Page 13 of 38 FirstFirst ... 3111213141523 ... LastLast
Results 301 to 325 of 945

Thread: Simple FightCaveTrainer

  1. #301
    Join Date
    May 2012
    Location
    Purdue University
    Posts
    17
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    Quote Originally Posted by marijuana420 View Post
    works fine for me

    -* FightCaveTrainer v0.6
    -*
    -* Entered: 30
    -* Runtime: 2 Hours, 42 Minutes and 12 Seconds



    gotta be something your doing
    Like I said, I've tried changing everything I'm wearing but I still receive the spam. Other than that it is running just fine.
    You might be a king or a little street sweeper, but sooner or later you dance with the reaper.

  2. #302
    Join Date
    Mar 2012
    Posts
    86
    Mentioned
    0 Post(s)
    Quoted
    14 Post(s)

    Default

    try to close out of simba and smart and reload..

  3. #303
    Join Date
    Oct 2011
    Posts
    4
    Mentioned
    0 Post(s)
    Quoted
    4 Post(s)

    Default

    Clicks on the stats tab and stands there doing nothing ...

    FIX ASAP

  4. #304
    Join Date
    May 2012
    Location
    Purdue University
    Posts
    17
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    Quote Originally Posted by marijuana420 View Post
    try to close out of simba and smart and reload..
    Already have... I'll load Simba onto a VM and see if that does anything. If not, I'll just mess around with it after class to figure it out. I'm guessing I can change the whiteCaveEntrance variant to fix it but I cba to do it at the moment.
    You might be a king or a little street sweeper, but sooner or later you dance with the reaper.

  5. #305
    Join Date
    May 2012
    Location
    Purdue University
    Posts
    17
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    Quote Originally Posted by miley View Post
    Clicks on the stats tab and stands there doing nothing ...

    FIX ASAP
    First time I've heard of a problem like that. I'm guessing the problem is on your end somehow.
    You might be a king or a little street sweeper, but sooner or later you dance with the reaper.

  6. #306
    Join Date
    Mar 2013
    Posts
    4
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    Exception in Script: Unable to find file 'C:\Simba\Includes\SRL-OSR/SRL/core/antirandoms\mordaut.simba' used from 'C:\Simba\Includes\SRL-OSR/SRL/core/antirandoms/antirandoms.simba'


    is this anti leach?

  7. #307
    Join Date
    May 2012
    Location
    Purdue University
    Posts
    17
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    Quote Originally Posted by b0bs4g3t View Post
    Exception in Script: Unable to find file 'C:\Simba\Includes\SRL-OSR/SRL/core/antirandoms\mordaut.simba' used from 'C:\Simba\Includes\SRL-OSR/SRL/core/antirandoms/antirandoms.simba'


    is this anti leach?
    No, you are missing a file it looks like.

    In the "C:\Simba\Includes\SRL-OSR/SRL/core/antirandoms" folder, create a new file called "mordaut.simba" and then paste this code into it. (This is from the SRL-OSR file.)
    Simba Code:
    (*
    Mordaut
    =======

    Stores all the routines to solve the Mordaut random.  None of these routines
    should be used throughout scripts.  They only need to be called in SRL's random
    detection methods.

    This solver uses a "score" system to determine which item is the odd one out.
    A rotating object is determined using the TRotateObject type and
    DebugRotateObject method both found in common.simba.  Each object is declared
    in MD_GetObject and is compared to a scanned object in each of the slots
    depending on the puzzle that needs to be solved.

    The puzzles are stored in separate arrays (big and small).  The big puzzles are
    the ones where you have to match 3 items to the wording on the right.  The small
    puzzles are the ones you have to click the item that comes next in the sequence.

    *)


    type
      TMDBigPuzzle = record
        name: string;
        idText: TStringArray;
        objs: TRotateObjectArray;
      end;
      TMDBigPuzzleArray = array of TMDBigPuzzle;

    const
      MD_NPC_MORDAUT = 'Mr.Mordaut';

