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Thread: Turp's Orb Charger [Money Maker]

  1. #26
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    Quote Originally Posted by Turpinator View Post
    Sure go for it sokkr. srry it took so long. work ran late then went out for drinks and food after. pm it or attach it and ill attach it to the main until i can attempt to fix mine.
    Will be pming shortly

  2. #27
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    Hmm. It doesn't compile. Says Found is an unknown identifier

  3. #28
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    Updated with a quick color banker method. tested it once. worked. should be fine. Sokkr, Feel free to just attach it to one of your posts, im going to bed, so i wont have time to look at it until tomorrow evening, but i am curious to see the 'speed' improvements you made.

    IF YOU WANT, USE SOKKR's FILE (no guarantees as to if it will work. )

  4. #29
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    Code:
    program TurpOrbCharger;
    {$DEFINE SMART}         //////////////////////////
    {$i SRL\SRL.simba}      //Many Credits to GOOGLE//
    {$i SPS\SPS.simba}      //////////////////////////
    
    
    Const
    FireOrb     = True;     // True/False (True = Fire, False = Water)
    //AgilityPath = 'Trap';  // Trap or Pipe (walk/dustykey to be added)  (no support yet)
    
    procedure DeclarePlayers;
    Begin
    
      HowManyPlayers := 1;
      CurrentPlayer := 0;
      NumberOfPlayers(HowManyPlayers);
      With Players[0] Do
      Begin
        Name        := '';
        Pass        := '';
        Pin         := '';
        BoxRewards  := ['XP', 'amp'];
        Active      := True;
        Member      := True;
      End;
    End;
    
    var
    x, y, RunCount, HomeTele, ChargeDTM, XPGain : Integer;
    ObeliskTIA : TIntegerArray;
    HTtoBank, BanktoDungeon, LaddertoJumpTrap, JumpTraptoLadder, JumpTraptoObelisk: TPointArray;
    ObeliskTSA : TStringArray;
    
    Function HPLevel: Integer;          //ggzz/Brandon
    var
      ColourString: String;
    Begin
      Result:= GetMMLevels('HP', ColourString);
    End;
    
    Procedure DefineVars;
    Begin
      RunCount           := 0
      HomeTele           := DTMFromString('mggAAAHicY2NgYNjGxMCwiQlBrwbinUD8Gyj3H4pB7L8w/Pcvw74jn8AYxG6bc4PBR7OeQRIohw0z4sAQAADcGhiV');
      HTtoBank           := [Point(3361, 2886), Point(3366, 2901), Point(3369, 2913), Point(3368, 2928), Point(3363, 2933), Point(3360, 2945), Point(3360, 2957), Point(3359, 2968), Point(3356, 2974), Point(3353, 2982), Point(3346, 2982), Point(3341, 2982)];
      BanktoDungeon      := [Point(3339, 2983), Point(3348, 2984), Point(3355, 2984), Point(3372, 2984), Point(3380, 2989), Point(3388, 2992), Point(3403, 2993), Point(3411, 2993), Point(3420, 2993), Point(3426, 2993), Point(3433, 2994), Point(3440, 2994), Point(3448, 2996), Point(3452, 3005), Point(3444, 3015), Point(3439, 3023), Point(3430, 3028), Point(3421, 3029), Point(3413, 3031), Point(3404, 3032), Point(3395, 3034), Point(3389, 3042), Point(3389, 3049), Point(3387, 3059), Point(3384, 3066), Point(3378, 3069)];
      LaddertoJumpTrap   := [Point(327, 312), Point(329, 301), Point(327, 289), Point(327, 280), Point(323, 269)];
      JumpTraptoLadder   := [Point(292, 267), Point(284, 267), Point(275, 261), Point(270, 254), Point(265, 248), Point(257, 243), Point(246, 237), Point(233, 236), Point(223, 235), Point(212, 234), Point(201, 237), Point(190, 243), Point(181, 246), Point(169, 250), Point(158, 248), Point(148, 246), Point(132, 240), Point(133, 232), Point(166, 216), Point(165, 216)];
      JumpTrapToObelisk  := [Point(297, 263), Point(280, 267), Point(270, 259), Point(266, 250), Point(259, 244), Point(252, 238), Point(237, 233), Point(228, 237), Point(218, 234), Point(198, 237), Point(190, 245), Point(178, 252), Point(156, 249), Point(142, 249), Point(133, 242), Point(133, 236), Point(87, 204), Point(73, 199)];
      Case FireOrb of
        True:
          Begin
            ChargeDTM  := DTMFromString('m6wAAAHic42ZgYHBkY2BwB2I3ILYFYmso7cAGkXMBYhso/Y6ZgeE9EL+EYhD7ExB/gfI/A/EbKH4XyMJQy8XIoMfIzDBTnAnMTuNmZPBnY2J4V+oI5p+LcmL4MJ+VgRTASAJGAgCTCBak');
            XPGain     := 73;
            ObeliskTIA := [4816798];
            ObeliskTSA := ['belisk'];
          End;
        False:
          Begin
            ChargeDTM  := DTMFromString('mwQAAAHic42RgYNjGxsCwhw1CbwTiDUC8iQ0hvhOI/ZkZGEKAOAKIw4A4CIh9gdgHiAOAOByIH/34xcAunYOCpTUmgTGMTwxgJALDAQBFzxF/');
            XPGain     := 66;
            ObeliskTIA := [6382956, 6711913, 10263973];
            ObeliskTSA := ['belisk'];
          End;
      End;
    
