I'm looking for suggestions on what sorts of functionality anyone would like to see with an openEUO unraveling evaluator. The system would not be menu driven but if someone can pose a reaallly convincing reason to do so, I may make a setup script that creates a save file using menus. This would not be meant to be a conditional looter in the sense of something like the CLAw. Rather I already took what I wanted- now what can net me some relic frags or if you need it, essence. It would be written in a way that I provide a really simplistic driving program. Maybe one where it searches an open container, bodies in a 2 radius on a defined hotkey, or let's you target a pouch in your house and pull out a specific range of scores. I would, since I've already written it for my sake, also provide a debugging unraveling script that will unravel each item at a time in a specified container, print the properties and the assigned score, unravel and output the product.
------------------------
Item Properties
score 421 Expected Relic
recieved 1 relic, 0 essence, 0 residue)
------------------------
Next Item in bag
...
------------------------
The reason why I am doing this is because I am currently under evaluating items. Unfortunately, the day I got to test it was the night before the forced patch, so I am stuck for now. I want to assemble data to find out which property it is that I am not crediting enough. I didn't have anything score above 421 (30 for garg + royal soul forge, default is 451 for frag), everything that scored between 181 and 403 in my pouch and as expected, returned an essence. However, when I unraveled everything below 180, I received about 30% essence. This was before I wrote the above tidbit to unravel one item at a time and count the resources obtained from it.
Currently, it does not recognize artifacts, like I wasn't intending for this to be a loot script- but from what I can tell, and comparing it to a list on stratics, it actually evaluates artifacts pretty good. I think some were scoring in the 600 and were on the relic list and some below 420 and were on the essence list. With that being said, it *could* recognize artifacts and become a peerless looter designed to first grab artifacts and then start grabbing high unravel loot because of the way the parting works.
for k,v in pairs(ItemIds) do
local t = GetProperties(UO.Property(v))
print(t['Item'])--would be the artifacts name or 'bracelet' or something like that. I make a key holding the name of item anyway.
print(t['Score'])--unravel score.
end
Just to be clear, t would return more than that, it would be a parsed key/value pair of the item's properties a lot like Kal's over on oEUO, but some modifications and a different parsing format that allowed me to create an unravel score.
Anyway, any input on functionality as I get ready to do some debugging when we have an updated UO.dll for oEUO might make its way into it
