SCAR Code:
program PowerWcAndCbLeveler;
{.include srl/srl.scar}
var
i, x, y, cy, cx, bx, by, fx, fy: Integer;
RawShrimpBMP, RawSardineBMP, NetDTM, RodDTM, BaitDTM: Integer;
BronzeAxe, IronAxe, SteelAxe, BlackAxe, MithrilAxe, AdamantAxe, RuneAxe: Integer;
DirtRoadColor: Integer;
MySkillWC, MySkillFi, MyInventory: Integer;
TotalEnts, NumberOfActivePlayers: Integer;
NormalDTM, OakDTM, WillowDTM, YewDTM: Integer;
NormalTreeColor: array [0..2] of Integer;
OakTreeColor: array [0..2]of Integer;
WillowTreeColor: array [0..2] of Integer;
YewTreeColor: array [0..2] of Integer;
BankBoothColor: array [0..2] of Integer;
BankSymbolColor: array [0..2] of Integer;
NetBoolean, BaitBoolean: Boolean;
const
{
========================
//----------Bank----------\\
\\---------Colors---------//
========================
}
{
========================
//----------Misc----------\\
\\---------Colors---------//
========================
}
BurntFood = 5658461;
DropGoldColor = 1544882;
GoldColor = 2015724;
//////////////////////////////////////////////////////////////////////
// //
// Here are the "Global" Procedures/Functions //
// //
//////////////////////////////////////////////////////////////////////
Procedure DeclarePlayers; //Sets up player array
begin
HowManyPlayers := 10;
NumberOfPlayers(HowManyPlayers);
NumberOfActivePlayers := 10; //This is VERY important for anti-ban, PLEASE ENTER
CurrentPlayer := 0;
Players[0].Name := '';
Players[0].Pass := '';
Players[0].Nick := '';
Players[0].Active := True;
Players[1].Name := '';
Players[1].Pass := '';
Players[1].Nick := '';
Players[1].Active := True;
Players[2].Name := '';
Players[2].Pass := '';
Players[2].Nick := '';
Players[2].Active := True;
Players[3].Name := '';
Players[3].Pass := '';
Players[3].Nick := '';
Players[3].Active := True;
Players[4].Name := '';
Players[4].Pass := '';
Players[4].Nick := '';
Players[4].Active := True;
Players[5].Name := '';
Players[5].Pass := '';
Players[5].Nick := '';
Players[5].Active := True;
Players[6].Name := '';
Players[6].Pass := '';
Players[6].Nick := '';
Players[6].Active := True;
Players[7].Name := '';
Players[7].Pass := '';
Players[7].Nick := '';
Players[7].Active := True;
Players[8].Name := '';
Players[8].Pass := '';
Players[8].Nick := '';
Players[8].Active := True;
Players[9].Name := '';
Players[9].Pass := '';
Players[9].Nick := '';
Players[9].Active := True;
end;
Procedure LoadBitmaps;
begin
{
/======================\
//==========Axe=========\\
\\========Bitmaps=======//
\======================/
}
