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Thread: Daemonheim Superheater [F2P]

  1. #101
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    Updated this to v0.45! I have hopefully fixed the ore-finding procedure for good, and have also added an extra coal bag handling failsafe (big thanks to Tlachti!).

    Please note that the script will usually take a little while to find the ores on start-up; but once it has found them once there won't be anymore issues. It stores the point found once they are found once.

    EDIT: Working great

    Progress Report:
     Runaways                                  v0.4!
    <=----------- Daemonheim Superheater ----------=>
    |  Running for: 1 Hours, 20 Minutes and 43 Seconds
    |  Superheated: 1237 steel bars
    |  Magic XP gained: 65561 XP
    |  Smithing XP gained: 21648 XP
    <=---------------------------------------------=>
    Last edited by Runaway; 06-30-2012 at 05:56 PM.

  2. #102
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    This is me running v0.3 last night, v0.4 was being buggy, excited to try out v0.45!

    Runaways v0.3!
    <=----------- Daemonheim Superheater ----------=>
    | Running for: 6 hours, 59 seconds
    | Superheated: 4767 steel bars
    | Magic XP gained: 252651 XP
    | Smithing XP gained: 83422 XP
    <=---------------------------------------------=>

  3. #103
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    Quote Originally Posted by 911killer910 View Post
    This is me running v0.3 last night, v0.4 was being buggy, excited to try out v0.45!

    Runaways v0.3!
    <=----------- Daemonheim Superheater ----------=>
    | Running for: 6 hours, 59 seconds
    | Superheated: 4767 steel bars
    | Magic XP gained: 252651 XP
    | Smithing XP gained: 83422 XP
    <=---------------------------------------------=>
    I think I've fixed those bug in v0.45 And I've added this to the top reports!

    PS: I uploaded v0.45 with a few errors, re-download if you haven't already!

  4. #104
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    v0.45 kept giving me either could not find nature runes or fire staff/ring not equipped.

  5. #105
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    Quote Originally Posted by kazzos View Post
    v0.45 kept giving me either could not find nature runes or fire staff/ring not equipped.
    Couldnt get it to work @ West varrock bank...

  6. #106
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    Quote Originally Posted by kazzos View Post
    v0.45 kept giving me either could not find nature runes or fire staff/ring not equipped.
    Quote Originally Posted by creedgaming View Post
    Couldnt get it to work @ West varrock bank...
    There are 3 possibilities for this:

    - The colors have changed (highly doubt this)
    - You started the script with the bank open
    - It is not opening the equipment / spell tabs before giving those errors

    any of those?

  7. #107
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    Quote Originally Posted by Runaway View Post
    There are 3 possibilities for this:

    - The colors have changed (highly doubt this)
    - You started the script with the bank open
    - It is not opening the equipment / spell tabs before giving those errors

    any of those?
    Script possibly isn't finding the Natures or Fire staff equiped.... Just a guess...

  8. #108
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    Quote Originally Posted by Runaway View Post
    There are 3 possibilities for this:

    - The colors have changed (highly doubt this)
    - You started the script with the bank open
    - It is not opening the equipment / spell tabs before giving those errors

    any of those?
    Unfortunately I don't think any of these caused the script errors

  9. #109
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    Quote Originally Posted by creedgaming View Post
    Script possibly isn't finding the Natures or Fire staff equiped.... Just a guess...
    Quote Originally Posted by kazzos View Post
    Unfortunately I don't think any of these caused the script errors
    Ok, I guess I'll go into what causes those errors.

    When the script says it can't find the ring or staff, this means that it cannot find the colors in the equipment slot coordinates. This error will only occur if the colors are off or the equipment tab is not open / cannot be opened.

    When it says it can't find the nature runes, this means that it cannot find the superheat icon in the correct spot in the magic tab. So it will only occur if your spells are sorted improperly, you are in a members world but have it set to P2P = False, or the magic tab is not open / cannot be opened.

    Double check all of the setup requirements and let me know which you think is the error. If you get the "out of nature runes" then there is no issue with the ring/staff colors since those must be found before it will continue.

    PS: The script works perfectly for me; that said, I am F2P only and have no clue what things can change when in P2P. It would very well have something to do with that.