    End;
    Procedure Walking;
    var
      walk1: tpointarray;
    begin
       walk1 := [Point(118, 344), Point(119, 350), Point(122, 357), Point(126, 363), Point(126, 371), Point(127, 378), Point(126, 386), Point(124, 393), Point(120, 402), Point(101, 426)];
      SPS_WALKPATH(walk1);
      If SPS_WALKPATH(WALK1) Then
      Begin
        Writeln('Banking');
        Wait(175 + Random(15));
        Writeln('Idle');
      end;
    end;
    Procedure Walking2;
    var
      fla: tpointarray;
    begin
      fla := [Point(124, 429), Point(131, 429), Point(136, 429), Point(141, 429), Point(155, 430), Point(162, 432), Point(172, 435), Point(204, 437), Point(194, 471), Point(183, 472), Point(175, 472), Point(170, 472), Point(136, 498)];
      SPS_WALKPATH(fla);
      If SPS_WALKPATH(fla) Then
      Begin
        Writeln('Dungeon');
        Wait(175 + Random(15));
        Writeln('waiting');
      end;
    end;
    Procedure spots;
    var
      spot: tpointarray;
    begin
      spot := [Point(362, 207), Point(362, 201), Point(362, 193), Point(362, 185), Point(348, 159)];
      SPS_WALKPATH(spot);
      If SPS_WALKPATH(spot) Then
      Begin
        Writeln('found trap');
        Wait(175 + Random(15));
        Writeln('waiting');
      end;
    end;
    Procedure sobe;
    var
      obe: tpointarray;
    begin
      obe := [Point(307, 154), Point(301, 149), Point(290, 140), Point(284, 138), Point(263, 133), Point(240, 134), Point(216, 151), Point(207, 151), Point(194, 149), Point(170, 138), Point(166, 130), Point(137, 104), Point(115, 97)];
      SPS_WALKPATH(obe);
      If SPS_WALKPATH(obe) Then
      Begin
        Writeln('charging obelisk');
        Wait(175 + Random(15));
        Writeln('waiting');
      end;
    end;
    
    Procedure EatFood;
    Begin
      Withdraw(2, 0, 10);
      CloseBank;
      InvMouse(1, 3);
      ClickMouse2(True);
      Wait(RandomRange(500, 900));
      InvMouse(2, 3);
      ClickMouse2(True);
      Wait(RandomRange(500, 900));
      InvMouse(3, 3);
      ClickMouse2(True);
      Wait(RandomRange(500, 900));
      InvMouse(4, 3);
      ClickMouse2(True);
      Wait(RandomRange(500, 900));
      InvMouse(5, 3);
      ClickMouse2(True);
      Wait(RandomRange(500, 900));
      InvMouse(6, 3);
      ClickMouse2(True);
      Wait(RandomRange(500, 900));
      InvMouse(7, 3);
      ClickMouse2(True);
      OpenBankNPC;
    End;
    
