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EJ F2P accounts are not allowed to ride a beetle if it has anything in the beetle's pack. Could that be the issue?
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Sounds almost like you need to run through the guided setup again.  Did your beetle die at some point and you have a new one?
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UO Client Modifications/Tools / Re: project dust765
« Last post by Tidus on Today at 10:29:29 AM »
Stickied
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Hello,

the script runs fine... i like it very much...

with one exception...

my bettle is always fatigued cause my char iss not dismounting the beetle. Does someone know what the problem is?

thanks in advance!

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Scripting Tutorials / Re: New Menu Code and how to adapt old scripts
« Last post by Gaderian on January 15, 2021, 06:54:15 PM »
It seems that the unique id rule, while originally required by Cheffe's explanation, has changed a little. Someone may say it is an incomplete rule or overly strict, but I tested it with the original implementation and it was correct. The behavior is a little looser now in some situations.

Today, my definition is more like, "unique ids are required for anything you want to reference (think menu get for checkboxes, radio buttons, edit fields), images (all menu image and menu shape must be unique), forms, panels".

TrailMyx has proven that you can delete and recreate buttons. When the new menu code was released, I had a routine that deleted and recreated a button - which failed to work. If you have more than one button with the same name on the same form, will confuse the menu engine. So the delete/recreate can work. Personally, I would rather have unique id's for all buttons. Hide and show (menu setprop ___ visible true/false) makes more sense to my brain because then I have a known value in #MENUBUTTON for an action.

To re-iterate about the list box and combo box... you can delete and recreate these - as it is the only way to remove an entry.

In general, you can't have more than 1 of anything you could reference by name to get information from it. So anything that could udpate #MENUBUTTON or #MENURES. Also all 'menu image/shape' must be unique.

Gaderian
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Scripting Tutorials / Re: New Menu Code and how to adapt old scripts
« Last post by manwinc on January 15, 2021, 06:12:45 PM »
I mean, it wouldn't be that hard to adapt my own code to generate a unique id every time I created something on the menu and then return the unique id for that item so I could set another variable to track it. Just trying to get a feel for it.
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Scripting Tutorials / Re: New Menu Code and how to adapt old scripts
« Last post by manwinc on January 15, 2021, 06:10:10 PM »
But when I recreate the combo, it needs to have a different unique name than the original?
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Scripting Tutorials / Re: New Menu Code and how to adapt old scripts
« Last post by Gaderian on January 15, 2021, 06:05:56 PM »
There are several options available if you do not actually want to delete it.

You can hide it:
menu setprop widgetid visible #false

You can change it's parent to move it to a different panel or for:
menu setprop widgetid parent otherParentWidgetID

You can just move it around:
menu setprop widgetid top 123
menu setprop widgetid left 246

If you have to remove a line from a ComboBox or ListBox then you have to delete the widget and recreate it without the unwanted data. This is the only time I have needed to delete somethign and recreate something with the same name.

Gaderian
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Scripting Tutorials / Re: New Menu Code and how to adapt old scripts
« Last post by manwinc on January 15, 2021, 05:59:06 PM »
So, if you want to actually DELETE something, to say move it somewhere else.... You have to create an entirely new unique name for the menu item.
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Scripting Tutorials / Re: New Menu Code and how to adapt old scripts
« Last post by manwinc on January 15, 2021, 03:00:11 PM »

Thank you for writing out all this
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