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Thread: Boom Goes The Oaks!

  1. #1
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    Default Boom Goes The Oaks!

    Boom Goes The Oaks!


    What it Does!
    - Chops Oak trees in Draynor then banks them.

    Features
    - Super accurate TPA Tree Finding
    - Lightning fast reactions on the walking with Reflection
    - Shmexy Proggy
    - ALL Axe Detection (inc Dragon Axe)
    - Good Antiban and AntiRandoms
    - Humanlike!

    How to Setup
    First you will see:
    Simba Code:
    Procedure DeclarePlayers;
    begin
      HowManyPlayers := 1;
      NumberOfPlayers(HowManyPlayers);
      CurrentPlayer := 0;

        with players[0] do
      begin
        Name := '';
        Pass := '';
        Active := True;
        Pin := ''; //Leave blank if no pin
        Loc := 'at trees'; //Read the thread to see valid arguments.
        Integers[4]:= 1000; //Amount of loads you want to do.
      end;
    end;

    All explanatory apart from Loc:
    Valid arguments:
    Simba Code:
    'at trees' //you are at the trees
    'at bank' //you are at the bank with stuff (logs) in inventory
    'banked' //you are at the bank ready to go to trees
    'chopped trees' // you are at the trees with a full load ready to bank

    Shoutouts
    - Huge thanks to 3 people:
    - Frement
    - Boreas
    - i luffs yeww
    - all 3 have helped me massively! <3

    -Boom
    Last edited by **BANNED The Man; 01-06-2011 at 09:44 PM.

  2. #2
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    Default

    Saved for proggys

  3. #3
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    Damn it, you took my idea. Well there are better oak spots anyways!


    Edit: I'll try it anyways

  4. #4
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    Quote Originally Posted by Her0n View Post
    Damn it, you took my idea. Well there are better oak spots anyways!


    Edit: I'll try it anyways
    Haha, I didn't realise you were making one :P
    I made this last week but was testing etc.
    Progress Reports anyone?

    -Boom

  5. #5
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    Default

    Progress Report:
    [Error] (24:11): Duplicate identifier 'STATUS' at line 23
    Fixed that (changed the procedure to Statuss) then
    Progress Report:
    [Error] (26:3): Unknown identifier 'aStatus' at line 25
    Fixed that (added a global var) then
    Progress Report:
    [Error] (143:33): colon (':') expected at line 142
    Fixed that (SwitchTree should be a procedure, and all 2 semi-colons on the end) then
    Progress Report:
    [Error] (152:27): colon (':') expected at line 151
    Fixed that (needed another end) then
    Progress Report:
    [Error] (212:10): Unknown identifier 'SwitchTrees' at line 211
    Fixed that (procedure SwitchTree needs to actually be function SwitchTrees as a boolean [doesn't make sense because you never give a result]) then it finally loaded!

    Running now.

    EDIT:
    - Proggy says Willows
    - Where you have the searching for levelling up text, use if LevelUp
    - Try using both reflection and colour random checks
    - Use reflection and colour bank opening, so you'd have:
    Simba Code:
    If Not R_OpenBank(Bank_DR) Then
        If Not OpenBank(Bank_DR, False, False) Then //Tries all colour methods
          Exit;
    - When the oak has chopped down, it sits there moving the mouse around looking for another, even though they're all normal trees. Just pointing that out.

    EDIT2:
    Working version with what I pointed out above:
    Simba Code:
    program BoomGoesTheWillows;
    {$define SMART}
    {$i srl/srl.scar}
    {$i Reflection/Reflection.simba}

    Procedure DeclarePlayers;
    begin
      HowManyPlayers := 1;
      NumberOfPlayers(HowManyPlayers);
      CurrentPlayer := 0;

        with players[0] do
      begin
        Name := '';
        Pass := '';
        Active := True;
        Pin := ''; //Leave blank if no pin
        Loc := 'banked'; //Read the thread to see valid arguments.
        Integers[4]:= 1000; //Amount of loads you want to do.
      end;
    end;

    var
     aStatus : Integer;

    Procedure Statuss(M : Integer);
    Begin
      aStatus := M;
    End;

