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Thread: Lumbridge

  1. #26
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    Great thanks.

    I am working on a (hopefully) faster version, that I need freddys help with, so it won't be ready for while. I will post again when its ready for testing.

    Edit:

    Update on status

    Thanks to Freddy fixing his plugin, I can now get the location of every door on the minimap (this is useful for other places too, but especially lumby castle because there are so many. Now I will use the positions of the doors to find my way around. I will post my plans below, tell me what you think about them before I write them.

    For all of these
    Need compass to be north. Doesn't have to be perfect, but it will be a pain in the ass to do it so that it works with any angle, and even then, I would have to know what the angle is.

    I may make a bitmap of the minimap, and count the player dots every so often. And switch worlds if using SCSS and there are too many, as they can mess with the door thing and symbols.


    From Respawn Point to Lobby

    Find all water symbols by looking in horizontal strips. Find the 2 with the closest X position. Average these Xs and make that an imaginary vertical line.

    Ignore all doors on the right of that line

    Going from the line to the left, first is the Main Door. Second and third are top and bottom, use y to determine which is which. Fourth is entrance to big room. 5 and 6 are north and south doors of kitchen.

    Now click Main Door, use bramble's door opener, and go inside.


    From Lobby to Top or bottom rooms
    Same as above, as water symbols should still be visible. If all 3 are not, then check if 2 are, and then go from left of the right most one. If only the one in the kitchen is visible, go from left of center, and take into account Main Door isn't included.


    From Lower Room to Kitchen

    Find 2 most left doors. Find the bottom most of those 2. Thats entrance to kitchen.

    Click quest symbol or water symbol closest to middle to get in kitchen.


    From Lower Room to middle floor

    Need auto ladder finder on minimap!!!

    Need something like a door opener except for stairs. Perhaps bitmap slices.


    Middle floor

    Find all doors.

    Second from top is room for quest.

    Third from top is spinning wheel.

    Switch from other stairs.


    Middle floor to top floor

    Same as other stairs except with up or down choice in chatbox


    Top floor

    No doors.

    Cannot rely on yellow banker dot, as usually covered

    Question mark and bank symbols will get you close, but not always inside

    So will need a good bank booth finder that doesn't need to be standing close.



    Using the doors that way seems kinda complicated, but it's really not. I think that part should be pretty solid. The symbol finding in strips may be slow though. And the main screen stuff like bank booth and stair finding needs to be good and quick. Not sure how I will do those yet. Not sure how I will do the ladder finding either. It's not the same as the mining guild ladder, but something like Tarajunkys may work just with different numbers.

    Seems pretty doable. What do you think?

  2. #27
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    Yup , it seems that it will be a huge project
    So what will it be ?

  3. #28
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    Well the nice thing about this is that can evolve, while I am busy with other things. These are things I may add:

    Walk to bank from respawn point
    Do above, deposit all, get armor, walk back
    Get noob stuff from guides and bank
    Bank to cooking spot and back
    Bank to spinning spot and back
    Light logs on fire by bank
    Do the beginning of rune mysteries quest
    Train skills around lumbridge
    Be the script you run right after tutorial island.

  4. #29
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    If you had enough chars you could have them all go get runes from the guide and keep switching lol.

    Respawn to bank would be really good, because then you could also program it into the Goblin Scheduler, so right after your char is done with tut island, he goes and banks his stuff then goes and kills goblins to lvl 20+.

  5. #30
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    Yup thats the plan

  6. #31
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    Seems like a big project lol

  7. #32
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    Eh, I'm getting it done bit by bit. Last night I finished a door finder, that returns the location of every door on the minimap, ignoring drop dots. Probably tonight I will write something to find the northern most door etc. Once that's done, I'll need a auto ladder color for the minimap, and a mainscreen stair climber. That will take a littler longer. But once I get those out the way, I can use them to walk around very easily, and the features will start coming in.

  8. #33
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    -.- Man u get so good a scripting

  9. #34
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    Hehe the hours of reading tutorials are worth it.

  10. #35
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    When you write a door opener, I wanna see how you did it. It took me over 100 lines to make a door-opener procedure.
    Interested in C# and Electrical Engineering? This might interest you.

  11. #36
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    I am writing a click on red on minimap to get close to it. Then I will use brambles
    door opener, which is posted somewhere.

