I'm making a Dungeoneering script.
It's going to take a lot of time, so I'm asking for a helper (or two :3)!
If you'd be interested in helping, post here and PM me!
I'd prefer if you had an IM client and a reasonably decent script ;)
Thanks, Harry.
Printable View
I'm making a Dungeoneering script.
It's going to take a lot of time, so I'm asking for a helper (or two :3)!
If you'd be interested in helping, post here and PM me!
I'd prefer if you had an IM client and a reasonably decent script ;)
Thanks, Harry.
I'll do what I can to contribute! Can't wait to see this up and running. :D
*pm'd*
Would be interesting to see a development blog on this.
Floors coded, etc.
I'll start a tumblr for it if you'd like ;)
That or a simple thread kept up to date :).
Gonna be a big project lol.
The Tumblr (It's a blogging website incase you didn't know)
I'd prefer a blog tbh, as it's easier with dates and progressions etc etc.
Looks good :thumbsup:. Keep it updated on what you have done, not done, having trouble with etc.
If you get stuck ask for help
I'm a bit stuck at the moment, I need to assess new rooms and 'get' their data for things like items and interactables (such as a furnace for instance.
>DIDs.SIMBAI've been making a list of everything, it just takes time :)PHP Code:const
// Spawn area
SPAWN_TABLE = 51577;
TOOLKIT = 19560;
// Skill stuff
RUNECRAFTING_ALTER = 50035;
SPINNING_WHEEL = 49934;
ANVIL = 50195;
FURNCE = 50191;
WATER_TROUGH = 49937;
SUMMONING_OBELISK = 50205;
FARMING_PATCH = 50152;
COOKING_RANGE_NO_WOOD = 49971;
CHEST = 49896;
CHEST2 = 49887;
CHEST3 = 49889;
// Fishing
// Tier 5
FISHING_TIER5 = 49927;
// Trees
// Tier 5
TREE_TIER5 = 49753;
// BOSSES
ASTEA_FROSTWEB = 9980;
// Doors
GUARDIAN_DOOR = 50346;
DUNGEON_EXIT = 51156;
DOOR = 50342;
BROKEN_KEY_DOOR = 80308;
FIXED_KEY_DOOR = 50311;
DARK_SPIRIT = 50332;
ORANGE_CRESENT_DOOR = 50358;
ORANGE_CRESENT_DOOR_LOCK = 50213;
ORANGE_CRESENT_KEY = 18212;
YELLOW_TRIANGLE_DOOR = 50369;
YELLOW_TRIANGLE_DOOR_LOCK = 50224;
YELLOW_TRIANGLE_KEY = 18234;
PURPLE_CRESENT_DOOR = 50398;
PURPLE_CRESENT_DOOR_LOCK = 50253;
PURPLE_CRESENT_KEY = 18292;
BLUE_RECTANGLE_DOOR = 50387;
BLUE_RECTANGLE_DOOR_LOCK = 50242;
SLIVER_TRIANGLE_DOOR = 50361;
SILVER_TRIANGLE_KEY = 18218;
SILVER_CORNER_DOOR = 50365;
SILVER_CORNER_DOOR_LOCK = 50220;
GOLD_TRIANGLE_DOOR = 50409;
GOLD_TRIANGLE_DOOR_LOCK = 50264;
GOLD_TRIANGLE_KEY = 18314;
ORANGE_DIAMOND_DOOR = 50354;
ORANGE_DIAMOND_DOOR_LOCK = 50209;
ORANGE_DIAMOND_KEY = 18204;
GREEN_DIAMOND_KEY = 18252;
// Dungeoneering General Items
COINS = 18201;
// Food
FOOD_DUSK_EEL = 18163;
FOOD_SHORTFINNED_EEL = 18167;
FOOD_HEIM_CRAB = 18159;
FOOD_RED_EYE = 18161;
FOOD_GIANT_FLATFISH = 18165;
// NPCS
SMUGGLER = 11226;
// RUNES
RUNES_AIR = 17780;
RUNES_CHAOS = 17785;
RUNES_ESSENCE = 17776;
RUNES_EARTH = 17782;
// WEAPONS
//RANGE
//TIER 3
WEAPON_RANGE_TIER3_BOW = 16871;
// ARMOUR
//MAGIC
//TIER 3
ARMOUR_MAGE_TIER3_HOOD = 16738; // Blightleaf Hood
How would I compensate for it finding these objects in other rooms though?
Different rooms are different sized though, and to my knowledge, getting a corner of a square, will take more tiles.
http://dl.dropbox.com/u/10658466/asdasdasdasdw
The vertical and horizontal lines will be 2 (4/2).
The diagonal will be sqrt(2(2^2)) which is rougly 3. So then if I make the tileDistance to 3, I will get an extra square of RS Tiles.
Unless I am grossly misunderstanding you, or how tileDistance works.
Just search directly for the objects? and walk to them on MM
Well I was going to say use MeInBox function but then I realized u need the tiles of the room... as far as I know, rooms only have a certain size.. U can test my theory and see if im right or not.. but They dont go over a certain amount of tiles.. meaning each room might be about 30 tiles squared.. 30 for length, 30 for width.. not SURE though.
Possible problem I see with using distance.. It u search too large of a length, it might search the room next to it aswell..
Example: Room is 10 by 10.. u search for a distance of 30.. it would search the room that is unlocked already and next to the one your in aswell.. and probably try to click a chest in that room without entering it.
The search is ordered by closest object. So it will always get the closest door?
Then would that not break if a room has two doors, and does it search radially, tile by tile or by some other means?
Unless I told it to ignore the door at tile(x,y), but then it could still find another door.
You don't get it lol.
Search for objects within DOORIDs. Find the closest one, do a check > is it a locked door? (by object id), Do i have the key? if not, goto next one > repeat check
Ohh, I now understand you ;)
I didn't think you were on about between doors, and that's what confused me. I'll try and get this whole procedure done in the week, flawless (as without this, the whole script can break).
Make a record of each room and door, like this
Simba Code:Type
TDoor = record
Tile: ttile;
Locked: integer; // use constants defining every key, 0 if open
End;
tRoom = record
Doors: array of TDoor; // 0: north, 1: east etc.
Monsters: array of tnpc; // would also contain fishing spots i think?
Objects: array of trsobject; // resources etc
Box: tbox; // defining the area of the room
End;
Having this you could easily detect whether the object is in the same room as you, and you could also find which room it is in and whether you can access it or not. God this took forever to write on iPhone :p
I'm sorry to say, Emaziz, but the time spent writing all of that :/
Simba Code:type TDoor = record
id : integer;
locked : boolean;
doorLocations : TPoint;
shape, colour : string;
end;
type TRoom = record
id : integer;
doors : array of TDoor;
objects : array of TRSObject;
end;
I decided not to add Monsters for a room, cause they were gonna be killed anyway.
I'll definately go and read about tbox's, as I've never even heard of them!
Hehe was just an example :p But you may want to include monsters after all in order to know if you should get a weapon and armor before entering (dont know how advanced you want it to be?)
Oh, I never thought about that!
I was going to make it buy a weapon at the start (if there's no shop, you get given some basic stuff anyway).
I've added it.
At low levels you'll get weapon at start. Make script automatically bind the best item its got.
Monsters need to be targeted in order of "danger".