BronzeAxe := BitmapFromString(45, 25, 'beNr7/38UUAUwMDCWRfL' +
'XxQt0pgv25wgF2at5Wiq5mio4GMkBGb42KkASiLLEeYEqaeqMqhiB' +
'xkSBniwhIBsZAR0DcQMdnDEKRsEoGAWjYBSMglEwCkbBcAAAuP/YY' +
'g==');
IronAxe := BitmapFromString(56, 25, 'beNr7/59ywMDAmBXAWxUj0' +
'Joi2J8jFBseFhEUFOzrC0Sh/v5ABGQEeHllifMCVf4fOAC0vSySvy' +
'5eoDMd5E6II3093L1cXYHOGzzuHAWjYBSMglEwCkbBKBgFo2AUjIJ' +
'RMAqGKgAAjtEWaA==');
SteelAxe := BitmapFromString(15, 2, 'beNpjYGRgYMwK4K2KEWhNEezP' +
'EWqvra0vK6soKCjLy6suKqotKYGws8R5gSqBqCySvy5eoDMdpBioE' +
'iiVl5aWmZRUkpMDVA9UDGSAFAMAH+AeJQ==');
BlackAxe := BitmapFromString(40, 25, 'beNr7/58YwMDAmBXAWxUj' +
'0Joi2J8jJCYqghVlifMCVf6nHgCaVhbJXxcv0JlOV3tHwSgYBaNgF' +
'IyCUTAKRsEoGFwAALvRX+U=');
MithrilAxe := BitmapFromString(29, 25, 'beNr7/58OoCpGoDVFsD' +
'9HyMMj08UlxcEhDoicnBKBCMiws4vKEudlYGAk1di6eIHOdJCxEDO' +
'tbcItrUKAplFo7CgYBaNgFIyCUTAKaAsADqc+Ow==');
AdamantAxe := BitmapFromString(29, 25, 'beNr7/78skr8uXqAzXbA/R' +
'8gtwt0pyMnWx9bK08re394l1AXIBTKyxHkZGBj/kwKqYgQaEwV6so' +
'SAGpER0HCImeQZOwpGwSgYBaNgFIyCIQ8AVn806w==');
RuneAxe := BitmapFromString(29, 25, 'beNr7/38UDDnAwMCYF8zXm' +
'CjQkyUEZGPK2gVFOYTGpYnxAhGmAjzGVsUItKYI9ucIYdUFFIQYS7' +
'yZo2AUjIJRMApGARYAABPbRV8=');
end;
Procedure LoadColors;
begin
NormalTreeColor[0] := 1923922;
NormalTreeColor[1] := 2180927;
NormalTreeColor[2] := 2049080;
OakTreeColor[0] := 3501153;
OakTreeColor[1] := 1533787;
OakTreeColor[2] := 3964273;
WillowTreeColor[0] := 2901837;
WillowTreeColor[1] := 3886934;
WillowTreeColor[2] := 1792590;
YewTreeColor[0] := 3367516;
YewTreeColor[1] := 4161909;
YewTreeColor[2] := 3829352;
BankBoothColor[0] := 7772843;
BankBoothColor[1] := 8619915;
BankBoothColor[2] := 6325652;
BankSymbolColor[0] := 1;
BankSymbolColor[1] := 3;
BankSymbolColor[2] := 2;
end;
Procedure LoadDTM;
begin
NormalDTM := DTMFromString('78DA63DCC7C4C0709B910119E4851A8369982' +
'8E371A09A73A86A60B270359B816AAE1250B303A8E61901356781' +
'6AEE12507310A8E6310135BB816A2E1250B301A8E6217E3500070' +
'B0DE5');
OakDTM := DTMFromString('78DA633CCFC4C050C4C8800CAAE22DC1344C9' +
'4F13A504D06AA1A982C5CCD6DA09A4A026A4E01D5D41150B30FA8' +
'A68C809A6340355904D480FC554340CD3922CC01F93D1FBF1A004' +
'3070C91');
WillowDTM := DTMFromString('78DA63FCC1C4C050C4C8800C023C64C1344C9' +
'491819981211D550D4C16AE8605A8A68A809A8F40BBEA09A87901' +
'54534640CD07A09A2C026A7E01D5D41050C30874733E01356F980' +
'8AB790B54538D5F0D0029F90C14');
YewDTM := DTMFromString('78DA6354626660286164400641765C601A26C' +
'AA80954938EAA06260B57230354534F408D1E504D150135D24035' +
