ScriptUO

Official ScriptUO EasyUO Scripts => Scripting Chat => Topic started by: welgill on September 02, 2009, 04:37:16 AM

Title: My new project
Post by: welgill on September 02, 2009, 04:37:16 AM
I am going to attempt to make a spellweaver assistant that will keep all the buffs going.
Now I have two ways I can go here and would like advice from someone better at scripting than I am.
Option1: use EN's buffbar subs to keep scanning buffbar and cast each spell as icon goes away

Option 2: use a timer for each spell and cast at intervals

which is going to be the most stable/best and which is going to be esiest to write please remember this will be my first project in umm 7 years or so.... anyway looking forward to your views
Title: Re: My new project
Post by: _C2_ on September 02, 2009, 04:46:03 AM
I personally like EN's buffbar...
   However the everything in one folder seems to mess folks up on public scripts a bit.

If you dont use his buff bar - you will need to use the cast check icon enter how long timer is in a hardcode faction by user as they vary.  If there are some formulas out there for figuring out the timers I would let the math do all the work.  Cerveza has a great timer for curse weapon.  I bet someone has a reproducable formula for how long the spells last.. some don't have icons to my knowledge like arcane empowerment.
Title: Re: My new project
Post by: welgill on September 02, 2009, 04:50:34 AM
AE does have icon but it only lasts (for me anyway) 20 sec
I am leaning towards the scanner for the exact reasons you stated even when i was regularly scripting math was lordsid's dept lol I was terrible at scripting math functions  :'(
Title: Re: My new project
Post by: Cerveza on September 02, 2009, 04:55:27 AM
The values *should* be based on skill, and if I can find the formulas I could setup your timers. Spellweaving has pretty long "cool down" times, which could be skill related as well.

The buff bar scanner is go/no go. Simple to use. You'd still need to know the "cool down" times though.
Title: Re: My new project
Post by: welgill on September 02, 2009, 05:25:51 AM
yeah cool downs are set then minus fcr so will have fc/fcr check sub as well
Title: Re: My new project
Post by: Endless Night on September 02, 2009, 05:50:35 AM
I personally like EN's buffbar...
   However the everything in one folder seems to mess folks up on public scripts a bit.

Err you dont have to have everything in one folder ?

You just have to know where you put the script and call it with that path , you  dont have to use a path to the script if everything is in one folder

Ie All in one folder   Call ScanBuffbar
In a specfic folder   CAll C:\.....thepath\scanbuffbar
Title: Re: My new project
Post by: welgill on September 02, 2009, 01:24:10 PM
EN:
Am looking at your example usage script in the buff debuff bar post.....
is this how the basic code will work?

Code: [Select]
Call ScanBuffBar.txt
set %ae _ArcaneEmpowerment_ %BuffBarIconNames
if %ae #true
  {
    Gosub ae
   }

looks right to me anyway


Title: Re: My new project
Post by: Endless Night on September 02, 2009, 02:20:38 PM
Almost Right Forgot the NOTIN command and the = On the if line.

Code: [Select]
Call ScanBuffBar.txt
set %ae _ArcaneEmpowerment_  NOTIN %BuffBarIconNames
if %ae = #true
  {
    Gosub ae
   }

Title: Re: My new project
Post by: welgill on September 02, 2009, 02:22:00 PM
thanks EN its coming together pretty good will write the calls then start looking at the pauses for cooldowns
also want to make it so it will wait to cast if casting a spell manualy
Title: Re: My new project
Post by: Scrripty on September 03, 2009, 04:27:23 PM
The values *should* be based on skill, and if I can find the formulas I could setup your timers. Spellweaving has pretty long "cool down" times, which could be skill related as well.

The buff bar scanner is go/no go. Simple to use. You'd still need to know the "cool down" times though.

I can give you a hand with timings too, I've been doing nothing BUT timings for my script for months.  I'm pretty good with timings now. :)
Title: Re: My new project
Post by: welgill on September 03, 2009, 05:08:15 PM
schweeet  its up in debug now just timings and a little tweaking left lol