    Procedure AxeWielded;
    var
    Equipped : integer;
    TheIDs: TIntegerArray;
    Hatchet : TInvItemArray;
    Begin
      If Not (LoggedIn) Or Not (Players[CurrentPlayer].Active) Then
        exit;
      TheIDs := [1351, 1357, 1361, 6739, 1348, 1355, 1359, 1353];
      GameTab(tab_Inv);
      Wait(500 + Random(200));
      if(R_ItemIDExistsEx(TheIDs, Hatchet))then
        begin
          Players[CurrentPlayer].Booleans[0] := False;
          Writeln('Hatchet is in inventory.');
          Exit;
        end else
          GameTab(tab_Equip);
          Wait(500 + Random(200));
          Equipped := GetEquippedIDAt(3);
          if(InIntArray(TheIDs, Equipped))then
            begin
              Players[CurrentPlayer].Booleans[0] := True;
              Writeln('Hatchet is equipped.');
              Exit;
            end;
    End;

    Procedure LevelTalking;
    Begin
         If Not (LoggedIn) Or Not (Players[CurrentPlayer].Active) Then
              exit;
         If LevelUp then
              Begin
                   Inc(Players[CurrentPlayer].Integers[2]);
                   Writeln('Woooot we have now gained'+IntToStr(Players[CurrentPlayer].Integers[2])+' levels!');
                   Begin
                        Case Random(10) Of
                             0: TypeSend('Guess what... I levelled!');
                             1: TypeSend('w00t lvld');
                             2: TypeSend('lvld again...');
                             3: TypeSend('grats me! I lvld!');
                             4: TypeSend('gay lag, didnt realise i lvld');
                             5: TypeSend('woopdewoop');
                             6: TypeSend('this levelling stuff is getting boring...');
                             7: TypeSend('dangdarnit, I jooost lavallled');
                             8: TypeSend('can we have a party cause i just lvld');
                             9: TypeSend('house party at mine! jokes...');
                        End;
                   End;
              End;
    End;

    Procedure ProgressReport;
    Begin
        LevelTalking;
        cleardebug;
        Writeln('[-----------------------------]');
        Writeln('[     BoomGoesTheWillows      ]');
        Writeln('[-----------------------------]');
        Writeln(' We worked for ' + TimeRunning);
        Writeln(' Booomed ' + IntToStr(Players[CurrentPlayer].Integers[0])+' Oaks');
        Writeln(' Loads Done:' + IntToStr(Players[CurrentPlayer].Integers[1]));
        Writeln(' Leveled ' + IntToStr(Players[CurrentPlayer].Integers[2]));
        Writeln(' Antibanned ' + IntToStr(Players[CurrentPlayer].Integers[3]));
        Writeln('[-----------------------------]');
    End;

    procedure AntiBan;
    begin
      case (Random(400)) of
        0: RandomRClick;
        1: MouseSpeed := 15 + Random(5);
        2: PickUpMouse;
        3: BoredHuman;
        4..400: begin
          Wait(100 + Random(50));
          Exit;
        end;
      end;
      Inc(Players[CurrentPlayer].Integers[3]);
    end;

    Procedure AntiRandoms;
    Begin
        If Not (LoggedIn) Or Not (Players[CurrentPlayer].Active) Then
            NextPlayer(false);
            LevelTalking;
            R_FindRandoms;
        FindNormalRandoms;
        Wait(300+Random(200));
        FindLamp('Woodcutting');
    End;

    Function WalkToTrees: Boolean;
    Begin
      If Not LoggedIn Then
        Exit;
        if not WalkToTile(Point(3101, 3245), 1, 1) then
         { if not WalkToTile(Point(3100, 3241), 1, 1) then }
        begin
        Writeln('Cant');
        Exit;
        end;
      Wait(1000+ Random(1000));
      Players[CurrentPlayer].Loc := 'at trees';
      Result := True;
    End;

    function SwitchTrees(N : Integer) : Boolean;
    Begin
     If Not LoggedIn Then
        Exit;
        Case N of
        1 : if WalkToTile(Point(3101, 3245), 1, 1) then
              Statuss(1);
        2 : if WalkToTile(Point(3101, 3245), 1, 1) then
              Statuss(2);
        end;
      Wait(1000+ Random(1000));
    End;