    Procedure ReleaseDTMs;
    Begin
      FreeDTM(HomeTele);
      FreeDTM(ChargeDTM);
    End;
    function BankGuyColor: Integer;
    var
      arP: TPointArray;
      arC: TIntegerArray;
      tmpCTS, i, arL: Integer;
      X, Y, Z: Extended;
    begin
      tmpCTS := GetColorToleranceSpeed;
      ColorToleranceSpeed(2);
      SetColorSpeed2Modifiers(0.07, 0.58);
    
      FindColorsSpiralTolerance(MSCX, MSCY, arP, 4795701, MSX1, MSY1, MSX2, MSY2, 9);
      if (Length(arP) = 0) then
      begin
        Writeln('Failed to find the color, no result.');
        ColorToleranceSpeed(tmpCTS);
        SetColorSpeed2Modifiers(0.2, 0.2);
        Exit;
      end;
    
      arC := GetColors(arP);
      ClearSameIntegers(arC);
      arL := High(arC);
    
      for i := 0 to arL do
      begin
        ColorToXYZ(arC[i], X, Y, Z);
    
        if (X >= 1.61) and (X <= 6.67) and (Y >= 1.37) and (Y <= 5.93) and (Z >= 3.07) and (Z <= 11.63) then
        begin
          Result := arC[i];
          Writeln('AutoColor = ' + IntToStr(arC[i]));
          Break;
        end;
      end;
    
      ColorToleranceSpeed(tmpCTS);
      SetColorSpeed2Modifiers(0.2, 0.2);
    
      if (i = arL + 1) then
        Writeln('AutoColor failed in finding the color.');
    end;
    Procedure Bank;
    Var
      T: Integer;
    Begin                                                   {4795701}
        FindObjCustom(X, Y,['Banker','anker','ker','Banke'],[4795701], 9); {it will spit out all the colors we choose to find it}
        clickmouse2(false);
        WaitOption('Bank Banker',1000);
        Marktime(T);
          Repeat
            Wait(1);
          Until(BankScreen) Or (TimeFromMark(T) > 6000)
    End;
    Procedure BankTaverly;
    var
    FailCount:Integer;
    Begin
    FailCount := 0;
      Repeat
        GameTab(Tab_Inv);
        Repeat
          SetAngle(SRL_ANGLE_HIGH);
          MakeCompass('N');
          Bank;
        Until BankScreen or PinScreen;
    
        If PinScreen then
        Begin
          Repeat
            InPin(Players[0].Pin);
          Until BankScreen or not (LoggedIn);
        End;
    
        If BankScreen then
        Begin
          DepositAll;
          If ( HPLevel < 600 ) then
            EatFood;
          Wait(RandomRange(200, 300));
          Withdraw(1, 0, 81);
          Wait(RandomRange(300, 400));
          Withdraw(0, 0, 0);
          Wait(RandomRange(300, 350));
          CloseBank;
          Wait(RandomRange(900,1100));
        End;
    
        Inc(FailCount);
        If FailCount > 3 then
        Begin
          WriteLn('Out of orbs, Thanks for using Turp''s Orb Charger!')
          LogOut;
          TerminateScript;
        End;
      Until (FindColorTolerance(x, y, 6185314, 698, 444, 704, 450, 10))
    End;
    
    Procedure ReturnToBank;
    // Xtrapsp and ReadySteadyGo  (HT code)
    Begin
      GameTab(tab_Magic);
      If FindDTM(HomeTele, x, y, MIX1, MIY1, MIX2, MIY2) then
      Begin
        MMouse(x, y, 3, 3);
        If WaitUptext('ome', 1000) then
        Begin
          Repeat
            ClickMouse2(mouse_Left);
            If WaitFunc(@LodestoneScreen, 250, 4000) then
              MMouse(252,182,1,1);
              If WaitColor(252,182,3610376,10,5000) Then
              Begin
                 ClickMouse2(True);
              //LodestoneTeleport('Taverley');
              End;
            Wait(RandomRange(12000, 15000));
          Until not LodestoneScreen
        End;
      End;
      Wait(RandomRange(1500,2000));
      //SPS_Setup(RUNESCAPE_SURFACE,['8_7']);
      FindNormalRandoms;
      Walking;
      FindNormalRandoms;
    End;
    
