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Messages - baldielocks

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16
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: May 25, 2021, 02:45:17 PM »
Thank you. I think? I have a working ABS in the script V 3.2 attached, BUT I don't know how to make it work. I feel like I am missing something obvious. The example you provided suggests to me that I pass that distance to your sub, but I don't think I can because I haven't found a snake to subtract it from. I wanted to try to do the ABS value for each snake found and choose the closest, but that too is stumping me.

i did a step through of V1, after changing the %types var to % holes and setting %distance to 10 in sub find_holes. The vars do get pushed to find_closest, find closest does "see" the holes in range, and does exclude those outside. It decrements to set set #result !findid. Then when it returns to find_hole, it does not pass
If ! #result
and goes back to findhole. What did I screw up?

17
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: May 25, 2021, 11:22:41 AM »
I commented things I did in the attachment. The biggest hurdle for me is I do not know how to compare the ABS result to find the closest snake when used in conjunction with your sub. Now, I could forgo that and just see what happens too once this version is functional.

18
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: May 25, 2021, 08:02:05 AM »
A question about timers Gaderian.
I have read your sig, and the post, many many times, and am convinced that timers are best. I HAD a timer in this script. I set
Code: [Select]
%looptimer #scnt + 8 at the start of the main loop. I used
Code: [Select]
repeat
wait 1s
until #scnt >= %looptimer /code]

Because of hole travel times, the whole cycle sometimes take more than 8 seconds. I wanted to take advantage of the travel time while waiting to recharge.
I noticed though, that the timer for some reason Always waited 8 seconds after arriving at the hole. I didnt know why, so I went with the journal check method instead

19
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: May 25, 2021, 07:50:39 AM »
Holy cow Gaderian :o :o
Thank you for this huge boost. I never, ever expected this much help or work. I notice you left this padwan some work to do in the find_snake sub. I'm on it!

20
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: May 24, 2021, 09:18:46 PM »
as always, good points!
FIrst, the find recursive logic. I did that because I did not think of going back to main loop! I was sorta thinking of preserving some time, but really, that is kind of illogical now. Orignally, I had the script moving back to a starting spot to restart the command, and I think that is what drove my decision to avoid going back to start.

Second, after fixing the bracket and ignore item (but not changing it to lists), the script still wound up clicking on the hole. I had to add a close cursor command to it. And if I am within 2 tiles of the hole, it still tend to double click it , which causes a reveal.

Code: [Select]
;-----------------------------
sub charm
retry_charm:
gosub TM_AdvJournalSync FAIL
gosub TM_AdvJournalSync Charm
set #lobjectid %flute2
wait %lagwaits

event macro 17
wait %lagwaits
gosub TM_AdvJournalscan CHARM Valid recharge
wait %lagwaits
If #result = #true
{
wait 1s
set #targcurs 0
 goto retry_charm
}
set #ltargetid %target1
set #ltargetkind 1
  wait %lagwaits
event macro 22
  wait %lagwaits
gosub TM_AdvJournalscan FAIL Valid don't_seem
If #result = #true
{
wait 10
gosub charm
}
wait 5
gosub worldxyztoscreenxy %xhole %yhole %zhole
 click %_cursorx %_cursory
 ignoreitem %target2
return

Third, thanks for the catch on the egg loop. The end goal for the script is mostly stationary, with moves only when the targets (hole and snake) are out of 10 tile range. The max is 12 tiles, but I want to make sure I capture close snakes on the other side of the hole too. So, the idea for the Find_eggs is when I have done x amount of holes in a loop, to scan for all possible eggs, then restart. I will remove the return and see what it does.

Fourth, the finddist -1 is because that is what shows when you don't find and item. Again, not knowing tons of logic, I was not aware I could do two terms.

Fifth. I appreciate the array examples! I had not thought of using namespace. i am rather new to playing with that, and don't know it's full power, purpose, and scope. The documentation on helps so much. I find it funny that you named the sub find closest, because I am working on a sub for the same purpose with the same name. That's about all the resemblance though.
I can use parts of what you provided to help me get something that fits the script needs. Since snakes move so fast, so much in that area, i have found it is far faster and more reliable to find a hole, find the closest snake to that hole, then go to char. So, I have been told I will  need to do and ABS calc of the snake #finddist and the hole #finddist to come up with the closest one to each other, but still within 12 tiles of ME.

Sixth. From what I can understand of the sample code, your example finds all holes within x distance of me, but I can't tell where it finds the closest. In my experience with #findid, it appears to start furthest out and go clockwise around the character. So, if I read it right, it will give me the first holes around me, but not an ordered list of closest to furthest. Closest to furthest will do several things for the script to speed it up. By the time it cycles through all the holes, all the snakes should be done, and when it re-est I won't have to worry about trying to re-charm a snake that is already charmed.

Things I don't understand from the first script sample, Find_closest.
1) if %0<>2 ; I have no clue to this.

2)  set !SearchFor %1
 set !finddist %2  + 1 ; initialize distance of closest item found
 set !SearchDist %2 ;I think %1 is the type item, and % 2 it the desired distance?

3) I'm completely missing the point of the second code snippet.

This is the code I have been working on for the last couple days. Your seems so much cleaner.

Code: [Select]
set %Search1 2  ; first search within 4 tiles
set %Search2 3
set %search3 5
;and so on
set %closestHoleID N/A
for %i 1 %holeCount
{
    set %holeX %holeX . %i
    set %closest ( %holeD - %snakeloc )
}
;still working on this part


21
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: May 24, 2021, 04:05:13 PM »
that last post got me to thinking. Found a hanging bracket and an extra holeid ignore! And if you ignore the same ID twice, it resets it. Bingo!

