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Thread: Bbri06's Lumbridge Fighter (Goblins/Rats/Cows)

  1. #26
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    Quote Originally Posted by bbri06 View Post
    Oh really? It wasn't working for me. TrimHTML in reflection was giving me problems. I have a version that I actually added stats to, but could you check it over for me tomorrow and then I'll upload it? I'm not sure I did it right.
    Sure, I'll run it out. The TrimHTML was fixed in a hook update.

    You can add me on MSN if you want, PMed you my address.

    Now I get Error: Out Of Range at line 75
    (line: next:= SmartGetFieldObject(head, hook_node_Next);)
    also in Text.simba. Another hook problem I think, hopefully pyroryan will have it all fixed up soon. (Edit: even if this is reflection's fault, though I think it is, as your code hasn't changed this, it also doesn't happen all the time).

    Hasn't happened to me again, weird.
    Last edited by Harry; 11-27-2010 at 05:18 AM.


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  2. #27
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    Oh yeah, looks like that did get fixed for me. Although I'm still not satisfied with the speed of the script, so I'm also going to keep working at improving that. Testing out stats real quick too.

    Edit: Small update to include SRL stats. Please consider using them.

    Edit2: I've noticed that bone burying isn't working. I believe this is because the hooks for ground items are still outdated. Reflection isn't finding any ground items for me.
    Last edited by bbri06; 11-27-2010 at 07:36 AM.

  3. #28
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    This script seems to have issues with other people. When trying to attack a goblin and another person attacks it takes ages to find a new target. You should add some checks along the lines of
    Simba Code:
    if not(GetAnimation = attacking anim) then
      Exit;

    I don't know if you already have a check, but I just noticed that. Other than that, it's a pretty nice script.

    Quote Originally Posted by bbri06 View Post
    Edit2: I've noticed that bone burying isn't working. I believe this is because the hooks for ground items are still outdated. Reflection isn't finding any ground items for me.
    It picked the bones perfectly for me, just never buried them.
    Last edited by DeSnob; 11-28-2010 at 04:07 AM.

  4. #29
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    It just sits in lumby for some reason, the deathwalk doesnt work.
    Code:
    Detected death. Atttempting to deathwalk.
    Path walking failed
    NextPlayer
    There used to be something meaningful here.

  5. #30
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    Deathwalk works perfect for me. What does not, is the crash which is (I am pretty sure), reflection's fault. It's hard to reproduce and only happens every few hours :/

    Error: Out Of Range at line 75 in Reflection/Text.simba

    Hm.


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  6. #31
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    Quote Originally Posted by Harry View Post
    Deathwalk works perfect for me. What does not, is the crash which is (I am pretty sure), reflection's fault. It's hard to reproduce and only happens every few hours :/

    Error: Out Of Range at line 75 in Reflection/Text.simba

    Hm.
    Weird that the deathwalk doesn't work for me :/ I have newest Reflection and SRL.

    EDIT: I manually moved my character to the spot, and it doesn't even fight :O
    Last edited by Frement; 11-28-2010 at 12:19 PM.
    There used to be something meaningful here.

  7. #32
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    [OCD]
    I just cleaned up your declare players section, because I get OCD about organization and stuff. Basically I reset all the settings you put in so that it's a blank slate. It doesn't change the script at all, it just makes the declare players a little cleaner looking. Sorry for my crazyness.
    [/OCD]
    Code:
    Procedure DeclarePlayers;
    begin
      NumberOfPlayers(1);
    
    //Player 0
      Players[0].Name := '';
      Players[0].Pass := '';
      Players[0].Nick := '';
      Players[0].Strings[0] := ''; // Bank pin
      Players[0].Strings[1] := ''; // Monster to kill (Goblin, Giant Rat, or Cow) Make sure to capitalize!
    //Cows are not yet working!
      Players[0].Active := True;
      Players[0].Booleans[0] := False; // Train Attack?
      Players[0].Booleans[1] := False; // Train Strength?
      Players[0].Booleans[2] := False; // Train Defense?
      Players[0].Booleans[3] := False; // Bury Bones?
      Players[0].Integers[3] := 99; // Level to train attack to
      Players[0].Integers[4] := 99; // Level to train strength to
      Players[0].Integers[5] := 99; // Level to train defense to
      Players[0].Integers[8] := 99; //Level to train prayer to
      Players[0].Strings[2] := ''; //Lamp skill    (attack, strength, or defense)
    
