Unf. Potions Made instead of Unfinished Potions Made
Total Levels Gained (WC)
Total Levels Gained (FM) and so on for long skill names
Unf. Potions Made instead of Unfinished Potions Made
Total Levels Gained (WC)
Total Levels Gained (FM) and so on for long skill names
Even using Lvl and XP if required would work, it's not going to be confused with anything else.
Perhaps "Leo (Missed)" instead of "Leo (Unsolved)"?
There used to be something meaningful here.
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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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(Scripts outdated until I update for new SRL changes)
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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.
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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.
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: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
Edit: seems they are already there, not sure if they are being used (properly) though? hmmCode:Abyss Beekeepers CapNArnvas Certers Demons EvilBobs Foresters Frogs Leos Mazes Mimes Mollys Mordauts Pillorys Pinballs PrisonPetes Quizzes Sandwich Ladys
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.
[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.
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.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
Variables are sorted on their ID+Commits. I can add different sorting modes later.
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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Ok thats good to know. Creating a separate page for randoms would be cool, but not essential.
You're right though, all randoms seem to be at 0.
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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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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...
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)
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Last edited by Wanted; 01-13-2011 at 04:14 AM.
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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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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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.
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I'd like 'Solved' and 'Detected' too.. Makes more sense imo
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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