Author Topic: Check out UO Machine  (Read 4662 times)

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Offline TrailMyxTopic starter

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Check out UO Machine
« on: August 09, 2009, 01:33:27 PM »
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I've been playing with this for a bit now and I have to say that I'm very impressed by it and the possibilities.  Plus it tickles my fancy for C#.

http://uomachine.freeforums.org/index.php

I tried to get xenoglyph to talk about it here, so perhaps this will provoke him to give his project an introduction.  :)
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Offline Superslayer

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Re: Check out UO Machine
« Reply #1 on: August 09, 2009, 02:01:27 PM »
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yikes, that looks intense..nearly injection-ish, and I've played around with Yoko's and the ignition launcher,..that was interesting too.

Offline TrailMyxTopic starter

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Re: Check out UO Machine
« Reply #2 on: August 09, 2009, 11:01:19 PM »
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At the moment, I just don't have much time to play with it but from what I've seen so far it looks really fun and powerful.  I hope he can give some more details.  I looked real quick and didn't see how to do a full item property with it.  But I'm sure it's possible.
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Offline xenoglyph

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Re: Check out UO Machine
« Reply #3 on: August 10, 2009, 01:12:35 AM »
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Item.Properties contains a properties string, so you'll be stuck parsing strings like in EUO.  at least in C# code that's a quick enough operation for strings that size.  Item labels are the actual server labels too.  so even though something has graphic# X, the server might label it string Y.

Item.Properties is dependent upon receiving a properties packet for the given item.  I know Razor has a habit of sending click packets for new items to gather their info, but i'm not sure under what circumstances servers will automatically send the info.  i know they do sometimes. i had thought about adding in an "autoclick" feature similar to Razor's for non-Razor clients.

i never thought about it before, but i could change properties to a Dictionary<string,float> (Dictionary = generic hash table) or similar which would make it much easier to work with.  i should do that later.  right now i'm working on a couple scripts.

A big NOTE to users:  documentation is very out of date, and possibly incorrect in some areas.  documentation is high on my list of todos and i'll get around to it some day. i will have decent docs before any beta release, that i promise.
« Last Edit: August 10, 2009, 01:16:03 AM by xenoglyph »
UO Machine, advanced scripting for UO.

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Offline TrailMyxTopic starter

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Re: Check out UO Machine
« Reply #4 on: August 10, 2009, 01:14:45 AM »
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Oh, that would be a great idea.  Then you can just parse it easily with foreach

Item.Properties contains a properties string, so you'll be stuck parsing strings like in EUO.  at least in C# code that's a quick enough operation for strings that size.  Item labels are the actual server labels too.  so even though something has graphic# X, the server might label it string Y.

I ran into that today and was wondering what was up.  Thanks for clarifying that.

Nothing is better documentation than sample code.  The few code snippets you have are pretty good and quite informative.
« Last Edit: August 10, 2009, 01:18:11 AM by TrailMyx »
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Offline xenoglyph

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Re: Check out UO Machine
« Reply #5 on: August 10, 2009, 01:24:57 AM »
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the deal with properties is they're just cliloc entries with arguments.  the arguments is a tab delimited string. so ideally i would like a Dictionary<int cliloc, class info>, which would be a little cryptic.

the class however could have a translated string of the cliloc, a string array of the arguments split on tab, and if tryparse succeeded for each string, a float array of converted arguments.

users would be able to iterate through KeyValuePairs and examine the parts they cared about.

i wonder if it's possible for items to have a couple entries for the same property?
« Last Edit: August 10, 2009, 12:38:32 PM by xenoglyph »
UO Machine, advanced scripting for UO.

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