I am not sure where to post but since this was the "help" thread, i posted here. Any informatin regarding this fix, id appreciate it
MSI_SetupSPS(tmpSurfaces[i], tmpAreas[i]);
I am not sure where to post but since this was the "help" thread, i posted here. Any informatin regarding this fix, id appreciate it
MSI_SetupSPS(tmpSurfaces[i], tmpAreas[i]);
That's not an error, that's just a line of code.
SRL's F.A.Q. (Error fixes) | How to Convert SRL-5 Scripts to SRL-6 | Draynor Chop N' Bank (RS3)| AIO Superheater (RS3)
T - E - A - MTogether Everyone Achieves More
Errors will appear in the debug box below simba.
If you are getting one, copy/paste it here.
SRL's F.A.Q. (Error fixes) | How to Convert SRL-5 Scripts to SRL-6 | Draynor Chop N' Bank (RS3)| AIO Superheater (RS3)
T - E - A - MTogether Everyone Achieves More
Hey Coh3n since your very familiar with the forums here, do you know where the .99 version of Simba is at? I can't find it, and Simba message box says to download it off the forums.
MSI_SetupSPS(tmpSurfaces[i], tmpAreas[i]); is the line that is highlighted though.
Code:(* Walking ======= The Walking file includes functions & procedures that have anything to do with walking. You'll notice the defines ({$IFDEF REFLECTION}) used throughout these methods; these are used so MSI will still compile if the user decides to exclude reflection or if reflection is broken. This file handles walking for both SPS and reflection. The source for Walking.simba can be found `here <https://github.com/SRL/MSI/raw/master/MSI/Core/Walking.simba>`_. *) // Represent indexes of MSI_WalkVars const DIST_BETWEEN_POINTS = 20; // pixels between points in a path DIST_FROM_END = 10; DIST_RANDOMNESS = 5; // had to be done :'( function MSI_AtLocation(loc: integer; relocate: boolean): boolean; forward; (* MSI_Flag ~~~~~~~~ .. code-block:: pascal procedure MSI_Flag(FlagDist: Integer); MSI's custom flag function. It waits until the flag is within 'FlagDist' from the player. It also works if, for some reason, the flag has gone off the minimap, but the player is still moving. .. note:: | Author: The MSI Team | Last Updated: 04 October 2011 by Coh3n Example: .. code-block:: pascal MSI_Flag(10); *) procedure MSI_Flag(FlagDist: Integer); var t: integer; anim: TAnimation; begin if (not loggedIn) then exit; t := (getSystemTime + 10000); anim := MSI_GetAnimation(ANIM_IDLE); while (getSystemTime < t) do begin MSI_FindRandoms(false); MSI_AntiBan(randomRange(200, 400), ANTI_BAN_CHANCE); // flag is gone and not moving if (not flagPresent) and (MSI_IsAnimating(anim)) then break; // danger zone warnings if (leaveDangerZone()) then MSI_SubDebug('Left danger zone'); // if the player is going around an obstacle and the flag goes off the minimap if (not flagPresent) and (not MSI_IsAnimating(anim)) then begin MSI_Antiban(randomRange(500, 1000), ANTI_BAN_CHANCE); continue; end; // close enough to the flag or not moving if (flagDistance <= flagDist) or (MSI_IsAnimating(anim)) then break; //MSI_SubDebug('Flag distance: '+intToStr(flagDistance)); end; end; (* MSI_SetupSPS ~~~~~~~~~~~~ .. code-block:: pascal procedure MSI_SetupSPS(surface: integer; areas: TStringArray); An MSI wrapper function for SPS_Setup (sps.simba). Used to avoid needless repeated code. .. note:: | Author: Coh3n | Last