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Thread: Stuck in an 07 random? Let us know!!!

  1. #176
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    Quote Originally Posted by Shatterhand View Post
    I get this error when running FindNormalRandoms.
    Code:
    Error: Exception: Mask is invalid. Width/Height: (9,6). WhiteHi/BlackHi: (-1,53) at line 780
    The following DTMs were not freed: [SRL - Lamp bitmap, SRL - Book of Knowledge, 2, 3, 4, 5, 6]
    The following bitmaps were not freed: [SRL - Mod bitmap, SRL - Admin bitmap, SRL - Minimap Mask bitmap]
    Its in antirandoms.simba, this line:
    Simba Code:
    if FindBitmapMaskTolerance(NickNameBMP, ax, ay, gtalksBox[yCount].x1, gtalksBox[yCount].y1, gtalksBox[yCount].x2, gtalksBox[yCount].y2, 0, 40) then

    Also where can I ask non-randoms related questions?
    Oh yeah that is my bad, something has to be added manually into scripts until someone puts it into the include - call this after setupsrl -

    SetScreenName(Players[0].Nick);

    What kind of questions?

  2. #177
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    Quote Originally Posted by Ashaman88 View Post
    Oh yeah that is my bad, something has to be added manually into scripts until someone puts it into the include - call this after setupsrl -

    SetScreenName(Players[0].Nick);

    What kind of questions?
    Thanks alot. Gonna test now.

    GetAmontBox uses StatChars. I think some days ago it used StatChars07.

  3. #178
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    Quote Originally Posted by Shatterhand View Post
    Thanks alot. Gonna test now.

    GetAmontBox uses StatChars. I think some days ago it used StatChars07.
    Ah those kinds of things. We should probably have a thread for OSR include bugs, but you can also post an issue on the git page

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    My script starts running east pretty often in the fight caves (only call it at the entrance), had my bot walk me somewhere in the city and then my script just lagged there.
    Nothing in the debug screen, maybe add more debugs (writeln on what the script is doing) to the antirandoms for the time being?

  5. #180
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    Quote Originally Posted by Ashaman88 View Post
    Ah those kinds of things. We should probably have a thread for OSR include bugs, but you can also post an issue on the git page
    http://villavu.com/forum/project.php...ssuetypeid=bug

    Forum account issues? Please send me a PM

  6. #181
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    Quote Originally Posted by shebee View Post
    My script starts running east pretty often in the fight caves (only call it at the entrance), had my bot walk me somewhere in the city and then my script just lagged there.
    Nothing in the debug screen, maybe add more debugs (writeln on what the script is doing) to the antirandoms for the time being?
    Yeah well there needs to be instructions released on how to use them. Right now combat scripts need to turn off the combatrandoms - I think it's like SRL_Combatrandoms or something needs to be set to false after setupsrl. Pretty much for randoms that attack you it will run away and run back. So if you are in a combat script it will have false positives and you need to turn that off.

  7. #182
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    Quote Originally Posted by Ashaman88 View Post
    Yeah well there needs to be instructions released on how to use them. Right now combat scripts need to turn off the combatrandoms - I think it's like SRL_Combatrandoms or something needs to be set to false after setupsrl. Pretty much for randoms that attack you it will run away and run back. So if you are in a combat script it will have false positives and you need to turn that off.
    Oh thanks, this is the first combat script I've done and I haven't read the whole antirandoms include so I didn't know, thanks.

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    Quote Originally Posted by shebee View Post
    Oh thanks, this is the first combat script I've done and I haven't read the whole antirandoms include so I didn't know, thanks.
    Well the methods and everything haven't been posted in the public section so not your fault

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    Quote Originally Posted by Ashaman88 View Post
    Well the methods and everything haven't been posted in the public section so not your fault
    I'm more and more thinking on making a script which fills all the requirements so that I can get more exclusive access to SRL and maybe even contribute to it some day :P

  10. #185
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    Good work guys!

    Few observartions:
    I'm running a combat script so if I have to disable combat randoms how will it detect if i get attacked from one of these randoms?

    I entered the maze random with my compass facing west, it succefully detected it was in the maze. However it kept on opening doors that it couldn't reach, after awhile it would run in the other direction and try other doors but couldn't reach those either. After 3 minutes of trying to open doors it couldn't reach I solved it manually.

    I got one of those events that adds a cube (or whatever you call them) to your inventory and they keep duplicating if you dont solve them. Succefully detected cube in inventory but would try to drop them continuously(which doesn work) and didn't attemp to solve it.

    I got the secuirty guy that attacks you but since i disabled combat randoms it did nothing.

    I will lend my accounts when i get another random!

  11. #186
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    Quote Originally Posted by ikillthechickens View Post
    Good work guys!

    Few observartions:
    I'm running a combat script so if I have to disable combat randoms how will it detect if i get attacked from one of these randoms?

    I entered the maze random with my compass facing west, it succefully detected it was in the maze. However it kept on opening doors that it couldn't reach, after awhile it would run in the other direction and try other doors but couldn't reach those either. After 3 minutes of trying to open doors it couldn't reach I solved it manually.

    I got one of those events that adds a cube (or whatever you call them) to your inventory and they keep duplicating if you dont solve them. Succefully detected cube in inventory but would try to drop them continuously(which doesn work) and didn't attemp to solve it.

    I got the secuirty guy that attacks you but since i disabled combat randoms it did nothing.

