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Thread: [OSR]Reflection Include

  1. #726
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    TReflectObject.GetAt causes:
    Code:
    Hook Leaked in: Get3DObject
    Hook Leaked in: GetObject
    Hook Leaked in: Get3DObject
    Hook Leaked in: GetObject
    Hook Leaked in: Get3DObject
    Hook Leaked in: GetObject
    Please report this log to the reflection team, terminating
    Also just one inconstancy, TReflectionInventory.GetAll must be called like _items := TReflectionInventory.GetAll; while NPCs.GetAll; and Objects.GetAll; doesn't.

    Also it seems I can't get any Objects with Objects.GetAll;, I found out that its returning objects from up to 70 tiles away...

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  3. #728
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    Quote Originally Posted by The Mayor View Post
    What happened to that super reflection include tls was working on?
    Think he got caught up with other things or lost motivation for it.
    #slack4admin2016
    <slacky> I will build a wall
    <slacky> I will ban reflection and OGL hooking until we know what the hell is going on

  4. #729
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    Quote Originally Posted by ineedbot View Post
    TReflectObject.GetAt causes:
    Code:
    Hook Leaked in: Get3DObject
    Hook Leaked in: GetObject
    Hook Leaked in: Get3DObject
    Hook Leaked in: GetObject
    Hook Leaked in: Get3DObject
    Hook Leaked in: GetObject
    Please report this log to the reflection team, terminating
    Ty very much, fixed it and pushed to Github

    Quote Originally Posted by ineedbot View Post
    Also just one inconstancy, TReflectionInventory.GetAll must be called like _items := TReflectionInventory.GetAll; while NPCs.GetAll; and Objects.GetAll; doesn't.
    One of the changes I am going to do, same with GroundItems.

    Quote Originally Posted by ineedbot View Post
    Also it seems I can't get any Objects with Objects.GetAll;, I found out that its returning objects from up to 70 tiles away...
    Not sure what you mean? If your getting objects that far away, that's expected since you get all? Or am I not understanding what you mean?
    AObject.Get(objGame); Will return ALL Game Objects in loaded region.
    AObject.Get(objGam, 10); Willl return ALL Game Objects within 10 tiles.
    “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

  5. #730
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    Quote Originally Posted by Fitta View Post
    Elfyy, for some weird reason your GetUpText gets the last menu option instead of the first..

    Reason was this...
    Client_MenuActions: tHook = ['client.iq', 1];

    this is the correct hook.


    Edit, still not working....
    Seems Fine to me...

    Code:
    Bank Bank booth / 2 more options
    Thought you might have meant choose option, but it works fine also:

    Code:
    [Bank Bank booth, Walk here, Examine Bank booth, Cancel]
    Last edited by Kyle; 12-06-2014 at 12:56 AM.
    “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

  6. #731
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    Quote Originally Posted by elfyyy View Post
    Seems Fine to me...

    Code:
    Bank Bank booth / 2 more options
    Thought you might have meant choose option, but it works fine also:

    Code:
    [Bank Bank booth, Walk here, Examine Bank booth, Cancel]
    :S crazy shit.

    btw, how much are you planning to change..?





  7. #732
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    Quote Originally Posted by elfyyy View Post
    Ty very much, fixed it and pushed to Github



    One of the changes I am going to do, same with GroundItems.



    Not sure what you mean? If your getting objects that far away, that's expected since you get all? Or am I not understanding what you mean?
    AObject.Get(objGame); Will return ALL Game Objects in loaded region.
    AObject.Get(objGam, 10); Willl return ALL Game Objects within 10 tiles.
    Well I'm doing AOBject.Get(ObjGame, 20); and I writeln(TReflectionTiles.DistanceFromTile(AOBject. tile) and it returns 70(or around that number).

    Also mapwalking might click the run button over and over if the path overlaps it.

    Oh and blindwalking just spam clicks the tile until its there, doesn't check if its moving or FFlag is up etc.