    Function GoStairs:Boolean;
    Var
      a, H, T: Integer;
      TPA  : TPointArray;
      ATPA : T2DPointArray;
      tmpCTS : Integer;
    Begin
      If (BankScreen) Then Exit;
      FindNormalRandoms;
      tmpCTS := GetColorToleranceSpeed;
      ColorToleranceSpeed(2);
      SetColorSpeed2Modifiers(0.25, 0.02);    {its a TPA so you have to change arp > TPA}
      FindColorsSpiralTolerance(MSCX, MSCY, TPA, 5986903, MSX1, MSY1, MSX2, MSY2, 17); //<< monster color + spiral tolerance search from ACA autocolor function
      ATPA := TPAtoATPAEx(TPA, 20, 20);    // width height < 20 20 makes it a atpa
      SortATPASize(ATPA,True);
    
      H := High(ATPA);
    
      for a := 0 to H do
      Begin
        MiddleTPAEx(atpa[a], X, Y);
        MMouse(X, Y, 5, 5);   {up text below with a wait time to make sure uptext is correct}
      If (WaitUpTextMulti(['Climb-down Steps', 'down Ste', 'imb-dow', 'teps', 'own'], 1000)) Then
        Begin
          ClickMouse2(False);  // idk which is which but this brings the options up
          WaitOption('Steps',1000); // waits for the option for 1 sec
        If DidRedClick then     {from < red click splat}
          MarkTime(T);  {Marks the time from the click}
        Repeat
          If (TimeFromMark(T) > 4000) Then Exit;   {Wait until 4 seconds have gone by}
        Until(BankScreen) Or (FindNormalRandoms); {<<or if it finds normal randoms}
          Result := True
          Exit;
        End;
      End;
      ColorToleranceSpeed(tmpCTS);
      SetColorSpeed2Modifiers(0.2, 0.2);
    End;
    
    Procedure WalkToObelisk;
    var
      Found:Boolean;
    Begin
      Found := False;
      Walking2;
      Wait(RandomRange(300,600));
    
      Repeat
        Case Random(2) of
          2: RandomMovement;
        End;
        If FindObjTPA(x, y, 5986903, 6, 17, 5, 5, 12, ['teps']) then
        Begin
          MMouse(x, y, 3, 3);
          ClickMouse2(false);
          If ChooseOption('teps') then
            Found := True;
        End;
        Found := True;
      Until Found
      spots;
      Found := False;
      Repeat
        Case Random(2) of
          2: RandomMovement;
        End;
        Repeat Wait(275 + Random(75)); Until(Not(Ismoving))
        If FindObjTPA(x, y, 2110266, 1, 2, 4, 3, 2, ['trange', 'oor']) then
        Begin
          MMouse(x, y, 3, 3);
          ClickMouse2(false);
          If ChooseOption('trange') then
            Found := True;
        End;
      Until Found
      Wait(RandomRange(1950,2750));
    
      Case FireOrb of
        True:  sobe;
        False:
          Begin
            sobe;
            Found := False;
            Repeat
              Case Random(2) of
                2: RandomMovement;
              End;
              If FindObjTPAMulti(x, y, [4739155, 4936791], 3, -1, 3, 3, 6, ['adder']) then
              Begin
                MMouse(x, y, 3, 3);
                ClickMouse2(false);
                If ChooseOption('adder') then
                  Found := True;
              End;
            Until Found
          End;
      End;
    
      Wait(RandomRange(900,1900));
    
    End;
    
