ScriptUO
Official ScriptUO EasyUO Scripts => Scripting Chat => Topic started by: TrailMyx on June 01, 2015, 01:35:48 PM
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Since Cerveza has fallen off the face of the earth and I've started doing a little taming, I've wanted to bring a tool similar to his Taming Appraiser (http://www.scriptuo.com/index.php?topic=1089.0;highlight=taming+ap) up to today's standards. Things I want to add are:
1) Avoid using KalOCR
2) A useful scoring system such as the one done by Kitiara at uocraft.com HERE (http://www.uocraft.com/taming/pet-power-calculator/)
3) Customizable scoring system
Any additional features. Since I'm kinda new back to taming, I'm looking for input that people would feel useful.
I already have the backbone of this written (OCR, summarize all pet stats) so I just need to wrap a UI around it and add any features.
I need to do as The Ghost says and work on some ways to visualize the results. I'd like to be able to display more than one computation method and possibly an overall power rating based on perhaps more than one rating method.
Another thing I've observed is that some stats (on RunUO at least) can be larger than the min/max values found on uoguide.com. I might need to make it so that there are separate databases for creature stats for Broadsword vs. RunUO. I dunno yet. Might be kinda nice to have a 5.10 rating on a RunUO pet. *shrugs*
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How are you gong to read the info. Sure will be nice if u can just target the pet and get % but not possible with OCR.
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How are you gong to read the info. Sure will be nice if u can just target the pet and get % but not possible with OCR.
Sure it is; that part is done already! You just target the critter, the eval gump pops up and about 5 seconds later I scan all the info from all 4 pages. I have this sub that lets you access all the found information:
;---------------------------------------------------------------------
sub TM_GetLoreAttribute
namespace push
namespace local tm_pet , %1
if %2 = HITS
set #RESULT !hits
if %2 = HITSMAX
set #RESULT !hitsmax
if %2 = STAMINA
set #RESULT !stamina
if %2 = STAMINAMAX
set #RESULT !staminamax
if %2 = MANA
set #RESULT !mana
if %2 = MANAMAX
set #RESULT !manamax
if %2 = STRENGTH
set #RESULT !strength
if %2 = DEXTERITY
set #RESULT !dexterity
if %2 = INTELLIGENCE
set #RESULT !intelligence
if %2 = RESIST_PHYSICAL
set #RESULT !physical_resist
if %2 = RESIST_FIRE
set #RESULT !fire_resist
if %2 = RESIST_COLD
set #RESULT !cold_resist
if %2 = RESIST_POISON
set #RESULT !poison_resist
if %2 = RESIST_ENERGY
set #RESULT !energy_resist
if %2 = DAMAGE_PHYSICAL
set #RESULT !physical_damage
if %2 = DAMAGE_FIRE
set #RESULT !fire_damage
if %2 = DAMAGE_COLD
set #RESULT !cold_damage
if %2 = DAMAGE_POISON
set #RESULT !poison_damage
if %2 = DAMAGE_ENERGY
set #RESULT !energy_damage
if %2 = DAMAGE_BASE
set #RESULT !base_damage
if %2 = SKILL_WRESTLING
set #RESULT !wrestling
if %2 = SKILL_TACTICS
set #RESULT !tactics
if %2 = SKILL_RESISTING_SPELLS
set #RESULT !resisting_spells
if %2 = SKILL_ANATOMY
set #RESULT !anatomy
if %2 = SKILL_HEALING
set #RESULT !healing
if %2 = SKILL_MAGERY
set #RESULT !magery
if %2 = SKILL_EVAL_INT
set #RESULT !eval_int
if %2 = SKILL_MEDITATION
set #RESULT !meditation
namespace pop
return #RESULT
Probably your question was how I was going to do it WITHOUT OCR. Well, I am using OCR, just not the one from KalInEx. I'm using my own that can be included into the script without requiring a separate download.
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For my idea of customizable scoring system, I'd like to be able to set programmed and custom weighting based upon what a user finds important. According to Kitiara, here weighting is as follows:
This calculator weights resists as 65% of the score, hit points as 25% of the score, and stats as 5% of the score. When skills are included, they make up 5% of the score.
