Lantern relayer question
Lantern relayer question
I have a Lantern of Independence from the 4th of July 202. If I relayer that item, will it retain it's color or will it revert to a standard lantern? I like the color scheme when it's lit
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Re: Lantern relayer question
It will change to the color of the base you're using, you can also find the hue id of that lantern in the hue room, I forgot what that is, sorry.
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Re: Lantern relayer question
Event items with special text usually can't be used as relayer samples.
Re: Lantern relayer question
Thanks for the responses. Anyone know the Hue ID for the special lantern? That might be the way to go instead.
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- Wil
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Re: Lantern relayer question
You can use Razor -> Display/Counters -> Add -> Target to find the primary hue of an item.
BUT
Items also have secondary hues which cannot set with a unidye tub. You should probably check with a normal lantern to see if it comes out as you intend before going through the much more expensive relayer process.
Re: Lantern relayer question
Thanks Wil. I don’t have Razor but Damascus was nice enough to get me the code. I think it is 2432Wil wrote: ↑Wed Nov 27, 2024 11:38 amYou can use Razor -> Display/Counters -> Add -> Target to find the primary hue of an item.
BUT
Items also have secondary hues which cannot set with a unidye tub. You should probably check with a normal lantern to see if it comes out as you intend before going through the much more expensive relayer process.
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Re: Lantern relayer question
I totally got busy with work and forgot to ask him for you but he still answered lolAlibaster wrote: ↑Wed Nov 27, 2024 2:11 pmThanks Wil. I don’t have Razor but Damascus was nice enough to get me the code. I think it is 2432Wil wrote: ↑Wed Nov 27, 2024 11:38 amYou can use Razor -> Display/Counters -> Add -> Target to find the primary hue of an item.
BUT
Items also have secondary hues which cannot set with a unidye tub. You should probably check with a normal lantern to see if it comes out as you intend before going through the much more expensive relayer process.
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Re: Lantern relayer question
One thing to note is that if you have a lantern and re-layer it, you'll end up with an unlit lantern graphic.
From: https://uoex.net/wiki/Relayer
> NOTE: If you are changing to the appearance of a lantern, candle, or torch - this item will be permanently in the 'off' position. If you wish your item to be lit, place the item, sample item, and relayer deed into your backpack and page the staff to do the change for you. You cannot have the item switched to 'on' at a later date without being charged 100ED for an appearance change service.
From: https://uoex.net/wiki/Relayer
> NOTE: If you are changing to the appearance of a lantern, candle, or torch - this item will be permanently in the 'off' position. If you wish your item to be lit, place the item, sample item, and relayer deed into your backpack and page the staff to do the change for you. You cannot have the item switched to 'on' at a later date without being charged 100ED for an appearance change service.
Re: Lantern relayer question
I came across another thread in the forums (viewtopic.php?f=1&t=14634&p=85589&hilit=lantern#p85589) that says there is now a prompt when you relayer it to set it to on or off permanently. It's possible the Wiki is out of date. If anyone knows for sure, please let me know. I'm waiting for the Christmas donation bonus to buy my relayer deed.
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Re: Lantern relayer question
OK new wrinkle. I made my lantern relayer. I relayered a Bone Crusher into a lantern. Now when I equip the lantern in my left hand, my primary weapon does not use the whirlwind ability. When I relayered the lantern, I had a choice of leaving the name as Bone Crusher or change to lantern. I chose Bone Crusher. Could that be the cause? Any ideas on what's going on?
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Re: Lantern relayer question
Update #2: It's script related. For some reason my script is pulling the weapon ability from my lantern and not my primary weapon. Here is the code. Any idea why its doing that?
function Auto_Attack() {
while (!Player.Dead()) {
var monster = Orion.FindType('any', 'any', ground, 'near|mobile|ignoreself|ignorefriends|inlos', '10', 'gray|red|criminal|enemy|orange');
if (!monster.length) {
Orion.Print('54', ' No mobs around');
Orion.Wait(500);
continue;
}
Orion.CharPrint(monster, 54, '*');
Orion.RemoveObject("target");
Orion.AddObject("target", monster[0]);
var target = Orion.FindObject("target");
Orion.Attack("target");
Orion.ClearHighlightCharacters();
Orion.AddHighlightCharacter('target', '0x0026');
if (Orion.FindObject('target') != null) {
Orion.UseAbility('secondary', true);
Orion.Wait(1000);
function Auto_Attack() {
while (!Player.Dead()) {
var monster = Orion.FindType('any', 'any', ground, 'near|mobile|ignoreself|ignorefriends|inlos', '10', 'gray|red|criminal|enemy|orange');
if (!monster.length) {
Orion.Print('54', ' No mobs around');
Orion.Wait(500);
continue;
}
Orion.CharPrint(monster, 54, '*');
Orion.RemoveObject("target");
Orion.AddObject("target", monster[0]);
var target = Orion.FindObject("target");
Orion.Attack("target");
Orion.ClearHighlightCharacters();
Orion.AddHighlightCharacter('target', '0x0026');
if (Orion.FindObject('target') != null) {
Orion.UseAbility('secondary', true);
Orion.Wait(1000);
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Re: Lantern relayer question
This script seems to work just fine. any ideas why the other one doesn't like left handed relayers? Both are Orion scripts by the way.
function BowTargetAttack()
{
Orion.IgnoreReset();
Orion.Ignore(self);
while (true)
{
var enemy = Orion.FindType('-1 | 0x0191 | 0x0190 ', -1, 'ground', 'mobile | near | ignorefriends', '15', 'gray | criminal | enemy | red');
Orion.Wait(50);
if (enemy.length > 0)
{
Orion.UseAbility('secondary');
Orion.TargetObject(enemy[0]);
Orion.Wait(50);
Orion.Attack(enemy[0]);
Orion.Wait(1000)
}
}
}
function BowTargetAttack()
{
Orion.IgnoreReset();
Orion.Ignore(self);
while (true)
{
var enemy = Orion.FindType('-1 | 0x0191 | 0x0190 ', -1, 'ground', 'mobile | near | ignorefriends', '15', 'gray | criminal | enemy | red');
Orion.Wait(50);
if (enemy.length > 0)
{
Orion.UseAbility('secondary');
Orion.TargetObject(enemy[0]);
Orion.Wait(50);
Orion.Attack(enemy[0]);
Orion.Wait(1000)
}
}
}
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