    //Player 1
      Players[1].Name := '';
      Players[1].Pass := '';
      Players[1].Nick := '';
      Players[1].Strings[0] := ''; // Bank pin
      Players[1].Strings[1] := ''; // Monster to kill (Goblin, Giant Rat, or Cow) Make sure to capitalize!
    //Cows are not yet working!
      Players[1].Active := False;
      Players[1].Booleans[0] := False; // Train Attack?
      Players[1].Booleans[1] := False; // Train Strength?
      Players[1].Booleans[2] := False; // Train Defense?
      Players[1].Booleans[3] := False; // Bury Bones?
      Players[1].Integers[3] := 99; // Level to train attack to
      Players[1].Integers[4] := 99; // Level to train strength to
      Players[1].Integers[5] := 99; // Level to train defense to
      Players[1].Integers[8] := 99; //Level to train prayer to
      Players[1].Strings[2] := ''; //Lamp skill  (attack, strength, or defense)
    
    //Player 2
      Players[2].Name := '';
      Players[2].Pass := '';
      Players[2].Nick := '';
      Players[2].Strings[0] := ''; // Bank pin
      Players[2].Strings[1] := 'Goblin'; // Monster to kill (Goblin, Giant Rat, or Cow) Make sure to capitalize!
    //Cows are not yet working!
      Players[2].Active := False;
      Players[2].Booleans[0] := False; // Train Attack?
      Players[2].Booleans[1] := False; // Train Strength?
      Players[2].Booleans[2] := False; // Train Defense?
      Players[2].Booleans[3] := False; // Bury Bones?
      Players[2].Integers[3] := 99; // Level to train attack to
      Players[2].Integers[4] := 99; // Level to train strength to
      Players[2].Integers[5] := 99; // Level to train defense to
      Players[2].Integers[8] := 99; //Level to train prayer to
      Players[2].Strings[2] := ''; //Lamp skill  (attack, strength, or defense)
    end;

  8. #33
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    ^ I just remembered that I was going to point out your declare players function.

    Simba Code:
    procedure DeclarePlayers;
    begin
      NumberOfPlayers(10);

      with Players[0] do
      begin
        Name :=''; //Character Name
        Pass :=''; //Character Pass
        Active := True; //True if you want this player to be ran in the script, false if not
        Strings[0] := ''; // Bank pin
        Strings[1] := 'Goblin'; // Monster to kill(Goblin, Giant rat, or Cow) Make sure to capitalize!
        Active := True;
        Booleans[0] := True; // Train Attack?
        Booleans[1] := True; // Train Strength?
        Booleans[2] := True; // Train Defense?
        Booleans[3] := False; // Bury Bones?
        Integers[3] := 30; // Level to train attack to
        Integers[4] := 35; // Level to train strength to
        Integers[5] := 30; // Level to train defense to
        Integers[8] := 1; //Level to train prayer to
        Strings[2] := 'strength'; //Lamp skill
      end;

      with Players[1] do
      begin
        Name :=''; //Character Name
        Pass :=''; //Character Pass
        Active := True; //True if you want this player to be ran in the script, false if not
        Booleans[0] := True; // Train Attack?
        Booleans[1] := True; // Train Strength?
        Booleans[2] := True; // Train Defense?
        Booleans[3] := False; // Bury Bones?
        Integers[3] := 25; // Level to train attack to
        Integers[4] := 20; // Level to train strength to
        Integers[5] := 20; // Level to train defense to
        Integers[8] := 1; //Level to train prayer to
        Strings[2] := 'strength'; //Lamp skill
      end;
    end;

    Easier to copy new players because you don't have to change the indexes of the arrays.
    There used to be something meaningful here.