    Function FindTrees(Var X, Y : Integer; W, H, X1, Y1, X2, Y2 : Integer): Boolean;
    Var
      i : Integer;
      TPA : TPointArray;
      ATPA : T2DPointArray;
    begin
      if not LoggedIn then Exit;
      ColorToleranceSpeed(2);
      SetColorSpeed2Modifiers(0.24, 3.81);
      begin
        FindColorsSpiralTolerance(x, y, TPA, 3038032, MSX1, MSY1, MSX2, MSY2, 2);
        SetColorToleranceSpeed(1);
        ATPA := SplitTPAEx(TPA, 40, 40);
        if (Length(ATPA) = 0) then
          Exit;
        SortATPAFromFirstPoint(ATPA, Point(MSCX, MSCY));
        h := High(ATPA);
        for i := 0 to h do
        begin;
          MiddleTPAEx(ATPA[i], x, y);
          MMouse(x, y, 1, 1);
          Wait(250 + Random(200));
          if WaitUpText('ak', 1000) then
          begin
            Result := True;
            break;
          end;
        end;
        if IsUpText('ak') then
        Writeln('Found the Oak!');
      End;
    End;

    Function FoundTrees(Var X, Y : Integer): Boolean;
    Begin
      Result := FindTrees(X, Y, 35, 35, MSX1, MSY1, MSX2, MSY2);
    End;

    Function CuttingCheck:Boolean;
    Begin
      if CharacterAnimating then
        Wait(200);
          if CharacterAnimating then
      Result := True;
    End;
    Function BoomTrees: Boolean;
    Var
      X, Y, Tried : Integer;
    Begin
      if Not LoggedIn then
        Exit;
      Repeat
        if Tried = 5 then
        begin
          Writeln('No Oaks found, switching');
          if aStatus = 1 then
          if SwitchTrees(2) then
          begin
          Tried := 0;
          end else
          if aStatus = 2 then
          if SwitchTrees(1) then
          Tried := 0;
        end;
        if not FoundTrees(X, Y) then
        Begin
          Inc(Tried);
          Writeln('didnt find');
          Wait(2000 + Random(500));
          Continue;
        End;
        Mouse(X, Y, 0, 0, True);
        Wait(1500 + Random(500));
        Repeat
          LevelTalking;
          if CuttingCheck then
            begin
            Antiban
            AntiRandoms
            end;
          if InvFull then
            Break;
        Until not (CuttingCheck);
      Until InvFull;
      Players[CurrentPlayer].Loc := 'chopped trees';
      Result := True;
    End;

    Function WalkToBank: Boolean;
    Begin
      If Not LoggedIn Then
        Exit;
      If Not WalkToTile(Point(3092, 3244), 1, 1) Then
      Exit;
      Players[CurrentPlayer].Loc := 'at bank';
      Result := True;
    End;

    Function Bank: Boolean;
    Var
    i : integer;
    Begin
      If Not LoggedIn Then
        Exit;
        Wait(1000+ Random(1000));
    If Not R_OpenBank(Bank_DR) Then
        If Not OpenBank(Bank_DR, False, False) Then //Tries all colour methods
          Exit;
         for i := 1 + Integer(not Players[CurrentPlayer].Booleans[0]) to 28 do
          begin
            Deposit(i, 28, True);
          end;
      Players[CurrentPlayer].Loc := 'banked';
      Result := True;
      CloseBank;
      Inc(Players[CurrentPlayer].Integers[1]);
      if Players[CurrentPlayer].Booleans[0] then
        IncEx(Players[CurrentPlayer].Integers[0], 28)
      else
        IncEx(Players[CurrentPlayer].Integers[0], 27);
      ProgressReport;
    End;