  8. #733
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    Quote Originally Posted by Fitta View Post
    :S crazy shit.

    btw, how much are you planning to change..?
    Not sure. Probably just make it all OOP like the example I talked about to @ineedbot;


    Quote Originally Posted by ineedbot View Post
    Well I'm doing AOBject.Get(ObjGame, 20); and I writeln(TReflectionTiles.DistanceFromTile(AOBject. tile) and it returns 70(or around that number).

    Also mapwalking might click the run button over and over if the path overlaps it.

    Oh and blindwalking just spam clicks the tile until its there, doesn't check if its moving or FFlag is up etc.

    EDIT: All aforementioned bugs should be fixed, also note: I changed BlindWalk to BlindWalkMM to be consistent with BlindWalkMS. Also, I plan on rewriting all walking procedures as I'm not happy with them atm.
    Last edited by Kyle; 12-06-2014 at 03:42 AM.
    “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

  9. #734
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    Quote Originally Posted by elfyyy View Post
    Not sure. Probably just make it all OOP like the example I talked about to @ineedbot;




    You're helping a bunch hahaha. Yeah all of those are mistakes :P. Gimme some mins and I'll edit back when I update it!
    Yea I'm just converting my AIO fisher atm, getting everything going, so far most things are working.

    NPC.GetAll; is return multiple of the same NPC... Nothing to big, but it can create slowdowns..

  10. #735
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    Just updated on github. I made grounditems and Inventory OOP like the rest of the include. So now you call:
    Simba Code:
    var
      OurInv: TReflectInventoryArray;
      GroundItems: TReflectGroundItemArray;

    begin
      OurInv.GetAll;
      GroundItems.GetAll;
      WriteLn(OurInv);
      WriteLn(GroundItems);
    end.
    “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

  11. #736
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    Quote Originally Posted by elfyyy View Post
    Just updated on github. I made grounditems and Inventory OOP like the rest of the include. So now you call:
    Simba Code:
    var
      OurInv: TReflectInventoryArray;
      GroundItems: TReflectGroundItemArray;

    begin
      OurInv.GetAll;
      GroundItems.GetAll;
      WriteLn(OurInv);
      WriteLn(GroundItems);
    end.
    Sweet.

    objects are now returning nearby objects and now are useable, but it slows down the script soo much... a simple object.getAt(Objgame, tile) takes almost half a second. If you can find a way to speed this up, it would be great.

  12. #737
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    Client.getRegion().getSceneTiles[plane][localX][localY].getObjects();
    That's the efficient way to do it. Just get that specific tile from the region and then load the objects from that :-)

  13. #738
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    Quote Originally Posted by ineedbot View Post
    Sweet.

    objects are now returning nearby objects and now are useable, but it slows down the script soo much... a simple object.getAt(Objgame, tile) takes almost half a second. If you can find a way to speed this up, it would be great.
    Quote Originally Posted by Cheddy View Post
    Client.getRegion().getSceneTiles[plane][localX][localY].getObjects();
    That's the efficient way to do it. Just get that specific tile from the region and then load the objects from that :-)
    Yup that's the way that we do it @Cheddy;

    I did some messing around with the hook caching for them and found a way to speed it up substantially when searching smaller locations. I'm now convinced that object finding is as fast as simba possible can do it. Every object reference is stored in the 'HookCache' and at the end of the function it free's every one in the cache, but now stops at the end of the stored objects.