Updated: 07 October 2011 by Coh3n Example: .. code-block:: pascal var script: TScript; begin script := MSI_GetPlayerScript(); MSI_SetupSPS(script.pathInfo.spsSurface, script.pathInfo.spsAreas); . . end; *) procedure MSI_SetupSPS(surface: integer; areas: TStringArray); begin {$IFDEF SPS} //SPS_Debug := true; SPS_Setup(surface, areas); MSI_Debug('MSI_SetupSPS: Surface: '+toStr(SPS_Surface.Name)+', Areas: '+toStr(areas)); {$ELSE} MSI_Debug('MSI_SetupSPS: SPS isn''t defined'); {$ENDIF} end; (* MSI_WalkToSymbol ~~~~~~~~~~~~~~~~ .. code-block:: pascal function MSI_WalkToSymbol(symbol: string): boolean; Returns true if the player walks to the minimap 'symbol.' .. note:: | Author: Coh3n | Last Updated: 17 March 2012 by Coh3n Example: .. code-block:: pascal If (MSI_WalkToSymbol('bank')) then MSI_Debug('Relocating to bank symbol'); *) function MSI_WalkToSymbol(symbol: string): boolean; var x, y: integer; begin if (not loggedIn()) then exit; MSI_SubDebug('MSI_WalkToSymbol: Trying to walk to '+symbol+' symbol'); symbolAccuracy := 0.4; if (findSymbol(x, y, symbol)) then begin MSI_SubDebug('Found '+symbol+' symbol'); MSI_MultiMouse(x, y, 50, 4, false); MSI_Flag(0); result := true; end else MSI_SubDebug('MSI_WalkToSymbol: Didn''t find '+symbol+' symbol'); symbolAccuracy := 0.8; end; (* MSI_GetMyPos ~~~~~~~~~~~~ .. code-block:: pascal function MSI_GetMyPos(): TPoint; Gets the player's position by using either SPS or reflection depending on how the user has setup the script. .. note:: | Author: Coh3n | Last Updated: 28 August 2011 by Coh3n Example: .. code-block:: pascal var playerPos: TPoint; begin playerPos := MSI_GetMyPos(); ... *) function MSI_GetMyPos(): TPoint; begin {$IFDEF SPS} result := SPS_GetMyPos(); {$ENDIF} MSI_SubDebug('MSI_GetMyPos(): '+toStr(result)); end; (* MSI_WalkPoint ~~~~~~~~~~~~~ .. code-block:: pascal function MSI_WalkPoint(P, PlayerPos: TPoint; flagDist: integer): Boolean; Simply walks to the point 'P' if it's on the minimap. .. note:: | Author: Nava2 | Last Updated: 04 October 2011 by Nava2 Example: .. code-block:: pascal MSI_EnterPoint(point(1234, 4321)); *) function MSI_WalkPoint(P, PlayerPos: TPoint; flagDist: integer): Boolean; {$IFDEF SPS} var tP: TPoint; {$ENDIF} begin result := false; {$IFDEF SPS} tP := Point(MMCX + P.X - PlayerPos.X, MMCY + P.Y - PlayerPos.Y); result := (distance(tP.x, tP.y, MMCX, MMCY) < DIST_FROM_END); if (not result) then if (tP.x > 0) then begin mouse(tP.x, tP.y, 3, 3, true); MSI_Flag(flagDist); result := true; end; {$ENDIF} end; (* MSI_SetPlayerLoc ~~~~~~~~~~~~~~~~ .. code-block:: pascal procedure MSI_SetPlayerLoc(); Returns a walkable path from the location (loc) record given. Uses the middle point of each TLocation.SubLocs tile and sps boxes. .. note:: | Author: Coh3n | Last Updated: 23 August 2011 by Coh3n Example: .. code-block:: pascal path := MSI_PathFromLoc(MSI_Locations[LOC_VE_MINE]); *) function MSI_PathFromLoc(loc: TLocation): TPointArray; var i: integer; begin if (not loggedIn) then exit; setLength(result, length(loc._subLocs)); for i := 0 to high(loc._subLocs) do result[i] := middleBox(loc._subLocs[i].spsBox); MSI_SubDebug('MSI_PathFromLoc: '+toStr(result)); end; (* MSI_PointOnPath ~~~~~~~~~~~~~~~ .. code-block:: pascal function MSI_PointOnPath(var Index: integer; Path: TPointArray; P: