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Thread: [RS3][SRL6] Bonsai Fighter

  1. #26
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    Its a P2P NPC, I am also using Melee. I'm currently trying to create a unique DTM for it, I'm guessing I should create it, while I am in combat?
    Only the weak surrender.
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  2. #27
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    Yes, the DTM isn't to match the NPC but to match something when it's in the fight.

    Code:
    'mrAAAAHichcqxCkAAAEXRJyllUharMiCDMjIpm29mNCkmROJL 3JSVV2d4dW1JkyltGLHiwI4TF1qaDjMWbDgxoEdaNXJc7+GHkY IkU5wXz4/KWhbNF+PHuxuG4xEk',
    The one you see in all the other records will probably work fine. I made it to match the box outline on the right hand side of the window that pops up over the NPC. I've been using it on a bunch of different npcs and it's been good.

  3. #28
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    Ahh okay, well I've been testing for a solid 2 hours, It constantly wants to attack other NPCs. Another thing I have noticed that may be a key in what is going wrong, it believes the monster has been killed and adds to the kill counter. I know this will be a solid script which is why I'm so keen on adding to it lol.
    Only the weak surrender.
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  4. #29
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    Quote Originally Posted by BottingFTW View Post
    Ahh okay, well I've been testing for a solid 2 hours, It constantly wants to attack other NPCs. Another thing I have noticed that may be a key in what is going wrong, it believes the monster has been killed and adds to the kill counter. I know this will be a solid script which is why I'm so keen on adding to it lol.
    That's interesting because it means it found the DTM for a little while. If it doesn't match at all it won't bump the counter.

    Here's where that generic DTM is matching, the box edges where the level is displayed.

    dtmmatch.png

    Can you see if the box moves off the mainscreen area? That's the problem I'm having when using range/magic on a small screen. The DTM leaves the mainscreen and it thinks the fight is over.

    I would use the colored bars above your character to see if in-fight but they can stay displayed for a long time after the fight so the kills per hour would go way down.

  5. #30
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    Quote Originally Posted by bonsai View Post
    That's interesting because it means it found the DTM for a little while. If it doesn't match at all it won't bump the counter.

    Here's where that generic DTM is matching, the box edges where the level is displayed.

    dtmmatch.png

    Can you see if the box moves off the mainscreen area? That's the problem I'm having when using range/magic on a small screen. The DTM leaves the mainscreen and it thinks the fight is over.

    I would use the colored bars above your character to see if in-fight but they can stay displayed for a long time after the fight so the kills per hour would go way down.
    Yes it disappears pretty much straight away as the mouse moves off the NPC. I have tried creating a new DTM for that box too.
    Only the weak surrender.
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  6. #31
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    Thanks for making this! Helped me learn how to draw on smart (by reading your code) .
    Currently lurking while messing around with dll injection. Will continue contributing after I finish my quest.

  7. #32
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    Quote Originally Posted by HardcorBoter View Post
    Thanks for making this! Helped me learn how to draw on smart (by reading your code) .
    Oh boy you must have been ready to poke your eyes out before you found what you were looking for!

    It's a mashup of 4 libraries I started to handle npcs/items/tasks/tracker. I pasted it all together to be able to hand out a single simba file. Mostly useless code that doesn't get executed.

    I'm assuming you found this doc. The smartImage global isn't listed in the docs but all the functions are. And you need the "smartEnableDrawing := true;"

    The debugTPA and debugATPA functions are super handy when trying to work out color finding and object location.

  8. #33
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    Quote Originally Posted by BottingFTW View Post
    Yes it disappears pretty much straight away as the mouse moves off the NPC. I have tried creating a new DTM for that box too.
    In case anyone else bumps into it, this issue was resolved by checking the "Always show target information" box in the interface settings.

  9. #34
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    New version posted. Several fixes and improvements.

    Added break timer and some NPCs from the stronghold of security.

    Temporary workaround for mainscreen boundary issue.

    Enjoy!

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