It's actually been supported for a long time now
http://www.lavishsoft.com/wiki/index.ph ... ta_Type%29
# rgb GetPixel[x,y]: Retrieves color information of a specific pixel. Coordinates are relative to the viewable portion of the window, not the game's actual display mode
# string PixelSearch[x,y,color,-radius #,search ...]: Searches for the nearest pixel to x,y matching a set of conditions. Color and radius are required. Everything is given in decimal except for color, which must be lower case hexadecimal. Other optional search parameters include -within #, -redwithin #, -greenwithin #, -bluewithin #. These are used left to right, so to search for a color within 32 blue and green, but within 16 red, you could use -within 32,-redwithin 16. The returned string will be in the form x,y
Examples:
- ${Display.GetPixel[100,100]} retrieves the color of the pixel at 100,100
- ${PixelSearch[100,100,0000ff,-radius 10]} searches for a full blue pixel within 10 pixels of 100,100 -- note: "radius" is a misnomer, it actually searches a square of (2*radius)*(2*radius) pixels, centered on the location, e.g. in this case 90,90 to 110,110. Could also be used like ${PixelSearch[100,100,0000ff,-radius 10,-bluewithin 15]} to get the nearest blue pixel to 100,100 within that radius that is within 15 blue values (0000f0 to 0000ff). PixelSearch is currently quite slow when used in a relatively large area, so keep the radius and number of searches to a minimum
As the info says, the location is based on the size of the window, not the game's actual display mode -- this is because it uses standard windows API, and is independent of the game's display system. It is of course possible to use DirectX API to get pixel information, but it would be extremely slow because it would have to do a full screen capture. It would be better to calculate the location of the pixel given the game's resolution and the window's viewable area
Let me know if you need more information or this isn't sufficient (or hell, if it is sufficient, please let me know that too

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