  12. #37
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    Ohh, I see. If you finish the get-close-to-door procedure sometime soon, could you please PM it to me?

    I'll have to investigate that door opener...

    EDIT: I think it's in the Member's snippets section...
    Interested in C# and Electrical Engineering? This might interest you.

  13. #38
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    SCAR Code:
    program New;
    {.include SRL/SRL.scar}

    var doorcolor:integer;

    var skippingarray:tboxarray;
    AOTPA:array of TpointArray;

                    vx,f,vy:integer;

    function GetDoorColor:integer;
    var Color,tmpx,tmpy,MinOfRange:integer;
    Length206,Length217,Length233,Length241:integer;
    Array206,Array217,Array233,Array241:array of tpoint;
    RangeOfOthers206,RangeOfOthers217,RangeOfOthers233,RangeOfOthers241:integer;
    tmpbool:boolean;
    begin
      for Color:=200 to 254 do
      begin
        if not(((Color=206)or(Color=217)or(Color=233)or(Color=241))) then
        begin
          if FindColor(tmpx,tmpy,Color,mmx1,mmy1,mmx2,mmy2) then
          begin
            result:=Color;
            tmpbool:=true;
          end;
        end;
        if tmpbool then break;
      end;
      if not(tmpbool) then
      begin
        //writeln('its a drop dot color');
        FindColorsTolerance(Array206,206,mmx1,mmy1,mmx2,mmy2,0);
        Length206:=getarraylength(Array206);
        FindColorsTolerance(Array217,217,mmx1,mmy1,mmx2,mmy2,0);
        Length217:=getarraylength(Array217);
        FindColorsTolerance(Array233,233,mmx1,mmy1,mmx2,mmy2,0);
        Length233:=getarraylength(Array233);
        FindColorsTolerance(Array241,241,mmx1,mmy1,mmx2,mmy2,0);
        Length241:=getarraylength(Array241);
        RangeOfOthers206:=max(Length233,max(Length217,Length241))-min(Length233,min(Length217,Length241));
        RangeOfOthers217:=max(Length233,max(Length206,Length241))-min(Length233,min(Length206,Length241));
        RangeOfOthers233:=max(Length206,max(Length217,Length241))-min(Length206,min(Length217,Length241));
        RangeOfOthers241:=max(Length233,max(Length217,Length206))-min(Length233,min(Length217,Length206));
        MinOfRange:=min(RangeOfOthers206,min(RangeOfOthers217,min(RangeOfOthers233,RangeOfOthers241)));
        case MinOfRange of
          RangeOfOthers206: result:=206;
          RangeOfOthers217: result:=217;
          RangeOfOthers233: result:=233;
          RangeOfOthers241: result:=241;
        end;
      end;
    end;


    function tPtArrayToStr(newTPoint: TPointArray): string;
    var
      i: Integer;
    begin
      for i:=0 to GetArrayLength(newTPoint)-1 do
       begin
       Result := Result + IntToStr(newTPoint[i].x) + ',' +
          IntToStr(newTPoint[i].y);
           if (not (i = (GetArrayLength(newTPoint) - 1))) then
          Result := Result + ' ';
      end;
    end;

    function BoxArrayToArrayOfTPA(Color:integer; Boxes:array of TBox): array of TPointArray;
    var i:integer;
    begin
      setarraylength(result,getarraylength(boxes));
      for i:=0 to GetArrayLength(Boxes)-1 do
        FindColorsTolerance(result[i],Color,Boxes[i].x1,Boxes[i].y1,Boxes[i].x2,Boxes[i].y2,0);
    end;


    procedure DisplayPicture(TheBox:tbox);
    var
      DebugCanvas, ClientCanvas: TCanvas;
      w, h, bmp: Integer;

    begin
      w := Thebox.x2 - Thebox.x1;
      h := Thebox.y2 - Thebox.y1;
      ActivateClient;
      DisplayDebugImgWindow(w, h);
      DebugCanvas := GetDebugCanvas;
      ClientCanvas := GetClientCanvas;
      SafeCopyCanvas(ClientCanvas, DebugCanvas, TheBox.x1,TheBox.y1,TheBox.x2,TheBox.y2, 0, 0, w, h);
    //bmp := BitmapFromString(w, h, '');