  10. #110
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    thanks for the detailed analysis runaway. I'll try to run the script on f2p and see how I go.

  11. #111
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    yep works great on f2p, for some reason gives start up errors on p2p.

  12. #112
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    Quote Originally Posted by kazzos View Post
    thanks for the detailed analysis runaway. I'll try to run the script on f2p and see how I go.
    Quote Originally Posted by kazzos View Post
    yep works great on f2p, for some reason gives start up errors on p2p.
    Ok great. It's good to know that I'm not just going crazy

  13. #113
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    Version v0.45 has been running pretty well, getting almost 700 more bars by the end of each session compared to v0.3
    But this morning it started getting really stubborn in terms of being able to sense that the nature runes were in the first inventory slot. Any ideas?

  14. #114
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    Quote Originally Posted by 911killer910 View Post
    Version v0.45 has been running pretty well, getting almost 700 more bars by the end of each session compared to v0.3
    But this morning it started getting really stubborn in terms of being able to sense that the nature runes were in the first inventory slot. Any ideas?
    Refer to this post: http://villavu.com/forum/showpost.ph...&postcount=109

    "Out of nature runes" means it cannot locate the superheat icon. Most likely because you're in a P2P world, but don't have P2P enabled in the script setup.

  15. #115
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    Quote Originally Posted by Runaway View Post
    Refer to this post: http://villavu.com/forum/showpost.ph...&postcount=109

    "Out of nature runes" means it cannot locate the superheat icon. Most likely because you're in a P2P world, but don't have P2P enabled in the script setup.
    It senses that I have sufficient nature runes (after checking the correct superheat icon), but it will logout on "Place Nature Runes in first inventory slot" even when they are.

  16. #116
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    Quote Originally Posted by 911killer910 View Post
    It senses that I have sufficient nature runes (after checking the correct superheat icon), but it will logout on "Place Nature Runes in first inventory slot" even when they are.
    Ugh... That means the colors of the nature rune changed too much :/ If it continues to be a problem, you can do a Ctrl+F and search for "CheckInvColor(NatureColor, 1, 5)", and then replace the 5 with a 10.

  17. #117
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    Yes its working now after i changed what you said -Edit- after one inv of mithril it gave me the same error that im out of nats but i have 3.5k of them in first slot
    Current 99's Firemaking Fletching Fishing and Cooking
    Going for Crafting and Magic Atm Craft 80 Mage 87

  18. #118
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    Quote Originally Posted by OphielasRage View Post
    Yes its working now after i changed what you said -Edit- after one inv of mithril it gave me the same error that im out of nats but i have 3.5k of them in first slot
    Have you checked this post?: http://villavu.com/forum/showpost.ph...&postcount=109

    Most of the issues can be solved by running this on a F2P world.

  19. #119
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    I'm back from a week of vacation, and I'll be trying out 0.45 overnight. I'm glad you found my failsafes helpful

    I was making a few modifications of my own (again), and I had a realization. Where I had been changing the GetInvData procedure to check for both the ore and coal in the inventory, so that:
    Simba Code:
    Result := CheckInvColor(OreColor[0], MaxNum, 5);
    became:
    Simba Code:
    If CheckInvColor(OreColor[0], MaxNum, 5) and CheckInvColor(CoalColor, 28, 5) then
        Result := True;
    I realized that this breaks down when you try to use iron or gold. The basic idea I came up with to solve this involves putting a case statement for [iron/gold] and [not iron/gold] to determine whether or not to check for the coal color as well. I don't plan to use this script for either, so I won't script up a full solution to that.

    This isn't much of a problem as it doesn't affect magic xp gain at all, and would only slightly affect profit margins as the error would only occur with the first load on script startup. This failsafe really only applies to steel making (where a lack of coal produces iron bars, where with other metals the superheat simply splashes), but nonetheless it may still be useful for a future update.