      // new data for MD_GetObject will need to be gathered if these are to change
      MD_ACCURACY  = 50; // gets the average of MD_ACCURACY times to ID objects
      MD_OBJ_SIZE  = 25; // split TPA into this size of box
      MD_MIN_SCORE = 25; // minimum score for an object to be ID'd

    const
      MD_OBJECT_COUNT = 62;
        MD_OBJ_SCIMITAR   = 0;
        MD_OBJ_LONGSWORD  = 1;
        MD_OBJ_BATTLEAXE  = 2;
        MD_OBJ_MACE       = 3;
        MD_OBJ_TEA        = 4;
        MD_OBJ_BEER       = 5;
        MD_OBJ_MARTINI    = 6;
        MD_OBJ_VODKA      = 7;
        MD_OBJ_PICKAXE    = 8;
        MD_OBJ_ORE        = 9;
        MD_OBJ_HAMMER     = 10;
        MD_OBJ_BAR        = 11;
        MD_OBJ_PLATEBODY  = 12;
        MD_OBJ_SHORTBOW   = 13;
        MD_OBJ_ARROWS     = 14;
        MD_OBJ_CROSSBOW   = 15;
        MD_OBJ_LONGBOW    = 16;
        MD_OBJ_FROG       = 17;
        MD_OBJ_THIEF      = 18;
        MD_OBJ_MIME       = 19;
        MD_OBJ_NECKLACE   = 20;
        MD_OBJ_TIARA      = 21;
        MD_OBJ_SYMBOL     = 22;
        MD_OBJ_RING       = 23;
        MD_OBJ_LONG       = 24;
        MD_OBJ_FULLHELM   = 25;
        MD_OBJ_KITE       = 26;
        MD_OBJ_PLATE      = 27;
        MD_OBJ_CAVALIER   = 28;
        MD_OBJ_PIRATE     = 29;
        MD_OBJ_JESTER     = 30;
        MD_OBJ_LOGS       = 31;
        MD_OBJ_TINDERBOX  = 32;
        MD_OBJ_LAMP       = 33;
        MD_OBJ_CANDLE     = 34;
        MD_OBJ_RAKE       = 35;
        MD_OBJ_WATERCAN   = 36;
        MD_OBJ_SPADE      = 37;
        MD_OBJ_TROWEL     = 38;
        MD_OBJ_SQUARE     = 39;
        MD_OBJ_WOODEN     = 40;
        MD_OBJ_KITESHIELD = 41;
        MD_OBJ_SHRIMP     = 42;
        MD_OBJ_SARDINE    = 43;
        MD_OBJ_MACKEREL   = 44;
        MD_OBJ_SWORDFISH  = 45;
        MD_OBJ_TROUT      = 46;
        MD_OBJ_BOOTS      = 47;
        MD_OBJ_BOOTS_2    = 48;
        MD_OBJ_HOOK       = 49;
        MD_OBJ_EYEPATCH   = 50;
        MD_OBJ_RUNE       = 51;
        MD_OBJ_STAFF      = 52;
        MD_OBJ_HARPOON    = 53;
        MD_OBJ_CHEFHAT    = 54;
        MD_OBJ_APRON      = 55;
        MD_OBJ_BREAD      = 56;
        MD_OBJ_CAKE       = 57;
        MD_OBJ_BANANA     = 58;
        MD_OBJ_STRAWBERRY = 59;
        MD_OBJ_PINEAPPLE  = 60;
        MD_OBJ_GRAPES     = 61;

    const
      MD_PUZZLE_BIG_COUNT = 10;
        MD_PUZZLE_BIG_DRINK    = 0;
        MD_PUZZLE_BIG_PIRATE   = 1;
        MD_PUZZLE_BIG_JEWEL    = 2;
        MD_PUZZLE_BIG_RANGE    = 3;
        MD_PUZZLE_BIG_FIRE     = 4;
        MD_PUZZLE_BIG_MELEE    = 5;
        MD_PUZZLE_BIG_MAGIC    = 6;
        MD_PUZZLE_BIG_DISGUISE = 7;
        MD_PUZZLE_BIG_HAT      = 8;
        MD_PUZZLE_BIG_FISH     = 9;

    var
      // stores the background colors and tolerances of the small and big puzzles
      MD_ExColSmall, MD_ExColBig, MD_ExTolSmall, MD_ExTolBig: TIntegerArray;

    (**
     * Author: Coh3n
     * Description: Declares global variables.  Used so it can be easily updated.
     *)

    procedure MD_DeclareGlobals();
    begin
      // background colors of the small puzzle
      MD_ExColSmall := [4674119, 5265999];
      MD_ExTolSmall := [17, 17];

      // background colors of the big puzzle
      MD_ExColBig := [13423575, 12897741];
      MD_ExTolBig := [25, 25];
    end;

    (**
     * Author: Ashaman88
     * Description: Returns true if player is in the random.
     *)

    function MD_Detect(): boolean;
    begin
      result := (getNPCChatName() = MD_NPC_MORDAUT) and (not tabExists(TAB_MAGIC));
      if not result then
        if not tabexists(TAB_MAGIC) then
          result:= ((countdots('yellow') = 7) and (inrange(countcolor(243,MMX1,MMY1,MMX2,MMY2),10,20)));
    end;    

