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Thread: [SRL-6] bonsaiFighter

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    Quote Originally Posted by lovebotter View Post
    Can you post your current code here so I can see what I did wrong?
    Glad to hear it is working for you now!
    Who knows it probably didn't originally work because of something I did wrong. :P
    The post I made earlier was actually my current code. Previously I had just used what you originally posted.

    Which was this:
    Simba Code:
    if actionbar.getHPPercent() < 70 then
       begin
          sendKeys('r', 200, 50);
          repeat
          wait (600);
          until actionbar.getAdrenalinePercent() < 15;
          wait(gaussRangeInt(100,1300));
          exit;
       end;
    Last edited by Nythirius; 04-09-2015 at 08:28 PM.

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  5. #1030
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    Quote Originally Posted by Nythirius View Post
    Who knows it probably didn't originally work because of something I did wrong. :P
    The post I made earlier was actually my current code. Previously I had just used what you originally posted.

    Which was this:
    Simba Code:
    if actionbar.getHPPercent() < 70 then
       begin
          sendKeys('r', 200, 50);
          repeat
          wait (600);
          until actionbar.getAdrenalinePercent() < 15;
          wait(gaussRangeInt(100,1300));
          exit;
       end;
    So you used pretty much the same as I posted? Suppose bonsai can add it to his script then.
    Btw bonsai, have you considered converting the basic fighter to opengl? I have but seems like the includes are a bit premature. And cant be bothered updating weekly..

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    Really tempted to use this for 120 strength at waterfiends and to save the charms for enlightenment/bxpw.

    Man, these proggies are nice!

  7. #1032
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    EDIT: fixed it, had to move around a bit where more were nearby.

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    Quote Originally Posted by lovebotter View Post
    I'll start posting all the edits I've made to the script so far;
    Simba Code:
    procedure __defaultHealthCheck();
    begin
       if (combatMgr.healthTimer.getTime() < 3600) then exit;        //this is 6 game ticks
       combatMgr.healthTimer.start();

       if (actionbar.getAdrenalinePercent() = 100) and (combatMgr.berserkTimer.getTime() > 59800) and playerform has ultimate key then
       begin
          sendKeys('playerform berserk/ultimate key', 200, 40);
          combatMgr.berserkTimer.start();
          wait(gaussRangeInt(150,300));
          exit;
       end;

       if (actionbar.getHPPercent() > playerformHeal %) and (actionbar.getAdrenalinePercent() > 50) and (combatMgr.assaultTimer.getTime() > 29800) and playerform has treshold key then
       begin
          sendKeys('playerform treshold (assault works best) key', 250, 40);
          combatMgr.assaultTimer.start();
          wait(gaussRangeInt(150,350));
          exit;
       end;
       //perhaps allow the playerform to mention the treshold cooldown time, since they aren't all 30sec

       if (actionbar.getHPPercent() < playerformHeal %) and (actionbar.getAdrenalinePercent() > 50) and form has sgs spec key then
       begin
          sendKeys('playerform sgs key', 140, 40);
          combatMgr.specTimer.start();           //his timer isn't rly needed I suppose, just added it to prevent double specs
          wait(gaussRangeInt(400,1250));
          exit;
       end;


      if actionbar.getHPPercent() < playerformHeal % and (actionbar.getAdrenalinePercent() > 40) and form has regenerate key then
       begin
          sendKeys('playerform regenerate key', 200, 50);
          repeat
          wait (600);     //I think regenerate heals hp/drains adren every tick, so repeating waits of 1 tick seems logical
          until actionbar.getAdrenalinePercent() < 15;   //can remove the check for > 40 if you put this at 0 i suppose, but > 40 and < 15 seems like a good start
          wait(gaussRangeInt(100,1300));      //perhaps add a regenerate timer like the others, but might not be needed. Waits around 600msec, so 1 game tick, so regen lasts a little longer
          exit;
       end;

       //perhaps allow playerform to select healing method; sgs or regenerate and they share same key, that way you have heal hp%, food hp%, healing method, healing key and food key in playerform

       if (actionbar.getHPPercent() < playerformFood %) then
       begin
          sendKeys('playerform food key', 250, 40);
          wait(gaussRangeInt(500,1200));
          exit;
       end;

       if (actionbar.getHPPercent() < playerformLog %) then
       begin
          writeln('***** Terminating script due to low health');
          terminateScript();
       end;
    end;


