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Thread: My scripts

  1. #501

    Default

    Why didn't tpick move on to the next lockpick when it failed on a 94 roll?

    You remove a fine-toothed red kelyn lockpick from in your vruul-hide toolkit.
    >
    [tpick: Attempting to pick lock.]
    [tpick]>lmas ptrick spin #31595530
    With a quick flick of the wrist, you spin your red kelyn lockpick around in your palm, stopping it as the tip enters a plain maoral box...
    You make a competent attempt (d100=61).
    You are not able to pick the lock, but you get a feeling that it is within your abilities.
    Roundtime: 18 sec.
    R>
    [tpick: Attempting to pick lock.]
    [tpick]>lmas ptrick spin #31595530
    >
    With a quick flick of the wrist, you spin your red kelyn lockpick around in your palm, stopping it as the tip enters a plain maoral box...
    You make an excellent attempt (d100=94).
    You are not able to pick the box, but you get a sense that it has a moderately well-crafted lock. About a -420 difficulty lock (in thief-lingo).
    Roundtime: 18 sec.
    R>
    [tpick: Attempting to pick lock.]
    [tpick]>lmas ptrick spin #31595530
    With a quick flick of the wrist, you spin your red kelyn lockpick around in your palm, stopping it as the tip enters a plain maoral box...
    You make a miserable attempt (d100=11).
    * SNAP * Crud! You broke your lockpick in the attempt!
    Roundtime: 18 sec.
    R>
    [tpick: red lockpick is broken.]
    R>
    [tpick]>put my red lockpick in my cloak
    You tuck the red kelyn lockpick into a small pocket inside of your leather cloak.
    >
    [tpick: Error found in broken lockpick stow.]

  2. #502

    Default

    That's a darn good question. What do you have the roll checkie thingie at in setup?

  3. #503

    Default

    Quote Originally Posted by Tgo01 View Post
    That's a darn good question. What do you have the roll checkie thingie at in setup?
    70 reg
    90 vaalin

  4. #504

    Default

    Well the reading said it was a "moderately well-crafted lock", do you happen to have the log for that box pick attempt and can say what your caliper reading was?

    That roll number is based off the calculation of your lockpicking abilities and what you should be able to pick and shit and shit. You could make the number lower so it will attempt to move on earlier, or it's possible your calipers were really out of tune and it showed the lock being much easier so the script thought you would have an easier time picking it.

  5. #505

    Default

    Hmm. My Calipers are absolutely out of tune since I don't have calibrate yet.

    But I'm still confused. You don't actually look at the lockroll during the process? You just calculate based on the Calipers and pick til it's done? But that doesn't make sense either because it moves on in other instances.

  6. #506

    Default

    Quote Originally Posted by Haldrik View Post
    Hmm. My Calipers are absolutely out of tune since I don't have calibrate yet.
    That would be the problem then.

    Quote Originally Posted by Haldrik View Post
    You don't actually look at the lockroll during the process?
    This is correct.

    Quote Originally Posted by Haldrik View Post
    You just calculate based on the Calipers and pick til it's done?
    Basically. There is a relatively accurate formula for what difficulty of lock you can pick based on your lockpicking skill, DEX bonus, 403 strength, and type of lockpick used. So let's say with all of this added together with a copper lockpick you can manage to pick a -400 lock with a roll of 2, which means you can pick a -448 with a roll of 50. If you set your roll number thingie in setup to 50 then for any caliper reading with a lock difficulty of -448 or below you will attempt to pick this with a copper lockpick. If the caliper reading puts the difficulty at -449 or above it will automatically start with a steel lockpick (or whatever lockpick depending on lock difficulty.)

    Quote Originally Posted by Haldrik View Post
    But that doesn't make sense either because it moves on in other instances.
    There are some messages you receive after attempting to pick a lock that pretty much mean "Hey just give up! You can't pick this lock!" Going from the log you posted you didn't receive those messages. In fact with the roll of 61 you received the messaging that actually lowers the difficulty of the lock (well gives you a slight boost of like 5 or something to your lockpicking abilities for that lock.) Also the fact that you were able to sense the difficulty of the lock is a good message also, but you got that with a roll of 94 so that's probably why. If you had rolled a 20 it's possible you would have gotten a "too difficult" message and it would have moved on.

    My best guess is your calipers are the culprit. I suppose you could calibrate them at the workshop or just buy a new set every once in a while
    Last edited by Tgo01; 11-25-2015 at 06:31 PM.

  7. #507

    Default

    Cool, thanks TG. I'll just buy a new set. I'm almost rank 10 and then i can start calibrating.

