ScriptUO

Official ScriptUO EasyUO Scripts => Site Scripter Libraries => Endless Nights' Script Library => Topic started by: Endless Night on May 01, 2009, 05:20:14 PM

Title: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on May 01, 2009, 05:20:14 PM
ENs - Buff/Debuff Bar Scanner
EUOX VERSION 45  oEUO Version 4.6c Beta
 Revision Date: Sept-2011 Public Release: 10/06
(http://www.scriptuo.com/index.php?action=dlattach;topic=1508.0;attach=1399;image)


Theses Subs will move, change direction and scan the Buff/Debuff Icon bar in a fraction of a second in what ever direction it is facing and on whatever background it is over. The script is adaptive and will learn the new position/direction of the bar if it is moved or rotated, it is also multiclient aware, allowing you to scan buffbars over multiple clients from a single script without reloading the bars each time . This script uses OCR so the bufficon image must be visible on all clients being scanned.

Script is also availible from http://www.easyuo.com/forum/viewtopic.php?t=26234&postdays=0&postorder=asc&start=0

Euo Version 42 and above
You need 2 files Scanbuffbar.text and scanbuffbar-Subs.txt

BuffBar Icons recognized by Category:
MAGERY -  NightSight, ReactiveArmour, Agility, Cunning, Protection, Strength, Bless, Incognito, MagicReflection, Invisibility, Polymorph, Clumsy, Feeblemind, Weaken, Poison, Curse, Paralyze,  MassCurse,
SPECIAL MOVES - MortalStrike, TalonStrike, BleedAttack, PsychicAttack, Block, Feint, DualWield, HitLowerAttack, DefenseMastery, ForceArrow, HitLowerDefense, Dismount, Disarm
GARGOYLE - Flying, Berserk
SPELLWEAVING - GiftOfRenewal, Attunement, GiftOfLife, ArcaneEmpowerment, EtherealVoyage, EssenseOfWind, Thunderstorm, ImmolatingWeapon, ReaperForm
CHIVALRY - DivineFury, EnemyOfOne, ConsecrateWeapon, EOODebuff
NINJITSU - AnimalForm
MYSTICISM - Sleep , StoneForm, SpellPlague, EnchantBuff
NECROMANCY -CurseBloodOath, CasterBloodOath, CorpseSkin, EvilOmen, MindRot, PainSpike, Strangle, LichForm, VampiricEmbrace, WaithForm, HorrificBeast, CurseWeapon, PoisonImmunityResistance
ITEM BUFFS - FishPie,  SpellFocusing, FocusingWeapons, ProtectiveWard, OrangePetals, RoseOfTrinsic, GrapesOfWrath, ManaPhase, SplinteringEffect,  WeaponWard, Healing, Disguised,
ITEM Eodon Potions  - JukariBurnPoultice, KurakAmbushersEssense, SakkhraProphylaxisPotion, BarrabHemolymphConcentrate, BarakoDraftOfMight, UraliTranceTonic
BUSHIDO - HonorableExecution, Confidence, Evasion, CounterAttack, LightningStrike, MomentumStrike,  Honored, Perfection
MISC SKILL -Hidden/Stealthing , Meditation,  Veterinary,   AcceleratedSkillGain,  FastSkillGain      
MISC - CityTradeDeal
PVP - CriminalStatus, HeatOfBattleStatus, StatLoss
SPECIAL ATTACK -  RageDebuff, MedusaStone,  AureofNausea, WebDebuff,  CorruptionDebuff,  DiseaseDebuff, FearDebuff,  FireDebuff,  GazeOfDespair, HiryuDebuff, AnemiaDebuff, HowlOfCacophony
BARD PEACEMAKING - Resilience, Preservance 
BARD PROVOCATION - Inspire, Invigorate
BARD DISCORDANCE - Tribulation,TribulationCaster, Despair,DespairCaster
MASTERY - DeathRayBuff, MysticWeapon, Conduit, ManaShield, EnchantedSummoning, AnticipateHit, Warcry, Intuition, Shadow, WhiteTigerForm, PlayingTheOdds, Thrust, ShieldBash, Bodyguard, HeightenSenses, Rampage, FistsOfFury, Knockout, FocusedEye, Toughness, ElementalFury, CalledShot, Boarding, Whispering, CombatTraining, Tolerance, InjectedStrike, Potency, WarriorsGift, HolyFistDebuff


Notes On Icons:
When wanting to discover if a Buff/Deduff is on the bar, use the exact labeling as above and Add a _ to the front and back eg _EnemyOfOne_
- Fishpie - Sadly thier is only 1 fishpie icon for all pie types.
- ProtectiveWard - 1 Icon for both Spell Ward and Weapons Ward (From Ruined Sash of Warding)
- ArcaneEmpowerment and AcceleratedSkillGain - share the same icon.

Pots - use the magery buffs.

How to use... Call C:\Easyuo\ScanBuffBar.txt ; { x y Direction (UP/DOWN/LEFT/RIGHT) }
1. Firstly Download the ScanBuffBar.txt File and Save it in your C:\EasyUo Directory
2 .Then in your script call the scanner like one of the examples below:
Code: [Select]
;Call ScanBuffBar 1 493 UP  ; Moves bar below main screen facing UP
;Call ScanBuffBar 1 493  ; Moves Bar to 1 493
;Call ScanBuffBar LEFT  ; Makes Bar Face Left
Call ScanBuffBar ; Leaves the bar in Current postion.

Example of code usage: Arms/Disarms when BloodOathed
Code: [Select]
set %Armed #True
Repeat
  Call ScanBuffBar ; Presumes file is in same location as euo
  set !oathed _CurseBloodOath_ in %BuffBarIconNames
  If  ( !oathed && %Armed ) || ( ( ! !oathed ) && ( ! %Armed ) )
     {
     event macro 24 2  ; dis/Arm right change to 24 1 for left
     set %armed ! %Armed
     }
  ; Displaying Some Statistics
  setuotitle %BuffBarCalls - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames
  Wait 5
Until #CharGhost = YES || #CliLogged = 0
halt

Scripts Using BuffBar
LAME - Le (semi)Automated Mob Eradicator. (For sampires) On Easyuo.com (http://www.easyuo.com/forum/viewtopic.php?t=47286)
Anti Blood Oath on Easyuo.com (http://www.easyuo.com/forum/viewtopic.php?t=40775)
C2 healer On SCriptuo.com (http://www.scriptuo.com/index.php?topic=435.0)
LAME 3.0 - Le (semi)Automated Mob Eradicator - On Scriptuo.com (http://www.scriptuo.com/index.php?topic=7538.0)
Maddog's Automator  On SCriptuo.com (http://www.scriptuo.com/index.php?topic=10693.msg89871)


Posting scripts that rely on these subs:
If you have a script that you want to post that uses these subs you are more than welcome to do so as long as you state in the header of your script/posts that your script requires ENs ScanBuffBar subs that can be downloaded form this URL http://www.easyuo.com/forum/viewtopic.php?t=28548 or http://www.scriptuo.com/index.php?topic=1508.msg11033#msg11033  This avoids much confusion of versions. The Buffbarscanner is frequently updated and having users download from the source is the best method. (Including the code in your file will quickly out date your code as the buff bar does frequently change, and downloading and overwriting the old version is alot simpler than having to edit every script that realies on these subs.)
DONOT include the subs in your code file or as an attachement.
DO send me a pm with the link to you post so i can have a look and post the link here

Creation
At the time of writting these subs the Buff/Debuff bar was/is a relatively new thing, something I had started to visually use alot. So when it was suggested on the threads below, it gave me the kick needed to write the code.
http://www.easyuo.com/forum/viewtopic.php?p=247400&highlight=#247400
http://www.easyuo.com/forum/viewtopic.php?p=247402&highlight=#247402

Credits/Thanks - Their have been many contributors to this script over the many years it has been hosted and worked on. Thank you to everyone who has contributed encouragement, ideas, suggestions, heads up on new icons and in any other way.

A Note On Script Speed
For 98% of all scripts that will use these buffbar sub  it matters very little at what speed you detect the icons on the bar. How can I say that.  Does it matter if you detect that your char is dismounted in 3ms or 33ms. For most scripts it does not. It takes many factors longer to remount than the difference in this detection time.  The same goes for almost all the other icons (eg casting a spell or eating an apple). Once you achieve scan speeds of over 10x a second (long ago passed) it really makes little odds in actual usage. The one exception to this is for scripts that control multiple characters at once, eg extreme fully automated multi-char PVP bot army's under a single scripts control, in these cases faster is always better. These subs support such usage if that's is your play style preference.

These subs perform near identical speeds which ever way the bar is facing and no matter what background it is placed on. The difference with scanning on a black background is insignificant. Currently these subs will scan the entire bar no matter how many or how few icons, depending on the speed of your computer, lag etc.. anywhere from  1-4ms per scan Average of 2ms

Optimum Speed:
Currently thier are 3 things that you can do to slightly increase the scan times. (1) and (2) below changes will make a change to the initial scan; but over time the difference the changes make will be close to zero. Do it if you so wish. personally i dont bother. (3) has a more permanent effect but is only needed for very fast scripts that scan the bar many times a second.

(1) Increase the LPC in your calling script, this actually makes significant difference on the first call.
(2) The order of the icons in the setup script does not make any difference.
(3) For EasyUO (not OpenEUO)Instead of calling scanbuffbar directly place the below code in your script and it will call the scan routines as needed... this will reduce scan speeds to an average of 0-1ms per scan, if calling the buffbar very frequently.  If you dont call the bar a min of 2+x a second then this step is just not needed.[spoiler=speed]
Code: [Select]
Sub ScanBuffBar
 Set %BuffBarOLDLPC #LPC
Set #LPC  20000
set %BuffBarCalls %BuffBarCalls + 1
namespace push
namespace local ENs_BuffBarSubs . #charid
  set !newString2
  for !lc 0 !LoopCount
   {
   savePix !x2 . !lc  !y2 . !lc %BuffBarPixelLoc
   set !newstring2 !newstring2 , _ , #pixcol
   }
  if %0 > 0 || !newstring2 <> !oldstring2 || !newstring2 = _0_0_0
    gosub EN_BB_AdvanceScan %0 %1 %2 %3
  set %BuffBarIconsFound  !BuffBarIconsFound
  set %BuffBarIconNames   !BuffBarIconNames
  set %BuffbarDirection   !BuffbarDirection
namespace pop
Set #LPC %BuffBarOLDLPC
return

sub EN_BB_AdvanceScan   
  set %BuffBar2ndScan %BuffBar2ndScan + 1
  SavePix !ButtonX1 . !Cnt !ButtonY1 . !Cnt %BuffBarPixelLoc
  if  %1 > 0 || #pixcol <> !BuffBarKnownButtonCol1 || !newstring2 = _0_0_0
     call ScanBuffBar-Subs OpenBuffBar %1 %2 %3 %4
  set !BuffBarIconsFound 0
  set !BuffBarIconNames _
  set !oldString2  _ , !BuffBarKnownButtonCol1 , _ , !BuffBarKnownButtonCol2
  set !Cnt 2
  Repeat
    savePix !x2 . !Cnt  !y2 . !Cnt %BuffBarPixelLoc
    set !oldstring2 !oldstring2 , _ , #pixcol
    set !debug #pixcol
    If !Cnt . !debug > 1 || ! . !debug = N/A 2
      savePix !x1 . !Cnt  !y1 . !Cnt %BuffBarPixelLoc
      set !debug  !debug , _ , #pixcol
    If ! . !debug <> N/A 2
      set !BuffBarIconNames  !BuffBarIconNames , _ , ! . !debug , _
      set !BuffBarIconsFound !BuffBarIconsFound + 1
 ;   If ! . !debug = N/A
 ;     set %BuffBarDebug !debug
    set !Cnt !Cnt + 1
  until ! . !debug = N/A  &&  !Cnt >= !BuffBarTolerance
  set !loopcount !Cnt - 1
  if !loopCount < !BuffBarTolerance
    set !loopcount !BuffBarTolerance
  set !x20 !BuffBarButtonPosX1
  set !y20 !BuffBarButtonPosY1
  set !x21 !BuffBarButtonPosX2
  set !y21 !BuffBarButtonPosY2
return
[/spoiler]

A Note On Speed Testing
With this script I've done alot of speed testing over the years. To do comparable speed testing between versions, their are a few important things to do in order to compare apples to apples, I probably have more rules I'll add them as i remember them. In order of importance (1), (2) and (3) being the main ones.
(1) LPC of versions must be the same
(2) the scenario of the test must be the same (ie both called or both gosub 'ed)
(3) the status of the buffbar at the start must be the same .. ie open for both or closed for both. Placing it in a random start position for each run is also helpful
(4) the difference in icon positioning in the lists must be the same. If 5th and 10th icon or 1st and 2nd etc.  If the icon order in the 2 versions have changed then the icons tested on each script must be different or the orders matched.  This doesn't make a difference in this script but in other peoples attempted copies it does.


Usage: See script for detailed license agreement.

(C) 2006-2011 All Rights Reserved JosephAJ
Commercial usage requires written permission from the author.

NOTE: My scripts or any derivative of them are *not* for use in other players scripts!
Title: Re: ENs -- Buff/Debuff Bar Subs.
Post by: _C2_ on May 01, 2009, 05:37:05 PM
sexy addition man!  Can believe this never got approved elsewhere.  +1 karma for pimping this script
Title: Re: ENs -- Buff/Debuff Bar Subs.
Post by: Endless Night on May 01, 2009, 06:20:45 PM
Yea EUO Voting system is broken.. what i carnt believe is I petitioned for it to get approved like 2 years ago under thier special circumstances rule... I was pretty sure they would approve it considering nothing else like it exists and probably never will..... but they never did never even responded with a vote result after accepting the petition... !!! go figure.
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: Cerveza on September 07, 2009, 12:18:31 AM
Did your ear ring just a little bit ago? Should have, cause I cursed you. It was quick and relatively well mannered.

See, I use pixel scanning for Lightning Strike (amongst other things, but LS is the focus). Everything worked great, until I put in your incredible buff bar scanner.

Suddenly LS stopped working?! I went round and round trying to figure out why. Took me about 20 mins before I thought, "Wow, I know EN uses pixel scanning, I wonder if he's using register 1 to store his pix in?"

Sure enough, I changed my LS to pix reg 5 and works like a champ again. And thanks to you, I now have constant EoO with it as well :)

I'm not sure what number can be used, but as a small suggestion, make your pixel scanning register 999 or something ;) or a note about using pix reg 1.
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: _C2_ on September 07, 2009, 07:24:46 AM
Had that same issue Cerv. in my dexer farmer.  Once i changed my pixel #'s it was fine too.  great suggestion. 
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: Endless Night on September 07, 2009, 05:09:52 PM
Good suggestion guys... on the next release ill add that.

I will have a bunch more icons to add after this mega patch is done. (flying and who knows what)
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: UOMaddog on September 07, 2009, 05:33:18 PM
We need a registry of who's allowed to use what in what scripts!! Normally Namespace takes care of it, but issues like this can't really be avoided without proper knowledge!! We should each pick our favorite numbers and post the registry list!!
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: TrailMyx on September 07, 2009, 08:00:29 PM
Remember that you can have anything in the registry now.  I just start mine with *TM_ , whatever.
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: UOMaddog on September 08, 2009, 08:04:50 AM
Remember that you can have anything in the registry now.  I just start mine with *TM_ , whatever.

no no no, not registry as in the registry on your computer, but registry as in like the "Star Registry" where you can name a star for someone and give it to them. LoL! Soooo when we're using things like pixel scanning, my scripts will always use 17, yours could use 5, EN's could use 23, whatever the number may be. But we can come up with all the possible conflicts that cant be avoided using Namespaces and list them on the site
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: Endless Night on September 30, 2009, 01:45:54 PM
Updated to Version 15
Now Supports Icons For
- Flying
- Sleep         (Mysticism spell)
- StoneForm  (Mysticism spell)

Also now supports Setting of SavePix Memory location

Also no more eyeball poping flashing...  Reopening of gump reduced to a minimum.

Updated to Version 15b

Just realized one icon has been missing since creation.

Added - Ninjitsu - AnimalForm

Enjoy.

I wouldnt mind getting ONE script Approved over on EUO .. so if you have never voted for this script on EUO please do so now.
http://www.easyuo.com/forum/viewtopic.php?p=247583#247583

Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: _C2_ on September 27, 2010, 05:25:07 PM
how about spell plague with mysticism.  it has an icon.  i could get on with u and cast it on you like last time you added stuff.   :D
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: Endless Night on September 28, 2010, 08:15:09 PM
how about spell plague with mysticism.  it has an icon.  i could get on with u and cast it on you like last time you added stuff.   :D

Thanks for casting on me C2 and pointing out the missing icon.


