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Thread: Suggest Variables Here

  1. #76
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    Unf. Potions Made instead of Unfinished Potions Made

    Total Levels Gained (WC)
    Total Levels Gained (FM) and so on for long skill names

  2. #77
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    Even using Lvl and XP if required would work, it's not going to be confused with anything else.

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  3. #78
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    Perhaps "Leo (Missed)" instead of "Leo (Unsolved)"?
    There used to be something meaningful here.

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    Quote Originally Posted by Zyt3x View Post
    Total Levels Gained (WC)
    Total Levels Gained (FM) and so on for long skill names
    That may work.

    Also added solved and unsolved randoms. Sorry if you guys don't like some of the names, but I had to make them that way so they would all fit in the minimum character length.

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    caught salmon, trout for the MSI script.

    The variables for that haven't been put up yet I am pretty sure :/

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    Quote Originally Posted by sgt soul View Post
    caught salmon, trout for the MSI script.

    The variables for that haven't been put up yet I am pretty sure :/
    They're there, but it doesn't look like they're being added to the site for some reason. It doesn't look like any fish below Tuna are.

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    Quote Originally Posted by Coh3n View Post
    They're there, but it doesn't look like they're being added to the site for some reason. It doesn't look like any fish below Tuna are.
    Make sure you check that its not a random. I did this with the vars I added and they weren't showing. Idk if it was a bug or what but Wizzup fixed that and now bunch of the newly added ones are up.
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    Yeah they're not randoms. I've done the same thing a couple times and when they're randoms they can't be individually added to a script (they're there automatically there), and I added both Trout and Salmon.

  9. #84
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    Hey just a few things

    When adding a variable to a script it make help to arrange them all alphabetically from the first letter. I know they are arranged by category, but it seems more useful to have them by alpha... maybe even have the options to sort them different ways?

    Anyways, if you could, I'd like you to add the following variables.

    Code:
    Total EXP Gained (Runecrafting)
    Rune Essence (crafted)
    Pure Essence (crafted)
    Air runes (crafted)
    Mind runes (crafted)
    Water runes (crafted)
    Earth runes (crafted)
    Fire runes (crafted)
    Body runes (crafted)
    Cosmic runes (crafted)
    Chaos runes (crafted)
    Nature runes (crafted)
    Law runes (crafted)
    Death runes (crafted)
    Blood runes (crafted)
    Soul runes (crafted)
    Astral runes (crafted)
    Banks
    Randoms found
    Script Start Ups
    Essence Pouches Filled
    It's also come to my attention that randoms are not being recorded. The old system had a variable that would increase for every random detected. All the variable names would be as follows:

    Code:
    Abyss
    Beekeepers
    CapNArnvas
    Certers
    Demons
    EvilBobs
    Foresters
    Frogs
    Leos
    Mazes
    Mimes
    Mollys
    Mordauts
    Pillorys
    Pinballs
    PrisonPetes
    Quizzes
    Sandwich Ladys
    Edit: seems they are already there, not sure if they are being used (properly) though? hmm

    but I recommend not allowing these to be added to individual scripts, but rather their own 'section' on the stats page itself. Incrementing them will be done through embedding in the SRL include, and not user side interface.

  10. #85
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    [QUOTE=IceFire908;767651]Hey just a few things

    When adding a variable to a script it make help to arrange them all alphabetically from the first letter. I know they are arranged by category, but it seems more useful to have them by alpha... maybe even have the options to sort them different ways?

    Anyways, if you could, I'd like you to add the following variables.

    Code:
    Total EXP Gained (Runecrafting)
    Rune Essence (crafted)
    Pure Essence (crafted)
    Air runes (crafted)
    Mind runes (crafted)
    Water runes (crafted)
    Earth runes (crafted)
    Fire runes (crafted)
    Body runes (crafted)
    Cosmic runes (crafted)
    Chaos runes (crafted)
    Nature runes (crafted)
    Law runes (crafted)
    Death runes (crafted)
    Blood runes (crafted)
    Soul runes (crafted)
    Astral runes (crafted)
    Banks
    Randoms found
    Script Start Ups
    Essence Pouches Filled
    I'm not a huge fan of all the EXP gained since they'll probably always take the load over all the other variables. Other ones seem good. I suppose someone else can add them too. (Please do) Otherwise. I'll do it when I have time.

    Variables are sorted on their ID+Commits. I can add different sorting modes later.

    Quote Originally Posted by IceFire908 View Post
    It's also come to my attention that randoms are not being recorded. The old system had a variable that would increase for every random detected. All the variable names would be as follows:

    Code:
    Abyss
    Beekeepers
    CapNArnvas
    Certers
    Demons
    EvilBobs
    Foresters
    Frogs
    Leos
    Mazes
    Mimes
    Mollys
    Mordauts
    Pillorys
    Pinballs
    PrisonPetes
    Quizzes
    Sandwich Ladys
    Edit: seems they are already there, not sure if they are being used (properly) though? hmm

    but I recommend not allowing these to be added to individual scripts, but rather their own 'section' on the stats page itself. Incrementing them will be done through embedding in the SRL include, and not user side interface.
    Do you understand how the system works? Because if you do, I don't get your question. Randoms are (should be anyway) sent to the system; the script must not and should not implement them. I'm unsure why they wouldn't be send at this time.

    They'll still be added to scripts anyway. It's on a commit-basis. The only thing I could do is create a separate page for them and call it ``Randoms'' instead of Variables. If that is what you mean.
    Last edited by Wizzup?; 01-12-2011 at 08:26 PM.



