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Thread: Rune Mysteries Runner >> What do you want?

  1. #1
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    Default Rune Mysteries Runner >> What do you want?

    I'm almost finished with a Rune Mysteries Runner (the basic parts anyway)

    Its reflection and stuff so walking really doesn't fail. What features would you like to see in it? Like auto walk after the quest completes or something?

    Also, if you have any tips or code snippets please post them! TY!

  2. #2
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    Default

    How about the script has an const
    SCAR Code:
    GEorVEBorN = ''; //After quest done go to GE, VEB, or nowhere(N)
    so that when the script has completed the quest, it will walk to either the GE or VEB, or stay in Wizards Tower.

    That'd be great.
    <3

    Quote Originally Posted by Eminem
    I don't care if you're black, white, straight, bisexual, gay, lesbian, short, tall, fat, skinny, rich or poor. If you're nice to me, I'll be nice to you. Simple as that.

  3. #3
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    Default

    Quote Originally Posted by R1ch4 View Post
    How about the script has an const
    SCAR Code:
    GEorVEBorN = ''; //After quest done go to GE, VEB, or nowhere(N)
    so that when the script has completed the quest, it will walk to either the GE or VEB, or stay in Wizards Tower.

    That'd be great.
    Thats what I planned on doing. Its really easy when you use relection walking.

    I'm having trouble with the doors at the wizard's tower though. Thats the only problem so far. Any tips?

  4. #4
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    Default

    You can use reflection for it, make it move the mouse with randomness to that point^^
    That will never fail.
    If you plan doing it with colors.
    You should do it with tpa's and make it search from the middle of the screen to the outer of the screen

    PvH

  5. #5
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    Default

    Could you use DTMs to detect whether the door is open or shut? Make a DTM of the door open, and another one of it shut, and when it gets to the tower, use the DTMs to check. If they come up as the door shut, then
    SCAR Code:
    Mouse(x,y,True);

    Another could be to check the UpText, because if the door is open, it says something like
    Code:
    Shut Door
    and visa versa.

    I don't know whether they'll work or not, but they seem like plausible ideas to me.

    Thanks,
    Richard.

    PS: You could have a look at Wizzup?'s Ess Miner, because that has an uber door open/shut procedure.

    EDIT: Or you could do what PvH said...
    <3

    Quote Originally Posted by Eminem
    I don't care if you're black, white, straight, bisexual, gay, lesbian, short, tall, fat, skinny, rich or poor. If you're nice to me, I'll be nice to you. Simple as that.

  6. #6
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    Default

    Quote Originally Posted by R1ch4 View Post
    Could you use DTMs to detect whether the door is open or shut? Make a DTM of the door open, and another one of it shut, and when it gets to the tower, use the DTMs to check. If they come up as the door shut, then
    SCAR Code:
    Mouse(x,y,True);

    Another could be to check the UpText, because if the door is open, it says something like [code]Shut Door[/scar] and visa versa.

    I don't know whether they'll work or not, but they seem like plausible ideas to me.

    Thanks,
    Richard.

    PS: You could have a look at Wizzup?'s Ess Miner, because that has an uber door open/shut procedure.

    EDIT: Or you could do what PvH said...
    Ill check wizzups rem for the door procedure and ill read about dtms

    Here is what I have so far. If u have extra chars I would really appreciate using them to test.

    SCAR Code:
    program RMC;
    {.Include SRL\SRL\Misc\Smart.Scar}
    {.Include SRL\SRL.Scar}
    {.Include SRL\SRL\reflection\reflection.Scar}
    {.include SRL/SRL/Skill/Magic.Scar}


    var
    x, y: integer;


    Procedure DeclarePlayers;
    Begin

      HowManyPlayers := 1;
      NumberOfPlayers(HowManyPlayers);
      CurrentPlayer := 0;

      Players[0].Name := '';
      Players[0].Pass := '';
      Players[0].Nick := '';
      Players[0].Active := True;

    end;



    {-------------------------------------------------------------------------------
    -- Load paths and walk functions
    -------------------------------------------------------------------------------}


    function LumbyToLadder: TPointArray;
    begin
      SetLength(Result, 4);