'5904D40801D5941350A30A545343408D36504D3E01356284D5000' +
'07E3B0610');
NetDTM := DTMFromString('78DA635CC8C4C03089910119D81B2A8269982' +
'8E346A09AC9A86A2C74D551D5AC01AA5988AA06260B573305A866' +
'26013573806A261050B302A8A697809AC5403573F1AB0100BFCF0' +
'9D8');
RodDTM := DTMFromString('78DA633CCBC4C0309D910119843B718369982' +
'8E34DA09A4E54353059B89AD340354B08A8390854338B809AA340' +
'350B09A83907543311BF1A00936D091D');
BaitDTM := DTMFromString('78DA637461646038C280020E4F9604D38C503' +
'E6318907588801A2F206B3B01357640D67E026A6C81ACE304D404' +
'00597B08A87105B2761350E30864ED6340038C987E3F4C408D0D9' +
'0750CBF1A00F9EF1473');
end;
Procedure HighestAngle; // Makes camera go to the highest angle
begin
SendArrowSilentWait(0,2500 +random(13) - random(84) +random(73) -random(158));
end;
Procedure LowestAngle; // Make camera go to the lowest angle
begin
SendArrowSilentWait(2,2500 +random(13) - random(84) +random(73) -random(158));
end;
//////////////////////////////////////////////////////////////////////
// //
// Here are the Woodcutting Procedures/Functions //
// //
//////////////////////////////////////////////////////////////////////
Function MyEnt( EntTree : String ): Boolean; // Searches and solves the ent
Var
MyEntTree: array [0..3] of String;
begin
MyEntTree[0] := 'Normal';
MyEntTree[1] := 'Oak';
MyEntTree[2] := 'Willow';
MyEntTree[3] := 'Yew';
begin
For i:=0 to 4 do
begin
Case i of
0: If (EntTree = 'Normal') Then
Begin
If (GetColor(85, 9)= 385505) then
begin
end;
end;
1: If (EntTree = 'Oak') Then
Begin
If (GetColor(98, 15)= 385505) then
begin
end;
end;
2: If (EntTree = 'Willow') Then
Begin
if (GetColor(89, 17) = 385505) then
begin
Result := True;
TotalEnts := TotalEnts + 1;
RunAway('W',false,1,4000);
end;
end;
3: If (EntTree = 'Yew') Then
Begin
If (GetColor(87, 18) = 385505) then
begin
Result := True;
TotalEnts := TotalEnts + 1;
RunAway('W',false,1,4000);
end;
end;
4: If not (EntTree = MyEntTree[i]) then
Begin
Writeln('Wrong Input');
TerminateScript;
end;
end;
end;
end;
end;
Function MyAxeHeadFinder: Boolean; // Finds and picks up axe heads.
begin
end;
Function RandomsHappen: Boolean;
begin
for i := 1 to 3 do
begin
case i of
1: If MyEnt Then
Result := True;
2: If MyAxeHeadFinder then
Result := True;
3: If FindNormalRandoms then
Result := True;
end;
end;
If (Result = True) Then
Begin
Writeln('Random Happened');
HappenedRandoms := HappenedRandoms + 1;
end;
end;
Function UseRightAxe: Boolean; // Checks for your wc level and makes sure you
// are using the correct axe.