TPoint; MaxDist: integer): boolean; Finds the closest point (Index) in a path (Path) within MaxDist of any point in the path. .. note:: | Author: Nava2 | Last Updated: 04 October 2011 by Nava2 Example: .. code-block:: pascal See MSI_EnterPath in `Walking.simba <https://github.com/SRL/MSI/raw/master/MSI/Core/Walking.simba>`_. *) function MSI_PointOnPath(var Index: integer; Path: TPointArray; P: TPoint; MaxDist: integer): boolean; var I, H, DistC, DistS: integer; begin H := High(Path); Index := -1; if (H < 0) then Exit; DistS := Distance(P.x, P.y, Path[0].x, Path[0].y); // distance from player's position to the start of the path // look for the closest point for I := 0 to H do begin DistC := Distance(P.x, P.y, Path[I].x, Path[I].y); if DistC <= DistS then begin DistS := DistC; Index := I; end; end; Result := (DistS <= MaxDist); if (not(Result)) then Index := -1; MSI_SubDebug('MSI_PointOnPath: Index = ' + IntToStr(Index)); end; (* MSI_FurthestPoint ~~~~~~~~~~~~~~~~~ .. code-block:: pascal function MSI_FurthestPoint(tPath: TPointArray; P: TPoint): Integer; Returns the index of the furthest point (that is on the minimap) in a path between given indices. .. note:: | Author: Nava2 | Last Updated: 18 October 2011 by Nava2 Example: .. code-block:: pascal See MSI_WalkTPA in `Walking.simba <https://github.com/SRL/MSI/raw/master/MSI/Core/Walking.simba>`_. *) function MSI_FurthestPoint(tPath: TPointArray; P: TPoint): Integer; var i, h: Integer; begin // finds the furthest visible point h := high(tPath) for i := h downto 0 do if (Distance(tPath[i].X, tPath[i].Y, P.X, P.Y) <= 70) then begin Result := i; Exit; end; Result := -1; if (Result = -1) then MSI_SubDebug('MSI_FurthestPoint: Can''t find a point on the minimap'); end; (* MSI_PathBetween ~~~~~~~~~~~~~~~ .. code-block:: pascal function MSI_PathBetween(fT, tT: TPoint; tDist, Rand: Integer): TPointArray; Creates a TPA between points (fT and tT), tDist intervals, Rand randonmness. .. note:: | Author: Nava2 | Last Updated: 04 October 2011 by Nava2 Example: .. code-block:: pascal See MSI_EnterPath in `Walking.simba <https://github.com/SRL/MSI/raw/master/MSI/Core/Walking.simba>`_. *) function MSI_PathBetween(fT, tT: TPoint; tDist, Rand: Integer): TPointArray; var hyp, xR, yR: Extended; l: Integer; begin if not LoggedIn then Exit; // set Result Length and first point at initial Point SetLength(Result, Ceil(Distance(fT.X, fT.y, tT.X, tT.Y) * 1.0 / tDist) + 1); Result[0] := fT; // if no need for intermediate Points then nvm. :) if (Distance(fT.X, fT.Y, tT.X, tT.Y) <= tDist) then begin Result[High(Result)] := tT; Exit; end; // ratios for 'Similar Triangles' maths hyp := Hypot(fT.X - tT.x, fT.Y - tT.Y); xR := (tT.X - fT.X) / hyp; yR := (tT.Y - fT.Y) / hyp; // set points for l := High(Result) - 1 downto 1 do begin Result[l].X := Round(fT.X + l * tDist * xR) + RandomRange(-Rand, Rand); Result[l].Y := Round(fT.Y + l * tDist * yR) + RandomRange(-Rand, Rand); end; // last point is tT Result[High(Result)] := tT; end; (* MSI_ExpandPath ~~~~~~~~~~~~~~ .. code-block:: pascal function MSI_ExpandPath(ctrlPoints: TPointArray; tDist, Randomness: Integer): TPointArray; Expands ctrlPoints into a path with tDist intervals and Randomness. .. note:: | Author: Nava2 | Last Updated: 04 October 2011 by Nava2 Example: .. code-block:: pascal See MSI_WalkTPA in `Walking.simba <https://github.com/SRL/MSI/raw/master/MSI/Core/Walking.simba>`_. *) function MSI_ExpandPath(ctrlPoints: TPointArray; tDist, Randomness: Integer): TPointArray; var i, h: Integer; t: T2DPointArray; begin Result := []; h := High(ctrlPoints); SetLength(t, h); for i := 1 to h do t[i - 1] := MSI_PathBetween(ctrlPoints[I - 1], ctrlPoints[I], tDist, Randomness); Result := MergeATPA(t); end; (* MSI_EnterPath ~~~~~~~~~~~~~ .. code-block:: pascal function MSI_EnterPath(PPos: TPoint; Path: TPointArray; maxDist: integer): boolean; Simply calls the native SPS path walking method. Will walk to the path if the player is within maxDist pixels (SPS), but not on the path. .. note:: | Author: Nava2 | Last Updated: 04 October 2011 by Coh3n Example: .. code-block:: pascal MSI_EnterPath(SPS_GetMyPos, [Point(1234, 4321)], 50); *) function MSI_EnterPath(PPos: TPoint; Path: TPointArray; maxDist: integer): boolean; var i: integer; tmpPath: TPointArray; begin if (MSI_PointOnPath(i, Path, PPos, maxDist)) then begin tmpPath := MSI_PathBetween(PPos, Path[i], DIST_BETWEEN_POINTS, DIST_RANDOMNESS); {$IFDEF SPS} result := SPS_WalkPath(tmpPath); {$ENDIF} if (result) then exit; end; MSI_SubDebug('MSI_EnterPath: false'); end; (* MSI_WalkTPA ~~~~~~~~~~~ .. code-block:: pascal function MSI_WalkTPA(Path: TPointArray; Destination, MaxDist: Integer): Boolean; Walks the given path (Path) to the destination index (Distination). Will walk the entire path if Destination is set to -1. If within a maximum distance (MaxDist) of any point in the path, will walk to that point and continue with the rest of the path. .. note:: | Author: Nava2 | Last Updated: 15 March 2012 by Coh3n Example: .. code-block:: pascal MSI_WalkTPA(somePath, -1, 100); *) function MSI_WalkTPA(Path: TPointArray; Destination, MaxDist: Integer): Boolean; var playerPos, dPoint: TPoint; h, d, nextPoint, attempts, dist: integer; begin if (not(loggedIn)) then exit; if (length(Path) <= 0) then begin MSI_SubDebug('MSI_WalkTPA (True): Path has no points'); result := true; exit; end; MSI_AddHeader('MSI_WalkTPA: Path: '+toStr(Path)); playerPos := MSI_GetMyPos(); if (Destination = -1) then d := high(path) else d := Destination; // expand the path and set the new destination point dPoint := path[d]; path := MSI_ExpandPath(path, DIST_BETWEEN_POINTS, 3); MSI_PointOnPath(d, path, dPoint, MaxDist); h := high(path); // finds you on a path and attempts to walk to it if possible if (MSI_EnterPath(playerPos, path, maxDist)) then begin // loops through the points and walks :) while (not result) and (attempts < 15) do begin MSI_WaitWhileResting(); MSI_FindRandoms(true); nextPoint := MSI_FurthestPoint(path, playerPos); // if the furthest point is found, walk to it! if (nextPoint > -1) then begin MSI_Debug(format('Next Point: %d (%d, %d)', [nextPoint, path[nextPoint].x, path[nextPoint].y])); if (MSI_WalkPoint(path[nextPoint], playerPos, randomRange(5, 10)*integer(nextPoint<>h))) then begin attempts := 0; wait(100 + random(100)); playerPos := MSI_GetMyPos(); end; end; inc(attempts); dist := distance(path[h].x, path[h].y, playerPos.x, playerPos.y); MSI_Debug('Distance to the end: '+toStr(dist)+' pixels'); result := (dist <= DIST_FROM_END); end; end; MSI_CloseHeader('MSI_WalkTPA: '+boolToStr(result)); end; (* MSI_WalkPath ~~~~~~~~~~~~ .. code-block:: pascal function MSI_WalkPath(pathInfo: TPath; toLoc: boolean): boolean; Walks the entire path (PathInfo), including obstacles. Returns true if the player is at the ending location. 