But suppose you want to weight hit points higher, or make a weighting that will compute something with the idea of tanking something that has a specific damage profile (like poison). It would be nice to change the weighting system so that you have a final score that better describes the abilities of the critter in question.
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sounds like a great idea!
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When I'm looking for pet, I look to be in 90% of the each resist with 95% max HP. After taming, his tactic, wrestling and magery have the max reduce by 5% I believe. Menu could have score on top. box display str/HP and all 5 resists. with a 3 colour codes to quickly see scores. red for acceptable, yel for good and green for a keeper.
I will spend day just to find the right pet so I can used him for any task.
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Crazy timing. I just used Cerv's for the first time in years yesterday! Been looking to upgrade my greater dragon.
How are you gong to read the info. Sure will be nice if u can just target the pet and get % but not possible with OCR.
Sure it is; that part is done already! You just target the critter, the eval gump pops up and about 5 seconds later I scan all the info from all 4 pages. I have this sub that lets you access all the found information:
;---------------------------------------------------------------------
sub TM_GetLoreAttribute
namespace push
namespace local tm_pet , %1
if %2 = HITS
set #RESULT !hits
if %2 = HITSMAX
set #RESULT !hitsmax
if %2 = STAMINA
set #RESULT !stamina
if %2 = STAMINAMAX
set #RESULT !staminamax
if %2 = MANA
set #RESULT !mana
if %2 = MANAMAX
set #RESULT !manamax
if %2 = STRENGTH
set #RESULT !strength
if %2 = DEXTERITY
set #RESULT !dexterity
if %2 = INTELLIGENCE
set #RESULT !intelligence
if %2 = RESIST_PHYSICAL
set #RESULT !physical_resist
if %2 = RESIST_FIRE
set #RESULT !fire_resist
if %2 = RESIST_COLD
set #RESULT !cold_resist
if %2 = RESIST_POISON
set #RESULT !poison_resist
if %2 = RESIST_ENERGY
set #RESULT !energy_resist
if %2 = DAMAGE_PHYSICAL
set #RESULT !physical_damage
if %2 = DAMAGE_FIRE
set #RESULT !fire_damage
if %2 = DAMAGE_COLD
set #RESULT !cold_damage
if %2 = DAMAGE_POISON
set #RESULT !poison_damage
if %2 = DAMAGE_ENERGY
set #RESULT !energy_damage
if %2 = DAMAGE_BASE
set #RESULT !base_damage
if %2 = SKILL_WRESTLING
set #RESULT !wrestling
if %2 = SKILL_TACTICS
set #RESULT !tactics
if %2 = SKILL_RESISTING_SPELLS
set #RESULT !resisting_spells
if %2 = SKILL_ANATOMY
set #RESULT !anatomy
if %2 = SKILL_HEALING
set #RESULT !healing
if %2 = SKILL_MAGERY
set #RESULT !magery
if %2 = SKILL_EVAL_INT
set #RESULT !eval_int
if %2 = SKILL_MEDITATION
set #RESULT !meditation
namespace pop
return #RESULT
Probably your question was how I was going to do it WITHOUT OCR. Well, I am using OCR, just not the one from KalInEx. I'm using my own that can be included into the script without requiring a separate download.
Just took a quick look. Poisoning is missing from the skill list. Pretty important for Rune Beetles.
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It's coming along nicely. I have much of the math done for the computation of a rating (using Kitiara's method). I'm trying to do it in a generic way so that it can be tweaked. It will sense if the critter is tamed or wild and adjust the HP computation accordingly. I think whatever rating I'd come up would weight the hit points higher. 65% rating for resists seems a bit excessive.
For tames, do the hit points exactly 1/2 when you compare a tame critter vs. a wild one? Also can the same be said for the mana? Honestly it's been years since I've tamed at any useful level. It's probably the wrong time for me to tackle a project like this, but it was on my bucket list for scripts. ;)
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For tames, do the hit points exactly 1/2 when you compare a tame critter vs. a wild one? Also can the same be said for the mana? Honestly it's been years since I've tamed at any useful level. It's probably the wrong time for me to tackle a project like this, but it was on my bucket list for scripts. ;)
Yes, exactly half. I'm not sure about mana. I'll do a little testing later tonight and get back to you.