    Procedure ChargeOrbs;
    var
    Found : Boolean;
    Begin
        GameTab(Tab_Magic);
        If FindDTM(ChargeDTM, x, y, MIX1, MIY1, MIX2, MIY2) then
        Begin
          MMouse(x, y, 3, 3);
          ClickMouse2(True);
          Repeat
            Case Random(1) of
              1: RandomMovement;
            End;
            If FindObjTPAMulti(x, y, ObeliskTIA, 10, 2, 5, 5, 3, ObeliskTSA) then
            Begin
              MMouse(x, y, 5, 5);
              ClickMouse2(False);
              If ChooseOption('belisk') then
                Found := True;
            End;
          Until Found
        End;
    
      Wait(RandomRange(1800,2500));
      If Not FireOrb then
        Wait(RandomRange(2500, 3500));
      MMouse((MCX1+MCX2)/2 ,(MCY1+MCY2)/2 , 5, 5);
      ClickMouse2(True);
    
      Repeat
        Wait(100+Random(10));
        FindNormalRandoms;
        GameTab(tab_Inv);
      Until not FindColorTolerance(x, y, 6185314, 698, 444, 704, 450, 10) //waits until slot 28 is NOT white/grey
    
    End;
    
    Procedure Report;
    Var
    OrbType: String;
    Begin
      If FireOrb then OrbType := 'Fire'
        else OrbType :='Water';
      WriteLn('+-----------Turp''s Orb Charger-----------');
      WriteLn('| Charging ' + OrbType +' Orbs.');
      WriteLn('| We have made ' + IntToStr(RunCount) + ' Runs.');
      WriteLn('| We have charged ' + IntToStr(RunCount*27) + ' Orbs.');
      WriteLn('| We have gained ' + IntToStr(RunCount*27*XPGain) + ' Magic XP.');
      WriteLn('+---------------End Report----------------');
    
    End;
    Begin
    
      Smart_Server := 86;
      Smart_Members := True;
      Smart_Signed := True;
      ClearDebug;
      SetupSRL;
    
      DeclarePlayers;
      DefineVars;
      SPS_Setup(RUNESCAPE_OTHER,['tav_dung']);
      MouseSpeed := 20;
      If (not LoggedIn) then
        LoginPlayer;
      ClickNorth(SRL_ANGLE_HIGH);
      FindNormalRandoms;
      ReturnToBank;
      Repeat
        BankTaverly;
        WalkToObelisk;
        ChargeOrbs;
        ReturnToBank;
        Inc(RunCount);
        Report;
      Until(NoT(Loggedin))
    End.

    New updated script. Copy and paste tav_dung IMG into path--> C:\Simba\Includes\SPS\img\runescape_other



    Please: realize this version only supports fire orbs atm!!!

    Questions about setting up? PM me and i'll teamviewer you

    I DO NOT OWN THIS SCRIPT, THEREFORE, ALL DONATIONS GO TO 'OP' OR 'GOOGLE' FOR HELPING IMMENSELY!!
    Last edited by (s)okkr7; 05-31-2012 at 05:35 AM. Reason: adding

  5. #30
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    Quote Originally Posted by Turpinator View Post
    Updated with a quick color banker method. tested it once. worked. should be fine. Sokkr, Feel free to just attach it to one of your posts, im going to bed, so i wont have time to look at it until tomorrow evening, but i am curious to see the 'speed' improvements you made.

    IF YOU WANT, USE SOKKR's FILE (no guarantees as to if it will work. )
    Not so sure it's as speedy as it was. But it definitely will run without problems.

  6. #31
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    Sorry for the triple post, I'm aware.

    Post bugs as followed:

    Location:
    Problem: (be descriptive)
    Orbs Made Until:

    Thanks!

  7. #32
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    Since there is no Agility beside Air and Earth in your calculations, does that mean i can use earth and air without 70 or 80 agility? Or can this script not make Air and Earth?

    Sorry for stupid question, but i have never done this before.
    Sorry if bad english

  8. #33
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    Quote Originally Posted by Bot4Fun View Post
    Since there is no Agility beside Air and Earth in your calculations, does that mean i can use earth and air without 70 or 80 agility? Or can this script not make Air and Earth?