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  11. #86
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    Ok thats good to know. Creating a separate page for randoms would be cool, but not essential.

  12. #87
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    You're right though, all randoms seem to be at 0.



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  13. #88
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    I think the issue is that they are not being incremented inside of SRL.

    The variables are there and are attempting to be committed.
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  14. #89
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    You guys can figure out the wording but
    Sapphire items enchanted (ring, bracelet, necklace, amulet) up to dragonstone (Do not think it will ever become feasible to enchant Onyx items for magic exp...)

    Not sure how'd you have it, but enchanting sapphire rings is the same experience as enchanting sapphire bracelets. So maybe it would be best just to have 'Sapphire Item enchanted'.

    Also, Emerald, ruby, diamond, dragonstone and onyx bolt enchanted. I suppose for completeness you could include pearl, topaz and red topaz but nobody enchants those afaik.

    So to sum it up maybe something like this:
    Code:
    Sapphire Item enchanted
    Emerald Item enchanted
    Ruby Item enchanted
    Diamond Item enchanted
    Dragonstone Item enchanted
    
    Sapphire bolts enchaned
    Emerald bolts enchanted
    Ruby bolts enchanted
    Diamond...
    Dragonstone...
    Onyx...



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    Quote Originally Posted by Wizzup? View Post
    You're right though, all randoms seem to be at 0.
    Does reflection set RandSolved when it solves a random? Looks to me like that's how SRL checks to see if one was solved. Also, the names are wrong; they don't match the stats variables. There's also solved and unsolved variables, so I'm not sure how we would keep track of unsolved, unless there's an array for that also.

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    It should be (solved) and (detected) not (unsolved)

  17. #92
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    Quote Originally Posted by IceFire908 View Post
    It should be (solved) and (detected) not (unsolved)
    Essentially they mean the same thing. If it's unsolved, it was detected. But I do like detected better.

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    Quote Originally Posted by Coh3n View Post
    Essentially they mean the same thing. If it's unsolved, it was detected. But I do like detected better.
    No, because then every random that was solved would also be unsolved. As opposed to every random that was solved also being detected, but not every thing detected necessarily was solved.

    Edit: Calculate unsolved server side by

    Unsolved = Detected - Solved.
    Last edited by Wanted; 01-13-2011 at 04:14 AM.

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    Quote Originally Posted by IceFire908 View Post
    No, because then every random that was solved would also be unsolved. As opposed to every random that was solved also being detected, but not every thing detected necessarily was solved.

    Edit: Calculate unsolved server side by

    Unsolved = Detected - Solved.
    You shouldn't have to calculate it, though.

    If it's solved, it was detected.
    If it's unsolved, it was detected.

    I personally like it showing how many times, say, Mime was solved/failed rather than solved/detected because I know that if it was solved/failed if was detected. That's just me though.

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    Quote Originally Posted by Coh3n View Post
    You shouldn't have to calculate it, though.

    If it's solved, it was detected.
    If it's unsolved, it was detected.

    I personally like it showing how many times, say, Mime was solved/failed rather than solved/detected because I know that if it was solved/failed if was detected. That's just me though.
    It's impractical to send a variable to the server for an unsolved random because of the uncertainty. If it sent a unsolved increment for detecting a random, than that very same random if solved would of also counted towards "unsolved" which doesn't make sense. The two most accurate to implement would be the detected and solved, leaving the unsolved to be accurately calculated with one subtraction.

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    Quote Originally Posted by IceFire908 View Post
    It's impractical to send a variable to the server for an unsolved random because of the uncertainty. If it sent a unsolved increment for detecting a random, than that very same random if solved would of also counted towards "unsolved" which doesn't make sense. The two most accurate to implement would be the detected and solved, leaving the unsolved to be accurately calculated with one subtraction.
    I agree with you, but that's not what I meant.

    If it was detected, it wouldn't Inc 'Unsolved' unless it was, in fact, unsolved. What I'm saying is if it's detected, no matter what it's going to be either Solved or Unsolved, so no matter what, one of them will be Inc'd.

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    Quote Originally Posted by Coh3n View Post
    I agree with you, but that's not what I meant.

    If it was detected, it wouldn't Inc 'Unsolved' unless it was, in fact, unsolved. What I'm saying is if it's detected, no matter what it's going to be either Solved or Unsolved, so no matter what, one of them will be Inc'd.
    Yes but how would effectively implement a failed random inclement? Usually for failed randoms something bad happens like a compiler crash, computer freeze, faulty random code, etc. For it to effectively report failed randoms it would require a complete revamp of the randoms system.

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    Quote Originally Posted by IceFire908 View Post
    Yes but how would effectively implement a failed random inclement? Usually for failed randoms something bad happens like a compiler crash, computer freeze, faulty random code, etc. For it to effectively report failed randoms it would require a complete revamp of the randoms system.
    That doesn't seem right to me at all. The code should be written well enough so it doesn't crash Simba. Should there not be ``sections" in each random that will either succeed or fail? If failed, it should just logout and set that player to false.

    I think it should be 'Solved' and 'Unsolved' because it makes more sense to me, but if the randoms system isn't written to work that way, then so be it.

  24. #99
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    I'd like 'Solved' and 'Detected' too.. Makes more sense imo

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    How would you detect it wasn't detected... That makes no sense. If you can detect that it was detected, then it is detected and thus either Solved or not Solved.



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