It said "looking for uptext" about ten thousand times :rofl:
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Ive only been able to get small proggies about 2 hours each because it keeps looking to uptext and cannot find it. Most likely because there are no trees left. Maybe it could look for trees longer?
player 6 only leveled twice. I like the slower banking proceedure :)PHP Code:[=================================================================]
[ Coh3n's Draynor Chop N' Bank! ]
[============================ Rev.27 =============================]
[ ]
[ Ran For: 8 Hours, 2 Minutes and 25 Seconds ]
[ ]
[ Nick T/F Loads Logs Lvls Exp. Brks ]
[ ¯¯¯¯ ¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ]
[ wc01 T 20 560 2 37800 4 ]
[ wc02 T 20 559 1 37732 4 ]
[ wc03 T 20 560 2 37800 4 ]
[ wc04 T 20 560 2 37800 4 ]
[ wc05 T 5 140 2 9450 1 ]
[ wc06 T 20 560 18 37800 4 ]
[ wc07 T 16 448 1 30240 3 ]
[ ]
[=================================================================]
[=================================================================]
The banking keeps messing up for me, it relocates about 5 or 6 times on average until it opens the bank.
I seem to have messed up...
Line 14: [Error] (22423:1): Duplicate identifier 'SRLVersionNumber' in script C:\Users\twobac\Desktop\scarprerelease\includes\SR L\SRL\Core\Globals.scar
I have run the SVN update on ScarPreRelease and it is at revision 80
I have also downloaded the includes via scar?
What do i need to do next?
I used your scripts to check the form support in Simba.. This is what I got after some editing :)
http://i47.tinypic.com/292y1b7.png
I should probably add the logout failsafe back in then. Lol.
It doesn't stop looking for trees, if you're cutting Oaks and both the trees are gone, you'll get a lot of uptext errors, and it won't always find the Oak as soon as it grows back.
Nice! And yeah, I added a small wait in there. ;)
Every time? I may have to repick my bank colors...
You can't download the includes via SCAR as they're way outdated. You need the latest version of the Dev SVN.
Wow dude I'm so pumped that it works. I was worried that I'd have done all that work for nothing when I transfer over to Simba. :D
I'm actually surprised my self that it all works :p.
Here is a patch file to make it work with Simba:
E: You might want to put the "// <-- Remove the '{' to use multiple players!" text outside the { } brackets, since somehow I cannot disable Simba from using nested comments :(.Code:Index: DCnB_Form.scar
===================================================================
--- DCnB_Form.scar (revision 27)
+++ DCnB_Form.scar (working copy)
@@ -251,7 +251,11 @@
bmp := frmBitmaps[TAB_ACTIVE];
GetBitmapSize(bmp, w, h);
SetBounds({L} 50 + (i * 74), {T} 161, {W} w, {H} h);
+ {$ifdef Simba}
+ DrawBitmap(Bmp,canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), Canvas, 0, 0, w, h, 0, 0, w, h);
+ {$endif}
isActiveTab[i] := True;
if (isActiveImage[IMG_TAB_SCPT_NORM]) then
@@ -325,8 +329,12 @@
if (not isActiveImage[intArr[0]]) then
Exit;
GetBitmapSize(intArr[1], w, h);
+ {$ifdef Simba}
+ DrawBitmap(intarr[1],tImages[intArr[0]].Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(intArr[1]), tImages[intArr[0]].Canvas,
0, 0, w, h, 0, 0, w, h);
+ {$endif}
isActiveImage[intArr[0]] := False;
end;
end;
@@ -368,8 +376,12 @@
begin
bmp := intArr[INACTIVE];
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,tTabs[currTab].Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), tTabs[currTab].Canvas,
0, 0, w, h, 0, 0, w, h);
+ {$endif}
tTabLabels[currTab].Font.Color := 1068418;
isActiveTab[currTab] := False;
frm_PlayerInfo(currTab, True);
@@ -382,7 +394,11 @@
}
bmp := intArr[ACTIVE];
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,tTabs[theSender].Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), tTabs[theSender].Canvas, 0, 0, w, h, 0, 0, w, h);