    Sorry for stupid question, but i have never done this before.
    Correct on both. you dont need 70/80 agility to do airs/earths fast, but they are also not in the script. i am not sure whether i will release Airs because GOOGLE has a private air script and i dont want to kill all his... sales if he sells it/profits for himself.

  9. #34
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    Turp, have you checked his script by any chance? Just wanna make sure it's safe to use aka no hacks, etc. No offense Sokkr7. Just being cautious after that Nat script hack.

  10. #35
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    Quote Originally Posted by htstigers03 View Post
    Turp, have you checked his script by any chance? Just wanna make sure it's safe to use aka no hacks, etc. No offense Sokkr7. Just being cautious after that Nat script hack.
    No H@x0r$. Promise! And yeah, it's smart to play it safe, no offense taken.

    Edit: Let me know how it works for you!
    Last edited by (s)okkr7; 05-31-2012 at 07:22 PM.

  11. #36
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    tested your script sokkr7. It works great. It's a bit more independent than V1.0. It bugs out much less when it comes to lag. So far it bugged out once at obelisk for some reason. It clicked the spell and right-clicked the obelisk and just hovered there. Could really explain why that happened. Wasn't due to lag or anything, because lags are usually fixable without restarting. That said, the bug didnt occur for like 2 hours, so I'm satisfied.

    As for speed, it's hard for me to tell since the stats are not really based on efficiency, and more on progress. I'll try to add orbs/hour or something so I can figure it out. Or at least time stats to the proggy reports.

  12. #37
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    Tonight and tomorrow ill work on updating this again with new SPS maps (like sokkr did) and with some sort of sps map updater (so you dont have to do it manually). Originally i wrote the first version of it on a 12" laptop, so i was really limited as to what i could do. now that im back home on my desktop, i should be able to put more time into it and code better. (no one likes coding on a tiny laptop in an RV)

    And a side note. not sure if anyone saw my 'info' in my script, but if you type the password backwards... it says 'trolledlol'

  13. #38
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    Quote Originally Posted by htstigers03 View Post
    tested your script sokkr7. It works great. It's a bit more independent than V1.0. It bugs out much less when it comes to lag. So far it bugged out once at obelisk for some reason. It clicked the spell and right-clicked the obelisk and just hovered there. Could really explain why that happened. Wasn't due to lag or anything, because lags are usually fixable without restarting. That said, the bug didnt occur for like 2 hours, so I'm satisfied.

    As for speed, it's hard for me to tell since the stats are not really based on efficiency, and more on progress. I'll try to add orbs/hour or something so I can figure it out. Or at least time stats to the proggy reports.
    Hmm was it a major lagg? Or a minor lagg? Hasn't happened to me once and I ran the script successfully for 8 hours straight But I guess everyone has their own individual bugs. Thanks for reporting back. I'll leave this topic up to Turp now, unless he asks me to help him or something! Thanks guys!

  14. #39
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    The bot, with 80 agility makes about ~15-16 runs/hour for fires.

  15. #40
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    Hi, this script is pretty good for me so far, I've only seen something that could be improved (maybe I'll do it one day, but my knowledge about simba scripting is not enough at the moment)

    So here is the picture:



    So what does that dots mean?
    Blue: Start location (at the bank)
    Green: Current path clicks
    Red: (not the red ones on right side) how it could be, to make it come to dung with less clicks

    From the bank you can see just that little part, but I think script could click it and wait until player gets there, then makes another click on the dungeon entrance (there will be needed camera rotation probably).
    Alternatively, script could rotate camera and make a click on dungeon entrance, which would make player run from bank, directly in the dungeon.