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Yes, exactly half. I'm not sure about mana. I'll do a little testing later tonight and get back to you.
I'd totally appreciate that OID! I'm a terrible tamer and doing iterative experiments with taming is hard and depletes the bank account of insurance gold!
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Lucky you I used template. ( can't upload Excell file so i post PDF) here what I use to track pet and their stats when I hunt for one. HP and STR ar cut in half. Dex/mana can be train to previous wild status. Tactic/wreswtling/magery lose a 5%
TM tell me which shard u need help and I see if I can help
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I just play on RebirthUO now to get it debugged. My tamer is on Sonoma for Broadsword.
Thanks for this! It's amazing how popular taming still is.
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I did a before/after of the tame of my new pure white Cu Sidhe. Seems like everything is cut in 1/2 (stats that is)
The last 4 numbers in the listbox are percentile normalizations from 0-100 based upon the min/max values found on the uoguide.com site for the tame. So for example HP: 14 means that this particular Cu Sidhe is 14% of theoretical maximum. The skills go negative just because those are severely cut when the creature is tamed.
I need to check the computations now. Lots of places where the number can go wonky. Plus these numbers can not make much sense because each value is being normalized to a 0-100% scale.
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Hitpoints, Stamina, Strength and Dexterity all are cut in half upon taming. Mana and Intelligence stay the same.
Skills go down 29-30%. Don't know the exact number. What they can be trained up to is pet specific.
Tested on Greater Dragons, Cu's and Rune Beetles.
edit:
Something to consider; spell casters will cast Bless on themselves. Is it possible for the script to determine this?
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Seem that RunUO and Broadsword do the mana/int differently.
Might be able to determine if Bless can be determined. Unsure how to unwrap that though.... Might just give erroneous results on wild creatures.
Here's a comparison of a wild Cu Sidhe as computed by UOCraft.com and this evaluator. Pretty close. I had to 1/2 the stats because the PPC doesn't allow for evaluation of wild animals. This evaluator does both.
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A lot of people use the UOCraft.com Calculator. I'm personally not a huge fan of it. Here's a quote from Cerveza's thread that still holds true over 6 years later...
Yep, Kit's product. About a year ago I showed her how it was messed up, and she still hasn't corrected it. She has %'s and Totals mixed together in her formulas...
Try this... put in one of your pets and gets it's score. Then go back and make it's STRENGTH 1. Yes thats right, one point of strength. Now calc it. LOL if thats not funny enough, make it 999 and do it again.
Here's an example of her faulty formulas:
My Cu Sidhe, not bad, not the best.
HP 569 , ST 612 , DX 125
65/44/81/50/76
It scores a 4.1 on her scale.
I put in 1 Strength and score a 3.3
I put in 999 Strength and score a 4.5
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Heh, mine is fixed. :p
I normalize everything to a weighted 0-100% scale. In fact, I need to put a test mode in so corner cases can be verified.
You can get negatives actually. If a creature sucks so bad that it's below the mins, then it can create a negative impacting the computation.
I have the math part COVERED! :)
here's the computation of the weighted percentage:
set !eval_score_percent ( 65 * !resist ) + ( 25 * !hp ) + ( 5 * !skills ) + ( 5 * !stats )
gosub TM_DecimalDivision !eval_score_percent 100 2
set !eval_score_percent_formatted #RESULT
pretty straight forward. This is the normalization sub:
;---------------------------------------------------------------------
; %1 carry value
; %2 multiplier
; %3 actual value
; %4 minvalue
; %5 maxvalue
sub NormalizeValue
set #RESULT %1
if %4 <> N/A
{
set #RESULT #RESULT + ( ( ( %3 - %4 ) * %2 ) / ( %5 - %4 ) )
set %count %count + 1
}
return #RESULT
So that basically works out to:
percentage (0-100%) = ( ( actual value - min value ) * multiplier ) / ( max value - min value) )
So this gives a weighted average as the actual value moves from min to max, or 0-100%
The multiplier is just there to maintain numerical precision throughout the computation until the decimal division can be performed.
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If this thread doesn't force Cerveza (I see you lurking there) out of the woodwork, I don't know what will! :p
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gosub TM_DecimalDivision
I feel like I could use something like this in every day life.