    (**
     * Author: Coh3n
     * Description: Stores all the Mordaut object properties.  Data gathered using
     * MD_DebugSmall/BigPuzzle.
     *)

    function MD_GetObject(obj: integer): TRotateObject;
    begin
      case obj of
        MD_OBJ_SCIMITAR:
          with result do
          begin
            name := 'Scimitar';
            use := 'Weapon';
            count := 280;
            width := 41;
            height := 25;
            totalCount := 951;
            coverPercent := 29.0;
          end;

        MD_OBJ_LONGSWORD:
          with result do
          begin
            name := 'Longsword';
            use := 'Weapon';
            count := 107;
            width := 34;
            height := 23;
            totalCount := 670;
            coverPercent := 16.0;
          end;

        MD_OBJ_BATTLEAXE:
          with result do
          begin
            name := 'Battleaxe';
            use := 'Weapon';
            count := 218;
            width := 31;
            height := 19;
            totalCount := 591;
            coverPercent := 37.0;
          end;

        MD_OBJ_MACE:
          with result do
          begin
            name := 'Mace';
            use := 'Weapon';
            count := 205;
            width := 31;
            height := 23;
            totalCount := 700;
            coverPercent := 28.0;
          end;

        MD_OBJ_TEA:
          with result do
          begin
            name := 'Tea';
            use := 'Drink';
            count := 885;
            width := 33;
            height := 33;
            totalCount := 1134;
            coverPercent := 75.0;
          end;

        MD_OBJ_BEER:
          with result do
          begin
            name := 'Beer';
            use := 'Drink';
            count := 588;
            width := 26;
            height := 28;
            totalCount := 751;
            coverPercent := 75.0;
          end;

        MD_OBJ_MARTINI:
          with result do
          begin
            name := 'Martini';
            use := 'Drink';
            count := 435;
            width := 20;
            height := 32;
            totalCount := 680;
            coverPercent := 63.0;
          end;

        MD_OBJ_VODKA:
          with result do
          begin
            name := 'Vodka';
            use := 'Drink';
            count := 350;
            width := 14;
            height := 28;
            totalCount := 424;
            coverPercent := 83.0;
          end;

        MD_OBJ_PICKAXE:
          with result do
          begin
            name := 'Pickaxe';
            use := 'Smithing';
            count := 230;
            width := 45;
            height := 30;
            totalCount := 1380;
            coverPercent := 16.0;
          end;

        MD_OBJ_ORE:
          with result do
          begin
            name := 'Ore';
            use := 'Smithing';
            count := 591;
            width := 38;
            height := 26;
            totalCount := 1053;
            coverPercent := 56.0;
          end;

        MD_OBJ_HAMMER:
          with result do
          begin
            name := 'Hammer';
            use := 'Smithing';
            count := 269;
            width := 30;
            height := 21;
            totalCount := 600;
            coverPercent := 44.0;
          end;

        MD_OBJ_BAR:
          with result do
          begin
            name := 'Bar';
            use := 'Smithing';
            count := 627;
            width := 33;
            height := 25;
            totalCount := 867;
            coverPercent := 72.0;
          end;

        MD_OBJ_PLATEBODY:
          with result do
          begin
            name := 'Platebody';
            use := 'Smithing';
            count := 750;
            width := 36;
            height := 28;
            totalCount := 1039;
            coverPercent := 70.0;
          end;

        MD_OBJ_SHORTBOW:
          with result do
          begin
            name := 'Shortbow';
            use := 'Range';
            count := 288;
            width := 40;
            height := 25;
            totalCount := 870;
            coverPercent := 33.0;
          end;

        MD_OBJ_ARROWS:
          with result do
          begin
            name := 'Arrows';
            use := 'Range';
            count := 232;
            width := 42;
            height := 27;
            totalCount := 975;
            coverPercent := 24.0;
          end;

        MD_OBJ_CROSSBOW:
          with result do
          begin
            name := 'Crossbow';
            use := 'Range';
            count := 247;
            width := 34;
            height := 24;
            totalCount := 847;
            coverPercent := 29.0;
          end;

        MD_OBJ_LONGBOW:
          with result do
          begin
            name := 'Longbow';
            use := 'Range';
            count := 161;
            width := 34;
            height := 21;
            totalCount := 664;
            coverPercent := 24.0;
          end;

        MD_OBJ_FROG:
          with result do
          begin
            name := 'Frog Mask';
            use := 'Disguise';
            count := 850;
            width := 34;
            height := 30;
            totalCount := 1055;
            coverPercent := 81.0;
          end;

        MD_OBJ_MIME:
          with result do
          begin
            name := 'Mime Mask';
            use := 'Disguise';
            count := 728;
            width := 33;
            height := 27;
            totalCount := 919;
            coverPercent := 79.0;
          end;