      Result[0] := Point(3222, 3217);
      Result[1] := Point(3215, 3217);
      Result[2] := Point(3214, 3226);
      Result[3] := Point(3207, 3226);
    end;


    function LumbyToTower: TPointArray;
    begin
      SetLength(Result, 70);

      Result[0] := Point(3214, 3226);
      Result[1] := Point(3215, 3219);
      Result[2] := Point(3221, 3217);
      Result[3] := Point(3226, 3217);
      Result[4] := Point(3231, 3217);
      Result[5] := Point(3235, 3219);
      Result[6] := Point(3235, 3224);
      Result[7] := Point(3232, 3228);
      Result[8] := Point(3228, 3232);
      Result[9] := Point(3225, 3235);
      Result[10] := Point(3223, 3238);
      Result[11] := Point(3222, 3241);
      Result[12] := Point(3220, 3246);
      Result[13] := Point(3219, 3250);
      Result[14] := Point(3218, 3255);
      Result[15] := Point(3217, 3259);
      Result[16] := Point(3217, 3263);
      Result[17] := Point(3217, 3267);
      Result[18] := Point(3216, 3271);
      Result[19] := Point(3213, 3277);
      Result[20] := Point(3209, 3279);
      Result[21] := Point(3204, 3279);
      Result[22] := Point(3197, 3278);
      Result[23] := Point(3193, 3280);
      Result[24] := Point(3186, 3281);
      Result[25] := Point(3184, 3284);
      Result[26] := Point(3179, 3286);
      Result[27] := Point(3175, 3286);
      Result[28] := Point(3169, 3286);
      Result[29] := Point(3164, 3287);
      Result[30] := Point(3160, 3288);
      Result[31] := Point(3155, 3291);
      Result[32] := Point(3151, 3293);
      Result[33] := Point(3146, 3294);
      Result[34] := Point(3141, 3294);
      Result[35] := Point(3135, 3293);
      Result[36] := Point(3131, 3295);
      Result[37] := Point(3125, 3296);
      Result[38] := Point(3120, 3296);
      Result[39] := Point(3115, 3294);
      Result[40] := Point(3110, 3293);
      Result[41] := Point(3110, 3290);
      Result[42] := Point(3109, 3287);
      Result[43] := Point(3108, 3284);
      Result[44] := Point(3106, 3278);
      Result[45] := Point(3105, 3275);
      Result[46] := Point(3105, 3270);
      Result[47] := Point(3104, 3266);
      Result[48] := Point(3104, 3258);
      Result[49] := Point(3104, 3252);
      Result[50] := Point(3104, 3248);
      Result[51] := Point(3104, 3244);
      Result[52] := Point(3105, 3241);
      Result[53] := Point(3105, 3234);
      Result[54] := Point(3107, 3232);
      Result[55] := Point(3110, 3228);
      Result[56] := Point(3110, 3226);
      Result[57] := Point(3110, 3221);
      Result[58] := Point(3115, 3216);
      Result[59] := Point(3118, 3212);
      Result[60] := Point(3115, 3208);
      Result[61] := Point(3114, 3202);
      Result[62] := Point(3113, 3197);
      Result[63] := Point(3112, 3189);
      Result[64] := Point(3112, 3184);
      Result[65] := Point(3113, 3180);
      Result[66] := Point(3113, 3176);
      Result[67] := Point(3113, 3171);
      Result[68] := Point(3111, 3167);
      Result[69] := Point(3108, 3166);
    end;

    function LumbyToVarrock: TPointArray;
    begin
      SetLength(Result, 65);