If this thread doesn't force Cerveza (I see you lurking there) out of the woodwork, I don't know what will! :p
(http://stream1.gifsoup.com/view6/3445663/warriors-come-out-to-play-o.gif)
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So I've posted an evaluation version for people to test. I don't want it completely released at this point, so I've added it to special projects F. If you'd like to test it, please PM me and I'll add you to the project.
http://www.scriptuo.com/index.php?board=157.0
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Going to get my tamer out to do some testing. Let go try Cerveza first. I never see this build until 2 days ago. I wonder what other tool I had miss.
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Going to get my tamer out to do some testing. Let go try Cerveza first. I never see this build until 2 days ago. I wonder what other tool I had miss.
It's pretty good. He always wanted to have a scoring system, but never got around to it.
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He got an average # it not bad. My pet score better on his then your first ver. I had try GD and Bake so far. Both tame.
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He got an average # it not bad. My pet score better on his then your first ver. I had try GD and Bake so far. Both tame.
I don't think there's a direct comparison between his and mine. Actually mine is closer to what Kit did, but with math that's correct. :)
Did the numbers for the bake and greater make sense? I'll post my version that puts up a string you can cut/paste into the forum.
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like this (Cu Sidhe)
- Hits: 568/568
- Stamina: 125/125
- Mana: 126/126
- Strength: 612
- Dexterity: 125
- Intelligence: 126
- Resist: 47%
- HP: 47%
- Skills: 69%
- Stats: 201%
- Percent: 55.80%
- Stars: 2.79
Just cut/paste the resulting forum BBC from the top edit line. I'll post version 5 now.
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I did another version that displays resists to verify:
- Hits: 568/568
- Stamina: 125/125
- Mana: 126/126
- Strength: 612
- Dexterity: 125
- Intelligence: 126
- Physical resist: 56
- Fire resist: 44
- Cold resist: 74
- Poison resist: 43
- Energy resist: 72
- Resist: 47%
- HP: 47%
- Skills: 69%
- Stats: 201%
- Percent: 55.80%
- Stars: 2.79
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That a kick ass GD what the max star. :)
- Hits: 801/801
- Stamina: 125/125
- Mana: 622/622
- Strength: 615
- Dexterity: 125
- Intelligence: 622
- Physical resist: 78
- Fire resist: 81
- Cold resist: 52
- Poison resist: 58
- Energy resist: 71
- Resist: 270%
- HP: 1900%
- Skills: 146%
- Stats: 19%
- Percent: 658.75%
- Stars: 32.93
what about this one GD #2
- Hits: 931/931
- Stamina: 73/73
- Mana: 557/557
- Strength: 638
- Dexterity: 73
- Intelligence: 557
- Physical resist: 80
- Fire resist: 86
- Cold resist: 48
- Poison resist: 60
- Energy resist: 57
- Resist: 252%
- HP: 2664%
- Skills: -167% <--- not sure why negative
- Stats: -101% <---
- Percent: 816.40%
- Stars: 40.82
same GD #2 but different value
- Hits: 931/931
- Stamina: 73/73
- Mana: 557/557
- Strength: 638
- Dexterity: 73
- Intelligence: 557
- Physical resist: 80
- Fire resist: 86
- Cold resist: 48
- Poison resist: 60
- Energy resist: 57
- Resist: 69%
- HP: 86%
- Skills: -122%
- Stats: 160%
- Percent: 68.25%
- Stars: 3.41
This one work GD#3
- Hits: 978/978
- Stamina: 125/125
- Mana: 510/510
- Strength: 633
- Dexterity: 125
- Intelligence: 510
- Physical resist: 76
- Fire resist: 88
- Cold resist: 44
- Poison resist: 58
- Energy resist: 72
- Resist: 72%
- HP: 95%
- Skills: 9%
- Stats: 194%
- Percent: 80.70%
- Stars: 4.3
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This Bake is not really good
- Hits: 931/931
- Stamina: 73/73
- Mana: 557/557
- Strength: 638
- Dexterity: 73
- Intelligence: 557
- Physical resist: 80
- Fire resist: 86
- Cold resist: 48
- Poison resist: 60
- Energy resist: 57
- Resist: 69%
- HP: 86%
- Skills: -122%
- Stats: 160%
- Percent: 68.25%
- Stars: 3.41
Now it seen to work
- Hits: 324/324
- Stamina: 137/137
- Mana: 380/380
- Strength: 212
- Dexterity: 137
- Intelligence: 380
- Physical resist: 60
- Fire resist: 73
- Cold resist: 59
- Poison resist: 43
- Energy resist: 53
- Resist: 58%
- HP: 35%
- Skills: 93%
- Stats: 51%
- Percent: 53.65%
- Stars: 2.68
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Can you add what the max resist is beside. So we can see how far from max on that one we are. I like seeing all the resist in Ver 5
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Can you add what the max resist is beside. So we can see how far from max on that one we are. I like seeing all the resist in Ver 5
Kinda doesn't make a difference really when you are looking at a weighting across all resists. For my CU example, if you look at the max/min numbers and where each resist falls into that spread, this one scores a 69% of a possible maximum. If this number was 100%, then this CU would be max of all resists.
