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This is an Easy UO Script that is customized to work on Imagine Nation and won't work on other UO shards without editing.
You'll have to do some editing on this one, but this is a mining script for Mt. Kendall. It will mine, move to the forge when you're at your weight limit, smelt, then go back to mining. Once you're overweight with ingots, it will walk to the bank box outside, use it, then put all your ingots into a bag in the bank. Very useful, but it makes you a PK target and it tends to cut out sometimes:
; OzMining 1.0
;
; For mining at Mt. Kendall on IN:X shard.
;
; Features:
; - Moves around the mine randomly
; - Mines a tile clean of ore before moving on to next one
; - Smelting when overweight
; - Banking ore when you have certain amount of weight after smelting
;
; - Notifies you with a sound if your character is dead and stops the macro
; ( might only work in windows xp.. )
; ( replace sounds with some other ones if you use another OS. )
;
; Known bugs:
; - Macro gets "stuck" mining too fast sometimes
;
; ============= User variables and instructions ================================
; YOU WILL NEED TO CHANGE THE ID VALUES BELOW TO MATCH YOUR CHARACTERS CONTAINERS
; OR AUTOMATIC BANKING WON'T WORK CORRECTLY!
; You can find out ID of a container by having EUO running and opening a container.
; Right side of EUO window there should be "Container Info" as a folded menu and
; there #CONTID variable now holds the information. For example LHUGMMD
; Change this to the ID of container in your bank where you would like
; your ingots to be placed.
set %ingotContainer AXITEND
; Change this to whatever ID your bank container has.
set %bankcontainerID JWHLKMD
; ==============================================================================
set #LPC 10
set %forgePosX 2570
set %forgePosY 482
set %ingotTypes RMK_BVI
set %forgeTypes JBG_JJ_SMF
set %toolTypes QPF
set %status idle
set %bankID DMMRJMD
set %DebugMode #true
event sysmessage Starting OzMining 1.0
while #charghost <> YES
{
if ( #WEIGHT > #MAXWEIGHT )
gosub GoSmelt
if %status = no_more_ore
{
set %status idle
goto MoveToNextSpot
}
if ( #WEIGHT > #MAXWEIGHT )
gosub GoSmelt
set %jrnl #jindex
gosub MineThisSpot
gosub ProcessResults
}
; Player dead: stopping macro after making some racket..
sound Windows XP critical stop.wav
wait 2s
sound Windows XP critical stop.wav
wait 2s
sound Windows XP critical stop.wav
wait 2s
halt
sub MineThisSpot
set #LPC 10
if ( %status <> idle )
return
finditem %tooltypes C
if #FINDCNT > 0
{
set #lObjectId #findId
event macro 17 0
tile Init
Tile Get #CharPosX #CharPosY 2
set #lTargetTile #tileType
set #lTargetX #charPosX
set #lTargetY #charPosY
set #lTargetZ #charPosZ
set #lTargetKind 3
target 20s
event Macro 22 0
set %status mining
}
return
sub ProcessResults
while %status = mining
{
if #jindex > %jrnl
{
set %jrnl %jrnl + 1
scanjournal %jrnl
if you_dig_some in #journal
set %status idle
if you_loosen_some_rocks in #journal
set %status idle
if World_save_complete in #journal
set %status idle
if You_have_moved_too_far in #journal
set %status idle
if Someone_has_gotten in #journal
set %status idle
if Can't_mine_that in #journal
set %status idle
if target_cannot_be_seen in #journal
{
set %status no_more_ore
gosub MoveToNextSpot
}
if there_is_no_metal_here_to_mine in #journal
{
set %status no_more_ore
gosub MoveToNextSpot
}
if you_can't_mine_that in #journal
{
set %status no_more_ore
gosub MoveToNextSpot
}
if world_save_complete. in #journal
{
set %status no_more_ore
gosub MoveToNextSpot
}
if that_is_too_far_away in #journal
{
set %status no_more_ore
gosub MoveToNextSpot
}
if for_validating_your_presence in #journal
{
set %status no_more_ore
gosub MoveToNextSpot
}
}
}
return
sub MoveToNextSpot
set #LPC 1
if ( %DegugMode )
event sysmessage ++ Trying to find a new location to mine...