'inverted' is used to determine which obstacles to load since they may be different depending on the player's location. .. note:: | Author: marpis & Coh3n | Last Updated: 15 March 2012 by Coh3n Example: .. code-block:: pascal MSI_WalkPath(MSI_Scripts[SCRIPT_VE_MINE].PathInfo, true); *) function MSI_WalkPath(pathInfo: TPath; toLoc: boolean): boolean; var tmpPath: T2DPointArray; tmpAreas: array of TStringArray; locPath, tmpLoc: TPointArray; i, h, endLocation, attempts: integer; intObs, tmpSurfaces: TIntegerArray; obs: TObstacle; legDone: TBooleanArray; begin if (not loggedIn) then exit; locPath := MSI_PathFromLoc(MSI_Locations[pathInfo.endLoc]); // set the temporary variables (may need to be inverted) if (toLoc) then // if walking from the BANK to the LOCATION begin MSI_AddHeader('MSI_WalkPath: '+MSI_Locations[pathInfo.startLoc].Name+' to ' +MSI_Locations[pathInfo.endLoc].Name); endLocation := pathInfo.endLoc; intObs := pathInfo.obstacles[OBS_LOC_TO]; tmpLoc := locPath; tmpPath := pathInfo.spsPath; tmpAreas := pathInfo.spsAreas; tmpSurfaces := pathInfo.spsSurfaces; end else begin MSI_AddHeader('MSI_WalkPath: '+MSI_Locations[pathInfo.endLoc].Name+' to ' +MSI_Locations[pathInfo.startLoc].Name); endLocation := pathInfo.startLoc; intObs := pathInfo.obstacles[OBS_LOC_FROM]; // invert the paths tmpLoc := MSI_MirrorTPA(locPath); tmpPath := MSI_MirrorATPA(pathInfo.spsPath); tmpAreas := MSI_MirrorATSA(pathInfo.spsAreas); tmpSurfaces := MSI_MirrorTIA(pathInfo.spsSurfaces); end; // set a defaul maxDist field if (pathInfo.maxDist <= 0) then pathInfo.maxDist := 70; h := high(tmpPath); setLength(legDone, (h + 1)); while ((not result) and (attempts <= 10)) do begin inc(attempts); MSI_Debug('Walking attempts: '+toStr(attempts)); for i := 0 to h do begin // if a leg was successfully completely, we don't want to start over if (legDone[i]) then begin MSI_Debug('Leg '+toStr(i)+' already done, skipping...'); continue; end; MSI_SetupSPS(tmpSurfaces[i], tmpAreas[i]); // attempt to walk the normal path result := MSI_WalkTPA(tmpPath[i], -1, pathInfo.maxDist); // try walking through sub-locations, then normal path if (not result) then if (MSI_WalkTPA(tmpLoc, -1, pathInfo.maxDist)) then result := MSI_WalkTPA(tmpPath[i], -1, pathInfo.maxDist) else result := MSI_WalkTPA(tmpPath[i], -1, pathInfo.maxDist); // if walked the final index, result true if (result) then begin legDone[i] := true; result := (i = h); end; // handle the obstacle for this leg of the path if ((i <> h) and (length(intObs) > 0)) then begin obs := MSI_GetObstacle(intObs[i]); legDone[i] := false; if (not MSI_SolveObstacle(obs)) then begin // try to relocate and solve obstacle again if ((obs.symbol <> '') and (MSI_WalkToSymbol(obs.symbol))) then if (MSI_SolveObstacle(obs)) then continue; MSI_Players[CurrentPlayer].ReportInfo.FalseReason := 'Failed to pass obstacle: ' + obs.name; MSI_Debug('Failed to pass obstacle: ' + obs.name); attempts := 11; // to break out of the while..do loop break; end else legDone[i] := true; end; end; end; // need to set the player's