  16. #41
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    Quote Originally Posted by gmare View Post
    Hi, this script is pretty good for me so far, I've only seen something that could be improved (maybe I'll do it one day, but my knowledge about simba scripting is not enough at the moment)

    So here is the picture:



    So what does that dots mean?
    Blue: Start location (at the bank)
    Green: Current path clicks
    Red: (not the red ones on right side) how it could be, to make it come to dung with less clicks

    From the bank you can see just that little part, but I think script could click it and wait until player gets there, then makes another click on the dungeon entrance (there will be needed camera rotation probably).
    Alternatively, script could rotate camera and make a click on dungeon entrance, which would make player run from bank, directly in the dungeon.
    Thanks for the suggestion, Ill try and get the direct to dungeon click working... maybe. I did revise it and update the paths and maps and 70 agility too, (should increase speed and accuracy) but have been having problems with the new paths/maps. Im aiming for a new map/walk release sometime this week before i basically leave for the summer, but if i dont... well i think sokkr might take this over. (if he wants to)

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    We'll see what i'm up to lately what exactly seems to be the problem?

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    Thanks for this script, it is pretty nice. An improvement I recommend you implement though is super anti-poison usage. On the way to the fire obelisk, there are poisonous spiders that posion you pretty easily. The script then does not eat when the health is getting low from poison for some reason and you end up dying. I already died once from this and almost died 3 times more if I hadn't been there to apply an anti-poison.

    Poisoning is also a common occurrence, you might make it through the spiders 2 or 3 times max, before one eventually gets you and you become poisoned.

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    Quote Originally Posted by g0r3 View Post
    Thanks for this script, it is pretty nice. An improvement I recommend you implement though is super anti-poison usage. On the way to the fire obelisk, there are poisonous spiders that posion you pretty easily. The script then does not eat when the health is getting low from poison for some reason and you end up dying. I already died once from this and almost died 3 times more if I hadn't been there to apply an anti-poison.

    Poisoning is also a common occurrence, you might make it through the spiders 2 or 3 times max, before one eventually gets you and you become poisoned.
    Oh. Uhh. I will try and do that, though I have never been attacked by them. but. good idea. (and for the eating... i just wrote something up quick and never really tested it)
    Im actually working on it right now. Got the walking working again, but ill continue to refine the paths.

    Edit: 64*2-1 = 127. and im higher cb than that, so they arent agressive towards me. I really never thought to consider that.

    Update: Eating is now working fine... was having troubles with that too. <_< Now... onwards to the antipoison.

    Super Update. New 1.1 is out. Should heal poison. (hopefully)
    Last edited by Turpinator; 06-05-2012 at 08:22 PM.

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    EDIT: Got it working now, thanks. Will test it out in a min.
    Last edited by g0r3; 06-06-2012 at 05:57 PM.

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    Just a note to anyone who has downloaded this recently... 1.1b came out after 1.1... 1.1 only had 1 download when i posted 1.1b... so... download the new one.

    Also on a side note, in 1.1(b), IF you have the security extension active, you will have to allow the script to connect to imgur.com. This is to download the SPS map. (you can turn it off in the settings at the top, but i may change the maps occasionally. (so keep auto set to true)

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    it wont work for me i got a fail at line 74 and have save the map

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    Quote Originally Posted by hader dem2 View Post
    it wont work for me i got a fail at line 74 and have save the map
    care to elaborate on the fail? fails to compile? fails to run? copy the debug so i can actually figure out what is wrong.


    On a side note... sorry for not updating to Airs this week, i havent had internet until now and have been busy. This weekend i should have time to update it.

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    Quote Originally Posted by Turpinator View Post
    care to elaborate on the fail? fails to compile? fails to run? copy the debug so i can actually figure out what is wrong.


    On a side note... sorry for not updating to Airs this week, i havent had internet until now and have been busy. This weekend i should have time to update it.


    here is the fail i get



    Error: SPS Maps Do Not Exist OR They Are Named Incorrectly! at line 74

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    Quote Originally Posted by hader dem2 View Post
    here is the fail i get

    Error: SPS Maps Do Not Exist OR They Are Named Incorrectly! at line 74
    Well... i would suggest just leaving AutoMaps to true... If you have the security extension enabled, make sure you allow it to look at your include path files and also connect to imgur to download. if theres still a problem... idk.

    anyway. Updated to 1.2
    • After a suggestion by KillaKev, added poison fixing mid run.
    • ---- if poisoned and hp is low, will tele to bank to fix
    • ---- I plan to add the option to carry an antipoison around also
    • Finally added some antiban
    • Fixed eating after being poisoned

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