At waterfiends, it sometimes think its done a fight and clicks on another, this is what results in you dying if you dont use the logout when low HP, also this problem is still a problem cause it makes you waste more food :P
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At waterfiends, it sometimes think its done a fight and clicks on another, this is what results in you dying if you dont use the logout when low HP, also this problem is still a problem cause it makes you waste more food :P
In case it's basics, make sure "Always show target information" is enabled in-game and move that popup to the top left corner to get it away from most other things. Standard simba settings stuff, brightness, etc.
If you're getting swarmed, is it flashing red when it should not, or is it never flashing red?
Near the top of SIMBADIR\includes\bonsai\blCombat.simba, there are tolerances that you can try bumping up or down (gently). These are for the '0' in the enemy health on the popup window. If never red, add to them. If it flashes too soon, remove from them. Let me know if this works and what values.
REDDISHTOL = 7;
GOLDISHTOL = 3;
What do you mean by never red? How long the HP bar stays at 0 before it disappears?
Woops nevermind didn't understand till now, will post updates if any
Okay double edit;
Now assuming the "flashing red" is that pentagram thing underneath them, yeah it sometimes cuts off for a bit, some kills it flashes till the monster is dead, when the monster is dead it flashes once more, then moves on, sometimes though it stops flashing for a short interval then resumes flashing again.
TRIPLE EDIT;
okay it seems this might be the issue, sometimes when its mousing over another monster, and that monsters info box covers the current monster, the flashing at the bottom doesn't occur ( of course this is still assuming this is what you meant by flashing red )
I bumped it to 8, for an hour, its slower ( by a little bit ) before it clicks on the next waterfiend but its more smooth now
Why won't this script kill Deadly Red Spiders?
It fails to identify them, and then says "Ran out of discovered colours" over and over again.
Seems to work great with everything else that I've tried.
Hello everyone @ThisThread :D
I'll be testing this script out , I did it for 7hours last night with motion detect seemed alright but takes a bit for it to detect a NPC. I was at ankous? however you spell them.
How would i go on about speeding up this procedure?
Testing out Auto detect at the moment. It' says it needs 10 good colors? the script has been moving the red dot all over the screen for the past 5minutes and only found 1 good xD
am i doing something wrong?
Any advice would be great & yes i believe i have all the basic requirements and read through the Op thoroughly :D
Okay, so bumped up to 8 seems stable, i think i see the problem, so the cursor hovers over these monsters while waiting for the fight to finish, sometimes itll click to fight the next monster, and that monster will run off screen, this makes the character hit the monster, but the script no longer sees this monster and thinks the fight finished
I believe I found it. Change line 179 in SIMBADIR\includes\bonsai\blBreak.simba:
Simba Code:breakMs := minToMsec(self.averageBreak) + randomVary(self.breakVariance * 60000);
I didn't multiply it up so it was only subtracting ms from the break time. Will add to next upload if it tests out ok.
I was thinking of buying a SGS though how do i go on about assigning it a key? i don't understand this bit in the player form popup please advice
edit proggy:
Code:////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////// Bonsai ////////////////////////////////////////
//////////////////////////////////////// Fighter ////////////////////////////////////////
//////////////////////////////////////// _______ ////////////////////////////////////////
////////// //////////
////////// Script runtime: //////////
////////// 7 hr 49 min 11 sec(Total) 7 hr 34 min 11 sec(Active) 15 min 0 sec(Break) //////////
////////// //////////
//////////////////////////////////////// Kills ////////////////////////////////////////
////////// Total Per Hour /Hour Active //////////
////////// Ankou 5,193 664.07 686.01 //////////
////////// XP 623,160 79,688.77 82,320.63 //////////
////////// Const XP 205,642.8 26,297.3 27,165.81 //////////
////////// //////////
////////////////////////////////////////////////////////////////////////////////////////////////////
My Color files for:
Ankou: http://www.filedropper.com/ankou
Fire-giant: http://www.filedropper.com/fire-giant
I tried uploading it to Villavu but it wouldn't let me :s If anyone has a better Fire giant color file id highly appreciate it . though with mine im able to get 120-130k exp/h
Could have beaten OP Proggy but my overall exp per hour is better ^^Code:////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////// Bonsai ////////////////////////////////////////
//////////////////////////////////////// Fighter ////////////////////////////////////////
//////////////////////////////////////// _______ ////////////////////////////////////////
////////// //////////
////////// Script runtime: //////////
////////// 5 hr 1 min 26 sec(Total) 5 hr 1 min 26 sec(Active) 0 sec(Break) //////////
////////// //////////
//////////////////////////////////////// Kills ////////////////////////////////////////
////////// Total Per Hour /Hour Active //////////
////////// Fire giant 1,565 311.51 311.51 //////////
////////// XP 664,812 132,328.62 132,328.62 //////////
////////// Const XP 219,256.5 43,642.28 43,642.28 //////////
////////// //////////
////////////////////////////////////////////////////////////////////////////////////////////////////
What would be like a skeleton code to add a looter ?
Code:***** TcombatMgr.attack: End of fight detected
Error: The Box you passed to Rectangle exceed the bitmap's bounds at line 116
Execution failed.
