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Thread: Third script, not finished woodcutter.

  1. #1
    Join Date
    Jan 2008
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    Third script, not finished woodcutter.

    Well, my hybrid script isn't turning out to be as good as I hoped in comparison to some member scripts, so I decided to just post here as far as I got. Anyone can just finish it, and post their finished version on this thread, I won't take credit for anything you have done to it, but you are not allowed to post it anywhere else, unless you have a link to this thread, and say something like this on op of your script: "I would like to thank Stur Pure for giving and allowing me to use and finish his script, it is 50% his work" (doesn't have to be exactly like this, but something similar ). Well, here it is:
    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.
    There is nothing right in my left brain and there is nothing left in my right brain.

  2. #2
    Join Date
    Nov 2007
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    Default

    For axe dtms, just make one and set the tolerance at 255. The same for the logs.


  3. #3
    Join Date
    Jan 2008
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    Default

    Well, problem is: I need to choose the right axe, not just any axe, which you will see if you read through the entire script.
    There is nothing right in my left brain and there is nothing left in my right brain.

  4. #4
    Join Date
    Apr 2007
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    Default

    hmm i have this.... it 110% perfect walking to oak and from oak

    SCAR Code:
    { __  __    __  __
     /\ \/\ \  /\ \/\ \
     \ \ \_\ \ \ \ \_\ \
      \ \  _  \ \ \  _  \
       \ \ \ \ \ \ \ \ \ \
        \ \_\ \_\ \ \_\ \_\
         \/_/\/_/  \/_/\/_/
      ____                   __                  __
     /\  _`\                /\ \                /\ \__  __
     \ \ \L\ \_ __   ___    \_\ \  __  __    ___\ \ ,_\/\_\    ___     ___
      \ \ ,__/\`'__\/ __`\  /'_` \/\ \/\ \  /'___\ \ \/\/\ \  / __`\ /' _ `\
       \ \ \/\ \ \//\ \L\ \/\ \L\ \ \ \_\ \/\ \__/\ \ \_\ \ \/\ \L\ \/\ \/\ \
        \ \_\ \ \_\\ \____/\ \___,_\ \____/\ \____\\ \__\\ \_\ \____/\ \_\ \_\
         \/_/  \/_/ \/___/  \/__,_ /\/___/  \/____/ \/__/ \/_/\/___/  \/_/\/_/}


    program OakBankerandCutter;
    {.Include SRL/SRL.Scar}
    const
      StartPlayer = 0;
      OakColor = 7383972;
      OakColor2 = 6530458;
      HowManyMinutes = 5; //how many mins to get a fill load
      YourSRLID = '';
      YourSRLIDPASS = '';

    var
      X, Y, Logins: integer;
      Time, Time2: integer;

    function WalkToBank1: boolean; forward;
    function WalkToBank2: boolean; forward;
    function OpenBankDTM: boolean; forward;
    function WalkToOak: boolean; forward;
    Procedure FindOak;  forward;
    Procedure WalkToBank;  forward;
    function TreeGone: boolean;  forward;
    procedure TreeIsGone;   forward;

    procedure DeclarePlayers;
    begin
      HowManyPlayers := 1;
      CurrentPlayer := StartPlayer;
      NumberOfPlayers(HowManyPlayers); // set arraylength

      Players[0].Name := 'bow of crust';
      Players[0].Pass := 'harry52369';
      Players[0].Nick := '';
      Players[0].Active := True;
      Players[0].Integers[0] := 5; //Loads?
      Players[0].Integers[1] := 0; //let this
      Players[0].Integers[2] := 0; //let this
      Players[0].Integers[3] := 0; //let this

      {Players[1].Name :='';
      Players[1].Pass :='';
      Players[1].Nick :='';
      Players[1].Active:=True;
      Players[1].Integers[0]:=5;//Loads?
      Players[1].Integers[1]:=0;//let this
      Players[1].Integers[2]:=0;//let this
      Players[1].Integers[3]:=0;//let this

      Players[2].Name :='';
      Players[2].Pass :='';
      Players[2].Nick :='';
      Players[2].Active:=True;
      Players[2].Integers[0]:=5;//Loads?
      Players[2].Integers[1]:=0;//let this
      Players[2].Integers[2]:=0;//let this
      Players[2].Integers[3]:=0;//let this

