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Sorig - Demis - And more - few q's from new guy
Posted: Thu May 07, 2009 4:39 pm
by axxe
Greetings,
I've been playing a couple of weeks now, and I still have a couple of questions I couldn't find the answers to online:
1) I just switched to Sorig, the divine lightning is cool, but I can no longer cast banishment. I read the description of Sorig and didn't think that banishment was blocked, is it?
2) Command Undead- What level do I need to be to be able to command Demis? Is that player overall level, or just prayer level?
3) I want to switch between items very quickly, ie, I'm invoking or whatever, but I want to use a rod of heal super quick then go back to invoking, how can I bind this to a key? Specifically, I want to have a key that will heal me then go back to what I was doing before.
4) Alchemy - Anyone have any luck scripting with alchemy? If I do it manually, I have no problems, but as soon as I try to script, I get explosions and the like, even using the exact same key binding sequences.
5) There is no #5
Thanks in advance - axxe
Posted: Thu May 07, 2009 9:19 pm
by Pyroc
I think I can help a little with these:
1. From a quick look at the website, Sorig denies access to two spellpaths, Protection and Turning. Banishment is a Turning spell, and is thus unusable.
2. Command Undead requires that your prayer lvl. be equal to or greater than the level of the undead you are trying to command. Dems, which I take to mean "Demiliches" are around lvl 30-31.
3. You can do the heal thing by binding multiple commands to one key. This is accomplished by placing a semicolon between commands. For what you're trying to do, you would bind a key to apply the rod of heal, fire the rod, then unapply it. My advise is to play around with it, see what can be done.
4. I would double check your script, make sure you are doing *everything* you are doing manually. My current alchemy script looks something like this, paraphrased.
Before starting, I drop everything in my inventory that is not locked.
I then put a huge pile of ingredients one square below an empty cauldron.
--Get x of a certain item.
--Move north.
--Apply Cauldron
--Drop all
--Use_skill alchemy
--Get all
--Move left
--Use_skill alchemy
--Drop all
--Move Southwest
you should now be back where you started, with the stuff you made and/or slag to the left of the cauldron. Remember to put semicolons between each command!
Posted: Tue Feb 16, 2010 8:18 pm
by blackrazor
4. Alchemy and Keybinding
a) A long keybinding sequence of commands (commands separated with ; ) doesn't always work the same as doing the exact same commands manually. Especially a sequence of movement commands. Experiment without the cauldron (or other explosive things) to make sure the other commands are functioning as you intend. If some commands are getting skipped, you might have to get creative with substitutes.
b) Use "drop all" (make sure your character has already manually dropped all unlocked items before engaging scripts like this) where you can.
Examples of why, using a simple look at binding to have alchemy turn water into water of the wise.
i) The command "drop 1 water" will drop one of "water" and "water of the wise" and "water (magic)" into the caudron. Basically one of each watery pile on hand. Kaboom will follow.
ii) The command use_skill alchemy may fail to identify the water of the wise, instead calling it water or water (magic) if you also back it up with use_skill sense magic. They will still form two piles, leading to cauldron errors. If you have "drop water of the wise", it won't drop "water" or "water (magic)", even if they really are water of the wise (not properly identified).
So it's best to get exactly what you need from a pile underfoot, and use "drop all" for into the caudron, and again for onto the ground, to avoid building up odd errors such as those described in (i) and (ii).
c) The cauldron does funny stuff after an alchemy attempt, like disappearing (visually) off the main map. It's still there, but it's a glitch. A quick north; south fixes this.