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Thread: My scripts

  1. #391

    Default

    So here's my tweak of the phasing script and it seems to work pretty well...
    Code:
    starting_container = script.vars[1]
    orb_container = script.vars[2]
    non_orb_container = script.vars[3]
    
    
    GameObj.inv.each{ |i| 
        if i.name =~ /#{starting_container}/i
            fput "look in ##{i.id}"
            i.contents.each { |item|
                if item.type =~ /gem/
                    fput "get ##{item.id}"
                    result = Spell[704].cast(item, /becomes somewhat insubstantial and appears lighter|resists the effects of your magic/)
                    if result =~ /becomes somewhat insubstantial and appears lighter/
                        fput "drop right"
                        fput "put ##{item.id} in my #{orb_container}"
                        break
                    elsif result =~ /resists the effects of your magic/
                        fput "put ##{item.id} in my #{non_orb_container}"
                        break
                    else
                        # armor hindrance, no mana, no target, etc
                    end
                end
            }
        end
    }
    The only problem is that I'd like to see it repeat until I'm out of mana or the starting_container is done. What should I add for this?
    Last edited by Soulance; 08-22-2015 at 08:15 AM.

  2. #392

    Default

    Quote Originally Posted by Soulance View Post
    The only problem is that I'd like to see it repeat until I'm out of mana or the starting_container is done. What should I add for this?
    It should already repeat until the starting_container is done. What does it do if not this?

    If you want it to end early when you run out of mana then you can add:

    exit if !Spell[704].affordable?

    at the beginning of the loop. Like so.

    Code:
    GameObj.inv.each{ |i| 
        if i.name =~ /#{starting_container}/i
            fput "look in ##{i.id}"
            i.contents.each { |item|
                if item.type =~ /gem/
    		exit if !Spell[704].affordable?
                    fput "get ##{item.id}"
                    result = Spell[704].cast(item, /becomes somewhat insubstantial and appears lighter|resists the effects of your magic/)
                    if result =~ /becomes somewhat insubstantial and appears lighter/
                        fput "drop right"
                        fput "put ##{item.id} in my #{orb_container}"
                        break
                    elsif result =~ /resists the effects of your magic/
                        fput "put ##{item.id} in my #{non_orb_container}"
                        break
                    else
                        # armor hindrance, no mana, no target, etc
                    end
                end
            }
        end
    }
    Last edited by Tgo01; 08-22-2015 at 01:10 PM.

  3. #393

    Default

    Working on a new script that when run it will list all of the benefits you are getting from your current lores.

    For example:

    Code:
    Benefits from Spiritual Lore - Summoning:
    Spirit Fog (106): Provides 30 secs of form concealment for the caster (attained at 40 ranks)
    Unbalance (110): This spell becomes more effective with training in Spiritual Lore, Summoning (exact numbers are not known)
    Fire Spirit (111): Increases DF by 0.1 and hits 19 additional targets (total of 27 targets)
    I just started working on it so I got a ways to go yet. Anyone think they will make use of this script? Does a script like this already exist so I don't waste my time recreating the wheel?

  4. #394

    Default

    Quote Originally Posted by Tgo01 View Post
    I just started working on it so I got a ways to go yet. Anyone think they will make use of this script? Does a script like this already exist so I don't waste my time recreating the wheel?
    I would think it is helpful. ;magic hasn't been updated with the lore changes yet - and they're are changing crap like crazy at the moment. So, I could see how this would be useful. I know I'd give it a try.

  5. #395

    Default

    Quote Originally Posted by Soulance View Post
    I would think it is helpful. ;magic hasn't been updated with the lore changes yet - and they're are changing crap like crazy at the moment. So, I could see how this would be useful. I know I'd give it a try.
    Wait does ;magic already list lore benefits? I don't see anything like that when I type ;magic

    Maybe I'm doing something wrong :O

  6. #396
    Join Date
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    Default

    Quote Originally Posted by Tgo01 View Post
    Wait does ;magic already list lore benefits? I don't see anything like that when I type ;magic

    Maybe I'm doing something wrong :O
    I believe hes talking about if you have bonuses set to on. They haven't been updated to take your lores into account.
    No, I am not Drauz in game.

  7. #397

    Default

    Quote Originally Posted by drauz View Post
    I believe hes talking about if you have bonuses set to on. They haven't been updated to take your lores into account.
    Yes, this. If you set it, it'll tell you the bonuses you get from whatever spells/abilities you're "wearing" on the ;magic list. But they don't reflect the new Lore changes like 911 and extra dodge bonus with Air Lore.

  8. #398

    Default

    Suggestion for ;warrior that I've already made on my end:

    For disarm/tackle master reps, if the master is on the floor/missing their weapon, go stance defensive. They're gonna try to disarm/tackle you on their next move, so you might as well be in a place to not get hit/get less RT.

    The script already checks to make sure you're in stance offensive before you go after them, so it's barely any added logic.
    Last edited by Gnomad; 09-10-2015 at 11:07 PM.

  9. #399

    Default

    Quote Originally Posted by Gnomad View Post
    Suggestion for ;warrior that I've already made on my end:

    For disarm/tackle master reps, if the master is on the floor/missing their weapon, go stance defensive. They're gonna try to disarm/tackle you on their next move, so you might as well be in a place to not get hit/get less RT.

    The script already checks to make sure you're in stance offensive before you go after them, so it's barely any added logic.
    Awesome idea. Uploaded a new version with this change.

  10. #400

    Default

    Hey Tgo and all,

    So, I've got the phaze script to work but if you wouldn't mind - how do I get it to keep running until it's either out of gems or mana? Or, even 'pause' while it waits for more mana?
    Code:
    starting_container = script.vars[1]
    orb_container = script.vars[2]
    non_orb_container = script.vars[3]
    
    
    GameObj.inv.each{ |i| 
        if i.name =~ /#{starting_container}/i
            fput "look in ##{i.id}"
            i.contents.each { |item|
                if item.type =~ /gem/
                    fput "get ##{item.id}"
                    result = Spell[704].cast(item, /becomes somewhat insubstantial and appears lighter|resists the effects of your magic/)
                    if result =~ /becomes somewhat insubstantial and appears lighter/
                        fput "drop right"
                        fput "put ##{item.id} in my #{orb_container}"
                        break
                    elsif result =~ /resists the effects of your magic/
                        fput "put ##{item.id} in my #{non_orb_container}"
                        break
                    else
                        # armor hindrance, no mana, no target, etc
                    end
                end
            }
        end
    }
    Last edited by Soulance; 09-26-2015 at 08:13 AM.

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