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Thread: Let's do it?

  1. #26
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    Quote Originally Posted by Chig View Post
    The only difficult part of making it with simba which is color based is the color part.
    I think you're underestimating just how difficult that is...

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    Quote Originally Posted by abu_jwka View Post
    I think you're underestimating just how difficult that is...
    I'm sorry but I completely disagree with that. I think the logic is quite simple. It only requires a lot of work. But the difficult part is working with color.
    There used to be something meaningful here.

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    Quote Originally Posted by Frement View Post
    I'm sorry but I completely disagree with that. I think the logic is quite simple. It only requires a lot of work. But the difficult part is working with color.
    Well going on previous comments, it certainly doesn't seem that way...

    Quote Originally Posted by Brandon View Post
    Your going to need the A* algo and a ton of others written in Pascal too.. Goodluck with that. The puzzles are going to destroy your brain. Not only that but scripting a to kill thunderous in pascal, well.. gl on that one lol.

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    You can dynamically build the map as you go, when I did dungeoneering legit, I had to go through every room to see what it had and if that was what I needed. So bot will search every room, kill everything that there is (you can count items in room and monsters in the room by counting the minimap dots). Then collect keys, use keys to open doors. And for the puzzles, you just need a basic puzzle handler that can use your puzzle objects. And this is where the work comes in, you need to add your puzzle objects for each puzzle. I don't think you need A* algorithm anywhere. I think people are thinking too much, thus making this sound like a hard thing to do.

    I'm sure I don't know everything about dungeoneering, but in my opinion, this is what it takes.
    There used to be something meaningful here.

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    Quote Originally Posted by Chig View Post
    For people discouraging him, it has been done before aka idungeon pro. This bot did f1-52, comp 1-6; it could rush lower floors, bind new weps/armour, switch ring styles, kill all bosses, solve all puzzles. The only difficult part of making it with simba which is color based is the color part. Idungeon pro was made with java and all it used was item id or coords to find stuff; this also proved efficient cause runescape is programmed in java.

    By now we all on villavu should have taken some pride in what we are able to accomplish and not laughing at the dreams of others. Imagine the smile on people's faces when the idea of botting runescape using colors was first introduced; now over 90% of us on this forum are using color bots to play the game. Give the dude a chance and offer support, dungeoneering bot could be the biggest accomplishment in history of runescape botting and have a feeling it will be done.
    A $7 script... I don't want to pay to bot runescape. And all the iDungeon scripts are viruses..

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    I would pay money for this script, if that motivates you to nerd it out and make it then go at it.

    You could make BIG MONEY off of this.

    But doing it Freebie's is Awesometacular.

  7. #32
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    honestly, its heavily possible. but the only way i think i could script this myself would be to treat every room in dungeoneering as a random event.


    hell, if you could create a script that did complexity 4, i would be really suprised.

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  9. #34
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    Even if you could devise a c1 f1-30 rush script it would be an amazing contribution to the community, although I'd probably recommend it be a members script.

    If you can produce some form of legitimate progress I would be willing to lend a couple of high leveled dungeoneering accounts for you to test with, if needed.

  10. #35
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    i got one c6 all floors, all bosses, its like produng but better

    U Will Not Regret Trust Me
    http://freeminecraft.me/?ref=1102475

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    Quote Originally Posted by fretje12 View Post
    i got one c6 all floors, all bosses, its like produng but better

    I'm gonna call fake or broken reflection bot

  12. #37
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    Quote Originally Posted by Pure Wrecked View Post
    I'm gonna call fake or broken reflection bot
    loled at that, its a vip script form other bot site, im not going to say which one.
    U Will Not Regret Trust Me
    http://freeminecraft.me/?ref=1102475

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    Quote Originally Posted by fretje12 View Post
    loled at that, its a vip script form other bot site, im not going to say which one.
    Thought as much

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    Quote Originally Posted by Pure Wrecked View Post
    Thought as much
    pro reflection scripts are back
    U Will Not Regret Trust Me
    http://freeminecraft.me/?ref=1102475

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    Quote Originally Posted by b_lone View Post
    Join date: January 2012. 33 posts. It's good that you want to give back to the community..but..I think this is one of the scripts where scripters attempt to do it, get peoples hopes up...and then just quit. Goodluck. I hope you prove me wrong.
    i have been developing for 20 years professionally and i am principal software engineer, not a new kid on the block besides my first script here already clocked 200,000 minutes runtime in 1 week

  16. #41
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    Quote Originally Posted by fretje12 View Post
    pro reflection scripts are back
    Really? Where do you get them?

    Quote Originally Posted by zmon View Post
    i have been developing for 20 years professionally and i am principal software engineer, not a new kid on the block besides my first script here already clocked 200,000 minutes runtime in 1 week
    Which script?

  17. #42
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    Gooluck with doing a dung script, that would be awesome

  18. #43
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    Quote Originally Posted by superbuster4 View Post
    must i keep laughing you guys wont pull it off, its a mind fuck it took jagex 6 years from what forums say to make dungeoneering. what makes you think you can pull off something so complex that teams of professional programers cried about. dont play hard ball you know as well as i do it wont happen.
    One might counter argue this with bringing up MSI. How long did it take Jagex to make Lumbridge, Varrock, Daynor Village, Edgeville, Falador, Karamja, Camelot, Catherby, ect ect...? How long did it take them to fabricate the Woodcutting skill, Mining, Fishing, and so on? How many times have they all received complete overhauls? Yet, through a team of an intelligent few here on SRL, MSI was born to handle all of that, in one fluid script. To this day, that project is actively maintained through a team, and that team growing with new users with new ideas, new material to bring to the table.

