Results 1 to 13 of 13

Thread: Dungeoneering bots?

  1. #1
    Join Date
    Oct 2010
    Location
    Under a bridge
    Posts
    648
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default Dungeoneering bots?

    Ok so i was thinking, there are dungeoneering bots now on RSBuddy umm one for powerbot but on its own forum and i have heard there are a couple paid ones somewhere(Dont like pay ) And i was think how do they work? However i know nothing about java and was woundering if anyone knows how they work or if they are even open soucre?

    Also would it be possible to try the same in simba or is rsrbot/buddy only able cuz of java?
    Thanks
    Quote Originally Posted by DD on IRC
    wanted to troll the troll

  2. #2
    Join Date
    Jun 2007
    Location
    La Mirada, CA
    Posts
    2,484
    Mentioned
    1 Post(s)
    Quoted
    3 Post(s)

    Default

    Quote Originally Posted by Troll Man View Post

    Also would it be possible to try the same in simba or is rsrbot/buddy only able cuz of java?
    Thanks
    We technically have the same information available to us as RSBot/powerbot/buddy has. SMART is able to hook everything that that they can as long as we do it correctly in our code.

    "Failure is the opportunity to begin again more intelligently" (Henry Ford)


  3. #3
    Join Date
    Dec 2010
    Posts
    808
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    Quote Originally Posted by HyperSecret View Post
    We technically have the same information available to us as RSBot/powerbot/buddy has. SMART is able to hook everything that that they can as long as we do it correctly in our code.
    Actually, we are still unable to convert rectangles to get the exact points on interfaces
    Apart from that, yes, we have the same information as they do and yes it would be possible, but hard if you want it to go through all levels etc.

    -Boom

  4. #4
    Join Date
    Oct 2010
    Location
    Under a bridge
    Posts
    648
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    So we can do it
    Anyone know how they do it? Loop though every ID there is?
    Last edited by Troll; 02-18-2011 at 05:10 PM.
    Quote Originally Posted by DD on IRC
    wanted to troll the troll

  5. #5
    Join Date
    Feb 2006
    Posts
    3,044
    Mentioned
    4 Post(s)
    Quoted
    21 Post(s)

    Default

    Extractus have made a bot. It's not good, but i think it will be good at some point. Check out RsBots (Dot) net

    Why it's hard to make Dung bot?
    Because your must code it to solve all the puzzles and so on.

    ~Home

  6. #6
    Join Date
    May 2007
    Location
    England
    Posts
    4,141
    Mentioned
    11 Post(s)
    Quoted
    266 Post(s)

    Default

    Running the RSBuddy Dungeoneering bot because it's a skill I absolutely detest, and it's actually running OK.
    <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.

  7. #7
    Join Date
    Jan 2011
    Location
    Denver, CO
    Posts
    1,351
    Mentioned
    2 Post(s)
    Quoted
    72 Post(s)

    Default

    This would be an interesting project to start in Pascal, it would be a huge script though.

  8. #8
    Join Date
    Mar 2006
    Posts
    3,051
    Mentioned
    1 Post(s)
    Quoted
    0 Post(s)

    Default

    Since the level must be fully generated at the beginning, couldn't you detect if there were going to be any unsolvable puzzles, and just leave that level and try again?


  9. #9
    Join Date
    Feb 2009
    Location
    Irvine, CA
    Posts
    2,873
    Mentioned
    8 Post(s)
    Quoted
    138 Post(s)

    Default

    Quote Originally Posted by tarajunky View Post
    Since the level must be fully generated at the beginning, couldn't you detect if there were going to be any unsolvable puzzles, and just leave that level and try again?
    this would be useful even when you're playing by hand.

  10. #10
    Join Date
    Dec 2010
    Posts
    431
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    The rooms don't appear until you click on the door. Reflection might be able to access the map though.

  11. #11
    Join Date
    Mar 2006
    Posts
    3,051
    Mentioned
    1 Post(s)
    Quoted
    0 Post(s)

    Default

    The reason I would think it's fully generated at the beginning is because you can have locked doors in the starting room that require keys elsewhere in the dungeon, and also because they have the "Guide Mode", that can tell you whether certain paths are going to be essential or not before you explore them.

    That could be wrong, but if the information was available at the beginning it could be very, very useful.


  12. #12
    Join Date
    Dec 2010
    Posts
    431
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    The map is generated when the dungeon is created, not while walking. But it is questionable if reflection can access other objects in the dungeon though.

  13. #13
    Join Date
    Aug 2007
    Location
    Colorado
    Posts
    7,421
    Mentioned
    268 Post(s)
    Quoted
    1442 Post(s)

    Default

    I would think that each dungeon has it's own home room, you could use the information you gather in the home room, like suggested by Tarajunky, to determine the dungeon "ID" for the given paths, possible NPCs, key locations, ect... But this is only a theory, alot of examination would need to be used to prove it correct.

    In either case, I think it'd be very complex, but nothing is impossible to script for Runescape.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •