there is no connection with template editor, the item export is a separate thingSorry.....editing the post created a duplicate.....dunno why.
there is no connection with template editor, the item export is a separate thingSorry.....editing the post created a duplicate.....dunno why.
You should drop a plain item then you should add mods to test what's the weight and what do you need to complete the itemThanks, Pinco.
One thing though. I understand that it's certainly not a matter of calculating the unraveling yield. We don't get those sorts of imbuing ingredients when we unravel imbued items after all.
But the columns of the gump imply some sort of imbuing planning function.
Is there more to it that I'm missing other than producing a report of the ingredients that went into making a piece that's dropped into the box at the top?
it works also with other containers, just remember to keep the cursor over the slot when you drop it. If you don't wait with the cursor on it, nothing will happen...We're not communicating here very well, alas.
I figured it out yet sometimes it's difficult to understand the question when you not only know the answer, you created it.
Drop base piece into the slot.
Then select the property you wish to add from the drop down menu, select the quantity (e.g. Mana Regen 2) and you see what you'd need, if you do not fail, to get that.
Nifty!
My only suggestion is that the menu contain possible added properties appropriate to the piece. I dropped a leather tunic into the box and got a list of every possible property than can be imbued into anything.
And to make this wonderful tool even clearer, one simple line at the top would help:
"Drag an item in your backpack you wish to imbue and drop it into the box below."
It has to be in your backpack. I tried doing it from another container and it didn't work. It didn't tell me to put it in my backpack either. You might want to add that error message.
Once the item is dropped in the box the entire feature, and how it works, then becomes clear.
I have been heavily promoting this UI and have been writing a series of tutorials on what is, fortunately for this purpose, a very active forum for the largest guild in this game. Thus, I have been exploring every feature of the UI and come at each one fresh. I've no choice as I've never used an imbuing calculator. I have it in my head and use pen and paper to plan my suits. That's not ideal. Hence all the questions, Pinco.
But it's working. I'm getting a lot of converts.
you can always recycle the "target the boat wheel" action for thatHi Pinco
wanted some help on the following issue
crab traps, is there a way to target a stack of say 500 traps on my ships deck?
i want to pick them up one at a time and then drop them over the side so in 1 action
it targets the stack, takes one and then produces a target gump for me to then decide where to drop
rinse and repeat etc?
thanks
Jack
Great! That does make it easierit works also with other containers, just remember to keep the cursor over the slot when you drop it. If you don't wait with the cursor on it, nothing will happen...
you must ignore the properties bonus from materials and the others that doesn't count in order to get the real value.Great! That does make it easier
I'm finding that the intensities are not working out quite right - it's going over 500 prematurely - but I'm sure you're aware of that. It's keenly accurate at showing the materials needed with great precision.
Yes, I discovered that after working with it for awhile. It's quite accurate indeed, Pinco.you must ignore the properties bonus from materials and the others that doesn't count in order to get the real value.
If you have suggestions/requests about now is the timeSounds splendid, Pinco
ah yes, all cities will have a song, it just takes some time to select which oneWhen I worked on UO all we had were miserable little Midi files (copies of which I still possess) and the crudest of all possible context music code. This was odd, as Origin had developed such keenly state of their day context music engines for their high profile stand-alone titles such as Wing Commander. But UO was a bit of a basement project I imagine.
It remains crude and I'm so happy you've set out to fix it. Having the music score reflect player damage state is so, so overdue and would be wonderful.
I have but one request though. Give poor Magincia a soundtrack please? It still bewilders me that they failed to do so.
And you don't truly noticed how horrid it is until you're in Vent with someone who plays the game using speakers and you hear that puh-duh-puh-duh-puh-duh like a broken machine....never varies no matter the surface tread upon or the creature walking. Riding a massive black meat eating Warhorse sounds the same as the footsteps of an llama.ah yes, all cities will have a song, it just takes some time to select which one
Technically I could also remake the footstep sound, but unfortunately the buffer is not strong enough to reproduce 1 sound per step without using some system resources... that is not a big problem for a good level machine, but on low level machine could cause a lot of trouble
I really hate the parquet footstep effect on every terrain when they can do something MUCH better with just few check on the tile where you on
yes last patch destroyed the ability to have tooltips on the virtues gump... fortunately I found a way to get the virtue level, but you will be unable to get the name of the other virtues :/Is it just me or did the recent undocumented patch mess up the virtue path status tool tip you worked so hard to get us?