    //CopyClientToBitmap(bmp,Thebox.x1, Thebox.y1, Thebox.x1 + w, Thebox.y1 + h);
    //DisplayDebugImgWindow(w, h);
    //CopyCanvas(GetBitmapCanvas(bmp), GetDebugCanvas, TheBox.x1,TheBox.y1,TheBox.x2,TheBox.y2, 0, 0, w, h);

    end;

    function SurroundBox(px,py:integer):Tbox;
    var Inner,Outer:Tbox;
    PointColor,dx,dy:integer;
    begin
      PointColor:=GetColor(px,py);
      Inner.x1:=px;
      Inner.y1:=py;
      Inner.x2:=px;
      Inner.y2:=py;
      Outer.x1:=px-5;
      Outer.y1:=py-5;
      Outer.x2:=px+5;
      Outer.y2:=py+5;    {
      repeat
       // Outer.x1:=Outer.x1-1;
        Inner.x1:=Inner.x1-1;
      //writeln('test3');
      until (not(FindColorSkipBox(dx,dy,PointColor,Outer.x1,Outer.y1,Inner.x1,Outer.y2,Inner)));
      //writeln('test2');
      repeat
       // Outer.Y1:=Outer.Y1-1;
        Inner.Y1:=Inner.y1-1;
      until (not(FindColorSkipBox(dx,dy,PointColor,Outer.x1,Outer.y1,Outer.x2,Outer.y2,Inner)));
      //writeln('test1');
    repeat
        //Outer.x2:=Outer.x2+1;
        Inner.x2:=Inner.x2+1;
      until (not(FindColorSkipBox(dx,dy,PointColor,Outer.x1,Outer.y1,Outer.x2,Outer.y2,Inner)));
      // writeln('test1');
    repeat
       // Outer.y2:=Outer.y2+1;
        Inner.y2:=Inner.y2+1;
      until (not(FindColorSkipBox(dx,dy,PointColor,Outer.x1,Outer.y1,Outer.x2,Outer.y2,Inner)));
       //writeln('test1');
      Result:=inner;       }
    result:=outer;
    end;

    var arraylength,i,t:integer;
    tpa:tpointarray;
    function MidPointOfLine(TheArray:array of Tpoint):Tpoint;
    //var tmpresult:T:integer;
    begin

      result:=TheArray[round(getarraylength(TheArray)/2)-1];
    end;
    function IsTPointInDropDot(TP:Tpoint):boolean;
    var color:integer;
    begin
      color:=getcolor(TP.x,TP.y);
      case color of
        206:
        begin
          if (getcolor(TP.x,TP.y-1)=233)
          or (getcolor(TP.x-1,TP.y)=241)
          or (getcolor(TP.x-2,TP.y+1)=217)then
          result:=true;
        end;
        217:
        begin
          if (getcolor(TP.x+1,TP.y-1)=241)
          or (getcolor(TP.x+2,TP.y-1)=206)
          or (getcolor(TP.x+2,TP.y-2)=233)then
          result:=true;
        end;
        233:
        begin
          if (getcolor(TP.x,TP.y+1)=206)
          or (getcolor(TP.x-1,TP.y+1)=241)
          or (getcolor(TP.x-2,TP.y+2)=217)then
          result:=true;
        end;
        241:
        begin
          if (getcolor(TP.x+1,TP.y-1)=233)
          or (getcolor(TP.x+1,TP.y)=206)
          or (getcolor(TP.x-1,TP.y+1)=217)then
          result:=true;
        end;
        else result:=false;
      end;
    end;
    function IgnoreDropDots(TheList:array of array of tpoint):array of array of tpoint;
    var
    pTo,pFrom:integer;
    pList:integer;
    begin
      result:=TheList;

      for pList :=0 to getarraylength(result)-1 do
      begin
       pTo:=0-1;
       pFrom:=0;
       for pFrom:=0 to getarraylength(result[pList])-1 do
       begin
         if not(IsTPointInDropDot(result[pList][pFrom])) then
         begin
           pTo:=pTo+1;
           result[pList][pTo]:=result[pList][pFrom];
         end;
       end;
       setarraylength(result[pList],pto+1);
      end;

