Recent Posts

Pages: [1] 2 3 ... 10
1


Well if you see that RULE8N kind of thing, it means your save file has been corrupted.  That'll definitely cause issues. 

I did some basic testing with maps and rings a little while ago, and I don't seem to have the same issues you are having.
[/quote]

Maybe it is due to the rule file corrupted, but no idea how that will happen. I will delete the file and create a new one and see what happen.
2
I'll make a note of that.  Since I don't really play too much, any play-style testing is just something I can no longer do.

One thing the script does do is maintain an ignore list.  Once an item is looted, it will be ignored until the script is restarted.  This list refreshes every 5 minutes or so.  Could this be what you are seeing?

No i don't think that's the case, i did try to loot from monster from all different corpse and i check every item myself. I am currently testing the script again and found something i never see before. The added rules become some coding text making it invalid rules. i am trying to replicate it but it did happen again. Will post what is the coding text again. I remember it is something like RULE8NA..........

Well if you see that RULE8N kind of thing, it means your save file has been corrupted.  That'll definitely cause issues. 

I did some basic testing with maps and rings a little while ago, and I don't seem to have the same issues you are having.
3
I'll make a note of that.  Since I don't really play too much, any play-style testing is just something I can no longer do.

One thing the script does do is maintain an ignore list.  Once an item is looted, it will be ignored until the script is restarted.  This list refreshes every 5 minutes or so.  Could this be what you are seeing?

No i don't think that's the case, i did try to loot from monster from all different corpse and i check every item myself. I am currently testing the script again and found something i never see before. The added rules become some coding text making it invalid rules. i am trying to replicate it but it did happen again. Will post what is the coding text again. I remember it is something like RULE8NA..........
4
I'll make a note of that.  Since I don't really play too much, any play-style testing is just something I can no longer do.

One thing the script does do is maintain an ignore list.  Once an item is looted, it will be ignored until the script is restarted.  This list refreshes every 5 minutes or so.  Could this be what you are seeing?
5
I tested the latest version you posted, it working well with the forward and backward button now. And i think I found another weird behaviour.

For example when i set rule to loot jewelry and save setup. Test it and it does not loot jewelry at all. But if i stopped the script at easyuo and start again. It will evaluated and loot them. Same for treasure map. Somehow some other rules that i did, after saving and include on the active rule. They does not work and have to stop script and start again.
6
Hmm, I can't seem to replicate either one of of your issues.  Which arrow are you clicking?  Are they the zoom arrows?

For the adding rules, are you talking about taking rules from the Rule entry and adding them to the Active list?  I think I see some odd behavior there.  Should be an easy fix.

Sorry for the last reply. I mean left and right arrow under Preview or History tab. The one that you can press to backward and forward to view item looted.
7
The specific problem that jenovauh pointed out was with the buttons.  It was something that I brought up with Cheffe quite a while back, but he refused to do any kind of garbage collection on his end.  So it's basically possible to create 2 or more of the same buttons with the same name, but only one of the buttons retains the "Pressed" callback.  The other one becomes an orphan and become useless.  It became apparent when you look at the #MENUBUTTON variable.  It becomes non-functional once a new button of the same name is created.  Anyhow, still irked that Cheffe couldn't account for existing controls of the same name, but oh well.  It was his bug in the first place that we all though was a feature and utilized. In the long run, I have no idea how many scripts it broke.  I know it broke my Item Finder and the CLAw.  I'm sure there's many others.  Since there's so few scripters actively scripting anymore, it's extra silly.
8
Script Debug / Re: Trick or treat starter
« Last post by The Ghost on Today at 10:34:55 AM »

If you look , most of the sub are geniric, so we can use it  in multiple situation.

This is what I use in my Crafting Factory build

This can look like this for you
gosub TG_ClearPack %loot %hardcode_dump_candy_bag

Code: [Select]
;======================= TG_ClearPack =============================

; gosub TG_ClearPack (Item) (Container)
sub TG_ClearPack
; %1 Item to move
; %2 Container to move too
Namespace Push
   Namespace Local TGCP
  finditem %1 C_ , #backpackid
  if #findcnt < 1 2
    NameSpace Pop
    return
  for #findindex 1 #findcnt
  {
      exevent drag #findid #findstack
    exevent dropc %2
    wait 20
  }
  Namespace Pop
return
; ---------------------------------------------------------------------

 Most of Lumber/mining script have this kind of build.   TM/ C2/ MWnic   just to name a few have those basic sub. 





9
Script Debug / Re: Trick or treat starter
« Last post by baldielocks on Today at 04:14:42 AM »
How do I break out of the  "for" loop? I want to throw in a journal scan for full back pack. I tried a few times, and couldn't come up with a clean way to do it.
Code: [Select]
sub specials
 finditem %specialsonly c_ , #backpackid
 if #findcnt > 0
  {
  for #findindex 1 #findcnt
   {
   exevent drag #findid #findstack
   wait 10
   exevent dropc %Specialstash
   wait 20
   }
  }
return

Code: [Select]
sub specials
 finditem %specialsonly c_ , #backpackid
 if #findcnt > 0
  {
  for #findindex 1 #findcnt
   {
gosub Journalscan NAME ; as a place holder   
exevent drag #findid #findstack
   wait 10
   exevent dropc %Specialstash
gosub Journal sync name valid container_full
if full
{
do something
}
   wait 20
   }
  }
return
10
Script Debug / Re: Trick or treat starter
« Last post by Gaderian on October 23, 2020, 10:02:24 PM »
you may need to specifically 'white list' the scriptuo executable.
Pages: [1] 2 3 ... 10