yeah, kyle's is incredulously bugged atm...
Printable View
Hey, after I finish setting everything up and press start, a few seconds go by and I get this
"Error starting SMART, ensure the target page has an applet declaration." Any suggestion on how I can fix this?
EDIT: Nvm, found ways to fix it, looking into those ways now.
EDIT2: Changed smart server to 6 and it is working.
script works great, using it as i type.
Maybe you could try to reduce the CPU usage... If you need help identifying what rapes a CPU in a script let me know.
wonderful job(:
This script is amazing.... seriously In 4 days I've up from level 1 to level 77 with this script :)
Thanks ! and pls continu with your good work !
doesn't have anything to do with me, however just so you guys know, that happens when welcome page of runescape is not fully loaded. If that partial page is cached then you will get this error a few times.
but basically if you want to use same server you have following options:
clear runescape cache (do not suggest it as first option, but more of last resort because you'll have to re-download lots of data)
use your own browser to navigate to that server and load runescape all the way to login window - that tends to fix the issue most of the time as the page is redownloaded and the cache for that server is reinitialized
i am aware of it but as i have noted a few times - i just don't have a good luck finding them... so i don't even have reference image to model from
i seem to see a lot of high level stuff like undead soul but i don't seem to find blood pools very often, and skulls? well... i have seen them twice but not enough to be able to tune and test
I agree with Aufi - you need to upgrade your simba. The problem the script doesn't run is because it uses smart painting from SRL library, which of course in turn uses TPAFromEllipse function that is provided in newer releases of Simba, but not in yours.
what are your other options?
you could comment out functions that are used by smart debug, which includes SMART_DrawBoxMS (used to mark targets), SMART_ClearCanvas, to refresh debug screen and i think that's pretty much all that i use it for. So you can comment out the include to paintsmart and comment out the little boxes that i draw
basically removing the line {$include_once srl/srl/misc/paintsmart.simba} and commenting out the few lines it won't compile afterwards
stop tripple posting o.O you can get a infraction for that.
On a side note it tried to click on a blood pool on another island. I kept doing this constantly till the blood poll vanished.
just heads up, later today i'll be releasing version with two major additions
1) reliable random island walking
2) temporary self imposed click ban
random walking needs to reliably identify the island and only random walk on it - as a result, if no monster is seen, i can walk the island until i see one, and no more clicking on minimap outside your current island
that part is done:
http://oi47.tinypic.com/flcbv6.jpg
as for the self imposed clickban, that is not done, but what will it do? if you click on something and don't get xp out of it (i.e. it is not correct item or it is on another island), unless you move, the clickban will mark surrounding area as non-clickable for 1 minute.
so if you click on say bloodpool on another island, you will walk towards it and end up on edge of island, you walked so no click ban yet. you click again, no movement, ban the blood pool and move onto another target
some work done but that is what is holding back current release for now.
sounds good, I think if you never set the camera angle down the whole way you'd have way less of a problem... I never play with the angle down so i just took it right out of your script.
Also, as previously mentioned the colors for skulls appears to be off...
EDIT: It'd also be nice if it didn't jump islands... Like i specifically go to an island with a specific wraith and i don't wanna go to a crappy island.
i love using island 31, but the bot tends to leave this one and runs to an island with a lower level wraith, any chance of disabling the island hopping?
This script is amazing! So user friendly, thanks man!
I just wanted to say that your recent updates have been astounding. I've noticed better accuracy and faster xp rates. Here's a screenie! Enjoy :)
just downloaded the latest version (2.8) running it now hopefully will have some proggies for you. thanks for making this :)
bot ran for 10min so far, its working great!! thanks for the release
Have got 1-78 Runecrafting with this so far... Only problem is i pretty much have to baby sit it because im starting to get a random every 20minutes.
Running version 2.8 currently, i will try and post a 1hour+ proggy tonight. This is easily my favorite RuneSpan script, over Kyle's and Alevere4's blood script. It still tends to hop islands even when there are better nodes on the island i am currently on. Any chance of making it stay on ONE island? Hopping usually isn't needed.
