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Thread: MSI's Alcher & Teleporter

  1. #1
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    Thumbs up MSI's Alcher & Teleporter

    M.S.I. Alching & Teleporting

    Download Scripts Progress Reports Bugs Suggestions

    __________________________________________________


    ATTENTION: If you're having a problem with the script, read SRL's FAQ thread, THEN create a bug report thread here.


    99's Achieved

    Supported Spells
    • Low and High Level Alchemy
      Will alch any item you wish as it works from inventory slots rather than "DTM'd" items.

    • Teleporting
      • Varrock
      • Lumbridge
      • Falador
      • Camelot
      • House

    • Request a new Magic script here.


    Special Notes
    • For MSI's spell casting to work (right now) your spell book needs to be setup with all spells visible:



    Updates
    • All recent MSI updates and announcements can be found here.


    Cheers,
    The MSI Team

    DOWNLOAD
    ________________________________




    .
    Last edited by Coh3n; 01-10-2012 at 09:05 AM.

  2. #2
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    Looks awesome. As a request, superheat would be great also. Soon I won't have to use anything other than MSI
    Last edited by any_one; 11-26-2010 at 07:58 AM.

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    Quote Originally Posted by any_one View Post
    Looks awesome. As a request, superheat would be great also. Soon I won't have to use anything other than MSI
    I'll keep that in mind, but I wouldn't count on it anytime soon unless someone else wants to do it. I have other things I need to take care of first.

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    Thank you! MSI group
    -It's not about the quantity, It's about the quality-

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    Wow this is great! I'm going to try this.

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    Quote Originally Posted by Coh3n View Post
    I'll keep that in mind, but I wouldn't count on it anytime soon unless someone else wants to do it. I have other things I need to take care of first.
    Yeah, it's not urgent or anything Take your time, do whatever you need.

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    Thanks to NCDS's bug fixes and tweaks, the alcher should be working very well now.

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    Nice job with finishing the mainloop & such. Sorry I can't/haven't done much I've been busy... playing minecraft.

    Regardless, what If we added a Casttime variable to scriptsetup/TSpells? then a simple wait would suffice (with randomness of course). Because handmade color functions for every spell we use would take forever >_>

    ex
    CastTime := 2000; //time in MS to cast the spell. alching takes like 2500

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    Quote Originally Posted by nickrules View Post
    Nice job with finishing the mainloop & such. Sorry I can't/haven't done much I've been busy... playing minecraft.

    Regardless, what If we added a Casttime variable to scriptsetup/TSpells? then a simple wait would suffice (with randomness of course). Because handmade color functions for every spell we use would take forever >_>

    ex
    CastTime := 2000; //time in MS to cast the spell. alching takes like 2500
    What for? Everything is working just fine to my knowledge.

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    Quote Originally Posted by nickrules View Post
    Nice job with finishing the mainloop & such. Sorry I can't/haven't done much I've been busy... playing minecraft.

    Regardless, what If we added a Casttime variable to scriptsetup/TSpells? then a simple wait would suffice (with randomness of course). Because handmade color functions for every spell we use would take forever >_>

    ex
    CastTime := 2000; //time in MS to cast the spell. alching takes like 2500
    Repped!
    Very first AI I used in runescape.
    http://villavu.com/forum/showthread....ghlight=alcher

    I should still have the script somewhere...

    Basically it waited WAIT_TIME + AddedTime - ExtraTime + Random(R_TIME)
    Simba Code:
    const
      WAIT_TIME = 100;
      R_TIME = 50;

    if ExtraTime < 50 then
      if ClickTooFast then
        IncEx(AddedTime, 10)
      else
        IncEx(ExtraTime, 5);

    Well, it certainly wasn't exactly this, but same concept. This basically would optimize the clicking time to a minimum, allowing you to alch as fast as RS possible.

    ~RM

    I & I know Zion. It is in the spirit, body and mind of every one of us
    RMouse(obj: TMSIObject): boolean;

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    Quote Originally Posted by Sir R. Magician View Post

    Well, it certainly wasn't exactly this, but same concept. This basically would optimize the clicking time to a minimum, allowing you to alch as fast as RS possible.

    ~RM
    So does using PixelShift to tell when your done alching?

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    I don't completely understand what RM is getting at, but looking at the thread, it seems that his idea would work. But as I said, I've no idea how this would work, as I don't understand the general code he wrote.