FindNextSpot:
set %GotoX #charposX
set %GotoY #charposY
set %oldX #charposX
set %oldY #charposY
set %randomInc #random % 5
; negative or positive?
set %nDirection #random % 2
if %nDirection = 1
set %randomInc %randomInc * -1
set %GotoX %GotoX + %randomInc
; Random amount of tiles to a direction
set %randomInc #random % 5
; negative or positive?
set %nDirection #random % 2
if %nDirection = 1
set %randomInc %randomInc * -1
set %GotoY %GotoY + %randomInc
if ( %DegugMode )
event sysmessage -- Initializing tile info...
tile Init
tile Get %GotoX %GotoY 2
if ( %DegugMode )
event sysmessage #tilename / #tiletype
if ( #tilename = cave_floor )
{
if ( %DegugMode )
event sysmessage Found cave location...
event pathFind %GotoX %GotoY
wait 10
if ( #charposX = %oldX && #charposY = %oldY )
goto FindNextSpot
}
if ( #charposX <> %oldX && #charposY <> %oldY )
if ( #charposX = %GotoX && #charposY = %GotoY )
set %status idle
else
goto FindNextSpot
set #LPC 10
return
sub GoSmelt
set #LPC 1
SmeltOre:
set %oldX #charposX
set %oldY #charposY
event pathFind %forgePosX %forgePosY
wait 1s
if ( #charposX = %oldX && #charposY = %oldY )
goto SmeltOre
CheckForMoreOre:
finditem DWJ C
if #FINDCNT > 0
{
set #lObjectId #findId
event macro 17 0
goto CheckForMoreOre
}
wait 1s
if ( #weight > #maxweight - 50 )
gosub BankOre
GoBack:
event pathFind %oldX %oldY
wait 1s
if ( #charposX = %forgePosX && #charposY = %forgePosY )
goto GoBack
return
sub BankOre
if ( %DegugMode )
event sysmessage ++ Going to bank ingots...
BankingStep1:
event pathFind 2561 492
wait 1s
if ( #CHARPOSX <> 2561 && #CHARPOSX <> 492 )
goto BankingStep1
BankingStep2:
event pathFind 2559 504
wait 1s
if ( #CHARPOSX <> 2559 && #CHARPOSX <> 504 )
goto BankingStep2
BankingStep3:
event pathFind 2564 513 15
wait 1s
if ( #CHARPOSX <> 2564 && #CHARPOSX <> 513 )
goto BankingStep3
Openbank:
set #LOBJECTID %bankID
event macro 17 0
wait 10
if ( #CONTID <> %bankcontainerID )
goto Openbank
BankMore:
finditem %ingotTypes C
if #FINDCNT > 0
{
Exevent Drag #findid #findstack
wait 10
Exevent Dropc %ingotContainer
wait 10
goto BankMore
}
wait 1s
event sysmessage ++ Going back...
GoingBackStep1:
event pathFind 2559 504 0
wait 2s
if ( #CHARPOSX <> 2559 && #CHARPOSX <> 504 )
goto GoingBackStep1
GoingBackStep2:
event pathFind 2561 492
wait 2s
if ( #CHARPOSX <> 2561 && #CHARPOSX <> 492 )
goto BankingStep2
GoingBackStep3:
event pathFind %forgePosX %forgePosY
wait 2s
if ( #CHARPOSX <> %forgePosX && #CHARPOSX <> %forgePosY )
goto GoingBackStep3
set #LPC 10
return
This will automatically pick any cotton or flax plant in the vicinity. I'm not sure if it puts it in your pack for you or not, but you can use Razor's Scavenger Agent to have it pick it up:
finditem IPE_FPE_HPE_CPE_TEK_VEK_WEK G_2
if #FINDCNT > 0
{
set #lObjectID #FINDID
event Macro 17 ; last object
}
LUMBERJACKING: This will pretty much just wander from tree to tree using a hatchet on it. I like to use a Razor macro with it to move the logs to a pack horse.
=========================================================================
; Script Name: EnCode MegaLumberjack
; Author: EnCode
; Version: 1.2.0
; Client Tested with: 4.0.10b
; EUO version tested with: 1.42.00A5
; Shard OSI / FS: FS
; Revision Date: 5-31-05
; Public Release: 5-15-05
; Global Variables Used: All global vars used by settings starts by *ECLJ
; This is a very powerful and easy to set up fully automatic script without rails!
; All you need is enough skills to craft tools and recall and some ingots in your bank box.
