Author Topic: Arrays?  (Read 9875 times)

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Offline dxromTopic starter

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Re: Arrays?
« Reply #15 on: November 07, 2011, 10:33:59 AM »
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The best thing I can really think of doing... Would be to calculate the swing speed of a weapon, given character attributes (dex/stam) and weapon attributes (speed/ssi), in order to determine how often the character would swing, and to then attempt to "blindly" log hits and misses with a journal scan. IE: The script calculates that there should be a hit right now, so it watches for "your attack pierces" or whatever the msg is. if it doesn't see it, then it flags it as a miss..

Another way to do it would be to have it compare the pixel, when the ability is used, it checks the journal if != "attack msg" then it flags it as a miss... The only thing I dislike about this is that you're gonna get someone who knows about this weakness, who runs up on the sampire and yells "YOUR ATTACK PIERCES--" whatever the msg is, next thing you know you have a sampire that's gone full on retard. (Wouldn't be an issue with me though, I change the messages when utilizing journal scans)



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Offline 12TimesOver

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Re: Arrays?
« Reply #16 on: November 07, 2011, 11:27:51 AM »
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As i said, its a pseudo Array. EUO dont allow regular arrays so you only could do
set %x1 Hello
set %x2 World
set %x3 !!!!

Display %x1 %x2 %x3

in lua it would be

Text = {"Hello","World","!!!"}
print( text[1].." "..text[2].." "..text[3] )
Well that's what I was getting at. EN's example is an array only because you could use that method LIKE you would use an array but managing it in EUO is a PITA.

I don't see the concept of an array helping or not helping in this problem; it's nothing more than storing a flag - success + success = #TRUE Else #FALSE. It's just figuring out how to tell if/when you had success.

How you store the variables in this case is arbitrary.

Wish I could come up with a creative way to figure out the solution to this though. Really, the question is "How do you determine if you've successfully performed an armor ignore when #MANA doesn't necessarily change?" right?

My brain is cramped this afternoon though and I'm annoyed with the Patriots and Freddy right now ;) so I'm sure I'm overlooking something...

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Offline Cerveza

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Re: Arrays?
« Reply #17 on: November 07, 2011, 11:53:07 AM »
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Armor ignore is either the message or the pixel on the icon. Using mana will be an issue when you get vamped while waiting to perform an AI.
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Offline Alpha

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Re: Arrays?
« Reply #18 on: November 07, 2011, 12:06:59 PM »
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You can also journal scan for if you "gained in perfection", but that's only true if you honored your Target etc..

Offline dxromTopic starter

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Re: Arrays?
« Reply #19 on: November 07, 2011, 12:19:09 PM »
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Yeah... I'm thinking the best way will be with message and pixel.


Something along the lines of this most likely.. However I could actually embed the mana management function into the execPrim subroutine itself also. But this just gives a general idea.

Code: [Select]
set %primCnt 0
set %aiMsg "blah"

repeat
gosub execPrim
if #sysmsg %aiMsg && cmppix 1 f && %primCnt < 2
   {
    set %primCnt + 1
   }
if %primCnt = 2
   {
    gosub execLS
   }
return

sub execLS
    cmppix 1 f
       {
       event macro 15 149
       set %primCnt 0
       wait 5
       }
return

sub execPrim
    cmppix 2 f
       {
       event macro 35 0
       wait 5
       }
return



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Offline Crome969

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Re: Arrays?
« Reply #20 on: November 07, 2011, 08:31:12 PM »
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What I was looking into, was whether or not an array could store armor ignore hits and misses in order to intelligently handle mana consumption. Two successful armor ignores, then a lightning strike to reset the double mana multiplier. Instead of just having a script that did two armor ignores, then a lightning strike, despite whether or not anything hit or miss.
When hit then set %trigger x
when hit again set %trigger %trigger x
when % %Trigger = xx then do something...
when miss set Trigger o
then you can handle different things
when its xxx or xxo or xoo or ooo
When you want calculate different situations\spells make different triggert for each handler and then make a and combined if Case how you want to handle your situation..

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