    Regardless, what I was getting at is adding a wait to the TSpell/TScript, and waiting that amount of time between casts + a random time (also called in the TSpell/script). Removes the need for a function for each spell.

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    Quote Originally Posted by nickrules View Post
    Regardless, what I was getting at is adding a wait to the TSpell/TScript, and waiting that amount of time between casts + a random time (also called in the TSpell/script). Removes the need for a function for each spell.
    There's not going to be a function for each spell. It's like that now because I just wanted to get a working alcher done and released. I had limited time and I was already so close to being done. MSI_IsAlching can very easily be edited to work with any form of animation. Right now it just has color, but should eventually include reflection animations.

    I like your idea, and I think it should be added as a double check. It would be placed in the waiting loop so it would be something like:
    Simba Code:
    if (waitTime >= MAX_CAST_TIME) or (not MSI_IsAnimating(ANIM_ALCH)) then
      Break;

    E: Also, MSI_Alch should be edited to work with all spells also. It may be a little more difficult than IsAlching, but it still possible.
    Last edited by Coh3n; 12-06-2010 at 08:57 AM.

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    Thank you MSI! any chance on a teleporter?

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    Quote Originally Posted by carlito View Post
    Thank you MSI! any chance on a teleporter?
    It would take some work, but probably could be done. We would need to make a method of checking if the person is teleporting, but once we have that, it would be a piece of cake. And if what coh3n is saying is true, it shouldn't be too hard to do....


    I assume you mean a mass teleporter script (eg, cast the same teleport over and over)

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    Quote Originally Posted by nickrules View Post
    It would take some work, but probably could be done. We would need to make a method of checking if the person is teleporting, but once we have that, it would be a piece of cake. And if what coh3n is saying is true, it shouldn't be too hard to do....


    I assume you mean a mass teleporter script (eg, cast the same teleport over and over)
    Yeah, get the animations (color and reflection) and should be simple. I'll have to edit those two functions first though. I'm hoping it won't be that hard.

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    Well I don't have a members account, so if someone would like to lend me one/give me the animations for the teleports between 1 and..... hmm, how about 75. Not sure which ones are in levels 1-75, but we need animations for them :P

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    Quote Originally Posted by nickrules View Post
    Well I don't have a members account, so if someone would like to lend me one/give me the animations for the teleports between 1 and..... hmm, how about 75. Not sure which ones are in levels 1-75, but we need animations for them :P
    i could lend out my main for this purpuse how long would it take?

    dont get me wrong i want to help just a little sketchy on lending him out haha, but i do want to contribute

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    Quote Originally Posted by nickrules View Post
    Well I don't have a members account, so if someone would like to lend me one/give me the animations for the teleports between 1 and..... hmm, how about 75. Not sure which ones are in levels 1-75, but we need animations for them :P
    There's a different animation for each teleport? Makes sense I guess if there's a different animation for mining with all pickaxes.

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    does the minimap go black when you teleport? If so, you could just look for a tile on the MM (much like a relocation point) and base whether you've tele'd or not on that.

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    couldn't you do it by xp earned? like you hit the xp circle then and when theres animation there it counts down from 3 seconds then cast again or something?

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    @Coh3n, Now that you mention it, you might be right - there may be only one animation...

    @NCDS, not too sure what you mean... Sounds like a good idea though :P

    @Carlito, Seems like a pretty good idea to me. However, sometimes there is a ton of lagg between casting and doing, and with teleports, ending up where its supposed to bring you.

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    any updated news on the teleporter?

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    Quote Originally Posted by carlito View Post
    any updated news on the teleporter?
    No. When/if we it gets developed, you will know.

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    Here's my thoughts:

    We can make a generic color AND reflection 'casted spell' procedure. Rough Idea below:

    Simba Code:
    Function IsCasting(colors: TIntegerArray; PointCount, Tol: Integer;): boolean;
    ColorsFound: Integer;
    Points:TPointArray;
    begin
     Freeze; //Freeze the client. Gives the script time to check colors, AND animations :o
      if not IsAnimating then
        begin
          Result := False;
          UnFreeze;
        end else
        begin

          for i := 0 to high(colors) do
          begin
            FindColorsTolerance(Points,Colors[i],MSX1,MSY1,MSX2,MSY2,tol);
            IncEx(ColorsFound,High(Points));
          end;

          If (colorsFound >= PointCount) Then
          Result := True;
          UnFreeze;
        end;
    end;

    Probably wont compile - I just wrote it in the reply box.
    My main concern is that its too slow, But I haven't tried it out.

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