        MD_OBJ_NECKLACE:
          with result do
          begin
            name := 'Necklace';
            use := 'Jewelery';
            count := 219;
            width := 29;
            height := 19;
            totalCount := 567;
            coverPercent := 38.0;
          end;

        MD_OBJ_TIARA:
          with result do
          begin
            name := 'Tiara';
            use := 'Jewelery';
            count := 202;
            width := 32;
            height := 23;
            totalCount := 758;
            coverPercent := 26.0;
          end;

        MD_OBJ_SYMBOL:
          with result do
          begin
            name := 'Holy Symbol';
            use := 'Jewelery';
            count := 306;
            width := 40;
            height := 25;
            totalCount := 970;
            coverPercent := 32.0;
          end;

        MD_OBJ_RING:
          with result do
          begin
            name := 'Ring';
            use := 'Jewelery';
            count := 245;
            width := 24;
            height := 18;
            totalCount := 452;
            coverPercent := 55.0;
          end;

        MD_OBJ_LONG: // same item is used for more than one puzzle (different use)
          begin
            result := MD_GetObject(MD_OBJ_LONGSWORD);
            result.name := 'Long';
            result.use := 'Combat';
          end;

        MD_OBJ_FULLHELM:
          with result do
          begin
            name := 'Full Helm';
            use := 'Combat';
            count := 468;
            width := 27;
            height := 28;
            totalCount := 760;
            coverPercent := 61.0;
          end;

        MD_OBJ_KITE:
          with result do
          begin
            name := 'Kite';
            use := 'Combat';
            count := 640;
            width := 37;
            height := 24;
            totalCount := 953;
            coverPercent := 68.0;
          end;

        MD_OBJ_PLATE:
          begin
            result := MD_GetObject(MD_OBJ_PLATEBODY);
            result.name := 'Platebody';
            result.use := 'Combat';
          end;

        MD_OBJ_THIEF:
          with result do
          begin
            name := 'Thief Mask';
            use := 'Hat';
            count := 560;
            width := 34;
            height := 28;
            totalCount := 944;
            coverPercent := 59.0;
          end;

        MD_OBJ_JESTER:
          with result do
          begin
            name := 'Jester Hat';
            use := 'Hat';
            count := 416;
            width := 31;
            height := 24;
            totalCount := 747;
            coverPercent := 56.0;
          end;

        MD_OBJ_PIRATE:
          with result do
          begin
            name := 'Pirate Hat';
            use := 'Hat';
            count := 696;
            width := 35;
            height := 27;
            totalCount := 970;
            coverPercent := 72.0;
          end;

        MD_OBJ_CAVALIER:
          with result do
          begin
            name := 'Cavalier Hat';
            use := 'Hat';
            count := 584;
            width := 35;
            height := 23;
            totalCount := 817;
            coverPercent := 71.0;
          end;

        MD_OBJ_LOGS:
          with result do
          begin
            name := 'Logs';
            use := 'Fire';
            count := 820;
            width := 37;
            height := 32;
            totalCount := 1242;
            coverPercent := 65.0;
          end;

        MD_OBJ_TINDERBOX:
          with result do
          begin
            name := 'Tinderbox';
            use := 'Fire';
            count := 1485;
            width := 42;
            height := 44;
            totalCount := 1878;
            coverPercent := 79.0;
          end;

        MD_OBJ_LAMP:
          with result do
          begin
            name := 'Lamp';
            use := 'Fire';
            count := 425;
            width := 23;
            height := 27;
            totalCount := 640;
            coverPercent := 66.0;
          end;

        MD_OBJ_CANDLE:
          with result do
          begin
            name := 'Candle';
            use := 'Fire';
            count := 0;
            width := 0;
            height := 0;
            totalCount := 0;
            coverPercent := 0.0;
          end;

        MD_OBJ_RAKE:
          with result do
          begin
            name := 'Rake';
            use := 'Farming';
            count := 222;
            width := 50;
            height := 32;
            totalCount := 1459;
            coverPercent := 15.0;
          end;

        MD_OBJ_WATERCAN:
          with result do
          begin
            name := 'Watering Can';
            use := 'Farming';
            count := 625;
            width := 30;
            height := 35;
            totalCount := 1072;
            coverPercent := 58.0;
          end;

        MD_OBJ_SPADE:
          with result do
          begin
            name := 'Spade';
            use := 'Farming';
            count := 338;
            width := 44;
            height := 30;
            totalCount := 1203;
            coverPercent := 28.0;
          end;