I'll add more visualizations later; that listbox is basically just for debugging. I don't want to waste too much time on that visualization. If you have questions about the min/max number, I lifted them directly from uoguide.com.
As the work goes on, I'll add a visual representation of each resist so you can quickly see where the overall weighted average comes from.
At the moment, I'm kinda focused on making sure the scoring system works OK.
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Seems like in your example monsters, the script isn't detecting the correct critter. Are you trying to explicitly call out "Greater Dragon" from the pull down? I haven't debugged that completely, so that might be acting wonky...
For testing, just be sure you have the checkmark selected, and the correct critter in the drop-down.
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Actually it might be helpful to just dump all the found data. Lemme look into that; it'll help debug since there are issues.. ;)
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Yes I had the force tame check.
As for the showing the max resist was for visualization. so we can see how far from the max. But that can be added last. Can we post in a table here. 3 column
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I think the main problem here is the greater dragon is probably using the dragon information. I need to put eval on my stealther so I can go around an test unharrassed...
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So for the normal dragons, try and "uncheck" the Force Tame Eval so the script decided what the critter is by the name and id. I need to go look for GDs now....
- Hits: 495/495
- Stamina: 102/102
- Mana: 471/471
- Strength: 809
- Dexterity: 102
- Intelligence: 471
- Physical resist: 62
- Fire resist: 67
- Cold resist: 40
- Poison resist: 25
- Energy resist: 44
- Resist: 66%
- HP: 100%
- Skills: 49%
- Stats: 72%
- Percent: 73.95%
- Stars: 3.69
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So what Crisis found in the testing thread is that for wild critters, it sense things correctly when you don't have the "Force Tame Eval" selected for wild critters. So really need to look at that logic as well as if the 1/2 of stats works for everything when you are then assuming a tamed creature. Odd that it would be so wonky. I really only have a tamer on Sonoma so I'll have to run around and eval the ones I see out around luna.
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I see Cerveza browsing this thread! I knew this would be like a mouse with cheeze in the trap! MUAHAHAHA!
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I have a few tamer across OSI and two shard with Full stable. So I will go around and test both animal wild and tame. So far I just did tame From my stable and Luna.
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I have a few tamer across OSI and two shard with Full stable. So I will go around and test both animal wild and tame. So far I just did tame From my stable and Luna.
Cool! I'd like to see those before/after numbers. I have an animal lore guy on Broadsword now, but I can't tame.
(from private thread)
So playing with ways to quickly visualize the numbers. Here's just one thing I was thinking:
Basically going from white to red and scaling from min to max bar.
I'm interested in ideas how people would like to have the intensities shown..
