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View Full Version : Dungeoneering bots?



Troll
02-18-2011, 04:33 PM
Ok so i was thinking, there are dungeoneering bots now on RSBuddy umm one for powerbot but on its own forum and i have heard there are a couple paid ones somewhere(Dont like pay :p) And i was think how do they work? However i know nothing about java and was woundering if anyone knows how they work or if they are even open soucre?

Also would it be possible to try the same in simba or is rsrbot/buddy only able cuz of java?
Thanks

HyperSecret
02-18-2011, 04:52 PM
Also would it be possible to try the same in simba or is rsrbot/buddy only able cuz of java?
Thanks

We technically have the same information available to us as RSBot/powerbot/buddy has. SMART is able to hook everything that that they can as long as we do it correctly in our code.

**BANNED The Man
02-18-2011, 04:54 PM
We technically have the same information available to us as RSBot/powerbot/buddy has. SMART is able to hook everything that that they can as long as we do it correctly in our code.

Actually, we are still unable to convert rectangles to get the exact points on interfaces :)
Apart from that, yes, we have the same information as they do and yes it would be possible, but hard if you want it to go through all levels etc. :)

-Boom

Troll
02-18-2011, 04:57 PM
So we can do it :p
Anyone know how they do it? Loop though every ID there is?

Home
02-18-2011, 05:28 PM
Extractus have made a bot. It's not good, but i think it will be good at some point. Check out RsBots (Dot) net

Why it's hard to make Dung bot?
Because your must code it to solve all the puzzles and so on.

~Home

Rich
02-18-2011, 05:56 PM
Running the RSBuddy Dungeoneering bot because it's a skill I absolutely detest, and it's actually running OK.

Echo_
02-19-2011, 08:14 PM
This would be an interesting project to start in Pascal, it would be a huge script though.

tarajunky
02-20-2011, 01:56 AM
Since the level must be fully generated at the beginning, couldn't you detect if there were going to be any unsolvable puzzles, and just leave that level and try again?

TomTuff
02-20-2011, 02:10 AM
Since the level must be fully generated at the beginning, couldn't you detect if there were going to be any unsolvable puzzles, and just leave that level and try again?

this would be useful even when you're playing by hand.

Train
02-20-2011, 02:22 AM
The rooms don't appear until you click on the door. Reflection might be able to access the map though.

tarajunky
02-20-2011, 02:29 AM
The reason I would think it's fully generated at the beginning is because you can have locked doors in the starting room that require keys elsewhere in the dungeon, and also because they have the "Guide Mode", that can tell you whether certain paths are going to be essential or not before you explore them.

That could be wrong, but if the information was available at the beginning it could be very, very useful.

Train
02-20-2011, 03:21 AM
The map is generated when the dungeon is created, not while walking. But it is questionable if reflection can access other objects in the dungeon though.

Flight
02-20-2011, 03:46 AM
I would think that each dungeon has it's own home room, you could use the information you gather in the home room, like suggested by Tarajunky, to determine the dungeon "ID" for the given paths, possible NPCs, key locations, ect... But this is only a theory, alot of examination would need to be used to prove it correct.

In either case, I think it'd be very complex, but nothing is impossible to script for Runescape.