        MD_OBJ_TROWEL:
          with result do
          begin
            name := 'Trowel';
            use := 'Farming';
            count := 275;
            width := 31;
            height := 21;
            totalCount := 650;
            coverPercent := 44.0;
          end;

        MD_OBJ_SQUARE:
          with result do
          begin
            name := 'Square Shield';
            use := 'Shield';
            count := 600;
            width := 37;
            height := 25;
            totalCount := 900;
            coverPercent := 65.0;
          end;

        MD_OBJ_WOODEN:
          with result do
          begin
            name := 'Wooden Shield';
            use := 'Shield';
            count := 498;
            width := 32;
            height := 23;
            totalCount := 750;
            coverPercent := 66.0;
          end;

        MD_OBJ_KITESHIELD:
          begin
            result := MD_GetObject(MD_OBJ_KITE);
            result.name := 'Kiteshield';
            result.use := 'Shield';
          end;

        MD_OBJ_SHRIMP:
          with result do
          begin
            name := 'Shrimp';
            use := 'Fish';
            count := 262;
            width := 37;
            height := 24;
            totalCount := 914;
            coverPercent := 29.0;
          end;

        MD_OBJ_SARDINE:
          with result do
          begin
            name := 'Sardine';
            use := 'Fish';
            count := 121;
            width := 22;
            height := 15;
            totalCount := 320;
            coverPercent := 38.0;
          end;

        MD_OBJ_MACKEREL:
          with result do
          begin
            name := 'Mackerel';
            use := 'Fish';
            count := 238;
            width := 31;
            height := 18;
            totalCount := 599;
            coverPercent := 40.0;
          end;

        MD_OBJ_SWORDFISH:
          with result do
          begin
            name := 'Swordfish';
            use := 'Fish';
            count := 218;
            width := 37;
            height := 23;
            totalCount := 836;
            coverPercent := 26.0;
          end;

        MD_OBJ_BOOTS:
          with result do
          begin
            name := 'Boots';
            use := 'Boots';
            count := 587;
            width := 30;
            height := 28;
            totalCount := 900;
            coverPercent := 67.0;
          end;

        MD_OBJ_BOOTS_2:
          with result do
          begin
            name := 'Boots 2';
            use := 'Boots';
            count := 520;
            width := 31;
            height := 29;
            totalCount := 930;
            coverPercent := 55.0;
          end;

        MD_OBJ_EYEPATCH:
          with result do
          begin
            name := 'Eye Patch';
            use := 'Pirate';
            count := 255;
            width := 32;
            height := 20;
            totalCount := 630;
            coverPercent := 40.0;
          end;

        MD_OBJ_HOOK:
          with result do
          begin
            name := 'Pirate Hook';
            use := 'Pirate';
            count := 224;
            width := 32;
            height := 23;
            totalCount := 706;
            coverPercent := 32.0;
          end;

        MD_OBJ_RUNE:
          with result do
          begin
            name := 'Rune';
            use := 'Magic';
            count := 800;
            width := 35;
            height := 29;
            totalCount := 1040;
            coverPercent := 75.0;
          end;

        MD_OBJ_STAFF:
          with result do
          begin
            name := 'Staff';
            use := 'Magic';
            count := 96;
            width := 39;
            height := 26;
            totalCount := 878;
            coverPercent := 11.0;
          end;

        MD_OBJ_HARPOON:
          with result do
          begin
            name := 'Harpoon';
            use := 'Fish';
            count := 194;
            width := 35;
            height := 23;
            totalCount := 738;
            coverPercent := 24.0;
          end;

        MD_OBJ_TROUT:
          with result do
          begin
            name := 'Trout';
            use := 'Fish';
            count := 320;
            width := 32;
            height := 23;
            totalCount := 700;
            coverPercent := 45.0;
          end;

        MD_OBJ_CHEFHAT:
          with result do
          begin
            name := 'Chef''s Hat';
            use := 'Cook';
            count := 645;
            width := 36;
            height := 25;
            totalCount := 942;
            coverPercent := 68.0;
          end;

        MD_OBJ_APRON:
          with result do
          begin
            name := 'Apron';
            use := 'Cook';
            count := 340;
            width := 31;
            height := 20;
            totalCount := 637;
            coverPercent := 53.0;
          end;

        MD_OBJ_BREAD:
          with result do
          begin
            name := 'Bread';
            use := 'Cook';
            count := 535;
            width := 30;
            height := 22;
            totalCount := 676;
            coverPercent := 78.0;
          end;

        MD_OBJ_CAKE:
          with result do
          begin
            name := 'Cake';
            use := 'Cook';
            count := 975;
            width := 35;
            height := 31;
            totalCount := 1110;
            coverPercent := 88.0;
          end;