      pTo:=0-1;
      pFrom:=0;
      for pFrom:=0 to getarraylength(result)-1 do
      begin
        if not(getarraylength(result[pFrom])=0) then
        begin
          pTo:=pTo+1;
          result[pTo]:=result[pFrom];
        end;
      end;
     // writeln(inttostr(pto));
      setarraylength(result,pto+1);
    end;
    function FindDoorColor: Integer;
    var
      arRoughDoorColors, arFineDoorColors: TPointArray;
      i, bmpRedDot: Integer;
    begin
      bmpRedDot := BitmapFromString(2, 2, 'FE2020FC0606FC0606F10000');
      FindColorsSpiralTolerance(MMCX, MMCY, arRoughDoorColors, 241, MMX1, MMY1, MMX2, MMY2, 20);
      for i := 0 to GetArrayLength(arRoughDoorColors) - 1 do
      begin
        FindColorsSpiralTolerance(arRoughDoorColors[i].x, arRoughDoorColors[i].y, arFineDoorColors, 241, arRoughDoorColors[i].x - 4, arRoughDoorColors[i].y - 4, arRoughDoorColors[i].x + 4, arRoughDoorColors[i].y + 4, 20);
        if(GetArrayLength(arFineDoorColors) = 3)and
          (not(FindBitmapToleranceIn(bmpRedDot, x, y, arRoughDoorColors[i].x - 4, arRoughDoorColors[i].y - 4, arRoughDoorColors[i].x + 4, arRoughDoorColors[i].y + 4, 20)))then
        begin
          Result := GetColor(arRoughDoorColors[i].x, arRoughDoorColors[i].y);
          Writeln('Found possible door at x = ' + IntToStr(arRoughDoorColors[i].x) + ' y = ' + IntToStr(arRoughDoorColors[i].y));
          FreeBitmap(bmpRedDot);
          Exit;
        end
      end;
      FreeBitmap(bmpRedDot);
      Writeln('Door color not found.');
    end;
    begin
      SetupSRL;
      t:=getsystemtime;
      doorcolor:=finddoorcolor;
      // DisplayPicture(657,120,671,129);
      //mybox:=Surroundbox(myx,myy);
      //setarraylength(skippingarray,1);
      //skippingarray[0].x1:=0;
      //skippingarray[0].y1:=0;
      //skippingarray[0].x2:=1;
      //skippingarray[0].y2:=1;

       //arraylength:=1;
      repeat                                     {566,6,730,163}
        if FindColorSkipBoxArray(vx,vy,DoorColor,mmx1,mmy1,mmx2,mmy2,skippingarray) then
        begin
          //writeln('found');
          //writeln(inttostr(arraylength));
          //arraylength:= getarraylength(skippingarray);
          arraylength:=arraylength+1;
          setarraylength(skippingarray,arraylength);
          skippingarray[arraylength-1]:= Surroundbox(vx,vy);
          //writeln('test1');
        end;
        //writeln(inttostr(arraylength));
        wait(1);
      until ((isfkeydown(11)) or (not(FindColorSkipBoxArray(vx,vy,DoorColor,mmx1,mmy1,mmx2,mmy2,skippingarray))));
      //writeln('done');
     { repeat
        repeat
          wait(1000);
        until isfkeydown(12);
        i:=i+1;
        DisplayPicture(Skippingarray[i]);
        repeat
          wait(1000);
        until isfkeydown(11);

       until i=(arraylength-1);   }


    AOTPA:=BoxArrayToArrayOfTPA(doorColor,Skippingarray)
    AOTPA:=ignoredropdots(aotpa);
    setarraylength(TPA,getarraylength(AOTPA));
    for f:= 0 to getarraylength(AOTPA)-1 do
      TPA[f]:=MidPointOfLine(AOTPA[f]);
    //for f:= 0 to getarraylength(AOTPA)-1 do
    //writeln(tPtArrayToStr(AOTPA[f]));
    for f:= 0 to getarraylength(AOTPA)-1 do
      writeln(inttostr(tpa[f].x)+','+inttostr(tpa[f].y));
     writeln(inttostr(getsystemtime-t)+' ms');
    end.

    It's really messy, I'll clean it up later. Run it on RS and it will spit out the location of each door. I need to write something to pick which door is the right one, also I'll do a better way of making a box around each door.

    I'll talk to bramble about releasing door opener.

