@Krazy_Meerkat
Any ETA's?
Also, do you think it's possible to show other members how to obtain hooks? That way it could maybe relief yourself and Elfyyy from that burden?
@Krazy_Meerkat
Any ETA's?
Also, do you think it's possible to show other members how to obtain hooks? That way it could maybe relief yourself and Elfyyy from that burden?
Faith is an oasis in the heart which will never be reached by the caravan of thinking.
Faith is an oasis in the heart which will never be reached by the caravan of thinking.
I changed my hooks file using the updater by @n3ss3s; http://villavu.com/forum/showthread....915&highlight=
Seems to be working okay up to now. Here are my new hooks file contents:
Simba Code:const
ReflectionRevision = '36';
{*Node*}
Node = 'fn';
Node_id = 'do';
Node_previous = 'dc';
Node_next = 'ea';
{*CacheableNode*}
CacheableNode = 'fe';
CacheableNode_next = 'cd';
CacheableNode_previous = 'co';
{*Stream*}
Stream = 'ds';
Stream_getUnsignedByte = 'ds.aj';
Stream_getUnsignedLEShort = 'ds.ac';
Stream_getShort = 'ds.ab';
{*Renderable*}
Renderable = 'cy';
Renderable_height = 'bh';
{*Renderable Multipliers*}
Renderable_height_Multiplier = 85503229;
{*Actor*}
Actor = 'af';
Actor_hitDamages = 'al';
Actor_activeText = 'aw';
Actor_pathY = 'bc';
Actor_pathX = 'ba';
Actor_localY = 't';
Actor_localX = 'k';
Actor_animation = 'ad';
Actor_maxHealth = 'ag';
Actor_health = 'aq';
Actor_interacting = 'aj';
{*Actor Multipliers*}
Actor_localY_Multiplier = 2096975085;
Actor_localX_Multiplier = -1527045191;
Actor_animation_Multiplier = 1578023687;
Actor_maxHealth_Multiplier = -1774361849;
Actor_health_Multiplier = -473763318;
Actor_interacting_Multiplier = 1447246719;
{*CacheableNodeQueue*}
CacheableNodeQueue = 'fa';
CacheableNodeQueue_getHead = 'p';
{*NodeHashTable*}
NodeHashTable = 'fd';
NodeHashTable_getNodes = 'l';
NodeHashTable_getSize = 'o';
{*NodeQueue*}
NodeQueue = 'fm';
NodeQueue_getHead = 'p';
NodeQueue_getCurrent = 'l';
{*NodeCache*}
NodeCache = 'fq';
NodeCache_cacheableNode = 'p';
NodeCache_hashTable = 'x';
NodeCache_queue = 'o';
NodeCache_remaining = 'd';
NodeCache_size = 'o';
{*Model*}
Model = 'dl';
Model_trianglesX = 'm';
Model_trianglesY = 'u';
Model_trianglesZ = 's';
Model_verticesX = 'a';
Model_verticesY = 'w';
Model_verticesZ = 'k';
{*StringStorage*}
StringStorage = 'ey';
StringStorage_ = 'ic';
{*ItemDefinition*}
ItemDefinition = 'as';
ItemDefinition_groundActions = 'j';
ItemDefinition_inventoryActions = 'q';
ItemDefinition_isMembers = 'h';
ItemDefinition_name = 'm';
{*Item*}
Item = 'c';
Item_id = 'p';
Item_stackSize = 'l';
{*Item Multipliers*}
Item_id_Multiplier = 1247617319;
Item_stackSize_Multiplier = 1153687903;
{*ObjectDefinition*}
ObjectDefinition = 'ae';
ObjectDefinition_name = 's';
ObjectDefinition_actions = 'ah';
{*NpcDefinition*}
NpcDefinition = 'aa';
NpcDefinition_actions = 't';
NpcDefinition_name = 'a';
NpcDefinition_id = 'o';
NpcDefinition_level = 'y';
{*NpcDefinition Multipliers*}
NpcDefinition_id_Multiplier = -1550313271;
NpcDefinition_level_Multiplier = -1977773035;
{*Npc*}
Npc = 'q';
Npc_definition = 'p';
{*PlayerDefinition*}
PlayerDefinition = 'fr';
PlayerDefinition_getAppearanceIndices = 'u';
PlayerDefinition_getAppearance = 'p';
{*Player*}
Player = 'd';
Player_name = 'p';
Player_model = 'e';
Player_definition = 'l';
Player_level = 'o';
{*Player Multipliers*}
Player_level_Multiplier = 479505669;
{*Region*}
