Author Topic: ScriptUO Creature Evaluator  (Read 16037 times)

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Offline cybercasper

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Re: ScriptUO Creature Evaluator
« Reply #15 on: April 28, 2017, 02:55:05 PM »
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i am actually in a guild with someone that help make the pet calculator. he said that the program is obsolute and there will never be a way to judge a pets rating again :( now it will be what skills and how high it is. even with that you are looking at about 50 new tameable pets along with the mulitude of skills you can put on one.

Offline TrailMyxTopic starter

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Re: ScriptUO Creature Evaluator
« Reply #16 on: April 28, 2017, 02:58:18 PM »
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Sort of.  Looks like the final pages are the ones that really changed and are more dynamic given whatever skills there are.  However, since the points scale only gives 5% of the effective weight to skill, there is still some valid use of the raw taming evaluation.  However, skills will probably be more important now.
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Offline cybercasper

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Re: ScriptUO Creature Evaluator
« Reply #17 on: April 28, 2017, 03:01:37 PM »
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true but you will have to see what the base skills you will get per each pet. like a great actually comes with detect hiding as well as other types of dragons from what it sounds like. so would you be using this to just see what the pretame would get you to start with.

Offline BobOzarius

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Re: ScriptUO Creature Evaluator
« Reply #18 on: April 28, 2017, 05:01:25 PM »
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i am actually in a guild with someone that help make the pet calculator. he said that the program is obsolute and there will never be a way to judge a pets rating again :( now it will be what skills and how high it is. even with that you are looking at about 50 new tameable pets along with the mulitude of skills you can put on one.

Your friend in vent is silly if they think this can't be updated. Being dynamic changes nothing. It's fairly simple, just a lot of changes and updates.  ;) It's very easy to setup a key for each dynamic menu item, scan a set line and check it against all the keys you've made with a for loop. That's as simple as it gets really. They all are still located an equal distance away from each other to the top and left of the gump, so scanning it is as simple as scanning from %x to %x + %numberOfPixels, and the distance that %y is + %amountOfPixelsTextIsApart.

Just base the key on the color of the text, if a pixel is black, it's 1 if it's not, it's 0 then make a code that scans a set number of pixels on the line of text you want to identify, and you'll get a code like this:

Code: [Select]
set %key1 0101001111111111000001111 ; Could = Bushido
set %key2 0101010101111111111111110 ; Could = Parrying

And this might equal say, Bushido or something and the second Parrying lets say. When you get that, it's easy to figure out where the text for the numbers are located for each one, and scan the text to find out the amount of Bushido or Parrying using that code to identify the %x and %y location to pixel scan the amount of Bushido or Parry from. Then you just scan the line you're on, do a for loop until you find the dynamic item on the menu, and scan the amount. It's the same thing TM already did basically, just a little more complex now because it's dynamic. I'm sure TM can do it easily.
« Last Edit: April 28, 2017, 05:04:01 PM by BobOzarius »

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Re: ScriptUO Creature Evaluator
« Reply #19 on: July 06, 2017, 08:22:41 AM »
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I've updated the script to version 18.  This will now handle the new OSI gump changes and will also work with the older gumps if you answer NO if you are playing OSI at the beginning of the script.
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Offline BobOzarius

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Re: ScriptUO Creature Evaluator
« Reply #20 on: July 08, 2017, 11:21:59 PM »
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Nice. See it wasn't that difficult.  ;)

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