UPDATED.... first time since 1 year and 1 day ago precisely.
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: _C2_ on September 28, 2010, 09:07:28 PM
Works perfectly man!!!  tyvm
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: Scrripty on September 28, 2010, 10:34:20 PM
This is a much needed conversion to OEUO. :)
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: Endless Night on September 29, 2010, 05:23:08 AM
This is a much needed conversion to OEUO. :)

Yes i have started looking into that.
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: _C2_ on September 29, 2010, 07:21:08 AM
This is hands down one of the most powerful tools if not the most powerful tool i use in the game.  I am very excited that you are looking at converting it.
Title: Re: oEUO: ENs - Buff/Debuff Bar Scanner
Post by: Scrripty on September 29, 2010, 09:00:54 PM
Nice work man.  And so fast after I requested it! :)
Title: Re: oEUO: ENs - Buff/Debuff Bar Scanner
Post by: Endless Night on September 29, 2010, 09:05:58 PM
Nice work man.  And so fast after I requested it! :)

Yea i had been trying to decide on a project to start the conversion transition on .. and this one involved zero menus perfect

Its still beta..... ill add the functionity to detect all directions of the bar.. soon.. .. have you run it .. its pretty blindingly fast.
Title: Re: oEUO: ENs - Buff/Debuff Bar Scanner
Post by: Scrripty on September 29, 2010, 10:27:59 PM
Honestly I haven't even run the old one except to test it once.  But I love the functionality and it's a great idea. :)  I'll have a couple uses for the OEUO one tho.  I'm going to rewrite the PVM Dexer in OEUO when menu functionality gets a bit better.  Atm I'm working on my ignore sub for OEUO.  I'm having issues tho. heh  I should have something pushed out the door very soon tho.  The language is pretty simple to get the hang of if you're just doing easy stuff.  But I keep running into not so easy stuff. :)
Title: Re: oEUO: ENs - Buff/Debuff Bar Scanner
Post by: Endless Night on October 01, 2010, 08:39:20 AM
BETA VERSION 2

- Detects bars facing in any direction
- Detects all BuffIcons

(Uncompleted - implimentation of command line parameters ie scanbuffbar LEFT 100 100)


Pease give some feedback on function specifically errors bugs .. or if non found then a comfirmation of that. cheers :)
Title: Re: oEUO: ENs - Buff/Debuff Bar Scanner
Post by: TrailMyx on October 01, 2010, 08:44:55 AM
Don't look for much input in the start.  There are very few OEUO users at this point.
Title: Re: oEUO: ENs - Buff/Debuff Bar Scanner
Post by: Endless Night on October 01, 2010, 08:55:53 AM
Don't look for much input in the start.  There are very few OEUO users at this point.

I realize that.. im looking more for i ran it and it didnt bomb type input.. :)

And hopefuly encourage a few more to make the leap... although i know thats a tall order for sure.  I'm not even 100% im adopting the best practices myself here.. do me a favor tm take a looky at the code and let me know if you see any glaring errors..
Title: Re: oEUO: ENs - Buff/Debuff Bar Scanner
Post by: TrailMyx on October 01, 2010, 10:11:58 AM

And hopefuly encourage a few more to make the leap... although i know thats a tall order for sure.  I'm not even 100% im adopting the best practices myself here.. do me a favor tm take a looky at the code and let me know if you see any glaring errors..


Ya, that's why I keep throwing stuff out there.  Hopefully the tidbits are enough for people to start playing a bit.  For me, I just choose a basic project and wrote it.  I didn't know Lua, but I had the manual next to me and the website open.  After that it was just like creating my own Frankenstein.  
Title: Re: oEUO: ENs - Buff/Debuff Bar Scanner
Post by: Scrripty on October 01, 2010, 10:51:54 AM
I haven't had the time.  I know it well enough to write pretty advanced scripts, but have been at the doc so much.  I'm writing this with an iv in and my port accessed.  Maybe I'll write one now and be the very first person to write a UO OEUO script from the SCCA hospital... heh
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: Endless Night on November 29, 2010, 09:08:03 AM
UPDATED 16c

- Added fishpie icon
(sadly thier is only 1 icon no matter what kind of fish pie you have eaten, and eating a second different pie undoes the effects of the first pie before adding effects of second pie).
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: Scrripty on November 29, 2010, 11:13:20 AM
Hey EN, have you ever tried to use this while swapping?  Like uoxl swap and scanning buff bards for multiple chars while swapping?  If so, what were your results?
Title: Re: ENs - Buff/Debuff Bar Subs.
Post by: Endless Night on November 29, 2010, 01:12:54 PM
Hey EN, have you ever tried to use this while swapping?  Like uoxl swap and scanning buff bards for multiple chars while swapping?  If so, what were your results?


No never have.. I dont think thier should be an issue.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 02, 2010, 09:25:31 AM
Both the EUO and oEUO version will now be hosted in this thread.

The oEUO version has undergone a rewrite... for easier usage and conformity with my new methods.

Code: [Select]
  dofile(getinstalldir()'/lib/ENs_Subs_BuffDebuffBar.Lua')   -- location of the saved library 
   ScanBuffBar()
   print(OnBuffBar('MagicReflection'))
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 07, 2010, 11:32:30 PM
Hey, it seems there's some issues with the newest version posted here.  I've always given up using this because every time I've tried, it's always crapped out on me. :)  And now when I REALLY want to use it, it does the same. RUN IT THRU SCRIPTUO! haha  You guys were just talking about this very thing!  tsk tsk Edit:  Talking about euo.  It COULD be a patch issue.  So I'll wait to pass judgement on it, but you should run it thru suo.  I did... there's a bracket missing.  And something about that passed vars sub makes me go hmm. :) 
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 08, 2010, 06:31:29 AM
Hey, it seems there's some issues with the newest version posted here.  I've always given up using this because every time I've tried, it's always crapped out on me. :)  And now when I REALLY want to use it, it does the same. RUN IT THRU SCRIPTUO! haha  You guys were just talking about this very thing!  tsk tsk Edit:  Talking about euo.  It COULD be a patch issue.  So I'll wait to pass judgement on it, but you should run it thru suo.  I did... there's a bracket missing.  And something about that passed vars sub makes me go hmm. :)

Good catch on the close bracket issue.. but i didnt need to run it through scriptuo to find it ... was right where i made a recent edit. The passedvars sub is very legit and facilitates what i need to incorporate a called script correctly. (if you look at the calling line you will note that %0 is passed and becomes %1 ... %1 becomes %2  2,3  etc....)

Now im sure quote 'it's always crapped out on me' is a very technical term... I'll address 2 parts...
always -  being as this is the first ive heard of your issues i'll consider all prior crappings as mute....
crapped out on me  ... umm although descriptive provides no real information to debug.... thierfor being as both scripts are working perfect for me ... i can only conclude USER ERROR :)

Most common error  not using the script as a called script. Download and save the EUO version in the dir where EUO.exe is saved.    make a new file and save it with this code below and run it
  .. report back your results .. ow and of course 2nd most common user error... covering the buffbar icons themselfs .. ocr is used icons must not be covered.

Code: [Select]
Call ScanBuffBar  ; Presumes file is in same location as euo
display ok  %BuffBarCalls - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames
Halt
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 08, 2010, 10:40:33 AM
k now that you're through questioning my skill level :)  I'll give you a couple impressions after going thru the code and playing with the functionality.  Why on earth do you reopen the buff bar if it loses focus?  That's extremely annoying and makes it nearly unusable in most of the ways I'd love to use it..  I'm 99 percent positive without going thru it and trying to write one myself that you can just leave the bar where it is after the first initialization and do a scan of the bar to see if it's moved instead of reopening it.  Then just scan the set distances to see if there's an icon, and scan for the icon based on that...  There's got to be a way to do that.  I understand the logistics of it, you scan the bars contsize, but it just seems the easy way out.  The usefullness of this goes through the roof for EUO if you just find a way to overcome reopening the bar every time it loses focus.  I see the reason, but question the need to do it that way.  I can see how it would be easier than finding an alternate solution tho.  Even damage numbers over spawn make the gump lose focus, which is very annoying. :)  On a less than close inspection, it looks like you do a short scan of the pixels and make some sort of code to determine a hit, which is perfect, You scan each set point, if that point is not in the "known" scans, it's not a buff bar icon, return.  No need to reopen the buff bar as long as it stays in the same location.  Unless I'm missing another reason for opening the buff bar every time it loses focus?  I think I remember reading something about reinitializing it cause icons get stuck or something?  I hope the oEUO uses the new gump indexing to overcome this limitation.  If it does maybe I'll switch to that as I'm working on a script that the buffbarscanner is AMAZING for and would love to add the functionality either in euo, or oeuo as I'm developing them both side by side for ease. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 08, 2010, 12:07:23 PM
k now that you're through questioning my skill level :)     Just messing with ya Twinkle McNugget  :D

Why on earth do you reopen the buff bar if it loses focus?  Agreed its very annoying. The main reason is that the buffbar icons postion and bar overall size changes according to how many icons are on the bar...  I could probably map all the diff combination of bar size- relative to icon position in all the 4 directions and then use that to aviod reopening the bar and scanning and at one time i considered it but I think its faster time wise to reopen the bar vers all the pixel scanning that would be needed. (Pixel scanning in EUO is not exactly bionic if i rember right) But as you guessed it i got lazy thier and didnt bother to test the time diff.  It was quiet a feat at the orginal time of writing to get it to where its at. And considering i hardly use the script myself ive never pushed it further... Also of consideration is that new icons get added and sometimes i take my time adding the icon information in (note Bard icons still missing) ... so using a technique of determining bar lenght by pixel scanning may stop when it hits an unknown icon when in fact thier could be 10 more icons on the bar..

That said i pushed the OpenEUO version further... its far superior and insanely fast, and yes its probably the first published script to use gumpindex... infact the version on EasyUo is still my original conversion and the format for gumpindex has changed since that release (so dont download it from thier). The openEUO version is so fast that OpenEUO itself cannot time it. (OpenEUO smallest time segment is 15ms) The recorded time it takes to read the average buffbar is either 0ms or after 10+ continuous 0ms reads 15ms


Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 08, 2010, 01:12:49 PM
Well I might just have to dig into the buffbarscanner and redo it for my use. :)  Otherwise I'm gonna have to make my own that doesn't reopen the bar.  I see what you're saying about reading the bar but the initial part of the gump doesn't change right?  Like the blue ball you click to change direction, and the underlying graphic there.  That stays the same, so you scan that to ensure the bar is open, and in the right direction, then scan the bar one by one in order to get the correct ones.  I also rearranged your pixel scanning in my version to be more pvp/pvm specific, so scanning the icons should take a SIGNIFICANTLY lower amount of time.  When you get a hit you move on to the next one I'm assuming, so it makes sense to scan for the most likely icons that would appear on the bar first.  Aka: Specials, Magery, then Necro/Myst, maybe Spellweaving after... should see a significant speed gain just by doing that.  I notice I probly get hit most by magery spells like Curse/Clumsy and such.  Then in pvp probly curse and necro/myst spells and Specials.  So it makes sense to put those at the forefront of any scans...  Also, it's only the length of the gump that changes, but the overall gump stays in the same location right?  So the actual icons show up in the same spots every time... I just dont see why it wouldn't be possible to easily remove the opening of the gump completely from the script...  Seems like a no brainer.  I bet it would even be faster...  Detecting the facing of the gump with pixel scanning is trivial, and if you lose focus on the gump THEN you reopen it.  It would make opening the gump happen once, MAYBE twice the WHOLE time you run the buffbarscanner, and not interfere with things like manually clicking a spell icon.  Or opening your backpack.  The way it sits now it's near unuseable for me.  I'm not putting it down, on the contrary, it's an amazing piece of work.  Just that one limitation puts it at the bottom of my useage pool.  I'll have to play with it more cause I don't just want it's functionality, I NEED it, but I need that gump opening eliminated. :)  If you'd like to do it, I'd love that.  Either way, I have to do it. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 08, 2010, 01:37:56 PM
I just loaded up kals magnifier and looked at the bar, you can use 3 pixels to scan for gump direction...  Maybe 4 to make it near perfect.  You could probly get away with 2 pixels tho.  One on the blue area, and one on the end of the long part of the bar... but there's a lot of colors near that color so a few extra pixels would be adviseable. :)  This looks pretty easy to change.  #contposx + 20 #contposy + 7 and every icon has 3 pixels in between them...  Do you scan a whole line for each pixel?  My way would probly be to scan a whole line in the middle of each icon, set a cipher for the line, and check it against known types, and if it matches add it to the variable, if it doesn't match any, save it's "cipher" and move on to the next one, if the NEXT one doesn't match any known icons, you're done with that scan.  Easy peasy.  Should be REALLY fast and a ton less annoying.   
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 08, 2010, 01:49:41 PM
I see what you're saying about reading the bar but the initial part of the gump doesn't change right?  Like the blue ball you click to change direction, and the underlying graphic there.  That stays the same,

Not nessacarrily .. depends on the direction the bar is facing if i rember correctly... both x and y changes as more icons are added and taken away.  So depending on the direction and the number of icons... icons are not nessarrilly in the same place every time..   All this is from memory thow and i would have to recheck my memory to be 100% acuarate.

If you have something that is so speed dependant.. as to make a difference in the order the icons are checked... I would strongly recommend you use the OPEN EUO version... this uses the new gumpindex commands and thus never reopens the buffbar unless it has been closed. And works at 5,000-10,000x faster than the EUO version.

If i get the time tommorrow i will play with it a bit .. but considering EUO is broken and given that Cheffe might not patch EUO at all this turn round it might be a mute point.



Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 08, 2010, 02:25:21 PM
EUO isn't broken. :)  You patched. It's not that what I'm doing is that speed dependant, it's that I'm designing it ground up to be all about keeping speeds down.  And I want to continually scan buff bars every loop of the script for as many characters as I have in the group I'm using.  I've got the initial loop average using your very of the scanner down to 28 ms per loop with 2 characters and that's blazing fast and plenty fast enough.  But I believe I can lower that time and remove the blinking pretty easily.  I'll just use a right facing bar only and not release my work and step on your toes. :)  Back to the discussion:  I checked with the bar facing right, and the icons are 27x27 pixels and 3 pixels apart, that was just using 2 buff bar icons tho to test.  Could be different.  Also, the actual buff bar graphic never changed it's location on the uo grid at all when adding buffs.  It stayed in the exact same location, just the length of the bar changed to accomodate more icons.  If you have the bar in the black area, it would be pretty trivial to know when you're out of buff icons on the bar cause the scan would come up all black wouldn't it? :)  I'd love to use your icon info to do it, but I haven't even looked at what you did to come to your scan info.  I think I read you scan in an X but I didn't look very deep and see how you came up with your numbers.  I'll give the script to you if you wanna let me use your info, and you can do what you like with it after I'm done.  It will be your property. :)  I just want it for one personal script.  Probly be 1000 others without the gump opening tho. heh
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 08, 2010, 05:06:11 PM
go ahead and use my info for your personal unreleased script... send me a copy when your done and ill implement it into the offical version after expanding for all directions.

Couple of notes.
- i believe the bar expands both x and y after the 3rd icon (this might have no real bearing on right/up facing bars but  probably would on left and down.)
- the contsize even with 0-3 icons is the same size as 3 icons
- i use pixel pairs to id an icon... scanning an entire line of an icon would slow down the script enourmously. Originally i did scan 28pixels and the script was to slow to be useful.  After much analysis i dicovered i could get unique identifiers useing just 2 pixel points per icon... the exact pair is subject to change every time thiers new icons but so far i have never had to change it.
- I would use a end of bar condition after 2 failed icons... in order to compensate for 1 unknown icon... very unlikely 2 get 2 unknowns in a row.


Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 08, 2010, 10:41:35 PM
That code you posted returns: 1 0 BAR: RIGHT - Icons: 0 - _ so it's having an issue reading from the bar on my system.  I can scan pixels perfectly tho on my machine.  I'll look into it some.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 08, 2010, 11:23:01 PM
Ok I can't tell if you were trying to obfuscate the procedure or you just overdid it. :)  Wow. heh  The bar does not change position after the initial scan, but having it change is a little issue.  Scanning the blue button for direction/location is the easy way to fix that.  Also, having the bar in the black area allows you to scan the two pixels for 0(black).  Not sure if any pixels come back double black on any of the icons?  Do you know off the top of your head?  I guess I can look eh. :)  I'm gonna make an assumption here and say that the first icon always stays at 20/7, and the blue button always stays at it's location no matter how large the bar gets with icons.  Scanning for direction and icons is extremely simple without opening the bar.  You could do a button search like every 5 iterations or 10 iterations of the scanner and see if the button scan matches, if not, the bar has moved and needs to be reopened and focused on, adjusting your variables to it's new location.  The first scan should always be 20/7 and so there's really no real reason to even open the bar except when it moves positions or if it's covered.  You could always scan for a blue pixel in the button and if not found reopen and refocus.  Which is probly what I'll do.  Interesting to read through your code as always. :)  I can definately tell it's older work of yours. heh  Also, my issue is the same your other one person was having.  My pixcol isn't matching yours.  Would be easily fixed tho.  Matter of fact, I might just fix it and not rewrite the wheel. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 08, 2010, 11:56:04 PM
One more little note here then I'm done playing for the night. :)  I checked a few icons and noticed that the scans are exactly 512 off on the #pixcols.  And it's random wether it's on the x side or the y side of the scan.  So it's either a patch issue, my monitor just differs by that amount, or OSI changed something on purpose. :)  I'm going to change your setup to use a if #pixcol < #yourNum - 512 || #pixcol > #yourNum + 512 so all your info still works with a slight change here and there.  I wonder if the scans are ever off by more than that amount on peoples computers that differ?  512 is far from random tho.  If it scans and finds the info you have there after this change I'll just assume it's all near correct and move on and let you know how progress goes. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 04:52:43 AM
Quote
; If thier is icons that are not found, Make a newfile of code below and run
  set %BuffBarRecordAllIcons YES
  Call ScanBuffBar  ; Presumes file is in same location as euo
  Display ok %BuffBarCalls - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames
  For !x 1  %BuffBarIconMaxCount
       Display ok %BuffbarIcon . !x
 Halt

The above code running my unchanged script should list all icons found known and unknown... if its not finding icons its an easy way to determine why. Its also how i get the codes for unknown icons.

Umm totally forgot about that pixcol issue i better fix that .. as i didnt implement it in the OpenEUo version either and the openeuo version needs to be perfect.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 08:22:18 AM
Ok i completed a version that does as requested only for Left and down at present.  If the bar is facing up or right it uses the old method.  The scans time are simular via both methods.  The first scan is still performed via opening the bar/contsize as this initializes icon placement etc.

I will post if up shortly.. in process of adjusting the script to allow for custom pixel varience.
 
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 09, 2010, 09:44:04 AM
Yea I've been looking at more icons, seems like they are randomly off by 512/256.  I haven't found any yet off by more than 512 tho.  Might be a good idea to go as high as 1024 on the variance tho just to be safe? :)  Did you up the new version?
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 11:52:18 AM
EUOX VERSION 18

- For bars facing LEFT and DOWN .. the script no longer reopens or refocuses the BuffBar instead uses pixel scanning to determine if bar is still in correct location (UP and RIGHT next version).  This elimates all bar flashing and interruptions to user actions... purly passive scanning.

- A Pixel color range variable has been added.. defaulty +/- 1024 from my default color values. To increase or reduce the range set this varialbe in your script (Adding this functionality slowed scanning speeds by approx 40%)
    set %BuffBarColorRange 0


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ive been toying with the idea of adding a function

gosub OnBuffBar Clumsy 

This would scan the buffbar only for the passed type... and no others .. if you have many icons on the bar this should be significantly faster.. what say yea...
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 09, 2010, 12:47:26 PM
I like that idea a ton.  You could still use all the same info and just scan for the one thing.  I rarely am scanning for more than 4 or 5 things at a time... how about you make it able to take any number of names?  :)  Like scanbuffbar clumsy weaken curse
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 12:49:41 PM
EUOX VERSION 18b

- FOR BARS IN ALL DIRECTIONS: - script no longer reopens, or refocuses the buffbar as long as its still in the same postion as the first time the script opened it (Auto accomidates for expansion and reductions). This change elimates all bar flashing and interruptions to user actions... purly passive scanning. (The bar is opended on the first scan all future scans are passive unless the bar gets covered then reopening is attempted next scan).

thanks to Twinkle McNugget for bringing this to my attention and thus giving me the motivation to implement it.

Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 09, 2010, 12:59:08 PM
I went over the EUO version and saw this change, haven't tested, might run a bit faster tho.  Not sure.  Eliminated an if, not even sure it works actually.  Should tho.  I just combined the if statements into one line instead of 2.  I was already working on something similar.

Code: [Select]
  While !Count < %BuffBarIconsCount && %BuffBarFoundTheIcon = NO
  {
    set !Count !Count + 1
    set !temp  %BuffBarIconCol1_ . !count
    set !High !Temp + %BuffBarColorRange
    set !Low  !Temp - %BuffBarColorRange
    if %BuffBarScanPixcol1 >= !Low && %BuffBarScanPixcol1 <= !High && %BuffBarScanPixcol2 >= !Low && %BuffBarScanPixcol2 <= !High
    {
      set !temp  %BuffBarIconCol2_ . !count
      set !High !Temp + %BuffBarColorRange
      set !Low  !Temp - %BuffBarColorRange
      set !t %BuffBarIconName_ . !Count
      If !t <> Blank
      {
        Set %BuffBarIconsFound %BuffBarIconsFound + 1
        set %BuffBarIconNames %BuffBarIconNames , !t , _
        set %BuffBarFoundTheIcon !t
        set %BuffBarIconsNotFoundInArow 0
      }
    }
  }
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 01:04:39 PM
I like that idea a ton.  You could still use all the same info and just scan for the one thing.  I rarely am scanning for more than 4 or 5 things at a time... how about you make it able to take any number of names?  :)  Like scanbuffbar clumsy weaken curse

Unfortunatly thinking about it a bit more... unless i use the forced reopen method this wont work.  Reason i will never know how long the bar is as currently i detect the end of the bar by 2 unknown icons in a row. If i only scan for xyz  then abc and will trigger end of bar condition.

Of course i could add this to the OpenEUO version but seems like a waste of time considering the code executes in approx 1ms.


I added a few new memory vars in the current version you can see them running via this code snippet:
Code: [Select]
set %BuffBarRecordAllIcons NO
Call ScanBuffBar  ; Presumes file is in same location as euo
Display ok %BuffBarCalls : %BuffBarTime : %BuffBarScanMethod - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames
display ok you have 2 seconds to change the cont focus... and test it doesnt setback to buffbar
wait 50
for %x 1 5
  {
  Call ScanBuffBar  ; Presumes file is in same location as euo
  Display ok %BuffBarCalls : %BuffBarTime : %BuffBarScanMethod - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames
  }
Halt

Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 01:07:01 PM
I went over the EUO version and saw this change, haven't tested, might run a bit faster tho.  Not sure.  Eliminated an if, not even sure it works actually.  Should tho.  I just combined the if statements into one line instead of 2.  I was already working on something similar.

Code: [Select]
  While !Count < %BuffBarIconsCount && %BuffBarFoundTheIcon = NO
  {
    set !Count !Count + 1
    set !temp  %BuffBarIconCol1_ . !count
    set !High !Temp + %BuffBarColorRange
    set !Low  !Temp - %BuffBarColorRange
    if %BuffBarScanPixcol1 >= !Low && %BuffBarScanPixcol1 <= !High && %BuffBarScanPixcol2 >= !Low && %BuffBarScanPixcol2 <= !High
    {
      set !temp  %BuffBarIconCol2_ . !count
      set !High !Temp + %BuffBarColorRange
      set !Low  !Temp - %BuffBarColorRange
      set !t %BuffBarIconName_ . !Count
      If !t <> Blank
      {
        Set %BuffBarIconsFound %BuffBarIconsFound + 1
        set %BuffBarIconNames %BuffBarIconNames , !t , _
        set %BuffBarFoundTheIcon !t
        set %BuffBarIconsNotFoundInArow 0
      }
    }
  }


Change wont work... and shouldnt make a diff  .. reason wont work is high low isnt the same range for both pixel colors... a little editing and it would work... but i think it would actually be slightly slower
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 09, 2010, 01:12:47 PM
I was just going to post that.  But yours definately does work, I just tested.  Now all my icon names are populating the variable. :)  I need to go back and read why you say yours wont work?  Just so we're on the same page, the way I was going to do it, was scan both pixel locations, then just set a high/low scan like you did, and every scan, do a 2 pixel scan of the bar itself to ensure it hadn't moved or become covered and if so, THEN reopen it.  But the length of the bar shouldn't effect the #contpos + 20/7 (+ distance to next icon).  So you use a quick scan of the button/bar to ensure it's in the same spot, then scan as normal.  Your way of scanning I dont know if it works, but my way would definately work the way I'm describing.  At least facing left. :)  I dont know/care about up/down/right personally. heh
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 09, 2010, 01:22:01 PM
It's a definate slow down...  I'm going to set a timer so it only scans every half second or so.  See what that does. :)  Thanks man, this is nearly exactly what I need.  I might go back finish writing one the way I like tho, just to see how I can do with it.  If I do, I'll still hand it to ya. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 01:29:03 PM
Editted your change so would work and tested it .. takes approx 15ms longer.  Simple  setcondition1 setcondition2 if cond1 and cont2  takes longer than setcond1 if cond1 setcond2 if cond2  as  99% of the time the script doesnt have to setcond2 vars as fails on condition1.  with 42 icons this means not setting cond2 vars 42 x number icons on bar.

Currently i do this
first pass- open bar  and scan using contsize
2nd pass onwards
- check bar for presence if exists scan bar without opening.
otherwise do as firstpass

...  Scanning with a pixelrange has slowed 2nd+ scans by approx 30ms a scan.. that is quiet significant.. but i can account for that by all the extra ifs and sets.

Using a pixel range has required many extra ifs and sets per icon... and rember thiers a min of 2 icons scanned even if nothing on the bar if 1 one on the bar = 3 scans.
ifs  - min +1 max + 41     per icon scanned
sets  - min +4 max +164  per icon scanned

I could potentially remove the sets but this would elimate realtime adjusting of the pixelrange. After testing eliminating the sets by using sorted memore vars does not make any difference possibly due to using a var. var combo.



Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 09, 2010, 01:56:10 PM
The bar still resets itself to the topmost gump when it loses focus.  That's something that needs to go also.  There's really no need for it.  It's a billion times less annoying, but if you're trying to loot or something, it makes scanning for anything else impossible.  The ONLY time it should be resetting the gump is if it is moved or cant be seen.  And you can easily test for that by scanning the buff bar image to see if it has moved.  That's the last hurdle. :)  Once that's done it's the best script since sliced bread. heh  I'm already LOVING how easily I can scan for all the different things.  Cast eoo, is eoo on the bar now?  No, cast again.  Is it there?  Yes.  Set timer. :)  So simple.  Thanks brother.  I wasn't looking forward to writing it myself.  PLEASE change the way it refocus' the gump.  That's the only thing left.  Then it's in every script I got. hah  At a half second scans, I can scan for anything easily still, and it's VERY fast even with the additions.  At a half second scan I'm barely noticing any slow downs.  I'll have to go through and organize the icons based on my preferences to wring out a few millis here and there. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 09, 2010, 02:10:27 PM
Another issue I just found.  If you cover the screen, the script now loses the bar completely and doesn't update the icons.  On windows 7 it IS possible to scan the buff bar and cover it up.  Same with vista I believe.  As long as you don't minimize the gameplay window.  So this is a big limitation.  I think it's probly because you set your variables every time you lose the gump.  (haven't looked)  but if you keep the variables the same, you can just scan the position without even actually knowing it's there and still get the info.  Should be easy to fix.  It doesn't recover after you move a window covering the gameplay window either.  Just spams _ over and over. :(
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 03:00:53 PM
EUOX VERSION 18c

- Speed increase and glitch fixes.
  Max speed gotten on Left bar (Left+down = fastest) is 15ms.
  Fastest speed Right/up is 47ms.. approx +30ms for these directions no matter how many icons.


ps Not running win7 script so cannot test that... but it should work it only try's to reopen if it cannot read it. Try latest version 18c... i had corrected some logical errors in 18b.. might have been one of them. And it should reset focus when it looses it.. thats the whole point... download latest see if issues still exist.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 04:27:23 PM
EUOX VERSION 19

-- Multi client aware... scan as many clients from the same script .. without having to reopen the bar on any of them after each first scan.

Test code
Quote
Repeat
  UOXL SWAP
  wait 10
  Call ScanBuffBar
  Display ok %BuffBarCalls : %BuffBarTime : %BuffBarScanMethod - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames $
     + Contwith focus: #contname
until #true = #false
Halt
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 09, 2010, 04:30:57 PM
*bows* :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 09, 2010, 05:15:58 PM
EUOX VERSION 19B

- fix for minor typo with big effects.  The bar will now reinitialize if covered and uncovered.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 10, 2010, 11:05:15 AM
I've been running into occasional false positives when playing normally with the buff bar over the actual gameplay window.  Not sure if it would be fixed putting the bar in the black area.  Probly.  Just thought I'd mention it. :)  It seems to only happen once every 30 minutes to 2 hours.  So it's not even remotely close to annoying for the benefit. :) 
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 10, 2010, 01:15:02 PM
I've been running into occasional false positives when playing normally with the buff bar over the actual gameplay window.  Not sure if it would be fixed putting the bar in the black area.  Probly.  Just thought I'd mention it. :)  It seems to only happen once every 30 minutes to 2 hours.  So it's not even remotely close to annoying for the benefit. :)  

Umm thats because i no longer know how many icons are on the bar, and will only happen whens scaning without refreshing the bar.  If it was over the black area that would definatly fix it.  Is it one Icon thats giving the false positives if so what icon/s

Interestingly .. i believe i could get rid of the false positives with the up/right bars.. but would require a bit of work... I could also probably get rid of the false positives by using mre pixels points to id the icon.

Try reducing the pixcel color range down from 1024- to say 520 that would also reduce the amout of false positives, below line must be set prior to the first scanbuffbar call in your script.

    set %BuffBarColorRange 520

 
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 10, 2010, 01:21:21 PM
I think it's when ther are NO icons on the bar. :)  It's scanning and finding a positive in the actual game world is my guess. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 10, 2010, 01:27:41 PM
I think it's when ther are NO icons on the bar. :)  It's scanning and finding a positive in the actual game world is my guess. :)

Umm no icons on the bar... I was presuming it was the last icon... but i guess could be first icon as well, what is the icon its giving as a false positive ?
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 10, 2010, 02:49:52 PM
No clue, I'm client swapping when it does it, and it does it on a random char.  I haven't really wanted to debug it enough to find out.  Works good enough for me. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on December 15, 2010, 12:04:14 AM
I figured out the double apple issue I was having.  On each loop of the script, it's checking %buffbariconnames for both chars before it gets reset, so it was eating on every character before resetting the %buffbaricons to _ or the next chars icons.  So I had to reset the variable every loop of the script to fix it. :)  Now I just set %buffbaricons to _ on each loop after checking to see if anything is in that chars buff bar.  Fixed it up nicely.  Might want to mention that in this version as it swaps now and might mess someone up. :)  Also, here's a few hard numbers from my script.  Average swap between 2 characters while healing/toggling specials/scanning buffbar/finding and attacking spawn/eating apples/drinking pots... 30 ms over 133700 swaps.  I scan the buff bar on every character once every 1.5 seconds, and that average is for 2 characters.  I get the average only after it swaps to both chars.  Something I noticed tho is that calculating the average for one swap, or two, makes no real difference in swap time, and actually in most cases calculating it for 2 chars made it actually DROP over 1 swap.  Interesting.  In typing this I'm not at 140k swaps and it's still 31 ms... :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on March 22, 2011, 10:54:54 PM
Thought I'd post some numbers on the version I wrote and sent to EN for fun.  I wont be publishing it at EN's requrest, but thought it would be fun to see some numbers.  Keep in mind, EN's has a TON more functionality atm.  Mine just scans the buff bar facing right only for maximum speed.  Here's my numbers for 10 second runs scanning the bar, this is a modified for speed version of what I sent you EN.

Code: [Select]
NO icons on buffbar:

395 scans in 10s.  Avg. scan time: 25ms.

1 icon on buffbar in FIRST scan position: (meaning fastest scanning possible for one icon)

390 scans in 10s.  Avg. scan time: 25ms.

1 icon on buffbar in LAST scan position: (slowest scanning for 1 icon)

284 scans in 10s.  Avg. scan time: 35ms.

Multiple icons on bar in "real world" configuration.
prot, reac, night sight, bless, corpse, reflect, clumsy, invis

160 scans in 10s.  Avg. scan time: 62ms.