Region = 'cr';
Region_sceneObjects = 'y';
Region_sceneTiles = 'a';
{*Widget*}
Widget = 'fi';
Widget_getRelativeX = 'b';
Widget_getRelativeY = 'x';
Widget_isHidden = 'bs';
Widget_getActions = 'bm';
Widget_getID = 's';
Widget_getText = 'by';
Widget_getItems = 'dh';
Widget_getStackSizes = 'df';
{*Widget Multipliers*}
Widget_getRelativeX_Multiplier = -47615529;
Widget_getRelativeY_Multiplier = -857103235;
Widget_isHidden_Multiplier = 0;
Widget_getID_Multiplier = -493717361;
{*client*}
client = 'client';
client_menuCount = 'client.io';
client_menuActions = 'l.c';
client_menuOptions = 'bt.g';
client_groundSettings = 'u.t';
client_groundHeights = 'u.f';
client_npcIndices = 'client.bq';
client_chat_senders = 'client.lc';
client_chat_messages = 'client.lk';
client_widgets = 'de.p';
client_login_state = 'client.v';
client_player = 'ai.ha';
client_compassAngle = 'client.dy';
client_map_offset = 'client.dw';
client_map_scale = 'client.fp';
client_menuX = 'client.he';
client_menuY = 'client.hx';
client_menuWidth = 'client.hy';
client_menuHeight = 'client.hs';
client_isMenuOpen = 'client.hh';
client_packetStream = 'client.cj';
client_groundItems = 'client.hw';
client_levels = 'client.hf';
client_real_levels = 'client.hp';
client_experiences = 'client.hd';
client_run_energy = 'client.jj';
client_weight = 'client.jd';
client_cameraPitch = 'ec.fi';
client_cameraYaw = 'dd.fk';
client_cameraY = 'ek.ez';
client_cameraX = 'e.fs';
client_cameraZ = 'bk.fx';
client_baseX = 'di.cs';
client_baseY = 's.cq';
client_plane = 'x.hc';
client_players = 'client.gs';
client_npcs = 'client.bc';
client_settings = 'ff.t';
client_addChatMessage = 'h.dk';
client_getItemDefinition = 'bu.f';
{*client Multipliers*}
client_menuCount_Multiplier = -2010021751;
client_login_state_Multiplier = -370572591;
client_compassAngle_Multiplier = 983287781;
client_map_offset_Multiplier = -1834812991;
client_map_scale_Multiplier = -1670744727;
client_menuX_Multiplier = -1080942703;
client_menuY_Multiplier = 2054832625;
client_menuWidth_Multiplier = -1794773983;
client_menuHeight_Multiplier = -360908199;
client_run_energy_Multiplier = 532068423;
client_weight_Multiplier = -14992182;
client_cameraPitch_Multiplier = -1358330977;
client_cameraYaw_Multiplier = 2000037285;
client_cameraY_Multiplier = 1129828653;
client_cameraX_Multiplier = -1767149505;
client_cameraZ_Multiplier = -1182982455;
client_baseX_Multiplier = -863779709;
client_baseY_Multiplier = -2126815013;
client_plane_Multiplier = 253983849;
Edit: I should add, I haven't updated all hooks because the updater doesn't give me everything I need for this include.
Also, walking isn't walking with these hooks.
Last edited by Solar; 01-31-2014 at 09:53 PM.
Solar from RiD.
Ok guys. We have had quite the battle trying to either fix our updater, or find another way of updating hooks, and it looks like we have! Dang from javahacking will now be providing the hooks for the reflection include. I just pushed an update on the hooks so you will get a new hooks.simba next time you run. For the most part, all the Player and map walk functions should work. I just wanted to get most of the main functions working. We are now working on a parser for the hooks and we should get the full hooks updated soon. Sorry for the massive delay, hopefully it won't happen again!!!
@Solar That updater has been outdated for a while now, most if not all are broken unfortunately.