    Here's a test showing speeds now:

    Code:
    It took: 0ms for (1 * 1) Tiles
    It took: 0ms for (2 * 2) Tiles
    It took: 0ms for (3 * 3) Tiles
    It took: 0ms for (4 * 4) Tiles
    It took: 0ms for (5 * 5) Tiles
    It took: 0ms for (6 * 6) Tiles
    It took: 15ms for (7 * 7) Tiles
    It took: 16ms for (8 * 8) Tiles
    It took: 16ms for (9 * 9) Tiles
    It took: 15ms for (10 * 10) Tiles
    It took: 16ms for (11 * 11) Tiles
    It took: 15ms for (12 * 12) Tiles
    It took: 31ms for (13 * 13) Tiles
    It took: 16ms for (14 * 14) Tiles
    It took: 15ms for (15 * 15) Tiles
    It took: 31ms for (16 * 16) Tiles
    It took: 31ms for (17 * 17) Tiles
    It took: 32ms for (18 * 18) Tiles
    It took: 32ms for (19 * 19) Tiles
    It took: 46ms for (20 * 20) Tiles
    It took: 47ms for (21 * 21) Tiles
    It took: 31ms for (22 * 22) Tiles
    It took: 47ms for (23 * 23) Tiles
    It took: 63ms for (24 * 24) Tiles
    It took: 62ms for (25 * 25) Tiles
    It took: 47ms for (26 * 26) Tiles
    It took: 79ms for (27 * 27) Tiles
    It took: 93ms for (28 * 28) Tiles
    It took: 78ms for (29 * 29) Tiles
    It took: 78ms for (30 * 30) Tiles
    It took: 94ms for (31 * 31) Tiles
    It took: 125ms for (32 * 32) Tiles
    It took: 109ms for (33 * 33) Tiles
    It took: 109ms for (34 * 34) Tiles
    It took: 125ms for (35 * 35) Tiles
    It took: 156ms for (36 * 36) Tiles
    It took: 141ms for (37 * 37) Tiles
    It took: 140ms for (38 * 38) Tiles
    It took: 156ms for (39 * 39) Tiles
    It took: 188ms for (40 * 40) Tiles
    It took: 172ms for (41 * 41) Tiles
    It took: 172ms for (42 * 42) Tiles
    It took: 188ms for (43 * 43) Tiles
    It took: 219ms for (44 * 44) Tiles
    It took: 219ms for (45 * 45) Tiles
    It took: 219ms for (46 * 46) Tiles
    It took: 234ms for (47 * 47) Tiles
    It took: 250ms for (48 * 48) Tiles
    It took: 250ms for (49 * 49) Tiles
    It took: 266ms for (50 * 50) Tiles
    It took: 297ms for (51 * 51) Tiles
    It took: 328ms for (52 * 52) Tiles
    It took: 312ms for (53 * 53) Tiles
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    It took: 344ms for (55 * 55) Tiles
    It took: 360ms for (56 * 56) Tiles
    It took: 344ms for (57 * 57) Tiles
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    It took: 375ms for (59 * 59) Tiles
    It took: 422ms for (60 * 60) Tiles
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    It took: 437ms for (63 * 63) Tiles
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    It took: 485ms for (66 * 66) Tiles
    It took: 500ms for (67 * 67) Tiles
    It took: 532ms for (68 * 68) Tiles
    It took: 547ms for (69 * 69) Tiles
    It took: 563ms for (70 * 70) Tiles
    It took: 610ms for (71 * 71) Tiles
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    It took: 609ms for (74 * 74) Tiles
    It took: 657ms for (75 * 75) Tiles
    It took: 750ms for (76 * 76) Tiles
    It took: 719ms for (77 * 77) Tiles
    It took: 703ms for (78 * 78) Tiles
    It took: 766ms for (79 * 79) Tiles
    It took: 781ms for (80 * 80) Tiles
    It took: 781ms for (81 * 81) Tiles
    It took: 797ms for (82 * 82) Tiles
    It took: 859ms for (83 * 83) Tiles
    It took: 875ms for (84 * 84) Tiles
    It took: 922ms for (85 * 85) Tiles
    It took: 859ms for (86 * 86) Tiles
    It took: 906ms for (87 * 87) Tiles
    It took: 969ms for (88 * 88) Tiles
    It took: 953ms for (89 * 89) Tiles
    It took: 969ms for (90 * 90) Tiles
    It took: 1031ms for (91 * 91) Tiles
    It took: 1094ms for (92 * 92) Tiles
    It took: 1078ms for (93 * 93) Tiles
    It took: 1078ms for (94 * 94) Tiles
    It took: 1140ms for (95 * 95) Tiles
    It took: 1203ms for (96 * 96) Tiles
    It took: 1219ms for (97 * 97) Tiles
    It took: 1203ms for (98 * 98) Tiles
    It took: 1250ms for (99 * 99) Tiles
    It took: 1282ms for (100 * 100) Tiles
    It took: 1297ms for (101 * 101) Tiles
    It took: 1281ms for (102 * 102) Tiles
    It took: 1313ms for (103 * 103) Tiles
    It took: 1360ms for (104 * 104) Tiles