Yes, when you start getting XP at very high rate, you are a lot more likely to be pulled into random, so if anything, i'd say that only proves that the script is getting better. It does have antirandoms from SRL so some of the randoms can be automatically solved.
If you are a member and have wicked hood, you don't need to worry as much about being ported out anymore. I still need to update portal search with the new density models rather than DTMs, just because i love working with them :P besides, finding pulsating teleport is going to be so much easier when using the density models. The reason why i want to change it, is because one time when i was doing testing, it failed to find the teleport. And that's one too many times.
I know that some randoms cannot be solved by SRL but it may be worthwhile to give it a try and just let it run on its own.
Basically i have implemented "flood-fill" from the center of the map (current position of the member). Flood fill algorithms are well known, in my case of course, my stop condition was that i am not beyond border (that is - don't have more than 12% near black pixels per tested region).
I hear you guys. Latest version should be less likely to do that, but basically that is because models are more accurate. Still, if you can siphon, for example, bloody skulls and someone with black is standing on the platform, you end up getting false positive sometimes.
I have a few things that bug me:
- sometimes hopping platform
- clicking on nearby targets not on same island
- cannot read xp reliably at times
- cannot navigate automatically to 3rd floor
There is not much i can do about reading xp. And getting to 3rd floor isn't high on my list of things to worry about. So that leaves "temporary self administered clickban" and "antihopper" for lack of better terms. In that order of importance.
I believe my script just clicked on a skeletal platform, mistaking it for a fleshy growth node.. just letting you know.
2.7 seems to work better tbh, removing fleshies from the script completely might help on the hopping islands issues.
I had the very same thought after our last exchange so in the latest script it is disabled until either i add edge detection, or add bayessian style excludes to the density model implementation
because even with 4 different qualifying colors, the top center xp screen still matches fleshy, as does almost everything else apparently, so for now it is disabled
edge detection might be tricky but basically, fleshy has to be round but a lot smaller than platform. and while platform is round, thanks to perspective it shows elliptical
or i might use blending techniques, because fleshy is very "noisy"
for now revision 29 does not have fleshy enabled. plus i added check of uptext - if it says platform, i try not to click on it, that should again minimize the issue for now... but as with fleshy, platform will need some kind of edge detection or area blend
the only other issue that i noticed was that uptext randomly stays up longer so if i mouse over siphonable object, it might still say siphon by the time mouse makes it to platform, but i guess that's just RS' way of presenting incremental challenges
Hey zmon,
Awsome script, but i have discoverd a bug, well.... not i your script but in rs.
Every esseling/esshound/esswraith is on a counter of 10 runes, say you are siphoning a law houd with 3 friends, the first one to hit 10 law runes will kill the law esshound. BUT if you keep clicking on siphon it will keep restarting the counter making you lose essence if you're on your own. so can you make it click siphon only once?
That's an amazing idea :) Opened my eyes to how these algorithms are actually useful.
I'm impressed!
Very good job, I'll use it this weekend for sure!
the code should not click twice, that is in theory
now... in reality, it could click twice if:
1) you are going after esshound, and it has not shown its marking, and your level is 54 or higher, you will click on the esshound as generic and then again when identified (of course that is disabled if number of essences goes below 100, all preemption is disabled if you are on hound and essences fall below this treshold) EDIT: the generic hound is only available as model when you are set up as member, nonmembers do not have generic hound, as the only esshound supported is body
2) you are siphoning hound or wraith and higher xp item is discovered, say blood pool, and once that is done, you go back to the wraith, also acceptable
3) if the preempt selected the target using right click/option siphon, the revision 29 would click again, and that is a bug. I have it already fixed but it is a minor issue
4) you aren't getting any xp for longer than XPTIMEOUT display on overhead - it's safer to click again, at that point
now i say 3) is a minor issue but if you are selecting option and then clicking, while your character is already moving, that results in pretty much a random click, so it had to be addressed for next release :duh:
Awesome script ! Keep it up! BTW, is the break working in the ver.29? And when will the xp counter work? Looking forward to them :)
the read of xp counter by SRL is currently insufficient, possibly due to the update that rs did in last day, but i can still get intermittent reading so i can calculate the per hour information
trick is to filter out noise from xp counter, not too complicated but tracking down the occasional misclick which turned out to be click after option select, kind of took precedence for now, but i got it done
i think that self-click ban is needed more, but xp fix is simpler so we shall see
as for breaking, well it should break that's for sure, i just am not sure if i have the relog done right, i know that long ago i silently fixed issue there (i say silently because i just realized i didn't post it as feature fix)... essentially i expected that the user would stay logged in, which if you take longer break, may not be the case.