  9. #34
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    Quote Originally Posted by Frement View Post
    ^ I just remembered that I was going to point out your declare players function.

    Simba Code:
    procedure DeclarePlayers;
    begin
      NumberOfPlayers(10);

      with Players[0] do
      begin
        Name :=''; //Character Name
        Pass :=''; //Character Pass
        Active := True; //True if you want this player to be ran in the script, false if not
        Strings[0] := ''; // Bank pin
        Strings[1] := 'Goblin'; // Monster to kill(Goblin, Giant rat, or Cow) Make sure to capitalize!
        Active := True;
        Booleans[0] := True; // Train Attack?
        Booleans[1] := True; // Train Strength?
        Booleans[2] := True; // Train Defense?
        Booleans[3] := False; // Bury Bones?
        Integers[3] := 30; // Level to train attack to
        Integers[4] := 35; // Level to train strength to
        Integers[5] := 30; // Level to train defense to
        Integers[8] := 1; //Level to train prayer to
        Strings[2] := 'strength'; //Lamp skill
      end;

      with Players[1] do
      begin
        Name :=''; //Character Name
        Pass :=''; //Character Pass
        Active := True; //True if you want this player to be ran in the script, false if not
        Booleans[0] := True; // Train Attack?
        Booleans[1] := True; // Train Strength?
        Booleans[2] := True; // Train Defense?
        Booleans[3] := False; // Bury Bones?
        Integers[3] := 25; // Level to train attack to
        Integers[4] := 20; // Level to train strength to
        Integers[5] := 20; // Level to train defense to
        Integers[8] := 1; //Level to train prayer to
        Strings[2] := 'strength'; //Lamp skill
      end;
    end;

    Easier to copy new players because you don't have to change the indexes of the arrays.
    Ahh, even better! That was bugging me too, I just didn't know how to fix it. My ocd is satisfied. Rep!

  10. #35
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    Quote Originally Posted by DeSnob View Post
    This script seems to have issues with other people. When trying to attack a goblin and another person attacks it takes ages to find a new target. You should add some checks along the lines of
    Simba Code:
    if not(GetAnimation = attacking anim) then
      Exit;
    That's how the fighting detection already works.

    It picked the bones perfectly for me, just never buried them.
    Forgot that a bunch of colors were changed in the update. I'll have to update the DDTM.

    Edit: Actually, the bone burying works fine for me. It only burys once you have a full inventory.

    Quote Originally Posted by Harry View Post
    Deathwalk works perfect for me. What does not, is the crash which is (I am pretty sure), reflection's fault. It's hard to reproduce and only happens every few hours :/

    Error: Out Of Range at line 75 in Reflection/Text.simba

    Hm.
    Yeah, I randomly got that too. Almost positive it's reflection.

    Quote Originally Posted by Frement View Post
    Weird that the deathwalk doesn't work for me :/ I have newest Reflection and SRL.

    EDIT: I manually moved my character to the spot, and it doesn't even fight :O
    Don't know what to tell you other than you don't actually have the updated reflection hooks. Why don't you try and run it again since there have been a few more updates now.

    Quote Originally Posted by Frement View Post
    ^ I just remembered that I was going to point out your declare players function.
    Thanks

    I think I figured out why the script isn't training defense for some people. I set it up to work with a weapon that has four attack styles, so if you are using one with three, then it won't properly select defense.

    Also, I suggest everyone change FindNormalRandoms; in procedure Randoms to R_FindRandoms. I changed it to the color one before uploading the new version for some reason -.-
    Last edited by bbri06; 11-29-2010 at 12:50 AM.

  11. #36
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    Running this now on one of my accounts from level 3 at rats. One reccomendation: In declareplayers, i reccomend using a with..do statement. It looks cleaner and is easier to read.