    EDIT: Just pushed changes to github. I didn't completely finish ground items as it will be more difficult since each tile can return an array. I will get to it when I get more free time.
    I also changed the naming on ground items to be consistent with objects. TReflectGroundItemArray.Get(). If distance is not entered it will automatically get all, just like for objects,
    Last edited by Kyle; 12-07-2014 at 01:57 PM.
    “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

  14. #739
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    Tell me when you're done changing the names somewhat, I want to go nuts & bananas.

    inb4 crazy scripts





  15. #740
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    Quote Originally Posted by elfyyy View Post
    Yup that's the way that we do it @Cheddy;

    I did some messing around with the hook caching for them and found a way to speed it up substantially when searching smaller locations. I'm now convinced that object finding is as fast as simba possible can do it. Every object reference is stored in the 'HookCache' and at the end of the function it free's every one in the cache, but now stops at the end of the stored objects.

    Here's a test showing speeds now:

    Code:
    It took: 0ms for (1 * 1) Tiles
    It took: 0ms for (2 * 2) Tiles
    It took: 0ms for (3 * 3) Tiles
    It took: 0ms for (4 * 4) Tiles
    It took: 0ms for (5 * 5) Tiles
    It took: 0ms for (6 * 6) Tiles
    It took: 15ms for (7 * 7) Tiles
    It took: 16ms for (8 * 8) Tiles
    It took: 16ms for (9 * 9) Tiles
    It took: 15ms for (10 * 10) Tiles
    It took: 16ms for (11 * 11) Tiles
    It took: 15ms for (12 * 12) Tiles
    It took: 31ms for (13 * 13) Tiles
    It took: 16ms for (14 * 14) Tiles
    It took: 15ms for (15 * 15) Tiles
    It took: 31ms for (16 * 16) Tiles
    It took: 31ms for (17 * 17) Tiles
    It took: 32ms for (18 * 18) Tiles
    It took: 32ms for (19 * 19) Tiles
    It took: 46ms for (20 * 20) Tiles
    It took: 47ms for (21 * 21) Tiles
    It took: 31ms for (22 * 22) Tiles
    It took: 47ms for (23 * 23) Tiles
    It took: 63ms for (24 * 24) Tiles
    It took: 62ms for (25 * 25) Tiles
    It took: 47ms for (26 * 26) Tiles
    It took: 79ms for (27 * 27) Tiles
    It took: 93ms for (28 * 28) Tiles
    It took: 78ms for (29 * 29) Tiles
    It took: 78ms for (30 * 30) Tiles
    It took: 94ms for (31 * 31) Tiles
    It took: 125ms for (32 * 32) Tiles
    It took: 109ms for (33 * 33) Tiles
    It took: 109ms for (34 * 34) Tiles
    It took: 125ms for (35 * 35) Tiles
    It took: 156ms for (36 * 36) Tiles
    It took: 141ms for (37 * 37) Tiles
    It took: 140ms for (38 * 38) Tiles
    It took: 156ms for (39 * 39) Tiles
    It took: 188ms for (40 * 40) Tiles
    It took: 172ms for (41 * 41) Tiles
    It took: 172ms for (42 * 42) Tiles
    It took: 188ms for (43 * 43) Tiles
    It took: 219ms for (44 * 44) Tiles
    It took: 219ms for (45 * 45) Tiles
    It took: 219ms for (46 * 46) Tiles
    It took: 234ms for (47 * 47) Tiles