    Procedure MainLoop;
    Begin
      repeat
      Case Lowercase(Players[CurrentPlayer].Loc) of
        'banked':
        if WalkToTrees then
          Players[CurrentPlayer].Loc := 'at trees';
        'at trees':
        if BoomTrees then
          Players[CurrentPlayer].Loc := 'chopped trees';
        'chopped trees':
        if WalkToBank then
          Players[CurrentPlayer].Loc := 'at bank';
        'at bank':
        if Bank then
          Players[CurrentPlayer].Loc := 'banked';
      end;
      until(Players[CurrentPlayer].Integers[1] >= Players[CurrentPlayer].Integers[4]);
    End;

    {Int[0] = Trees Chopped
    Int[1] = Loads Done
    Int[2] = Levels
    Int[3] = Antiban
    Int[4] = Loads to do
    Bool[0] = Axe}


    begin
        ClearDebug;
        ClearReport;
        Smart_Server := 17;
        Smart_Members := false;
        Smart_Signed := true;
        Smart_SuperDetail := false;
        SetupSRL;
        begin
            declareplayers;
            LoginPlayer;
            ProgressReport;
            AxeWielded;
            MakeCompass('South');
            SetAngle(True);
            Gametab(tab_Inv);
      repeat
        MainLoop
      until(false);
        end;
    end.

    Richard.
    Last edited by Rich; 12-31-2010 at 04:17 PM.
    <3

    Quote Originally Posted by Eminem
    I don't care if you're black, white, straight, bisexual, gay, lesbian, short, tall, fat, skinny, rich or poor. If you're nice to me, I'll be nice to you. Simple as that.

  6. #6
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    Default

    Quote Originally Posted by Rich View Post
    Progress Report:
    [Error] (24:11): Duplicate identifier 'STATUS' at line 23
    Fixed that (changed the procedure to Statuss) then
    Progress Report:
    [Error] (26:3): Unknown identifier 'aStatus' at line 25
    Fixed that (added a global var) then
    Progress Report:
    [Error] (143:33): colon (':') expected at line 142
    Fixed that (SwitchTree should be a procedure, and all 2 semi-colons on the end) then
    Progress Report:
    [Error] (152:27): colon (':') expected at line 151
    Fixed that (needed another end) then
    Progress Report:
    [Error] (212:10): Unknown identifier 'SwitchTrees' at line 211
    Fixed that (procedure SwitchTree needs to actually be function SwitchTrees as a boolean [doesn't make sense because you never give a result]) then it finally loaded!

    Running now.

    EDIT:
    - Proggy says Willows
    - Where you have the searching for levelling up text, use if LevelUp
    - Try using both reflection and colour random checks
    - Use reflection and colour bank opening, so you'd have:
    Simba Code:
    If Not R_OpenBank(Bank_DR) Then
        If Not OpenBank(Bank_DR, False, False) Then //Tries all colour methods
          Exit;
    - When the oak has chopped down, it sits there moving the mouse around looking for another, even though they're all normal trees. Just pointing that out.

    EDIT2:
    Working version with what I pointed out above:
    Simba Code:
    program BoomGoesTheWillows;
    {$define SMART}
    {$i srl/srl.scar}
    {$i Reflection/Reflection.simba}

    Procedure DeclarePlayers;
    begin
      HowManyPlayers := 1;
      NumberOfPlayers(HowManyPlayers);
      CurrentPlayer := 0;

        with players[0] do
      begin
        Name := '';
        Pass := '';
        Active := True;
        Pin := ''; //Leave blank if no pin
        Loc := 'banked'; //Read the thread to see valid arguments.
        Integers[4]:= 1000; //Amount of loads you want to do.
      end;
    end;

    var
     aStatus : Integer;

    Procedure Statuss(M : Integer);
    Begin
      aStatus := M;
    End;

    Procedure AxeWielded;
    var
    Equipped : integer;
    TheIDs: TIntegerArray;
    Hatchet : TInvItemArray;
    Begin
      If Not (LoggedIn) Or Not (Players[CurrentPlayer].Active) Then
        exit;
      TheIDs := [1351, 1357, 1361, 6739, 1348, 1355, 1359, 1353];
      GameTab(tab_Inv);
      Wait(500 + Random(200));
      if(R_ItemIDExistsEx(TheIDs, Hatchet))then
        begin
          Players[CurrentPlayer].Booleans[0] := False;
          Writeln('Hatchet is in inventory.');
          Exit;
        end else
          GameTab(tab_Equip);
          Wait(500 + Random(200));
          Equipped := GetEquippedIDAt(3);
          if(InIntArray(TheIDs, Equipped))then
            begin
              Players[CurrentPlayer].Booleans[0] := True;
              Writeln('Hatchet is equipped.');
              Exit;
            end;
    End;

