %timer ; delay for next elemental
Goto Loop

;=====================================================
;=                  Gosub Summon_EarthElm            =
;=====================================================
Sub Summon_EarthElm
Summon_EarthElm1:

  event macro 15 60
  set %timer #SCNT + 10 ; cast timer just incase of fizzle
  repeat
    finditem ID G_2
  until #FINDCNT > 0 || #SCNT > %timer
  if #SCNT > %timer
    goto Summon_EarthElm1 ; cast again

  set %elemental #findid
  set #ltargetid %elemental
  set #ltargetkind 1
 msg all stop $
wait 1s
msg all stop $
wait 1s
msg all stay $
wait 1s
msg all stay $
wait 1s
event macro 27
wait 5s
exevent popup #findid
wait 1s
click 39 175
    wait 5s
set %elemental N/A
return

Cheers,
  Xander

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