    Simba Code:
    MOUSE_RIGHT, MOUSE_MOVE:
                begin
                   fastClick(MOUSE_RIGHT);
                   if (mouseButton = MOUSE_RIGHT) then
                   begin
                      result := chooseoption.select(['Attack Fire'], 250);   //change to Attack NPC name it should attack
                      exit;
                   end
                   opts := chooseOption.getOptions();
                   chooseOption.close();
                   for j := 0 to high(opts) do
                   begin
                      if (pos(self.uptext, opts[j].str) > 0) then
                      begin
                         menuText := opts[j].str;
                         break;
                      end;
                   end;
                   mouse(point(x,y), MOUSE_MOVE);
                end;

    Using both assault and berserk gained me about 15% more kills/hour.
    Just add it like I suggested and see what users think about it. I have not tested the regenerate myself.
    When I try to add your improvements for thresholds/ultimates it tells me "has" is an error when I try to compile.

    Any ideas?

    I'm assuming I might have to put some more things in the playerform but when I tried to do that it didn't work either, maybe I am doing something wrong

  9. #1034
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    Quote Originally Posted by bonsai View Post
    Yes.
    I figured out right after my post but nice
    Last edited by SSGT007; 04-11-2015 at 12:14 AM.

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    Quote Originally Posted by Doa Envy View Post
    When I try to add your improvements for thresholds/ultimates it tells me "has" is an error when I try to compile.

    Any ideas?

    I'm assuming I might have to put some more things in the playerform but when I tried to do that it didn't work either, maybe I am doing something wrong
    No, this isn't a working code. I should have pm'er it to bonsai. It was to show him what he should add and how. Users cant just copy it. I dont have time atm to post a proper working code. I might do that this weekend/next week!

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    Quote Originally Posted by lovebotter View Post
    No, this isn't a working code. I should have pm'er it to bonsai. It was to show him what he should add and how. Users cant just copy it. I dont have time atm to post a proper working code. I might do that this weekend/next week!
    Ah alright Yeah It's crunch time for me at university now so even if I wanted to figure out some things in scripting it'll have to wait about a month.

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    Since I fired this up last night (and my comp ran out of battery when I was out doing something else, thus eliminating my 8hr progress report was like 3m xp at 400k~/hr at waterfiends), I feel obliged to report it still owns. The only issues were the misclicks when the monster has moved from/while you're trying to click it. It actually caused me to move into another room at the chaos tunnels :c However, I don't see a workable solution to that problem and it isn't particularly bad so it's still the best I've used.

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    Quote Originally Posted by J_R View Post
    Since I fired this up last night (and my comp ran out of battery when I was out doing something else, thus eliminating my 8hr progress report was like 3m xp at 400k~/hr at waterfiends), I feel obliged to report it still owns. The only issues were the misclicks when the monster has moved from/while you're trying to click it. It actually caused me to move into another room at the chaos tunnels :c However, I don't see a workable solution to that problem and it isn't particularly bad so it's still the best I've used.
    Agreed. The only other thing I can get picky about is that it targets wfs far away from you when there are like 2-3 beside you. I had some random come in and say "nice bot" but luckily I was talking and he left.

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    Quote Originally Posted by J_R View Post
    Since I fired this up last night (and my comp ran out of battery when I was out doing something else, thus eliminating my 8hr progress report was like 3m xp at 400k~/hr at waterfiends), I feel obliged to report it still owns. The only issues were the misclicks when the monster has moved from/while you're trying to click it. It actually caused me to move into another room at the chaos tunnels :c However, I don't see a workable solution to that problem and it isn't particularly bad so it's still the best I've used.
    Yeah, with left clicking that's about the best we can do. I miss by hand that way, too.

    Quote Originally Posted by Doa Envy View Post
    Agreed. The only other thing I can get picky about is that it targets wfs far away from you when there are like 2-3 beside you. I had some random come in and say "nice bot" but luckily I was talking and he left.
    Good reason to babysit!

    It used to re-attack the npc it just killed and suffer a long delay. So the code to avoid the player box and current fight probably adds too much leeway.

    I'm going to try to work in some of the mods lovebotter / others have posted. I have to gather and organize it first. Not sure my character can do the things people are talking about

  15. #1040
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    Quote Originally Posted by bonsai View Post
    Yeah, with left clicking that's about the best we can do. I miss by hand that way, too.



    Good reason to babysit!

    It used to re-attack the npc it just killed and suffer a long delay. So the code to avoid the player box and current fight probably adds too much leeway.