    Procedure LevelTalking;
    Begin
         If Not (LoggedIn) Or Not (Players[CurrentPlayer].Active) Then
              exit;
         If LevelUp then
              Begin
                   Inc(Players[CurrentPlayer].Integers[2]);
                   Writeln('Woooot we have now gained'+IntToStr(Players[CurrentPlayer].Integers[2])+' levels!');
                   Begin
                        Case Random(10) Of
                             0: TypeSend('Guess what... I levelled!');
                             1: TypeSend('w00t lvld');
                             2: TypeSend('lvld again...');
                             3: TypeSend('grats me! I lvld!');
                             4: TypeSend('gay lag, didnt realise i lvld');
                             5: TypeSend('woopdewoop');
                             6: TypeSend('this levelling stuff is getting boring...');
                             7: TypeSend('dangdarnit, I jooost lavallled');
                             8: TypeSend('can we have a party cause i just lvld');
                             9: TypeSend('house party at mine! jokes...');
                        End;
                   End;
              End;
    End;

    Procedure ProgressReport;
    Begin
        LevelTalking;
        cleardebug;
        Writeln('[-----------------------------]');
        Writeln('[     BoomGoesTheWillows      ]');
        Writeln('[-----------------------------]');
        Writeln(' We worked for ' + TimeRunning);
        Writeln(' Booomed ' + IntToStr(Players[CurrentPlayer].Integers[0])+' Oaks');
        Writeln(' Loads Done:' + IntToStr(Players[CurrentPlayer].Integers[1]));
        Writeln(' Leveled ' + IntToStr(Players[CurrentPlayer].Integers[2]));
        Writeln(' Antibanned ' + IntToStr(Players[CurrentPlayer].Integers[3]));
        Writeln('[-----------------------------]');
    End;

    procedure AntiBan;
    begin
      case (Random(400)) of
        0: RandomRClick;
        1: MouseSpeed := 15 + Random(5);
        2: PickUpMouse;
        3: BoredHuman;
        4..400: begin
          Wait(100 + Random(50));
          Exit;
        end;
      end;
      Inc(Players[CurrentPlayer].Integers[3]);
    end;

    Procedure AntiRandoms;
    Begin
        If Not (LoggedIn) Or Not (Players[CurrentPlayer].Active) Then
            NextPlayer(false);
            LevelTalking;
            R_FindRandoms;
        FindNormalRandoms;
        Wait(300+Random(200));
        FindLamp('Woodcutting');
    End;

    Function WalkToTrees: Boolean;
    Begin
      If Not LoggedIn Then
        Exit;
        if not WalkToTile(Point(3101, 3245), 1, 1) then
         { if not WalkToTile(Point(3100, 3241), 1, 1) then }
        begin
        Writeln('Cant');
        Exit;
        end;
      Wait(1000+ Random(1000));
      Players[CurrentPlayer].Loc := 'at trees';
      Result := True;
    End;

    function SwitchTrees(N : Integer) : Boolean;
    Begin
     If Not LoggedIn Then
        Exit;
        Case N of
        1 : if WalkToTile(Point(3101, 3245), 1, 1) then
              Statuss(1);
        2 : if WalkToTile(Point(3101, 3245), 1, 1) then
              Statuss(2);
        end;
      Wait(1000+ Random(1000));
    End;

