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Thread: [SCAR/Simba]The Draynor Netter

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    Default [SCAR/Simba]The Draynor Netter

    Draynor Netter
    By Camaro'



    Features
    Perfect Multi-player: 8 + Players capable.
    Anti-ban
    Anti-Randoms
    Everything a draynor netter should have




    Bugs
    I don't know, one time SRL thought there was a random and it logged out, one time Simba got a run time error, and all the other times I tried testing, my computer overheated and shutoff .




    Progress Reports
    Should be able to get some nasty progress reports, will work with 8+ players



    History
    First Release 3/18/10



    Download

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    Why don't you just put in Simba defines instead of having two separate scripts?
    SCAR Code:
    {$IFDEF SIMBA}
      //Code for Simba here
    {$ELSE}
      //Code for SCAR here
    {$ENDIF}

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    Quote Originally Posted by Coh3n View Post
    Why don't you just put in Simba defines instead of having two separate scripts?
    SCAR Code:
    {$IFDEF SIMBA}
      //Code for Simba here
    {$ELSE}
      //Code for SCAR here
    {$ENDIF}
    I don't know, besides that how does the script look?

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    Quote Originally Posted by Camaro' View Post
    I don't know, besides that how does the script look?
    In your NextPlayer_A procedure, why do you do
    SCAR Code:
    if PlayersActive = 1 then
    begin
      if DebugScript then Writeln('Exiting Next player');
      if DebugScript then Writeln('Only one character left');
      exit;
    end;

    //instead of

    if (PlayersActive = 1) then
    begin
      if (DebugScript) then
      begin
        Writeln();
        Writeln();
      end;
      Exit;
    end;
    You do that more than once, any particular reason for it? Also, you look like you copied/pasted SRL's NextPlayer, and just added a couple things in. I may be wrong, but couldn't you just do
    SCAR Code:
    procedure NextPlayer_A(Active: Boolean);
    var
      srl_PlayerIndexFunc: function: Integer;
      I:Integer;
      cP: Integer;
    begin
      if PlayersActive = 1 then
      begin
        if DebugScript then Writeln('Exiting Next player');
        if DebugScript then Writeln('Only one character left');
        exit;
      end;

      if DebugScript then Writeln('Switching Players: Waiting');
      I := (39999) + random(59999);
      if DebugScript then Writeln(''+inttostr(Round(i/1000))+' seconds before logging back in');

      NextPlayer(Active);
      SetupCharacter;
      Inc(Switched);
    end;

    There's no need for all the if statements in your Antiban. You can still use a case
    SCAR Code:
    case Random(50) of
      0..6:
      27..43:
      45..49:
    end;
    Also, why do you have the exact same if statements twice?

    When you walk to the fish, you could/should use coord clicking as a last resort. In my Draynor script, I use MouseBox to get to and from the bank, and it never gets lost. Since it's only one point to and from the bank, there's not reason why it wouldn't work.

    How do the SRL banking functions work? In my experience, they don't work the best.

    Some of your standards seem to be a little weird, but that could just be me, everyone has their own style.

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    Quote Originally Posted by Coh3n View Post
    In your NextPlayer_A procedure, why do you do
    SCAR Code:
    if PlayersActive = 1 then
    begin
      if DebugScript then Writeln('Exiting Next player');
      if DebugScript then Writeln('Only one character left');
      exit;
    end;

    //instead of

    if (PlayersActive = 1) then
    begin
      if (DebugScript) then
      begin
        Writeln();
        Writeln();
      end;
      Exit;
    end;
    You do that more than once, any particular reason for it? Also, you look like you copied/pasted SRL's NextPlayer, and just added a couple things in. I may be wrong, but couldn't you just do
    SCAR Code:
    procedure NextPlayer_A(Active: Boolean);
    var
      srl_PlayerIndexFunc: function: Integer;
      I:Integer;
      cP: Integer;
    begin
      if PlayersActive = 1 then
      begin
        if DebugScript then Writeln('Exiting Next player');
        if DebugScript then Writeln('Only one character left');
        exit;
      end;

      if DebugScript then Writeln('Switching Players: Waiting');
      I := (39999) + random(59999);
      if DebugScript then Writeln(''+inttostr(Round(i/1000))+' seconds before logging back in');

      NextPlayer(Active);
      SetupCharacter;
      Inc(Switched);
    end;

    There's no need for all the if statements in your Antiban. You can still use a case
    SCAR Code:
    case Random(50) of
      0..6:
      27..43:
      45..49:
    end;
    Also, why do you have the exact same if statements twice?

    When you walk to the fish, you could/should use coord clicking as a last resort. In my Draynor script, I use MouseBox to get to and from the bank, and it never gets lost. Since it's only one point to and from the bank, there's not reason why it wouldn't work.

    How do the SRL banking functions work? In my experience, they don't work the best.

    Some of your standards seem to be a little weird, but that could just be me, everyone has their own style.
    For the debugScript, I had a const for DebugScript = True, but I didn't feel like going through and doing all the editing, so I just did, CTRL + R and added a if debugScript then in front of the Writeln. (tdnr) I just did a CTRL + R to replace all the writelns. 'Writeln - > if DebugScript then Writeln'


    I know that I didn't edit much in NextPlayer, but I think it would of been just better to do what I did instead of just Re-calling nextPlayer after I did my changes.



    The SRL Bank function works excellent(at least at draynor).

    The walking is fine, there is no need to add coord clicking.

    That is the way I like doing my antiban. I dislike doing cases.

    Thanks for all the input, I really Appreciate it.