so i added this right after waking up from sleep and before switching world (if so configured)
if not LoggedIn then
begin
LoginPlayer;
end;
Got to say youres and kyles are PRETTY good!, i kinda like kyles because he have the select function of monsters, but youres are way faster!
============Rough Stats etc...============
Time Running: 25 Minutes and 17 Seconds
XP Earned: 22261, per hour: 55383
Points Earned: 658, per hour: 1637
Preempted Counter: 8
Current Target: Blood esswraith, 73XP, level 77, XPTIMEOUT 7.968s
Current Runecrafting Level: 78
Essences Available: 12335
Current Floor: Highest level RuneSpan
==========================================
I keep getting randoms like every 15-20 minutes and could never get this bot to run longer than that lately... But i figured out a way to get it to run longer, been running 4 hours at the moment :D
It's not working fine with me. It just keeps clicking the esshound, which means I'm running out of ess because the counter starts over and over again. Than when it runs out of ess it keeps trying to Siphon but it can't because lack of ess.
Did I do something wrong here or is it a bug?
EDIT: I think my problem is that in doesn't count the XP. The counter keeps saying I got 0 XP yet and will get 0 per hour.
why's mine just running around the island i'm on?
v29 just clicks any1 where on minimap?
1 other suggestion, i see that the bots priority is the air essling.. i dont know why, cuz it gives low xp, make the priority for the storms? or higher lvl esslings? thanks
Yes, make sure that your xp counter includes runecrafting. If it does and the values are still not read, i already mentioned that - due to recent update of runescape, reading numbers has become very difficult
it is not something i can work on, it is outside of my code, i can only try to make sense out of it if i get sparse but successful xp reading
version? do you have essences? If you don't have an essence, the script will try to find floating essence and siphon off it
storms are very hard to match, i tried to match it and after an hour of trying with level 1 F2P RC i had so much xp i just went to 2nd floor, i suggest you do the same, it's too much hassle to get it right, the mindstorm cannot be well distinguished from cyclone and its only telltale sign is the ocassional flash which is still not enough to reliably identify it
plus the storms are semi transparent so shade of color keeps changing
to disable model (found in RegisterTPAModels) just comment appropriate AddTPAModel(Model) statement, such as in this case of fleshy growth:
PHP Code:// fleshy growth KIND OF REALLY BAD, NEEDS RETHINK
Model.Descriptor := 'Fleshy growth';
Model.ColorToleranceDefinition[0].Color := 6255259;
Model.ColorToleranceDefinition[1].Color := 4674422;
Model.ColorToleranceDefinition[2].Color := 3883095;//5661829;
Model.ColorToleranceDefinition[3].Color := 1185347;
Model.XP := 46;
Model.MinimumLevel := 20;
Model.Runes[0] := TYPE_RUNE_BODY;
//AddTPAModel(Model);
SetLength(Model.ColorToleranceDefinition, 2);
zmon, I've collected a few pics with different angles of the skulls.
saved as a .png for loss-less color. hope it helps (:
Awesome!
for now try to change on line 466 (or thereabouts if you did some edits) the tolerance of skull colors - the second color was too tight, so instead of
Simba Code:// skulls NOT YET TESTED
Model.ColorToleranceDefinition[0].Tolerance := 20;
Model.ColorToleranceDefinition[1].Tolerance := 10; <- this value to 20
Model.ColorToleranceDefinition[2].Tolerance := 10;
try setting the 2nd color's tolerance to 20, it seems to not cause misidentification that much and the revision 30 (not yet out) seems to be better with skulls.
Thanks again for the pictures, I will look at them in detail to see if anything could be adjusted to make it faster and more accurate