    Function FindTrees(Var X, Y : Integer; W, H, X1, Y1, X2, Y2 : Integer): Boolean;
    Var
      i : Integer;
      TPA : TPointArray;
      ATPA : T2DPointArray;
    begin
      if not LoggedIn then Exit;
      ColorToleranceSpeed(2);
      SetColorSpeed2Modifiers(0.24, 3.81);
      begin
        FindColorsSpiralTolerance(x, y, TPA, 3038032, MSX1, MSY1, MSX2, MSY2, 2);
        SetColorToleranceSpeed(1);
        ATPA := SplitTPAEx(TPA, 40, 40);
        if (Length(ATPA) = 0) then
          Exit;
        SortATPAFromFirstPoint(ATPA, Point(MSCX, MSCY));
        h := High(ATPA);
        for i := 0 to h do
        begin;
          MiddleTPAEx(ATPA[i], x, y);
          MMouse(x, y, 1, 1);
          Wait(250 + Random(200));
          if WaitUpText('ak', 1000) then
          begin
            Result := True;
            break;
          end;
        end;
        if IsUpText('ak') then
        Writeln('Found the Oak!');
      End;
    End;

    Function FoundTrees(Var X, Y : Integer): Boolean;
    Begin
      Result := FindTrees(X, Y, 35, 35, MSX1, MSY1, MSX2, MSY2);
    End;

    Function CuttingCheck:Boolean;
    Begin
      if CharacterAnimating then
        Wait(200);
          if CharacterAnimating then
      Result := True;
    End;
    Function BoomTrees: Boolean;
    Var
      X, Y, Tried : Integer;
    Begin
      if Not LoggedIn then
        Exit;
      Repeat
        if Tried = 5 then
        begin
          Writeln('No Oaks found, switching');
          if aStatus = 1 then
          if SwitchTrees(2) then
          begin
          Tried := 0;
          end else
          if aStatus = 2 then
          if SwitchTrees(1) then
          Tried := 0;
        end;
        if not FoundTrees(X, Y) then
        Begin
          Inc(Tried);
          Writeln('didnt find');
          Wait(2000 + Random(500));
          Continue;
        End;
        Mouse(X, Y, 0, 0, True);
        Wait(1500 + Random(500));
        Repeat
          LevelTalking;
          if CuttingCheck then
            begin
            Antiban
            AntiRandoms
            end;
          if InvFull then
            Break;
        Until not (CuttingCheck);
      Until InvFull;
      Players[CurrentPlayer].Loc := 'chopped trees';
      Result := True;
    End;

    Function WalkToBank: Boolean;
    Begin
      If Not LoggedIn Then
        Exit;
      If Not WalkToTile(Point(3092, 3244), 1, 1) Then
      Exit;
      Players[CurrentPlayer].Loc := 'at bank';
      Result := True;
    End;

    Function Bank: Boolean;
    Var
    i : integer;
    Begin
      If Not LoggedIn Then
        Exit;
        Wait(1000+ Random(1000));
    If Not R_OpenBank(Bank_DR) Then
        If Not OpenBank(Bank_DR, False, False) Then //Tries all colour methods
          Exit;
         for i := 1 + Integer(not Players[CurrentPlayer].Booleans[0]) to 28 do
          begin
            Deposit(i, 28, True);
          end;
      Players[CurrentPlayer].Loc := 'banked';
      Result := True;
      CloseBank;
      Inc(Players[CurrentPlayer].Integers[1]);
      if Players[CurrentPlayer].Booleans[0] then
        IncEx(Players[CurrentPlayer].Integers[0], 28)
      else
        IncEx(Players[CurrentPlayer].Integers[0], 27);
      ProgressReport;
    End;

    Procedure MainLoop;
    Begin
      repeat
      Case Lowercase(Players[CurrentPlayer].Loc) of
        'banked':
        if WalkToTrees then
          Players[CurrentPlayer].Loc := 'at trees';
        'at trees':
        if BoomTrees then
          Players[CurrentPlayer].Loc := 'chopped trees';
        'chopped trees':
        if WalkToBank then
          Players[CurrentPlayer].Loc := 'at bank';
        'at bank':
        if Bank then
          Players[CurrentPlayer].Loc := 'banked';
      end;
      until(Players[CurrentPlayer].Integers[1] >= Players[CurrentPlayer].Integers[4]);
    End;

    {Int[0] = Trees Chopped
    Int[1] = Loads Done
    Int[2] = Levels
    Int[3] = Antiban
    Int[4] = Loads to do
    Bool[0] = Axe}


    begin
        ClearDebug;
        ClearReport;
        Smart_Server := 17;
        Smart_Members := false;
        Smart_Signed := true;
        Smart_SuperDetail := false;
        SetupSRL;
        begin
            declareplayers;
            LoginPlayer;
            ProgressReport;
            AxeWielded;
            MakeCompass('South');
            SetAngle(True);
            Gametab(tab_Inv);
      repeat
        MainLoop
      until(false);
        end;
    end.