22
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: May 24, 2021, 03:59:13 PM »
another snake reared it's ugly head (where's the pun  :police:)
First, made the suggested change. I still get random clicks on the hole that I don't get with just a hard wait. That's not the issue though. At the end of the charm sub, I have ignoreitem %target1 (snake id) and ignoreitem %target2 (hole id). The snake ignore appears to work, but the hole id does not. That is why it is going back to the same hole.

23
Script Debug / Re: Eggscavator (Medusa keys) beta
« on: May 24, 2021, 02:51:39 PM »
Thank Gaderian, for all your points. You are 100% correct about the ugly nature of the inside out #finditem. Caines has been working with me (bless his patience) in trying to help me code the array as you suggest. I am learning, but still haven't got it quite right yet. That is an upcoming version. I wanted to be able to make progress, so when I hit the wall on the array, I come back to the other subs and polish those.
my basic is idea is:
Find all holes within 20 tiles.
set their x, z, id and find distance.
for each hole that is <than 10, find the closest snake to that hole.
Ignore the snake.
Once all holes within 10 have been used, MOVE to the next closest outside 10. And so on.
Ignore holes that cannont be reach, as some holes can spawn in location that they cannot be clicked on.

The ting I appreciate the most about scripting, or programming in general, is the enforced humility. 100% of the errors are YOUR fault, so never assume you are right until you check it.

I'm going now to change the loops as you suggested. I did not know that I could just throw in a line and go there! that is super cool

24
Script Debug / Eggscavator (Medusa keys) beta
« on: May 24, 2021, 12:43:47 PM »
This script needs some fine tuning, but it WORKS. I have a bug that I need help with though. When I do this with a timer or a 8 sec hard wait, it runs flawlessly. I found a way to make it run even faster though by using TM's journal scanner and checking for recharge.
The problem is that when I do use it (it's in this script version now), I get some odd errors. After the journal scanner returns #true for recharge, the script will loop back and try the same hole again, even though I ignored it in the plot_hole sub. If there are no valid snakes, it winds up double clicking the hole, which is BAD. Any thoughts?
Code: [Select]
sub charm
gosub TM_AdvJournalSync FAIL
gosub TM_AdvJournalSync Charm
set #lobjectid %flute2
wait %lagwaits
gosub TM_AdvJournalscan CHARM Valid recharge
If #result = #false
{
event macro 17
}
wait %lagwaits
gosub TM_AdvJournalscan CHARM Valid recharge

If #result = #true
{
wait 1s
gosub charm
}

set #ltargetid %target1
set #ltargetkind 1
  wait %lagwaits
event macro 22
  wait %lagwaits
gosub TM_AdvJournalscan FAIL Valid don't_seem
If #result = #true
{
wait 1s
gosub charm
}

gosub worldxyztoscreenxy %xhole %yhole %zhole
 click %_cursorx %_cursory
 ignoreitem %target2
return

25
Scripting Chat / Duplicating MOB auto-follow on purpose?
« on: May 18, 2021, 09:37:28 AM »
 there is a bug where MOBS will auto follow at high speed. Is there a way to duplicate this on purpose? If so, I could always have a snake next to me and the hole for my egg farmer. I have tested and the snake / serpent stays on auto-follow after charming.
 :angel:

26
Submit your Script / Re: Medusa Egg Farmer Stealth/Ninja
« on: May 16, 2021, 06:16:28 PM »
I have been trying to get this to work. I am using both version of the farmer posted.
Medusa egg farmer (newest).
Hit play, finds hole, walks to hole, uses flute, new target system reticule flashes around a bunch, then the cursor hangs and rarely selects a snake. When it does, it is almost always out of range. After this, the script always seems to select the same snake and the cursors hangs. When it DOES click the snake, then second target will just click a random spot on the ground.

27
UO Bragging Rights / Re: 17:48 Rikki run
« on: November 14, 2020, 08:44:16 AM »
One strategy for getting tritons, and making money from them, is to have up to 8 high seas enabled accounts, EJ or paid. On Beacons, Each character that takes a shot gets a mythic box. But you only get one per toon. So if you use 8, you get 80K points. Get 1 triton every 2 beacons.

28
UO Bragging Rights / Re: 17:48 Rikki run
« on: November 12, 2020, 08:55:22 PM »
Also, do you have a bard (preferably 4x legendary) on the other account from the tamer? You could multi box roof easily with tamer and bard running peace buffs

29
UO Bragging Rights / Re: 17:48 Rikki run
« on: November 12, 2020, 06:30:51 PM »
Google Shadowguard. YOu will need a Frost dragon or WW or Cold Drake for Belfry. For other rooms, a Firebeetle with rune corruption, armor pierce, and frenzied whirlwind. Scroll Ninjitsu as high as you can. Rest 110 will work. For roof, Triton with Chiv, Repel, AI, Feint. Makes it super tanky. Run consume. Preferred couple with a discord tamer, but any good cast/heal tamer.

30
UO Bragging Rights / Re: 17:48 Rikki run
« on: November 12, 2020, 05:49:06 PM »
if you are just restarting, come to pac if you can and we can get you hooked up. I am part of a very active, very friendly and helpful guild and group there that specializes in helping returning players. My true advice for a starting template for a sampire.... is a tamer. Tamer + luck suit will get you all that you need, and can even solo roof with practice. Trying to start a sampire from the ground up without other support is a LONG slog.

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