=========================================================================
; if you wish to use login by password (NOT RECOMMENDED)
; set up the macro as using razorlogin but uncomment and change these lines:
;You may edit these values if you wish but you should do just fine
;with these.
set %axetype FSF_LSF_BSF_NSF_ZRF_RMH_LPH_UOH
set %tooltype AIG_AGG_BIG_CIG_CGG_EGG_IGG_KGG_WFG_YFG_ZHG
set %solvepk 0 ;if you have the PKCurses.txt set up change this to 1
set %forcebankweight 400 ;maxweight before bankup
;================================
;do not change below here
;================================
set %VerMajor 1
set %VerMinor 2
set %VerRevision 0
set %spot 0
tile init
linespercycle 200
set %hod 0
gosub chooseforest
start:
gosub closest
move %x %y 1 10s
gosub checkdistance
gosub choptree
goto start
sub checkdistance
set %distx #charposx - %x
set %disty #charposy - %y
if %distx > -2 && %distx < 2 && %disty > -2 && %disty < 2
return
set %tempx #charposx - 5
move %tempx #charposy 1 2s
set %tempy #charposy - 5
move #charposx %tempy 1 2s
move %x %y 1 10s
return
sub choptree
menu delete status
menu Text status 116 119 Chopping...
set %backupwait #scnt + 60
choploop:
if #scnt > %backupwait
goto ready
wait 17
gosub hit
set %hitwait #scnt + 5
deletejournal
jrloop:
wait 1
scanjournal 1
if logs in #journal
goto choploop
if hack in #journal
goto choploop
if not_enough_wood in #journal
goto ready
if you_can't_use_an_axe_on_that in #journal
goto ready
if cannot_be_seen in #journal
goto ready
if that_is_too_far in #journal
goto ready
gosub checkConLost
gosub toboards
if is_attacking_you in #journal
{
gosub antipk
return
}
if #scnt > %hitwait
goto choploop
goto jrloop
ready:
return
sub hit
chop:
finditem %axetype C_ , #charid
if #findkind = -1
{
finditem %axetype C_ , #backpackid
if #findkind = -1
{
gosub toboards
menu delete status
set %hod 0
gosub chooseforest
return
}
set #lhandid #findid
event macro 24 1
wait 15
}
set #lobjectid #findid
event macro 17
target 1s
set #ltargetkind 3
set #ltargettile %tiletype
set #ltargetx %x
set #ltargety %y
set #ltargetz %tilez
event macro 22
return
sub closest
menu delete status
menu Text status 116 119 Finding tree...
set %x #charposx
set %y #charposy
set %r 0
set %fspiral -1
treefinder:
if %fspiral = -1
{
set %fspiral 1
}
else
{
set %fspiral -1
}
set %r %r + 1
for %yx 1 %r
{
set %x %x + %fspiral
gosub checktile
if %findkind = 1
return
}
for %yy 1 %r
{
set %y %y + %fspiral
gosub checktile
if %findkind = 1
return
}
goto treefinder
sub checktile
tile cnt %x %y
set %ennestaan 0
set %findkind -1
for %cnt 1 #tilecnt
{
tile get %x %y %cnt
if tree in #tilename
{
if %hod > 0
{
set %doh 0
for %doh 1 %hod
{
if %x = %hodx . %doh && %y = %hody . %doh
{
set %ennestaan 1
}
}
}
if %ennestaan = 0
{
set %hod %hod + 1
set %hodx . %hod %x
set %hody . %hod %y
set %findkind 1
set %tilez #tilez
set %tiletype #tiletype
}
}
}
return
sub chooseforest
set %spot %spot + 1
if %spot > %ljspots
set %spot 1
set %runenum %spot + 1
menu delete status
menu Text status 116 119 Recalling to forest # %spot
gosub recall %runenum %recallstyle
return
sub findcol
finditem %1 %3
for %i 1 #findcnt
{
finditem %1 %i %3
if #findcol = %2
return
}
set #findkind -1
return
sub target
set %wait #scnt + 1
wait_for_target:
wait 1
scanjournal 1
if fizzles in #journal || already_performing in #journal || more_reagants in #journal || not_yet_recovered in #journal || your_concentration in #journal || insufficent_mana in #journal
return
scanjournal 2
if fizzles in #journal || already_performing in #journal || more_reagants in #journal || not_yet_recovered in #journal || your_concentration in #journal || insufficent_mana in #journal
return
if #scnt > %wait
return
if #targcurs = 0
goto wait_for_target
if %1 = 1
{
chkdistance:
wait 1
finditem #ltargetid
if #findkind = -1 && #targcurs = 1
goto chkdistance
if #finddist > 12 && #targcurs = 1
goto chkdistance
event macro 22
}
if %1 = 2
{
event macro 23
}
return
Instructions are included in the macro script. Paste the code below into EUO, read the instructions and make changes if needed and play the macro.