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    Quote Originally Posted by Camaro' View Post
    For the debugScript, I had a const for DebugScript = True, but I didn't feel like going through and doing all the editing, so I just did, CTRL + R and added a if debugScript then in front of the Writeln. (tdnr) I just did a CTRL + R to replace all the writelns. 'Writeln - > if DebugScript then Writeln'


    I know that I didn't edit much in NextPlayer, but I think it would of been just better to do what I did instead of just Re-calling nextPlayer after I did my changes.



    The SRL Bank function works excellent(at least at draynor).

    The walking is fine, there is no need to add coord clicking.

    That is the way I like doing my antiban. I dislike doing cases.

    Thanks for all the input, I really Appreciate it.
    No problem.

    I was more or less saying coord clicking may not be a bad idea for a last resort failsafe, but if you're doesn't fail, then there's really no need. ^^

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    Quote Originally Posted by Coh3n View Post
    No problem.

    I was more or less saying coord clicking may not be a bad idea for a last resort failsafe, but if you're doesn't fail, then there's really no need. ^^
    Should I make another backup for the walking to the fish which uses Coord clicking?

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    Quote Originally Posted by Camaro' View Post
    Should I make another backup for the walking to the fish which uses Coord clicking?
    It wouldn't hurt.

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    Quote Originally Posted by Coh3n View Post
    It wouldn't hurt.
    It wouldn't, but there is no purpose because no one seems to be using this.

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    I got a few characters i could use this on!

    I'll edit post with a proggy here in a while.

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    Quote Originally Posted by Camaro' View Post
    It wouldn't, but there is no purpose because no one seems to be using this.
    Give it time, my friend.

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    Ok, just downloaded, will set the army onto it.

    I think u should detail where the start point is? and the starting reqs. All my players are at the northern most bank spot, and cannot find fishing spot.

    - Dont like the pause before the next player logs in. i reduced this to 4s + rand 6 secs.

    - it would be nice to see some level checking.

    - fishing is very slow, has trouble finding the fishing spots and sometimes stops fishing whilst at a spot. see proggy for speed.

    - clearing the debug at each change in player?? not sure if I would add that (now removed from my version)

    - manually stopped after P004 logged out. p004 started with 26 shrimp in invt, walk to bank, bank findings, deposit and walk to fish all went smoothly.

    - banked in northern spot, was able to walk to fish.

    - proggy shows incorrect loads done for all players > p004. as they did not log in.

    PHP Code:
    Time Running29 Minutes and 51 Seconds
    Loads In All
    1
    Switched Players
    3

    ><> ><> ><> ><> ><> ><> ><> ><>

    # | Nick | Active | Loads Done |
    0  |p001  |  True  |         1
    1  
    |poo2  |  False  |         1
    2  
    |poo3  |  False  |         1
    3  
    |p004  |  True  |         1
    4  
    |p005  |  True  |         1
    5  
    |p006  |  True  |         1
    6  
    |p007  |  True  |         1
    7  
    |p008  |  True  |         1
    8  
    |p009  |  True  |         1
    9  
    |p010  |  True  |         1
    10  
    |p011  |  True  |         1
    11  
    |p012  |  True  |         1
    12  
    |p013  |  True  |         1
    Player Timer Seconds
    645
    Next Player
    True Time on this character completed
    Switching Players
    Waiting
    73 seconds before logging back in
    Successfully executed 
    Overall pretty good job, Good luck with this
    Last edited by twobac; 03-22-2010 at 04:02 AM.

    ScarPreRelease 3.23 rev 80, Includes - Dev Rev 457

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    i will definitely be testing this soon. will post proggies in the near future.
    SELL AUTOED GOODS AT MID-MAX! DONT LET PRICES FALL AND GIVE US LESS PROFIT. (Put this in your sig)
    "There are only 10 types of people in the world: Those who understand binary, and those who don't." -Anon

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    will test with my army


    reserved for proggy

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    suggestion 1: if it doesn't find the symbol of fishing it doesnt click anywhere maybe have a fail safe were after it banked if it doesn't find the fishing symbol it will radial water walk


    bug1: somtimes it clicks on your guy :P i thinks its because you have randomness on your click which would already be random because it finds a random pixel on the screen for the fishing spot idk just a bug i seen so far

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    Alright I have some feedback for you. I have 8 accounts I don't need anymore, so I thought'd I test out some scripts.

    This is all I could get from the progress report because it repeatedly clears the debug and prints the report when all players are inactive. You should add an
    SCAR Code:
    if (AllPlayersInactive) then
      TerminateScript;
    to the main loop, to avoid that infinite loop I was experiencing.
    PHP Code:
    Draynor Netter  |  ByCamaro

    ><> ><> ><> ><> ><> ><> ><> ><>

    Time Running58 Minutes and 28 Seconds
    Successfully executed 
    I ran 8 accounts. Six of 10 were at the fishing spots, and the remaining two were in the bank with only a net in the inventory.

    Here are a few things I noticed while watching:
    • seems pretty delayed detecting when the player has stopped fishing/says it's fishing when it's not

    • I get a lot of "No Fishing Spot Found" when there's 2 or 3 there. I'm almost positive this is why the 6/10 players stopped.

    • it gets the fishing spot colors and player's clothing confused a lot (maybe make the TPA boxes bigger/more accurate?)

    • doesn't seem to find the south 2 spots, just hovers around while -> I watched player 0 logout this way


    Here are some suggestions if you'd like them:
    • Add some more to the progress report, maybe a reason why the player turned false? What I do in my scripts is use a falseReason string array and just set the length to how many players there are.

    • Some walking failsafes (because I'm assuming that's why the players that were in the bank failed).

    • From personal experience, I've found that more people prefer to break/switch players after a certain amount of loads, rather than time. That's not a big issue, I just thought'd I'd mention it.


    Overall, from what I saw the script worked pretty well. The fishing spot finding needs to be improved, but everything else seemed to work smoothly.

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