        MD_OBJ_BANANA:
          with result do
          begin
            name := 'Banana';
            use := 'Fruit';
            count := 399;
            width := 34;
            height := 24;
            totalCount := 799;
            coverPercent := 50.0;
          end;

        MD_OBJ_STRAWBERRY:
          with result do
          begin
            name := 'Strawberry';
            use := 'Fruit';
            count := 379;
            width := 20;
            height := 24;
            totalCount := 510;
            coverPercent := 74.0;
          end;

        MD_OBJ_PINEAPPLE:
          with result do
          begin
            name := 'Pineapple';
            use := 'Fruit';
            count := 600;
            width := 33;
            height := 33;
            totalCount := 1098;
            coverPercent := 55.0;
          end;

        MD_OBJ_GRAPES:
          with result do
          begin
            name := 'Grapes';
            use := 'Shield';
            count := 190;
            width := 23;
            height := 15;
            totalCount := 351;
            coverPercent := 54.0;
          end;

        else
          addToSRLLog('MD_GetObject: Invalid object '+toStr(obj));
      end;
    end;

    (**
     * Author: Coh3n
     * Description: results the DTMs to detect which "big" puzzle to solve.
     *)

    function MD_GetBigPuzzles(): TMDBigPuzzleArray;
    begin
      setLength(result, MD_PUZZLE_BIG_COUNT);

      with result[MD_PUZZLE_BIG_DRINK] do
      begin
        name := 'Big Puzzle: Drinks';
        idText := ['thirst', 'dehydrate'];
        objs := [MD_GetObject(MD_OBJ_TEA), MD_GetObject(MD_OBJ_BEER),
                 MD_GetObject(MD_OBJ_MARTINI)];
      end;

      with result[MD_PUZZLE_BIG_MAGIC] do
      begin
        name := 'Big Puzzle: Magic';
        idText := ['stic', 'wizard'];
        objs := [MD_GetObject(MD_OBJ_STAFF), MD_GetObject(MD_OBJ_RUNE),
                 MD_GetObject(MD_OBJ_RUNE)];
      end;

      with result[MD_PUZZLE_BIG_DISGUISE] do
      begin
        name := 'Big Puzzle: Disguise';
        idText := ['face', 'mask', 'disg', 'hidden'];
        objs := [MD_GetObject(MD_OBJ_FROG), MD_GetObject(MD_OBJ_THIEF),
                 MD_GetObject(MD_OBJ_MIME)];
      end;

      with result[MD_PUZZLE_BIG_MELEE] do
      begin
        name := 'Big Puzzle: Melee';
        idText := ['sword', 'weapon', 'melee'];
        objs := [MD_GetObject(MD_OBJ_LONGSWORD), MD_GetObject(MD_OBJ_SCIMITAR),
                 MD_GetObject(MD_OBJ_BATTLEAXE)];
      end;

      with result[MD_PUZZLE_BIG_HAT] do
      begin
        name := 'Big Puzzle: Hat';
        idText := ['hat', 'cap', 'head', 'tip', 'hink'];
        objs := [MD_GetObject(MD_OBJ_CAVALIER), MD_GetObject(MD_OBJ_JESTER),
                 MD_GetObject(MD_OBJ_PIRATE)];
      end;

      with result[MD_PUZZLE_BIG_FIRE] do
      begin
        name := 'Big Puzzle: Fire';
        idText := ['arks', 'fire', 'nitin', 'brain', 'star'];
        objs := [MD_GetObject(MD_OBJ_LOGS), MD_GetObject(MD_OBJ_TINDERBOX),
                 MD_GetObject(MD_OBJ_LAMP)];
      end;

      with result[MD_PUZZLE_BIG_PIRATE] do
      begin
        name := 'Big Puzzle: Pirate';
        idText := ['pirate', 'tis', 'Yarr'];
        objs := [MD_GetObject(MD_OBJ_HOOK), MD_GetObject(MD_OBJ_PIRATE),
                 MD_GetObject(MD_OBJ_EYEPATCH)];
      end;

      with result[MD_PUZZLE_BIG_RANGE] do
      begin
        name := 'Big Puzzle: Range';
        idText := ['archery', 'arrow'];
        objs := [MD_GetObject(MD_OBJ_LONGBOW), MD_GetObject(MD_OBJ_ARROWS),
                 MD_GetObject(MD_OBJ_CROSSBOW)];
      end;

      with result[MD_PUZZLE_BIG_FISH] do
      begin
        name := 'Big Puzzle: Fish';
        idText := ['ishy', 'water', 'ish', 'eel like a'];
        objs := [MD_GetObject(MD_OBJ_TROUT), MD_GetObject(MD_OBJ_HARPOON),
                 MD_GetObject(MD_OBJ_TROUT)];
      end;

      with result[MD_PUZZLE_BIG_JEWEL] do
      begin
        name := 'Big Puzzle: Jewelery';
        idText := ['ineries', 'ecio', 'ewell'];
        objs := [MD_GetObject(MD_OBJ_SYMBOL), MD_GetObject(MD_OBJ_RING),
                 MD_GetObject(MD_OBJ_NECKLACE)];
      end;
    end;

