Deathwalking still seems to fail, something wrong with hooks? Fighting works great now.
EDIT: You should really add breaks. Global constant for all players. (Randomness included ofcourse, -3 to +3 minutes).
Deathwalking still seems to fail, something wrong with hooks? Fighting works great now.
EDIT: You should really add breaks. Global constant for all players. (Randomness included ofcourse, -3 to +3 minutes).
Last edited by Frement; 11-30-2010 at 03:41 AM.
There used to be something meaningful here.
Last edited by DeSnob; 11-30-2010 at 03:48 AM.
Try rats, noone ever there and path works fine for me.
I remember having a perfect breaking system which would break every 15-60 mins for between 1 - 60 minutes. It would always give a completely random breaking time. Once it was 54, then 17, and I believe last result was 33. I'll see if I can dig it up.
Last edited by DeSnob; 11-30-2010 at 03:59 AM.
I'm finally working on implementing cows.
Nope, nothing wrong with hooks. This is really bugging the hell out of me.
I can probably do that in the next version.EDIT: You should really add breaks. Global constant for all players. (Randomness included ofcourse, -3 to +3 minutes).
I'll see if I can figure out why that's happening, but that's rather strange -.-
Fuck I'm stupid!I had forgotten to add the Strings[1] := 'Goblin'; to each of my characters -.-
There used to be something meaningful here.
Haha, I hope it works for you nowAre goblins working well? I haven't tested them for a long time now. Been working and testing mainly on rats and hoping that goblins just kind of worked lol.
Yeah they work fineYou could maybe add some failsafe is the monster string is null, then it would go to goblins as default
EDIT: Leaving for school, leaving the script alone for 8 hours. Current proggy:EDIT2: The string problem fixed the deathwalk, one problem im noticing, is that it tries to wield a weapon few times, i cant stay to monitor for longer, but maybe add a check in the script that if it can wield the weapon? Like lvl 20+ can wield mithril+Code:/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ Bbri06s Lumbridge Fighter Time running: 1 Hours, 11 Seconds Players active : 8 Currently training defence on player ********** Monsters killed : 194 Bones buried : 0 Current Atk/Str/Def : 21/26/18 Deathwalks performed : 0 Changed worlds 0 times.
EDIT3: Yeah, it tries to wield it all the time.
Last edited by Frement; 11-30-2010 at 05:39 AM.
There used to be something meaningful here.
It's supposed to try and wield any weapons or armor in your inventory. Are you saying it's trying to wield it and you don't have the required level so it can't? If so, why do you have a weapon you can't wield with you
Edit: Cows are coming along well now. I've got fighting, hide pickup done, and most of the movement/walking is done. I need to write the banking stuff and wrap up the movement and cows should be functional. I'll also include a breaking feature when I upload the version with cow support.
Last edited by bbri06; 11-30-2010 at 06:59 AM.
I was supplying my characters with weapons + gold capeso they have sufficient power after they can wield it.
EDIT: Levels are 22/2/2 and they were 21/2/2 before I last checked, and I have my levels set for that player: 20/20/20. So must be a bug?
EDIT2: Almost 4 hour run, then I got the text.scar error, weird stuff. Randomly happens. Heres a proggy:EDIT3: Another proggy:Code:/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ Bbri06s Lumbridge Fighter Time running: 3 Hours, 52 Minutes and 53 Seconds Players active : 7 Currently training attack on player ********** Monsters killed : 687 Bones buried : 0 Current Atk/Str/Def : 23/2/2 Deathwalks performed : 26 Changed worlds 1 times.
Code:/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ Bbri06s Lumbridge Fighter Time running: 7 Hours, 17 Minutes and 9 Seconds Players active : 3 Currently training attack on player ********** Monsters killed : 55 Bones buried : 0 Current Atk/Str/Def : 1/4/1 Deathwalks performed : 3 Changed worlds 0 times.
Last edited by Frement; 11-30-2010 at 09:43 PM.
There used to be something meaningful here.
Huh, thought I had that coded out properly. I'll take a look at the leveling and try and fix that for the next update. Sorry about that, never really tested it to be honest.
Nice progress report, thanks. I'd rep you for the suggestions/bug fixes and reports, but I guess I already did haha. Also, you passed me on stats :PEDIT3: Another proggy:
Code:/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ Bbri06s Lumbridge Fighter Time running: 7 Hours, 17 Minutes and 9 Seconds Players active : 3 Currently training attack on player ********** Monsters killed : 55 Bones buried : 0 Current Atk/Str/Def : 1/4/1 Deathwalks performed : 3 Changed worlds 0 times.
Last edited by bbri06; 12-01-2010 at 02:34 AM.
Well, it doesn't really bother me, only that one account was on more then 2 hours, and about that, you should add breaks into the next version, as someone suggested before (can't remember if it was me)
Is there some order in which the script starts to level skills? Maybe you could add a priority variable into Player array? Like:Simba Code:Strings[5] := 'strength'; //Start to level from this skill.
Would have been better proggy, but the Text.scar error appeared again.
EDIT: Proggy at the moment:The weird thing is, that 29/26/26 and they were 20/20/20, my settings are as follows:Code:/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ Bbri06s Lumbridge Fighter Time running: 3 Hours, 23 Minutes and 12 Seconds Players active : 10 Currently training attack on player ********** Monsters killed : 626 Bones buried : 0 Current Atk/Str/Def : 29/26/26 Deathwalks performed : 0 Changed worlds 0 times.So it seems that it isn't following the rules set there for some reason, I would go through the script but I'm at school and I'm using TeamViewer to access my computer.Simba Code:Booleans[0] := False; // Train Attack?