  20. #120
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    Quote Originally Posted by Tlachtli View Post
    I'm back from a week of vacation, and I'll be trying out 0.45 overnight. I'm glad you found my failsafes helpful

    I was making a few modifications of my own (again), and I had a realization. Where I had been changing the GetInvData procedure to check for both the ore and coal in the inventory, so that:
    Simba Code:
    Result := CheckInvColor(OreColor[0], MaxNum, 5);
    became:
    Simba Code:
    If CheckInvColor(OreColor[0], MaxNum, 5) and CheckInvColor(CoalColor, 28, 5) then
        Result := True;
    I realized that this breaks down when you try to use iron or gold. The basic idea I came up with to solve this involves putting a case statement for [iron/gold] and [not iron/gold] to determine whether or not to check for the coal color as well. I don't plan to use this script for either, so I won't script up a full solution to that.

    This isn't much of a problem as it doesn't affect magic xp gain at all, and would only slightly affect profit margins as the error would only occur with the first load on script startup. This failsafe really only applies to steel making (where a lack of coal produces iron bars, where with other metals the superheat simply splashes), but nonetheless it may still be useful for a future update.
    Ah yes, I had the same realization I decided to implement the specific check at the end of the banking procedure (and if it returns false it deposits everything and starts over) using a few variables:

    Simba Code:
    if CheckInvColor(OreColor[0], (2 + Bag), 5) and
      CheckInvColor(OreColor[0], MaxNum, 5) and
      CheckInvColor(OreColor[hOre], MaxCount, 5) then
    begin

    ^ For superheating iron/gold, hOre is 0. But for all others hOre is 1 I appreciate that you posted this though!

  21. #121
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    Well, now I feel silly for missing that. I got too caught up in putting my solution in the GetInvData procedure and didn't think to look elsewhere for it

    Anyways, the only suggestion I have left is in clicking to use the superheat spell. Instead of statically clicking the last ore every time, perhaps you could have it get the mouse coordinates after selecting the spell, then find the ore closest to where the mouse currently is. That seems the most human as it requires the least mouse movement.

    Other than that, I'm all out. It runs smoothly and gives great progress reports. Nicely done!

  22. #122
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    Quote Originally Posted by Tlachtli View Post
    Well, now I feel silly for missing that. I got too caught up in putting my solution in the GetInvData procedure and didn't think to look elsewhere for it

    Anyways, the only suggestion I have left is in clicking to use the superheat spell. Instead of statically clicking the last ore every time, perhaps you could have it get the mouse coordinates after selecting the spell, then find the ore closest to where the mouse currently is. That seems the most human as it requires the least mouse movement.

    Other than that, I'm all out. It runs smoothly and gives great progress reports. Nicely done!
    Haha it's all good, the reader of a script will never know as much about it as the writer

    As for that last idea, me like! Definitely implementing that in the future. Thanks

  23. #123
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    Well, with some elbow grease I can say that this script can be made to work post-update. It doesn't seem to like the coal bag right now (misses the 'fill' option a lot), but if you disable the coal bag it will run normally.

    Also, to address the glitch causing items to disappear in the bank I ended up commenting out most of the withdrawing part of the DoBanking procedure. I replaced it with a simple fix that uses static bank slots for the ore and coal. That way, it can still withdraw them even if they glitch and become invisible.

    It seems that items present in your inventory at login will never glitch out in the inventory (they can still in the bank), so make sure to have at least one each of your ore, coal, and a bar present in your inventory when you log in.
    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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    Quote Originally Posted by Tlachtli View Post
    Well, with some elbow grease I can say that this script can be made to work post-update. It doesn't seem to like the coal bag right now (misses the 'fill' option a lot), but if you disable the coal bag it will run normally.

    Also, to address the glitch causing items to disappear in the bank I ended up commenting out most of the withdrawing part of the DoBanking procedure. I replaced it with a simple fix that uses static bank slots for the ore and coal. That way, it can still withdraw them even if they glitch and become invisible.

    It seems that items present in your inventory at login will never glitch out in the inventory (they can still in the bank), so make sure to have at least one each of your ore, coal, and a bar present in your inventory when you log in.
    Any chance I could steal that code segment off you? (The hard-coded bank slots part, mainly)

  25. #125
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    Quote Originally Posted by Deni_mulic View Post
    Any chance I could steal that code segment off you? (The hard-coded bank slots part, mainly)
    PM'ed you.
    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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