      Result[0] := Point(3224, 3218);
      Result[1] := Point(3228, 3217);
      Result[2] := Point(3233, 3217);
      Result[3] := Point(3237, 3219);
      Result[4] := Point(3237, 3223);
      Result[5] := Point(3243, 3224);
      Result[6] := Point(3248, 3224);
      Result[7] := Point(3253, 3224);
      Result[8] := Point(3258, 3227);
      Result[9] := Point(3260, 3232);
      Result[10] := Point(3260, 3235);
      Result[11] := Point(3260, 3239);
      Result[12] := Point(3259, 3242);
      Result[13] := Point(3255, 3247);
      Result[14] := Point(3252, 3252);
      Result[15] := Point(3249, 3257);
      Result[16] := Point(3247, 3262);
      Result[17] := Point(3244, 3267);
      Result[18] := Point(3242, 3271);
      Result[19] := Point(3240, 3277);
      Result[20] := Point(3239, 3282);
      Result[21] := Point(3240, 3290);
      Result[22] := Point(3239, 3294);
      Result[23] := Point(3239, 3300);
      Result[24] := Point(3241, 3305);
      Result[25] := Point(3244, 3310);
      Result[26] := Point(3249, 3314);
      Result[27] := Point(3251, 3316);
      Result[28] := Point(3254, 3320);
      Result[29] := Point(3260, 3322);
      Result[30] := Point(3265, 3324);
      Result[31] := Point(3268, 3328);
      Result[32] := Point(3274, 3331);
      Result[33] := Point(3280, 3332);
      Result[34] := Point(3283, 3332);
      Result[35] := Point(3289, 3332);
      Result[36] := Point(3294, 3334);
      Result[37] := Point(3299, 3334);
      Result[38] := Point(3303, 3338);
      Result[39] := Point(3301, 3343);
      Result[40] := Point(3301, 3349);
      Result[41] := Point(3300, 3356);
      Result[42] := Point(3297, 3361);
      Result[43] := Point(3294, 3366);
      Result[44] := Point(3297, 3370);
      Result[45] := Point(3298, 3376);
      Result[46] := Point(3295, 3379);
      Result[47] := Point(3293, 3386);
      Result[48] := Point(3293, 3391);
      Result[49] := Point(3292, 3397);
      Result[50] := Point(3292, 3402);
      Result[51] := Point(3291, 3406);
      Result[52] := Point(3288, 3410);
      Result[53] := Point(3287, 3415);
      Result[54] := Point(3288, 3419);
      Result[55] := Point(3285, 3423);
      Result[56] := Point(3280, 3427);
      Result[57] := Point(3273, 3427);
      Result[58] := Point(3268, 3427);
      Result[59] := Point(3265, 3422);
      Result[60] := Point(3265, 3419);
      Result[61] := Point(3264, 3414);
      Result[62] := Point(3262, 3408);
      Result[63] := Point(3259, 3405);
      Result[64] := Point(3254, 3400);
    end;


    function VarrockToLumby: TPointArray;
    begin
      SetLength(Result, 56);

      Result[0] := Point(3258, 3402);
      Result[1] := Point(3259, 3407);
      Result[2] := Point(3261, 3414);
      Result[3] := Point(3265, 3416);
      Result[4] := Point(3266, 3421);
      Result[5] := Point(3268, 3427);
      Result[6] := Point(3275, 3428);
      Result[7] := Point(3282, 3427);
      Result[8] := Point(3286, 3421);
      Result[9] := Point(3287, 3415);
      Result[10] := Point(3288, 3409);
      Result[11] := Point(3292, 3405);
      Result[12] := Point(3292, 3400);
      Result[13] := Point(3293, 3392);
      Result[14] := Point(3293, 3385);
      Result[15] := Point(3295, 3380);
      Result[16] := Point(3298, 3377);
      Result[17] := Point(3296, 3369);
      Result[18] := Point(3296, 3362);
      Result[19] := Point(3299, 3357);
      Result[20] := Point(3303, 3356);
      Result[21] := Point(3305, 3351);
      Result[22] := Point(3300, 3348);
      Result[23] := Point(3302, 3342);
      Result[24] := Point(3303, 3336);
      Result[25] := Point(3298, 3333);
      Result[26] := Point(3292, 3333);
      Result[27] := Point(3286, 3332);
      Result[28] := Point(3278, 3331);
      Result[29] := Point(3272, 3331);
      Result[30] := Point(3267, 3325);
      Result[31] := Point(3262, 3323);
      Result[32] := Point(3255, 3322);
      Result[33] := Point(3251, 3317);
      Result[34] := Point(3248, 3313);
      Result[35] := Point(3242, 3309);
      Result[36] := Point(3238, 3302);
      Result[37] := Point(3238, 3294);
      Result[38] := Point(3239, 3287);
      Result[39] := Point(3240, 3279);
      Result[40] := Point(3242, 3274);
      Result[41] := Point(3246, 3267);
      Result[42] := Point(3249, 3263);
      Result[43] := Point(3251, 3257);
      Result[44] := Point(3253, 3250);
      Result[45] := Point(3258, 3245);
      Result[46] := Point(3259, 3239);
      Result[47] := Point(3260, 3232);
      Result[48] := Point(3259, 3226);
      Result[49] := Point(3254, 3225);
      Result[50] := Point(3248, 3224);
      Result[51] := Point(3241, 3224);
      Result[52] := Point(3237, 3224);
      Result[53] := Point(3234, 3218);
      Result[54] := Point(3228, 3217);
      Result[55] := Point(3220, 3217);
    end;