+ {$endif}
tTabLabels[theSender].Font.Color := 2070783;
isActiveTab[theSender] := True;
frm_PlayerInfo(theSender, True);
@@ -476,8 +492,12 @@
bmp := frmBitmaps[TAB_INACTIVE];
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), Canvas,
0, 0, w, h, 0, 0, w, h);
+ {$endif}
isActiveTab[i] := False;
//frm_Debug('tab_Add', 'Tab ' + IntToStr(i + 1) + ' is now inactive.');
end;
@@ -520,7 +540,11 @@
frm_PlayerInfo(hi - 1, False);
bmp := frmBitmaps[TAB_ACTIVE];
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), Canvas, 0, 0, w, h, 0, 0, w, h);
+ {$endif}
tTabLabels[hi - 1].Font.Color := 2070783;
isActiveTab[hi - 1] := True;
//frm_Debug('tab_Delete', 'Tab ' + IntToStr(hi - 1) + ' is now active.');
@@ -875,8 +899,12 @@
for i := 0 to hi do
begin
GetBitmapSize(bmpArr[i], w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmpArr[i],tImages[imgArr[i]].Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmpArr[i]), tImages[imgArr[i]].Canvas,
0, 0, w, h, 0, 0, w, h);
+ {$endif}
end;
hi := High(tTabs);
@@ -1008,8 +1036,12 @@
bmp := frmBitmaps[bmpArr[i]];
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,tImages[imgArr[i]].Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), tImages[imgArr[i]].Canvas,
0, 0, w, h, 0, 0, w, h);
+ {$endif}
isActiveImage[imgArr[i]] := False;
end;
@@ -1051,8 +1083,12 @@
if (not isActiveImage[intArr[0]]) then
Exit;
GetBitmapSize(intArr[1], w, h);
+ {$ifdef Simba}
+ DrawBitmap(intArr[1],tImages[intArr[0]].Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(intArr[1]), tImages[intArr[0]].Canvas,
0, 0, w, h, 0, 0, w, h);
+ {$endif}
isActiveImage[intArr[0]] := False;
end;
@@ -1099,8 +1135,12 @@
if (isActiveImage[intArr[0]]) then
Exit;
GetBitmapSize(intArr[1], w, h);
+ {$ifdef Simba}
+ DrawBitmap(intArr[1],tImages[intArr[0]].Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(intArr[1]), tImages[intArr[0]].Canvas,
0, 0, w, h, 0, 0, w, h);
+ {$endif}
isActiveImage[intArr[0]] := True;
end;
@@ -1133,11 +1173,16 @@
bmp := frmBitmaps[bmpArr[i]];
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,tImages[imgArr[i]].Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), tImages[imgArr[i]].Canvas,
0, 0, w, h, 0, 0, w, h);
-
+ {$endif}
if (Sender = tImages[IMG_TAB_LABELS]) then
+ begin
isActiveImage[imgArr[i]] := False;
+ end;
end;
isActiveImage[imgArr[2]] := True;
@@ -1196,7 +1241,7 @@
with frmMain do
begin
SetBounds({L} 100, {T} 100, {W} 555, {H} 433);
- BorderStyle := nsNone;
+ BorderStyle := bsNone;
end;
useSmart := TCheckBox.Create(frmMain);
@@ -1398,7 +1443,11 @@
end;
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), Canvas, 0, 0, w, h, 0, 0, w, h);
+ {$endif}
end;
end;
@@ -1551,7 +1600,11 @@
isActiveImage[helpImage] := False;
OnMouseMove := @frm_OnMouseMove;
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), Canvas, 0, 0, w, h, 0, 0, w, h);
+ {$endif}
end;
end;
{
@@ -1599,7 +1652,11 @@
isActiveImage[introImage] := False;
OnMouseMove := @frm_OnMouseMove;
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), Canvas, 0, 0, w, h, 0, 0, w, h);
+ {$endif}
end;
end;
@@ -1621,7 +1678,11 @@
isActiveImage[IMG_FRM_CREDITS] := False;
OnMouseMove := @frm_OnMouseMove;
GetBitmapSize(bmp, w, h);
+ {$ifdef Simba}
+ DrawBitmap(bmp,Canvas,0,0);
+ {$else}
SafeCopyCanvas(GetBitmapCanvas(bmp), Canvas, 0, 0, w, h, 0, 0, w, h);
+ {$endif}
end;
{
Everything to do with the intro form (frmIntro) ends here, and everything
@@ -1772,4 +1833,4 @@
begin
frm_SafeInitForm;
frm_SafeShowFormModal;
-end;
\ No newline at end of file
+end;
MMK remember what i was saying about the GUI? still happening D:
Load a playerlist and click on the first player in the list, notice its been replaced with the last one? D-=< but if you dont click it it wont replace it... wth?