    It took: 250ms for (48 * 48) Tiles
    It took: 250ms for (49 * 49) Tiles
    It took: 266ms for (50 * 50) Tiles
    It took: 297ms for (51 * 51) Tiles
    It took: 328ms for (52 * 52) Tiles
    It took: 312ms for (53 * 53) Tiles
    It took: 312ms for (54 * 54) Tiles
    It took: 344ms for (55 * 55) Tiles
    It took: 360ms for (56 * 56) Tiles
    It took: 344ms for (57 * 57) Tiles
    It took: 344ms for (58 * 58) Tiles
    It took: 375ms for (59 * 59) Tiles
    It took: 422ms for (60 * 60) Tiles
    It took: 422ms for (61 * 61) Tiles
    It took: 422ms for (62 * 62) Tiles
    It took: 437ms for (63 * 63) Tiles
    It took: 469ms for (64 * 64) Tiles
    It took: 468ms for (65 * 65) Tiles
    It took: 485ms for (66 * 66) Tiles
    It took: 500ms for (67 * 67) Tiles
    It took: 532ms for (68 * 68) Tiles
    It took: 547ms for (69 * 69) Tiles
    It took: 563ms for (70 * 70) Tiles
    It took: 610ms for (71 * 71) Tiles
    It took: 609ms for (72 * 72) Tiles
    It took: 609ms for (73 * 73) Tiles
    It took: 609ms for (74 * 74) Tiles
    It took: 657ms for (75 * 75) Tiles
    It took: 750ms for (76 * 76) Tiles
    It took: 719ms for (77 * 77) Tiles
    It took: 703ms for (78 * 78) Tiles
    It took: 766ms for (79 * 79) Tiles
    It took: 781ms for (80 * 80) Tiles
    It took: 781ms for (81 * 81) Tiles
    It took: 797ms for (82 * 82) Tiles
    It took: 859ms for (83 * 83) Tiles
    It took: 875ms for (84 * 84) Tiles
    It took: 922ms for (85 * 85) Tiles
    It took: 859ms for (86 * 86) Tiles
    It took: 906ms for (87 * 87) Tiles
    It took: 969ms for (88 * 88) Tiles
    It took: 953ms for (89 * 89) Tiles
    It took: 969ms for (90 * 90) Tiles
    It took: 1031ms for (91 * 91) Tiles
    It took: 1094ms for (92 * 92) Tiles
    It took: 1078ms for (93 * 93) Tiles
    It took: 1078ms for (94 * 94) Tiles
    It took: 1140ms for (95 * 95) Tiles
    It took: 1203ms for (96 * 96) Tiles
    It took: 1219ms for (97 * 97) Tiles
    It took: 1203ms for (98 * 98) Tiles
    It took: 1250ms for (99 * 99) Tiles
    It took: 1282ms for (100 * 100) Tiles
    It took: 1297ms for (101 * 101) Tiles
    It took: 1281ms for (102 * 102) Tiles
    It took: 1313ms for (103 * 103) Tiles
    It took: 1360ms for (104 * 104) Tiles

    EDIT: Just pushed changes to github. I didn't completely finish ground items as it will be more difficult since each tile can return an array. I will get to it when I get more free time.
    I also changed the naming on ground items to be consistent with objects. TReflectGroundItemArray.Get(). If distance is not entered it will automatically get all, just like for objects,
    Oh yeah, its much faster now, thanks!

  16. #741
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    Quote Originally Posted by Fitta View Post
    Tell me when you're done changing the names somewhat, I want to go nuts & bananas.

    inb4 crazy scripts
    Uhmm, should be pretty close, give me until the end of the week and I'll try to finalize the naming so you can go at it!!