Label
LowestLevel, LowLevel, MediumLevel, HighLevel, HighestLevel;
begin
MySkillWC := GetSkillInfo('woodcutting', false);
MyInventory := InvCount;
If (MyInventory > 0) then
Begin
ArrangeInv;
Deposit(1,MyInventory,2);
CloseBank;
end;
If (MySKillWC < 6) then
begin
Goto LowestLevel;
end;
If (MySKillWC < 21) then
begin
Goto LowLevel;
end;
If (MySKillWC < 31) then
begin
Goto MediumLevel;
end;
If (MySKillWC < 41) then
begin
Goto HighLevel;
end;
If (MySKillWC > 40) then
begin
Goto HighestLevel;
end;
begin
HighestLevel:
If FindBitmapIn(RuneAxe, x, y, MSX1, MSY1, MSX2, MSY2) then
begin
Mouse(x,y,0,0,false);
wait(334);
ChooseOption('raw 1');
end else
begin
HighLevel:
If FindBitmapIn(AdamantAxe, x, y, MSX1, MSY1, MSX2, MSY2) then
begin
Mouse(x,y,0,0,false);
wait(334);
ChooseOption('raw 1');
end else
begin
MediumLevel:
If FindBitmapIn(MithrilAxe, x, y, MSX1, MSY1, MSX2, MSY2) then
begin
Mouse(x,y,0,0,false);
wait(334);
ChooseOption('raw 1');
end else
begin
LowLevel:
If FindBitmapIn(BlackAxe, x, y, MSX1, MSY1, MSX2, MSY2) then
begin
Mouse(x,y,0,0,false);
wait(334);
ChooseOption('raw 1');
end else
begin
If FindBitmapIn(SteelAxe, x, y, MSX1, MSY1, MSX2, MSY2) then
begin
Mouse(x,y,0,0,false);
wait(334);
ChooseOption('raw 1');
end else
begin
LowestLevel:
If FindBitmapIn(IronAxe, x, y, MSX1, MSY1, MSX2, MSY2) then
begin
Mouse(x,y,0,0,false);
wait(334);
ChooseOption('raw 1');
end else
begin
If FindBitmapIn(BronzeAxe, x, y, MSX1, MSY1, MSX2, MSY2) then
begin
Mouse(x,y,0,0,false);
wait(334);
ChooseOption('raw 1');
end else
begin
writeln('No Appropriate Axe Found, terminating script');
NextPlayer(False);
end;
end;
end;
end;
end;
end;
end;
end;
end;
Procedure GetToNormalTrees;
begin
If Not (LoggedIn) Then
LoginPlayer;
MakeCompass('N');
HighestAngle;
case random(2) of // Just something to throw off Jagex
0: SetRun(true);
1: SetRun(false);
end;
LinearRoadWalk(RoadColor, 90 +random(4) -random(10), 72, -2, 2);
wait(243 +random(154));
FFlag(4 -random(2));
RadialRoadWalk(RoadColor, 120, 180, 70, 0, -2);
wait(343 +random(94));
FFlag(0);
DirtRoadColor := FindDirtRoadColor;
RadialWalk(DirtRoadColor, 25, 90, 70, -1, 1);
wait(352 +random(98));
FFlag(0);
DirtRoadColor := FindDirtRoadColor;
RadialWalk(DirtRoadColor, 0, 90, 70, -1, 1);
wait(352 +random(98) -random(35));
FFlag(0);
end;
Function ChopNormalTree: Boolean; // If level between 1 and 14
begin
end;
Procedure BringNormalLogsToBank;
begin
repeat
DirtRoadColor := FindDirtRoadColor;
If Not RadialWalk(DirtRoadColor, 180, 360, 72, 0, 0) then
Begin
Mouse(562, 76, 2, 2, true);
Wait(124);
FFlag(0);
end;
If RadialWalk(DirtRoadColor, 180, 360, 72, 0, 0) then
begin
Wait(124);
FFlag(0);
end;
Until RadialRoadWalk(RoadColor, 270, 380, 72, 0, 0);
Wait(219);
FFlag(0);
Repeat
RadialRoadWalk(RoadColor, 270, 380, 72, 0, 0);
Wait(219);
FFlag(0);
Until FindColorTolerance(x,y,BankSymbolColor[i],MMX1, MMY1, MMX2, MMY2, 5);
Mouse(x,y,0,0,True);
wait(213);
FFlag(0);
Case random(2) of
0: MakeCompass('E');
1: MakeCompass('W');
end;
If (FindObjCustom( x, y, ['booth'], [BankBoothColor[i]], 3)) then
