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Thread: Todo

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    Default Todo

    General To-Do List

    • Change folder structure to SRL-6 style
    • Randoms
    • GameTab


    I dont have much time ATM so I havent really thought about this list yet. Please post any action items you think of.
    Last edited by Hobbit; 02-28-2013 at 04:33 AM.
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    Need to update all the includes :P

    bank.simba
    inventory
    globals

    etc (i'll pull globals fix now)

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    Many of the files indeed need tweaks, extending quite a good sum of the simba files in the SRL/SRL/core/ folder.

    I see you noted to shape towards SRL 6; I think that would be very good too.

    Couple quick links so I can lazily hop to check / others might too :]
    https://github.com/SRL/srl-5
    https://github.com/SRL/srl-6
    https://github.com/SRL/SRL-007

    As for the shaping to SRL 6, anything specific to look out for? i.e. should we just follow format of the already setup (lape formatted iirc) srl-6 files? And should we use pascalscript format for this current project and worry about lape later?

    cheers,
    Lj

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    login.simba -
    Simba Code:
    function Logout: Boolean;
    TODO: Make the include log the player out (GameTab needs updating too)
    -----------------------------------------------------------------------------------
    Simba Code:
    function LoginPlayerToLob: Boolean;
    TODO: Make this function check for "Error Messages" (Acc Disabled/Error connecting)
    -----------------------------------------------------------------------------------
    Simba Code:
    function LoginPlayer : boolean;
    TODO: Make this function check for "Error Messages" (Acc Disabled/Error connecting) - Failsafes?
    -----------------------------------------------------------------------------------

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    Quote Originally Posted by Ashaman88 View Post
    Need to update all the includes :P

    bank.simba
    inventory
    globals

    etc (i'll pull globals fix now)
    bank.simba:
    function BankScreen: Boolean; - Working 28/02/2013.
    function DepositScreen: Boolean; - Updated 28/02/2013
    function PinPending : Boolean; - Added 28/02/2013
    function ConfirmPin : Boolean; - Added 28/02/2013

    function GetBankIndexItemAmount(const Index: Integer): Integer; - Broken 28/02/2013
    function GetBankItemAmount(const Row, Col: Integer): Integer; - Broken 28/02/2013
    function GetMSBankItemAmount(const x, y: Integer): Integer; - Broken 28/02/2013
    function DepositItemBox(Item: Integer): TBox; - Broken 28/02/2013
    procedure FixBank; - Broken 28/02/2013
    function FixBankTab: Boolean; - Removed (No bank tabs in 07) 28/02/2013
    function CurrentBankTab: Integer; - Removed (No bank tabs in 07) 28/02/2013
    function ExistsBankTab(T: Integer): Boolean; - Removed (No bank tabs in 07) 28/02/2013
    function BankTab(T: Integer): Boolean; - Removed (No bank tabs in 07) 28/02/2013
    procedure SearchBank(Item: string); - Removed (No search function in 07) 28/02/2013
    procedure MouseBankSlot(BankSlot, Action: integer); - Broken 28/02/2013 eg: (BankSlot 9)
    procedure QuickDeposit(Which: Integer); - Removed (No longer have the buttons) 28/02/2013
    function DepositAll: Boolean; - Broken 28/02/2013
    procedure Deposit(SlotFrom, SlotTo: Integer; vType: Variant); - Broken (Coords) 28/02/2013
    function WithdrawEx(Col, Row, Amount: Integer; Uptexts: TStringArray): Boolean; - Broken (Coords) 28/02/2013

    function Withdraw(col, row, Amount: Integer): Boolean; - Unstable (Withdraw(8, 3, 3);
    function WithdrawItemEx(Ident: integer; IdentType: string; var Index: integer; Amount: integer; UpText: string; Tol: TIntegerArray): Boolean; - Broken, see above



    maze.simba
    function Maze_Detect(): boolean; - Updated 28/02/2013 (Detects)