    Quote Originally Posted by ineedbot View Post
    Oh yeah, its much faster now, thanks!
    Fantastic!
    “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

  17. #742
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    Quote Originally Posted by elfyyy View Post
    Uhmm, should be pretty close, give me until the end of the week and I'll try to finalize the naming so you can go at it!!



    Fantastic!
    btw, totally forgot, did you add PlayerIndex?





  18. #743
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    I made up with a ID Display very similar to the one I made before. Feel free to do whatever you want with it.
    Attached Files Attached Files

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    Quote Originally Posted by ineedbot View Post
    I made up with a ID Display very similar to the one I made before. Feel free to do whatever you want with it.
    Thanks for this





  20. #745
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    Hooks updated to rev 67

    EDIT: The hooks won't auto update on the lape version this time, please redownload Reflection.simba from github
    Last edited by Kyle; 12-10-2014 at 09:22 PM.
    “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

  21. #746
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    Hooks updated to Rev 68
    “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

  22. #747
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    Quote Originally Posted by elfyyy View Post
    Hooks updated to Rev 68
    Nice keeping this updated, however you removed 'Client_PlayerIndex' which I used with
    Simba Code:
    function R_GetMyIndex: Integer;
    begin
      Result := Reflect.Smart.GetInt(0, Client_PlayerIndex) + 32768;
    end;

    To do:
    Simba Code:
    procedure dismissAllRandoms;
    var i, j:integer;
        _npcs:TReflectNPCArray;
        randoms:tstringarray;
    begin
      randoms := ['molly', 'niles', 'miles', 'giles', 'sandwich lady',
      'drunken dwarf', 'genie', 'highwayman', 'dr jekyll', 'cap''n hand', 'security guard',
      'rick turpentine', 'mysterious old man', 'frog', 'null', 'mime', 'sergeant damien', 'freaky forester',
       'postie pete', 'tilt', 'flippa', 'leo', 'pillory guard', 'evil bob'];
      _npcs.GetAll;
      for i:=0 to high(_npcs) do begin
        if (_npcs[i].Interacting = R_GetMyIndex) then begin
          for j:=0 to high(randoms) do begin
            if (pos(randoms[j], lowercase(_npcs[i].Name)) > 0) then begin
              R_InteractTile(_npcs[i].Tile, 'Dismiss', 0, 0, 50);
              sleep(2500+random(1000));
            end;
          end;
        end;
      end;
    end;

  23. #748
    Join Date
    Oct 2006
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    Default

    Quote Originally Posted by ineedbot View Post
    ...
    Yeah there is going to be some inconsistencys with hooks until I finish my updater. Hopefully will be done within the next couple of weeks!
    “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

  24. #749
    Join Date
    Oct 2006
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    Just wanted to post an update. I have finished the updater, supporting all functions that we currently have. I will now start to expand the include/updater with more functions and getting the necessary hooks for them.

    Code:
    215 Classes Found 
    
    Starting Analysers..
    |>Node = gv
          ^ UID................ gv.ee
          ^ Next............... gv.ej
          ^ Prev............... gv.ey
    
    |>CacheableNode = gk
          ^ Next............... gk.cp
          ^ Prev............... gk.ci
    
    |>RenderableNode = cc
          ^ ModelHeight........ cc.cg * -1216200879
    
    |>AnimableNode = p
    
    |>Model = ck
    
    |>AnimationSequence = af
    
    |>Npc Definition = aq
          ^ Actions............ aq.h
          ^ Name............... aq.c
          ^ ID................. aq.w * 2072508285
          ^ CombatLevel........ aq.v * -740355527
    
    |>LinkedList = fw
          ^ Head............... fw.l
          ^ Current............ fw.y
    