    (**
     * Author: Coh3n
     * Description: Returns all the possible small puzzles to solve. The string
     * value MUST be the same as the 'use' field for the corresponding objects.
     *)

    function MD_GetSmallPuzzles(): TStringArray;
    begin
      setLength(result, 15);

      result[0]  := 'Weapon';
      result[1]  := 'Smithing';
      result[2]  := 'Range';
      result[3]  := 'Jewelery';
      result[4]  := 'Combat';
      result[5]  := 'Drink';
      result[6]  := 'Hat';
      result[7]  := 'Farming';
      result[8]  := 'Shield';
      result[9]  := 'Fish';
      result[10] := 'Boots';
      result[11] := 'Magic';
      result[12] := 'Cook';
      result[13] := 'Fruit';
      result[14] := 'Fire';
    end;

    (**
     * Author: Coh3n
     * Description: Returns the score of obj1 compared to obj2.  The higher the
     * score the more likely the objects are the same.
     *)

    function MD_CompareObjects(obj1, obj2: TRotateObject): integer;
    begin
      // best score is currently 40
      result := 0;

      if (inRange(obj1.count, obj2.count - 10, obj2.count + 10)) then
        result := result + 3;

      if (obj1.width = obj2.width) then
        result := result + 12
      else
        if (inRange(obj1.width, obj2.width - 2, obj2.width + 2)) then
          result := result + 6;

      if (obj1.height = obj2.height) then
        result := result + 12
      else
        if (inRange(obj1.height, obj2.height - 2, obj2.height + 2)) then
          result := result + 6;

      if (inRange(obj1.totalCount, obj2.totalCount - 75, obj2.totalCount + 75)) then
        result := result + 5;

      if ((obj1.coverPercent > obj2.coverPercent - 3) and (obj1.coverPercent < obj2.coverPercent + 3)) then
        result := result + 8;
    end;

    (**
     * Author: Coh3n
     * Description: Returns the Mordaut object that best (has the highest score)
     * matches 'scanObj'.
     *)

    function MD_IDObject(scanObj: TRotateObject): TRotateObjectArray;
    var
      i, c, tmpScore: integer;
      tmpObj: TRotateObject;
    begin
      setLength(result, MD_OBJECT_COUNT);

      // loop through all the objects to find which one best matches the scanned object
      for i := 0 to (MD_OBJECT_COUNT - 1) do
      begin
        tmpObj := MD_GetObject(i);
        tmpScore := MD_CompareObjects(tmpObj, scanObj);

        //writeln('tmpObj('+tmpObj.name+') vs. scanObj(): score - '+toStr(tmpScore));

        // set the highest score as result
        if (tmpScore > MD_MIN_SCORE) then
        begin
          //addToSRLLog('MD_IDObject: One match is '+tmpObj.name+' with a score of '+toStr(tmpScore));
          result[c] := tmpObj;
          inc(c);
        end;
      end;

      setLength(result, c);
    end;

    (**
     * Author: Coh3n
     * Description: Returns a TBox of the big puzzle item slot 'Slot'. Top left
     * is slot 1, botton right is slot 15.
     *)

    function MD_BigBox(slot: integer): TBox;
    begin
      result := gridBox(slot, 5, 3, 60, 80, 67, 91, point(71, 73));
    end;

    (**
     * Author: Coh3n
     * Description: Returns a TBox of the small puzzle item slot 'Slot'. Top left
     * is slot 1, botton right is slot 8.
     *)

    function MD_SmallBox(slot: integer): TBox;
    begin
      result := gridBox(slot, 4, 2, 95, 80, 95, 150, point(110, 100));
    end;

    (**
     * Author: Nava2
     * Description: Returns true if the big puzzle screen is open.
     *)

    function MD_BigScreen(): boolean;
    var
      dtmThumb, x, y: integer;
    begin
      dtmThumb := DTMFromString('78DA63E4646060E063400187BBD3184480342310FF0702466E208309558D083333030B540D08300A619A83A146002488AA86879911550D1B901025A006E4161E5435E2DC2C286A00ACBB06F0');
      result := findDTM(dtmThumb, x, y, MSX1, MSY1, MSX2, MSY2);
      freeDTM(dtmThumb);
    end;

