Latest Threads

Forum Statistics
  • Forum posts:65,190
  • Forum threads:5,776
  • Members:1,762
  • Latest member:slotresmigacor


Posted by: imported_LudaKrishna
04-20-2009, 06:10 AM
Forum: General
- Replies (45)

I don't know if there's a place to report abuse but I thought I'd post it here.

Normally I wouldn't post about this, and honestly I didn't even lose anything of value (maybe a bit of regs but wtv not a big deal) but the fact is the way this was done was so stupid.

Events In Order:

#1) Shade promoting ganking in Occlo, that's cool I got no arguments there.

#2)After the ganking dies down a bit theres like 4-5 of us left in Occlo and shade starts mass summoning EV's and Earth Elementals thus allowing ppl who enter Occlo to be instantly killed seeing as it's the spot u enter Occlo if u come from pits. He continues mass summoning EVEN AFTER we mass dispel them, which then disrupts any further ganking.

#3) After most of the players have cleared from Occlo and gone back into pits because of this mass summoning from Shade. Shade decides to open up a gate. Now he types "Gate is open in pits", HOWEVER it looks EXACTLY like the gate for free duels and therefore anyone who thought it was a gate to the free duels ended up in Occlo in the middle of the mass summoning and other people therefore dieing instantly practically.

I don't know how staff likes to do things around here but mis-representing gates in pits is really dumb, if people aren't going to a town for a reason stop trying to force them to go. It's abuse of power and doesn't reflect the professionalism of the staff that I've seen from others while playing here.

I think there's a fine line between trying to get things going and forcing things to happen.

Shade your active a lot and you do good things, but honestly that was over the line imo

Print this item


Posted by: Eighty Swords
04-20-2009, 02:10 AM
Forum: Player Guides
- Replies (9)

Explanation of skill gain:
INX skill gain is repetition based and not difficulty based, which means you can make the easiest item over and over and gain skill whether you have 40 or 90 points in that skill. As you gain skill it gets progressively longer to gain each .1 skill. You will probably get lucky sometimes and gain .1 in only a few attempts and other times you might get stuck for a while. Don't worry too much about getting stuck, it will average out.

Suggestion on what to make:
The most commonly crafted items for tailoring are bandanas and skullcaps since they only take 2 cloth each and sell to vendors for 3gp (1.5 gp per cloth). You could calculate it out and figure out if there's an item that yields more gp per piece of cloth used, but I wanted to GM it using as little cloth as possible.

Why would I GM Tailoring?
1. You need tailoring to make some of the armors available on INX. Open your sewing kit to find out which ones Wink.
2. If you pick the cotton and make it into cloth yourself this is an easy way to make some money while AFK. It's less profitable then mining but again you can do this while AFK.

Bonus: You get a dye tub you choose the color of (unlike the ones on the PVP reward stone which are random) and you can give it your own name! Here is a link to some hues on INX. Make sure you have the right hues file from the download section or they might appear differently. Here is a link to the download section. You can find the hues file in the required files section.

My results:
Here's a table of how much cloth I used for every 10-15 points. It starts at 45 because I didn't keep track from the start and because you can buy up to about 40-45 skill from a vendor.

Starting Skill Level.....Ending Skill Level.....Cloth Used
..........45......................60......................9734
..........60.7....................71.4.................18016
..........71.4....................80.1.................30722
..........80.1....................90.1.................44492
..........90.1...................100...................53402

Total Cloth Used: 156366

What does this information do for you? Unfortunately it doesn't tell you that with exactly 156366 cloth you can GM Tailoring. But it does serve as a reference on how big of a stockpile you need if you want to GM Tailoring in 1 very long run.

The Macro:

Here's the Razor macro I used to GM Tailoring from the safety and comfort of my own home.

Quote:!Loop
Assistant.Macros.GumpResponseAction|21|0|0
Assistant.Macros.WaitForGumpAction|2002155655|False|300
Assistant.Macros.IfAction|4|0|you put the bandana in your pack.
Assistant.Macros.HotKeyAction|0|Organizer Agent-4
Assistant.Macros.ElseAction
Assistant.Macros.IfAction|5|0|80
Assistant.Macros.HotKeyAction|0|Restock Agent-1
Assistant.Macros.PauseAction|00:00:00.1000000
Assistant.Macros.AbsoluteTargetAction|0|0|1081519064|1725|996|11|3650
Assistant.Macros.PauseAction|00:00:00.7500000
Assistant.Macros.EndIfAction