Hi Coh3n,
Sorry, can you point the right way here?
ThanksQuote:
You need the latest version of the Dev SVN
http://villavu.com/forum/showthread.php?t=47714
Coh3n's tutorial is good. I installed everything with it.
I searched this thread but found nothing about the problem I seem to be having.. I try to start the script and I get this:
Line 270: [Error] (15594:1): Invalid number of parameters in script C:\Users\*\Desktop\scarprerelease\includes\SRL\SRL \Core\AntiRandoms\Sandwich.scar
Ok..So after tinkering with all that fun stuff I got it to work..But now lol.. When I use SMART when the page loads it starts to blink uncontrollablly thus making the script not type in my user and pass. Any help?
EDIT: fixed :)
Well..not exactly.. idid some searching around and it seems to be called "flickering". And the only way I fixed it was by keeping the setting "high" on the player from but turning the RS login screen settings on "Safe Mode". So I figured it out. Thanks though. Proggie soon.
Edit: I do know the feature of the edit button but I figured I'd make 2 posts so people wouldn't get confused these days. And as soon as you said that I figured it out lol.. So I guess I should delete this post.
Hi Coh3n,
Just to check, do i delete row14 in Globals.scar? or the whole file??
Cheers
Edit: Disregard the above!!!!
I have just uninstalled and reinstalled SCAR and the includes and thought better redownload the script to ensure all was well. In SVN the checkout told me I was at version 28, but in the script is shows 27 still. lol. But the main thing I noticed was that the script now only uses two includes.
In my script I still hadPHP Code:program DraynorChopNBank;
{.Include srl\srl\Misc\Smart.scar} //Add '//' to the beginning of the line to disable SMART
{.Include DCnB_Form.scar}
and as these are now called from DCnB_Form.scar, that is why I had the duplicate identifier error.PHP Code:{.Include srl\srl.scar}
{.Include srl\srl\Misc\Debug.scar}
:D
[============================ Rev.28 =============================]
[ ]
[ You have chosen to cut Willow trees. ]
[ ]
[ Ran For: 5 Hours, 37 Minutes and 16 Seconds ]
[ Loads Done: 52 ]
[ Logs Chopped: 1455 ]
[ Levels Gained: 9 ]
[ Exp Gained: 98212 ]
[ Breaks: 2 ]
[ ]
[================================================== ===============]
[================================================== ===============]
I stopped it manually because I had to upgrade to another axe. Great script :) hopefully i'll have a 15hr+ one coming along.:spongebob:
First ever SMART proggy!! :)
WC03 - Failed random at 4 hours 34 minutesPHP Code:[=================================================================]
[ Coh3n's Draynor Chop N' Bank! ]
[============================ Rev.28 =============================]
[ ]
[ Ran For: 9 Hours, 10 Minutes and 40 Seconds ]
[ ]
[ Nick T/F Loads Logs Lvls Exp. Brks ]
[ ¯¯¯¯ ¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ]
[ wc01 F 21 588 1 39690 3 ]
[ wc02 F 43 1204 61 81270 6 ]
[ wc03 F 8 224 1 15120 1 ]
[ wc04 F 8 224 1 15120 1 ]
[ wc05 F 13 364 4 24570 1 ]
[ wc06 F 16 448 1 30240 2 ]
[ wc07 F 14 392 0 26460 2 ]
[ ]
[=================================================================]
[=================================================================]
WC04 - Failed random at 4 hours 44 minutesPHP Code:***** STR: FOUND RANDOM: 'Molly's Evil Twin' *****
***** STR: 'Molly's Evil Twin' RANDOM SOLVING FAILED! *****
WC05 - completed 13 loads, but then logged out before attempting 7th load of cycle? No random in the debug.PHP Code:***** STR: FOUND RANDOM: 'Prison Pete' *****
***** STR: 'Prison Pete' RANDOM SOLVING FAILED! *****
WC03 - logged back in at 7 hours 13 mins - if player failed a random, the active flag should be set to false,
rather than letting the player log back in and then fail on finding either WC lvl at -1 or failed to find uptext.
The debug then shows
- due to the randomPHP Code:Current Woodcutting level: -1
-> Setup_Player: You need at least 30 in Woodcutting to cut Willow trees
WC04 - logged in after
WC05 - same as WC04 - assuming failed a random that was not caught in the debug.PHP Code:-> Chop_Tree: Failed to find uptext
-> Chop_Trees: Failed to find uptext 60 times, logging out...