begin
Mouse(x,y,0,0,false);
Wait(136 +random(45) -random(33));
ChooseOption('quickly');
Wait(173);
FFlag(0);
Wait(2061);
end;
end;
Function BankNormalLogs: Boolean;
begin
Repeat
If FindDTM( x, y, NormalDTM, MIX1, MIY1, MIX2, MIY2) Then
begin
Case random(2) of
0: Mouse(x,y,0,0,true);
1: Mouse(x,y,0,0,false);
end;
wait(124);
end;
Until ChooseOption('ll');
MyInventory := InvCount;
If (MyInventory > 0) then
Begin
ArrangeInv;
Deposit(1,MyInventory,2);
CloseBank;
end;
Result := True;
end;
Procedure GetToOakTrees;
begin
HighestAngle;
MakeCompass('N');
case random(2) of
0: SetRun(true);
1: SetRun(false);
end;
RadialRoadWalk(RoadColor, 85, 95, 65, -2, 0);
Wait(253);
FFlag(0);
end;
Function ChopOakTree: Boolean; // If level between 15 and 29
begin
repeat
If (FindObjCustom( x, y, ['Oak', 'ak'], [OakTreeColor[i]], 3)) then
begin
Mouse(x,y,0,0,false);
Wait(523 +random(54) -random(71));
ChooseOption('hop');
Wait(523 +random(54) -random(71));
FFlag(0);
FindObjCustom( x, y, ['Oak', 'ak'], [OakTreeColor[i]], 3)
Repeat
Case random(9) of
0: RandomMovement;
1: SleepAndMoveMouse(3671 + random(2709));
2: Wait(3651 +random(2153) -random(1120));
3: AlmostLogout;
4: HoverSkill('woodcutting', false);
5: BoredHuman;
end;
Wait( 3451 +random(1253) -random(2451) +random(1425) -random(634));
HighestAngle;
MakeCompass('N');
MMouse(x,y,0,0);
Until Not (IsUpText('Oak')) or (IsUpText('ak'));
end;
If Not (LoggedIn) Then
break;
If Not (IsUpText('Oak')) or (IsUpText('ak')) then
begin
repeat
Case random(9) of
0: HoverSkill('woodcutting', false);
1: AlmostLogout;
2: BoredHuman;
3: SleepAndMoveMouse(3671 + random(2709));
4: RandomMovement;
5: Wait(3651 +random(2153) -random(1120));
end;
Wait( 8451 +random(1253) -random(2451) +random(1425) -random(634));
HighestAngle;
MakeCompass('N');
Until (FindObjCustom( x, y, ['Oak', 'ak'], [OakTreeColor[i]], 3));
end;
Until (InvFull) or Not (LoggedIn);
Result := True;
end;
Procedure BringOaksToBank;
begin
RadialRoadWalk(RoadColor, 260, 280, 45, 0, 0);
Wait(123);
FFlag(0);
Case random(2) of
0: MakeCompass('E');
1: MakeCompass('W');
end;
If (FindObjCustom( x, y, ['booth'], [BankBoothColor[i]], 3)) then
begin
Mouse(x,y,0,0,false);
Wait(136 +random(45) -random(33));
ChooseOption('quickly');
wait(137);
FFlag(0);
Wait(1935);
end;
end;
Function BankOaks: Boolean;
begin
Repeat
If FindDTM( x, y, OakDTM, MIX1, MIY1, MIX2, MIY2) Then
begin
Case random(2) of
0: Mouse(x,y,0,0,true);
1: Mouse(x,y,0,0,false);
end;
wait(124);
end;
Until ChooseOption('ll');
MyInventory := InvCount;
If (MyInventory > 0) then
Begin
ArrangeInv;
Deposit(1,MyInventory,2);
CloseBank;
end;
Result := True;
end;
Procedure GetToWillowTrees; // Only do this if above 10 combat
begin
WaterColor := FindWaterColor;
MakeCompass('N');
HighestAngle;
RadialWalk(WaterColor,180,220,65,1,-1);
Wait(124);
FFlag(0);
end;
Function ChopWillowTree: Boolean; // If level between 30 and 64
begin
end;
Procedure BringWillowsToBank;
var
Radius, WalkTry: Integer;
begin
Radius := 30;
Repeat