    function PathWalk(Path: array of TPoint; Tol, FlagD: integer): Boolean;
    var
    Count : integer;
    begin
      Count := 0;
      repeat
          Result := WalkToTile(Path[Count], Tol, FlagD);
        if not(Result) then
        begin
          WriteLn('Path walk failed');
          Exit;
        end;
        Count := Count + 1;
      until (not(Result)) or (Count = GetArrayLength(Path))
    end;



    procedure ClimbLumby;
    var
    Pass: integer;
    begin
           SetAngle(True);
           MakeCompass('N');
           SetRun(True);
           PathWalk(LumbyToLadder, 1, 0);
           Pass := 0;
           repeat
           if FindObj(x, y, 'limb', 6317928, 3) then
           begin
              Mouse(x, y, 2, 2, false);
              ChooseOption('limb');
              Wait(1000 +random(400));
              Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
           Wait(1550 + random(450));
           WalkToTile(Point(3207, 3221), 1, 0);
           Wait(650 + random(450));
           SetAngle(False);
           MakeCompass('E');
           repeat
           if FindObj(x, y, 'oor', 3622225, 3) then
           begin
              if isUpText('pen') then
              begin
                Mouse(x, y, 2, 2, false);
                ChooseOption('Open');
                Flag;
                Wait(1800 + random(400));
              end;
              Wait(550 + random(450));
              FindSymbol(x, y, 'Quest');
              Mouse(x, y, 3, 3, true);
              Flag;
              Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
    end;



    procedure ClimbLumbyQuestDraynorCenter;
    var
    Pass: integer;
    begin
           ClimbLumby;
           SetAngle(True);
           MakeCompass('N');
           repeat
           if FindObj(x, y, 'uke', 1586757, 3) then
           begin
                repeat
                Mouse(x, y, 1, 1, false);
                ChooseOption('alk-to');
                Flag;
                Wait(2800 + random(500));
                until(FindNPCChatText('eetings', nothing));
                Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
           Wait(550 + random(550));
           FindNPCChatText('lick', ClickLeft);
           Wait(550 + random(200));
           FindNPCChatText('me', ClickLeft);
           Wait(650 + random(200));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(900));
           FindNPCChatText('lick here', ClickLeft);
           Wait(350 + random(400));
           FindNPCChatText('lick here', ClickLeft);
           Wait(250 + random(200));
           FindNPCChatText('lick here', ClickLeft);
           Wait(450 + random(200));
           FindNPCChatText('oblem', ClickLeft);
           Wait(550 + random(200));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(200));
           FindNPCChatText('lick here', ClickLeft);
           Wait(250 + random(200));
           FindNPCChatText('lick here', ClickLeft);
           Wait(350 + random(500));
           repeat
           if FindObj(x, y, 'oor', 5532284, 2) then
           begin
              Mouse(x, y, 1, 1, false);
              ChooseOption('Open');
              Flag;
              Wait(800 + random(400));
              Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
           WalkToTile(Point(3206, 3227), 1, 0);
           Wait(1550 + random(250));
           repeat
           if FindObj(x, y, 'limb', 8291976, 3) then
           begin
              Mouse(x, y, 2, 2, false);
              ChooseOption('limb-down');
              Wait(1000 +random(400));
              Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
           SetRun(true);
           PathWalk(LumbyToTower, 1, 0);
    end;