  14. #39
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    enjoy, tell me how it works for you as i have been the only one to really test it, but when i test stuff, i take my time

    SCAR Code:
    program New;
    {.include srl/srl.scar}
     
    Function MyOpenDoor(Dir:string):boolean;
    var doorfound:string;i:integer;CoX:Array[0..8] of integer;
       CoY:Array[0..8] of integer;
    begin
       Cox[0]:=326;
       Coy[0]:=151;
       Cox[1]:=246;
       Coy[1]:=156;
       Cox[2]:=186;
       Coy[2]:=156;
       Cox[3]:=330;
       Coy[3]:=155;
       Cox[4]:=273;
       Coy[4]:=154;
       Cox[5]:=219;
       Coy[5]:=153;
       Cox[6]:=306;
       Coy[6]:=158;
       Cox[7]:=281;
       Coy[7]:=186;
       Cox[8]:=217;
       Coy[8]:=155;
       keydown(40);
       wait(1500);
       keyup(40);
       wait(500+random(+250));
       makecompass(dir);
       doorfound := 'no';
       repeat
          if (doorfound = 'no') then
          begin
             mmouse(Cox[i],Coy[i],3,3);
             if (IsUpTextMulti('Door', 'Doo', 'oor') = true) then
             begin
                if (IsUpTextMulti('Open', 'Op', 'en') = true) or (isuptextmulti('Ope', 'pen', 'Open') = true) then
                begin
                   GetMousePos(x,y);
                   mouse(x,y,0,0,true);
                   Doorfound := 'yes';
                end;
                if (IsUpTextMulti('Close', 'lo', 'se') = true) then
                begin
                   Doorfound := 'yes';
                end;
             end;
          end;
          i:= +1;
       until (i = 3) or (doorfound = 'yes');
       if (doorfound = 'no') then
       begin
          keydown(38);
          wait(200);
          keyup(38);
          wait(1000+random(250));
       end;
       repeat
          if (doorfound = 'no') then
          begin
             mmouse(Cox[i],Coy[i],3,3);
             if (IsUpTextMulti('Door', 'Doo', 'oor') = true) then
             begin
                if (IsUpTextMulti('Open', 'Op', 'en') = true) or (isuptextmulti('Ope', 'pen', 'Open') = true) then
                begin
                   GetMousePos(x,y);
                   mouse(x,y,0,0,true);
                   Doorfound := 'yes';
                end;
                if (IsUpTextMulti('Close', 'lo', 'se') = true) then
                begin
                   Doorfound := 'yes';
                end;
             end;
          end;
          i:= +1;
       until (i = 6) or (doorfound = 'yes');
       if (doorfound = 'no') then
       begin
          keydown(38);
          wait(200);
          keyup(38);
          wait(1000+random(250));
       end;
       repeat
          if (doorfound = 'no') then
          begin
             mmouse(Cox[i],Coy[i],3,3);
             if (IsUpTextMulti('Door', 'Doo', 'oor') = true) then
             begin
                if (IsUpTextMulti('Open', 'Op', 'en') = true) or (isuptextmulti('Ope', 'pen', 'Open') = true) then
                begin
                   GetMousePos(x,y);
                   mouse(x,y,0,0,true);
                   Doorfound := 'yes';
                end;
                if (IsUpTextMulti('Close', 'lo', 'se') = true) then
                begin
                   Doorfound := 'yes';
                end;
             end;
          end;
          i:= +1;
       until (i = 9) or (doorfound = 'yes');
       if (doorfound = 'no') then
          writeln('Couldnt open door, or door is allready open');
    end;
     
    begin
    setupsrl;
    activateclient;
    MyOpenDoor('n');
    end.

  15. #40
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    Thanks.

    Update: finished function that can sort the Tpoints that the above spits out, can sort by x or y, up or down, and returns whatever part of the array you want (top 2, bottom 3, third thru sixth). Next is auto ladder color finder.


    Edit: Update
    Auto Ladder Color is finished, works pretty well, looks at RGBs on a canvas. Trees messed it up, so I made HowManyAround to find how many of a color is around a point, which worked for trees because they had less than ladders. However, rock color still messed it up, so I had to do HowManyAround for floor color. So the below script works if you color pick floor and put in constant. I am now working on autocolor for floor, specifically for use in lumbridge castle ground floor. The floor color will change after going up stairs, but the ladder color won't.