    I will lend my accounts when i get another random!
    I don't really know what can be done for combat randoms in a combat script, the maze random may need to be changed to make compass north before solving,

    The strange box currently has no solver, so the failsafe tries to drop 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
    I don't really know what can be done for combat randoms in a combat script, the maze random may need to be changed to make compass north before solving,

    The strange box currently has no solver, so the failsafe tries to drop it
    I guess ill just remove the SRL-OSR random finding for now.
    Currently for the combat randoms i just count the number of yellow pixels of my hp in the stats tab and when it drops to a certian value(single digit hp) it will run away and logout, it is dangerous last time i tested it logged out with 3 hp lol. Do you know if there is a working function to return the HP level?

  13. #188
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    Quote Originally Posted by ikillthechickens View Post
    I guess ill just remove the SRL-OSR random finding for now.
    Currently for the combat randoms i just count the number of yellow pixels of my hp in the stats tab and when it drops to a certian value(single digit hp) it will run away and logout, it is dangerous last time i tested it logged out with 3 hp lol. Do you know if there is a working function to return the HP level?
    How do you tell the difference between a mob hitting you and a random hitting you tho,

    Theres plenty of skill returning functions, can't remember the names, HpPercent(False) might be one you'd want, GetLevel is probably close to the name of the other one, have a look at gametab's function list


    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
    How do you tell the difference between a mob hitting you and a random hitting you tho,

    Theres plenty of skill returning functions, can't remember the names, HpPercent(False) might be one you'd want, GetLevel is probably close to the name of the other one, have a look at gametab's function list
    Well the technique will only work for the specific npc that im killing since they never do any damage(from my name you could probably guess what they are), otherwise no way to determine if it is mob or random.

    Ill have a look at the gametab function list.

    Edit: Looks like there is a HPPercent function that even has the option to return to the orignal game tab you were on! Ill will try this when i get home.
    Last edited by ikillthechickens; 03-22-2013 at 05:21 AM.

  15. #190
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    Quote Originally Posted by ikillthechickens View Post
    Well the technique will only work for the specific npc that im killing since they never do any damage(from my name you could probably guess what they are), otherwise no way to determine if it is mob or random.

    Ill have a look at the gametab function list.
    Ah, you can't call FindNormalRandoms, but FindTalk; will still work for most randoms, you could work around by only calling FNR if any tabs are missing I guess, but combat are hp bar only atm, Asham and me discussed making it check stats tab hp level too tho, still in discussion tho


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

  16. #191
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    Quote Originally Posted by DannyRS View Post
    Ah, you can't call FindNormalRandoms, but FindTalk; will still work for most randoms, you could work around by only calling FNR if any tabs are missing I guess, but combat are hp bar only atm, Asham and me discussed making it check stats tab hp level too tho, still in discussion tho
    But findTalk is called in FNR? So i should just call findTalk and not FNR? I dont understand

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    Quote Originally Posted by ikillthechickens View Post
    But findTalk is called in FNR? So i should just call findTalk and not FNR? I dont understand
    You can still call FNR, you just will have to disable the combat randoms with the srl_combatrandoms=false thing


    Also maze isn't done yet, I haven't pushed the one side I finished and I need accounts from each corner start spot

  18. #193
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    Quote Originally Posted by Ashaman88 View Post
    You can still call FNR, you just will have to disable the combat randoms with the srl_combatrandoms=false thing


    Also maze isn't done yet, I haven't pushed the one side I finished and I need accounts from each corner start spot
    Ah i see, i think what i did has the same effect I just commented out these lines in the antirandoms.simba

    Simba Code:
    if SRL_infight then    
    begin      
    runaway(RandomDirection, False, 1, RandomRange(2000,4000));      
    result := true;      
    exit;    
    end;

  19. #194
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    Quote Originally Posted by ikillthechickens View Post
    Ah i see, i think what i did has the same effect I just commented out these lines in the antirandoms.simba

    Simba Code:
    if SRL_infight then    
    begin      
    runaway(RandomDirection, False, 1, RandomRange(2000,4000));      
    result := true;      
    exit;    
    end;
    yep yep, but not good practice for public scripts since you will have to instruct others to comment it out each time there is an update

  20. #195
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    Is it even possible to solve the teleport random with simba, I can't remember it ever solving it.
    (I'm talking about the random event when you teleport and you're in that room and have to click on one of the 4 sticks)

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    Quote Originally Posted by shebee View Post
    Is it even possible to solve the teleport random with simba, I can't remember it ever solving it.
    (I'm talking about the random event when you teleport and you're in that room and have to click on one of the 4 sticks)
    I don't know what event you're talking about? Are you talking about the pinball one? or What? I confused

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    Quote Originally Posted by Ashaman88 View Post
    I don't know what event you're talking about? Are you talking about the pinball one? or What? I confused
    I'm guessing he was referring to the abyss random event.

    The idea is to pick the 'odd one out'.
    Solar from RiD.

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    Quote Originally Posted by Solar View Post
    I'm guessing he was referring to the abyss random event.

    The idea is to pick the 'odd one out'.
    Is that one in the 07 rs?

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    Quote Originally Posted by Ashaman88 View Post
    Is that one in the 07 rs?
    Not that I've seen so far.
    This is the event; http://runescape.wikia.com/wiki/Lost_and_Found
    Solar from RiD.

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    Quote Originally Posted by Solar View Post
    Not that I've seen so far.
    This is the event; http://runescape.wikia.com/wiki/Lost_and_Found
    Quote Originally Posted by Ashaman88 View Post
    Is that one in the 07 rs?
    I've got it soo many times already, especially if you're in the wildy and teleport out.
    But has it ever been solvable by SRL?

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