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    Quote Originally Posted by Justin View Post
    bank.simba:
    function BankScreen: Boolean; - Working 28/02/2013.
    function DepositScreen: Boolean; - Updated 28/02/2013
    function PinPending : Boolean; - Added 28/02/2013
    function ConfirmPin : Boolean; - Added 28/02/2013

    function GetBankIndexItemAmount(const Index: Integer): Integer; - Broken 28/02/2013
    function GetBankItemAmount(const Row, Col: Integer): Integer; - Broken 28/02/2013
    function GetMSBankItemAmount(const x, y: Integer): Integer; - Broken 28/02/2013
    function DepositItemBox(Item: Integer): TBox; - Broken 28/02/2013
    procedure FixBank; - Broken 28/02/2013
    function FixBankTab: Boolean; - Removed (No bank tabs in 07) 28/02/2013
    function CurrentBankTab: Integer; - Removed (No bank tabs in 07) 28/02/2013
    function ExistsBankTab(T: Integer): Boolean; - Removed (No bank tabs in 07) 28/02/2013
    function BankTab(T: Integer): Boolean; - Removed (No bank tabs in 07) 28/02/2013
    procedure SearchBank(Item: string); - Removed (No search function in 07) 28/02/2013
    procedure MouseBankSlot(BankSlot, Action: integer); - Broken 28/02/2013 eg: (BankSlot 9)
    procedure QuickDeposit(Which: Integer); - Removed (No longer have the buttons) 28/02/2013
    function DepositAll: Boolean; - Broken 28/02/2013
    procedure Deposit(SlotFrom, SlotTo: Integer; vType: Variant); - Broken (Coords) 28/02/2013
    function WithdrawEx(Col, Row, Amount: Integer; Uptexts: TStringArray): Boolean; - Broken (Coords) 28/02/2013

    function Withdraw(col, row, Amount: Integer): Boolean; - Unstable (Withdraw(8, 3, 3);
    function WithdrawItemEx(Ident: integer; IdentType: string; var Index: integer; Amount: integer; UpText: string; Tol: TIntegerArray): Boolean; - Broken, see above



    maze.simba
    function Maze_Detect(): boolean; - Updated 28/02/2013 (Detects)
    Yeah I had started updating bank.simba, if nobody finishes it by tonight I'll finish it

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    Need new tab number constant's in globals.simba, using placeholders (1-14) for now


    Programming is like trying keep a wall of shifting sand up, you fix one thing but somewhere else starts crumbling

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    Quote Originally Posted by Ashaman88 View Post
    Yeah I had started updating bank.simba, if nobody finishes it by tonight I'll finish it
    Any chance you could take a look at FindNormalRandoms; ? - Didn't detect random correctly but when I ran the Mime_Detect() with a writeln it returned true :\

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    Quote Originally Posted by Justin View Post
    Any chance you could take a look at FindNormalRandoms; ? - Didn't detect random correctly but when I ran the Mime_Detect() with a writeln it returned true :\
    Yeah sure, have you lookers at the 07 random solvers? They seemed to have a good detection system

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    Just for everyone's info, seems Jagex have shifted the most random tiny things by a few pixels,

    e.g.

    combat stance selection boxes,

    and used different text/font in random stuff, - Function GetWeaponName: String; - was upchars is now NPC ChatText (maybe was before some 2008 update?) lol

    0 in StatChars has no line through it - will need fixed in Fonts - probably other random chars in Fonts different
    Last edited by DannyRS; 02-28-2013 at 02:01 PM.


    Programming is like trying keep a wall of shifting sand up, you fix one thing but somewhere else starts crumbling

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    Quote Originally Posted by DannyRS View Post
    Just for everyone's info, seems Jagex have shifted the most random tiny things by a few pixels,

    e.g.

    combat stance selection boxes,

    and used different text/font in random stuff, - Function GetWeaponName: String; - was upchars is now NPC ChatText (maybe was before some 2008 update?) lol

    0 in StatChars has no line through it - will need fixed in Fonts - probably other random chars in Fonts different
    Are you comparing it to the fonts zip I posted? The text grabbing for the bankscreen worked fine with those

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    Quote Originally Posted by Ashaman88 View Post
    Are you comparing it to the fonts zip I posted? The text grabbing for the bankscreen worked fine with those
    found 07 myself, wheres your post with .zip I couldn't find it