location if (result) then MSI_Players[CurrentPlayer].Location := endLocation; MSI_CloseHeader('MSI_WalkPath: ' + boolToStr(result)); end; (* MSI_DeathWalk ~~~~~~~~~~~~~~~~ .. code-block:: pascal function MSI_DeathWalk: Boolean; Attempts to walk to the starting location for each respective script if the player is lost. Teleports home and walks back if need be. Keep in mind that currently this function doesn't support SPS as SPS requires the maps to be loaded and until we can figure out a fast way to loop through EVERY bitmap, SPS will not be supported for Death Walking. .. note:: | Author: NCDS | Last Updated: 05 November 2011 by Coh3n Example: .. code-block:: pascal if MSI_DeathWalk then MSI_Debug('Back on track!'); *) function MSI_DeathWalk: Boolean; var script: TScript; i: integer; home: boolean; begin if (not loggedIn) then exit; if (not(MSI_Settings[SETUP_DEATH_WALK])) then begin MSI_SubDebug('MSI_DeathWalk: Function disabled'); Exit; end; MSI_AddHeader('MSI_DeathWalk'); script := MSI_Scripts[MSI_Players[CurrentPlayer].Scripts[CurrentScript].Name]; with MSI_Locations[script.pathInfo.startLoc] do begin if (length(deathPath.spsPath) <= 0) then begin MSI_Debug('No death path for location: '+name); MSI_CloseHeader('MSI_DeathWalk: '+boolToStr(result)); Exit; end; result := MSI_WalkPath(deathPath, true); // teleport home! if (not result) then if (MSI_ClickSpell(SPELL_TELE_HOME)) then // teleport home begin MSI_Debug('Waiting to spawn in Lumbridge'); for i := 1 to 45 do // 45 seconds begin wait(1000); if (MSI_AtLocation(LOC_LB_SPAWN, false)) then begin home := true; break; end; end; end; // Walk back to the script's starting location if (not result) then if (home) then begin ClickNorth(SRL_ANGLE_HIGH); result := MSI_WalkPath(deathPath, true); end else begin MSI_Debug('Didn''t spawn after 45 seconds'); result := false; end; end; if (result) then MSI_Players[CurrentPlayer].ReportInfo.FalseReason := ''; MSI_CloseHeader('MSI_DeathWalk: '+boolToStr(result)); end; (* MSI_PerformWalk ~~~~~~~~~~~~~~~ .. code-block:: pascal function MSI_PerformWalk(pathInfo: TPath; toLoc: boolean): boolean; Will walk the path "pathInfo". Takes into consideration both color and reflection paths depending on the user's preference as well as the current state of reflection. Also uses MSI's death walking feature. .. note:: | Author: Coh3n | Last Updated: 21 July 2011 by Coh3n Example: .. code-block:: pascal // Walks to VE mine only if your player is set to use SCRIPT_VE_MINER MSI_PerformWalk(MSI_Scripts[SCRIPT_VE_MINE].PathInfo, true); *) function MSI_PerformWalk(pathInfo: TPath; toLoc: boolean): boolean; begin if (not loggedIn) then exit; MSI_FindRandoms(true); result := MSI_WalkPath(pathInfo, toLoc); if (not result) then if (MSI_DeathWalk) then result := MSI_WalkPath(pathInfo, toLoc); if (not result) then // in case it's already set if (MSI_Players[CurrentPlayer].ReportInfo.FalseReason = '') then if (toLoc) then MSI_Players[CurrentPlayer].ReportInfo.FalseReason := 'Failed walk from '+ MSI_Locations[pathInfo.startLoc].Name+' to '+ MSI_Locations[pathInfo.endLoc].Name else MSI_Players[CurrentPlayer].ReportInfo.FalseReason := 'Failed walk from '+ MSI_Locations[pathInfo.endLoc].Name+' to '+ MSI_Locations[pathInfo.startLoc].Name; end;
You see where it says the exp and stuff?