If RadialRoadWalk(RoadColor,0,90,Radius,0,0) then
begin
Wait(209);
FFlag(0);
Break;
end else
begin
Radius := Radius + 3;
WalkTry := WalkTry + 1;
end;
Until (WalkTry = 14) or Not (LoggedIn);
If WalkTry = 14 then
Begin
WalkTry := 0;
NextPlayer(false);
end;
Case random(2) of
0: MakeCompass('E');
1: MakeCompass('W');
end;
If (FindObjCustom( x, y, ['booth'], [BankBoothColor[i]], 3)) then
begin
Mouse(x,y,0,0,false);
Wait(136 +random(45) -random(33));
ChooseOption('quickly');
Wait(173);
FFlag(0);
Wait(2061);
end;
end;
Function BankWillows: Boolean;
begin
Repeat
If FindDTM( x, y, WillowDTM, MIX1, MIY1, MIX2, MIY2) Then
begin
Case random(2) of
0: Mouse(x,y,0,0,true);
1: Mouse(x,y,0,0,false);
end;
wait(124);
end;
Until ChooseOption('ll');
MyInventory := InvCount;
If (MyInventory > 0) then
Begin
ArrangeInv;
Deposit(1,MyInventory,2);
CloseBank;
end;
Result := True;
end;
Procedure GetToYewTrees;
begin
end;
Function ChopYewTree: Boolean; // If level between 65 and 99
begin
end;
Procedure BringYewToBank;
begin
end;
Function BankYews: Boolean;
begin
Repeat
If FindDTM( x, y, YewDTM, MIX1, MIY1, MIX2, MIY2) Then
begin
Case random(2) of
0: Mouse(x,y,0,0,true);
1: Mouse(x,y,0,0,false);
end;
wait(124);
end;
Until ChooseOption('ll');
MyInventory := InvCount;
If (MyInventory > 0) then
Begin
ArrangeInv;
Deposit(1,MyInventory,2);
CloseBank;
end;
Result := True;
end;
//////////////////////////////////////////////////////////////////////
// //
// Here are the Fishing Procedures/Functions //
// //
//////////////////////////////////////////////////////////////////////
Function BaitAvaible(var rx, ry: Integer): Boolean;
var
BaitAmount: Integer;
begin
If FindDTM(x, y, BaitDTM, MSX1, MSY1, MSX2, MSY2) then
begin
BaitAmount := GetAmount(x, y);
If (BaitAmount >= 26) then
begin
rx := x;
ry := y;
Result := True;
end;
end;
end;
Procedure GoToFish;
begin
MySkillFi := GetSkillInfo('fishing', false);
Case random(2) of
0: MakeCompass('E');
1: MakeCompass('W');
end;
If (FindObjCustom( x, y, ['booth'], [BankBoothColor[i]], 3)) then
begin
Mouse(x,y,0,0,false);
Wait(136 +random(45) -random(33));
ChooseOption('quickly');
Wait(173);
FFlag(0);
Wait(2061);
end;
If (MySkillFi < 5) and (FindDTM( x, y, NetDTM, MSX1, MSY1, MSX2, MSY2)) then
begin
Case random(2) of
0: Mouse(X,Y,0,0,true);
1: Begin
Mouse(X,Y,0,0,False);
begin
Wait(172);
ChooseOption('raw 1');
NetBoolean := True;
end;
end;
end;
end else
NetBoolean := False;
If (MySkillFi > 4) and (BaitAvaible(bx, by)) and (FindDTM( x, y, RodDTM, MSX1, MSY1, MSX2, MSY2)) then
begin
Case random(2) of
0: Mouse(X,Y,0,0,true);
1: Begin
Mouse(X,Y,0,0,False);
begin
Wait(172);
ChooseOption('raw 1');
end;
end;
end;
Mouse(bx, by, 0, 0, false);
wait(310);
ChooseOption('raw X');
Wait(1240 +random(341) -random(721));
SendKeys('26');
BaitBoolean := True;
end else
Begin
BaitBoolean := False;
If (MySkillFi > 4) and (FindDTM( x, y, NetDTM, MSX1, MSY1, MSX2, MSY2)) then
begin
Case random(2) of
0: Mouse(X,Y,0,0,true);
1: Begin
Mouse(X,Y,0,0,False);
begin
Wait(172);
ChooseOption('raw 1');
end;
end;
