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Thread: FindTalk: Check? Solve? Both?

  1. #1
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    Default FindTalk: Check? Solve? Both?

    When I call FindTalk; in my script, it will check and solve talking randoms, right?

    What if I call it like this:

    SCAR Code:
    if(FindTalk)then

    What will happen then? Will it find randoms, or solve randoms?

  2. #2
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    Default

    Rather put if(Findname)then FindTalk;
    FindTalk solves most of talking randoms.
    FindName; Cheks for player nickname on the screen.

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    Default

    no no,
    FindTalk does both

    it already calls FindName inside that function
    it returns true if a random has been found and solved
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    Default

    Alright, so FindName will just check for my name being on the screen? What if someone says my name? Will it register as a random being there and start acting accordingly?

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    Default

    if someoen calls your name and you have an auto replier he will reply but this depends on what you do after he finds your name.

  6. #6
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    Default

    FindTalk; handles all TalkingRandoms for you. Call it 2 times a second at least. Use something like FTWait instead of regular Wait; this function waits and performs FindTalk;


    Technically speaking:

    FindTalk scan the mainscreen for the BitmapMask of your Players.Nick. If found it will:
    • Move the Mouse to the middle of the text it found the BitmapMask.
    • Check for the UpText Talk-To
    • If found Performs right-click, thus unfolding the popup menu
    • The Menutext after Talk-To is OCR'ed using GetTextAtEx. We now know which Random is talking to us! (Talk-To Sandwich Lady)
    • We call the solver in question


    If a legit Player addresses you (i.e. types out your Players.Nick), the mouse will move over the spoken text, but it wont find any Talk-To uptext, so action is canceled. A timestamp is placed in the ChatLog.txt + the name of the Legit.
    SRL is a Library of routines made by the SRL community written for the Program Simba.
    We produce Scripts for the game Runescape.

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