So I noticed that findallrandoms does not return true when any of these functions that are called within it return true:
Simba Code:
findDead();
findMod();
findDwarvenPopup();
findSpinTicket();
exitSquealOfFortune();
The reason I think that this is a problem is that these functions can cause a players mouse to move, interrupt an action, or just mess up a script without the scripter knowing exactly what happened. I was having problems with something in my script moving my mouse to random yellow familiars in LRC and it took me ages to isolate that it was exitsquealoffortune that was causing it because it doesn't actually affect the findnormalrandoms boolean although it is called within it.
A bigger issue is when you are waiting on an action. For example, waiting until inventory is full while you are mining or fishing. I constantly run findnormalrandoms in a loop and if it returns true, the script knows to reclick the fishing or mining spot. Unfortunately if i get a spin ticket my script won't know it because it doesn't affect findnormalrandoms and if I call that function individually, there is a chance findnormalrandoms will pick it up first.
I hope that is a sufficient explanation. I've been trying to brainstorm with Brandon on ways to deal with this. We could just have those functions handled in a different function like say, findnormalannoyances, but I think the best option would be to just have it cause findnormalrandoms to return true. Credits to brandon for the code:
Simba Code:
if (Not Result) then
Result:= findDead or findMod or findDwarvenPopup or findSpinTicket or exitSquealOfFortune
else
begin
findDead();
findMod();
findDwarvenPopup();
findSpinTicket();
exitSquealOfFortune();
end;
What think you?