In testing, you really only need to scan the buff bar once every half second or so to catch everything extremely quickly on the bar.  You normally can't be affected by something on the bar faster than half a second.  Takes a sec for something on the bar to take effect in my experience.  Both scanners are plenty fast enough for general use tho.  I just have to have blazing speed for my personal use.  I never get past 3 or 4 icons before my scripts eat an apple so speeds stay well below that last scan time. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on March 22, 2011, 11:11:59 PM
One other thing, not that it matters with oeuo around the corner, but you do both your savepix commands before you start scanning, which equals like 7000 savepix commands over 10 seconds of running the script, you can cut that by a significant amount by putting the second savepix inside the while loop in the buffbarscanner.  It comes out in a rough estimate to be 3500 + 850 or so scans, saving a LARGE number of savepix over time.  Gained me about 5 scans per 10 seconds.  Not a lot, but when you like things fast, definately makes a difference.  It all depends on scanning order also, if you optimize the secondary scans based on most used and least used, you'll get a much lower number of savepix uses per scan also.  Just a thought.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 23, 2011, 08:54:29 AM
Interesting thoughts Twinkle McNugget.  I had some other notes on stuff i was planning on testing before i went on my current UO break .. when i get back into it I'll exmaine those and your inputs here more closely. 

Have you ever tried out my OEUO version.  It might be one logical step behind my current EUO version.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on March 23, 2011, 09:19:12 AM
Yea I was also playing around with scan order last night a lot just for fun.  I organized the icon information into groups by their pixcol, there's only 7 groups of icons if you organize them by their pixcols.  Could probly leverage that for some speed too. :)  I'm gonna add some if this pixcol, scan these ranges code, see if I can get the per scan numbers way down that way. :)  Instead of scanning ALL the icons, if the pixcol is within a known range, you just scan those icons, if not there, it's not an icon, and you only did one pixcol and 1 to 5 scans after the initial one.  Instead of scanning ALL icons to find the correct one. 
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on March 23, 2011, 09:12:48 PM
The benefit of what I worked on last night. :)  EN you should understand where I'm going with the below code.  It might make initial scan time jump a bit, but the overall scan times will come WAY down.  Like that 60+ ms per scan time can be brought down a ton when scanning 8+ icons on the bar with some basic decision making code.  Fun stuff.  This allows you to never have to scan more than like 5 icons to find the correct one.  AND you can organize the 5 groups by most likely to be found, so in reality you're never scanning more than 2-3 sets of variables to find the correct one.  And only doing a total of 6-13 pixcols per scan to find the correct icon.  Should save a ton of overhead.  The scanHigh scanLow vars just set the for loop for scanning the correct icons based on the found pixcol. :)  I hate you for getting me started on this EN. heh

Code: [Select]
  set !scanStart1 -950
  set !endScan1 1164
  set !scanStart2 24320
  set !endScan2 576074
  set !scanStart3 1051755
  set !endScan3 1053844
  set !scanStart4 1070608
  set !endScan4 4368697
  set !scanStart5
  set !endScan5
 
  set !scanLow1 1
  set !scanHigh1 5
  set !scanLow2 6
  set !scanHigh2 17
  set !scanLow3 18
  set !scanHigh3 26
  set !scanLow4 27
  set !scanHigh4 35
  set !scanLow5 36
  set !scanHigh5 42
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on March 23, 2011, 11:25:24 PM
This is data from the new version using the code above.  Just posting cause it's interesting. :)  Sorry for cluttering your thread EN.

Code: [Select]
NO icons on buffbar:

OLD:  395 scans in 10s.  Avg. scan time: 25ms.
NEW: 669 scans in 10s.  Avg. scan time: 14ms.
NEW: 899 scans in 10s.  Avg. scan time: 11ms. (kinda wierd...)
# of savepix 1: 1798 in 10s avg.
# of savepix 2: 0  (second scan makes sense now and the speed...)

1 icon on buffbar:

OLD:  390 scans in 10s.  Avg. scan time: 25ms.
NEW: 585 scans in 10s.  Avg. scan time: 17ms.  Bar in black area.
NEW: 532 scans in 10s.  Avg. scan time: 18ms.  Bar in game window.
Note: Scans sometimes drastically slower with bar in game area.
# of savepix 1: 5364 in 10s avg.
# of savepix 2: 1788 in 10s avg.


Multiple icons on bar in "real world" configuration.
prot, reac, night sight, bless, corpse, reflect, clumsy, invis

OLD:  160 scans in 10s.  Avg. scan time: 62ms.
NEW: 263 scans in 10s.  Avg. scan time: 38ms.  Bar in black area.
NEW: 258 scans in 10s.  Avg. scan time: 38ms.  Bar in game window.
# of savepix 1: 3980 in 10s avg.
# of savepix 2: 5771 in 10s avg.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on March 24, 2011, 12:29:05 PM
All those tests were run at 1600x1200 resolution in 32 bit mode.  After setting my screen down to 1280x1024, and dropping to 16 bit, I ran a test with one icon, and got these numbers, shows how much high screen resolutions really effect your gameplay.  I gotta quit playing in 1600x1200. heh

Code: [Select]
With one icon:

722 scans in 10s.  Avg. scan time: 13ms.
# of savepix 1: 7220 in 10s.
# of savepix 2: 2166 in 10s.

With 11 icons on bar:
invis, weaken, clumsy, feeble, curse, corpse, reflect, strength, reac armor, protect, night sight

239 scans in 10s.  Avg. scan time 41ms.
# of savepix 1: 3585
# of savepix 2: 8365
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 29, 2011, 12:50:30 PM
VERSION UPDATE  EUOX 19c  oEUO 3.5 beta

Added Icon definition -- Gargoyle Berserk.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: gimlet on March 29, 2011, 01:46:38 PM
EN - Outstanding - thanks

Twinkle McNugget - So was it both resolution and depth (16 vs 32) or is one more important than the other?
Thanks
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 29, 2011, 06:59:15 PM
EN - Outstanding - thanks

Twinkle McNugget - So was it both resolution and depth (16 vs 32) or is one more important than the other?
Thanks

Your welcome Gimlet... I just discovered another Buff Icon that Ive been missing for years... unbelievable... Ethereal Voyage a Spellweaving spell... probably not used very much.   I will be updating again soon because of this.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 29, 2011, 09:11:26 PM
VERSION UPDATE  EUOX 20  oEUO 4.0 beta

Added Icon definitions ..

Spellweaving          - Ethernal Voyage
Bard_Peacemaking   - Resilience, Preservance
Bard_Provocation    - Inspire, Invigorate
Bard_Discordance    - Tribulation, Despair

I believe that all buff/debuff icons are now detected. 50 in total.
 
Tomorrow ill work on adding a significant speed up to the code.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: gimlet on March 30, 2011, 06:58:30 AM
Outstanding - Thanks again!
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 30, 2011, 11:33:13 AM
Well thats disappointing... After much work and loading full icon details (every pixel) into a mega array in OpenEUO.  I find their are 7 unique locations where every icon has a different pixel color... Sadly though when i add in color tolerance of +/- 1024 for variations in color displays... their are 0 unique spots.  The most tolerance i can add and still get uniques is +/- 9 which is probably not enough.

That is was alot of work for a disappointing results.    I will have to think up some alternate solutions.


Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on March 30, 2011, 11:38:42 AM
Well thats disappointing... After much work and loading full icon details (every pixel) into a mega array in OpenEUO.  I find their are 7 unique locations where every icon has a different pixel color... Sadly though when i add in color tolerance of +/- 1024 for variations in color displays... their are 0 unique spots.  The most tolerance i can add and still get uniques is +/- 9 which is probably not enough.

That is was alot of work for a disappointing results.    I will have to think up some alternate solutions.

You still using 2 pixels?  OpenEUO is so much faster, just use 3. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 30, 2011, 12:01:08 PM
Well thats disappointing... After much work and loading full icon details (every pixel) into a mega array in OpenEUO.  I find their are 7 unique locations where every icon has a different pixel color... Sadly though when i add in color tolerance of +/- 1024 for variations in color displays... their are 0 unique spots.  The most tolerance i can add and still get uniques is +/- 9 which is probably not enough.

That is was alot of work for a disappointing results.    I will have to think up some alternate solutions.

You still using 2 pixels?  OpenEUO is so much faster, just use 3. :)


I was trying to use only a single pixel.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 30, 2011, 02:49:10 PM
VERSION UPDATE  EUOX 21  oEUO 4.2 beta

- Internal modification of code
- Ability to easily change data points
- Data points auto created via commands in ens_subs_buffdebuffbar_fullicondefinitions.lua
- New Data points in use that may or maynot speed up bar scanning.

(Version on www.Scriptuo.com and www.EasyUo.Com now in sync.)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 11, 2011, 12:11:47 PM
Found a new icon, increased skill gain for new characters. :)  Probly never hit it, but hey, it's an icon.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: gimlet on April 11, 2011, 12:44:16 PM
EN - Thanks for the update!

Stupid question probably but
can you run EUOX and   oEUO  at the same time? (two different scripts of course)

Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 11, 2011, 03:53:13 PM
EN - Thanks for the update!

Stupid question probably but
can you run EUOX and   oEUO  at the same time? (two different scripts of course)

Why of course you can ..  In fact you can run multiples of both of them looking at the same or different clients.  (You should try my mods for openEou if you routinely have more than one client open.)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 29, 2011, 03:15:36 AM
Just found a crash using my version of this EN.  If you are swapping between clients, and cover up a bar so that it's trying to get focus over and over while pathfinding... instant client close.  I'm sure its something to do with opening the gump too quickly for the client to handle while a pathfind is happening. Every time it crashed it was while moving and the bar was covered, and the variable I had set showed it was in the scanbar sub.  When I uncovered the bar or ran in 32 bit mode on win7, all was fine, not a single crash in hours of gameplay.  This is using the EUO version of my bar, but I'm sure it probly applies to all.  I'll test oeuo next. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 29, 2011, 07:43:19 AM
Just found a crash using my version of this EN.  If you are swapping between clients, and cover up a bar so that it's trying to get focus over and over while pathfinding... instant client close.  I'm sure its something to do with opening the gump too quickly for the client to handle while a pathfind is happening. Every time it crashed it was while moving and the bar was covered, and the variable I had set showed it was in the scanbar sub.  When I uncovered the bar or ran in 32 bit mode on win7, all was fine, not a single crash in hours of gameplay.  This is using the EUO version of my bar, but I'm sure it probly applies to all.  I'll test oeuo next. :)

Interesting... Probably could handle this by adding a timer/count for attempts to open the bar and after x failors/time quit.   Not sure what it does now i will have to check.  Let me know how the openeuo test went.

EDIT this is the offending code  
Code: [Select]
    Repeat
       event macro 57
       wait 1
     Until #Contname = BuffIcons_Gump

Not as easy fix as looks need to add an exception and carry that back so the script exits without further scan attempts.  not difficult just time consuming. Surprised I did that normally I never have loops that can turn infinite.

EDIT EDIT: Actually thats probably not the problem at all but that would be a problem under diff circumstances.(Client not logged in)

EDIT EDIT EDIT:  Umm I actually wonder if my script would ever have this issue.. im thinking its just your modded version that has the issue, as i distinctly remember testing for bar covered status.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 29, 2011, 08:20:18 AM
VERSION UPDATE  EUOX 22

- Integrated Client not logged in check.
- Placed safty exit code around Event Macro Opening of buffbar.
- Placed wrapper around scan code for client logged and bar not opened status.


TEST CODE 2 tabs running simulatenous - NO Errors cashes .. tested by covering and uncovering bar no issues.

Code: [Select]
Call ScanBuffBar  ; Presumes file is in same location as euo
SETUOTITLE  %BuffBarCalls : %BuffBarTime : %BuffBarScanMethod - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames
wait 1
Code: [Select]
if #charposx <= 1000
  event pathfind  1010 537 -70
if #charposx >= 1010
  event pathfind  1000 537 -70
wait 1
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 29, 2011, 10:56:59 AM
I'm using this extensively now because I added the ability to have unlimited clients with my version.  Its fun finding unique ways to bug test.  I set a unique variable at the top of my subs like this: %booya . #charid "sub name",  then added the variable to euo variable watch list for all running clients, and where ever the crash happened, that variable was set to the exact sub name that developed the crash. :)  Love it.  The version of my two scripts I use here have the ability to pick and choose any clients you like to have be part of the executed scripts in any order, and you can add/remove them while the script is running.  So a LOT is going on, makes for great feedback.  :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 29, 2011, 11:03:04 AM
About the client not logged in thing, I'm dealing with a ton of that now, I have to gracefully handle a client crash for all other clients in my scripts, so I'm adding a lot of protections against swapping to a client that's not there anymore. :)  The real problem is if the client that started the script craps out on you. heh  Then you're in trouble.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 29, 2011, 11:55:19 AM
About the client not logged in thing, I'm dealing with a ton of that now, I have to gracefully handle a client crash for all other clients in my scripts, so I'm adding a lot of protections against swapping to a client that's not there anymore. :)  The real problem is if the client that started the script craps out on you. heh  Then you're in trouble.

Easiest way around that one is to have an unused client. Start it in that and then have the script launch another one to actually login etc...  That way if the running client dies the original is still their and you just launch another.  Its kinda silly i always thought that EUO stops running when no client especially being as you have a client launch command.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 29, 2011, 12:43:58 PM
I'd love it if he put something in to keep scripts running when there's no cluent, or you lose the client that opened the original script.  We should suggest that. :)  If you could keep scripts in a constant "running" state, you could do some wicked complex stuff. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Cerveza on April 29, 2011, 12:44:12 PM
This latest version closes my buff bar.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 29, 2011, 12:56:52 PM
This latest version closes my buff bar.

errr .. whats the circumstances of this so i can replicate it.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Paulonius on April 29, 2011, 01:28:10 PM
Possible buff bar definitions:

Euphemism for male genetalia to be added to the list that includes trouser trout, love stick, and squirmin' Herman the one eyed German.

Bar where well built men wear assless chaps to meet each other over cocktails.


Ok, its late on a Friday...



Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 29, 2011, 01:33:15 PM
VERSION UPDATE  EUOX 22B

FIXED:

This latest version closes my buff bar.

Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Cerveza on April 29, 2011, 01:39:14 PM
EN gets me.

Still doing it...
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 29, 2011, 01:59:08 PM
Dont force a wait.  Set a wait and kick out of the sub so the script can continue.  And when the wait is up, retry the bar. :)  Seems like a better solution than forcing the sub to wait 10.  I'm really really against forcing waits on scripts that aren't necessary.  I'd rather kick out of the sub, and come back when it's ready.  If you miss an apple for half a second, big deal, as long as it doesn't crash.  That's kinda how I'm gonna do it.  The buff bar needs to be checked a LOT anyways, so coming back to the sub isn't an issue cause it's probly being checked at least once a second, if not more.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: dxrom on April 30, 2011, 06:52:27 AM
I noticed that if I write a script that calls this, and the buff bar is closed it will open the buff bar but it will lock the script up. Also if I close the bar at any time, I will have to  restart the script. So it seems that, if it has to open the bar, it will bug out... However this could also just be my little sample script.

Is there a way to run a check for the bar before a script enters its loop, and if it doesn't detect it, then to run event macro 57, then go into the loop so as to avoid it from locking up?

The code I have been playing around with is this:

Code: [Select]
Repeat
      Call ScanBuffBar DOWN
      set %Divine _DivineFury_ in %BuffBarIconNames
      gosub divineFury
      Call ScanBuffBar DOWN
      set %EOO _EnemyOfOne_ in %BuffBarIconNames
      gosub enemyOfOne
      wait 5
until #true = #false

sub divineFury
    if %Divine
       {
       return
       }
    else
       event macro 15 205
       wait 30
return

sub enemyOfOne
    if %EOO
       {
       return
       }
    else
        event macro 15 206
        wait 30
return
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 30, 2011, 10:14:23 AM
You only set it's direction in your setup.  Then you just call the file with call scanbuffbar.  No need to set it's direction again I believe.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 30, 2011, 10:48:00 AM
Code: [Select]
Repeat
      Call ScanBuffBar DOWN
      set %Divine _DivineFury_ in %BuffBarIconNames
      gosub divineFury
      Call ScanBuffBar DOWN
      set %EOO _EnemyOfOne_ in %BuffBarIconNames
      gosub enemyOfOne
      wait 5
until #true = #false

Code looks fine.. I seem to have introduced an error in the last update i will be looking into it on monday .. but many thanks for the feedback.. lookout for an updated post soon.. if you want the prior version pull it from easyuo.com where it is still posted.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 30, 2011, 10:58:55 AM
Can you set the direction like that constantly?  I just do it right, and it just "works" when I call it, but I use my own that I wrote.  I have no idea what I'm talking about, don't listen to me. :)  I thought you called a direction, then just called the scanner...
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 30, 2011, 11:18:01 AM
Can you set the direction like that constantly?  I just do it right, and it just "works" when I call it, but I use my own that I wrote.  I have no idea what I'm talking about, don't listen to me. :)  I thought you called a direction, then just called the scanner...

