ScriptUO

Official ScriptUO EasyUO Scripts => Script Library => Item Evaluation => Topic started by: TrailMyx on July 14, 2015, 01:13:57 PM

Title: ScriptUO Creature Evaluator
Post by: TrailMyx on July 14, 2015, 01:13:57 PM
Code: [Select]
;===================================================================
; Script Name: ScriptUO Creature Evaluator
; Author: TrailMyx
; Version: 11
; Shard OSI / FS: OSI / FS(Alexandria)
; Revision Date: 06/05/2015
; Purpose:
;     Animal evaluation for that perfect mount/fighting pet!
; Special thanks:
;     Cerveza - for the original idea.  RIP
;=================================================================

Ok, so I have gotten sidetracked with a few other little scripts, so I haven't had a chance to expand much on this script.  However, I'd like to let everyone play with it a bit to get some more input.

One thing that's necessary is that this script be running without any other scripts running in an EUO instance.  If you do this, you'll get about 6 second evaluations.  If you are running with other scripts that adjust the #LPC, you'll get much longer evaluation times.  EasyUO is pretty horrible when it comes to timeslice management.  I hope that Cheffe will address this with future versions of EUO.

For additional script details, please visit this thread.  Please post your findings/feedback here though.

http://www.scriptuo.com/index.php?topic=13193.0

Hopefully I'll have time to completely this sometime soon.  The next steps are pretty hard/time consuming.

Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on July 14, 2015, 01:14:08 PM
reserved.
Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on July 15, 2015, 11:09:27 PM
This is the best CU I've been able to come up with so far.  It will go up a bit more when healing is fully trained:

Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on July 22, 2015, 11:22:23 PM
Btw, I found a bug in my decimal division sub.  The 4.6 in the previous example should be 4.06.  I have a fix upcoming as soon as I can test it with a few different numbers.  That number just never looked right..
Title: Re: ScriptUO Creature Evaluator
Post by: The Ghost on July 26, 2015, 07:27:59 AM
I lore a GD and this what I had.
 this is done with Ver 11

This is with Ver 7


Look at this Fire beetle. Ver 11
Title: Re: ScriptUO Creature Evaluator
Post by: Endless Night on July 26, 2015, 08:43:36 AM
this looks like a mighty fine piece of work TM .. i like those % bars.
Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on July 26, 2015, 12:28:18 PM
I lore a GD and this what I had.

Looks like that GD died and its overall skills went down.  :)  I have a hack together to fix the decimal place zero.  I need to upload it...

Quote from: Endless Night
this looks like a mighty fine piece of work TM .. i like those % bars.

Thanks EN.  I've had a bit of inspiration lately.  I'm just getting really tired of how slow EUO is.  I can't wait until Crome gets his SDK ready for general testing in Stealth.
Title: Re: ScriptUO Creature Evaluator
Post by: The Ghost on July 26, 2015, 02:28:18 PM
TM,  the new ver 11 is more accurate the older version.    What was funny (Sorry not really)  is that the skill since not matching the scaling.    Are you looking at skills point in the rating.
Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on July 26, 2015, 05:41:01 PM
Yes, I'm looking at the skill points in the rating.  As per uocraft.com, she attributes 5% of the overall rating to skill.  Since it seems that the posted min/max on uoguide.com isn't correct, that's what's giving that overall percentage maximum of over 100% total.  There may have been some numerical differences between version 7 and 11.  All contain the decimal point bug.. :)

Your fire beetle kicks a large amount of ass.  :)

I attached version 12a.  It's sort of a hacked-fix version.  I have to fix it correctly.
Title: Re: ScriptUO Creature Evaluator
Post by: The Ghost on July 26, 2015, 06:52:49 PM
We need to find out what is the Max of each skill.   I guest we can cap some skill at 120 to get a more accurate score.
Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on July 26, 2015, 11:39:14 PM
We need to find out what is the Max of each skill.   I guest we can cap some skill at 120 to get a more accurate score.

So that's a question then.  On OSI, can the skills train above 100.0, or when they are cut in 1/2 and they are over 100.0 or are they stuck?  Sort of the same question came up on Rebirth regarding their Greater Cu Sidhes.

