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Thread: Helpful ideas

  1. #26
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    For loots, is it possible to make an ObjDTM at that place? (I never went there). If so, you can make a modified version of ObjDTM_InArea to record red dots on the MM as an array as something similar to "main points". It'd also be possible to delete them once they disappear. The MMtoMSEx can be quite precise from experience if you put in the correct values, but I'm not quite sure how precise it'd be if put into an array of "main points" from ObjDTM...

  2. #27
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    Quote Originally Posted by Wardancer View Post
    For loots, is it possible to make an ObjDTM at that place? (I never went there). If so, you can make a modified version of ObjDTM_InArea to record red dots on the MM as an array as something similar to "main points". It'd also be possible to delete them once they disappear. The MMtoMSEx can be quite precise from experience if you put in the correct values, but I'm not quite sure how precise it'd be if put into an array of "main points" from ObjDTM...
    you should really take a look at the script! (: It uses a DDTM anchor with auto color for all points so its under 16ms for a search. I have filtering by mmdots a const so the user can decide if they'd like to filter. I've modified the x,y values that mmtoms returns as it's now broken after camera zoom update.

    It's coming along quite nicely

  3. #28
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    Quote Originally Posted by footballjds View Post
    you should really take a look at the script! (: It uses a DDTM anchor with auto color for all points so its under 16ms for a search. I have filtering by mmdots a const so the user can decide if they'd like to filter. I've modified the x,y values that mmtoms returns as it's now broken after camera zoom update.

    It's coming along quite nicely
    You should look at MMtoMSEx, I think that was added there for updates.

  4. #29
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    Quote Originally Posted by Ollybest View Post
    You should look at MMtoMSEx, I think that was added there for updates.
    you should look at my script. I use MMtoMSEx:

    Simba Code:
    for i := 0 to h do
      begin
        Mxy := ModXY(rDots[i]);
        MSP := MMtoMSEx(Mxy.x, Mxy.y, rDots[i]);
        if not(PointInBox(MSP, IntToBox(MSX1, MSY1, MSX2, MSY2))) then Continue;
        SetArrayLength(LootBox, Length(LootBox)+1);
        LootBox[high(LootBox)] := PointToBox(Point(MSP.x-30, MSP.y-30), Point(MSP.x+30, MSP.y+30));
      end;

  5. #30
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    Quote Originally Posted by footballjds View Post
    you should really take a look at the script! (: It uses a DDTM anchor with auto color for all points so its under 16ms for a search. I have filtering by mmdots a const so the user can decide if they'd like to filter. I've modified the x,y values that mmtoms returns as it's now broken after camera zoom update.

    It's coming along quite nicely
    From your posts, I thought you were still having issues.

    To be quite honest, I find myself learning a lot from your script. Not sure I can really give you a worthwhile feedback as I'm not quite sure I fully understand some parts of it. I find myself having more questions for you than you have for us, haha.

    That being said, after a quick read of your code, doesn't it check every drops that you can see on MS while you're in combat? I don't know how botlike this might look. However, I suppose you can use your anchor system to do exactly what I suggested to avoid repeatedly testing the same stacks of loots fight after fight. At the same time, you'd have to avoid removing the point from the essay until you're done with a pile before removing it from the array...and this can take a few fights with your current system. All in all, I'm not sure if filtering stacks on MS would really benefit your script.

  6. #31
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    Quote Originally Posted by Wardancer View Post
    From your posts, I thought you were still having issues.

    To be quite honest, I find myself learning a lot from your script. Not sure I can really give you a worthwhile feedback as I'm not quite sure I fully understand some parts of it. I find myself having more questions for you than you have for us, haha.

    That being said, after a quick read of your code, doesn't it check every drops that you can see on MS while you're in combat? I don't know how botlike this might look. However, I suppose you can use your anchor system to do exactly what I suggested to avoid repeatedly testing the same stacks of loots fight after fight. At the same time, you'd have to avoid removing the point from the essay until you're done with a pile before removing it from the array...and this can take a few fights with your current system. All in all, I'm not sure if filtering stacks on MS would really benefit your script.
    after the script is released and tested I plan on increasing the loot logic. Something like a MMRedDot TPA that gets updated after checking a pile and removed for x amount of time or until it disappears from the tpa.

    As far as questions feel free to post them and ask away. I've made quite a lot more I'll commit that quick.

  7. #32
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    Quote Originally Posted by footballjds View Post
    As far as questions feel free to post them and ask away. I've made quite a lot more I'll commit that quick.
    Thank you for the offer, but I prefer learning by myself as much as I can. I remember and understand more this way (usually). I can't ask any question before I look through the includes and read functions you used that I never saw before. For example, I had no clue what FilterPointsPie was, and truthfully I'm still a bit lost in the sea of math after reading a bit about it (been over 6 years since my last math class), but I can't give up yet. I already understand much better how radial walk works thanks to this.

  8. #33
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    Script is now functional. If anyone wants to try it setup your action bar like so:


    Prayer support is there but the check to see if quick prayer is on is a broken SRL function that always returns true. So it'll never turn quick prayer on. If you start the script with it on, you should be good. This I'll either fix or get the include fixed.

    Still have a lot of tweaking to do. I'm also going to overhaul the looting functions after I release and get heavier testing.

    Future features:
    Better looting algorithm
    location detection and response algorithms

  9. #34
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    how the hell did you do looting with color lol?

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    What does you ModXY function do?

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    Quote Originally Posted by Ollybest View Post
    What does you ModXY function do?
    Idk how I came to this but it makes the MMtoMS more accurate. It calculates the mod x and mod y.

    function ModXY(MMPoint: TPoint): TPoint;
    begin
    result := Point(0, 0);
    if Distance(MMCX, MMCY, MMPoint.x, MMPoint.y) < 5 then EXIT;
    result := Point(Round(2*(MMCX-MMPoint.x)), MMCY-MMPoint.y);
    end;

  12. #37
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    Quote Originally Posted by footballjds View Post
    Waterfiends script in development.
    Checkout the script at my SVN .
    Why not just use a charming imp for the initial script..
    Then later on work on looting for people without limp



  13. #38
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    Quote Originally Posted by Peanuts View Post
    Why not just use a charming imp for the initial script..
    Then later on work on looting for people without limp
    check dates.

    imp didn't exist at the time.

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