You can set the direction or position as many times as you want.  For speed purposes its probably best just to set it once... as each time you pass the vars it has to confirm that the bar is open in the right direction and postion, which generally means reopening the bar thus causing it to flash, thus elimating the speed gains by ocr'ing without opening.  I would recommend that for speed and anti-schizophrenic observation you do it as so

Code: [Select]
call scanbuffbar down
repeat
  call scanbuffbar
until whatever = whenever
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: dxrom on April 30, 2011, 11:24:37 AM
Yep, common sense hit me earlier this morning and I modified all it to be a bit more optimal, however I am still having an issue with when I hit play. For example: I hit play, and it does it's setup, however sometimes it will close the buff bar and freeze, some other times it'll do what it was supposed and continue on without an issue.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 30, 2011, 11:28:21 AM
well it should never close the buffbar under any circumstances.. It doesnt have the nessacry code to close a buffbar.  But your the second person to mention closing bars so either its the scripts calling interfering or it really is closing the bar... if you can pm me the entire calling script i will test it and see what the blazes is going on.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: dxrom on April 30, 2011, 11:34:45 AM
I think I found the solution to my problem.

With a little trial and error, I noticed that unless I immediately switched to UO after hitting play, it would close the buffbar, which I assume was because it didn't actually have a clear view to where the buffbar was supposed to be, or to where it was currently at. I included menu hideeuo in my setup and haven't had that issue again.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 30, 2011, 04:24:21 PM
Ok that seems wierd... heh
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 30, 2011, 06:17:31 PM
The buffbar subs rely on OCR if the bar is covered it attempts to reopen the bar, if OCR fails after reopening, it exits .. it will try again next time its called.   you can cover it up and uncover it as many times as you want the only issue should be that you get 0 icons found when its covered.

I will retest all this functionality again monday.  Thanks for the further feedback.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 30, 2011, 07:17:05 PM
I will retest all this functionality again monday.  Thanks for the further feedback.

Had a few moments tested again... script works as intended for all the testing i could do... run below cover up the buffbar uncover it you will see by uo title that it shows icons when it can ocr and shows 0 icons when covered.

Code: [Select]
for %x 1 1000
  {
  call scanbuffbar
  SETUOTITLE  %BuffBarCalls : %BuffBarTime : %BuffBarScanMethod - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames
  wait 1
  }
halt
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 30, 2011, 07:44:03 PM
VERSION UPDATE  EUOX 22D

BUFFBAR Closing and not exiting the called script error found and resolved.

Found the bar closing error... only happened if the bar was not opened prior to starting the script then it opened and got stuck in an infinite loop, or was it if was opened before start lol .  This was due to additional logic i placed in the script and converting from a repeat-until to a while .. Here is the offending line followed by the correction

Code: [Select]
      While #Contname <> BuffIcons_Gump || !BuffWait >= 1 || #CliLogged <> 0
Code: [Select]
      While #Contname <> BuffIcons_Gump && !BuffWait >= 1 && #CliLogged <> 0

PS And an apology I was mistaken/had forgotten that event macro 57 both opens and closes the buffbar thierfor the script does have the code to close it coupled with the logic error = the messup..
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: dxrom on April 30, 2011, 08:03:54 PM
Appened my copy, I will test it out later tonight!
Thanks ^^
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on April 30, 2011, 10:45:15 PM
The buffbar subs rely on OCR if the bar is covered it attempts to reopen the bar, if OCR fails after reopening, it exits .. it will try again next time its called.   you can cover it up and uncover it as many times as you want the only issue should be that you get 0 icons found when its covered.

I will retest all this functionality again monday.  Thanks for the further feedback.

I haven't fixed mine yet, but have you tried setting a variable in the sub that keeps you from reopening until a certain timer is up?  That's how I'm gonna do it I beleive.  Instead of just exiting out, I think the error, or crash that I was having was the sub opening the gump WAY too fast while pathfinding.  So if you put a soft wait of 5 or 10 in there, that might fix it.  I have't tried.  Or maybe a gump wait, with a wait 5 after or something.  Not sure.  I'll let you know when I fix mine and what I find.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on May 01, 2011, 05:40:52 AM
Yes Twinkle McNugget... updated the opening code massively(where i made the logic error).   But looking at this code this morning I realized i've slowed the script down significantly in the case where it cannot see the bar because its covered it will reopen... but first closes wait 10 then reopens.  This i dont find acceptable so will think on a solution besides lowering the wait times.

used to be
Code: [Select]
Repeat
   event macro 57
   wait 1
Until #Contname = BuffIcons_Gump

now is
Code: [Select]
   set !BuffAttempts 2
     Repeat
       set !BuffAttempts !BuffAttempts - 1
       event macro 57
       set !BuffWait 10
       While #Contname <> BuffIcons_Gump && !BuffWait >= 1 && #CliLogged <> 0
         {
         set !BuffWait !BuffWait - 1
         wait 1
         }
     Until #Contname = BuffIcons_Gump || !BuffAttemps <= 0 || #CliLogged = 0
     if #Contname <> BuffIcons_Gump
       set %BuffBarOpened  NO
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Cerveza on May 01, 2011, 06:40:47 AM
Working solid, thanks for checking it!
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on May 01, 2011, 07:06:54 AM
Working solid, thanks for checking it!

Welcome.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on May 15, 2011, 01:36:32 PM
Hey, I haven't actually coded this into a script yet, but I'm assuming you're doing the bar in basically the same manner as the euo version.  It should be possible to detect if the gump has moved using UO.GetCont and be able to tell if the bar is just covered and hasn't moved.  Get my drift? :)  That way if you cover the bar while you're moving it doesn't try to reopen over and over until it's uncovered.  if pixels not detected by bar in same spot... = covered.  If pixels not detected and bar moved... reopen.  Eliminate some movement crashes that way.  I'm going to add that to my version, will eliminate movement based crashes when trying to reopen the buff gump and moving.  Unless the bar moves of course, then it will try to reopen no matter what.  Movement detection would be a little more touch to add, but thats the scripters responsibility.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on May 15, 2011, 02:55:42 PM
Hey, I haven't actually coded this into a script yet, but I'm assuming you're doing the bar in basically the same manner as the euo version.  It should be possible to detect if the gump has moved using UO.GetCont and be able to tell if the bar is just covered and hasn't moved.  Get my drift? :)  That way if you cover the bar while you're moving it doesn't try to reopen over and over until it's uncovered.  if pixels not detected by bar in same spot... = covered.  If pixels not detected and bar moved... reopen.  Eliminate some movement crashes that way.  I'm going to add that to my version, will eliminate movement based crashes when trying to reopen the buff gump and moving.  Unless the bar moves of course, then it will try to reopen no matter what.  Movement detection would be a little more touch to add, but thats the scripters responsibility.

Appreciate the thought... but the OpenEUO version already uses the new Contsubs.  It scans the contlist and locates the buffbar that way before even attempting to open.. if its not in the list then it opens. And that way it doesnt even matter if the buffbar is moved its still in the list and its new location information is also in the the list, so need to reopen if moved only if closed. Its been doing that since Version OpenEUO version 0.  So basically the OpenEUO version tho similar to the EUO version is not a 1-1 conversion.  Thanks for suggesting, keep em coming ..:)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Scrripty on May 15, 2011, 05:42:16 PM
Ah I getcha.  I haven't worked with gumps much yet in oeuo.  Its definately a new thought process. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on May 15, 2011, 06:06:06 PM
Ah I getcha.  I haven't worked with gumps much yet in oeuo.  Its definately a new thought process. :)

It was one of the first things i Did in OpenEUO... its an excellent addition... resolves all those scripts that make you click on special move gump .. etc  you can just detect them.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: _C2_ on July 05, 2011, 01:13:33 PM
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: UOMaddog on July 05, 2011, 01:22:27 PM
FREAKING AWESOME!!!!!!!
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: dxrom on July 05, 2011, 01:32:41 PM
I don't know if it is just me, but _Curse_ isn't being recognized.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 17, 2011, 06:58:25 AM
oooooo  new icons.... in back from my Europe trip in a week ill take a look at all these additions.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: _C2_ on July 17, 2011, 08:33:43 AM
oooooo  new icons.... in back from my Europe trip in a week ill take a look at all these additions.


currently, they are only on test but should be live soon
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 18, 2011, 07:07:30 AM
oooooo  new icons.... in back from my Europe trip in a week ill take a look at all these additions.


currently, they are only on test but should be live soon

Cool takes the pressure off... as soon as i'll check them out.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 29, 2011, 06:55:12 PM
I don't know if it is just me, but _Curse_ isn't being recognized.

The curse icon definition seems to have been changed.... the new correct definition is (replace existing line with below):
gosub AddIcon MageIcon_Lvl4 Curse 1052911 1579255

you can also add these 2 additional icons... I will update when i have more definitions:
gosub AddIcon Chivalry  ConsecrateWeapon 558088 560144
gosub AddIcon Misc  Healing 1088520 9229956
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Cerveza on July 30, 2011, 09:35:21 AM
Now that bandages have an icon, thoughts on adding it in? Bandaid scripts will be much smoother.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: _C2_ on July 30, 2011, 09:57:01 AM
Now that bandages have an icon, thoughts on adding it in? Bandaid scripts will be much smoother.

is that what the misc healing is one post up?  i was wondering about that myself.  I know that he was working on all the new icons while I was chatting with him last night. 
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 30, 2011, 10:09:17 AM
Now that bandages have an icon, thoughts on adding it in? Bandaid scripts will be much smoother.

is that what the misc healing is one post up?  i was wondering about that myself.  I know that he was working on all the new icons while I was chatting with him last night. 

Yes thats the healing one listed above... It will be in the next update....
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 02, 2011, 02:34:36 PM
VERSION UPDATE  EUOX VERSION 23   oEUO Version 4.3 Beta

Icon Corrected for change
Curse

New icons added...
Healing Skill
Despair (Icon on player using it)(Bard Mastery Ability
Tribulation (Icon on player using it)(Bard Mastery Ability
Spell Focusing
Hit Lower Attack (Debuff)
Hit Lower Defense (Debuff)
Block Special Move
Feint Special Move
DefenseMastery
Psychic Attack (Debuff)
Disarm (Debuff)
Dual Wield
Force Arrow (Debuff)
Consecrate
Dismount

still need to add
Focusing Weapons
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: _C2_ on August 02, 2011, 05:30:46 PM
could focusing weapons be what the focus attack is for ninjitsu?  I know you were trying to hunt it down.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 02, 2011, 05:45:08 PM
could focusing weapons be what the focus attack is for ninjitsu?  I know you were trying to hunt it down.

According to this   http://vboards.stratics.com/uhall/230615-spell-focusing-sash-slayer-spellbook-%3D-less-damage-per-cast.html

You get focusing weapons onto a weapon by applying a focusing gem to the weapon... thats all i know so far.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 03, 2011, 05:01:06 AM
Can i ask a favor ..... Over at EUO I only need 3 more votes for this script to be Approved.  That would be a nice little bonus... so if you haven't cast your vote for this script can you please do so.... here's the link cheers

http://www.easyuo.com/forum/viewtopic.php?p=247583#247583
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: gimlet on August 03, 2011, 06:51:47 AM
Can i ask a favor ..... Over at EUO I only need 3 more votes for this script to be Approved.  That would be a nice little bonus... so if you haven't cast your vote for this script can you please do so.... here's the link cheers

http://www.easyuo.com/forum/viewtopic.php?p=247583#247583

done!
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Canuker on August 03, 2011, 07:19:22 AM
Just voted.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: TrailMyx on August 03, 2011, 07:53:05 AM
I voted for you too, buddy.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 04, 2011, 03:44:34 PM
VERSION UPDATE  EUOX VERSION 24o - Optimized

Dramatic Speed Optimization.  
(Left the old version (23) up until confirmed zero issues - as new versions code is significantly different).
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 04, 2011, 08:30:48 PM
VERSION UPDATE  EUOX VERSION 26 - Optimized

-Bunch of silly errors fixed..
-fully auto bar redetction if you change postion of the bar manually or bar direction
- ADDED final icons  DISARM, FOCUSINGWEAPONS

(Left the old version (23) up until confirmed zero issues - as new versions code is significantly different (added new icons to ver23)).
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 18, 2011, 06:47:50 AM
Anyone have any issues with the latest and greatest version ???
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: JustAnotherFace on August 18, 2011, 01:22:04 PM
Well... now that you mention it... not sure if it is a issue in this script or in C2s healer.  But, sometimes it does not seem to recognize poison on the buff bar UNLESS you actually click the buff bar.  What happens is, get poisoned, call scan buff bar with C2s script, does not notice you are poisoned.  Wait for another cycle to see if it recognizes that your poisoned, no luck.  Single left click the buff bar, IMMEDIATELY chugs a cure. Will sometimes work ok after that, sometimes will not.

I also noticed that using this version of the scanbuffbar does not "flash" the buff bar when scanned like previous versions did.  Not sure if this is intended or if maybe this is part of the problem above.

Other than that, seems to work great.

JaF
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 18, 2011, 01:39:21 PM
Well... now that you mention it... not sure if it is a issue in this script or in C2s healer.  But, sometimes it does not seem to recognize poison on the buff bar UNLESS you actually click the buff bar.  What happens is, get poisoned, call scan buff bar with C2s script, does not notice you are poisoned.  Wait for another cycle to see if it recognizes that your poisoned, no luck.  Single left click the buff bar, IMMEDIATELY chugs a cure. Will sometimes work ok after that, sometimes will not.

I also noticed that using this version of the scanbuffbar does not "flash" the buff bar when scanned like previous versions did.  Not sure if this is intended or if maybe this is part of the problem above.

Other than that, seems to work great.
JaF

Non flashing is intended and it should never flash the buffbar again unless the bar is moved or covered by another gump.

Anyone else having this poison issue with C2 Healer.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: _C2_ on August 18, 2011, 01:41:26 PM
it only flashes when the buff bar changes or the container changes that is targeted.  i did notice that poison was flaky occasionally.  it isnt the pvp script as that just reads yes it is in buff bar or no it is not in buff bar and reacts.  is there a chance that it is due to an initial failure cure.  the pvp script should continue to cure until it goes away on the buff bar
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: JustAnotherFace on August 18, 2011, 05:37:58 PM
The problem I am seeing is that it does not initially try to cure unless you left click the buff bar.  Then it will chug cure, if you fail it will usually chug again. Sometimes after you cure and the next time you get poisoned it will not cure again until you click the buff bar.  Sometimes however, it will work properly after clicking the buffbar and curing the first time.

JaF
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 18, 2011, 05:46:44 PM
it only flashes when the buff bar changes or the container changes that is targeted.

It shouldnt flash just because a different containor is targettted... as it doesnt care/or at least it shouldnt what container has focus, it checks if the bar is in the same position via ocr....    If this does happen can you let me know more circumstances .. ie what direction the bar is facing what containor had focus.  

i did notice that poison was flaky occasionally.  it isnt the pvp script as that just reads yes it is in buff bar or no it is not in buff bar and reacts.  is there a chance that it is due to an initial failure cure.  the pvp script should continue to cure until it goes away on the buff bar

Is the buffbar not reporting the Poison ... or is the script not reacting to it i guess is the question.  Clicking on the bar shouldnt make any difference at all....  But could inthat the buffbar viarables get reset becuase the bar has focus so that makes me think its the buffbar code.    JAF what direction are you running the bar in seems like a bit of the detect functions are failing. (I'm guessing here but are you running the bar either left or up ?)

Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: JustAnotherFace on August 19, 2011, 10:30:24 AM
I am running the bar like _| . Long bar up with the icons on the left of the long bar and stacking from bottom to top.

JaF
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 19, 2011, 11:45:17 AM
I am running the bar like _| . Long bar up with the icons on the left of the long bar and stacking from bottom to top.

JaF

UP position i call that as icons are going up from the small blue button.

Can you test with the bar either in reverse DOWN facing or  RIGHT facing (small blue button on the left .. icons going from left-right) to see if you get the same issue ?
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: JustAnotherFace on August 19, 2011, 12:14:13 PM
I am running the bar like _| . Long bar up with the icons on the left of the long bar and stacking from bottom to top.

JaF

UP position i call that as icons are going up from the small blue button.

Can you test with the bar either in reverse DOWN facing or  RIGHT facing (small blue button on the left .. icons going from left-right) to see if you get the same issue ?


Just tested with the bar in Right facing positon.  Works every time without flaw. However Left facing position does not seem to work unless I left click the status bar. Up position does not seem to work unless I click the status bar. Down facing position works every time without flaw.