“The long-lived and those who will die soonest lose the same thing. The present is all that they can give up, since that is all you have, and what you do not have, you cannot lose.” - Marcus Aurelius
what are hooks?
View my OSR Script Repository!
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“The long-lived and those who will die soonest lose the same thing. The present is all that they can give up, since that is all you have, and what you do not have, you cannot lose.” - Marcus Aurelius
Ok, just finished working on the rest of the hooks. Other than run energy and npc Id they should all be working! We are gonna get that parser going and then we shouldn't have this happen again...
“The long-lived and those who will die soonest lose the same thing. The present is all that they can give up, since that is all you have, and what you do not have, you cannot lose.” - Marcus Aurelius
Thanks to elfyyy and Dang for implementing the latest hooks There was a problem with one of the multipliers but it's updated now.
We're all learning about hooks at the moment, I'd recommend looking here: http://javahacking.org/forum/index.p...pdater-part-1/ if you want to help get them, but it does involve pretty much making your own updater..
Was just trying to help out a little. My personal update got hoodz ghoul killer to work as long as you were at the right spot and it didn't need to run.
Thanks for the update though, very much appreciated.
Solar from RiD.
whats the link to that smart thinger where you turn it on and off and it lets you know what your tile is? forgot who made it and where it was
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“The long-lived and those who will die soonest lose the same thing. The present is all that they can give up, since that is all you have, and what you do not have, you cannot lose.” - Marcus Aurelius
View my OSR Script Repository!
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With the latest hooks when using @hoodz; ghoul script, walking to the bank works alright, but when it reaches the bank or gets very close, like one more click away, it will seem to skip part of the script.
Anyone know if the Runescape update could have changed the map tiles or something like that?
Solar from RiD.
Hooks now updated, thanks everyone for being patient.
Tiletoms height-correction removed cause it was too glitchy, try to use it only on flat areas..
This looks beautiful, makes me look at my old projects with good hopes.
“The long-lived and those who will die soonest lose the same thing. The present is all that they can give up, since that is all you have, and what you do not have, you cannot lose.” - Marcus Aurelius
If I knew how, I would help update the hooks, and also try to hook the actual map rotation as the compass and the MM become very much so misaligned to the point where walking to a max range point can put you 5 tiles out
We have all that hooked already. The only reason that the walking can be inaccurate like that is due to the fact that there is a delay from the time you mouse moves to the spot on the map and when it actually clicks. You can test this by walking to a tile when standing still, it will be within the one tile. The TileToMM function is about as perfect as possible.
“The long-lived and those who will die soonest lose the same thing. The present is all that they can give up, since that is all you have, and what you do not have, you cannot lose.” - Marcus Aurelius
mine do too, tiletoms will sometimes click the corner of the tile thus resulting in it walking to the tile next to the one i clicked on. then minimap walking is generally right on but sometimes it is off by a few tiles
this weekend imma try to write a function to right click walk here if a object is on the tile so you dont click on npc's or objects when using tiletoms
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Woah der guys. If you are talking about tile to mainscreen, then yes that is most definitely NOT 100% accurate at the moment. @Frement is currently working on making a more accurate one. But yeah the tile tile minimap is accurate as much as possible due to the small tiles. Just make sure to put the tiles in the path close to each other, say 2 per mini map screen and it should work fine!
“The long-lived and those who will die soonest lose the same thing. The present is all that they can give up, since that is all you have, and what you do not have, you cannot lose.” - Marcus Aurelius
R_PerfectPath(TPointArray); is what I use for all my walking and I haven't had any of the issues I've had with R_WalkPath(TPA); (skipping points in the array, spam-clicking, failing to walk the whole path)
R_PerfectPath will blind-walk to any path point which isn't visible on the minimap.
You shouldn't be using R_TileToMs for any walking functions, it's intention is to provide a starting point for object/npc scanning. It does work quite well compared to other methods, if you don't like it then don't use it.
Frement has been taking a very long time with the new function, beginning to wonder if he still is actually working on it..
Last edited by Krazy_Meerkat; 02-20-2014 at 02:30 PM.
i didnt say i didnt like it, simply there was/is no walking method for you to use when you dont need the minimap to walk. theres no point on clicking the minimap to walk somewhere when youre destination is 3tiles away.
ill check out the includes again, didnt realize new walking methods where added, thanks
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