    Simba Code:
    with Players[0] do
      begin
        Name := '';
        Pass := '';
        Nick := '';
        Pin := '';
      end;

  12. #37
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    Someone has already suggested that, and it will be changed when I do the next update. Thanks for the feedback/testing.

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    Progress Report by TomTuff:
    Fighting for 7395
    Fighting for 8892
    Fighting for 11139
    Fighting for 11716
    Fighting for 12293
    Fighting for 12745
    Fighting for 13245
    Fighting for 15132
    Detected death. Atttempting to deathwalk.
    Path walking successful
    Deathwalk successful.
    Items found in inventory, re-equiping them.
    Fighting for 1670
    Fighting for 2356
    Fighting for 3042
    Fighting for 3729
    Fighting for 4337
    Fighting for 5211
    Fighting for 5897
    Fighting for 6615
    Fighting for 7925
    Fighting for 8612
    Fighting for 9251
    Fighting for 9891
    Fighting for 10515
    Fighting for 11045
    Fighting for 11685
    Fighting for 12402
    Fighting for 13136
    Fighting for 13728
    Fighting for 14259
    Fighting for 14961
    Fighting for 15632
    Fighting for 16318
    Fighting for 19485
    Fighting for 19984
    Fighting for 20608
    Fighting for 20951
    Fighting for 21451
    Fighting for 22262
    Fighting for 22870
    Fighting for 24399
    Fighting for 24898
    Fighting for 25397
    Fighting for 25912
    Fighting for 499
    Fighting for 1108
    Fighting for 3666
    Fighting for 4212
    Fighting for 4899
    Fighting for 5538
    Fighting for 6162
    Fighting for 7753
    Fighting for 8112
    Fighting for 8752
    Fighting for 10047
    Fighting for 10499
    Fighting for 11248
    Fighting for 11825
    Fighting for 13791
    Fighting for 14337
    Fighting for 14976
    Fighting for 15678
    Fighting for 16302
    Fighting for 16895
    Fighting for 17582
    Fighting for 18018
    Fighting for 18393
    Fighting for 19079
    Fighting for 19766
    Fighting for 20374
    Fighting for 20826
    Fighting for 21419
    Fighting for 21965
    Fighting for 22527
    Fighting for 23135
    Fighting for 25085
    Fighting for 25725
    Fighting for 26614
    Fighting for 27222
    Fighting for 28595
    Fighting for 29328
    Fighting for 30140
    Fighting for 30670
    Fighting for 31216
    Fighting for 33478
    Fighting for 33962
    Detected death. Atttempting to deathwalk.
    Path walking successful
    Deathwalk successful.
    Items found in inventory, re-equiping them.
    /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
    Bbri06s Lumbridge Fighter
    Time running: 1 Hours, 1 Minutes and 15 Seconds
    Players active : 1
    Currently training attack on player arlaokto2
    Monsters killed : 56
    Bones buried : 0
    Current Atk/Str/Def : 11/1/1
    Deathwalks performed : 28
    Changed worlds 1 times.
    Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    Status: |     SRL Randoms Report       |
    Status: |       www.villavu.com        |
    Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
    Status: | Deaths            :     1964 |
    Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
    Fighting for 2090
    Fighting for 359
    Fighting for 952
    Fighting for 2262
    Fighting for 2980
    Fighting for 3463
    Fighting for 4587
    Fighting for 6178
    Fighting for 7083
    Fighting for 7597
    Fighting for 8128
    Fighting for 8783
    Fighting for 9688
    Fighting for 10249
    Fighting for 10717
    Fighting for 11825
    Fighting for 12387
    Fighting for 12948
    Fighting for 13494
    Fighting for 15132
    Fighting for 15772
    Fighting for 16677
    Fighting for 18970
    Fighting for 20280
    Fighting for 21341
    Fighting for 21856
    Fighting for 22558
    Fighting for 23119
    Fighting for 23884
    Fighting for 24570
    Fighting for 25194
    Detected death. Atttempting to deathwalk.
    Path walking successful
    Deathwalk successful.
    Items found in inventory, re-equiping them.
    Fighting for 437
    Fighting for 967
    Fighting for 1529
    Fighting for 2434
    Fighting for 3042
    Fighting for 3494
    Fighting for 4087
    Fighting for 4742
    Fighting for 5304
    Fighting for 7738
    Fighting for 8393
    Fighting for 9532
    Fighting for 9984
    Fighting for 10624
    Fighting for 11123
    Fighting for 12059
    Fighting for 12527
    Fighting for 12932
    Fighting for 13556
    Fighting for 14711
    Fighting for 17066
    Fighting for 17378
    Fighting for 17940
    Fighting for 18330
    Fighting for 19999
    Fighting for 20576
    Fighting for 22230
    Fighting for 22760
    Error: Out Of Range at line 75
    The following DTMs were not freed: [SRL - Lamp bitmap]
    The following bitmaps were not freed: [SRL - Mod bitmap, SRL - Admin bitmap]