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here a Wild dragon Dragon selected/ not force tame eval
- Hits: 492/514
- Stamina: 92/92
- Mana: 298/455
- Strength: 832
- Dexterity: 92
- Intelligence: 455
- Physical resist: 65
- Fire resist: 65
- Cold resist: 32
- Poison resist: 30
- Energy resist: 43
- Resist: 60%
- HP: 211%
- Skills: 29%
- Stats: 68%
- Percent: 96.60%
- Stars: 4.83
Wild dragon dragon selected force tame check
- Hits: 482/482
- Stamina: 97/97
- Mana: 469/469
- Strength: 801
- Dexterity: 97
- Intelligence: 469
- Physical resist: 61
- Fire resist: 63
- Cold resist: 38
- Poison resist: 33
- Energy resist: 45
- Resist: 70%
- HP: 23%
- Skills: 40%
- Stats: 53%
- Percent: 55.90%
- Stars: 2.79
Wild dragon not selected forces tamer check
- Hits: 482/482
- Stamina: 100/100
- Mana: 392/487
- Strength: 801
- Dexterity: 100
- Intelligence: 487
- Physical resist: 61
- Fire resist: 63
- Cold resist: 38
- Poison resist: 33
- Energy resist: 45
Still working on taming. 20 min and still not tame. Crisis need ur help
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Dragon tame
- Hits: 426/482
- Stamina: 99/99
- Mana: 469/469
- Strength: 801
- Dexterity: 99
- Intelligence: 469
- Physical resist: 61
- Fire resist: 63
- Cold resist: 38
- Poison resist: 33
- Energy resist: 45
- Resist: -14%
- HP: -3%
- Skills: -185%
- Stats: 183%
- Percent: -9.-95%
- Stars: 0.-49
hit re-eval
- Hits: 222/482
- Stamina: 105/105
- Mana: 337/469
- Strength: 801
- Dexterity: 105
- Intelligence: 469
- Physical resist: 61
- Fire resist: 63
- Cold resist: 38
- Poison resist: 33
- Energy resist: 45
- Resist: 70%
- HP: 23%
- Skills: -349%
- Stats: 67%
- Percent: 37.15%
- Stars: 1.85
used scan got this evertime now.
- Hits: 482/482
- Stamina: 105/105
- Mana: 469/469
- Strength: 801
- Dexterity: 105
- Intelligence: 469
- Physical resist: 61
- Fire resist: 63
- Cold resist: 38
- Poison resist: 33
- Energy resist: 45
- Resist: 70%
- HP: 23%
- Skills: -349%
- Stats: 67%
- Percent: 37.15%
- Stars: 1.85
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1) is that the same dragon?
2) are you using the latest version? V7? I don't see "*** dragon ***" in the summary.
3) seems like the OCR scan is getting funked up sometimes. I need to look at some safeguards for bogus numbers. Hopefully with the new method of targeting, it will help take out some of the issues.
4) are you fighting during this? There might be other gumps that assert themselves and mess with the OCR. (such as damage_numbers)
When I stealth around an monitor critters on OSI and I'm not messing with them, they eval 100% all the time.
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Here's the first look at the yellow/red gradient visualization:
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I hide, scan the pet twice to verified the number. For the dragon, I had to bit him down, he was kicking my butt. I wonder if it was bless. Will try again later.
Love the color.
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I hide, scan the pet twice to verified the number. For the dragon, I had to bit him down, he was kicking my butt. I wonder if it was bless. Will try again later.
Love the color.
When you were hidden, the numbers were OK? I could tell something was happening because the numbers computed were wonky on the one you were having to spaz. I suppose if someone uses this script, it takes a bit of getting used to. I was going to recommend you casting invisible. I don't have any problem because I stealth around and test.
Ya, I'm going to experiment with different color gradients. But it's working pretty well.
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Evaluation works pretty well now. I even put up the Star rating over the head of the subject creature.
I think it would be cool to remember the rated creatures and refresh the ratings over their heads as you come into range.
Much easier to do this while stealthing for dragons. lol
See pics below....
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I need to find crisis in game and test on the same pet, so we can have a good base. connection/machine.
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I need to find crisis in game and test on the same pet, so we can have a good base. connection/machine.
I'll stick version 8 up in the group F section for you guys. I guess for now it'll be helpful to test under little stress, so when you take the ratings, try and be invisible of peace so that you don't have to run around and possibily mess up the OCR.
We can work on bullet-proofing that part later.
Actually Cheffe was talking about being able to extract the contents of gumps instead of relying on OCR, so that would be sweet for scripts like this. OCR sucks!
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Not that I want to be picky. How hard will it be for GD to have they magery listed and for Rune Bettle to have Pioson. Correct me if I wrong. but sometime having high skill do more damage.
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Not that I want to be picky. How hard will it be for GD to have they magery listed and for Rune Bettle to have Pioson. Correct me if I wrong. but sometime having high skill do more damage.
