Author Topic: neo's psycho kung-fu miner, release: March 16, 2013  (Read 66815 times)

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Offline gubass

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #30 on: January 01, 2014, 02:34:30 PM »
+2
hI NEO tx for the posting this great script .
Ive just got back from a long uo break and I must say this is working flawless.
 :)

Offline NeoTopic starter

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #31 on: January 01, 2014, 04:31:16 PM »
+2
hI NEO tx for the posting this great script .
Ive just got back from a long uo break and I must say this is working flawless.
 :)
Thanks for the feedback! Glad it's working well for ya!
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Offline Kandie

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #32 on: January 02, 2014, 08:55:36 AM »
+2
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)

Offline NeoTopic starter

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #33 on: January 02, 2014, 12:26:38 PM »
+2
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)

Hey Kandie, Happy New Year to you as well! This doesn't work in Ter Mur, since it was designed for mining in Felluca.

There really is no point in using this in Ter Mur either.

If you really need a Ter Mur miner, I think 12x's miner works there...

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Offline MeWonUo

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #34 on: January 02, 2014, 06:18:40 PM »
+2
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)

Offline NeoTopic starter

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #35 on: January 03, 2014, 04:19:23 AM »
+2
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)
Wow, look who's back from the dead!
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Offline MeWonUo

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #36 on: January 03, 2014, 10:01:45 AM »
+2
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)
Wow, look who's back from the dead!

I was only mostly dead!  Good to see that you are still around Neo.

Offline NeoTopic starter

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #37 on: January 03, 2014, 10:01:07 PM »
+2
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)
Wow, look who's back from the dead!

I was only mostly dead!  Good to see that you are still around Neo.
I try to read up on some posts here from time to time, but I'm falling waaay back... And from the looks of it, this year's gonna be even harder for me to keep up.

But hey, good to see you too bro! Hopefully we can play together again sometime soon! :D

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Offline MeWonUo

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #38 on: January 04, 2014, 10:57:05 AM »
+2
Hi Neo and Happy New Year........was wondering does this script work in Ter Mur?    I use your LJ script non stop and LOVE IT  thx :)


IMO, Fel is the only way to go.  Double resources, and can pull crystalline blackrock from the elementals. :)
Wow, look who's back from the dead!

I was only mostly dead!  Good to see that you are still around Neo.
I try to read up on some posts here from time to time, but I'm falling waaay back... And from the looks of it, this year's gonna be even harder for me to keep up.

But hey, good to see you too bro! Hopefully we can play together again sometime soon! :D



Absolutely!  I'll be floating around a little bit. January and February are very slow months for me.

Offline Tana

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #39 on: May 31, 2014, 01:18:54 AM »
+2

SUGGESTION:
This script would be so cool if you added Fire Beetle support, so that the Miner does not have to make so many trips back and forth, especially after killing off an Elemental...!


Hey neo Great script im loving it but i was wondering the same thing anyway to add this in? or maybe make a piggyback script to do it at weight check? Sorry really new to scripting was just wondering seems like it would save alot of time

Offline NeoTopic starter

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #40 on: May 31, 2014, 01:40:35 PM »
+2

SUGGESTION:
This script would be so cool if you added Fire Beetle support, so that the Miner does not have to make so many trips back and forth, especially after killing off an Elemental...!


Hey neo Great script im loving it but i was wondering the same thing anyway to add this in? or maybe make a piggyback script to do it at weight check? Sorry really new to scripting was just wondering seems like it would save alot of time
Alright guys, as soon as I find some time, I'll make this happen!

I'm just really busy right now with some other projects!

But I'll try to do it as soon as possible!

Thanks for the feedback !
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Offline Chops

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #41 on: July 29, 2014, 01:20:38 AM »
+2
chance fate, could you give other .mul files a go, maybe there's something wrong with your converted ones.

http://www.hugedrive.com/published/WG/show.php?q=U0xBTlRFUg==-ddcdd213&mode=preview&file=Nw==

Here's a download link for .mul files I used to have in the past to get tile reading to work.

Remember to put them in you UO folder. Also, make sure it's the same folder of the actual client.exe you're starting.

Could you try those out and tell me how it goes ?

[]s


I am having the same problem, Any chance you could upload the files again? The link seems to be dead.

Offline Cannorn

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #42 on: February 19, 2015, 01:32:14 PM »
+2
So I'm using this great little script (thanks Neo!) and I'm trying my hand at adding in Granite support (recognising and storing granite as well as ore)

As per my Intro I'm new to this and I'm starting by reading and butchering others work to try and see what works, what breaks and learn that way ^_^.

I've managed to add a Granite_Bag in the setup phase and add the counter to the GUI...but it doesn't seem to want to recognise/sort the Granite.
I've not even seperated them by type yet, just wanted to get granite working, with the plan to then categorise granite colour, then add in support for using a mage instead of an archer ;)

But I'm falling at the first hurdle, probably something really stupid in misunderstanding the script or missing a bit.
I'm not sure what the etiquete here is..do I post up my modded version with comments or just list what changes I've tried to make?
« Last Edit: February 19, 2015, 02:04:33 PM by Cannorn »

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #43 on: February 20, 2015, 02:48:17 AM »
+2
Best thing to do is to start a new thread in script debug, then state the author and name of the script that you are trying to modify for your personal use, I usually post a link to the author's thread as well. Then only post the area that you are modding, using the Insert code function (looks like a #) and ask your questions. Never post the entire script unless the author is working with you and asks. Once it is working, never post it, though a PM to the author would be a nice touch. They may want to post a working modded version giving you credit. I hope this helps clarify it for you. :)

Offline Cannorn

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Re: neo's psycho kung-fu miner, release: March 16, 2013
« Reply #44 on: February 20, 2015, 02:52:41 AM »
0
Thanks Crisis :)
Funny thing is I was going to do the above and as I broke down my changes for the new post, I spotted my mistake, or rather omission.
Added 3 little letters to the script and it's working a charm!!

Now to break down the Granite into colours, then get it to work with mages.
Once done I'll fire it over to Neo, though if I can do it, I'm sure it would have been 5 seconds of childs play for him XD, but I'm learning!


Post Merge: February 20, 2015, 11:06:24 AM
annnnd Granite added.

I'm very impressed with how well the code was structured that i was able to simply slip in a few extra variables and it took it all up with no issues, and even though it was dirt simple in the end (and took me a few hours anyway..) I'm very chuffed with myself XD
My first bit of work, even if it is just a tweak on someone else's XD, but we all start somewhere right ;)

Will ping it off to Neo to see what he wants to do with it.

Next to add in a Pause button and Mage Support...and maybe an option to just dump those damn annoying black rocks...

« Last Edit: February 20, 2015, 05:21:57 AM by Cannorn »

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