Booleans[1] := True; // Train Strength?
Booleans[2] := False; // Train Defense?
Booleans[3] := False; // Bury Bones?
Integers[3] := 40; // Level to train attack to
Integers[4] := 40; // Level to train strength to
Integers[5] := 40; // Level to train defense to
Integers[8] := 1; //Level to train prayer to
EDIT2:Still training Attack when its set to False.Code:/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ Bbri06s Lumbridge Fighter Time running: 4 Hours, 12 Minutes and 54 Seconds Players active : 10 Currently training attack on player ********** Monsters killed : 765 Bones buried : 0 Current Atk/Str/Def : 31/26/26 Deathwalks performed : 0 Changed worlds 0 times.
Last edited by Frement; 12-05-2010 at 04:34 AM.
There used to be something meaningful here.
Did you ever download 1.04? I removed the booleans[0-2] for training in that version.
To make your life a million times easier:
Cows north of windmill in lumbridge. (North west pen) Kill and pick up 20 hides, click drag one hide onto Beefy Bill (NPC in the north pen) Beefy bill then gives an option on how many hides to use, click '20'. Beefy bill takes 10% for banking the hides for you. 18 hides banked, 2 hides paid to him.
Will increase cowhides p/h by atleast 30%.
Luke-
Is that members only?
Oh, lol, stupid me, that must explain it.
EDIT: Still disregarding the level, training attack even thought levels are set to 25/25/25 and it has 28/1/1
EDIT2: I have noticed that its attacking other goblins, even thought its still fighting another, something wrong with hooks, or a script bug?
EDIT3: A fast proggy:Code:/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ Bbri06s Lumbridge Fighter Time running: 6 Hours, 4 Minutes and 25 Seconds Players active : 8 Currently training attack on player ********** Monsters killed : 1175 Bones buried : 0 Current Atk/Str/Def : 32/2/2 Deathwalks performed : 36 Changed worlds 2 times.
Last edited by Frement; 12-01-2010 at 11:31 PM.
There used to be something meaningful here.
http://i.imgur.com/6oV9Y.jpg
Training the army's range up a bit, so they hit a bit better on demons... 5 clients and almost no lag haha.
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Please do not send me a PM asking for help; I will not be able to help you! Post in a relevant thread or make your own! And always remember to search first!
I'm working on fixing all the problems with training the proper stats, adding breaking, and working on cows. I should have the stat training thing and breaking done tomorrow, but cows will be pretty unstable still.
Another progress report:I'll be waiting for the updateCode:/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ Bbri06s Lumbridge Fighter Time running: 4 Hours, 25 Minutes and 8 Seconds Players active : 7 Currently training attack on player ********** Monsters killed : 812 Bones buried : 0 Current Atk/Str/Def : 29/2/2 Deathwalks performed : 28 Changed worlds 0 times.
EDIT: Updated progress report:Code:/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ Bbri06s Lumbridge Fighter Time running: 7 Hours, 31 Minutes and 44 Seconds Players active : 7 Currently training attack on player ********** Monsters killed : 1344 Bones buried : 0 Current Atk/Str/Def : 32/2/2 Deathwalks performed : 41 Changed worlds 1 times.
Last edited by Frement; 12-02-2010 at 01:44 PM.
There used to be something meaningful here.
FYI R_FindLamp was removed, change it to R_FindRewardBoxes now (or better yet just remove it all together; R_FindRandoms should handle it).
Send SMS messages using Simba
Please do not send me a PM asking for help; I will not be able to help you! Post in a relevant thread or make your own! And always remember to search first!
Suddenly, an error occurs during compilation.
(I am using the latest SRL, plugins, and Reflection.
Edit: Oh, I now see that Harry has addressed this issue above.Code:[Error] (193:3): Unknown identifier 'R_FindLamp' at line 192 Compiling failed.
Last edited by Alien Technology; 12-02-2010 at 10:29 PM. Reason: New information reveals itself.
Suddenly, my character is picking up bones.
Code:Procedure DeclarePlayers; begin NumberOfPlayers(1); with Players[0] do begin Name := 'Austin Powers'; Pass := 'Yeah, baby, yeah.'; Nick := 'Aust'; Strings[0] := ''; // Bank pin Strings[1] := 'Goblin'; // Monster to kill(Goblin, Giant rat, or Cow) //Make sure to capitalize as shown! Cows are not yet working! Active := True; Integers[3] := 15; // Level to train attack to Integers[4] := 15; // Level to train strength to Integers[5] := 15; // Level to train defense to Integers[8] := 2; //Level to train prayer to Strings[2] := 'strength'; //Lamp skill end;
Updated to 1.05!
These are all fixed in 1.05, but although you will see functions/procedure in the script for cow fighting, cows are NOT ready yet.
I've already started on the other ones. Maybe I'll make a separate script for that.
I believe that was a hook bug, but if it keeps happening tell me.
It wasn't finding the lamp when I just had R_FindRandoms in there so I put R_FindLamp in too, and then it worked.
Don't really know what to tell you there. That shouldn't be happening. Make sure you've updated your includes(SRL/Reflection) and try out version 1.05 of the script.
Last edited by bbri06; 12-03-2010 at 12:40 AM.
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