    Richard.
    Aww man, see I just installed Ubuntu and havn't got SIMBA on here yet, so couldn't see if it compiled and forgot I made some last minute changes :/
    Thank you for all the feedback its great
    I did have Ref banking as a backup but I found that ref banking at draynor sometimes didn't work so I just took it out :/
    With the mouse moving to other trees, yeah that is because I need to refine my AutoColor. Oaks and normal trees are very similar. I was thinking maybe do: Find tree with TPA, + if R_FindObject (or whatever) then if UpText etc.

    Btw, could someone do me a favour and get the tile that is next to the second oak? The one across the path from the bank. That way Switch Trees will work

    Cheers
    -Boom

  7. #7
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    nice name for a script, dyynamite

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    Quote Originally Posted by Zyt3x View Post
    nice name for a script, dyynamite
    Hahah :P
    I need to move on from woodcutting scripts :P
    I have:
    Boom goes the Trees - PowerChopper
    Boom goes the Willows - Willow Banker
    Boom goes the Oaks - Oak banker
    xD
    Next up is an AlKharid Cooker

    -Boom

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    I used the code supplied by Rich, but it keeps getting this error:

    Code:
    [Hint] C:\Simba\Includes\Reflection\./Core/Antirandoms\Forester.simba(100:3): Variable 'B' never used at line 99
    [Hint] (141:10): Variable 'Result' never used at line 140
    [Error] (259:8): Unknown identifier 'R_OpenBank' at line 258
    Compiling failed.

  10. #10
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    Quote Originally Posted by Styloke View Post
    I used the code supplied by Rich, but it keeps getting this error:

    Code:
    [Hint] C:\Simba\Includes\Reflection\./Core/Antirandoms\Forester.simba(100:3): Variable 'B' never used at line 99
    [Hint] (141:10): Variable 'Result' never used at line 140
    [Error] (259:8): Unknown identifier 'R_OpenBank' at line 258
    Compiling failed.
    Download the attached one to the main post

    -Boom

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    Quote Originally Posted by Dynamite View Post
    Download the attached one to the main post

    -Boom
    Works great, thanks

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    I'd just like to point out that the progress report still says "BoomGoesTheWillows" instead of Oaks. Other than that looks good.
    Long ago, the '90s Nicktoons lived together in harmony. Then, everything changed when the century turned. Only Avatar, the best of the 2000's Nicktoons, could save them. But when the channel needed it most, the show finished. Four years passed and Mike and Bryan created the new Avatar: Legend of Korra. And although the show itself is great, it has a long way to go before it can live up to The Last Airbender. But I believe Korra can save Nickelodeon.

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    Ok thank you for pointing that out.
    I will be updating all my scripts this weekend.

    -Boom

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    Really good script dynamite ill post proggy soon!!!
    Last edited by gsa serpent; 01-10-2011 at 07:34 AM.

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    Default Thanks! and proggy

    Thanks for awesome script heres a proggy
    [-----------------------------]
    [ BoomGoesTheWillows ]
    [-----------------------------]
    We worked for 1 Hours, 11 Minutes and 26 Seconds
    Booomed 432 Oaks
    Loads Done:16
    Leveled 7
    Antibanned 17
    [-----------------------------]

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    Quote Originally Posted by Sicdeath View Post
    Thanks for awesome script heres a proggy
    [-----------------------------]
    [ BoomGoesTheWillows ]
    [-----------------------------]
    We worked for 1 Hours, 11 Minutes and 26 Seconds
    Booomed 432 Oaks
    Loads Done:16
    Leveled 7
    Antibanned 17
    [-----------------------------]
    Thanks for using the script

    -Boom

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    why does this bot log itself out randomly?

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    Quote Originally Posted by free stuff plz View Post
    why does this bot log itself out randomly?
    Could you give me a bit more information so I can answer?