JaF
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 19, 2011, 02:48:23 PM
I am running the bar like _| . Long bar up with the icons on the left of the long bar and stacking from bottom to top.

JaF

UP position i call that as icons are going up from the small blue button.

Can you test with the bar either in reverse DOWN facing or  RIGHT facing (small blue button on the left .. icons going from left-right) to see if you get the same issue ?


Just tested with the bar in Right facing positon.  Works every time without flaw. However Left facing position does not seem to work unless I left click the status bar. Up position does not seem to work unless I click the status bar. Down facing position works every time without flaw.

JaF


Thanks JAF... its the auto detection pix scan routines on the LEFT/UP setup... im going to have to test this a bit more.... For now please use either Down or Right... until i get this fixed I rushed the last update out so i suspected it would error somewhere.... at least you not going insane on flashes.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 31, 2011, 08:59:00 AM
VERSION UPDATE  EUOX VERSION 28

- Fix for Down and Right bars should be correctly functioning even when the bar looses forcus.

- Known issue that i will work on: When toggerling the bar through all directions sometimes it gets stuck on Right (ie wont detect the turn to left)


NOTE: The Buffbar scanner will work in any direction in any location as long as its View-able.  Will work when the background is not black.. its just faster when background is black.


JAF can you test that the bar works for you in your preferred direction

Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: camotbik on September 15, 2011, 11:50:51 AM
WOW This works just amazing! AMAZING -- AMAZING -- JOB!
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 15, 2011, 12:13:12 PM
WOW This works just amazing! AMAZING -- AMAZING -- JOB!

thanks ... :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: JustAnotherFace on September 18, 2011, 05:24:56 AM
Sorry for the delay EN... Works like a charm now. No issues!!

Thank you for the hard work!

JaF
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 18, 2011, 06:20:24 AM
Sorry for the delay EN... Works like a charm now. No issues!!

Thank you for the hard work!

JaF

Cool... thanks for testing. :)
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: slyone on September 25, 2011, 01:37:29 PM
I'm going to start using this in a script.  Thanks for the awesome tool!
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 25, 2011, 01:54:00 PM
I'm going to start using this in a script.  Thanks for the awesome tool!

Your very welcome... if you like it please vote for it on EAsyuo. link --> http://www.easyuo.com/forum/viewtopic.php?p=247583#247583

I love feedback so any issues/problems you might encounter please feel free to ask.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 28, 2011, 09:26:44 AM
VERSION UPDATE  EUOX VERSION 28b  oEUO Version 4.6c Beta

Minor Maintaince update.
Re-categorized some icons.
Added couple missing icons.  69 total icons.

Help keep this script up to date... in the unlikely event you encounter a missing icon please post a note or pm me and i will update accordingly. Thank you for the continued usage and support.

Known issue that i will work on: When toggerling the bar through all directions sometimes it gets stuck on Right (ie wont detect the turn to left)


Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 29, 2011, 06:40:37 AM
VERSION UPDATE  EUOX VERSION 30b - Beta

Uploaded Beta Version 30b.  Dramatic change in the way the script works. Had this code in the works for a number of months now, its now ready for final end user testing.  Please download and give it a go, and report back yay or nay.  Left the old version incase of any issues.

Total icons = 69.







Help keep this script up to date... in the unlikely event you encounter a missing icon please post a note or pm me and i will update accordingly. Thank you for the continued usage and support.

Known issue that i will work on: When USER is rotating the bar through all directions sometimes it gets stuck on Right (ie wont detect the turn to left, clicking the bar rectifies this), when script rotates direction this doesn't happen.



Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: TrailMyx on September 29, 2011, 10:05:02 AM
I have the urge to run the SUO auto indent on it.  heheheh
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 29, 2011, 10:14:19 AM
I have the urge to run the SUO auto indent on it.  heheheh

LOL
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: TrailMyx on September 29, 2011, 10:16:39 AM
Have you done a speed analysis of this new version compared to your previous versions?
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 29, 2011, 03:09:54 PM
Have you done a speed analysis of this new version compared to your previous versions?

Yes.  Results are a fraction of prior scan times. No matter what icons your scanning or how many icons on the bar.  Their is no real comparison and i can make it even faster as this is still the bloated beta.
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on October 03, 2011, 10:55:56 AM
VERSION UPDATE  EUOX VERSION 35  

This Version, is an updated and improved version of 30b, resulting in ever faster scan times and stability. As always this version is 100% compatible with all your existing code and will work with zero speed differences where ever the bar is placed (black background not a requirement,, no difference) and of course will work in any direction.   You can even move it and rotate it with out interrupting scan-times/results. Their are no known issues with this version.

Depending on the speed or your machine/lag/etc... this version will scan your entire bar no matter how may icons averagely 4-7ms  (Max range probably 2-14ms)

This version - Total icons = 69.


Help keep this script up to date... in the unlikely event you encounter a missing icon please post a note or pm me and i will update accordingly. Thank you for the continued usage and support.  

If you have used this script, and havent done so already PLEASE VOTE ON EasyUO http://www.easyuo.com/forum/viewtopic.php?t=26234&highlight=
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on October 05, 2011, 07:41:28 PM
VERSION UPDATE  EUOX VERSION 35c  

Fix for a typo. For most users it would not have had any effect. If your one of those users you do not need to update.
Sorry about that last min changes are a killer  