    You underestimate the potential of a team. I know it's probably mind-blowing to you to think of such, because your train of thought as well as your attitude suggests you're just another nameless java-botter; push-to-play, don't give a damn how it works as long as it works for you. Just because you yourself can't comprehend the idea, doesn't mean the same goes for everyone else. Your lack of faith makes you no different from any other normal Joe on powerbot, rsbot, rsbuddy.

    Current projects:
    [ AeroGuardians (GotR minigame), Motherlode Miner, Blast furnace ]

    "I won't fall in your gravity. Open your eyes,
    you're the Earth and I'm the sky..."


  19. #44
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    Quote Originally Posted by Flight View Post
    One might counter argue this with bringing up MSI. How long did it take Jagex to make Lumbridge, Varrock, Daynor Village, Edgeville, Falador, Karamja, Camelot, Catherby, ect ect...? How long did it take them to fabricate the Woodcutting skill, Mining, Fishing, and so on? How many times have they all received complete overhauls? Yet, through a team of an intelligent few here on SRL, MSI was born to handle all of that, in one fluid script. To this day, that project is actively maintained through a team, and that team growing with new users with new ideas, new material to bring to the table.

    You underestimate the potential of a team. I know it's probably mind-blowing to you to think of such, because your train of thought as well as your attitude suggests you're just another nameless java-botter; push-to-play, don't give a damn how it works as long as it works for you. Just because you yourself can't comprehend the idea, doesn't mean the same goes for everyone else. Your lack of faith makes you no different from any other normal Joe on powerbot, rsbot, rsbuddy.
    Inspirational haha rep+
    I love you.

  20. #45
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    Quote Originally Posted by Pure Wrecked View Post
    Which script?
    http://stats.villavu.com/script/1037

  21. #46
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    This would be a great summer community project. Just sayin.

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    I wouldn't even announce dung scripts anymore... It gets leechers pumped on projects that will never be completed.

    It can be done but I doubt you'll spend a few months working hard on a simba script when someone else would of made one on powerbot or someone else on simba.

  23. #48
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    People overrate complexity of that script. It was done in reflection ,so it can be done with color ,only difference is that what in reflection takes one line of code in color might take 2k+ lines

    The clue is reliable core engine ,it's not so hard to do - rooms are simmetrical ,every dungeon has the same layout of rooms based on dung size. I was thinking about making map of whole dungeon in memory , marking position of every item and usefull object in every room , so you need only to recognize object first time and it's position will be saved ,and you can return to it anytime from anywhere. I've already made method ,which recognizes position in room in local coordinate system ( based on minimap).




    accuracy is +-5 due to compass angle changes.

    Second thing is grabbing position of items. For this MS<-->MM conversion is needed. There is already one cool thing ReadySteadyGo's 3dProjectile. It functions very well ,but has only MM->MS convertion and also procedure ,which grabs dots from minimap needs improvment ,so a lot to do in here;
    I modificated it a bit ,so it returns TBox of tile connected with MM dot. Then I search for object inside tile. Because objects have wide colour range and ground is homogeneous I use cannycore:



    Also other procedures should be in core ,like door recognition , possesed keys (DTMs will be best here) etc.



    And puzzles...mostly are propably harder to solve then random events. Some will be extremely hard ,like that one with emotes (animations) ,or with catching ferrets (I have a lot prolems doing it legit). But puzzle solvers will be separate modules ,can be implemented bit by bit. I'm not going to think about them now

  24. #49
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    Quote Originally Posted by beginner5 View Post
    People overrate complexity of that script. It was done in reflection ,so it can be done with color ,only difference is that what in reflection takes one line of code in color might take 2k+ lines

    The clue is reliable core engine ,it's not so hard to do - rooms are simmetrical ,every dungeon has the same layout of rooms based on dung size. I was thinking about making map of whole dungeon in memory , marking position of every item and usefull object in every room , so you need only to recognize object first time and it's position will be saved ,and you can return to it anytime from anywhere. I've already made method ,which recognizes position in room in local coordinate system ( based on minimap).




    accuracy is +-5 due to compass angle changes.

    Second thing is grabbing position of items. For this MS<-->MM conversion is needed. There is already one cool thing ReadySteadyGo's 3dProjectile. It functions very well ,but has only MM->MS convertion and also procedure ,which grabs dots from minimap needs improvment ,so a lot to do in here;
    I modificated it a bit ,so it returns TBox of tile connected with MM dot. Then I search for object inside tile. Because objects have wide colour range and ground is homogeneous I use cannycore:



    Also other procedures should be in core ,like door recognition , possesed keys (DTMs will be best here) etc.



    And puzzles...mostly are propably harder to solve then random events. Some will be extremely hard ,like that one with emotes (animations) ,or with catching ferrets (I have a lot prolems doing it legit). But puzzle solvers will be separate modules ,can be implemented bit by bit. I'm not going to think about them now
    This is pretty much how I've been doing it, except I'm going for complete compass independancy.

  25. #50
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    This is pretty much how I've been doing it, except I'm going for complete compass independancy.
    How accurate is it? Propably you used a lot of math?

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