  8. #508

    Default

    A while back I bribed you to make the script bountysitter.lic for me, essentially what it does is swap out tasks over and over until I get one of the category and of the monster or gem variety that I feed in as variables. It works beautifully, however I currently have to run it inside of a wrapper because I'm too stupid to figure out how to make it ;go2 back to the spot it was started from once it trades tasks or (the part i couldnt get to work correctly: ) while it's waiting to trade again. I'm sure I'm just missing something stupid- I tried pirating code from ;useherbs because it does the behavior I want, this was probably a mistake.

    here's your unmolested code:

    Code:
    go_to = nil
    target_room = nil
    target_room_list = nil
    person = nil
    bounty_type = nil
    bounty_target = nil
    bounty_check_list = nil
    get_new_bounty = nil
    
    bounty_type = "#{script.vars[1]}"
    bounty_target = "#{script.vars[2]}"
    
    if bounty_type =~ /cull/
    	bounty_check_list += "You have been tasked to suppress|"
    	bounty_check_list += "they have a creature problem|"
    end
    if bounty_type =~ /heir/
    	bounty_check_list += "need your help in tracking down some kind of lost heirloom|"
    	bounty_check_list += "You have been tasked to recover|"
    end
    if bounty_type =~ /skin/
    	bounty_check_list += "The local furrier|"
    	bounty_check_list += "You can SKIN them|"
    end
    if bounty_type =~ /gem/
    	bounty_check_list += "The gem dealer|"
    	bounty_check_list += "The local gem dealer|"
    end
    if bounty_type =~ /escort/
    	bounty_check_list += "provide a protective escort|"
    end
    if bounty_type =~ /herb/
    	bounty_check_list += "The healer|"
    end
    if bounty_type =~ /dangerous/
    	bounty_check_list += "hunt down and kill a particularly dangerous|"
    	bounty_check_list += "they have a creature problem|"
    end
    if bounty_type =~ /child/
    	bounty_check_list += "You have been tasked to rescue the young runaway|"
    	bounty_check_list += "It appears that a local resident urgently needs our help in some matter|"
    end
    if bounty_type =~ /bandit/
    	bounty_check_list += "It appears they have a bandit problem|"
    end
    
    bounty_check_list = bounty_check_list.chop
    
    get_new_bounty = proc{
    	person = nil
    	target_room_list = Map.list.find_all { |room| room.tags.include?('advguild') }
    	go_to.call
    	fput "ask #{person} about bounty"
    	person = nil
    	if (checkbounty =~ /#{bounty_check_list}/) and script.vars[1] != nil
    		if checkbounty =~ /they have a creature problem|need your help in tracking down some kind of lost heirloom|It appears that a local resident urgently needs our help in some matter/
    			target_room_list = Map.list.find_all { |room| room.tags.include?('advguard') }
    			go_to.call
    			if person == nil
    				target_room_list = Map.list.find_all { |room| room.tags.include?('advguard2') }
    				go_to.call
    			end
    			fput "ask #{person} about bounty"
    		end
    	end
    	if (checkbounty =~ /#{bounty_check_list}/) and script.vars[1] != nil
    		if checkbounty =~ /The gem dealer|The local gem dealer/
    			target_room_list = Map.list.find_all { |room| room.tags.include?('gemshop') }
    			go_to.call
    			fput "ask #{person} about bounty"
    		end
    	end
    	if (checkbounty =~ /#{bounty_check_list}/) and script.vars[1] != nil
    		if checkbounty =~ /The local furrier/
    			target_room_list = Map.list.find_all { |room| room.tags.include?('furrier') }
    			go_to.call
    			fput "ask #{person} about bounty"
    		end
    	end
    	if (checkbounty =~ /#{bounty_check_list}/) and script.vars[1] != nil
    		if checkbounty =~ /The healer/
    			target_room_list = Map.list.find_all { |room| room.tags.include?('npchealer') }
    			go_to.call
    			fput "ask #{person} about bounty"
    		end
    	end
    	if (checkbounty =~ /#{bounty_check_list}/) && (checkbounty =~ /#{bounty_target}/) && (script.vars[1] != nil)
    		echo "Found a suitable bounty!"
    		exit
    	else
    		target_room_list = Map.list.find_all { |room| room.tags.include?('advguild') }
    		go_to.call
    		2.times { fput "ask #{person} about remove" }
    	end
    }
    
    go_to = proc{
    	target_room = Room.current.find_nearest(target_room_list)
    	fput "stand" unless standing?
    	move 'out' if checkpaths 'out'
    	kill_script "go2" if running? "go2"
    	wait_until { !running? "go2" }
    	until Room.current.id == target_room
    		if Room.current.id != target_room
    			start_script 'go2', [ target_room.to_s ]
    			wait_while{ running?('go2') }
    		end
    		sleep 0.1
    	end
    	wait_while { running?('go2') }
    	person = GameObj.npcs.last
    }
    
    loop{
    	if Spell[9003].active?
    		wait_until {!Spell[9003].active?}
    	end
    	get_new_bounty.call
    	sleep 1
    }
    Last edited by Nahkaev; 11-28-2015 at 12:15 AM.

  9. #509

    Default

    You want the script to go back to where you started the script from?

    You could set a variable at the beginning of the script to remember which lich room you started from.

    Like:

    this_room = Room.current.id

    Then when you want to go back to that room start go2 thusly:

    Code:
    start_script 'go2', [ this_room ]
    wait_while{ running?('go2') }

  10. #510

    Default

    that is exactly correct - and it works great if the script finds a bounty that I like (and thus exits), but I am having trouble making it do that while it's still running (when it gets bounties that I *don't* like.)

    I am, apparently, very stupid.
    Last edited by Nahkaev; 11-28-2015 at 04:08 AM.

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