      Players[3].Name :='';
      Players[3].Pass :='';
      Players[3].Nick :='';
      Players[3].Active:=True;
      Players[3].Integers[0]:=5;//Loads?
      Players[3].Integers[1]:=0;//let this
      Players[3].Integers[2]:=0;//let this
      Players[3].Integers[3]:=0;//let this}


    end;

    {==============================]
      Function:FindClickNpc
      by:Hermpie
      Info:you could use it like this,
     NPCFindNClick(Color1,Color2,'uptext1','uptext2','rade',InFight,False,10);
    [==============================}




    Procedure GetLevel(Skill: string; Option: boolean);
    begin
      if not LoggedIn then Exit;
      if (Option = True) then
      begin
        GameTab(2);
        Players[CurrentPlayer].Integers[1] := 0;
        Players[CurrentPlayer].Integers[1] := GetSkillLevel(Skill);
      end else
      begin
        GameTab(2);
        Players[CurrentPlayer].Integers[2] := 0;
        Players[CurrentPlayer].Integers[2] := GetSkillLevel(Skill);
      end;
      GameTab(4)
    end;

    function HandleFight:boolean;
    begin
      if FindFight then
      begin
        WalkToBank;
        FindNormalRandoms;
        WalkToOak;
        Result:=true;
        FindOak;
      end;
    end;

    function GetAxe: boolean;
    var
      Axe: integer;
    begin
      WalkToBank;
      OpenBankDTM;
      DepositAll;
      Axe := DTMFromString('78DA636C6664601003622080900C0CB5A5250' +
        'CFFA1FCFF40C0580264E9C0646100550F631990A54D404D3990A5' +
        '41404D0590A546404D1590A540845D3244D82549404D25227CF0F' +
        'A5D91809A12C2FE0200E4860D2E');
      if (FindDTM(Axe, X, Y, MSX1, MSY1, MSX2, MSY2)) then
      begin
        WriteLn('New Axe Found!');
        wait(50);
        MMouse(X, Y, 0, 0);
        wait(50);
        if IsUpText('axe') then
        begin
          wait(50);
          Mouse(X, Y, 0, 0, True);
          Result := True;
          WriteLn('Took New Axe From Bank');
          wait(50);
          CloseBank;
          Wait(500);
          GameTab(4);
          Wait(500);
          if (FindDTM(Axe, X, Y, MIX1, MIY1, MIX2, MIY2)) then
          begin
            wait(50);
            Mouse(X, Y, 0, 0, True)
            wait(50);
            OpenBankDtm;
            Wait(500);
            Depositall;
            wait(50);
            CloseBank;
            wait(500);
            WalkToOak;
         end else logout;
        end else
        begin
          WriteLn('Did NOT find New Axe, logging out');
          Result := False;
          logout;
        end;
        FreeDTM(Axe);
        GameTab(4);
      end;
    end;

    procedure Check;
    begin
      if FindBlackChatMessage('do not have an axe') then
      begin
        WriteLn('You Do NOT got an axe with your wcing level to use, getting new one');
        GetAxe;
      end;
      if FindBlackChatMessage('level of 15') then
      begin
        WriteLn('your player Haves wcing level -15, logging out');
        logout;
      end;
    end;

    Procedure FindOak;
    var
      TMT,b: Integer;
    begin
      TMT := 0;
      Check;
      if (TreeGone = False) then exit;
      repeat
        TMT := TMT + 1
        B := GetSystemTime
        if FindObjCustom(X, Y, ['Oak', 'ak'], [OakColor, OakColor2], 10) then
        begin
          Wait(50+random(20));
          Mouse(X, Y, 1, 1, False);
          Wait(50+random(20));
          if ChooseOption('hop') then
          begin
            WriteLn('Found Oak');
            Break;
          end;
        end;
      until (TMT > 10)
    end;