    Programming is like trying keep a wall of shifting sand up, you fix one thing but somewhere else starts crumbling

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    Quote Originally Posted by DannyRS View Post
    found 07 myself, wheres your post with .zip I couldn't find it
    Are they the same as the ones from this post?

    http://villavu.com/forum/showthread....08#post1174908

    That's where I got them from

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    Quote Originally Posted by Ashaman88 View Post
    Are they the same as the ones from this post?

    http://villavu.com/forum/showthread....08#post1174908

    That's where I got them from
    Yup using same ones, jagex messed some chars about

    http://villavu.com/forum/showthread....56#post1179656


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    Thanks for the link , think I might been told about that link earlier, but I forgot

    Looking through it now, comparing stuffs, still kinda clueless to my current task tho suppose I could pan through the differences in antirandoms.simba and antirrandoms.scar for now until told otherwise

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    Quote Originally Posted by DannyRS View Post
    Yup using same ones, jagex messed some chars about

    http://villavu.com/forum/showthread....56#post1179656
    Aww I getcha, so you wanna work on updating all the fonts

    Quote Originally Posted by Le Jingle View Post
    Thanks for the link , think I might been told about that link earlier, but I forgot

    Looking through it now, comparing stuffs, still kinda clueless to my current task tho suppose I could pan through the differences in antirandoms.simba and antirrandoms.scar for now until told otherwise
    That's a good idea, why not put it on the status thread danny posted - It would be really good to get a good random detection going then we can work on the solvers

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    Quote Originally Posted by Ashaman88 View Post
    That's a good idea, why not put it on the status thread danny posted - It would be really good to get a good random detection going then we can work on the solvers
    gotcha, I'll throw detecting on my status, noting that solving isn't the task, yet.

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    Quote Originally Posted by Ashaman88 View Post
    Aww I getcha, so you wanna work on updating all the fonts
    Funnily enough Jagex's StatChars match my private server ripped ones (only did numbers) - maybe they did the dirty to get 07 out quickly? or used a 2006 font

    I'll update Fonts as I locate differences


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    Quote Originally Posted by DannyRS View Post
    Funnily enough Jagex's StatChars match my private server ripped ones (only did numbers) - maybe they did the dirty to get 07 out quickly? or used a 2006 font

    I'll update Fonts as I locate differences
    Please do and upload with updates Noting the changes

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    I think you can grab all the text from a game file, wouldn't know where to start on that though.

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    If someone could fix offset's in smartgraphics would greatly speed up debugging / testing

    Quote Originally Posted by Le Jingle View Post
    I think you can grab all the text from a game file, wouldn't know where to start on that though.
    AFAIK you need OpenGL graphics option for that :/
    Last edited by DannyRS; 02-28-2013 at 04:14 PM.


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    Quote Originally Posted by DannyRS View Post
    If someone could fix offset's in smartgraphics would greatly speed up debugging / testing



    AFAIK you need OpenGL graphics option for that :/
    You can indeed get the characters with an OpenGL or DirectX hook - but that mode does not exist. I don't think you can grab them with reflection or injection either.

    Script source code available here: Github

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    Quote Originally Posted by DannyRS View Post
    If someone could fix offset's in smartgraphics would greatly speed up debugging / testing



    AFAIK you need OpenGL graphics option for that :/
    That should be in the pull request justin made - I already fixed its (not sure if request went through)

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    Players[CurrentPlayer].Level Contains dung and summ, needs shortened (player.simba I'm guessing?) also all globals need un-EoC'd should probably edit hob's post and add stuff to be done under what files


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    Quote Originally Posted by Ashaman88 View Post
    That should be in the pull request justin made - I already fixed its (not sure if request went through)
    I havent merged the pull yet (Just got home). A ton of docs got removed in some of the files (Anyone know why?) so what I'm going to do a bit of magic before I merge to save us work later.

    Edit: Nvm, I see in another thread Justin has already added them back in his fork.
    Last edited by Hobbit; 03-01-2013 at 01:13 AM.
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