    procedure ClimbWizTowerP2;
    var
    Pass: integer;
    begin
           SetAngle(false);
           MakeCompass('N');
           Pass := 0;
           repeat
           if FindObj(x, y, 'oor', 3363948, 3) then
           begin
              if isUpText('pen') then
              begin
                Mouse(x, y, 2, 2, false);
                ChooseOption('Open');
                Flag;
                Wait(1800 + random(400));
              end;
              Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
           WalkToTile(Point(3108, 3161), 1, 0);
           Wait(1550 + random(250));
           MakeCompass('W');
           Wait(550 + random(250));
           repeat
           if FindObj(x, y, 'oor', 2575978, 3) then
           begin
              if isUpText('pen') then
              begin
                Mouse(x, y, 1, 1, false);
                ChooseOption('Open');
                Flag;
                Wait(1800 + random(400));
              end;
              Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
           SetAngle(true);
           WalkToTile(Point(3104, 3159), 1, 0);
           Wait(550 + random(550));
           repeat
           if FindObj(x, y, 'adder', 2311774, 3) then
           begin
              Mouse(x, y, 2, 2, false);
              ChooseOption('Climb-down');
              Flag;
              Wait(800 + random(400));
              Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
           Wait(880 + random(250));
           WalkToTile(Point(3108, 9571), 1, 0);
           repeat
           if FindObj(x, y, 'arge door', 2244683, 2) then
           begin
              if isUpText('pen') then
              begin
                Mouse(x, y, 1, 1, false);
                ChooseOption('Open');
                Flag;
                Wait(1800 + random(400));
              end;
              Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
           repeat
           if FindObj(x, y, 'edridor', 13535515, 5) then
           begin
                repeat
                Mouse(x, y, 1, 1, false);
                ChooseOption('alk-to');
                Flag;
                Wait(1200 + random(500));
                until(FindNPCChatText('elcome', nothing));
              Pass := 1;
           end;
           until(Pass = 1);
           Pass := 0;
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('head wizard', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('here you are', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('es', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
           Wait(550 + random(550));
           FindNPCChatText('lick here', ClickLeft);
    end;


    procedure ToVarrockAlmostDone;
    var
    Pass: integer;
    begin
         Gametab(7);
         Cast('Home Teleport');
         Wait(15500 + random(2450));
         PathWalk(LumbyToVarrock, 1, 2);
         Pass := 0;
         repeat
         if FindObj(x, y, 'ubury', 1808866, 5) then
         begin
              repeat
              Mouse(x, y, 1, 1, false);
              ChooseOption('alk-to');
              Flag;
              Wait(1200 + random(500));
              until(FindNPCChatText('ant to', nothing));
            Pass := 1;
         end;
         until(Pass = 1);
         Pass := 0;
         Wait(550 + random(550));
         FindNPCChatText('lick here', ClickLeft);
         Wait(550 + random(550));
         FindNPCChatText('been sent', ClickLeft);
         Wait(550 + random(550));
         FindNPCChatText('lick here', ClickLeft);
         Wait(550 + random(550));
         FindNPCChatText('lick here', ClickLeft);
         Wait(550 + random(550));
         FindNPCChatText('lick here', ClickLeft);
         Wait(550 + random(550));
         FindNPCChatText('lick here', ClickLeft);
         repeat
         if FindObj(x, y, 'ubury', 1808866, 5) then
         begin
              repeat
              Mouse(x, y, 1, 1, false);
              ChooseOption('alk-to');
              Flag;
              Wait(1200 + random(500));
              until(FindNPCChatText('adven', nothing));
            Pass := 1;
         end;
         until(Pass = 1);
         Pass := 0;
         Wait(550 + random(550));
         FindNPCChatText('lick here', ClickLeft);
         Wait(550 + random(550));
         FindNPCChatText('lick here', ClickLeft);
         Wait(550 + random(550));
         FindNPCChatText('lick here', ClickLeft);
         Wait(550 + random(550));
         FindNPCChatText('lick here', ClickLeft);
    end;