    timed out, dunno why. opened text.simba in reflection

  14. #39
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    Status: | Deaths : 1964 |

    wat

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    Quote Originally Posted by i luffs yeww View Post
    Status: | Deaths : 1964 |

    wat
    xD
    Must be a sum error or something, dying that many times would take (assuming a minute to walk back and die instantly, which probably takes much longer) is 32.733... hours of dying! That would be an epic tale

  16. #41
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    Yeah... I noticed the death thing and I think that's an SRL randoms report problem not my script.

    Quote Originally Posted by TomTuff View Post
    Progress Report by TomTuff:
    Error: Out Of Range at line 75
    The following DTMs were not freed: [SRL - Lamp bitmap]
    The following bitmaps were not freed: [SRL - Mod bitmap, SRL - Admin bitmap]

    timed out, dunno why. opened text.simba in reflection
    That's a mystery error Harry and I have both got. Seriously doubt it's the script. I need to report it in the reflection forums.

  17. #42
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    The script has been updated to 1.04

    Quote Originally Posted by Harry View Post
    equal-leveling (like if attack str and def are all "goals", it will train the lowest one first)
    Finally added this in 1.04.

    Oh, and it should check the levels more often. Remove Booleans[0] Booleans[1] Booleans[2] and Booleans[3], and instead check the skill levels before setting (it will grab bones if Booleans[3] = True, even if Integers[8] = 1)
    Changed this in 1.04 as well.

    Quote Originally Posted by Frement View Post
    My script stopped working also, deathwalk doesnt work anymore, and it doesnt train defense.
    Fixed the attack mode selection in 1.04.

  18. #43
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    Code:
    /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
    Bbri06s Lumbridge Fighter
    Time running: 5 Hours, 58 Minutes and 40 Seconds
    Players active : 1
    Currently training strength on player Dat Reap
    Monsters killed : 1060
    Bones buried : 0
    Current Atk/Str/Def : 2/43/2 ( 2 to 43 )
    Deathwalks performed : 38
    Changed worlds 0 times.
    Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
    Status: |     SRL Randoms Report       |
    Status: |       www.villavu.com        |
    Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
    Status: | Deaths            :    31822  |
    Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
    Dont even ask about the 2 att and 2 def >_>... fucking quests T_T
    31.8k deaths! GOING FOR GRIM REAPER OF DA YEAR

    Nice script
    I reeeeeeeeeeeeallly am looking forward to the cow killer and hide banker.

    Luke-

  19. #44
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    Code:
    /*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
    Bbri06s Lumbridge Fighter
    Time running: 5 Hours, 23 Minutes and 20 Seconds
    Players active : 8
    Currently training defence on player *********
    Monsters killed : 1123
    Bones buried : 0
    Current Atk/Str/Def : 30/35/29
    Deathwalks performed : 0
    Changed worlds 0 times.
    Works great now. But the "Monsters killed" etc reset when players change. Maybe change that?