    {*******************************************************************************
    Procedure TRef(symbol1, symbol2, symbol3:integer; NextPlayer:Boolean);
    by: Hobbit
    Decription: Uses Triangles made with mm symbols to check positions
    Boolean: True - If reference symbols not found it switches to the next
                    player.
             False - If reference symbols not found it leave current player
                     logged in.
    *******************************************************************************}




    function FindEntDTM: boolean;
    var
      Ent: integer;
    begin
      Ent := DTMFromString('78DA63EC626260886400034608C5F0E70F138' +
           '30894FF1F0818EB106A98A06AF48305E06AC07A416A9C51D5A839' +
           '70A1AA01D9A587DF1C003C790B25');
      if (DTMRotated(Ent, X, Y, MMX1, MMY1, MMX2, MSY2)) then Result := True else Result := False;
      FreeDTM(Ent);
      if result then writeln('Found Ent');
    end;

    procedure Ent;
    var
      Pizza: integer;
    begin
      pizza := 0;
      if FindEntDTM then
      begin
        MarkTime(Pizza);
        repeat
          Wait(500);
          FindEntDTM;
          wait(10)
        until (FindEntDTM = False) or (TimeFromMark(Pizza) > 60000)
      end;
      pizza := 0;
    end;

    function TreeGone: boolean;
    var
      TreeStump: integer;
    begin
      TreeStump := DTMFromString('78DA638C656260F061644006F5E99E0CFC401' +
        'A24FA1F0818416A4250D5746439C0D580006304A69A552D01A86A' +
        'C2816AFC51D52CAEF3C554E38DAA66469907AA9A00A01A4F54350' +
        'B6A7C50D58460FA0BC33D89403581A86A8A23CD50D52401D5F8A2' +
        'AA49F2D14355130F54138C3F7C00ADE517F8');
      if (DTMRotated(TreeStump, X, Y, MSX1, MSY1, MSX2, MSY2)) then Result:=True else Result:=False;
      FreeDTM(TreeStump);
    end;

    procedure TreeIsGone;
    var
      Pizza: integer;
    begin
      pizza := 0;
      if TreeGone then
      begin
        MarkTime(Pizza);
        repeat
          Wait(450);
          TreeGone;
          wait(10);
        until (TreeGone = False) or (TimeFromMark(Pizza) > 10000)
      end;
      pizza := 0;
    end;


    function WalkToOak: boolean;
    var
      ToOak: integer;
    begin
      RunControl(True);
      ToOak := DTMFromString('78DA636C676260086200034608C55018ABC4F' +
             '01FCAFF0F048CB5403521A86A145CB8192491F88C3D4035C104D4' +
             '80CC714055236EC88AAAA60DA84687803973806AECF1AB010093A' +
             'C0D63');
      if (DTMRotated(ToOak, X, Y, MMX1, MMY1, MMX2, MMY2)) then
      begin
        Result := True;
        WriteLn('Found ToOak DTM.');
        MouseFlag(x, y, 0, 0);
      end else
      begin
        Result := False;
        WriteLn('Could NOT Find ToOak DTM');
      end;
      FreeDTM(ToOak);
    end;

    function WalkToBank1: boolean;
    var
      ToBank: integer;
    begin
      ToBank := DTMFromString('78DA630C616260F06740017FFE30314802694' +
        '620FE0F048C2035C1A86ADEBE6580AB0101C650A01A77DCE68000' +
        '00E97D0C08');
      if (DTMRotated(ToBank, X, Y, MMX1, MMY1, MMX2, MMY2)) then
      begin
        Result := True;
        WriteLn('Found ToBank DTM.');
        MouseFlag(x + 5, y, 3, 3);
      end else
      begin
        Result := False;
        WriteLn('Could NOT Find ToBank DTM');
      end;
      FreeDTM(ToBank);
    end;


    function WalkToBank2: boolean;
    var
      ToBank2: integer;
    begin
      ToBank2 := DTMFromString('78DA634C66626008644001C9B1310CFF81342' +
        '310FF0702C614A09A02881C23548D7C000B8324129FB118A8269F' +
        '809A74A09A18026A72816A3C08A86906AA8926A0A609A8C682809' +
        'A3EFC6A407E0700034B144F');
      if (DTMRotated(ToBank2, X, Y, MMX1, MMY1, MMX2, MMY2)) then
      begin
        Result := True;
        WriteLn('Found ToBank2 DTM.');
        MouseFlag(x, y, 0, 0);
      end else
      begin
        Result := False;
        WriteLn('Could NOT Find ToBank2 DTM');
      end;
      FreeDTM(ToBank2);
    end;

