Yeah, I've got those added as well. The way I build my useful variables is... I have a file which contains useful IDs similar to:
Simba Code:
__glTextureMapArray:=[
3786240,//~ Background
147839,//~ Compass
147885,//~ Compass
237147,//~ Corner
386460,//~ Corner
3570,//~ Dot
1275,//~ Flag
63371 //~ World map
];
__glTextureFiremakingArray:=[
1396788,//~ Choose A Tool title
118575,//~ Elder logs
128520,//~ Log (Add to bonfire)
122910,//~ Magic logs
116280,//~ Maple logs
116280,//~ Yew logs
62985,//~ Baby dragon bones
62985,//~ Big bones
52275,//~ Bones
52275,//~ Burnt bones
84405,//~ Dagannoth bones
84405,//~ Dragon bones
84405,//~ Frost dragon bones
52275,//~ Monkey bones
84405,//~ Our bones
52275,//~ Wolf bones
105570 //~ Wyvern bones
];
//~ Etc etc etc...
...Which I include in most scripts. And then I use:
Simba Code:
insert(__glTextureBankArray,usefulTextures);
insert(__glTextureFiremakingArray,usefulTextures);
insert(__glTextureMapArrayusefulTextures);
That way, if an ID changes (like the compass has recently), one edit fixes all my scripts.
Anyhow, another update today - added a furthest() method. Works the same as closest, only backwards. For example:
Simba Code:
furthestDot:=obsMiniMapMiddle().furthest(textureArray.extractID(3570));
writeLN('The furthest dot from the player is at: ',toStr(furthestDot));
//~ ----------------------------------------
furthestDot:=obsMiniMapMiddle().furthest(textureArray.extractID(3570),2);
writeLN('The third furthest dot from the player is at: ',toStr(furthestDot));
Also updated a number of the closest, closestTo, etc to accept a wider range of parameters. I believe previously, closestTo() only accepted TPA.