So I'm adding a skill summary visualization as well, just haven't gotten to that yet. I had to develop the drawing routines. So soon you will be able to see magery and poisoning. It's already read, I just haven't visualized it yet.
But are you requesting that you might want to change the weighting based upon whether you are evaluating a GD or Rune Beetle? So this would impact your final rating skill. That was the original premise of this script would be to allow for programmable weighting so you can customize the score based upon what you'd like to see from a specific creature type.
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I added the skills visualization. I need to play with placement, etc.
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Nice work. Now I can see that I have shitty pet on some shard :) On the visualization all the number have a grey background.
You don't need to add this to the rating. because I'm not sure how to weight this. I had seen some onwer that was looking for high skill.
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Nice work. Now I can see that I have shitty pet on some shard :) On the visualization all the number have a grey background.
You don't need to add this to the rating. because I'm not sure how to weight this. I had seen some onwer that was looking for high skill.
I'll fix that grey background. I was just trying to get the function up and running. I got a Cu that jumped out almost all red earlier except for key resists. Bummer.
But I'll think more about the programmable weighting; I'm about to have an epiphany I think. ;)
BTW, I put verson 9 up for testing. Now you can see how bad your skill actually are! heh,
This is coming together nicely.
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I'm finding using this for farming the perfect CU is really nice. With the targeting on the left hand (ALT-F1 and ALT-F2) and mouse movement, it makes evaluation almost effortless. Every once in a while, the gump looses focus, and you have to manually click the eval gump to make it top-most again, but the script pauses while it's out of focus and will continue the evaluation. I still need to work on more safeguards when you are trying to evaluate under stress of being eaten by something. The classic client and EUO just don't do well with gumps. I really hope Cheffe fixes that in the new EUO.
Anyhow, this is a pretty useful tool.
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So does the max dex raise to 125 for all tamables? Shows how long I've been out of the mix. Seems like since I've been training my first CU, I believe the dex has gone up from post taming. I can't remember now.
I got myself a ice-white CU last week that's bonded and was only a 2.11 star critter. However, since I've been training him, he's up to a 2.38 now. When you have 10% weighing in skills/stats (int/dex) then you can affect the final trained score somewhat. So whatever wild rating shows, you can always train it up to a little more.
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Yes, dex will always train up to 125, can't remember any tamables off hand that don't. I love the visual bars, nice addition!
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Crisis we need to hock up on Chessy so we can test the Dragon & GD for TM. Getting my a$$ chew.
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Yes, dex will always train up to 125, can't remember any tamables off hand that don't. I love the visual bars, nice addition!
Ok cool. I'll modify the tamed maxes for dex then. The same doesn't happen for INT does it?
You guys will like the next update. I'll keep a history of readings from a session, and let you add pets to your stable so you can compare your own creatures with ones you find in the wild.
Plus I'm working on keeping those ratings floating over the heads of the critters you've evaluated so you know what's been evaluated and what hasn't. Good for the sea of critters in Destard or TW.
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Crisis we need to hock up on Chessy so we can test the Dragon & GD for TM. Getting my a$$ chew.
Yes, please don't get too gnawed on. :)
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Some steady progress. Now you can see a list of creatures that you've evaluated. Checking the "Show Floating Rating" checkbox will float the rating over the head of the critter and refreshes periodically. I also re-wrote some of it to make it more modular.
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I am a Gargoyle tamer. I evaluate/tame Greater Dragons on Atlantic every day. I would be happy to assist with the anything you needed help with.
V/R
Dragonborn
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I am a Gargoyle tamer. I evaluate/tame Greater Dragons on Atlantic every day. I would be happy to assist with the anything you needed help with.
V/R
Dragonborn
I added you to the group. As noted in the PM, you can't really wiggle about and survive while the evaluator does it's thing. So you need to be able to stealth, invisible, peacemake, or whatever you need to do for the evaluator to have about 6 seconds.
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It is working pretty good. Bake Kitsune showed 3.5 pre-tame and 3.32 post-tame and running the stats on uocraft came up with 3.4!
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I am a Gargoyle tamer. I evaluate/tame Greater Dragons on Atlantic every day. I would be happy to assist with the anything you needed help with.