WC06 - completes 2 loads get same as WC04
WC07 - same
WC01 - stuck in bank
WC02 - log's in completes 7 loads, logged out then back in straight away. I would suggest that now there
is only one player active, that the breaks should kick back in.
WC02 - failed random at 9hours 10 minutes
Any ideas why the script stats & sig is not working?PHP Code:***** STR: FOUND RANDOM: 'Freaky Forester' *****
Forester: We should talk to the freaky forester.
Forester: Can't find the Forester.
***** STR: 'Freaky Forester' RANDOM SOLVING FAILED! *****
-> Next_Player: All players inactive, terminating script...
Perhaps an update in progress? Either with the script or with SRL?
Are the signatures down or is it just me?
No the sig's are down at the moment. They have been down for at least 2/3 days.
But SMS site is still recording :)
http://scriptmanager.freehostia.com/index.php
And nobody has notified me! :O I'll get to it tomorrow. Thought I dont know a reason why they would just stop working.
[ Coh3n's Draynor Chop N' Bank! ]
[============================ Rev.28 =============================]
[ ]
[ You have chosen to cut Willow trees. ]
[ ]
[ Ran For: 5 Hours, 26 Minutes and 9 Seconds ]
[ Loads Done: 80 ]
[ Logs Chopped: 2240 ]
[ Levels Gained: 6 ]
[ Exp Gained: 151200 ]
[ Breaks: 0 ]
[ ]
Ok so it worked great again. However it isn't recognizing randoms now :/ So I've gotten a few randoms Scaperune and so on. So idk why it won't recognize. Other than that a freat script. But I do recomend breaks and lots of em or you will get more randoms. I found that out first hand today lol. Great job man keep it up.
logged in at was in the mime random, while walking back to the bank, other than random dection its a great scriptPHP Code:-> Chop_Trees: Failed to find trees 60 times, logging out...
-> Next_Player: All players inactive, terminating script...
[=================================================================]
[ Coh3n's Draynor Chop N' Bank! ]
[============================ Rev.27 =============================]
[ ]
[ You have chosen to cut Willow trees. ]
[ ]
[ Ran For: 8 Hours, 21 Minutes and 5 Seconds ]
[ Loads Done: 141 ]
[ Logs Chopped: 3948 ]
[ Levels Gained: 1 ]
[ Exp Gained: 266490 ]
[ Breaks: 7 ]
[ ]
[=================================================================]
[=================================================================]
Successfully executed
Yeah cause I remember the first time I used it he did the random no problem. Now all of the sudden he can't do a single random lol. I hope he fixes it cause I trully find it amazing when I see these Macros do randoms.
Is anyone else having problems with their players not noticing random events?
Hey guys,
Sorry, I've been away the last couple days. Couldn't check this thread or anything. Now that I'm back, I'll hopefully be able to make a good update soon. Maybe fix the random detection issue? :D Anyway, here are my responses for everyone.
Revision 28 is suppose to logout if it can't find the uptext 60 times or if it can't find the trees 60 times. I'll have to look into it when I get time.
Okay, I'm glad you got it figured out! Also, it shouldn't say Rev.27 in the script...
Very nice. It's not often you get a report like that without getting a random. :)
Great feedback! When a random is failed, SRL is suppose to automatically set the current player the false, and logout. Not exactly sure what happened there. Sometimes if you don't know why a player logged out, it could be due to a connection problem. If you lose connection, and it doesn't kick back in before it doesn't find trees/uptext 60 times, then it will set that player to false.
I've been away the last couple days, sorry. Hopefully today or tomorrow I can take a good look at everyone's feedback and make an update.
Nice report. The in randoms detection in SRL may be broken for some randoms, it's hard to say. Also, you can take breaks. You determine how many loads you want to do before breaking/switching players.
Thanks, and the random detection seems to be the biggest issue. I'll try to work on it. If anyone has any accounts in randoms that failed, I'd love to make the in randoms functions work again. :)
That's because I made it randomly check for randoms because apparently some people were experiencing a massive amount of lag when the script searched. It seems like that isn't working that well, so I'll have to change it for the next version.
Read this post.
Lol I just had a chance now to read it, Thanks for getting back to me I noticed I can be quite bothering some times. And wit hthe breaks I was refferring to people using this script to use them to reduce the amount of randoms they get lol. I hope to see an update soon. There are only a number of really small things that make the char seem a little odd but this has got to be my favorite script since Frostbite's and Shuttle's Script.