Sorry, Pinco, but I don't understand. I suppose I'll see what you mean when you release your next version.yes last patch destroyed the ability to have tooltips on the virtues gump... fortunately I found a way to get the virtue level, but you will be unable to get the name of the other virtues :/
yes, sorry in short:Sorry, Pinco, but I don't understand. I suppose I'll see what you mean when you release your next version.
These undocumented software updates of theirs have become a habit. I'm now understanding why many players simply run the executable, bypassing the patcher as long as the game lets them.
Checking internet connection... Done.
Downloading version file... Done.
Unable to recognize the current version, reinstalling the UI...
Your patcher is outdated, please download the latest version.
just do what is write... re-download the latest version of the patcher....1) How to install Pinco's UI?
I have downloaded the last file (Sep 20 2011 07:56 PM) from "http://www.guain.it/pincoUI/" and extracted it to the "c:\Program Files\Electronic Arts\Ultima Online Stygian Abyss" folder.
When I started "UI Patcher.exe" I have got:
2) Are there some guide that I could read?
I tried to listen "STORM Client Settings Video Guide" but I'm not able to understand what he says. (I read a lot but I haven't any opportunity to listen English speech up to now)
Start UO Patcher= starts uo and attempts to patch it if a patch is availableWhat does buttons "Start UO Patcher" and "Start UO Game" do?
Why "UI Patcher.exe" downloads 40Mb every time I run it?
Is like to ask how to begin to build a house, there is no answer at this questionPinco, question - - if someone wanted to begin to learn to write in LUA, and presuming they would be coding for UO's UI for a start, where/how would you suggest they begin?
windows notepadFor example, would you recommend any particular LUA editor, or what other stuff might you suggest?
One starts the game patcher and the other starts the game....What does buttons "Start UO Patcher" and "Start UO Game" do?
There is no resume, if you don't finish the patch or there is an error at the end it will start over next time...Why "UI Patcher.exe" downloads 40Mb every time I run it?
I guess I am not surprised that you're coding in notepad. The lua editor I found, which people seemed to say was good, was a turd when I tried it. It didn't run properly and was... useless.Is like to ask how to begin to build a house, there is no answer at this questionPinco, question - - if someone wanted to begin to learn to write in LUA, and presuming they would be coding for UO's UI for a start, where/how would you suggest they begin?
windows notepadFor example, would you recommend any particular LUA editor, or what other stuff might you suggest?
I can't help about that... I'm a software engineer and for me all the languages are the same... I just need to see few code line and I can write programs with any languagesI guess I am not surprised that you're coding in notepad. The lua editor I found, which people seemed to say was good, was a turd when I tried it. It didn't run properly and was... useless.
So like, no book you'd suggest? website? tutorial about the basics of LUA? eh??? eh??
Aite, understood. You picked it up the way I picked up Oblivion/fallout3 scripting language =p . LUA is more cryptic, though.I can't help about that... I'm a software engineer and for me all the languages are the same... I just need to see few code line and I can write programs with any languages
But you need an API documentation, don't you?I can't help about that... I'm a software engineer and for me all the languages are the same... I just need to see few code line and I can write programs with any languages
probably you don't know how much all languages are almost the same thing, same function etc... sometimes is enough improvise, for the rest is enough to read some of the existing code...But you need an API documentation, don't you?
you just need to read the code, some other little things are described in the ui docs...API Documentation for UO UI specific functions
- Now with the object handle you can see the "Lost Items" highlighted in light green (you can customize this color through user settings).
- Added the option "Lost Items Only" to the object handle window.
- Now the relic items will be highlighted in gray on the loot and moved before the others (if the loot sorting is enabled).
