Code:
// location specific stuff
// Tree Varrock
//Self.TreeWalkTile := Point(4434, 2620);
//Self.FireStartTiles := [[Point(4571, 2627), 19], [Point(4555, 2589), 28]];
//Self.TreeTiles := [Point(4416, 2590), Point(4414, 2604), Point(4430, 2600), Point(4427, 2618), Point(4408, 2618), Point(4424, 2627), Point(4430, 2627), Point(4439, 2627), Point(4450, 2612)];
// Oak Varrock
Self.TreeWalkTile := Point(4933, 2735);
Self.FireStartTiles := [[Point(4990, 2735), 28], [Point(4990, 2731), 28]];
Self.TreeTiles := [Point(4938, 2745), Point(4929, 2724)];
// LUMBY Burn or Drop NO BANK!(ORS walking missing node and two paths, have to update world.graph for this to work)
//Self.TreeWalkTile := Point(4720, 3477);
//Self.TreeTiles := [Point(4749, 3494), Point(4743, 3468)];
//Self.FireStartTiles := [[Point(4738, 3455), 18], [Point(4738, 3460), 18], [Point(4712, 3451), 12]];
//Dray
//Self.FireStartTiles := [[Point(4216, 3492), 23], [Point(4216, 3496), 18],
//[Point(4216, 3500), 18], [Point(4252, 3508), 22], [Point(4274, 3512), 27]];
//Self.TreeTiles := [Point(4144, 3498), Point(4152, 3504), Point(4164, 3508),
//Point(4158, 3520), Point(4162, 3536)];
//Self.TreeWalkTile := Point(4148, 3496);
//East Lumby Burn or Drop NO BANK
//Self.FireStartTiles := [[Point(4781, 3219), 24], [Point(4738, 3223), 11], [Point(4729, 3219), 19]];
//Self.TreeTiles := [Point(4693, 3214), Point(4693, 3224), Point(4697, 3242)];
//Self.TreeWalkTile := Point(4709, 3228);
// tree types
// Tree
//Self.TreeOptions := ['Chop down Tree', 'Chop', 'down', 'Tree'];
//Self.LogItems := ['Logs'];
// oak
Self.TreeOptions := ['Chop down Oak', 'Chop', 'down', 'Oak'];
Self.LogItems := ['Oak logs'];
// willow
//Self.TreeOptions := ['Chop down Willow', 'Chop', 'down', 'Willow'];
//Self.LogItems := ['Willow logs'];
Self.TinderItem := 'Tinderbox';
Self.NoLightText := ['You can''t light a fire here.'];
Self.ToolItems := [Self.TinderItem, 'Rune axe', 'Dragon axe', 'Bronze axe',
'Iron axe', 'Steel axe', 'Black axe', 'Mithril axe', 'Adamant axe',
'Gilded axe', '3rd age axe', 'Infernal axe', 'Crystal axe'];
Self.ChopWaitTime := 14000;
Self.FireWaitTime := 10000;
with Self.TreeColor do
begin
// tree and oak
RSObject.Colors += CTS2(4882551, 3, 0.05, 1.08);
RSObject.Colors += CTS2(4748142, 2, 0.19, 7.62);
RSObject.Colors += CTS2(2179901, 4, 0.07, 0.85);
RSObject.Colors += CTS2(1582884, 2, 1.04, 5.68); // dark side
// willow
//RSObject.Colors += CTS2(3763042, 3, 0.05, 1.08);
//RSObject.Colors += CTS2(3306343, 2, 0.19, 7.62);
//RSObject.Colors += CTS2(3713943, 4, 0.07, 0.85);
//RSObject.Colors += CTS2(462606, 2, 1.04, 5.68); // dark side
RSObject.Grow := 10;
RSObject.Erode := 5;
RSObject.ClusterDistance := 3;
FilterSize := 30;
end;
// West Varrock
//Self.BankTiles := [Point(4553, 2672)];
//Self.BankWalkTile := Point(4549, 2672);
//Self.BankColor.Colors += CTS2(3892081, 3, 1.29, 0.97);
//Self.BankColor.Colors += CTS2(3496293, 2, 0.07, 1.23);
// East Varrock
Self.BankTiles := [Point(4825, 2770), Point(4821, 2770)];
Self.BankWalkTile := Point(4825, 2764);
Self.BankColor.Colors += CTS2(4354688, 3, 1.29, 0.97);
Self.BankColor.Colors += CTS2(3496293, 2, 0.07, 1.23);
// dray
//Self.BankTiles := [Point(4174, 3468)];
//Self.BankWalkTile := Point(4178, 3468);
//Self.BankColor.Colors += CTS2(6251626, 3, 1.29, 0.97);
//Self.BankColor.Colors += CTS2(1069415, 2, 0.07, 1.23);
Self.BankColor.Erode := 2;
Self.BankColor.Grow := 2;
Self.BankColor.ClusterDistance := 3;
TY for making very easy to understand script, excellent job commenting