    -Boom

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    [-----------------------------]
    [ BoomGoesTheWillows ]
    [-----------------------------]
    We worked for 2 Hours, 49 Minutes and 10 Seconds
    Booomed 999 Oaks
    Loads Done:37
    Leveled 2
    Antibanned 22
    [-----------------------------]


    Pretty good script. Cut me a good amount of logs, although as I watched I noticed it does a lot of standing around. Even when an Oak tree is visible sometimes it will go back to the same 3 spots that all happen not to be the Oak tree color, but similar. Also at one point it got the character standing on the road in a spot where neither Oak trees were visible and it spent a while looking for nothing. One thing I would suggest is to add a counter or a timer, and if it doesn't end up finding an oak after that have it walk back to either the bank or relocate nearer the original Oak it walks to as a fail safe. Otherwise it runs very smoothly and very quickly and I agree it is very human-like

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    Quote Originally Posted by FuruChan View Post
    [-----------------------------]
    [ BoomGoesTheWillows ]
    [-----------------------------]
    We worked for 2 Hours, 49 Minutes and 10 Seconds
    Booomed 999 Oaks
    Loads Done:37
    Leveled 2
    Antibanned 22
    [-----------------------------]


    Pretty good script. Cut me a good amount of logs, although as I watched I noticed it does a lot of standing around. Even when an Oak tree is visible sometimes it will go back to the same 3 spots that all happen not to be the Oak tree color, but similar. Also at one point it got the character standing on the road in a spot where neither Oak trees were visible and it spent a while looking for nothing. One thing I would suggest is to add a counter or a timer, and if it doesn't end up finding an oak after that have it walk back to either the bank or relocate nearer the original Oak it walks to as a fail safe. Otherwise it runs very smoothly and very quickly and I agree it is very human-like
    Thank you very much for the great feedback, I will definitely try and add that relocation.
    For the oak finding, the thing is, regular trees are SOOOOO similar in color to oaks, it always checks them, so unless I added in a bit of reflection code saying:
    if OakColor and ObjectID = OakId then

    -Boom

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    [-----------------------------]
    We worked for 24 Minutes and 54 Seconds
    Booomed 81 Oaks
    Loads Done:3
    Leveled 5
    Antibanned 7
    [-----------------------------]

    Really good script, I agree with others comments about how there is a tad too much standing around. I did enjoy checking upon the bot as it leveled, and seeing the script type "lets have a party cause i just lvled", that's insanely human for a bot in my opinion. I plan to leave this script running for a longer period of time and I'll post the results.

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    I can't get the script to work.. umm it has this problem.

    Loaded fonts: BigChars, CharsNPC, CharsTrade, FriendChars, LoginChars, SmallChars, StatChars, UpChars, XPChars
    [Error] (43:6): Unknown identifier 'R_ItemIDExistsEx' at line 42
    Compiling failed.
    [Error] (43:6): Unknown identifier 'R_ItemIDExistsEx' at line 42
    Compiling failed.

    Can you help me?

  23. #23
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    Quote Originally Posted by DJBound View Post
    I can't get the script to work.. umm it has this problem.

    Loaded fonts: BigChars, CharsNPC, CharsTrade, FriendChars, LoginChars, SmallChars, StatChars, UpChars, XPChars
    [Error] (43:6): Unknown identifier 'R_ItemIDExistsEx' at line 42
    Compiling failed.
    [Error] (43:6): Unknown identifier 'R_ItemIDExistsEx' at line 42
    Compiling failed.

    Can you help me?
    Change the "R_ItemIDExistsEx" to "R_ItemExistsEx". That's gotta fix it.
    Ce ne sont que des gueux


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    Default thanks!

    yep it worked. thank you sir!

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    Default now its not working in-game.

    Error: Type Mismatch at line 42
    The following DTMs were not freed: [SRL - Lamp bitmap, 1]
    The following bitmaps were not freed: [SRL - Mod bitmap, SRL - Admin bitmap]
    File[C:\Simba\Includes\SRL/logs/SRL log 19-02-11 5.txt] has not been freed in the script, freeing it now.

    weird..

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