Hello,
I was looking through thecks code and realized it can be time consuming to fill out all the data needed in the my_gear file. This is especially true if you are comparing different tanks. So I put together an armor scraper in python that will grab your character and convert the data in to a form that thecks mattlab code can use.
Files:
armoryscraper.py - this is used to download and parse the armory info
tankadin.py - converts armory data in to a format readable by thecks code
unique.py - mostly contains IDs and hashes
example.py - run it!
incomplete
boss.py - module for building boss profiles
ttlengine.py - time to live engine
You will need to install the latest version of python (http://www.python.org/download/releases/2.6/) to run it. Stay away from python 3.0, i think its still in its testing phase. If you do not have python an exe is included in the dist directory but you will need to haveMicrosoft Visual C++ 2008 redistributable package(http://www.microsoft.com/downloads/deta ... laylang=en) to use it. The exe works with vista, havent tried xp yet. If you have a *nix system you shouldn't need a binary. Nearly all *nix systems come with python.
If you want to run the code via python just do:
- Code: Select all
python example.py
If you don't have python just open up the exe found in the dist directory
You will be prompted to enter information and if you want to save the data.
The hope is that this will be extended to use more of thecks mattlab code and eventually evolve in to a time to live engine with threat analysis.
Hehe, python 3 was released over 8 months ago
But indeed get 2.6 as 3 will give some issues depending on the code(little backwards compatibilty)
oops
Either way, you will want to avoid using 3.0. The code has not been tested with that yet.
All the code is released under the GPL.
http://splashytanksarmoryscraper.google ... craper.rar
Current Progress
-gear support
works
-gem support
works
-enchant support
needs to be coded
Here is what the output looks like
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Crit_Meta_gemmed=0;
BV_Meta_gemmed=0;
Armsman_enchanted=1
T72pc_equipped=1;
T72pc=1+0.1*T72pc_equipped;
T82pc_equipped=0;
T82pc=1+0.1*T82pc_equipped;
T84pc_equipped=0;
T84pc=225*T84pc_equipped;
%START GEAR SECTION
%Item = [STR STA AGI INT SPI Hit Crit Exp AP SP Haste ArP Def Dod]
Helm = [68 126 0 0 0 0 0 36 0 0 0 0 59 0 56 0 0 1867];
Chest = [84 126 0 0 0 0 0 0 0 0 0 0 67 0 49 0 39 2298];
Gloves = [84 115 0 0 0 0 0 0 0 0 0 0 45 0 36 68 0 1467];
Legs = [100 127 0 0 0 0 0 0 0 0 0 0 54 0 0 54 52 2011];
Shoulder = [68 100 0 0 0 0 0 0 0 0 0 0 40 37 39 0 0 1723];
Bracers = [46 94 0 0 0 36 0 0 0 0 0 0 39 44 0 0 0 1027];
Belt = [84 103 0 0 0 0 0 0 0 0 0 0 36 45 37 0 0 1321];
Boots = [85 103 0 0 0 0 0 0 0 0 0 0 37 44 37 0 0 1614];
Back = [41 84 0 0 0 32 0 0 0 0 0 0 38 37 0 0 0 154];
Ring1 = [63 94 0 0 0 0 0 0 0 0 0 0 33 0 0 51 32 0];
Ring2 = [38 84 0 0 0 27 0 21 0 0 0 0 56 0 0 0 0 0];
Trink1 = [0 111 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
Trink2 = [0 63 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
Shield = [42 94 0 0 0 28 0 28 0 0 0 0 63 0 0 221 0 7890];
Weapon = [35 69 0 0 0 0 0 23 0 0 0 0 26 34 0 0 0 0];
weapon_base_dps=163.24;
weapon_base_speed=1.7;
Neck = [42 94 0 0 0 42 0 0 0 0 0 0 41 43 0 0 0 0];
%END OF GEAR SECTION
%START GEM SECTION
HelmGems = [0 12 0 0 0 0 0 0 0 0 0 0 8 0 0 0 0 0];
ChestGems = [0 48 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
GlovesGems = [0 48 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
LegsGems = [0 48 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
ShouGems = [0 24 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
BracGems = [0 24 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
BeltGems = [0 89 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
BootGems = [0 65 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
BackGems = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
Rin1Gems = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
RingGems = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
ShieGems = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
WeapGems = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
NeckGems = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
%END OF GEM SECTION
%START ENCHANTS SECTION
HelmEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
ChesEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
GlovEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
LegsEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
ShouEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
BracEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
BeltEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
BootEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
BackEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
Rin1Ench = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
Rin2Ench = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
ShieEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
WeapEnch = [0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0];
%END OF ENCHANTS SECTION
%% Total Contributions from Gear, Gems, and Enchants
Gear = [Helm; Neck; Shoulder; Back; Chest; Bracers; Gloves; Belt; Legs; Boots; Ring1; Ring2; Trink1; Trink2; Weapon; Shield];
Gems = [HelmGems; NeckGems; ShouGems; BackGems; ChesGems; BracGems; GlovGems; BeltGems; Legs
s; BootGems; Rin1Gems; Rin2Gems; WeapGems; ShieGems];
Enchants = [HelmEnch; ShouEnch; BackEnch; ChesEnch; BracEnch; GlovEnch; BeltEnch; LegsEnch; BootEnch; Rin1Ench; Rin2Ench; WeapEnch; ShieEnch];
Gear_Total=sum(Gear)+sum(Gems)+sum(Enchants);
%Item = [STR STA AGI INT SPI Hit Crit Exp AP SP Haste ArP Def Dod Parr BV BR Armor]
Gear_STR=Gear_Total(1);
Gear_STA=Gear_Total(2);
Gear_AGI=Gear_Total(3);
Gear_INT=Gear_Total(4);
Gear_SPI=Gear_Total(5);
Gear_Hit=Gear_Total(6);
Gear_Crit=Gear_Total(7);
Gear_Exp=Gear_Total(8);
Gear_AP=Gear_Total(9);
Gear_SP=Gear_Total(10);
Gear_Haste=Gear_Total(11);
Gear_ArP=Gear_Total(12);
Gear_Defense=Gear_Total(13);
Gear_Dodge=Gear_Total(14);
Gear_Parry=Gear_Total(15);
Gear_BV=Gear_Total(16);
Gear_BR=Gear_Total(17);
Gear_Armor=Gear_Total(18);
If there are any suggestions or features anyone would like to see let me know.