end;
NetBoolean := True;
end;
end;
WaterColor := FindWaterColor;
RadialWalk(WaterColor,180,220,72,0,0);
wait(100);
FFlag(0);
end;
Procedure FindAndFishSpot;
var
SparkleColor: array [0..2] of Integer;
BX1, BX2, BY1, BY2, rx, ry: Integer;
BaitBoolean, NetBoolean: Boolean;
begin
SparkleColor[0] := 13481365;
SparkleColor[1] := 15322809;
SparkleColor[2] := 14858393;
begin
MySkillFi := GetSkillInfo('fishing', false);
Repeat
If FindColorTolerance( rx, ry, SparkleColor[i], MSX1, MSY1, MSX2, MSY2, 10) then
begin
BX1 := fx - 10;
BY1 := fy - 10;
BX2 := fx + 10;
BY2 := fy + 10;
If FindColorTolerance( x, y, 9072739, BX1, BY1, BX2, BY2, 5) then
begin
Writeln('Found Fishing Spot');
Mouse( fx, fy, 0, 0, False);
wait(142 +random(24) -random(33));
If (NetBoolean = True) then
ChooseOption('et');
If (BaitBoolean = True) then
ChooseOption('ait');
If (BaitBoolean = False) and (NetBoolean = False) Then
begin
Writeln('You don"t have the needed fishing equipment.');
Writeln('I am sorry to inform you that this player will not be');
Writeln('able to continue.');
TerminateScript;
end;
Wait(102);
FFlag(0);
Wait(1035);
If not RandomsHappened then
Wait(7532 +random(5124) -random(2514) +random(543) -random(1743));
If not LoggedIn then
break;
end;
end else
Begin
If (FindTry = 1) then
begin
Writeln('Wrong Location, sire. I am sorry to infotrm you that');
Writeln('this script will have to be terminated.');
TerminateScript;
end;
RadialWalk(WaterColor,180,220,72,0,0);
wait(100);
FFlag(0);
FindTry := 1;
end;
Until (InvFull);
If Not LoggedIn then
TerminateScript;
end;
end;
//////////////////////////////////////////////////////////////////////
// //
// Here are the cooking Procedures/Functions //
// //
//////////////////////////////////////////////////////////////////////
Function MakeFire;
Begin
end;
Function Cook(Fish: String): Boolean;
begin
end;
Procedure DropBurned;
begin
repeat
If FindColorTolerance( x, y, BurntFood, MICX1, MICY1, MICX2, MICY2, 5) then
begin
Mouse( x, y, 0, 0, False);
wait(251);
ChooseOption('rop');
end;
Until Not FindColorTolerance( x, y, BurntFood, MICX1, MICY1, MICX2, MICY2, 5);
end;
//////////////////////////////////////////////////////////////////////
// //
// Here are the Fighting Procedures/Functions //
// //
//////////////////////////////////////////////////////////////////////
Function FindGobToAttack(var rx, ry: Integer;Click: Boolean): Boolean;
begin
end;
Procedure GetToGoblins;
begin
Case Random(5) of
0: SetFightMode(1);
1: SetFightMode(2);
2: SetFightMode(3);
3: SetFightMode(4);
end;
end;
Procedure PickUpFight;
begin
end;
Function BoneAndGPHandler: Boolean;
var
SQX1, SQY1, SQX2, SQY2: Integer;
begin
SQX1 := 205;
SQY1 := 119;
SQX2 := 322;
SQY2 := 222;
begin
If FindColorTolerance( x, y, DropGoldColor, MSX1, MSY1, MSX2, MSY2, 10) then
Begin
MMouse(x,y,0,0)
Wait(72);
If IsUpText('oins') then
Begin
Mouse(x,y,0,0,false);
Wait(142);
ChooseOption('ake');
Wait(50);
FFlag(0);
end;
end;
If FindColorTolerance( x, y, BoneColor, SQX1, SQY1, SQX2, SQY2, 5) then
begin
MMouse(x,y,0,0);