Notes:
  1. Before starting the macro double click your sewing kit, target some cloth in your pack and make one bandanna.
  2. Add 1 bandanna to organize agent 4 and set the hot bag to a container on the ground or in your bank.
  3. Add folded cloth to restock agent 1 and set the amount to whatever you want. I put 300 cloth in the macro in case you do this at a bank and not your house and someone comes and suicide-kills you when you aren't looking. This way you won't lose too much cloth and you don't have to restock on cloth after every other bandanna you make.
  4. In Razor, right-click the "absolute target" line after restock agent 1, select re-target and target the container with your cloth.
  5. If you want you can use this same macro to GM Tailoring at a bank. Just add a line in somewhere where you say 'bank guards' to keep opening it in case it closes because your character turns or moves for whatever reason. This happened to me when someone trained anatomy on me and my character turned to look at them making my bank close.

Let me know if you have any trouble with the macro or suggestions.

Go to the Macros folder in the Razor folder (a common place for Razor is C:\Program Files\Razor), make a New Text Document and change the extension to ".macro" instead of ".txt". Copy the macro above in the quote into the new file and save and close the file. Restart Razor and your new macro should be there.

Print this item


Posted by: Eighty Swords
04-20-2009, 12:05 AM
Forum: Suggestions & Ideas
- Replies (2)

I don't know if there's a command to do it already but we need a way to see the score in a CTF because it doesn't show much, which is nice because we aren't always getting our screens spammed.

On XUO we had a scoreboard (message board) in the middle of the arena you could click on and it would show the score. Maybe we could add a few of these or a command.

If there's already a command, what is it?

Print this item


Posted by: Eighty Swords
04-19-2009, 06:46 AM
Forum: Player Guides
- Replies (4)

Here's an Easy UO macro to pick cotton in fields. It searches your screen for cotton plants and runs to the first one it finds. It doesn't always go to the closest one so it takes longer then I'd like it to, but at least I don't have to target the small white spots and double click the plants every time.

I'm new to Easy UO and was wondering if anyone here had any experience writing scripts for it. What I'd like to do with this script is mod it so it will double click any plant within 2-3 tiles range of where I'm standing. Then I can run around myself and my Razor scavenger agent will put it in my pack when I take my first step after double clicking the plant.

PHP Code:
;==================================
Script Name:   Cotton Gatherer
Author:  JJarmis
Version1.00
Client Tested with4.0.2a
EUO version tested with1.41 (0075)
Shard OSI FSOSI
Revision Date3/7/04
; Public Release3/7/04
; Global Variables UsedNone
PurposeTo gather cotton as it spawns on the ground
;==================================
;  
This Script simply finds the cotton plants on the ground
;  gets the cotton off the plant and puts it in your backpack
;  NOTE:  You MUST have 1 cotton in your open backpack
;  for this to work!

initevents 

loop

    
set %hi 0 
    set 
%l 0 
    finditem CPE_IPE_HPE_FPE G_15

    
if #findkind = -1  
        
goto loop

    move 
#findx #findy 0 
    
set #lobjectid #findid 

loop2
    
set %hi %hi 
    event macro 17 0 
    wait 5 
    finditem NFF G_1

    
if %hi 200 
        
goto loop

    
if #findkind = -1 
        
goto loop2

    wait 5 
    event drag 
#findid 

loop3
    
set %%

    
if %70 
        
goto loop3

    finditem NFF C
    set 
%clickx #findx + 25 
    
set %clicky #findy + 10 
    
click %clickx %clicky p

    
goto loop 

Here's the version with added comments of what I have figured out so far. If anyone is familiar with Easy UO can you correct any mistakes please.

Thanks for any and all help guys!

PHP Code:
initevents 

loop

    
set %hi 0 ;what is %hi?
    
set %l 0  ;what is %l?
    
finditem CPE_IPE_HPE_FPE G_15 ;find cotton

    
if #findkind = -1  ;if there's not cotton on your screen the macro will loop from the start of loop to here. essentially a stop.
        
goto loop

    move 
#findx #findy 0 ;move to where cotton found
    
set #lobjectid #findid ;set as next target

loop2
    
set %hi %hi ;what does this do?
    
event macro 17 0 ;double click the item
    wait 5 
    finditem NFF G_1 
;find a container (what container)

    if %
hi 200 ;what does this do?
        goto 
loop

    
if #findkind = -1 ;if item not found
        
goto loop2

    wait 5 
    event drag 
#findid ;pick up cotton

loop3:
;
this part puts the cotton in your pack
    set 
%%;what does this do?

    if %
70 
        
goto loop3

    finditem NFF C 
;what do these lines do?
    
set %clickx #findx + 25 
    
set %clicky #findy + 10 
    
click %clickx %clicky p

    
goto loop;repeat 

Here's what I've been able to narrow it down to so it just runs around and double clicks the plants. Like I said in my first post this lets my Razor Scavenger agent pick up the bales once the Easy UO macro finds and double clicks the plant.