    I'm going to try to work in some of the mods lovebotter / others have posted. I have to gather and organize it first. Not sure my character can do the things people are talking about
    You'll probably be able to do all the mods I suggested, besides SGS IIRC. Feel free to pm me the codes you want to add if I need to look for errors.

    What could perhaps lead to a more clean code would be something like this;

    While hp>heal hp (the one for sgs/regenerate) do various combat abils for better dps
    else heal with sgs/regenerate.

    And have a different procedure to eat food that differs from the combat abils, that automaticly eats under a certain hp. Independent of timers etc. And you call that procedure before the abils procedure. And perhaps more often in the main loops if needed.

  16. #1041
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    i thought i would take a crack at implementing those features into bl.combat, and i seem to have cleaned it up a bit, however i am getting a compiling error at line 542 in bl.combat

    Error: Invalid evaluation at line 542
    function TcombatMgr.attack var npc: Tnpc; waitTilDead: boolean;
    i think i'm just missing some parentheses or something like that, because i haven't changed any code on this line (unless accidentally)

  17. #1042
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    Quote Originally Posted by klamor View Post
    i thought i would take a crack at implementing those features into bl.combat, and i seem to have cleaned it up a bit, however i am getting a compiling error at line 542 in bl.combat



    i think i'm just missing some parentheses or something like that, because i haven't changed any code on this line (unless accidentally)
    Yes, that's most likely what happened I suppose. But once again, please note that the suggestions I have posted are only meant for bonsai.

    Here should be a working code:
    To use this, just replace the original procedure in the blCombat.simba file and change your action bar keys to whatever you want to use (ingame or in the code, so they both match).
    This code allows both the use of regenerate and sgs spec. You have to edit one of them out by using //, it currently uses SGS, and regenerate is ruled out. (The same can be achieved by putting the code between the { and } brackets.
    Simba Code:
    procedure __defaultHealthCheck();
    var
      berserkTimer: TTimeMarker;
      assaultTimer: TTimeMarker;
    begin
      if (actionbar.getHPPercent() < 40) then
      begin
        sendKeys('m', 250, 40);
        wait(gaussRangeInt(300, 1000));
        exit;
      end;
      if (actionbar.getHPPercent() < 20) then
      begin
        writeln('***** Terminating script due to low health');
        terminateScript();
      end;
      if (combatMgr.healthTimer.getTime() < 3600) then
        exit;
      while (actionbar.getHPPercent() > 70) do
      begin
        if (actionbar.getAdrenalinePercent() = 100) and (berserkTimer.getTime() > 60000) then
        begin
          sendKeys('b', 200, 40);
          berserkTimer.start();
          wait(gaussRangeInt(100, 200));
          combatMgr.healthTimer.start();
          exit;
        end;
        if (actionbar.getAdrenalinePercent() > 50) and (assaultTimer.getTime() > 30000) then
        begin
          sendKeys('a', 200, 40);
          assaultTimer.start();
          wait(gaussRangeInt(100, 200));
          combatMgr.healthTimer.start();
          exit;
        end;
      end;
      while (actionbar.getHPPercent() < 70) do
      begin
        if (actionbar.getAdrenalinePercent() > 50) then
        begin
          sendKeys('s', 140, 40);
          wait(gaussRangeInt(400, 1000));
          combatMgr.healthTimer.start();
          exit;
        end;
    //    if (actionbar.getAdrenalinePercent() > 30) then
    //    begin
    //      sendKeys('r', 200, 50);
    //      repeat
    //        wait(600);
    //      until actionbar.getAdrenalinePercent() < 15;
    //      wait(gaussRangeInt(100, 1300));
    //      combatMgr.healthTimer.start();
    //      exit;
    //    end;
      end;
    end;

  18. #1043
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    Quote Originally Posted by lovebotter View Post
    Yes, that's most likely what happened I suppose. But once again, please note that the suggestions I have posted are only meant for bonsai.

    Here should be a working code:
    To use this, just replace the original procedure in the blCombat.simba file and change your action bar keys to whatever you want to use (ingame or in the code, so they both match).
    This code allows both the use of regenerate and sgs spec. You have to edit one of them out by using //, it currently uses SGS, and regenerate is ruled out. (The same can be achieved by putting the code between the { and } brackets.
    thanks a bunch, working beautifully now.

