Author Topic: TrailMyx's IDOC Finder v1.6  (Read 266899 times)

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Offline TrailMyxTopic starter

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Re: TrailMyx's IDOC Finder v1.6
« Reply #135 on: July 04, 2014, 11:25:18 AM »
+1
Looks like your shard is a Renaissance-era shard, so I believe that was before the server-side availability of the property function.   So my guess would be no.  I've turned into a UO noob these days, so please correct me if I'm wrong.
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Offline dxrom

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Re: TrailMyx's IDOC Finder v1.6
« Reply #136 on: July 04, 2014, 04:08:55 PM »
0
UOR Era servers do not hold context menus for house signs. You would require journal scanning, and pray for no false-positives.



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Offline tineran

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Re: TrailMyx's IDOC Finder v1.6
« Reply #137 on: August 24, 2014, 06:05:13 AM »
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I used this last night on a freeshard, for a couple of hours, and its working flawlessly! Thanks a lot TM! ;)

Offline TrailMyxTopic starter

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Re: TrailMyx's IDOC Finder v1.6
« Reply #138 on: August 25, 2014, 08:25:47 AM »
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That's great!  At least you're playing one of the later era shards that support event property! 
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Offline Grandewd

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Re: TrailMyx's IDOC Finder v1.6
« Reply #139 on: September 06, 2014, 05:05:20 PM »
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 :)
Hey TM, great script with a cosmetic change.  Surprised nobody mentioned it before.
When you use the Pause button, it moves it's position up and almost covers the Clear IDOC button. (see image)



Here's those parts with the problem:
When you set/call the menu, the Pause button is set to draw @ 236 84 71 25 
Code: [Select]
menu Button EUOButton1 236 84 71 25 Pause
But, when you Pause/Continue, it's set differently. IE @ 236 60 67 25 Continue and same for Pause.
Code: [Select]
menu Button EUOButton1 236 60 67 25 Continue
menu Button EUOButton1 236 60 67 25 Pause

So, just change the codes for the Continue/Pause to where it's originally called with the Menu, ie @ 236 84 71 25  and all is good....
 ;)

Offline TrailMyxTopic starter

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Re: TrailMyx's IDOC Finder v1.6
« Reply #140 on: September 06, 2014, 06:17:11 PM »
0
Heh, well it is actually mentioned somewhere.  I just forgot to fix it.  :)

Thanks for reminding me.  heh
« Last Edit: September 06, 2014, 06:22:42 PM by TrailMyx »
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Offline Grandewd

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Re: TrailMyx's IDOC Finder v1.6
« Reply #141 on: September 06, 2014, 09:35:52 PM »
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The least I could do.....  ;)

Offline dreadcat2013

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Re: TrailMyx's IDOC Finder v1.6
« Reply #142 on: September 25, 2014, 02:23:11 PM »
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I love idoc finder , is use it all time  , is wonderful :-)

Thx :)

Offline TrailMyxTopic starter

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Re: TrailMyx's IDOC Finder v1.6
« Reply #143 on: September 25, 2014, 03:05:29 PM »
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I'm sure idoc finder loves you too!  :)
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Offline gfstein18

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Re: TrailMyx's IDOC Finder v1.6
« Reply #144 on: September 25, 2014, 08:32:42 PM »
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I'm also going to say thank you. I use your script a lot.
Good job!!!

Feedback: I found that if the onwer of the house name is DangerouS, the script will alert you of an IDOC.

Offline Gemviper

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Re: TrailMyx's IDOC Finder v1.6
« Reply #145 on: November 09, 2014, 04:04:20 PM »
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Can anyone who runs this share exactly how long each stage lasted in your recording?

update: the risk factor, I just wanted to add a note about why this interests me since it might not be obvious. Yes, I want to be there when it falls without spending TOO much time waiting... but that's not reason #1. What I'd like to do is run this until it catches a status change(doesn't matter which stage) and then have it halt the program and log out. If the amount of time a house remains in each stage is almost the same for every falling house then I only need to catch one exact status change timestamp to work out the collapse time with.

I only use the one account so staying in monitoring mode for days isn't really an option and I prefer fel side idocs so, again, sitting there for too long will eventually get me killed and possibly reported.
« Last Edit: November 09, 2014, 08:26:22 PM by Gemviper »

Offline TaskForce

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Re: TrailMyx's IDOC Finder v1.6
« Reply #146 on: November 18, 2014, 06:01:12 AM »
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Can anyone who runs this share exactly how long each stage lasted in your recording?

Since the last change of IDOC timers on Broadsword shards nobody can tell reliable any more. Alone the stage of IDOC can last between 2 1/2 hours and 13 (?) hours, also other stages vary greatly. Houses may fall 3 days after they went into the first decay stage, although they shall last 5 days.

So there is no way without semipermanent monitoring.

Greetings
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Offline TrailMyxTopic starter

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Re: TrailMyx's IDOC Finder v1.6
« Reply #147 on: November 18, 2014, 09:43:40 AM »
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I actually kinda like the random nature.  Honestly, it sounds more like it used to be a while ago.  I didn't really like the almost rhythmic determination of the gradients as the house progressed in decay.
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Re: TrailMyx's IDOC Finder v1.6
« Reply #148 on: November 18, 2014, 11:27:16 PM »
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... and I don't like the large stretch of the IDOC stage, which requires you either to get rid of sleep (and then the house falls after you just had to leave the house to go to work), let the IDOC go (oh my greed) or perform unattended scripting (which calls for various kinds of trouble).
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« Last Edit: November 20, 2014, 12:14:54 AM by TaskForce »

Offline Gemviper

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Re: TrailMyx's IDOC Finder v1.6
« Reply #149 on: November 19, 2014, 01:42:32 AM »
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Definitely some changes. I got an idoc to myself only 2 hours into the final stage, I recalled to all my runes and found this one already down with nobody around. I also looted an 18x18 with 4-5 other people there and it was clean within 10 minutes. Being in a good spot I decided I'd try to take the spot too and on the first test try with my tool I got the 18x18 placed. Another idoc took the regular 4.5 hours to fall.

It used to take 1hr + a random amount of time more for a house tool to work, 1-2 hours total, but it seems like that first minimum hour is gone. I liked that I could show up 10-15 minutes before I knew it would be going down, this needing to wait hours is for the birds.

Tags: TrailMyx IDOC Tools