    Procedure WalkToBank;
    Begin
      RunControl(True);
      if WalkToBank1 then else if WalkToBank2 then WalkToBank else logout;
    end;

    function OpenBankDTM: boolean;
    var
      Bank: integer;
    begin
     Bank := DTMFromString('78DA63BCC9C0C0B094010524C707338800694' +
            '6289FF10690588FAA262B251E55CD2D203107554D64B037AA9A47' +
            '986A826CB950D53C00126B08A8390724A6A1AA8976E5465573064' +
            '8AC2360CE5920B108554D82070FAA9ABB40E20001739E00897602' +
            '6A9E018942026A406E7E8D16CEFEBC7035FF8100003F971FE1');
      if (DTMRotated(Bank, X, Y, MSX1, MSY1, MSX2, MSY2)) then
      begin
        WriteLn('Found Bank DTM.');
        Wait(50);
        Mouse(X ,Y,0,0, False);
        Wait(50);
        if ChooseOption('uickly') then
        begin
          Wait(1000 + random(500));
          if Bankscreen then
          begin
            Writeln('opened the bank')
            Result := True;
          end else
            if OpenBankFast('db') then Result := true else
            begin
              logout;
              Result := False;
            end;
        end;
      end else
      begin
        if openBankFast('db') then
        begin
          WriteLn('Found Bank DTM');
          Result := True;
        end else
          WriteLn('Could NOT Find Bank DTM');
        Result := False;
      end;
      FreeDTM(Bank);
    end;

    procedure WoodCutOak;
    var
      MaxTime: integer;
    begin
      if invfull then exit;
      if WalkToOak then  else logout;
      ClickToContinue;
      Marktime(Time);
      Maxtime := HowManyMinutes * 60000;
      repeat
        TreeIsGone;
        FindOak;
        if FindNormalRandoms then FindOak;
        FindNormalRandoms;
        Check;
        MarkTime(time2)
        repeat
          wait(10);
          HandleFight;
          FindTalk;
        until (invfull) or (TimeFromMark(Time2) > 30000+random(5000)) or(TimeFromMark(Time) > MaxTime) or TreeGone or ClickToContinue or findtalk;
        Wait(10);
      until (invfull) or (TimeFromMark(Time) > MaxTime);
    end;

    procedure Setup;
    begin
      DeclarePlayers;
      MouseSpeed := 15;
      ActivateClient;
      SRLID := YourSRLID;
      SRLPassword := YourSRLIDPASS;
    end;

    procedure SetUpClient;
    begin
      if (FindLoginScreen) then
      begin
        LoginPlayer;
        Logins := Logins + 1;
      end;
      Wait(1000);
      WelcomeToRuneScape;
      HighestAngle;
      MakeCompass('N');
      GetLevel('WoodCutting', True);
    end;


    begin
      SetUpSRL;
      Setup;
      repeat
        SetUpClient;
        repeat
          WoodCutOak;
          WalkToBank;
          GetLevel('WoodCutting', False);
          OpenBankDTm;
          Depositall;
        until (false)
      until (false)
    end.

    dude if your got with arrays, then its all okay im kinda godo with dtms so that axe dtm function fixed fast... contact me kotsz@live.nl
    ~Hermen

  5. #5
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    why didnt you post this in srl junior member section :P

    3rd script :O

    and it looks highly good

  6. #6
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    It looks something called ''Charm.''
    Well, does like fishing and woodcutting.
    I see, if u release script, it's a good one?
    Because it's third, and it's really good.
    GJ,
    Eerik.

  7. #7
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    @ p1nky:
    I didn't post this in the jr member section because I think it isn't good enough to be there. It is a piece of trash (at least compared to what I wanted to create, so I am starting over). But thanks for the compliment.
    @ hermpie:
    The thing is, the script was supposed to get 10 or so characters to level 99 wc if possible, without ever needing to stop the script. So I wanted the program to select the best axe avaible for the current level, and not just any axe. For example, if you only have a mithril and a rune avaible, and your wc is only 39, then it would go for the mithril, instead of the rune, or the one it finds fastest(I hope I understood your post correctly). But, thanks a lot for your example and your post. Now, I will try out your script, and if not 11 out of 10 walks work, then I will give you a bad rating, because you lied with the 110%.
    XD jk
    @heavenz:
    I could only guess what you were trying to say , but I think it was meant as a compliment, so thanks. XD
    There is nothing right in my left brain and there is nothing left in my right brain.

