EDIT: As far as I know, this script is broken.
This wasn't getting much use in the Members section, so it is now here :)
WARNING: If the price of any ores starts falling drastically from this date (8/7/09), I will move this back to Members. OR if there's tons of downloads and no proggies, I will also move it back.
Note: If you want more customizable powermining, use my PowerMiner script.
Note: Please set up Dev Reflection and Dev SRL via Tortoise SvN (There have been problems when people install with the automatic installers). Here's Coh3n's guide on it - http://www.villavu.com/forum/showthread.php?t=47714
Note:
Yes, my name is Tad/Tadas. Get used to it ;)
~Current Functionality~
(More detailed Mine info is down below)
Legend:
Gray - Needs Tested by Users.
Red - Broken/Doesn't work too well.
Orange - At least Stable; Not tested enough to know if it's flawless.
Green - Flawless/Near Flawless.
- Al-Kharid Mine
- Barbarian Village Mine
- Lumbridge Swamp Mine
- Rimmington Mine
- Varrock West Mine
- Varrock East Mine
- Crafting Guild Mine
- Dwarfen Mine (South East)
- Dwarfen Mine (North)
- Dwarfen Mine (South West)
- Mining Guild Mine
- Edgeville Dungeon Mine
~Features~
- Support at ALL (if not all, then I just didn't notice it) F2P mines (Excluding Wilderness)
- Surpasses all ladders, doors, stairs, etc.
- All the regular stuff, such as AntiBan, AntiRandoms, Multiplayer, etc.
- A very up-to-date status report. If you choose to do so, even the Program Name will keep you up to date on how your current miner is doing.
- A fully functioning Breaks system
- The option to Rest after falling below X energy
- A fully reflection system for walking and mining
- The option to use Color or Reflection Antirandoms
- The option to play a sound when all players are inactive
- The option to switch worlds when X amount of people are on the minimap
- Ability to prioritize which rocks to mine first, second, etc.
- The ability to run separate characters at separate mines mining separate ores in a separate order
- The ability for members and free accounts to run on the same script
- Ability to drop ores, in case you only want the most expensive ores, but don’t want your account to be idling the whole time
- The ability to define how long a player is to be online for via minutes or loads, your choice
- A seemingly flawless mining procedure, which will walk to ores that it cannot see on the Mainscreen, or even on the MiniMap
- An amazing progress report, with everything from exp and profit to which mine and ore each player is at.
- I feel like I’m forgetting something...Let’s just say – Much, much more.
~Setup~
- Make sure you have Scar 3.21 or later, along with the latest Reflection Developer revision, along with Rev 36 or higher SRL.
- Get all your players to the mine or bank of their defined mine path
- Make sure your players have the levels and items required (Pickaxes, 60 mining if Mining Guild, Brown Apron and level req. for Crafting Guild, etc)
- Download the script
- Fill out the constants and DeclarePlayers (Sample Below)
- Click Run
- Watch and be amazed
Sample of DeclarePlayers:
SCAR Code:Procedure DeclarePlayers;
begin
HowManyPlayers:= 1; // How many players are there arrays for?
CurrentPlayer:= 0; // Which player should we start with?
NumberOfPlayers(HowManyPlayers); // Do Not Change.
Players[0].Name := 'zezima'; // Username.
Players[0].Pass := 'imcool'; // Password.
Players[0].Nick := 'ezim'; //2-4 letters of your Username (that are not capital letters or spaces).
Players[0].Pin := '0000'; // Bank Pin. If none, leave as '' (blank).
Players[0].Active := True;
Players[0].Booleans[1] := False; //True = Measure Player Online Time in Loads. False = Measure in Time.
Players[0].Integers[0] := 20; //Loads to do/Minutes to Run
Players[0].Strings[0] := 'dmse'; //Which Mine? bvm,akm,lsm,rm,vwm,vem,mgm,dmse,dmsw,dmn,cgm (Future : edm, ym)
Players[0].Booleans[2] := True; //Prioritize?
Players[0].Strings[1] := 'addy,mith'; //Which Ores to Mine and Bank? ('copper,tin' etc)
Players[0].strings[2] := 'iron,copper'; //Which Ores to Mine and Drop? ('copper,tin' etc)
Players[0].Booleans[0] := false; //Members?
end;
~Consts and DeclarePlayers~
Although everything is explained in the script, clearer explanations don’t hurt :)
- RunFor
- Setting this to something other than 0 will automatically logout and terminate the script after that amount of minutes have gone by.
- SwitchingPlayers
- Setting this to true means your players will not stop looping until they all are false. Setting it to false means each player will do their loads/minutes once and be done.
- DebugIt
- Gives Script Debugging in the Debug Box. I suggest to keep this checked so you can help me improve the script when something goes wrong.
- DisguiseIt
- Checking this box will use the function Disguise alongside every Status. The Program Title will change to the script’s status.
- Take Breaks
- Set to true if you wish to take breaks, then set HowLong (how long to break for, in minutes) and HowOften (every how many loads to break).
- ColorAntiRandoms
- If False, Reflection AntiRandoms will be used
- DoSound
- Plays a sound (defined in WhereSound) when all players are inactive.
- SwitchWhenAmtIs
- If not set to 0, when that amount of people are on the minimap, it will switch worlds.
- SwitchWhenNoRock
- Not sure why I added this :p I guess when/if I add Rune Mining it’ll be useful. Or if you want to use it for Addy mining or something.
- RestAt
- Rests when your energy reaches this value. Set to 0 to never rest.
- SwitchWorlds
- Switches worlds every logout. Useful if you don't want people to see similar characters of your army, for example. Warning: ChangeWorld has a tendency to fail on the occasion, especially if you have 'Favorite Worlds' set up. Hence, if you don't need it, don't use it.