The new loot order is:
* Gold piles
* Artifacts
* Sets
* Paragon Chests and Treasure Maps
* Crafting/Imbuing materials
* Magical reagents
* Relic items
* Other items
- Added 3 new options in the User Settings -> Pinco's UI tab:
* Block War On Pets: put you in Peace mode when you have your own pet as current target.
* Block War On Party: put you in Peace mode when you have a member of your party as current target.
* Block War On Guild: put you in Peace mode when you have a member of your guild as current target.
NOTE: those 3 options DO NOT WORKS if you are using legacy targets.
- Added the buff for Enchant and Immolating Weapon.
- Added a new debuff: "Broken Equipment"
* This buff will appears when one or more piece of your equipment reach a customizable value (0 to 50%)
* If you put the mouse over you'll see the list of the items that needs to be repaired
- Added the buff for Enchant and Immolating Weapon, both have no timer.
- Added a new debuff: "Broken Equipment"
* This buff will appears when one or more piece of your equipment reach a customizable value (0 to 50%) - Default 20%
* If you put the mouse over you'll see the list of the items that needs to be repaired. Example: "Left Hand: 25/255"
- Now if you set the object handle to "Items Only" you will not be able to see corpses labels.
- Added the stat changes messages, now when your str, dex or int vary, you will read the changes in the chat window.
* On New Chat Window you will see the stat increase in green (like in CC) and stat decrease in red.
- Added the backpack button on pet's healthbars (available only on pets with pack).
- Added the skill Auto-Lock system:
* On each skill you can set an "auto-lock value" and when you reach that value the skill will lock.
* The system is based on REAL skill values.
* The auto-lock value will be considered as the skill cap.
both can't be done.Pinco, there's 2 things that that the EC client doesn't do well that I'm wondering if you can fix in a mod. If I was half-a-**** good at LUA myself, I'd give it a try....
1). You are there, and so is a mob. The mob is running all over your screen. You want to drag the mob's health bar, so you hold down ctrl-shift, viewing the object handle, then reach toward it with your mouse cursor, and attempt to 'grab' the bar so that you can drag its health bar.
But it is difficult because your cursor must not be moving at the moment that you click the object handle. If your mouse is moving when you click, you get no health bar to drag.
But it is a moving target.
So, you really need for the mouse to be able to drag the healthbar off of the object handle based upon the location of the mouse click being on the object handle, regardless of if the mouse is moving at the time. The present behavior is a problem when your target is running around and therefore moving the object handle out from under your mouse cursor before you get to make your mouse be still and do your click.
2) Option to remap the function of "view object handles" to another key instead of ctrl-shift? ctrl-shift can be prone to causing hand-injury and is not nice for everyone. This is something that ppl have wanted for a long time, in 2d as well a 3d. If it exists and I'm unaware of it just let me know =p
then reduce the number from the mobile bar settingsInteresting.. as it turns out I'm having trouble getting the health bar drag thing to duplicate 100% of the time.
I don't like the dynamic adding of mobile healthbars to my screen, it's too many health bars up.
But yeah .. it's not as simple as I thought at first anyway :>
well, actually just blocks the war mode, because block the negative actions can't be done for nowI like the new features, especially the one that will block accidental attacks on my pet when I meant to heal my pet and cast a fireball at a renowned boss. Instead, I fireball my dragon and he takes a bite out of my butt.
I don't understand what you mean by extract button.1) Removing the "Extract" button from the healthbars in the mobile bar. Would you like to press ctrl + click instead of the button?
2) Removing the "Close" button from healthbars outside the mobile bar. Would you like to press alt + click to close the healthbars?
extract button is the button to take an healthbar from the mobile bar list....I don't understand what you mean by extract button.
I right click to close healthbars so a missing X doesn't make a difference to me.
Hope that helps.
There's a button for that? I've always just dragged the healthbar from the list when I needed it somewhere else. The drag and drop works well for me - simple.extract button is the button to take an healthbar from the mobile bar list....
It doesnt... probably you just confusing with some other mod or older version since it's not possible to drag bars out of the mobile bar list.... unless you don't take the bar from the mobile itself.There's a button for that? I've always just dragged the healthbar from the list when I needed it somewhere else. The drag and drop works well for me - simple.