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Post by zweihaander on Aug 22, 2017 7:06:39 GMT
  Hum... I'm connected to internet because i can work with 6 stars runes ^^ and it looks like i have the correct settings... edit : i hosted the second part of the error, may be more explicite
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Post by paladiex on Aug 22, 2017 14:34:09 GMT
  Hum... I'm connected to internet because i can work with 6 stars runes ^^ and it looks like i have the correct settings... edit : i hosted the second part of the error, may be more explicite Hmmmm, this time I'm not sure  I've gotta check with AnkuLua about this.
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Post by jonnebonne on Aug 22, 2017 15:08:48 GMT
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Post by paladiex on Aug 22, 2017 15:18:59 GMT
Are you running in 1920x1080? If it's failing at determining the rune rarity then that means it's not finding the colour correctly. If it's not finding the colour correctly then that means the pixels are off; either by location or colors are different based on devices. Post a screenshot
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Post by jonnebonne on Aug 22, 2017 15:34:31 GMT
Are you running in 1920x1080? If it's failing at determining the rune rarity then that means it's not finding the colour correctly. If it's not finding the colour correctly then that means the pixels are off; either by location or colors are different based on devices. Post a screenshot This is with 1920x1080:  imgur.com/a/ikAfG
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Post by paladiex on Aug 22, 2017 17:21:02 GMT
Are you running in 1920x1080? If it's failing at determining the rune rarity then that means it's not finding the colour correctly. If it's not finding the colour correctly then that means the pixels are off; either by location or colors are different based on devices. Post a screenshot This is with 1920x1080:  imgur.com/a/ikAfGYou are running in 1778x1030 according to that screenshot. Make sure you don't maximize Nox after selecting 1920x1080
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Post by jonnebonne on Aug 22, 2017 18:14:31 GMT
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Post by hiller131 on Aug 23, 2017 19:24:50 GMT
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Post by paladiex on Aug 23, 2017 21:09:09 GMT
I'm working on a fix now; thanks guys for testing it out. Edit 1: Rather than using absolute values for colors IE (r ==57 and b == 38 and g == 45), I switched to relative values IE (r > 40 and b < 40 and g > 40). This method should hopefully allow everyone to get a correct reading on values. When I ran the previous version of the script I did not recieve the errors you guys did. In the future, I've added the red box so you guys can tell me what happens before it bugs out. Like "Hey the bot put a red box in the corner of the rune, then a box on the stars, then a box on the mana cost, then a box main stat and it bugged out" <--- that or the exact error tells me exactly where the issue you are having comes from in my code.
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Post by rabiddoughnuts on Aug 28, 2017 7:58:21 GMT
it seems to be missing the image for 5* lvl 0, so will not upgrade 5* runes, I even checked in the image directory for the image and its not there.
NVM, I am retarded, donloaded from the drive link, didnt know the github was the master of sorts.
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Post by rabiddoughnuts on Aug 28, 2017 8:13:05 GMT
I had some ideas for sell criteria, but would also work as upgrade criteria. If you could get it to read efficiency like the summoners war rune optimizer does, by reading how high of rolls it got vs how high they could theoretically be, along with starting grade etc, maybe even message him and he might tell you his formula. Then we could have "sell runes below x% efficiency" or when I farm enough to fill my inventory and want to even my slots back out "sell all slots down to x by efficiency" or something of the sort, definitely as many options as possible though so we can really narrow it down, even if each option had to be a seperate run. It seems to be running great so far though, awesome work.
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Post by paladiex on Aug 28, 2017 22:58:26 GMT
I had some ideas for sell criteria, but would also work as upgrade criteria. If you could get it to read efficiency like the summoners war rune optimizer does, by reading how high of rolls it got vs how high they could theoretically be, along with starting grade etc, maybe even message him and he might tell you his formula. Then we could have "sell runes below x% efficiency" or when I farm enough to fill my inventory and want to even my slots back out "sell all slots down to x by efficiency" or something of the sort, definitely as many options as possible though so we can really narrow it down, even if each option had to be a seperate run. It seems to be running great so far though, awesome work. Im developing a method to determine which stat has upgraded; then sell if a flat stat is upgraded. Determining min/max rolls may be the direction I go in the future, but would take a long time for the bot to verify. Edit 1: By the way, efficiency is just an average of the stats relative to their maximums. IE if I had a spd sub that rolled into speed 2 times; once for the base and once on upgrade. It's maximum is 12, if the stat shows 8, then it's only 66% efficient.