- TakeScreens
- Takes a screeny when you level. Have a folder named Screenshots in the same folder as the script, and screenshots will be saved there, otherwise they will be saved in the same folder as the script.
As for DeclarePlayers…
Pretty much self explanatory. A short list of what to keep in mind:
- Don't put spaces where you must separate variables with commas
- Post your DeclarePlayers and Consts if something isn't working as you'd like it
- Next is a list of all the mines...
Mining Locations
- Al-Kharid Mine ('akm') via Al-Kharid Bank
- Silver
- Gold
- Iron
- Copper
- Addy
- Coal
- Tin
- Mith
- Barbarian Village Mine ('bvm') via Edgeville Bank
- Tin
- Coal
- Lumbridge Swamp Mine ('lsm') via Draynor Bank
- Mith
- Coal
- Addy
- Rimmington Mine ('rm') via Falador East Bank
- Iron
- Gold
- Copper
- Tin
- Varrock West Mine ('vwm') via Varrock West Bank
- Tin
- Iron
- Silver
- Clay
- Varrock East Mine ('vem') via Varrock East Bank
- Copper
- Tin
- Iron
- Crafting Guild Mine ('cgm') via Falador East Bank
- Gold
- Silver
- Clay
- Dwarfen Mine (South East) ('dmse') via Falador East Bank
- Addy
- Gold
- Mith
- Coal
- Copper
- Tin
- Dwarfen Mine (North) ('dmn') via Falador East Bank
- Copper
- Tin
- Iron
- Gold
- Clay
- Dwarfen Mine (South West) ('dmsw') via Falador East Bank
- Copper
- Clay
- Mining Guild Mine ('mgm') via Falador East Bank
- Mith
- Coal
- Edgeville Dungeon Mine ('edm') via Edgeville Bank
- Mith
- Coal
- Tin
- Silver
- Addy
- Iron
- Copper
~Bugs~
- If mining in a dugout mine (such as Al-Kharid), it may occasionaly misclick and wind up outside the mine. Script will keep going, just wastes some time.
- I think RestAt isn't working well. 90% sure it's an SRL bug.
- Keep on the lookout for fake rock IDs. During the first part of this script's development, I didn't notice that Jagex placed numerous 'fake' rock IDs. Intentionally or on accident, I don't know. Either way, if there is a rock that the script is constantly mousing over, whether it is mineable or not, OR the script is constantly mousing over a spot on which there is no rocks, please alert me of this.
- Some features have not been tested, so I'm not sure if they work (such as the SwitchWhenAmtIs)
~Future Updates~
- New Locations, including
- Taking all reasonable requests (can be P2P, might need to borrow an account for a bit though)
- Fix for the first bug (misclick in dugout mines) Not high priority, seeing as it's rare.
- Implementation of my BETA Rock Predictor, which predicts which rock will be active next. Not high priority though, seeing as most people don't like their account to be idle waiting for rocks anyway
~Progress Reports~
Rison:
~Update Log~Code:++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++
+++++++++++++++++++++++++++++ Tad's MultiMiner +++++++++++++++++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++
++++++ Time Running: 16 Hours, 32 Minutes and 55 Seconds
++++++ Ores Banked: 3798
++++++ Coal: 3239
++++++ Mith: 559
++++++ Gems: 35
++++++ Profit Gained: 835164
++++++ Profit/Hour: 50467
++++++ EXP Gained: 206670
++++++ EXP/Hour: 12489
++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++
| Player | Active | Oretypes | Mine | Lev | Lev Gained | Ores Mined | Time Run|
|-------------------------------------------------------------------------|
| 0 | True | mith,coal | MGM | 69 | 2 | 3798 | 16:32:29
|-------------------------------------------------------------------------|
Current Version: 1.5
V0.1 (7/24/09)
- First (BETA) Release
V1.0 (8/2/09)
- First Release
V1.1 (8/6/09)
- Fixed VWM bug (I think)
- Added EDM
- Efficiency upgrades (mostly dealing with object handling)
V1.2 (8/11/09)
- Improved Global Object Handling
- Improved Global Walking
- Fixed the last of the fake rocks (I think)
V1.3 (8/12/09)
- Added Object Failsafes, shouldn't fail now
- Redid VEM Path
- Fixed the fake rocks
V1.4 (8/12/09)
- Fixed Object Handling...Once and for all?
V1.5 (8/13/09)
- Added SwitchWorlds (after each player, set it true in consts if you want to use it)
- Added TakeScreens (takes a screeny when you gain a level)
- Added Levels Gained (In Proggy)
- Fixed Profit (and resulting error)
- Sexified proggy (more so just made it look slightly different :p)
V1.6 (8/17/09)
- New Paths (most bugs fixed, overall better, more efficient)
- Now SwitchWhenAmt is checks for people inside the mine, not people on the minimap
- Other little bugfixes, flawless maybe? :S
- (Notice this a big update, you can tell from the KB difference from V1.5 and V1.6 :p)
V1.7 (8/18/09)
- Improved, humanlike walking
~History~
V0.1 - % Extreme MultiMiner [Beta].scar (69.8 KB, 10 views)
V1.0 - Tad's MultiMiner.scar (87.5 KB, 5 views)
V1.1 - Tad's MultiMiner [Online].scar (92.2 KB, 32 views)
V1.2 - Tad's MultiMiner [Online].scar (93.0 KB, 15 views)
V1.3 - Tad's MultiMiner [Online].scar (95.1 KB, 8 views)
V1.4 - Tad's MultiMiner [Online].scar (95.3 KB, 11 views)
V1.5 - Tad's MultiMiner [Online].scar (95.9 KB, 20 views)
V1.6 - Tad's MultiMiner [Online].scar (120.9 KB, 6 views)
V1.7 - Download Below