  19. #1044
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    ////////////////////////////////////////////////////////////////////////////////////////////////////
    //////////////////////////////////////// Bonsai ////////////////////////////////////////
    //////////////////////////////////////// Fighter ////////////////////////////////////////
    //////////////////////////////////////// _______ ////////////////////////////////////////
    ////////// //////////
    ////////// Script runtime: //////////
    ////////// 7 hr 6 min 23 sec(Total) 7 hr 6 min 23 sec(Active) 0 sec(Break) //////////
    ////////// //////////
    //////////////////////////////////////// Kills ////////////////////////////////////////
    ////////// Total Per Hour /Hour Active //////////
    ////////// waterfiend 3,210 451.71 451.71 //////////
    ////////// XP 2,854,332 401,656.44 401,656.44 //////////
    ////////// Const XP 951,444 133,885.48 133,885.48 //////////
    ////////// //////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    Still going

  20. #1045
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    Code:
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////////       Bonsai       ////////////////////////////////////////
    ////////////////////////////////////////       Fighter      ////////////////////////////////////////
    ////////////////////////////////////////       _______      ////////////////////////////////////////
    //////////                                                                                //////////
    //////////  Script runtime:                                                               //////////
    //////////       11 hr 26 min 42 sec(Total) 11 hr 12 min 13 sec(Active) 14 min 29 sec(Break)//////////
    //////////                                                                                //////////
    ////////////////////////////////////////        Kills       ////////////////////////////////////////
    //////////                             Total        Per Hour    /Hour Active              //////////
    //////////            Goblin           5,790          505.89           516.8              //////////
    //////////                XP         163,278       14,266.08       14,573.63              //////////
    //////////          Const XP          54,426        4,755.36        4,857.88              //////////
    //////////                                                                                //////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////

  21. #1046
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    Excuse me if this sounds noobish.

    /*-------------------------From Bonsai first post----------------------------
    program corpseTorso;
    {$DEFINE SMART}
    {$include_once srl-6/srl.simba}
    {$include_once bonsai/blCombat.simba}

    var
    ccTorso: Tnpc;
    i: integer;

    begin
    SetupSRL();
    ccTorso.init('crawling-corpse-torso', true);

    for i := 0 to 5 do
    begin
    combatMgr.attack(ccTorso, true {wait until dead},
    nil {use default foodhandler}, MOUSE_RIGHT);
    sleep(5000);
    end;

    -------------------------From Bonsai first post----------------------------*/


    Some one correct me if im wrong. This script includes Bonsai Fighter and calls the attack function from Bonsai Fighter. So, I'm guessing that to implement a basic looter, Id have to write a script to search the screen for a specific color, right click it and if "xxstringxx" shows, pick it up.

    Quick question:: What is the SRL function to search the screen for a color ?
    end.
    ------------------------------------------------------------------------------------------------------------------
    Fimmy Jallon is here ! Lets get Fimmy!

  22. #1047
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    http://gyazo.com/2178784ecc869e42dc78237c419c5ca1

    That is where you can pick a colour. or you can use the programa ACA to detect colours

  23. #1048
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    Quote Originally Posted by destinyxx View Post
    Quick question:: What is the SRL function to search the screen for a color ?
    end.
    Variations of findcolor. Type findcol into the search box under your function list.

    Search the srl-6 library for lots of examples.

  24. #1049
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    bonsai, are you or anyone else having a problem loading your script properly? It will open up a client, and then it will log me in, but then it won't start the script just stands there doing nothing. any reason to that? I'm fully updated and have used this bot all the time.


    EDIT: nvm, it fixed itself some how lol
    Last edited by nero_dante; 04-12-2015 at 05:00 PM.

  25. #1050
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    ////////////////////////////////////////////////////////////////////////////////////////////////////
    //////////////////////////////////////// Bonsai ////////////////////////////////////////
    //////////////////////////////////////// Fighter ////////////////////////////////////////
    //////////////////////////////////////// _______ ////////////////////////////////////////
    ////////// //////////
    ////////// Script runtime: //////////
    ////////// 5 hr 6 sec(Total) 4 hr 35 min 51 sec(Active) 24 min 14 sec(Break) //////////
    ////////// //////////
    //////////////////////////////////////// Kills ////////////////////////////////////////
    ////////// Total Per Hour /Hour Active //////////
    ////////// Corpse Spider 3,149 629.56 684.9 //////////
    ////////// XP 78,410.1 15,676.15 17,053.99 //////////
    ////////// Const XP 26,136.7 5,225.38 5,684.66 //////////
    ////////// //////////
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    used it to level up magic over night, it works fantastic, thank you

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