; Combat training macro at IN Mercenary Camp
;
; This macro will train your swords, mace, parry, tactics and healing. It is
; set to work with southern water trough in the camp but that can be changed
; with %water variable. As it is, macro works with training swords and training
; maces. You can add your own weapons in to the %weapon variable if you wish.
;
; How to set up the macro:
; ========================
; Put on some armor, grab some heater shields and training weapons of choise.
; You might need to set %target to your desired sparring partner. You can do
; this by bringing up a target icon with any item (I use scissors) and target
; your desired target. You'll see the value in the section on the right
; (under Last Action -> #LTARGETID). Put that value into %target variable
; (instead of FIB what it currently is). If you wish, you can adjust the
; %HPtreshold value. If your hitpoints go under this value your character will
; heal using bandages until above the treshold and then go back to attacking.
set %target FIB
set %HPtreshold 80
set %water WQHUCND
set %weapon BPH_QOH
if ! ( G in #CHARSTATUS )
gosub CombatMode
while ( #TRUE )
{
set #LTARGETID %target
gosub AttackLast
if ( #HITS < %HPtreshold )
gosub HealMe
finditem ZLF C
if #FINDCNT < 1
{
finditem AMF C
if #FINDCNT > 0
{
set #LOBJECTID #FINDID
set #LTARGETID %water
event macro 17 0
target 1s
event Macro 22 0
wait 10
}
}
}
halt
sub AttackLast
event macro 27 0
return
sub CombatMode
event macro 6 0
wait 1s
return
sub HealMe
finditem ZLF C
if #FINDCNT > 0
{
set #LOBJECTID #FINDID
event macro 17 0
target 1s
event Macro 23 0
finditem %weapon C
if #FINDCNT > 0
{
set #LOBJECTID #FINDID
set #LTARGETID %target
event macro 17 0
target 1s
event Macro 22 0
}
finditem CIK C
if #FINDCNT > 0
{
set #LOBJECTID #FINDID
event macro 17 0
}
wait 53
}
gosub AttackLast
return
where do i download all the shard info and stuff
Taran!
I noticed that you had changed so that when you fizzle SPELLS (not just scrolls) you loose half the mana the spell costs! I thought you only did that for scrolls, haven't EVER seen anybody do that on spells. Changing that on spells ruins a lot of tactics that people use for spells, and it also ruins one of the few advantages spells have over scrolls (that they don't consume mana when you fizzle them).
For example players often throw greater heal spell before a strong hit just to prepair themselves, and if it misses or if it hits weak they fizzle it by using a bandage instead. Now that would make you loose a lot of mana over time =/
Another example is when players are fighting other players who mask their spells with spam for example, at that point you sometimes want to precast a greater heal spell in case the enemy is throwing a flamestrike hidden, and if you do that 3-4 times in a row with a greater heal spell you would have lost a load of mana.
I don't think it should be this way for spells, only for scrolls, that's how it always have been and that's the best way not to mess up a very nice PvP. I don't think anybody even complained about such a future being needed, so why change what's not flawed? The scrolls were flawed, the spells weren't.
- Ziggy
Taran!
I was told by an razor user that after your updates today all razor users see "Flame Strike" instead of "Kal Vas Flam" for example, but that's not fair at all because Injection users don't, so if you want to implement that then do it so it's same for everybody, or don't do it at all.
- Ziggy
is there anyway we can get an explanation as to what / why things were changed, other than just a vague description. example why can't we have 120 hp now its 110 right ? does 120 dex even do anything ? I don't notice a difference.
What spell timings are diff and why were they changed ? was something op ?
The power words change is that so people can't hide there words anymore ?
Also any chance on getting an Ar list ? for all the armors ?
Captain Blackbeard
I can't Figure out how to make blank scrolls.
I thought it was tailoring, but it's not (cuz of leather)
Googled it and it said tinkering to make blank scrolls how ever its not on the menu.
So how do you craft blank scrolls ?
Buying Iron , old copper ,copper, all low end ingot to smith with . Contact me in game.
Shadow