Status: First beta release - Babysitting required
This is the much awaited Wilderness Agility Course Runner that has been requested for months. I have given my try on it - it is by no means robust, but at least it works rather well on my end.
Development post - http://villavu.com/forum/showthread.php?t=81930
Thanks to pulse0 for lending me an account for extensive testing. Without the account, development would have been stalled greatly due to me botting Runespan on my main ;)
Read the following and understand these:
- It is slow, but it works. XP/H is variable as to how badly you fail the obstacles. Expect 20K or below if you fail hard, ~25K if you're doing so-so, ~30K if you're lucky.
- If any of the objects does not find, you are expected to fix them yourself. Get an ACA tutorial if you don't know how to find colors. You are expected to update your own colors. ACA colors are now available for download. You can use them as a starting point to see what I have done.
- Babysit this at all times - 1. It has bugs. 2. You will die and it doesn't deathwalk. From 52-70 is around 25-30 hours of babysitting, deal with it?
- Script is not cleaned up so it is messy. Some planned features are already added but not integrated to the main flow yet.
Longest running progress report I have:Progress Report:Time running: 1 Hours, 42 Minutes and 9 Seconds Exp Gained: 48070 Est XP/H: 28231
Features
- Runs off DDTM, no SPS required
- Recovers from falling into the pit to ensure full course XP
- Success detection using XP gain
- Eats food at specified HP
- Progress Report
- Logout to lobby on Death
- Start anywhere in the course
- Additional location finder failsafe
Suggestions
- Deathwalk (someone needs to inspire me how to do it)
Known Bugs
- Slow
- Failure to recognize it's completed the log obstacle
- Failure to recognize some objects (e.g. Swing, Dungeon Ladder)
- Escape from dungeon is slow
- Death detection does not always detect correctly (Will add edgeville detection later)
- Lag will destroy the logic flow
Questions for thought
- Are there randoms in Wildy?
If you run into a bug that has nothing to do with object detection in general (that means, update your colors!), let me know and tell me exactly how you get it. It will be vital to be specific as I am as much as clueless as you may be when it comes to bugs. If you want the script to help you, help the developer.
It will be updated as I see fit and continuously work on it. I don't expect to finish the deathwalk anytime soon unless I figure out SPS custom maps (or someone gives me his work :)) or another way to walk the path. Otherwise, you should really take your character there, and babysit it.
Setup
You need to do a few things to setup the script correctly.
The script uses a custom include DDTM.simba, for which you can download here. Create new folder "custom" in C:\Simba\Includes\, and put DDTM.simba into C:\Simba\Includes\custom\
Simba Code://Player Setup
HEAL_AT = 300;
FOOD_DTM = 'mggAAAHicY2NgYChlYmAoA+JKIG4E4moofzkQzwHiBUA8D8pfD8S7rKWBupgwMBcDdsCIA0MAAA5cB/Y='; //put food dtm string here
//DDTM Setup
PIT_BLACK = 66566;
LOG_BROWN = 2049116;
DOOR_RED = 1009;
OUTLINE_WHITE = 16049649;
Player setup is self explanatory. Colors for the DDTM used for positioning are here. In case you're wondering how the DDTM actually looks like, here it is for your good.
http://villavu.com/forum/attachment....1&d=1336836603
Red shows the subpoints of DDTM. Hence the colors required.
Now the object setup - I will show an example here. Most of the variables here are self-explanatory. For those who are paranoid of skulling by left-clicking, set left to false. Not all objects are default to false for slight increase of speed ;)
Simba Code://Pipe
with courseObjs[0] do
begin
color:= 6447197;
tol:= 18;
hmod:= 0.25;
smod:= 0.05;
w:= 20; h:= 20; minc:= 100; maxtry:= 3;
uptexts:=['rou'];
options:=['rou'];
left:=true;
end;
Most likely you don't have to do anything but to put a DTM of the food you're using to get it to work. But if you want to tweak, you now know what to do :)
Safety in Wilderness
I must stress that PKers are very common in this area. I have died numerous times while testing the script there. Only bring what you can afford to lose. It might be a smart idea to bring one piece of armor (e.g. dhide body) and whatever you feel like (I suggest 3-iteming).
To avoid skulling due to left-misclicking, you can bring a bow without ammo, or tweak the object settings in the script to use right-click for all objects.
How you can help
- Report bugs and come back with progress reports
- If you have a reliably working deathwalk from deserted keep to the course entrance, PM me and we can work on adding it to the script
RSGP donations are accepted - I could only work on this quickly with a borrowed account from pulse0, who's been very generous to let me on his account for already a week to get this to work. Donation proceeds will go to purchasing membership and development of scripts that will eventually go back to the community :) PM me for more details.