    procedure ToLumbyFinished;
    var
    Pass: integer;
    begin
         PathWalk(VarrockToLumby, 0, 0);
         SetRun(true);
         PathWalk(LumbyToTower, 1, 0);
    end;



    begin
      SetupSRL;
      Disguise('Untitled - Notepad');
      SymbolAccuracy := 0.4;
      SmartSetup('world14', False, True, False);
      Wait(3000);
      SetTargetDC(SmartGetDC);
      DeclarePlayers;
      LoginPlayer;
      ClimbLumbyQuestDraynorCenter;
      ClimbWizTowerP2;
      ToVarrockAlmostDone;
      ToLumbyFinished;
    end.

  7. #7
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    I'll check if I have any space accounts for you later, as I've got two SMARTs open now, and I was them to lag as little as possible.

    Richard
    <3

    Quote Originally Posted by Eminem
    I don't care if you're black, white, straight, bisexual, gay, lesbian, short, tall, fat, skinny, rich or poor. If you're nice to me, I'll be nice to you. Simple as that.

  8. #8
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    like rich4 said its the best idea

  9. #9
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    You might want to increase the symbol accuracy. 0.4 would most likely click on any symbol. I suggest, 0.75.
    Quote Originally Posted by irc
    [00:55:29] < Guest3097> I lol at how BenLand100 has become noidea
    [01:07:40] <@BenLand100> i'm not noidea i'm
    [01:07:44] -!- BenLand100 is now known as BenLand42-
    [01:07:46] <@BenLand42-> shit
    [01:07:49] -!- BenLand42- is now known as BenLand420
    [01:07:50] <@BenLand420> YEA

  10. #10
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    If you have problems with the doors only, then just move the mouse to the tiles and check for uptext. Suspicious way I guess, but it's the way I would've done it, since I don't believe in that crap, and you're not doing it too commonly anyway.

  11. #11
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    Quote Originally Posted by EvilChicken! View Post
    If you have problems with the doors only, then just move the mouse to the tiles and check for uptext. Suspicious way I guess, but it's the way I would've done it, since I don't believe in that crap, and you're not doing it too commonly anyway.
    Well thats the way I have it now. Its totally fine and works fine except for the 3 doors at the wizard tower. Its hard to have it not click on the wrong one. I'll figure it out though.


    Another problem is that path walking is actually stopping a lot. It will just say "Path walking failed". idk I guess I would just improve how my paths are done. If you know of another suggestion to get it to work, please post.

    Is the script (plus my old outdated scripts!!!) good enough for me to get into srl members?

    Oh I'll add a check to make sure that it got the package, talisman, or note so that it knows not to continue. Can someone post the new antirandoms that srl uses. They have changed a lot since I was last here and I don't know which ones would be good because I'm doing a quest runner.

    TY! -Travis V10

    Oh, and I think 0.4 is fine. It has never not found it and I've always used 0.4. hmmm, actually Ill boost it to .6
    FORMERLY BORN2CODE | Play Internet Games
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  12. #12
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    You have a lot of cluttered chat clicking functions in some of your procedures. Consider making a function that clicks certain text a certain amount of times. Also, ClickContinue or ClickToContinue both work to click the "Click to continue..." text that you need to click, so you can use that also.

    Other than that, just fix your standards, improve your failsafes, and continue making it better to improve your chances of being accepted.

    EDIT: If the path walking fails, make sure your tiles are correct. Sumilion's tool with the default bitmap isn't 100% accurate in some areas.

    SRL's antirandoms are all located in the AntiRandoms folder within the core folder. You can check them out there.
    :-)

  13. #13
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    Quote Originally Posted by Method View Post
    You have a lot of cluttered chat clicking functions in some of your procedures. Consider making a function that clicks certain text a certain amount of times. Also, ClickContinue or ClickToContinue both work to click the "Click to continue..." text that you need to click, so you can use that also.

    Other than that, just fix your standards, improve your failsafes, and continue making it better to improve your chances of being accepted.

    EDIT: If the path walking fails, make sure your tiles are correct. Sumilion's tool with the default bitmap isn't 100% accurate in some areas.