V/R
Dragonborn
I added you to the group. As noted in the PM, you can't really wiggle about and survive while the evaluator does it's thing. So you need to be able to stealth, invisible, peacemake, or whatever you need to do for the evaluator to have about 6 seconds.
Thank you for giving me access to the project!
My normal process is to fly around until I find a greater dragon and cast invisibility on myself. While I am invisible I will animal lore it. Without sounding critical, because I am not, is the 6 seconds something that will be present on the release version or should it be able to evaluate an animal much quicker in the future?
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Hitpoints, Stamina, Strength and Dexterity all are cut in half upon taming. Mana and Intelligence stay the same.
Skills go down 29-30%. Don't know the exact number. What they can be trained up to is pet specific.
Tested on Greater Dragons, Cu's and Rune Beetles.
edit:
Something to consider; spell casters will cast Bless on themselves. Is it possible for the script to determine this?
As someone who tames greater dragons on a regular basis, the best way to see if a caster has blessed themselves is to compare their hit points to their max hit points. Normally I animal lore something before I attack it, so its hit points should equal its max hit points. If you animal lore something and its hits points are less than its max hit points, it has blessed itself.
On rare occasions you may come across a creature that was previously beat on by someone else, usually the creatures hit points will be noticeably lower than if they had just blessed themselves. If a caster was recently in combat then chances are it has blessed itself as well, which means you should patiently wait until the blessing fades.
My observations have been that when a greater dragon blesses itself, it normally shows a health percentage of approximately 96% on its health bar. Using some quick number crunching, I believe a greater dragon that has just blessed itself should show its max hit points to be 48-80 hit points higher than its current hit points. My best guess is that if a greater dragon had its current hit point and its max hit points at a difference of more than 100 hit points, the damage must have come from combat.
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My normal process is to fly around until I find a greater dragon and cast invisibility on myself. While I am invisible I will animal lore it. Without sounding critical, because I am not, is the 6 seconds something that will be present on the release version or should it be able to evaluate an animal much quicker in the future?
Unfortunately, 6 seconds is kinda the normal considering the way EUO does character recognition. You'll find that it's not a big deal once you play with it, especially if you have invisible going. You basically can't really read it faster anyhow, let alone doing any computation.
Having said that, I know EUO is considering doing things differently when it comes to gump information. If they do go through with making gump info available to the normal scripter, then eval gumps can be considered much faster.
For the time being, we are stuck with what EUO gives us to work with.
As it stands, many gump-related EUO scripts can take a bit of getting used to. You might have to adjust your playing timing, and know that if things are happening around you, they might affect the way scripts work (such as damage_numbers being spammed). These are the fleas of this particular dog.
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Thx for this forgotten info Ultimafreak77. So going with your info, if I bit down a GD before I tame him will give him let HP that if I tame him full strength.
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Thx for this forgotten info Ultimafreak77. So going with your info, if I bit down a GD before I tame him will give him let HP that if I tame him full strength.
I believe you are asking if you beat a greater dragon down to low hit points before you tame him, will he still have all the hit points he was supposed to have? The answer is yes, it doesn't matter if he is blessed, near death or full health he will always have the same amount of hit points when he is tamed.
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Thx, that was my understanding aswell. if not that will had explain the low rating of some of my GD
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I won't have many updates for a while. The rating builder editor is a pretty intensive UI addition and will take some time to work through. Doing interactive UIs in EUO is really painful. :(
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Sorry I haven't done much testing yet TM. All my playing time so far has been spent on... other things.
But I have tomorrow off! Is there anything specific that you're looking to get tested at this point?
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Sorry I haven't done much testing yet TM. All my playing time so far has been spent on... other things.
But I have tomorrow off! Is there anything specific that you're looking to get tested at this point?
Nothing really, just usefulness, accuracy, stability. EUO gump handling being what it is, there's probably some stability issues that just might not be addressable. *shrugs*
Suggestions are always welcome as well. Perhaps something I forgot about or I'm just not as seasoned as other tamers. I'm a noob honestly.
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In case anyone would like to try out the script, I have it postes at the RebirthUO forum.
http://rebirthuo.com/Community/index.php?threads/scriptuo-creature-evaluator.1369/