Author Topic: Weapon Check & Change script  (Read 17264 times)

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Offline KetchupTopic starter

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Re: Weapon Check & Change script
« Reply #30 on: April 20, 2015, 07:28:57 PM »
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I cannot get this to work, doesnt seem to disarm and not re-arm 0 durabilty weps.

Offline manwinc

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Re: Weapon Check & Change script
« Reply #31 on: April 20, 2015, 11:55:53 PM »
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It was meant more as an example than a functional script.


You'd have to implement some sort of Logic for it to actually do what you need to do.

set %Class ; <- you fill this with the ID's for your weapons separated by _'s

You can find this with an item finder script or by picking up the item and looking at your #Lliftedid on the right side of easyuo.

then just a basic logic for this sub you would do


Repeat
Gosub Weapon_Maint
wait 600 ; 30 seconds
Until #False
Monkeys and Typewriters!

" Oh I know, We'll make a Boss Encounter that requires 3 keys per player to enter, Then we'll make it not a closed instance so you never know if you are going to pop into a fresh room or a boss that has 1% Health left with 20 dudes smashing its face in, wasting your time and effort"

Offline KetchupTopic starter

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Re: Weapon Check & Change script
« Reply #32 on: April 21, 2015, 03:07:25 AM »
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ah I see, I'll give this a try, thanks!

Offline KetchupTopic starter

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Re: Weapon Check & Change script
« Reply #33 on: April 21, 2015, 07:09:38 AM »
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worked great on first test, thanks very much, can I ask a question if I was to put a Weapon ID that wasn't in my backpack into the %class list would it just skip using that weapon?
the reason I ask is because I run 2 accounts, would I have to save/run this script with 2 different sets of ID's for them to work correctly?
if this would be the case would it fit into the lame script too so that I wouldn't have to run multiple scripts?
Thanks in advance and thanks again manwinc!

Offline manwinc

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Re: Weapon Check & Change script
« Reply #34 on: April 21, 2015, 11:15:32 AM »
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Yup, if it can't find it. It won't use it.
Monkeys and Typewriters!

" Oh I know, We'll make a Boss Encounter that requires 3 keys per player to enter, Then we'll make it not a closed instance so you never know if you are going to pop into a fresh room or a boss that has 1% Health left with 20 dudes smashing its face in, wasting your time and effort"

Offline KetchupTopic starter

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Re: Weapon Check & Change script
« Reply #35 on: April 21, 2015, 11:35:13 AM »
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I ran it in it's own standalone and it crashed, I was using lame and an item insure script

Offline The Ghost

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Re: Weapon Check & Change script
« Reply #36 on: April 21, 2015, 01:45:37 PM »
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what were you doing when it crash. Explain

  If you try to attack, do special and swap weapon all at the same time,  big chanmce that it will crash. 

Offline KetchupTopic starter

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Re: Weapon Check & Change script
« Reply #37 on: April 21, 2015, 01:49:46 PM »
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yeah, attacks and specials I was doing

Offline manwinc

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Re: Weapon Check & Change script
« Reply #38 on: April 21, 2015, 05:53:58 PM »
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Yup, the more scripts you run on the same character the more likely you will crash. Have to try to get it all in one.
Monkeys and Typewriters!

" Oh I know, We'll make a Boss Encounter that requires 3 keys per player to enter, Then we'll make it not a closed instance so you never know if you are going to pop into a fresh room or a boss that has 1% Health left with 20 dudes smashing its face in, wasting your time and effort"

Offline The Ghost

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Re: Weapon Check & Change script
« Reply #39 on: April 21, 2015, 06:50:46 PM »
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Where did you insert the addition.
Did u add it after gosub divineFury

Offline KetchupTopic starter

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Re: Weapon Check & Change script
« Reply #40 on: April 22, 2015, 04:21:30 AM »
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In honesty sir, I'd have no idea where to insert it, I was running it on it's own, if anyone could help me with that info I'd really appreciate it

Offline The Ghost

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Re: Weapon Check & Change script
« Reply #41 on: April 22, 2015, 08:56:28 AM »
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In one tab you are running lame 3.0 and the other tab you are running MwInc build. 
 
 Their is two way you can fix this. 
     First:  will be to add the check weapon into lame.   under gosub divineFury  insert you gosub CheckWeapon. 

     Second:  add a  swap weapon  check into lame so you stop attacking and perform swap.    if result=#true wait until you are done.

 


 

Offline KetchupTopic starter

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Re: Weapon Check & Change script
« Reply #42 on: April 22, 2015, 11:04:54 AM »
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I have the first bit placed already but no idea on how to include the 2nd bit or even write it =(

Offline The Ghost

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Re: Weapon Check & Change script
« Reply #43 on: April 22, 2015, 01:11:04 PM »
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My bad,  The second is only if you are going to run 2 scripts tab.   if the are build into one you should be fine.

Offline KetchupTopic starter

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Re: Weapon Check & Change script
« Reply #44 on: April 22, 2015, 05:46:27 PM »
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okay I have it working using just the standard "gosub "Script name" would that work like that or do I need something more complicated like this?
Repeat
Gosub Weapon_Maint
wait 600 ; 30 seconds
Until #False
 I also have an issue where my item insurance script not working when running with lame 3.0 with the added weapon change

*UPDATE* I seem to of learnt how to combine and edit a few scripts thanks to you guys, done a few test and been able to merge them! now onto fully writing a script myself! Thanks all!
« Last Edit: April 22, 2015, 06:30:39 PM by Ketchup »

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