Coh3n
2011-09-17 02:39:21
This was actually already in the original TMSObject record and I'm a little mad at myself for removing it when I rewrote Objects.simba some time ago. The idea is that if one of the "bad colours" is found in one of the "valid" object boxes, the algorithm will skip that box.
I'm thinking this will be simple, yet effective.
Planning:
Each element in BadColors will correspond with each element in BadTolerances. Use a simple FindColorTolerance in MSI_FindObjectsTPA and search for each bad color in each TPA box. Gather the bad colours for needed objects in MSI_GetObject: Test! Would love it if someone wanted to take on this task. It's simple, gives you some experience in colour scripting, and I'm willing to walk you through the entire process.
Cheers,
Coh3n
I'm thinking this will be simple, yet effective.
Planning:
- Two fields added to TMSObject:
BadColors: TIntegerArray;
BadTolerances: TIntegerArray; // length = length(BadColors)
- Crafting Guild ~ Blue star on wall hanging (for ROCK_SILVER)
- Crafting Guild ~ Wooden bench colour overlaps with wall hangings (for ROCK_SILVER)
- Crafting Guild Miner ~ The really dark colours in the wooden benches (for DOOR_NORMAL)
- The leaves and berry colours on the new trees.
Cheers,
Coh3n