    EDIT: Now it fails again
    Code:
    Detected death. Atttempting to deathwalk.
    Path walking failed
    NextPlayer
    SwitchToPlayer(PlayerNo: 3, Active: False);
    Last edited by Frement; 11-29-2010 at 11:50 AM.
    There used to be something meaningful here.

  20. #45
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    Beautiful script! The only thing you should fix is the fighting detection because between certain attacks GetAnimation will result in -1. It is not a problem with the function, but after I used Rsbot to check the animations, I noticed that in between the defending and attacking animations, there was always an idle one (-1). I do not know a way around this except by using color to detect a fight.

    E: You could use this as it works well as far as i know (when used with the reflection function). It's just a modified version of IsFightAt.
    Simba Code:
    function IsFightAt2(x, y: Integer): Boolean;
    var
      xx, yy: Integer;
    begin
      Result := FindColor(xx, yy, 458916, x - 30, y - 20, x + 20, y + 20) or FindColor(xx, yy, 52354, x - 40, y - 20, x + 20, y + 20);
    end;

    And this is the modified and working Fighting detection:
    Simba Code:
    function Fight: boolean;
    var
      TimeM: Integer;
    begin
        if(not(LoggedIn))then
          if(not(LoggedInBB))then
            Exit;
        if(DetectDeath)then
          Exit;
        Randoms;
        RunEnergy(70 + Random(30));
        if(MonstersOnMS)then
          if(((Players[CurrentPlayer].Strings[1] = 'Goblin') and (FightGoblin))
           or ((Players[CurrentPlayer].Strings[1] = 'Giant rat') and (FightRat)))then
            begin
              Inc(Players[CurrentPlayer].Integers[0]);
              Inc(Stats_CustomVars[2]);
              MarkTime(TimeM);
              repeat
               Flag;
               AntiBan;
               Randoms;
               Writeln('Fighting for ' + IntToStr(TimeFromMark(TimeM)));
               if(not(Fighting) and not(IsFightAt2(289,144)))then
                 Break;
              until(false)
              Result := True;
            end;
    end;
    Last edited by DeSnob; 11-29-2010 at 09:43 PM.

  21. #46
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    Fighting detection works perfectly fine for me. I have a feeling the speed of the weapon you're using has something to do with it. What weapon are you using?

  22. #47
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    Quote Originally Posted by bbri06 View Post
    Fighting detection works perfectly fine for me. I have a feeling the speed of the weapon you're using has something to do with it. What weapon are you using?
    I was using a sling, staff and pickaxe. Anything I could get without much effort. I understand that speed effects it, but I was just sayin'. Fixed my issue.

  23. #48
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    Well I guess if that's working for you then keep doing it, but could you try one thing for me? Go to function Fighting and change the for-to-do loops to
    Simba Code:
    for i := 0 to 150 do
    and see if that works. You can also try
    Simba Code:
    for i := 0 to 160 do
    if you want.

    Quote Originally Posted by Frement View Post
    But the "Monsters killed" etc reset when players change. Maybe change that?
    I'll do that, thanks.

    EDIT: Now it fails again
    I really have no clue why it randomly fails/works for you. I'm sorry
    Last edited by bbri06; 11-29-2010 at 11:40 PM.

  24. #49
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    Quote Originally Posted by bbri06 View Post
    Well I guess if that's working for you then keep doing it, but could you try one thing for me? Go to function Fighting and change the for-to-do loops to
    Simba Code:
    for i := 0 to 150 do
    and see if that works. You can also try
    Simba Code:
    for i := 0 to 160 do
    if you want.
    I'll try that, but my player needs a break. Got me 25 str so far! World switching also isn't working. I understand that it isn't your fault, but I just feel like saying it. Just not reporting it because someone probably knows about the issue.

  25. #50
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    Quote Originally Posted by DeSnob View Post
    World switching also isn't working. I understand that it isn't your fault, but I just feel like saying it. Just not reporting it because someone probably knows about the issue.
    Wait what? World switching works fine for me . What exactly do you mean by it doesn't work? Does it log out and just fail to select a new world or what?

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