Simba Code:(*
TMufasaBitmap.drawBox
~~~~~~~~~~~~~~~~~~~~~
.. code-block:: pascal
procedure TMufasaBitmap.drawBox(box: TBox; fill: boolean; color: TColor);
Draws a TBox onto the TMufasaBitmap
.. note::
- by Ollybest
- Last Updated: 19 July 2013 by Ollybest
Example:
.. code-block:: pascal
tmb.drawBox(intToBox(50, 50, 345, 345), false, clLime);
*)
procedure TMufasaBitmap.drawBox(box: TBox; fill: boolean; color: TColor);
var
tpa: TPointArray;
begin
if (not fill) then
begin
try
tpa := edgeFromBox(box);
except
tpa := [point(box.x1, box.y1)];
finally
self.drawTPA(tpa, color);
end;
end else
self.rectangle(box, color); //this is what it highlights
end;
This error pops up from time to time i don't know why.. nothing out of the odinary happens in game itself..
any advice?
99 Attack achieved.
Was just about to post the same error:
http://puu.sh/corlt/90c4cb1d2d.png
Changed the redish tolerances allot, but that didn't prevent it from attacking the next NPC while still in combat.
The indicators flicker red after a NPC is killed like they should, but they dont flicker red when the bot changed tragers while still in combat.
It still sometimes attacks the NPC you just killed.
Okay so this isnt it exactly, im completely new to this sorry but if u can help :)
how would i make it loop? do i just put loot item into the waterfiend program before it ends?Code:program waterFiend;
{$DEFINE SMART}
{$include_once srl-6/srl.simba}
{$include_once bonsai/blCombat.simba}
var
fiend: Tnpc;
i: integer;
begin
SetupSRL();
fiend.init('waterfiend', true);
for i := 0 to 5 do
begin
combatMgr.attack(fiend, true {wait until dead},
nil {use default foodhandler}, MOUSE_RIGHT);
sleep(5000);
end;
end.
procedure lootItem();
var
x, y: integer; //we need to declare these variables since findObject outputs these
begin
if mainscreen.findObject(x, y, 925721, 11, ['ffigy'], MOUSE_RIGHT) then
begin
writeLn('We found an item!'); //if findObject results true, this will print
chooseOption.select(['ake']); // this will choose ‘Take’ option in chooseOptions menu
end;
end;
begin
clearDebug();
setupSRL();
lootItem();
end.
Could you use this for the ghost place? World 2 is super laggy so I don't know if I need to modify the reaction speed or something in the script
Was there ever a fix for deadly red spiders?
I tried to use the script for them before, and it wouldn't identify the creature.
I would love to use this on deadly red spiders for the bxp weekend. :)
error screen: http://oi57.tinypic.com/2wrk8t3.jpg
What do you think is the best place to use this bot for Hardcore ironman (lvl 20 str, att, and def)?
This script kills waterfiends as fast/almost as fast as I do... sometimes it attacks another npc before it finishes killing the one it is on but that didn't really matter for my purposes.
The only other thing is that it still doesn't recognize the guthix's blessing ability on the action bar, this is probably not a problem specifically with the script though. I solved it by hardcoding the guthix ability to be called before death's swiftness every time death's swiftness is available.
It's probably already suggested but maybe adding potion support by default is the only improvement I can think of.
Proggy:
Code:////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////// Bonsai ////////////////////////////////////////
//////////////////////////////////////// Fighter ////////////////////////////////////////
//////////////////////////////////////// _______ ////////////////////////////////////////
////////// //////////
////////// Script runtime: //////////
////////// 2 hr 50 min 13 sec(Total) 2 hr 50 min 13 sec(Active) 0 sec(Break) //////////
////////// //////////
//////////////////////////////////////// Kills ////////////////////////////////////////
////////// Total Per Hour /Hour Active //////////
////////// Waterfiend 1,038 365.88 365.88 //////////
////////// XP 969,699.6 341,807.09 341,807.09 //////////
////////// Const XP 319,911.6 112,764.87 112,764.87 //////////
////////// //////////
////////////////////////////////////////////////////////////////////////////////////////////////////
was using it for charms with 99 range and a royal crossbow, the entire thing took only 1 inventory of food.
That was pretty close, and it's great you want to give scripting a try. I recommend going through the basic scripting tutorials and starting a new help thread (probably here)
No, too incompatible.
Are you using manual abilities, then? There's a writeln commented out in _doAbilities that can help debug the SRL getAbilityCooldown response. It might be returning off values.
Re: potions, I'm probably not getting to it for a while but you could hook it into __defaultHealthCheck pretty easily.
Both of those are in includes\bonsai\blCombat.simba
Most other issues are failures on the red circle detector and the weakness of the yellow one. I started reworking them but don't have much time for a while. In the mean time, I hate to say it, but just don't use it in the places it's not working well.Quote:
Other Stuff
"Doctor, my arm hurts when I move it this way..." :)
Sometimes takes a long time to start, sometimes it doesn't even start (can't find any NPC) but when it works, it works like a charm
i have used auto detect for more than 20+ monsters and they work fine from small to big. wonder why it doesnt work for you.
Wow that waterfiend proggy is impressive. I wonder if with full armadyl gear with armadyl crossbow at ~75 ranged Id get any decent xp
When I try to run Autodetect, I get:
Simba Code:FindColorsBitmap returned an error
***** Tcolorizer.motionDetect: FAILED TO IDENTIFY ANYTHING.
FindColorsBitmap returned an error
***** Tcolorizer.motionDetect: FAILED TO IDENTIFY ANYTHING.
FindColorsBitmap returned an error
***** Tcolorizer.motionDetect: FAILED TO IDENTIFY ANYTHING.
I tested this for multiple locations, still the same error message. I then used ACA to color pick,but in simba/includes/bonsai, there is no libnpcstandard.xml. I've removed the bonsai folder and tried reinstalling, but still no libnpcstandard.xml file shows up.
You mentioned this:
but the second post does not contain this information.