ps V2 of my new/old method is currently in the works and looks set to run even faster.

~~~~~~~~~~~~~~~~~~~~~

These subs perform near identical speeds which ever way the bar is facing and no matter what background it is placed on (black background not a requirement). The speed difference from scanning on a black background is insignificant. Currently these subs will scan the entire bar no matter how many or how few icons, depending on the speed of your computer, lag etc.. anywhere from 2-14ms per scan Average of 4-7ms

This version - Total icons = 69.


Help keep this script up to date... in the unlikely event you encounter a missing icon please post a note or pm me and i will update accordingly. Thank you for the continued usage and support.  

If you have used this script, and havent done so already PLEASE VOTE ON EasyUO http://www.easyuo.com/forum/viewtopic.php?t=26234&highlight=

[/quote]
Title: Re: ENs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on October 07, 2011, 01:19:59 PM
VERSION UPDATE  EUOX VERSION 38  

Update Notes
Let me apologize about the frequent updates recently, I do try to keep the updates to a min, and this is not a compulsory update. This optional Update Contains:
- zero bug fixes  (thus the optional update status)
- Enhanced scanning speeds, Entire bar scan times are reduced to 1-4ms per scan, average 2ms.  (NOTE quoted speed is entire bar not per icon)

V38, will scan the entire buff/debuff bar at an average speed of 1-4ms, average 2ms.  It doesn't matter what background the bar is located on, or which way the bar is facing or how many icons are on the bar, that's right number of icons do not matter.  If you do a continuous scan loop It scans at approx 350-650+  scans per second depending on your computer speed/lag.  This is insanely beyond what is needed, but i can still make it make it faster ;) 


A Note On Comments
As always I welcome  all Constructive criticism, bug/error reports.  Your script is broken/does not work posts without any supporting  details are likely to be hidden/removed at my discretion, as these types of posts add no value to the thread or script improvement. 

At this time the script is 100% operational in all aspects that it is intended  for.  If anyone has a circumstance where this is not the case please post the what where when detail etc, and i will evaluate it.

This really goes without saying.. Have a good day.


Standard Blurb
These subs perform near identical speeds which ever way the bar is facing and no matter what background it is placed on (black background not a requirement). The speed difference from scanning on a black background is insignificant. Currently these subs will scan the entire bar no matter how many or how few icons, depending on the speed of your computer, lag etc.. anywhere from 1-4ms per scan

This version - Total icons = 69.

Help keep this script up to date... in the unlikely event you encounter a missing icon please post a note or pm me and i will update accordingly. Thank you for the continued usage and support.  

If you have used this script, and havent done so already PLEASE VOTE ON EasyUO http://www.easyuo.com/forum/viewtopic.php?t=26234&highlight=






Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: TrailMyx on April 18, 2012, 01:07:23 PM
Hey EN, when was your buffbar scanner approved on EUO?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 23, 2012, 01:20:58 PM
Hey EN, when was your buffbar scanner approved on EUO?

Don't remember exactly but some time ago in 2011
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on April 23, 2012, 02:54:42 PM
I started tinkering around with this in a small sub script to keep my character from being Necro'd to Death in Bedlam.. the script pretty much loops in 10 lines real fast... would this bog up your scanner by looping to fast? should I be putting in a delay when it scans... the reason I ask sometimes I'll notice that I'm hit with a specific spell and I haven't casted Remove Curse, it could be on my end.. I haven't done to much debugging to figure it out yet...
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 24, 2012, 06:15:47 AM
I started tinkering around with this in a small sub script to keep my character from being Necro'd to Death in Bedlam.. the script pretty much loops in 10 lines real fast... would this bog up your scanner by looping to fast? should I be putting in a delay when it scans... the reason I ask sometimes I'll notice that I'm hit with a specific spell and I haven't casted Remove Curse, it could be on my end.. I haven't done to much debugging to figure it out yet...

Speed should make no difference considering the buffbar works insanely fast itself.   Post up/pm me your code and ill see if i can spot the issue.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 17, 2012, 11:01:13 AM
Update in progress.... :)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: NObama on December 17, 2012, 11:04:56 AM
Does this get dorked up if you go into screen saver/screen sleep mode?

Eagerly waiting for an update!
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 17, 2012, 11:24:42 AM
Does this get dorked up if you go into screen saver/screen sleep mode?

Eagerly waiting for an update!

Well considering it works via OCR ... I would assume that screen saver would cause the ocr to fail and report no icons on the bar.. .. .. unless your in that specail setup in win7..  that said i have never tested it so maybe it works.

As to sleep mode... does anything run.. its sleep after all... uo not running either is it.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: UOMaddog on December 18, 2012, 08:59:17 AM
Anything we can do to help speed up the process of getting all the new icons identified?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 18, 2012, 10:21:20 AM
Anything we can do to help speed up the process of getting all the new icons identified?

These are the ones i havent tracked down yet. I'm presumeing alot of these are custom boss effects  .. if your willing to help me gather them I can give you the collection code.

  --EN.BuffBar.AddIcon('Chivalry', 'EnemyofOneDebuff', )
  --EN.BuffBar.AddIcon('PVP', 'FactionStatLoss', ) -- Debuff
  --EN.BuffBar.AddIcon('Misc', 'Honored', )
  --EN.BuffBar.AddIcon('Misc', 'Enchant', )
  --EN.BuffBar.AddIcon('Misc', 'Perfection', )
  --EN.BuffBar.AddIcon('Misc', 'Veterinary', )
 
  --EN.BuffBar.AddIcon('BOSS', 'MedusaStone', )
  --EN.BuffBar.AddIcon('BOSS', 'FandancerFanFire', )  -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'Rage', )  -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'Webbing', )  -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'DragonSlasherFear', ) -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'AureofNausea', ) -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'HowlofCacophony', ) -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'GazeDespare', ) -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'HiryuPhysicalResistance', ) -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'RuneBeetleCorruption', ) -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'BloodwormAnemia', ) -- Debuff
  --EN.BuffBar.AddIcon('BOSS', 'RotwormBloodDisease', ) -- Debuff
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 18, 2012, 11:43:04 AM
If anyone needs what i have now ... I will happily post up the current version....  or if there is no particular rush it can wait until i have every icon.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: TrailMyx on December 18, 2012, 11:59:13 AM
Is it possible for your code to flag an icon that it doesn't understand and possibly supply informative feedback for you to help the process of capturing all new ones?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: UOMaddog on December 18, 2012, 12:22:41 PM
Kind of along the lines of what TM said. Perhaps it could recognize ones that it doesn't know and just set _UnknownIcon_ flag to #true or something like that? That way in case of future updates, it can pass back ones it DOES recognize while you work out the new icons or changes to old icons.

Also, I'm more than happy to help. Just let me know what I need to do!
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 18, 2012, 02:40:39 PM
Yes it can do that already... but im gathering additional info... which is some extra code..  I'll post it up in the elite section.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 19, 2012, 07:48:56 PM
VERSION UPDATE  EUOX VERSION 39  

Update Notes
- Approx 50% of the new Icons added.  I will update again with more as i get time to collect them.
- Ultra fast enhanced scanning speed option for those that scan the bar 2-10x+ times a second, not needed for average user (see first post for details). Reduces the avarage full bar scan speed from approximately 1-4ms to 0-2ms. 


NOTE: LUA/OpenEUO version will be updated soon, if anyone needs it now please post and ill update it asap.





Thank you for your continued usage and support of this script and as always feedback is always welcome.

If you have used this script, and havent done so already PLEASE VOTE  (http://www.easyuo.com/forum/viewtopic.php?t=26234&highlight=)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: UOMaddog on December 21, 2012, 03:20:32 PM
EN - I just posted my Automator script that calls your script in my script library. One question I had was regarding Strength/Agility potions. I didn't see anything under the "Item" category regarding strength or agility potions but I later had a thought that it might be the same as the Strength and Agility ones from Magery. I just wanted to check with you before I put anything in the script.

So will (or do) those potions have their own icon or do they share with the magery ones that are already implemented?

Also, my script is not recognizing Consecrate Weapon when I scan, but I'm not sure if it's your scanner or a typo on my part. Hopefully someone else can test it or look over it because I've been staring at it too long and it's just running together in my head.

I appreciate the speed of your updates and like I mentioned earlier, I'm more than happy to help with anything you need in identifying new icons! Thanks again!
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 21, 2012, 06:26:02 PM
Maddog

Yes Pots use the magery icons, ill add a note to the first post about that thanks.

Consecrate weppon is working i just tested it and your spelling seems fine.. only thing i can think of is that some other event in your sub is getting triggered before it reaches the consecrateweapon section  and its returning without ever reaching it.

In fact in 99% certain its that as i just ran your script (nice script by the way) and consecrate weapon is working bueatifully.  But i only have that item selected and nothing else... maybe you need to remove the returns from that sub, except the last one.


Appreaciate the offer of help and i will get you a copy as soon as i can that will record all the info i need to update more icons.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: UOMaddog on December 21, 2012, 06:53:56 PM
Thanks! I'm always happy to help!

My issue was not that it wasn't casting Consecrate Wep, it's that it was spamming it, so my thought was that it wasn't detecting it properly. I'll try it again with a different character to see what happens. Also, I'll add in the Strength/Agility stuff and update the script. I appreciate your help and feedback on it! Thanks again for a great script!
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 21, 2012, 07:08:20 PM
Thanks! I'm always happy to help!

My issue was not that it wasn't casting Consecrate Wep, it's that it was spamming it, so my thought was that it wasn't detecting it properly. I'll try it again with a different character to see what happens. Also, I'll add in the Strength/Agility stuff and update the script. I appreciate your help and feedback on it! Thanks again for a great script!

Umm strange let me know what you figure out its probably some annoying logic error...
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 23, 2012, 11:37:05 AM
VERSION UPDATE  EUOX VERSION 39b  

Update Notes
- 3 more icons added - Veterinary, Honored, Perfection

Also Checkout this great new little script that utilizes some of the new bufficons Maddog's Automator  On SCriptuo.com (http://www.scriptuo.com/index.php?topic=10693.msg89871)


Thank you for your continued usage and support of this script and as always feedback is always welcome.

If you have used this script, and havent done so already PLEASE VOTE  (http://www.easyuo.com/forum/viewtopic.php?t=26234&highlight=)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on February 20, 2013, 05:26:31 PM
I'm not Sure if this is a ScanBar Issue, or Maddogs AutoMatter script issue...

I have Protection up, Vampiric Embrace, And Poison Immunity, Madddogs script Spams Consecrate Weapon, and Enemy of One....

but if I remove Vampiric Embrace, the Script works fine....

I don't know if the image for vampiric Embrace changed, or Poison Immunity has changed.. but somethings not working right.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: UOMaddog on February 20, 2013, 06:30:33 PM
I believe it's my script. I have a newer version nearly ready to upload. I will update it this coming week. I believe it may have to do with not recognizing certain (de)buffs combined with some bad logic somewhere. If anyone else is having issues with a script that uses this, let me know so I don't beat my head against a wall!

Thanks!
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on February 21, 2013, 04:37:29 PM
Oh, well at least I know its not me.. I was going crazy trying to figure out why my script or MaddDogs Script wasn't work... I can't wait for the update to start playing around with this again.

I've been doing tons of Medusa's and I'd like to get a script working to do all the work for me :)

I have 27 sets of eggs I need to do this weekend :P
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on March 09, 2013, 07:05:17 PM
I've been doing a little bit of testing

it seems if I have Vamp form up, and Protection at the same time the script will spam over and over, concencrate weapon, it doesn't update the 4th icon for some reason.

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: _C2_ on March 09, 2013, 08:24:29 PM
Occasionally they update a graphic on the buff bar.  About a year and a half ago they changed the curse icon and endless had to change it.  You are at least getting it to notice the icon but in different locations.  Did the bar itself get changed at all. 
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on March 09, 2013, 08:33:30 PM
not really sure, I've never really payed attention to the buffbar before.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 10, 2013, 07:00:14 AM
I've been doing a little bit of testing

it seems if I have Vamp form up, and Protection at the same time the script will spam over and over, concencrate weapon, it doesn't update the 4th icon for some reason.



It probably is due to a missing icon .. thier is a bunch i need to add and havent had the time recently.

So what are the 4 icons on your bar when you have this issue,.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on March 10, 2013, 12:15:16 PM
this is hard to explain...
Normally I run Vamp Form and Protection up
thats Vampiric Embrace, Poison Immunity,  and Protection.
if I put up Concencrate Weapon, then EEO, EEO will Spam over and over.
or if EEO is up, then Concencrate weapon will spam over and over..

I'm starting to wounder if my Monitor Resolution has anything to do with this?
my screen is stretched out a little bit...
what Resolution is this programed for?

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 10, 2013, 01:59:06 PM
does it happen when running an older version
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on March 10, 2013, 02:46:44 PM
I only have the current version....
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 10, 2013, 04:14:18 PM
Well to be absolutely honest its probably going to be about 3 weeks before i can look into this.  Just no time at present... taxes, life, work, etc...

If anyone has an older version go ahead and post it up for kham to give it a go.  I dont have access to my files on the machine im using right now.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on March 10, 2013, 07:50:48 PM
As per  Endless Night request,  kham  give this one a good.  hope that work for you.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Crome969 on March 11, 2013, 06:38:27 AM
i want to test if i can print out the Gumps with Stealth as bmp. So you could use it maybe:)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 11, 2013, 12:03:41 PM
i want to test if i can print out the Gumps with Stealth as bmp. So you could use it maybe:)

I have all the gump bitmaps on my machine at present .. just dont have the time to compile the data right now.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 11, 2013, 05:19:43 PM
this is hard to explain...
Normally I run Vamp Form and Protection up
thats Vampiric Embrace, Poison Immunity,  and Protection.
if I put up Concencrate Weapon, then EEO, EEO will Spam over and over.
or if EEO is up, then Concencrate weapon will spam over and over..

I'm starting to wounder if my Monitor Resolution has anything to do with this?
my screen is stretched out a little bit...
what Resolution is this programed for?

What script is this running in .. so i can test it.. as i just did a quick test and it detects both eeo and concentrate fine
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on March 13, 2013, 12:51:39 PM
I wrote my own snippet, but it acts up while I use Madd dogs Automater...
EEO and Consencrate checked... with Protection, and Vamp form on.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: UOMaddog on March 13, 2013, 01:43:52 PM
That's an issue with my script. I haven't had time to update to a newer version thanks to work being ridiculous!
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on March 13, 2013, 04:47:06 PM
would my screen resolution be effecting this at all?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 14, 2013, 04:09:24 AM
would my screen resolution be effecting this at all?

no it shouldnt be.   Pm me you snippet and the skill list i need and ill give it a go on test center.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: UoLugnutz on April 09, 2013, 01:13:25 PM
Having some spare time lately looking at updating a few scripts to use your buff bar scanner. Below is the sub that is having some issues.


Code: [Select]
];================================================
Sub Check_Buff_Bar
   Call ScanBuffBar
  If ( #Mana >= 20 ) && ( _EnemyOfOne_ Notin %BuffBarIconNames ) && ( _Paralyze_ Notin %BuffBarIconNames ) && ( %Cast_Wait_Timer <= #sCnt2 )
  {
    Event Macro 15 206 ; cast Enemy of One
    Set %Cast_Wait_Timer #sCnt2 + 25
  }
  If ( #Mana >= 10 ) && ( _ConsecrateWeapon_ Notin %BuffBarIconNames ) && ( _Paralyze_ Notin %BuffBarIconNames ) && ( %Cast_Wait_Timer <= #sCnt2 )
  {
    Event Macro 15 203 ; cast Consecrate Weapon
    Set %Cast_Wait_Timer #sCnt2 + 25
  }
  Event Sysmessage  %BuffBarIconNames
Return
;===============================================

Its a basic sub to check for EoO and Consecrate Weapon and works most of the time but some times it spams casting both as if it is not seen in the buffbar. I have read this problem in other posts also. Ive added an Event Sysmessage and have determined why the failure happens. When everything works i have three icons listed in the buffbar. Protection/EoO/CW in the first three icon slots. But every once and a while the location of the icons for EoO and CW will change. For example I would have Protection/EoO/blank icon spot/CW in the buffbar. The third slot were CW was would be blank and CW icon now moved to the fourth slot thus spamming EoO and would not show in the Event Sysmessage %BuffBarIconNames until it returned back to the third spot. Does this make sense?! It seems my script or UO is causing the location of the icons to some times change which i never seen before.
Any help would be appreciated or can send pics of the buffbar if needed!
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 10, 2013, 01:05:53 PM
sure you can post a few pics.. once this tax season is over i should get a bit more time.. right now im buried in paper.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on April 10, 2013, 04:43:15 PM
Having some spare time lately looking at updating a few scripts to use your buff bar scanner. Below is the sub that is having some issues.


Code: [Select]
];================================================
Sub Check_Buff_Bar
   Call ScanBuffBar
  If ( #Mana >= 20 ) && ( _EnemyOfOne_ Notin %BuffBarIconNames ) && ( _Paralyze_ Notin %BuffBarIconNames ) && ( %Cast_Wait_Timer <= #sCnt2 )
  {
    Event Macro 15 206 ; cast Enemy of One
    Set %Cast_Wait_Timer #sCnt2 + 25
  }
  If ( #Mana >= 10 ) && ( _ConsecrateWeapon_ Notin %BuffBarIconNames ) && ( _Paralyze_ Notin %BuffBarIconNames ) && ( %Cast_Wait_Timer <= #sCnt2 )
  {
    Event Macro 15 203 ; cast Consecrate Weapon
    Set %Cast_Wait_Timer #sCnt2 + 25
  }
  Event Sysmessage  %BuffBarIconNames
Return
;===============================================

Its a basic sub to check for EoO and Consecrate Weapon and works most of the time but some times it spams casting both as if it is not seen in the buffbar. I have read this problem in other posts also. Ive added an Event Sysmessage and have determined why the failure happens. When everything works i have three icons listed in the buffbar. Protection/EoO/CW in the first three icon slots. But every once and a while the location of the icons for EoO and CW will change. For example I would have Protection/EoO/blank icon spot/CW in the buffbar. The third slot were CW was would be blank and CW icon now moved to the fourth slot thus spamming EoO and would not show in the Event Sysmessage %BuffBarIconNames until it returned back to the third spot. Does this make sense?! It seems my script or UO is causing the location of the icons to some times change which i never seen before.
Any help would be appreciated or can send pics of the buffbar if needed!


that is exactly the same issue I had, once the spells hit the 4 icon and up, it was spamming spells.. no matter what icon pushed concrete or EOO to the 4th position.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Grandewd on March 24, 2014, 03:33:19 PM
I was saddened when I discovered the Special Move "Enchant" was not in the list. So I looked for "Moving Shot" and it's not there either... Are none of the weapon specials covered?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 26, 2014, 12:00:33 PM
I was saddened when I discovered the Special Move "Enchant" was not in the list. So I looked for "Moving Shot" and it's not there either... Are none of the weapon specials covered?

Have there been additions to the buffbar ???   Have the weapons specials now been added to the buff-bar  ???     If yes then yes this buff-bar reading script can support them .. if no well you will have to use pixel scanning a is documented elsewhere on this site.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Khameleon on December 07, 2014, 05:17:45 AM
I was watching a youtube video, and this guy was on the EC client, and I noticed numbers down by his status bar, now I don't know if this is an add-on or not... but this would be a cool addition if we could simulate this..

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on December 29, 2014, 09:35:32 PM
I was watching a youtube video, and this guy was on the EC client, and I noticed numbers down by his status bar, now I don't know if this is an add-on or not... but this would be a cool addition if we could simulate this..


Umm I definitely could be estimated.   Its an interesting idea.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: NObama on February 14, 2015, 04:03:40 AM
Has anyone using Vista successfully made the buffbar scanner work?  Won't see to call no matter what filepath I have the sub in...

Nothing cosmic here:
gosub Check_Buff_Bar

Sub Check_Buff_Bar
   Call ScanBuffBar
  If ( #Mana >= 20 ) && ( _EnemyOfOne_ Notin %BuffBarIconNames ) && ( _Paralyze_ Notin %BuffBarIconNames ) && ( %Cast_Wait_Timer <= #sCnt2 )
  {
    Event Macro 15 206 ; cast Enemy of One
    Set %Cast_Wait_Timer #sCnt2 + 25
  }
return
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on April 09, 2015, 09:28:43 AM
Has anyone using Vista successfully made the buffbar scanner work?  Won't see to call no matter what filepath I have the sub in...

Nothing cosmic here:
gosub Check_Buff_Bar

Sub Check_Buff_Bar
   Call ScanBuffBar
  If ( #Mana >= 20 ) && ( _EnemyOfOne_ Notin %BuffBarIconNames ) && ( _Paralyze_ Notin %BuffBarIconNames ) && ( %Cast_Wait_Timer <= #sCnt2 )
  {
    Event Macro 15 206 ; cast Enemy of One
    Set %Cast_Wait_Timer #sCnt2 + 25
  }
return


Umm...  Nobama did you figure this out ?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: JoO on June 22, 2015, 07:26:37 PM
Any chance to get the "City Trade Deal" buff added? I activated it on my sampire tonight and it broke all the scripts that relied on the buffbar scanner.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Ultimafreak77 on June 23, 2015, 12:35:04 PM
I have been needing a script like this. I am going to download it and see how it works.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 13, 2015, 04:57:05 AM
Any chance to get the "City Trade Deal" buff added? I activated it on my sampire tonight and it broke all the scripts that relied on the buffbar scanner.

I havent played in a while I might your help getting this icon, what exactly is it ....
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Crisis on July 13, 2015, 06:03:58 AM
Any chance to get the "City Trade Deal" buff added? I activated it on my sampire tonight and it broke all the scripts that relied on the buffbar scanner.

I havent played in a while I might your help getting this icon, what exactly is it ....

Scroll down to the city buffs and you will see the buff icon, it is small but might help. http://uo2.stratics.com/essays-and-guides/in-game-systems/britannia-loyalty-councils/
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 13, 2015, 10:02:07 AM
