ScriptUO
Scripting Resources & Utilities => OEUO => OpenEUO Scripting Chat => Topic started by: TrailMyx on August 20, 2010, 11:22:46 AM
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So I'm working on a few scripting tools to help the casual scripter better utilize OEUO. OpenEUO isn't really good for a script hack because there aren't many canned subs out there to use. With the addition of my journal scanner, things are easier to work on.
So far my todo list includes (listed according to priority):
namespace interface routinesRunebook/Spellcast subsRail Engine-
pathfind done - Gump OCR selection
Port of the NGFS (12X request)
- Port of the CLAw - 50%
- Port of the heartwood quester
So there's more than tools in here. But what scripting tools do you feel will help your guys?
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You MUST port your NGFS subs to OEUO!
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You MUST port your NGFS subs to OEUO!
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I can add that to the list. Since they are resisting anything to do with the registery, a NFGS-OEUO would use flat save files, so it gets back to the original Advanced FS I designed, only faster because Cheffe brought out file saving and loading. But I can certainly add the ability to register variables and even tables.
I'll add your tool request to the list.
So you ended up liking the NGFS, 12X?
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I am thinking some buy and sell subs would be handy and possibly a gate travel sub for the siege players.
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Well that stinks about no registry, how is he handling persistents?
So you ended up liking the NGFS, 12X?
Love it! I'll be adding more feedback to the actual script thread shortly, I promise! It's working out great now that I know what I was doing wrong, just need to nudge you in the direction of some user documentation :D
FYI Mass, the Gate Travel is already part of TM's travel/casting subs.
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I am thinking some buy and sell subs would be handy and possibly a gate travel sub for the siege players.
The gate travel sub in the Spellcast/Runebook subs are first on my list.
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Well that stinks about no registry, how is he handling persistents?
So you ended up liking the NGFS, 12X?
Love it! I'll be adding more feedback to the actual script thread shortly, I promise! It's working out great now that I know what I was doing wrong, just need to nudge you in the direction of some user documentation :D
FYI Mass, the Gate Travel is already part of TM's travel/casting subs.
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You're welcome for the push to use them. :) I vote for list subs too with ngfs support. :)
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Persistants are easy now. Since file handling is pretty much uninhibited aside from location, any file saving should be just as easy as we're used to with the persistant variables. If I do an NGFS-style variable interface, then that'll pretty much solve the problem. Personally, I won't miss the persistant variables; I never liked using them to begin with.
And Twinkle McNugget, the OEUO version of the list subs are much easier. I don't have to create complex data structures to store the data since those kinds of structures are an implicit part of Lua. So list subs are easy-sleezy.
...just need to nudge you in the direction of some user documentation :D
That's what the sample code is for. ;)
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Well stop talking and start working! I got scripts to port! :)
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Ow so many librarys to convert... but we all have to start someplace i guess... im looking forward to actually working on a bit of lua now that im back and ive forgoten EUO script temporarily anyways.
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Actually, I think the next on the list is 12Xs request or the NGFS. Rail engine can use that; I kinda want things to be compatible with the EUO versions anyhow.
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I'd like a port of the Totalizer and Miffy's Item Finder along with the FindInfo tool.
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I'd like a port of the Totalizer and Miffy's Item Finder along with the FindInfo tool.
The totalizer is a byproduct of the CLAw, and Miffy's will become irrelevant with the port of the CLAw.
Really with the finditem subs I just published to the Elites, item finding becomes really easy, fast and powerful.
I'm going to start playing a bit with items scanning to show how much faster this stuff will be. the finditem subs were the first part.
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That's kinda where I say that the speed increases won't seem as obvious. Finditem is a slow function because it has to interface with the client. It's not going to be any different than it presently is in EUO.
Changing your mind now? Or are you still seeing that the finditem command itself is still slow, just iterating through objects is faster? I'm seeing big gains myself. HUGE speed increases over what is possible with euox. It's really nice. :) I understand that the finditem ITSELF is still pretty slow, but overall it's so much faster it blows old finditems out of the water.
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Yah, finditem is still pretty slow. EUO handled that natively so it's going to be roughly similar to OEUO aside from Cheffe making some optimizations from the older code. But if you do the work correctly, you don't have to do too many of them. Most of the time, results of finditem have to be processed in some way, and that's where Lua really shines since there is no real tie to lines per cycle. So your operations on the retained data will be hella-fast.
I was actually thinking about porting my original concept looter first just so that people can play with the speed of looting. I had a script called "loot-n-scoot" I published a long time ago before the original CLAw and the modern-day CLAw. It's just such a waste now that I'm so used to having all that item evaluation goodness. :)
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Is the new version going to have "drill down" searching and "vendor" area searches along with "summary" and the ability to review all items and chose which to take?
That's the reason Miffy's is so good.
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The new CLAw engine will have the drill down feature, while applying the LITE/FULL rules. Then it just presents results for a quick loop to drag/drop.
The UI becomes Miffy-like or CLAw-like. Whatever. I've wanted to apply the CLAw engine to Miffy's for a while now. The recursive descent into containers is what's stopped me.
The main reason the CLAw is so complicated is because I had to come up with some REALLY complex data structures in order to process the data quickly and logically. Lua presents many of those ideas as a core foundation of the language, so I don't have to basically write data storage methods from scratch.
In many ways, the CLAw now becomes much easier than a project like the rail engine. That is going to be a PITA but fun.
At the moment, without a viable method to multithread, I can't really proceed to those full applications without a lot of kludgey code.
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I have been thinking about which of your tools I use all of the time that I would love to see converted:
The Offset Click finder is a huge time saver. I would love to see a universal craft gump process and generalized subs for crafting, moving items, etc. The ID toolFindInfo is another great help.
Having the opportunity to work with code you are putting together based on your code that I am already familiar with is going to make the bridge to leaning LUA a lot shorter.
Thanks for jumping in.
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I'll be adding those tools pretty soon actually. It'll be nice to get some native tools that we're used to on the EUO side. I have a pretty nice craftitem-like sub I can port pretty easily.
I will be nearly immediately porting my offset-click generator and I need to publish my finditem info sub.
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I have the rail engine done. I'm doing some extended testing with it first before I release it. It has the same features as the EUO version, and functions similarly including called-mode and server-mode. With the global namespace functions working well, the server-mode operation was pretty easy.
I need to figure out what's next to port....
I may actually port my CraftItem sub; it's pretty new and should be very easy to port. I do want to port a script that has a UI, but OEUO is still a bit up in the air at the moment regarding UI/script interaction.