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Endless Nights' Script Library / Re: ENs - Character ToolBox (Multi Shard/Account)
« on: October 28, 2015, 05:23:55 AM »
I get to the character map starting location screen and then it stops.
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using System;
using System.Diagnostics;
using System.Linq;
using ScriptSDK;
using ScriptSDK.API;
using ScriptSDK.Attributes;
using ScriptSDK.Data;
using ScriptSDK.Items;
using ScriptSDK.Mobiles;
namespace HealingTrainer
{
class Program
{
private static PlayerMobile Self = PlayerMobile.GetPlayer();
public static Item RequestTarget(uint TimeoutMS = 0)
{
Stealth.Client.ClientRequestObjectTarget();
Stopwatch timer = new Stopwatch();
timer.Start();
while (Stealth.Client.ClientTargetResponsePresent() == false)
{
if (TimeoutMS != 0 && timer.ElapsedMilliseconds >= TimeoutMS)
return default(Item);
}
return new Item(new Serial(Stealth.Client.ClientTargetResponse().ID));
}
[STAThread]
static void Main(string[] args)
{
var _targetHelper = TargetHelper.GetTarget();
if (Self.Dead)
GhostRoutine();
else
{
Console.WriteLine("Target the container with bandages.");
var _bandageContainer = RequestTarget();
_bandageContainer.DoubleClick();
Console.WriteLine("Target the ghost to heal");
var _bandageTarget = RequestTarget();
while (true)
{
var _bandageList = Item.Find(typeof(Bandage), Self.Backpack.Serial.Value, false);
if (_bandageList.Count == 0)
{
Console.WriteLine("Backpack out of bandages.");
GetBandages(_bandageContainer);
continue;
}
var _bandages = _bandageList.First();
_bandages.DoubleClick();
_targetHelper.AutoTargetTo(_bandageTarget.Serial);
Stealth.Client.Wait(7000);
}
}
}
static void GetBandages(Item BandageContainer)
{
BandageContainer.DoubleClick();
Stealth.Client.Wait(1000);
var _bandageList = Item.Find(typeof(Bandage), BandageContainer.Serial.Value, false);
if (_bandageList.Count == 0)
Console.WriteLine("Bandage container is out of bandages");
else
{
var _bandages = _bandageList.First();
_bandages.UpdateLocalizedProperties();
_bandages.UpdateTextProperties();
Console.WriteLine("{0} bandages left.", _bandages.Amount);
Console.WriteLine("Getting more bandages...");
Stealth.Client.DragItem(_bandages.Serial.Value, 500);
Stealth.Client.Wait(500);
Stealth.Client.DropItem(Self.Backpack.Serial.Value, 0, 0, 0);
Stealth.Client.Wait(1500);
}
}
static void GhostRoutine()
{
while (true)
{
Stealth.Client.SetWarMode(true);
Stealth.Client.SendTextToUO("oOoOooooo");
Stealth.Client.Wait(5000);
}
}
[QuerySearch(new ushort[] { 0xE21 })]
public class Bandage : Item
{
public Bandage (Serial serial)
: base (serial)
{
}
}
}
}
We have the Code from Imbuing already written, but as it is designed on EA standalone its not balanced.
If we want to add Reforging Standalone its needs also the loot system else Reforging would be not balanced.
And if we Add the new Loot Standalone Crafting without imbuing\reforging would be wasteless..
We may learned that lesson after seing how EA handles it.
Releasing those standalone from time to time would be huge imbalance.