Perhaps another possiblity is to determine exactly what happens to the skills when tamed and then adjust the tamed max accordingly.

Oh, also I'm noticing that the INT max on your dragon didn't 1/2 like I thought it would.  That's leading to your stats being all wonky....  I'll have to compare that with how RunUO does it...  Yuck, I have to tame one.
Title: Re: ScriptUO Creature Evaluator
Post by: The Ghost on July 27, 2015, 05:23:11 AM
I did some   testing back in the day,  I focus lot on Hiryu and Rune Beetle.  Not all the pet get the stat cut 1/2.   Will have to get  some testing  on GD i guest.  We need team up and tame those beast :)

Hiryu does have some stat cut  1/2
If my memory serve me well those are the Max stat.
        Wild ( tame)
Hits   1100(550)
Stam 270(135)
Mana 65
STR   1410(705)
Dex   270 (135)
Int   325(163)

Wrestling go to 120
Tactic can go to 110
Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on July 27, 2015, 08:36:41 AM
Hopefully if falls into one particular type gets its stats cut in a particular way.  Otherwise it will be a nighmare to keep the numbers straight and allow for a one to one comparison between beasts.

Anyhow, we'll have to do a bunch of before/after snapshots to get a better understanding on how it works.

I can probably do greater dragons now that I can honor tame.  :)
Title: Re: ScriptUO Creature Evaluator
Post by: The Ghost on April 28, 2017, 02:36:16 PM
Let get this post alive again.  TM here what the new tamable gump look like #CONTSIZE 310_349   Now we have 8 page of Animal lore.   

I don't have all the stat for the animal  that will take some time  here the list
https://uo.com/wiki/ultima-online-wiki/publish-notes/publish-97/



Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on April 28, 2017, 02:40:54 PM
Ugh, that's alot of changes...
Title: Re: ScriptUO Creature Evaluator
Post by: cybercasper on April 28, 2017, 02:55:05 PM
i am actually in a guild with someone that help make the pet calculator. he said that the program is obsolute and there will never be a way to judge a pets rating again :( now it will be what skills and how high it is. even with that you are looking at about 50 new tameable pets along with the mulitude of skills you can put on one.
Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on April 28, 2017, 02:58:18 PM
Sort of.  Looks like the final pages are the ones that really changed and are more dynamic given whatever skills there are.  However, since the points scale only gives 5% of the effective weight to skill, there is still some valid use of the raw taming evaluation.  However, skills will probably be more important now.
Title: Re: ScriptUO Creature Evaluator
Post by: cybercasper on April 28, 2017, 03:01:37 PM
true but you will have to see what the base skills you will get per each pet. like a great actually comes with detect hiding as well as other types of dragons from what it sounds like. so would you be using this to just see what the pretame would get you to start with.
Title: Re: ScriptUO Creature Evaluator
Post by: BobOzarius on April 28, 2017, 05:01:25 PM
i am actually in a guild with someone that help make the pet calculator. he said that the program is obsolute and there will never be a way to judge a pets rating again :( now it will be what skills and how high it is. even with that you are looking at about 50 new tameable pets along with the mulitude of skills you can put on one.

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

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

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

And this might equal say, Bushido or something and the second Parrying lets say. When you get that, it's easy to figure out where the text for the numbers are located for each one, and scan the text to find out the amount of Bushido or Parrying using that code to identify the %x and %y location to pixel scan the amount of Bushido or Parry from. Then you just scan the line you're on, do a for loop until you find the dynamic item on the menu, and scan the amount. It's the same thing TM already did basically, just a little more complex now because it's dynamic. I'm sure TM can do it easily.
Title: Re: ScriptUO Creature Evaluator
Post by: TrailMyx on July 06, 2017, 08:22:41 AM
I've updated the script to version 18.  This will now handle the new OSI gump changes and will also work with the older gumps if you answer NO if you are playing OSI at the beginning of the script.
Title: Re: ScriptUO Creature Evaluator
Post by: BobOzarius on July 08, 2017, 11:21:59 PM
Nice. See it wasn't that difficult.  ;)