Wait(193);
If IsUpText('ones') then
begin
Mouse(x,y,0,0,false);
Wait(172);
ChooseOption('ake');
Wait(46);
FFlag(0;
end;
end;
Result := True;
end;
end;
Procedure BackToTurnInGP;
begin
end;
Function BankGP: Boolean;
begin
If FindColorTolerance( x, y, GoldColor, MIX1, MIY1, MIX2, MIY2, 10) then
begin
MMouse(x,y,0,0);
wait(123);
If IsUpText('oins') then
begin
Mouse(x,y,0,0,false);
wait(124);
ChooseOption('ll');
Result := True;
end;
end;
end;
//////////////////////////////////////////////////////////////////////
// //
// Just some needed but not so intresting stuff //
// //
//////////////////////////////////////////////////////////////////////
Procedure Signature;
begin
Writeln('________ ________ ___ ');
Wait(500);
Writeln('| ______| | _ \ | |');
Wait(500);
Writeln('| | | | \ | \_|');
Wait(500);
Writeln('| |_____ _____ | |__| |');
Wait(500);
Writeln('|_____ | |_____|| ____/ _______ ');
Wait(500);
Writeln(' | | | | | ___|');
Wait(500);
Writeln('_____| | | | |___ |');
Wait(500);
Writeln('|______| |__| |_____|');
Wait(500);
Writeln(' -Draynor Power Leveler');
Wait(3000);
end;
Procedure Proggy;
begin
Writeln('===================Usual-Text=======================');
Writeln('==Thank you for using my draynor multi skill trainer.');
Writeln('==I Hope everything has been to your likeing, if not,');
Writeln('==please contact me with your problems.');
Writeln('=================Progress-Report=====================');
Writeln('******************Script-Info************************');
Writeln('**The script ran for ' +TimeRunning+ ' .'););
Writeln('**Logged in ' +IntToStr(LoggingInCount)+ ' Times.');
Writeln('******************Achievements***********************');
Writeln('**You have successfully chopped and banked ' +IntToStr(TotalNormalLogs)+ ' Normal logs');
Writeln('**You have successfully chopped and banked ' +IntToStr(TotalOakLogs)+ 'Oak logs');
Writeln('**You have successfully chopped and banked ' +IntToStr(TotalWillowLogs)+ 'Willow logs');
Writeln('**You have successfully chopped and banked ' +IntToStr(TotalYewLogs)+ ' Yew logs ');
Writeln('**You have successfully fished ' +IntToStr(TotalShrimpFished)+ ' Shrimps');
Writeln('**You have successfully fished ' +IntToStr(TotalSardineFished)+ ' Sardines');
Writeln('**You have successfully fished ' +IntToStr(TotalHerringsFished)+ ' Herrings');
Writeln('**You have successfully Cooked ' +IntToStr(TotalShrimpCooked)+ ' Shrimps');
Writeln('**You have successfully Cooked ' +IntToStr(TotalSardineCooked)+ ' Sardines');
Writeln('**You have successfully Cooked ' +IntToStr(TotalHerringsCooked)+ ' Herrings');
Writeln('**You Have successfully killed ' +IntToStr(TotalGoblinsKilled)+ ' Goblins');
Writeln(' ');
Writeln(' ');
end;
Function AreWeInDraynor: Boolean;
Procedure SetUpScript;
begin
end;
//////////////////////////////////////////////////////////////////////
// //
// Main Loop //
// //
//////////////////////////////////////////////////////////////////////
begin
end.
Oh, btw, all of it is based in draynor, draynor bank to be specific.