That's the debug box, you must post what is says in there.
Simba section.
http://villavu.com/forum/forumdisplay.php?f=308
SRL's F.A.Q. (Error fixes) | How to Convert SRL-5 Scripts to SRL-6 | Draynor Chop N' Bank (RS3)| AIO Superheater (RS3)
T - E - A - MTogether Everyone Achieves More
Thanks for the new link of .99i appreciate it
Error: Out Of Range at line 696
The following DTMs were not freed: [Bronze Pickaxe, Iron Pickaxe, Steel Pickaxe, Mithril Pickaxe, Adamant Pickaxe, Rune Pickaxe, Dragon Pickaxe, Bronze Hatchet, Iron Hatchet, Steel Hatchet, Mithril Hatchet, Adamant Hatchet, Rune Hatchet, Dragon Hatchet, Normal Logs, Oak Logs, Willow Logs, Maple Logs, Yew Logs, Magic Logs, Clay Ore, Copper Ore, Tin Ore, Iron Ore, Silver Ore, Coal Ore, Gold Ore, Mithril Ore, Adamantite Ore, Runite Ore, Small Fishing Net, Crayfish Cage, Fishing Rod, Fishing Bait, Fly Fishing Rod, Harpoon, Barb-Tail Harpoon, Lobster Pot, Raw Shrimps, Raw Crayfish, Raw Sardines, Raw Anchovies, Raw Herring, Raw Trout, Raw Pike, Raw Salmon, Raw Tuna, Raw Lobster, Raw Swordfish, Raw Monkfish, Raw Shark, Cooked Shrimps, Cooked Crayfish, Cooked Sardines, Cooked Anchovies, Cooked Herring, Cooked Trout, Cooked Pike, Cooked Salmon, Cooked Tuna, Cooked Lobster, Cooked Swordfish, Cooked Monkfish, Cooked Shark, Uncut Sapphire, Uncut Emerald, Uncut Ruby, Uncut Diamond, Bird'S Nest, Feather, Staff Of Air, Staff Of Water, Staff Of Earth, Staff Of Fire, Air Rune, Body Rune, Mind Rune, Earth Rune, Fire Rune, Water Rune, Chaos Rune, Law Rune, Cosmic Rune, Death Rune, Nature Rune, Blood Rune, Soul Rune, Astral Rune, Rune Essence, Pure Essence, Soft Clay, Vial, Vial Of Water, Jug, Jug Of Water, Bowl, Bowl Of Water, Bucket, Bucket Of Water, Air Tiara, Body Tiara, Mind Tiara, Earth Tiara, Fire Tiara, Water Tiara, Dwarven Army Axe, Coal Bag, SRL - Lamp bitmap, 108]
The following bitmaps were not freed: [SRL - Mod bitmap, SRL - Admin bitmap, SRL - Flag bitmap]
File[C:\Simba\Includes\MSI\Debug Logs\04-04-12 at 11 30 34 PM.txt] has not been freed in the script, freeing it now.
Which script are you trying to run? It looks like something in the TScript record isn't set correctly.
SRL's F.A.Q. (Error fixes) | How to Convert SRL-5 Scripts to SRL-6 | Draynor Chop N' Bank (RS3)| AIO Superheater (RS3)
T - E - A - MTogether Everyone Achieves More
It's when I try to run the Catherby/Fishing Guild script. "MSI" format
What do you mean, "MSI format"? It happens when you run both of them? What about other scripts for other skills?
E: This is fixed in the next version.
Last edited by Coh3n; 04-12-2012 at 11:38 PM.
SRL's F.A.Q. (Error fixes) | How to Convert SRL-5 Scripts to SRL-6 | Draynor Chop N' Bank (RS3)| AIO Superheater (RS3)
T - E - A - MTogether Everyone Achieves More
There are currently 1 users browsing this thread. (0 members and 1 guests)