Author Topic: C2's Trick or Treater 2.3  (Read 82890 times)

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Offline _C2_Topic starter

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Re: C2's Trick or Treater 2.3
« Reply #165 on: October 24, 2014, 05:36:22 AM »
0
Thx C2
 Ok something wrong on my side, in 48 hrs haven't got any Chair, guillotine, and iron maiden.   They are just point anyway.


are you a gm begger?

Offline The Ghost

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Re: C2's Trick or Treater 2.3
« Reply #166 on: October 24, 2014, 09:07:55 AM »
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Yes,  I would have to said , that my secure is the trash can,  I will have to assume that only the candy stay in and individual items get trash immediately and my eyes are not fast enough :)   I have some from  previous years.  Perfert to be at Doom now that I have 3 set of each skull.

Offline cybercasper

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Re: C2's Trick or Treater 2.3
« Reply #167 on: October 27, 2014, 10:49:03 AM »
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having a bit of a problem opening my castle doors i check in easyuo what the id was and it is the one u have posted. it will pathfind to the door but once it gets to the door it says it cant get to the next location. if i manually open the doors it will finish it out. was wondering what i was doing wrong or if i edit something or didnt edit something i needed too

sub reenter_home ;just replace xxxx with stops and wait 40 per teleporter
wait 1s
gosub goodbye
gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname
event macro 12
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind 2114 777  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 777
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 773  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 773
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 767  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 767
   wait 10
  
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
   repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy
   }
gosub hello
return

  ;*** Add this in for doors!
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10

« Last Edit: October 27, 2014, 05:57:45 PM by cybercasper »

Offline _C2_Topic starter

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Re: C2's Trick or Treater 2.3
« Reply #168 on: October 27, 2014, 06:39:31 PM »
0
having a bit of a problem opening my castle doors i check in easyuo what the id was and it is the one u have posted. it will pathfind to the door but once it gets to the door it says it cant get to the next location. if i manually open the doors it will finish it out. was wondering what i was doing wrong or if i edit something or didnt edit something i needed too

sub reenter_home ;just replace xxxx with stops and wait 40 per teleporter
wait 1s
gosub goodbye
gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname
event macro 12
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind 2114 777  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 777
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 773  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 773
   wait 10
  
   ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
     repeat
   event pathfind 2114 767  ;x/y of first location (not recall point)
   until #charposx = 2114 && #charposy = 767
   wait 10
  
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10
  
   repeat
   event pathfind %movedx %movedy
   until #charposx = %movedx && #charposy = %movedy
   }
gosub hello
return

  ;*** Add this in for doors!
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10



if you have you code commented off (semi-colon in front of the line), it will not execute.
Code: [Select]
  ; finditem FJC_HJC g_3
  ; set #lobjectid #findid
   ;event macro 17
   ;wait 10

you need to remove the semi-colons:
Code: [Select]
  finditem FJC_HJC g_3
  set #lobjectid #findid
  event macro 17
  wait 10

Offline cybercasper

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Re: C2's Trick or Treater 2.3
« Reply #169 on: October 28, 2014, 02:31:20 AM »
0
ok ty after that i did get it to work opening the first set of castle doors but then it would get stuck at the second set. it doesnt seem to pathfind the same as it does on the first set where it will walk to the door on the right and open the door on the left and pathfind through it

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Re: C2's Trick or Treater 2.3
« Reply #170 on: October 28, 2014, 10:09:51 AM »
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C2   talking about castle.   I'm able to use it in my house in trammel with the teleport, but if I use the house teleport to another facet it doesn't seen to like that.   

1)Start at the Fel castle
2)recall to House in trammel to walk through house teleporter and get stuck there. at thr front porch. :(   

This no big deal but just curious if that normal or I"m pusing the boundry here.

Offline _C2_Topic starter

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Re: C2's Trick or Treater 2.3
« Reply #171 on: October 28, 2014, 01:42:03 PM »
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C2   talking about castle.   I'm able to use it in my house in trammel with the teleport, but if I use the house teleport to another facet it doesn't seen to like that.   

1)Start at the Fel castle
2)recall to House in trammel to walk through house teleporter and get stuck there. at thr front porch. :(   

This no big deal but just curious if that normal or I"m pusing the boundry here.

wow, should be fine if you have the waits correct. a lag spike would mess with you though

Offline Hoby

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Re: C2's Trick or Treater 2.3
« Reply #172 on: October 28, 2014, 07:28:22 PM »
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Quote
finditem FJC_HJC g_3
  set #lobjectid #findid
  event macro 17
  wait 10

Where exactly do you put this.  My char recalls and runs to the door but doesnt open it. if I manually open it he runs in and continues.  What am i doing wrong?
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Offline Khameleon

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Re: C2's Trick or Treater 2.3
« Reply #173 on: October 29, 2014, 03:32:38 PM »
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do you happen to have any doors on a differant z axis? above where you are standing that is trying to open those doors?
if so just hard code your door id in.


Offline Hoby

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Re: C2's Trick or Treater 2.3
« Reply #174 on: October 29, 2014, 04:58:39 PM »
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theres like two or three steps to get to the doors
I like you, your death shall be quick and painless!!
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Pwned-The total domination or shut down of a person or thing. 
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Offline cybercasper

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Re: C2's Trick or Treater 2.3
« Reply #175 on: October 29, 2014, 05:27:07 PM »
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hoby just look up at mine i posted where it should be it is right under were u input ur coords and so right here

sub reenter_home ;just replace xxxx with stops and wait 40 per teleporter
wait 1s
gosub goodbye
gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname
event macro 12
if #CHARPOSY >= %pathfindrangestart && #CHARPOSY <= %pathfindrangewindow
   {
   repeat
   event pathfind xxxx xxxx  ;x/y of first location (not recall point)
   until #charposx = xxxx && #charposy = xxxx
   wait 10
 
   finditem FJC_HJC g_3
   set #lobjectid #findid
   event macro 17
   wait 10
   

not sure if it matters but dont forget to change the wait  below gosub TM_TravelFromNamedRunebook %travel %home1 %home2 %bookname  to event macro 12

Offline mastermind558

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Re: C2's Trick or Treater 2.3
« Reply #176 on: November 01, 2014, 06:55:26 PM »
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am i missing something don't see the script :/

Offline Masscre

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Re: C2's Trick or Treater 2.3
« Reply #177 on: November 01, 2014, 06:57:02 PM »
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You missing something please go to the introduction area and give us something grand of a Introduction. Thank you and have a great weekend.

Offline mastermind558

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Re: C2's Trick or Treater 2.3
« Reply #178 on: November 01, 2014, 07:13:56 PM »
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I see my apologies jumped the gun a bit there :) introduction all taken care of now :D

Offline _C2_Topic starter

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Re: C2's Trick or Treater 2.3
« Reply #179 on: November 02, 2014, 06:43:05 AM »
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Quote
finditem FJC_HJC g_3
  set #lobjectid #findid
  event macro 17
  wait 10

Where exactly do you put this.  My char recalls and runs to the door but doesnt open it. if I manually open it he runs in and continues.  What am i doing wrong?


you need to add some more lines to pathfind. 
pathfind to edge of steps, pathfind to door, put door open id in that you have listed, then the last part is the pathfind the %movedx %movedy

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