    SRL's antirandoms are all located in the AntiRandoms folder within the core folder. You can check them out there.

    Well I was wondering if it would be a yes/no on my app with this (finish that is) and all of my other scripts. Everyone on my last app wanted me to show I could make an updated script and it would be a yes.

    Plus my script has almost no failsafes. I guess it doesn't need them all too bad but it has loops that are kinda like failsafes.

    Also where can I get the bitmap for upstairs places for sumillions tool. You said the default one doesn't always work, are there otherse?

    I know where to find the antirandoms, I'm not an idiot. I was wondering what ya'll would suggest.

    Ty -travis
    FORMERLY BORN2CODE | Play Internet Games
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    Quote Originally Posted by born2code View Post
    Well I was wondering if it would be a yes/no on my app with this (finish that is) and all of my other scripts. Everyone on my last app wanted me to show I could make an updated script and it would be a yes.

    Plus my script has almost no failsafes. I guess it doesn't need them all too bad but it has loops that are kinda like failsafes.

    Also where can I get the bitmap for upstairs places for sumillions tool. You said the default one doesn't always work, are there otherse?

    I know where to find the antirandoms, I'm not an idiot. I was wondering what ya'll would suggest.

    Ty -travis
    If your script doesn't have failsafes, add them. They're necessary to prevent a small error from messing up your entire script.

    There is no bitmap for different levels of RuneScape. Use reflection to output your location and construct your paths from there. As far as I know, there aren't other bitmaps, but you're free to make one yourself.

    There is no list of "antirandoms to suggest." FindNormalRandoms searches for all of them.
    :-)

  15. #15
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    Quote Originally Posted by Method View Post
    If your script doesn't have failsafes, add them. They're necessary to prevent a small error from messing up your entire script.

    There is no bitmap for different levels of RuneScape. Use reflection to output your location and construct your paths from there. As far as I know, there aren't other bitmaps, but you're free to make one yourself.

    There is no list of "antirandoms to suggest." FindNormalRandoms searches for all of them.
    I KNOW I NEED FAILSAFES! OMG! haha I've scripted for a LONG time

    Okay I got the antiRandoms done and almost finished w/ antiBan

    I've searched around and I cant figure out how to get reflection to output my location. Can you post a snippet?
    FORMERLY BORN2CODE | Play Internet Games
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    SCAR Code:
    WriteLn(IntToStr(GetMe.Tile.x) + ', ' + IntToStr(GetMe.Tile.y));

    That will work.
    :-)

  17. #17
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    Quote Originally Posted by Method View Post
    SCAR Code:
    WriteLn(IntToStr(GetMe.x) + ', ' + IntToStr(GetMe.y));

    That will work.
    Cool ty
    FORMERLY BORN2CODE | Play Internet Games
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  18. #18
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    Whoops, I made a mistake. I was thinking of GetMyPos, which is no longer in reflection as far as I know. Try using the updated code above.
    :-)

  19. #19
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    Quote Originally Posted by Method View Post
    Whoops, I made a mistake. I was thinking of GetMyPos, which is no longer in reflection as far as I know. Try using the updated code above.
    Oh thats okay. I don't need it atm anyway.

    OHH!! I wish I could apply for members soon! Im soooo excited!

    Here is a test version! Please post where you stopped. Im going to make proggies now
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  20. #20
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    GetMyPos is still in Reflection.

  21. #21
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    Quote Originally Posted by TheVoiceInYourHead View Post
    GetMyPos is still in Reflection.
    Do you have the latest version?
    FORMERLY BORN2CODE | Play Internet Games
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  22. #22
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    Quote Originally Posted by TheVoiceInYourHead View Post
    GetMyPos is still in Reflection.
    Yeah, I see it in Core.scar now. I was looking in Characters.scar by accident.
    :-)

  23. #23
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    Quote Originally Posted by born2code View Post
    Do you have the latest version?
    Yes, I have the latest version.

    It's in Core.scar.

  24. #24
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    Quote Originally Posted by TheVoiceInYourHead View Post
    Yes, I have the latest version.

    It's in Core.scar.
    Yeah I read method's post. soz
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