  8. #8
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    wow thats one long script, did you make that all by yourself?

  9. #9
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    Well, yeah, I did every single line myself, but it is not too long, took me only one week to make it.
    There is nothing right in my left brain and there is nothing left in my right brain.

  10. #10
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    I really like this script, it looks like when finished will be a very good multi skill... But i think you need to clean up your tabs... like this needs to be cleaned up:
    SCAR Code:
    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;
    idk... but it just looks a little bad....
    other then that looks good
    Kindof Inactive...

  11. #11
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    Like I already said: I don't like this script myself, and that is why I stopped writing it. I will not do a single thing with it, feel free to finsih it yourself.
    There is nothing right in my left brain and there is nothing left in my right brain.

  12. #12
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    yea it sure has potential goodluck to whoever decides to finish it



  13. #13
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    Haha, if this has potential, then wait and see what the script will look like with which I will be content.
    There is nothing right in my left brain and there is nothing left in my right brain.

  14. #14
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    Nice Script!

  15. #15
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    argh! why is everyone saying it's nice?!?! I T I S A P I E C E O F T R A S H ! ! ! !
    (or at least compared to what I am making right now )
    There is nothing right in my left brain and there is nothing left in my right brain.

  16. #16
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    Quote Originally Posted by Stur Pure View Post
    argh! why is everyone saying it's nice?!?! I T I S A P I E C E O F T R A S H ! ! ! !
    (or at least compared to what I am making right now )
    what you making right now?


  17. #17
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    Pretty much the same thing, but More Failsafe, More advanced Function, Better arrays, better standards, better antirandoms, more anti-ban, safer walking, faster chopping, smooth banking, a nice little multiplayer form, better usage of next player, less lagging, more options as in what fish, which monster to kill, how to cook, what to bank, which logs to power chop and which to bank, and maybe even an auto buyer to buy the best possible axes if they are not avaible, and an auto seller to sell the banked wood. And it will have more randomness (3 ways alone in which I can walk from lumby to draynor ), so pretty much an entriely new script, nothing is kept. (exept maybe the axe finding choosing one, I have grown quite fond of it )
    There is nothing right in my left brain and there is nothing left in my right brain.

  18. #18
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    Quote Originally Posted by Stur Pure View Post
    Pretty much the same thing, but More Failsafe, More advanced Function, Better arrays, better standards, better antirandoms, more anti-ban, safer walking, faster chopping, smooth banking, a nice little multiplayer form, better usage of next player, less lagging, more options as in what fish, which monster to kill, how to cook, what to bank, which logs to power chop and which to bank, and maybe even an auto buyer to buy the best possible axes if they are not avaible, and an auto seller to sell the banked wood. And it will have more randomness (3 ways alone in which I can walk from lumby to draynor ), so pretty much an entriely new script, nothing is kept. (exept maybe the axe finding choosing one, I have grown quite fond of it )
    And an axe repairer in case of broken axe will be fine


  19. #19
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    Oh yeah, I would have forgotten that, thanks
    There is nothing right in my left brain and there is nothing left in my right brain.

  20. #20
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    Quote Originally Posted by Stur Pure View Post
    Oh yeah, I would have forgotten that, thanks
    np. good luck!


  21. #21
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    Well it is very nicely written, well structured and all. I'm proud of you xD

  22. #22
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    Well your very modest Pure.

    Your writing really complex scripts and calling them crap.
    Jus' Lurkin'

  23. #23
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    Haha, torrent, here is a hint: become a member, and then look at the mining script i will publish in a few days, tehn you might be able to relate (everything is relative in life ).

    Thanks Metagen, but you know, you can only be proud if you have played a part that lead to my success. XD
    There is nothing right in my left brain and there is nothing left in my right brain.

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