PHP Code:
initevents

loop
:
finditem CPE_IPE_HPE_FPE G_15 ;find a cotton plant

if #findkind = -1 ;if no cotton plant is found, goto loop. this is essentially an end statement and stops you from running in the same direction forever
goto loop

move 
#findx #findy 0 ;move to where a plant was found
set #lobjectid #findid

loop2:
event macro 17 0 ;double click on cotton plant 

Print this item


Posted by: Eighty Swords
04-19-2009, 06:31 AM
Forum: Suggestions & Ideas
- Replies (14)

Is it possible to add an all buy command that would open the buy lists for all vendors within a certain range or within sight?

This would make buying resources to craft so much faster when you combine it with a razor buy agent Smile

Before someone asks, YES I am too lazy to type in different vendor names or running to different vendors and saying vendor buy :p Just one of those 'convenience' things that would be cool.

Print this item


Posted by: Eighty Swords
04-19-2009, 01:48 AM
Forum: Suggestions & Ideas
- Replies (4)

Post all items here that you think should have an increased range in houses. Don't start debates on each item saying why it should or shouldn't be moved. Let's just post what we want to see with increased ranges...

Current distance guide:
0 tiles - standing on the item
1 tile - next to the item
2 tiles - 1 tile between you and the item
3 tiles - 2 tiles between you and the item
etc...

1) Scissors - I can double click them from over 3 tiles away but have to be right next to the item I target with them (1 tile)

Print this item


Posted by: Eighty Swords
04-18-2009, 07:11 PM
Forum: Suggestions & Ideas
- Replies (21)

Right now when you die everything in your backpack moves around if someone revives you.

Can it be changed so your items stay where they were if someone revives you? I know it's possible but I'm wondering why it's not set up like this.

And would it be possible so that if you are wearing noobied items they automatically go back on you instead of in your pack when you get revived? This too I know is possible and would be nice. And of course non noobied items like weapons and armor shouldn't go back on you because that would mess with the ganking where someone is revived and instantly has all their armor and weapon equipped. But re-equipping the cloth won't have any negative effects.

Print this item


Posted by: Eighty Swords
04-18-2009, 06:56 PM
Forum: Suggestions & Ideas
- Replies (21)

Provocation has about a 12 second interval on how often you can use it, just like how you can only use hiding every 1-2 seconds (I'm not sure of the exact time). Thing is, if you use provocation you can't do anything else in the mean time, like make a bandanna with tailoring. The 12 second interval is stopping you from not only using provocation again but other skills as well.

I think you should be able to do other actions in the mean time, maybe like 3 seconds after you use provocation (time to play the music to provoke your targets).

Provocation is very long to GM because of this 12 second delay and it would be nice if we could do something else at the same time. We don't really see the problem with some other skills like hiding because the time interval is so small.

Thoughts anyone?

Incase it wasn't too clear when you read this, I'm not saying to reduce the time interval on how often you can use provocation, I'm suggesting it shouldn't block other actions.

Print this item


Posted by: imported_Papa Smurf
04-18-2009, 10:19 AM
Forum: Suggestions & Ideas
- Replies (3)

Im not sure if this was talked about yet or not. I think we should have a menu to choose from for GM skills we have aquired. For instance Papa Smurf Grandmaster Alchemist if I have it GMed I can choose it from a menu and I can change it to any of my GM skills whenever I want.

Print this item


Posted by: imported_Sindern
04-18-2009, 07:18 AM
Forum: Suggestions & Ideas
- Replies (8)

It'd be nice if there were a way to duplicate books for a fee. Basically something that would create a new book with the same contents as the one it's copied from.

It might create a whole new profession of people writing and selling copies of their books. Smile

Also, as a secondary thought, a book-shelf that you can store them in would be nice. Something that only the owner can add/remove books from but anyone can read from. Then we could have player-run libraries.

Print this item