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Post by rabiddoughnuts on Aug 30, 2017 3:42:38 GMT
I had some ideas for sell criteria, but would also work as upgrade criteria. If you could get it to read efficiency like the summoners war rune optimizer does, by reading how high of rolls it got vs how high they could theoretically be, along with starting grade etc, maybe even message him and he might tell you his formula. Then we could have "sell runes below x% efficiency" or when I farm enough to fill my inventory and want to even my slots back out "sell all slots down to x by efficiency" or something of the sort, definitely as many options as possible though so we can really narrow it down, even if each option had to be a seperate run. It seems to be running great so far though, awesome work. Im developing a method to determine which stat has upgraded; then sell if a flat stat is upgraded. Determining min/max rolls may be the direction I go in the future, but would take a long time for the bot to verify. Edit 1: By the way, efficiency is just an average of the stats relative to their maximums. IE if I had a spd sub that rolled into speed 2 times; once for the base and once on upgrade. It's maximum is 12, if the stat shows 8, then it's only 66% efficient. I thought it was something along those lines, thanks for clarifying, and yeah, I figured at the least efficiency might be long term, I really appreciate you even taking to time to respond and thinking about it. If you add the method for flat rolls could you maybe give users the choice between one or two upgrades into flat? because technically an enchantment gem gives you more than a single roll but less than 2, so it isn't a total loss, also if its legendary you can just reappraise if the rolls suck. Again, AWESOME, bot, great work.
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Post by paladiex on Aug 30, 2017 4:28:24 GMT
Im developing a method to determine which stat has upgraded; then sell if a flat stat is upgraded. Determining min/max rolls may be the direction I go in the future, but would take a long time for the bot to verify. Edit 1: By the way, efficiency is just an average of the stats relative to their maximums. IE if I had a spd sub that rolled into speed 2 times; once for the base and once on upgrade. It's maximum is 12, if the stat shows 8, then it's only 66% efficient. I thought it was something along those lines, thanks for clarifying, and yeah, I figured at the least efficiency might be long term, I really appreciate you even taking to time to respond and thinking about it. If you add the method for flat rolls could you maybe give users the choice between one or two upgrades into flat? because technically an enchantment gem gives you more than a single roll but less than 2, so it isn't a total loss, also if its legendary you can just reappraise if the rolls suck. Again, AWESOME, bot, great work. Ideally the rune will ignore any rune that is upgraded to +12, because that will be a user determination on whether or not they keep the rune. How it works now is very basic, based on rarity users can upgrade it to +3, +6, +9, +12; whatever they want. It can also tell the user what the sub stats are, and it's rank; which while not currently in use can be filtered in a similar manner as palbot. For example, it would be easy to code this: If Rare+, and 5*+, and no more than 1 flat substat, then keep; otherwise sell. While I can code the above, it doesn't currently offer much use to the user since the user looks at the rune before running the bot. At the moment the bot only evaluates 1 rune at a time and I need to code it's ability to switch runes and if a rune is sold maintain it's place in the rune que so it does not skip any runes. Once I can program a method to determine where the roll went, I can use this information to better determine the sell state. For example I would like to set the bot up at a basic level to upgrade all runes based on rank and rarity to a certain level. More indepth I would like the bot to upgrade each rune +3 times and determine what rolled, then decide whether or not to sell. If I have a rare 5* rune with Crit Damage, and Crit Rate, once it is +6 the next 2 rolls are wild. If the +9 roll is flat atk/def/hp I want to sell the rune because hero runes with % subs will be more efficient/useful; however if it rolls into a %, then I want to keep it, if it rolls into a flat stat at +12 then maybe I want to sell it too. However if I have a Legendary rune that is +atk%/crit dmg/crit rate/flat atk then maybe I am willing to let it roll into flat atk atleast 1 time. This means I have to code in logic that thinks this way. Everyone thinks a little different in this regard aswell, this means I need to develop options that give users the most flexiblity when telling their bot what they want to sell or keep. Unfortunately, I cannot program all of these features at one time. For now my bot upgrades runes based on rarity; but it tracks other stats. I will be updating the bot to keep runes based on substats (if "x" flat stats then sell), and rarity (if below "x" rarity then sell). These updates will come soon hopefully I was sidetracked last week with the palbot updates. Those updates however helped give me ideas for filtering palpowerup. Hopefully I will have a working version of my roll tracker developed shortly after. Tomorrow I will be pushing some updates, I will atleast work on the ability to auto switch between runes.
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Post by shooterdude on Aug 30, 2017 16:48:48 GMT
Nice work  I was thinking of working on something like this.. but might end up just using this instead.
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