    Lemme know if it works for you
    SCAR Code:
    program ladder;

    const
    floorcolor=9934498;


    function HowManyAround(HalfWidth,ParX,ParY,TheColor:integer;WhichCanvas:tcanvas):integer;
    var MyX,MyY,MyColor,TmpResult:integer;
    begin
      for MyY:=ParY-(HalfWidth) to ParY+(HalfWidth) do
      begin
        for MyX:=ParX-(HalfWidth) to ParX+(HalfWidth) do
        begin
          MyColor:=WhichCanvas.pixels[MyX,MyY];
          if MyColor=TheColor then
            TmpResult:=TmpResult+1;
        end;
      end;
      result:=TmpResult;
    end;



    function GetLadderColor(TheFloorColor:integer):integer;
    var
      TmpBmp,MyX,MyY:integer;
      MyColor,TmpInt: integer;
      MyCanvas:tcanvas;
      TmpBool:boolean;

    begin
      TmpBmp:= BitmapFromString(100,90,'');
      MyCanvas:=GetBitmapCanvas(TmpBmp)

      CopyCanvas(GetClientCanvas,MyCanvas,598,39,698,129,0,0,100,90)
      for MyY:=0 to 99 do
      begin
       for MyX:=0 to 89 do
        begin
          MyColor:= MyCanvas.pixels[MyX,MyY];
          if not(MyColor=78673)then
          if ((MyColor/256) / 256) <20 then
          begin
            if ((MyColor/256) mod 256) <65 then
            begin
              if ((MyColor/256) mod 256) >15 then
              begin
                if (MyColor mod 256) < 105 then
                begin
                  if (MyColor mod 256) > 60 then
                  begin
                    TmpInt:=HowManyAround(4,MyX,MyY,TheFloorColor,MyCanvas);
                    if TmpInt>30 then
                    begin
                      if TmpInt<100 then
                        TmpBool:=true;
                    end;

                  end;
                end;
              end;
            end;
          end;
          if TmpBool then break;
        end;
        if TmpBool then break;
      end;
    result:=MyColor;
    end;
    var TheLadderColor,t:integer;
    begin
    t:=getsystemtime;
    TheLadderColor:=GetLadderColor(FloorColor);
    writeln(inttostr(TheLadderColor));
    writeln(inttostr(getsystemtime-t)+'ms');
    end.

  16. #41
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    Hehe, maybe this will give me the desire to finish my Cooks Assistant Assistant when it's done. Keep up the awesome work Boreas!
    SRL Developer
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  17. #42
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    Hehe, Auto Floor color will take me < 1 hour, I dunno bout stair climber, because I suck at mainscreen. But after that I will have all the pieces and you will be able to go anywhere in lumby castle. After that I'll do bank booth finding, but do you need that for cooks assistant?

  18. #43
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    All I really need is getting out of the castle from the main floor in the center room where you start the quest. I am horrible at door finding/opening. Sounds like you've been putting a lot of effort into this, I say convert it to be able to go anywhere in Runescape? Seems like that's the direction your heading in.
    SRL Developer
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  19. #44
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    I'm curious...does this have anything to do with the wheatpicker you requested?
    Interested in C# and Electrical Engineering? This might interest you.

  20. #45
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    Quote Originally Posted by Smartzkid View Post
    I'm curious...does this have anything to do with the wheatpicker you requested?
    I'm thinking it probably does Any way this is turning out to be amazing. Good Job!
    SUMMER BREAK be back when I want to

  21. #46
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    Chessehunk: K that's easy with this stuff. Yea I was hoping to make it universal, but my floor color, which is needed for ladder color, is gonna be only for lumby castle ground floor. Which isn't a problem if you start there, because it doesn't change after going upstairs. The door stuff can be used anywhere though, and the ladder to a lesser extent.

    Smartz: I wasn't planning for that specifically, just that it would be a multi skill thing. But now that you mention it, yea I may add a flour thing.

    Whales: thanks

  22. #47
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    tarajunkys L.A.M.E u could add that in if he gives permission

  23. #48
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    Hmm perhaps I will do something to

    Quote Originally Posted by tarajunky View Post
    All you have to do is make sure there are no air or mind runes in your bank.
    and tarajunky can add that, since at the moment I'm concentrating on walking around the building. Thanks for the suggestion.

  24. #49
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    np

  25. #50
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    Made some improvements on the door thing. Check it out.

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