So I'm still ridiculously new at scripting with ogLib and have run into an issue with making a power fisher.
Simba Code:
procedure dropFish();
var
t: TTimeMarker;
i: Integer;
trout, salmon: glTextureArray
begin
if conversationBox.continue(true, true) then
wait(randomRange(500, 750));
salmon := ogl.getTextures(58905, 2628890); //FULLCOLOURID = 2037269
trout := ogl.getTextures(58905, 2696999); //FULLCOLOURID = 2104862
if not salmon.isEmpty then
begin
t.start;
keyDown(VK_1);
wait(randomRange(500, 800));
repeat
wait(100);
salmon := ogl.getTextures(58905, 2628890);
//writeLn(toStr(length(salmon)));
if salmon.isEmpty then
break;
until(t.time > randomRange(3000, 5000));
keyUp(VK_1);
end;
wait(randomRange(800, 2000));
if not trout.isEmpty then
begin
t.start;
keyDown(VK_2);
wait(randomRange(500, 800));
repeat
wait(100);
trout := ogl.getTextures(58905, 2696999);
//writeLn(toStr(length(trout)));
if trout.isEmpty then
break;
until(t.time > randomRange(3000, 5000));
keyUp(VK_2);
end;
end;
This is my current code for dropping the fish using textures found on the action bar. My issue at present is that even when the action bar slot is 'greyed out' because there are no more of that fish in the inventory the colour ID and texture appear to remain the same as when the key was active. Is there a solution for this using OGL or do I need to resort to a colour count/DTM check?