Any chance to get the "City Trade Deal" buff added? I activated it on my sampire tonight and it broke all the scripts that relied on the buffbar scanner.

I havent played in a while I might your help getting this icon, what exactly is it ....

Scroll down to the city buffs and you will see the buff icon, it is small but might help. http://uo2.stratics.com/essays-and-guides/in-game-systems/britannia-loyalty-councils/

Nice thanks...
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 26, 2015, 11:49:34 AM
Any chance to get the "City Trade Deal" buff added? I activated it on my sampire tonight and it broke all the scripts that relied on the buffbar scanner.

I havent played in a while I might your help getting this icon, what exactly is it ....

Scroll down to the city buffs and you will see the buff icon, it is small but might help. http://uo2.stratics.com/essays-and-guides/in-game-systems/britannia-loyalty-councils/

Nice thanks...

would you be up for capturing the buff data for me ?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on July 26, 2015, 02:30:09 PM
I would love to help capturing the data.  not just sure were to look to get those number.   Going to need some help
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 26, 2015, 06:48:53 PM
I would love to help capturing the data.  not just sure were to look to get those number.   Going to need some help

ghost .. I just uploaded a new version .. download it and then when you have one of the missing icons on your bar run the below code... and tell me the numbers displayed at the end of the title bar  (should be the missing icon numbers)

Code: [Select]
 Call ScanBuffBar  ; Presumes file is in same location as euo
  setuotitle %BuffBarCalls - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames - %BuffBarDebug


Some of the missing buffs are
CityTrade
fallingwalls
howl_of_cacophony
fandancer_fan_fire
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on July 26, 2015, 07:08:12 PM
Thx.  Trying v40b right now and will try to get some number.

EoE still not working properly on my sammy with this version 40b.   EoE is the third icons.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 27, 2015, 03:50:43 AM
Thx.  Trying v40b right now and will try to get some number.

EoE still not working properly on my sammy with this version 40b.   EoE is the third icons.

It doesn't matter what position the icon is in .... What is EOE ??    
What are the number codes.... held in %BuffBarDebug


To get me missing icon codes,  Move buffbar over black section, get icon on the bar:   run below
Code: [Select]
Call ScanBuffBar  ; Presumes file is in same location as euo
 display ok  Give EN: %BuffBarDebug
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 29, 2015, 01:40:18 PM
VERSION 40b

This version contains approx 20 more icons than prior version. I apologize I thought I had uploaded this version well over a year ago but apparently didn't. More icons coming soon.....

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: bugz89 on September 20, 2015, 12:40:29 PM
This is great work, very impressed.

I am having trouble getting it to work for me though, I've just been messing around a bit with it tonight. My problem is the first appearance of and icon goes smoothly but when it appears again it returns the icon name as N/A. Have I made an obvious error?

All the script was doing was applying a bandage if hits < maxhits and healing wasn't in buff bar icon names. Which works the first time but not the second.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 21, 2015, 05:13:45 AM
I will get back to you shortly ... I have a new version I haven't released yet that will probably fixed that issue.

Unfortunately I seem to have my EUO and UO out of sync... might have patched too far...
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 27, 2015, 03:12:36 PM
OK up and running again... fixed one broken script today .. now to look at this one.... and see whats going on .. are thier new buffs with all these recent patches....

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on September 27, 2015, 04:12:30 PM
OK up and running again... fixed one broken script today .. now to look at this one.... and see whats going on .. are thier new buffs with all these recent patches....

Err dont you hate  it when you make a bunch of code changes and then get side tracked for a month or so go back and you cannot figure out what the hell you were doing before...  thats were I am with this update...
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: bugz89 on September 28, 2015, 10:56:02 AM
Hahaha yes I know how that feels! I'm still getting emails of google saying some of my google scripts haven't completed because of changes they made months ago which I started to fix and now can't for the life of me find where I was. At least you're up and running again though. There probably is some new buffs but I haven't patched yet or had a mess around on the test centre so I'm not sure. I'd imagine some of the skill masteries will have a buff/debuff icon but maybe not?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on October 18, 2015, 10:44:08 AM
Ok finally working on this script... is/was alot to do .. so far have gathered about 20 adiditonal icons... still some more to go...

Any volunteers out trier to help me get the definitions from some of the champ spawns.... ??     (its easy just run a script and it will capture any new icons).

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: addicted on October 18, 2015, 08:16:16 PM
I can, what are the monsters that need to be check?
the turtle spawn, shadowguard roof anything else?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on October 19, 2015, 04:47:38 AM
I can, what are the monsters that need to be check?
the turtle spawn, shadowguard roof anything else?

Yes please check those in addition....

I have collected all but one of the new mastery buff/debuffs  taken ages...   but  I still help with  14 icons,   1 faction and 13 special creature attacks.   These are all from and old patch.   Of this 2 are urgent, the other 12 is just needed information.

The two totally missing  from my definitions are:  
http://www.uoguide.com/Howl_Of_Cacophony
Falling Walls   (cannot rember what that is from)


The 12 need additional information collected are
All from:  http://uo.com/2012/12/05/publish-80-0-comes-to-tc1/

PVP                  FactionStatLoss

SpecialAttack     RageDebuff
SpecialAttack     MedusaStone
SpecialAttack     AureofNausea
SpecialAttack     WebDebuff
SpecialAttack     CorruptionDebuff
SpecialAttack     DiseaseDebuff
SpecialAttack     FearDebuff              http://www.uoguide.com/Fear
SpecialAttack     FireDebuff              http://www.uoguide.com/Fan_Dancer_Fire
SpecialAttack     GazeOfDespair
SpecialAttack     HiryuDebuff
SpecialAttack     AnemiaDebuff


Any help with this I would be appreciated .. I just don't do enough game play/combat to ever get around to collecting the additional information I really need on these... I will be publishing a new version shortly that will have a method for collecting the information  and some other new exciting improvements.



Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: addicted on October 19, 2015, 05:20:22 AM
...
The two totally missing  from my definitions are:  
http://www.uoguide.com/Howl_Of_Cacophony
Falling Walls   (cannot rember what that is from)
...

1) Monstrous Interred Grizzle area effect spell
2) The stone ruins inside Navrey's lair (not sure)

Quote
... I will be publishing a new version shortly that will have a method for collecting the information...

ok :)

 

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on October 19, 2015, 05:44:18 AM
cool.


Any idea what weapons give the WeaponWard  buff.       I only ever did a partial information collection on this icon and for the life of me I cannot remember or figure out how you get the buff ?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: addicted on October 19, 2015, 06:11:56 AM
i think it's from the runed sash of warding (Weapon Damage Ward version)

icon tip:
Protective ward
Type: Weapon Damage Ward
Time Left: 10 seconds

http://www.uoguide.com/Runed_Sash_of_Warding (http://www.uoguide.com/Runed_Sash_of_Warding)

not sure but it's the only "weapon ward" in my mind right now.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on October 23, 2015, 11:23:10 AM
i think it's from the runed sash of warding (Weapon Damage Ward version)

icon tip:
Protective ward
Type: Weapon Damage Ward
Time Left: 10 seconds

http://www.uoguide.com/Runed_Sash_of_Warding (http://www.uoguide.com/Runed_Sash_of_Warding)

not sure but it's the only "weapon ward" in my mind right now.

Unfortunately that is not it.   I wish i could remember.    Sorry on the delay .. got side tracked with real life hopeing to get a new version up soon.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: JoO on July 03, 2016, 08:54:11 PM
was writing a script to control a second client was planning on using buff bar icons to monitor the condition of the slave client. I am having an issue though. Take this simplified version of a healing script.

Code: [Select]
top:
if #hits < 90
{
call scanbuffbar
if _Healing_ in %BuffBarIconNames
{
msg healing$
wait 10
goto top
}
event macro 58
wait 20
}
goto top
It will run fine on the first pass but if I damage myself again it seems to not detect the healing icon any longer. It will simply try to bandage me over and over. What am I doing wrong here? I feel like monitoring bandage status via buffbar is by far the most reliable method I just seem to be hung up on this.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on August 15, 2016, 02:19:34 PM
EN, 

quick question,   is this suppose to be working. or do I need to seperate them.
Code: [Select]
set %RevCur _CurseBloodOath_ in %BuffBarIconNames || _Strangle_ in %BuffBarIconNames
    if ( %removecurse = #true ) && ( %RevCur = #false ) &&  ( #mana > 20 ) && ( %timer_removecurse < #scnt )
       gosub removecurse
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 22, 2016, 02:25:40 PM
Beta Version 41

Quiet alot of core changes to code.  Very Fast now .. average scan with 3 icons on bar lessthan 1ms,  average scan never goes above a few ms not matter number of icons on rapid repeat scans. (In right and down facing bars.. have to find a slight error for left and up bars causing slow down)

2 files needed.  One that contains subs and data other rapid scanning.

You have 2 choices now ..  call Scanbuffbar as normal, or  cut the code out of scanbuffbar.txt and wrap the first code block in sub scanbuffbar  return  (remove exit)  and place inside your files. This is a short code block.

All icons except 2 will be detected...  missing icons are  Howl_Of_Cacophony and fallingwalls.   Sorry for slow update been meaning to post this for an embarrassingly long time. More exciting features are in the works

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 22, 2016, 02:58:17 PM
opps small error in beta in prior post please redownload subs file..
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on August 22, 2016, 04:53:30 PM
Will had to test this ASAP.

Wonder if EoE will work on Lame3.0 now

Thx

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 22, 2016, 05:17:42 PM
Will had to test this ASAP.
Wonder if EoE will work on Lame3.0 now
Thx

i should let know if it doesnt
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: bendel on August 22, 2016, 08:18:23 PM
Will had to test this ASAP.
Wonder if EoE will work on Lame3.0 now
Thx

i should let know if it doesnt


After 2 YEARS of waiting, it Works !    Thanks much for updates =)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 23, 2016, 05:31:10 AM
Will had to test this ASAP.
Wonder if EoE will work on Lame3.0 now
Thx

i should let know if it doesnt


After 2 YEARS of waiting, it Works !    Thanks much for updates =)

opps has it really been that long... that is slightly embarrassing...   
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on August 23, 2016, 05:35:17 AM
It ok, you had provided support,  it all good.   It like a good beer, good think take time to perfect :)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: bendel on August 23, 2016, 07:30:00 AM
Worth the wait =)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 23, 2016, 08:13:20 AM
how is v41 running....
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: valen2.0 on August 24, 2016, 08:18:35 PM
Will had to test this ASAP.
Wonder if EoE will work on Lame3.0 now
Thx

i should let know if it doesnt



Hmm mine doesn't work. all my files are in a folder on the c drive easyuo. does anyone know if this could be because i have windows 10?


After 2 YEARS of waiting, it Works !    Thanks much for updates =)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 25, 2016, 06:07:52 AM
Small bug in Beta V41,  Returns first icon in %BuffBarIconNames  without leading _  ,   Will include fix in next release.. but you can fix yourself  edit line 40 of  scanbuffbar.txt   change  "set %BuffBarIconNames"   to  "set %BuffBarIconNames _"



Example CurseWeapon Code below.

Code: [Select]
repeat
   call scanbuffbar
   if  _CurseWeapon_ notin %BuffBarIconNames
       {
        event macro 15 104
        ; below waits are to give time for spell to finish casting and buff to load so dont repeat try to caste.
        wait 5
        While #charstatus = A    ; casting spell
          wait 1
        wait 2 ; time needed for buff to be added
       }
until #charghost =yes
Halt
    
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 25, 2016, 08:13:35 AM
6 new  Eodon Potion buffs will be included in next release...   are their any other new buffs from Eodon or in the past 2 years ?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Jean on August 27, 2016, 08:13:38 AM
Hello EN i love your scripts!

I dont know if its only me but when i hit any key in my keyboard the buff bar closes and script call it again, and when this happen the script assumes that the spells are gone and cast again. Anyone else having this problem?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on August 27, 2016, 09:26:21 AM
Ensure your targeting system is turn ON.  UO have a build in macro that you can assign
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on August 28, 2016, 06:17:48 AM
Hello EN i love your scripts!

I dont know if its only me but when i hit any key in my keyboard the buff bar closes and script call it again, and when this happen the script assumes that the spells are gone and cast again. Anyone else having this problem?

See V41 - beta 2 below.   - Also included the 6 Eodon Potion Buffs.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on August 31, 2016, 07:13:22 PM
EN, 

quick question,   is this suppose to be working. or do I need to seperate them.
Code: [Select]
set %RevCur _CurseBloodOath_ in %BuffBarIconNames || _Strangle_ in %BuffBarIconNames
    if ( %removecurse = #true ) && ( %RevCur = #false ) &&  ( #mana > 20 ) && ( %timer_removecurse < #scnt )
       gosub removecurse

Took a bit of testing but I answer my own question.   You need the bracket
Code: [Select]
set %RevCur ( _CurseBloodOath_ in %BuffBarIconNames || _Strangle_ in %BuffBarIconNames )
    if ( %removecurse = #true ) && ( %RevCur = #false ) &&  ( #mana > 20 ) && ( %timer_removecurse < #scnt2 )
       gosub removecurse
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: valen2.0 on February 24, 2017, 01:43:10 PM
Hey EN,

Did you ever update the new mastery for swords,mace,fencing icon?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on February 25, 2017, 08:35:11 AM
I would love to help capturing the data.  not just sure were to look to get those number.   Going to need some help


Code: [Select]
  Call ScanBuffBar  ; Presumes file is in same location as euo
  setuotitle %BuffBarCalls - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames - %BuffBarDebug



Been over 90 min, and still running number.    3386xxx  how long does it normal take to find one.  I do have 3 icons BTW.   Do I need to only have one  to fine the right one.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on February 25, 2017, 10:07:03 AM
Should find the new one instantly.   But yes best to just have one new one.. and make sure bar is over black space.

Sorry been absent so long will try and look at this monday if you dont solve by then.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: valen2.0 on February 25, 2017, 11:19:34 AM
 I cant wait. I have been just switching to a different primer when using the buff bar scanner lol
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on February 25, 2017, 11:28:18 AM
I'm doing something wrong, that for sure.

This is were I have it and still nothing.   So plx when time permit can you shade some light on how to do this. 

This is the only two line of code I'm running, in the window.   
Code: [Select]
Call ScanBuffBar  ; Presumes file is in same location as euo
  setuotitle %BuffBarCalls - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames - %BuffBarDebug



I tested with a know icon and it only pick up the name but no number, still -N/A
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: valen2.0 on February 25, 2017, 12:19:38 PM
Id try to help if I could ghost, but I would like EN to shed some light on how to find new icons so I can help with new icons because I use his buffbar scanner so much
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on February 27, 2017, 11:18:20 AM
VERSION 42

-  New icons   Eoodon potions,  masteries and others.
-  Much faster than prior versions.

NOTE:  you must download and save in same place both  scanbuffbar.txt and scanbuffbar-subs.txt.

Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on February 27, 2017, 11:22:28 AM
How to get the code for an unrecognized Icon

(1)  Edit.  scanbuffbar.text
(2)  uncomment lines 52 and 53    (ver 42)
        change
         ;   If ! . !debug = N/A
         ;     set %BuffBarDebug !debug
        to  (remove ; )
         If ! . !debug = N/A
             set %BuffBarDebug !debug
(3)  Save the file.    SAVE THE FILE
(4)  Run test code below,  script will stop when new icon found
Code: HTML5
  1. repeat
  2.   Call ScanBuffBar  ; Presumes file is in same location as euo
  3.   setuotitle %BuffBarCalls - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound - %BuffBarIconNames - %BuffBarDebug
  4. until  %BuffBarDebug <> N/A
  5. halt
(5)  Note down the new icon codes   x1_x2
(5)  Open scanbuffbar-subs.txt
(6)  find sub BuffBarInitialize
(7)  scroll to end of sub,  after the last  gosub AddIcon   line  copy  it and past it.   
(8 )  Edit the copied line name the icon and add the new codes  (add the codes in reverse order  x2 x1)   IMPORTANT
(9)  save the file
(10)  Rerun the test - if done correctly the new icon name should be listed.
(12)  POST THE NEW CODE HERE and send  EN  (me) a pm.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: cybercasper on May 12, 2017, 08:56:39 PM
hey there en was wondering is this able to be ran independently or does it have to be ran in a script. everytime i try and run it all it does is takes my buff bar and makes it do circles all over my page. i am just wanting to know when im blood oathed so i can tab out. 
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on May 19, 2017, 12:16:31 PM
hey there en was wondering is this able to be ran independently or does it have to be ran in a script. everytime i try and run it all it does is takes my buff bar and makes it do circles all over my page. i am just wanting to know when im blood oathed so i can tab out.

Read post one .. tells you how it works...   thier is also a little bit of code in post 1 that tells you how to work with bloodoath.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: cybercasper on May 19, 2017, 02:18:36 PM
EN i read that but i was using lame 3.0 and it supposably has a built in one from reading the script. i put all the files along with euo.exe in the same folder but nothing is happening. maybe i will set it up to the way you have it in the first post and see how that works.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on May 19, 2017, 02:30:43 PM
Those 3 file have to be inside the same folder , scanbuffbar,ScanBuffBar-Subs and EASYUO.     Lame can be on a separated folder.  I tested with rebirth folder :)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: cybercasper on May 19, 2017, 02:32:05 PM
i did put those all in the same folder but it isnt working :(
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 29, 2017, 06:30:46 AM
EN i read that but i was using lame 3.0 and it supposably has a built in one from reading the script. i put all the files along with euo.exe in the same folder but nothing is happening. maybe i will set it up to the way you have it in the first post and see how that works.

I very much doubt Lame 3  has my buffbar subs built in.   This latest version should work same as older versions,  But I have never personally myself used lame 3 can  anyone else chime in on this ?
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on July 29, 2017, 07:22:17 AM
The program Easy uo and EN buff script have to be in the same folder.  It is preferable that Lame be in the same folder as well but not mandatory.   

The issue is not with EN Scan bar but within LAME.   Some adjustment need to be done to  LAME on the timing side.   Look at what we did in Valen build   http://www.scriptuo.com/index.php?topic=14238.0
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on July 30, 2017, 06:45:12 AM
Valen Build ??   Can you post the link again that one didnt goto a particular script thread.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on July 31, 2017, 05:57:16 PM
Look like I miss copy the link, my bad   I update the link on top.  http://www.scriptuo.com/index.php?topic=14238.0

The build tstilll in the submit your script
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: pixijayne on September 29, 2017, 06:46:52 PM
At the risk of sounding simple ....

I also have the buff bar and icons spinning crazy ...

I have all 3 items/files in the same dir - euo.exe - scanbuffbar.txt -  ScanBuffBar-Subs.txt

I have read most this 18page thread ... and now I give up and ask for help, cause Im truly stuck.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on October 09, 2017, 05:31:05 AM
At the risk of sounding simple ....

I also have the buff bar and icons spinning crazy ...

I have all 3 items/files in the same dir - euo.exe - scanbuffbar.txt -  ScanBuffBar-Subs.txt

I have read most this 18page thread ... and now I give up and ask for help, cause Im truly stuck.

Can you describe the problem you are having... I am unsure of what you mean by  icons spinning crazy.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: TrailMyx on October 09, 2017, 05:39:17 AM

Can you describe the problem you are having... I am unsure of what you mean by  icons spinning crazy.



I know you hate to be spammed, but I couldn't resist.  :)
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on November 16, 2019, 05:32:35 AM
At the risk of sounding simple ....
I also have the buff bar and icons spinning crazy ...
I have all 3 items/files in the same dir - euo.exe - scanbuffbar.txt -  ScanBuffBar-Subs.txt
I have read most this 18page thread ... and now I give up and ask for help, cause Im truly stuck.


Remember folks this is a helper script,  you call it from within your existing script ..  YOU DO NOT , I repeat YOU DO NOT,  run this script directly.  You don't even need to open it,  just save it in the same directory as euox.exe and forget about it.   Then in your script you call scanbuffbar.txt  and it sets %BuffBarIconNames  with a list of the icons on the buffbar that is it.

in your script do...
Code: [Select]
call scanbuffbar.txt
display ok these are the %Buffbariconsfound icons that are on the buffbar: %Buffbariconnames


DO NOT OPEN ScanBuffBar.txt or  ScanBuffBar-Subs.txt IN EUOX and RUN IT.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on February 11, 2020, 11:10:53 AM
VERSION 43

-  Fix for issue with Multi-client usages.  (UOXL SWAP)

NOTE:  you must download and save in same place both  scanbuffbar.txt and scanbuffbar-subs.txt.

This thing works at blistering speeds even in multi-client scenarios,   Just tested it with 3 clients open switching between each client and then reading buffbar.  It read each buffbars at an average speed of 2ms, no matter number of icons on each bar.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on February 13, 2020, 09:19:00 AM
Simple Test script to read and display icons.

Code: [Select]
; test buffbar script x300000
for !pp 1 300000
  {
   call ScanBuffBar
    setuotitle %BuffBarCalls : %BuffBar2ndScan : %BuffBarSubsCalls - BAR: %BuffbarDirection - Icons: %BuffBarIconsFound : %BuffBarIconsCount - %BuffBarIconNames
    }
halt
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: The Ghost on February 21, 2020, 09:42:37 PM
Here the  new icon
gosub AddICon   SpecialAttack         #false  Howl_Of_Cacophony.gif              4881333 12447727  HowlOfCacophony

I tested tonight and it detect the icon.  Enjoy
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on February 26, 2020, 02:12:15 PM
Here the  new icon
gosub AddICon   SpecialAttack         #false  Howl_Of_Cacophony.gif              4881333 12447727  HowlOfCacophony

I tested tonight and it detect the icon.  Enjoy

nice.
Title: Re: ENs - Subs - Buff/Debuff Bar Subs. (oEUO & EUO)
Post by: Endless Night on March 02, 2020, 02:15:15 PM
VERSION 45

-  New icon definition for HowlOfCacophony  Credits: The Ghost.

- Fix to make the buffbar scan speed ultafast 1-4ms work for RIGHT and UP Facing bars,  previously due to a typo is was only working ultra fast in LEFT and DOWN facing bars.

No matter which direction the bar is in UP DOWN LEFT RIGHT and no matter what background bar is placed on and no matter how many icons are present on the bar, or how many clients you have open the average scan speed is 1-4ms.   (Note: I recommend placing the buffbar where it is least likely to have other gumps accidentally cover it).


Thanks to everyone who has used and helped out over the years,  this is the best version to date.

NOTE:  you must download and save in same place both  scanbuffbar.txt and scanbuffbar-subs.txt.