    |>Actor = aa
          ^ Animation.......... aa.bm * 495733559
          ^ QueueX............. aa.br
          ^ QueueY............. aa.by
          ^ WorldX............. aa.h * 1604947505
          ^ WorldY............. aa.k * 917902939
          ^ SpokenText......... aa.aa
          ^ Combat Cycle....... aa.an * -79764281
          ^ Health............. aa.ai * -1515030189
          ^ MaxHealth.......... aa.ay * 1629208675
          ^ InteractingIndex... aa.ab * -1596270757
    
    |>Npc = az
          ^ Def................ az.l
    
    |>ObjectDefinition = am
          ^ Actions............ am.an
          ^ Name............... am.a
    
    |>Buffer = dk
    
    |>Widget = eu
          ^ Children........... eu.dc
          ^ GetIDs............. eu.dp
          ^ StackSizes......... eu.dr
          ^ ItemAmount......... eu.dm * -1545665157
          ^ ItemID............. eu.dg * 1147860247
          ^ WidgetID........... eu.b * -166984235
          ^ Name............... eu.bq
          ^ GetText............ eu.bn
    
    |>GameShell = ee
    
    |>Client = Client
          ^ LoopCycle.......... client.i * -1399128113
          ^ GetRegion.......... er.df
          ^ GetPlane........... fo.hd * 1140350779
          ^ MenuCount.......... client.in * -2141825229
          ^ MenuWidth.......... er.io * -659962767
          ^ MenuHeight......... ak.iy * -39793823
          ^ MenuOptions........ client.ir
          ^ MenuActions........ client.iu
          ^ MenuX.............. dm.hw * 1828771929
          ^ MenuY.............. eh.hy * -1589416691
          ^ BaseX.............. b.ck * -1730369117
          ^ BaseY.............. aa.ca * 1423972157
          ^ GetWidgets......... eu.l
          ^ GetLocalPlayer..... z.hg
          ^ TileSettings....... c.y
          ^ TileHeights........ c.l
          ^ IsMenuOpen......... client.hn
          ^ LocalNpcs.......... client.br
          ^ NpcIndices......... client.bz
          ^ Sine............... cu.az
          ^ Cosine............. cu.ad
          ^ CameraPitch........ aw.fq * -1280666421
          ^ CameraYaw.......... l.fo * -1602289579
          ^ CameraX............ bz.fk * 1327254957
          ^ CameraY............ ep.fv * -2010995499
          ^ CameraZ............ f.fm * 766099511
          ^ GroundItems........ client.hu
          ^ GameSettings....... fg.g
          ^ MapScale........... client.ft * -1898854141
          ^ MapAngle........... client.di * 633858349
          ^ MapOffset.......... client.do * -844428383
          ^ CurrentLevels...... client.hl
          ^ RealLevels......... client.hc
          ^ Experiences........ client.hi
          ^ Energy............. client.jd * 1236262691
          ^ Weight............. client.ja * 1399852355
          ^ Rights............. client.jo * -923297739
          ^ CurrentWorld....... client.c * 18564717
          ^ LoginState......... client.u * -2035261693
    
    |>Region = cd
          ^ SceneTiles......... cd.c
    
    |>BoundaryObject = cg
          ^ ID................. cg.f * -77259343
    
    |>GameObject = ct
          ^ ID................. ct.o * 2122780761
    
    |>GroundDecoration = cv
          ^ ID................. cv.w * -1921889485
    
    |>WallDecoration = cf
          ^ ID................. cf.n * 1625964717
    
    |>SceneTile = cq
          ^ GameObject......... cq.a
          ^ GroundDecoration... cq.t
          ^ WallDecoration..... cq.f
          ^ BoundaryObject..... cq.x
    
    |>Player = g
          ^ Definition......... g.y
          ^ Name............... g.l
    
    |>Item = q
          ^ ID................. q.l * 1182524155
          ^ Amount............. q.y * -1258609723
    
    
    Process finished with exit code 0
    “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

  25. #750
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    Aug 2007
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    266 Post(s)

    Default

    Love having you keeping the hooks up to date, however when are you going to make the lape include official so I can release some scripts for it?

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