If you're going to do all that, you may as well use that time to make a world walker.. just sayin'. :rolleyes: Also, pretty sure Drags said there's no TTile in Ref2, it's all TPoints.
Printable View
All maps, including surface maps (don't think we really need those?) and under world maps, can be found on the tip.it atlas!
Links:
The point is navigation through teleportation. It's a lot faster to teleport than walk.
I got a full size world map without the tipit watermark if you need
Well theoretically they walk ANYWHERE and handle ALL obstacles, but I'm sure the same methods used to do the latter could be used to find the closest bank. For example, a world walker should (or could I guess) have a method (walkToBank) that simply walks to the closest bank from the player's location, but uses a teleport if the player has one.
Now that I wrote it out more, it does seem more logical to have the teleporting/banking in the script. Disregard what I said. :p Still need a world walker though.
for web walk are you talking tomtuff?
I just made this for an example:
http://i.imgur.com/71Rp1.jpg
but for web walk the dungeon map has to be same size as minimap so when it clicks at that point it's the same distance type of click on the minimap that it is on the world map
oh I wasn't sure if you guys were talking about web walking or just reflection tiles
because something like:
from web walk, is similar to the tiles which is what confused meCode:
const
Graph1.Node := [Point(3013, 3360), Point(3025, 3366), Point(3036, 3369), Point(3044, 3369), Point(3057, 3371)];
Graph1.Edge := [Point(0, 1), Point(1, 2), Point(2, 3), Point(3, 4)];
I get confused easily =[
I'm going to test out web walking with my dungeon pic I made, I'd assume it works fine.. I want to see how well though just cuz I'm curious :P
well if I were doing it I'd just go there and screen shot it so it's 100% size.. doesn't matter what's on the map even if it's black and has "YOUR PLAYER IS HERE" or anything :P just so I know it's the correct size
idk how to add the "nearest bank" type things or anything, that's all you guys
I can't wait until this comes out, I've never really had a high slayer level :p
Good luck :thumbsup:
I added all the teleports I know of. I may have missed some jewelry teleports, I dont have some of the task reward item teleports (eg Ardy cloak), and I don't have a few of the livid farm teleports, so there are still some missing I'm sure. I also added sorting options. See the most recent version on github to see what teleports are/aren't there. Post if you know I missed one, and the tile too if you can.
Also added sorting functions.
Does anyone want to take anything over that's on the to do list?
Unless someone who knows what they're doing wants to help out on this, it's being put on hold.
Wanna be really awesome and use what you've made already to make a Waterfiend killer for us (me) :)? If we had that, I would see no point in using RsBuddy. I'd like to make the script myself but I just don't know much about NPC combat, and when I tried to make a simple fighter, it was very slow...
I know you of all people would also like a waterfiend killer, because you and I have the most interest in Summoning and we've both made Summoning scripts. ;)
Until then, I think I'd like to work on AntiRandoms and 'maybe' try my hand at making a ZMI-Crafter.
: I love all the Group scripts that are kicking off. Synergy is one of SRLs greatest advantages over Java Bots.
I was actually doing some thought into an AIO slayer script lately.. had no clue this existed, which is weird.. May not have access to wherever it was posted (saw another thread, the auto responder one, that I hadn't seen, I don't think). Oh well.
Why color? :< I know I'm usually pro-color, but for something this big.. just seems like a waste.
I don't know what you mean at all.
iirc, there is some model detection in ref2. If not now, there's some work done at least, afaik.
I've been, and will continue to work on this. :)
Code:Found Spria
NPC ID: 8480
NPC Name: null
NPC Tile: (2932, 3536)
NPC Height: 945
Successfully executed.
Code:Found Kuradel
NPC ID: 9085
NPC Name: Kuradel
Successfully executed.
Notice the NPC Name: null?? Yeah the ones that were changed from the quest were changed to null... They are just null NPC's they are still NPC's though and can still be found.Code:Found Lapalok
NPC ID: 8483
NPC Name: null
NPC Tile: (2870, 2981)
NPC Height: 799
Successfully executed.
Pretty sure u can do the rest now that u know they're null.. I did the ones u said couldn't be found.. well I did the quest already so I can't get the ID's of the alter ego ones.. the originals but I got the ones after the quest.
I Used this to find and check them:
Only way I see the above not working is if the Originals have the same ID as the ones after the quest.. then u'd actually have to use models or colour to find them..Code:program new;
{.include SRL\SRL\misc\SMART.SCAR}
{.include SRL\SRL.scar}
{.include reflection2\reflection.simba}
{.include SRL\SRL\Misc\PaintSmart.SCAR}
Procedure FindKuradel;
var
Kuradel: TNPC;
begin
if(R_FindNPC(9085, false, Kuradel)) then
begin
writeln('Found Kuradel');
writeln('NPC ID: ' + tostr(Kuradel.ID));
writeln('NPC Name: ' + Kuradel.Name);
writeln('NPC Tile: ' + tostr(Kuradel.Tile));
writeln('NPC Height: ' + tostr(Kuradel.Height));
end;
end;
Procedure FindSpria;
var
Spria: TNPC;
begin
if(R_FindNPC(8480, true, Spria)) then
begin
writeln('Found Spria');
writeln('NPC ID: ' + tostr(Spria.ID));
writeln('NPC Name: ' + Spria.Name);
writeln('NPC Tile: ' + tostr(Spria.Tile));
writeln('NPC Height: ' + tostr(Spria.Height));
end;
end;
Procedure FindLapalok;
var
Lapalok: TNPC;
begin
if(R_FindNPC(8483, true, Lapalok)) then
begin
writeln('Found Lapalok');
writeln('NPC ID: ' + tostr(Lapalok.ID));
writeln('NPC Name: ' + Lapalok.Name);
writeln('NPC Tile: ' + tostr(Lapalok.Tile));
writeln('NPC Height: ' + tostr(Lapalok.Height));
end;
end;
Procedure DumpNPCs;
var
Dumped: TNPCArray;
I: Integer;
begin
Dumped:= R_GetAllNPCs(false);
For I:= 0 To High(Dumped) do
begin
if(Dumped[I].Name = 'null') then
writeln('Found Null NPC''s, One may be our Slayer Master');
writeln('Name: ' + Dumped[I].Name + ' ID: ' + ToStr(Dumped[I].ID));
writeln('');
writeln('');
end;
Dumped:= R_GetAllNPCs(true);
For I:= 0 To High(Dumped) do
begin
writeln('NPC''s That aren''t NULL; One may be our Slayer Master');
writeln('Name: ' + Dumped[I].Name + ' ID: ' + ToStr(Dumped[I].ID));
writeln('');
writeln('');
end;
end;
begin
Smart_Server := 131;
Smart_Members := True;
Smart_Signed := True;
SetupSRL;
if not(RSReady)then
Repeat
wait(5000);
Until(RSReady);
cleardebug;
DumpNPCS;
FindKuradel;
FindSpria;
FindLapalok
end.
exactly. Color works perfect for finding an npc, models could also be added :p
There's no point in using reflection for some, and color for others
I'm quite impressed with reflection2, really. Hardly messed with at last night, but I was very easily able to do everything I needed very simply.
Great work to everyone involved (not that they'll see this most likely, but oh well).
Point is, I do believe I will be using mostly reflection for this.. I can hardly think of any reason to use color, so I won't be doing much/any work with it. Still leaving the hue/sat/color/etc. pieces in for the masters, though.. may add them for the monsters as well, but that'd be a hassle (also have an idea I mentioned to Cohen for color finding if anyone wants to work on color finding).