    (**
     * Author: Nava2
     * Description: Returns true if the small puzzle screen is open.
     *)

    function MD_SmallScreen(): boolean;
    begin
      // counts black pixels of the text shadow in the middle of the MS
      result := (countColor(clBlack, 165, 142, 357, 183) = 322);
    end;

    (**
     * Author: Coh3n
     * Description: Returns the object scanned in 'slot' for the big puzzle.
     *)

    function MD_ScanBigObject(slot: integer): TRotateObject;
    begin
      result := scanRotateObject(
        MD_ExColBig, MD_ExTolBig, MD_BigBox(slot), MD_OBJ_SIZE, MD_ACCURACY);
    end;

    (**
     * Author: Coh3n
     * Description: Returns the object scanned in 'slot' for the small puzzle.
     *)

    function MD_ScanSmallObject(slot: integer): TRotateObject;
    begin
      result := scanRotateObject(
        MD_ExColSmall, MD_ExTolSmall, MD_SmallBox(slot), MD_OBJ_SIZE, MD_ACCURACY);
    end;

    (**
     * Author: Coh3n & DemiseScythe
     * Description: Returns which small puzzle we have to solve.
     *)

    function MD_IDSmallPuzzle(puzzles: TStringArray): integer;
    var
      i, j: integer;
      tmpObjs, posObjs: TRotateObjectArray;
      commonUse: string;
    begin
      if (not loggedIn()) or (not MD_SmallScreen()) then
        exit;

      addToSRLLog('MD_IDSmallPuzzle: Identifying puzzle');
      result := -1;

      addToSRLLog('MD_IDSmallPuzzle: Scanning objects...');

      // get the possible objects that could be one the top part of the puzzle
      for i := 1 to 3 do // item slots 1-3
      begin
        tmpObjs := MD_IDObject(MD_ScanSmallObject(i));

        for j := 0 to high(tmpObjs) do
        begin
          setLength(posObjs, length(posObjs) + 1);
          posObjs[high(posObjs)] := tmpObjs[j];
        end;
      end;

      addToSRLLog('MD_IDSmallPuzzle: Objects scanned');

      // get's the most common use found in the possible objects
      commonUse := getTROAUse(posObjs);
      addToSRLLog('MD_IDSmallPuzzle: Most common use - '+commonUse);

      // loop through the puzzles, checking which has the proper use
      for i := 0 to high(puzzles) do
        if (commonUse = puzzles[i]) then
        begin
          result := i;
          break;
        end;

      if (result <> -1) then
        addToSRLLog('MD_IDSmallPuzzle: Found Small Puzzle '+puzzles[result])
      else
        addToSRLLog('MD_IDSmallPuzzle: Didn''t ID puzzle');

      // to make sure the player doesn't log out
      if (getCurrentTab() = TAB_FRIENDS) then
        gameTab(TAB_CLAN)
      else
        gameTab(TAB_FRIENDS);
    end;

    (**
     * Author: Coh3n & DemiseScythe
     * Description: Solves the small puzzle (calls MD_GetSmallPuzzle).
     *)

    function MD_SolveSmallPuzzle(puzzle: string): boolean;
    var
      i, j, t: integer;
      posObjs: TRotateObjectArray;
    begin
      if (not loggedIn()) then
        exit;

      addToSRLLog('MD_SolveSmallPuzzle: Solving...');

      repeat
        inc(t);

        for i := 5 to 8 do // object slots 5-8 (bottom half)
        begin
          posObjs := MD_IdObject(MD_ScanSmallObject(i));

          for j := 0 to high(posObjs) do
            if (lowercase(posObjs[j].use) = lowercase(puzzle)) then
            begin
              addToSRLLog('MD_SolveSmallPuzzle: Found bottom object in slot '+toStr(i));

              // needs specific coords because you can't click anywhere on the item
              mouse(108 + (100 * (i - 5)), 235, 3, 3, mouse_Left);
              result := waitNPCTalking(MD_NPC_MORDAUT, 4000);
              break;
            end;

          if (result) then
            break;
        end;

        if (not result) then
          addToSRLLog('MD_SolveSmallPuzzle: Didn''t find bottom objects, try '+toStr(t));

      until(result or (t >= 3)); // maximum tries

      if (result) then
        addToSRLLog('MD_SolveSmallPuzzle: Solved Small Puzzle '+puzzle)
    end;

    (**
     * Author: Coh3n
     * Description: Identifies which of the big puzzles we have to solve.
     *)

    function MD_IDBigPuzzle(puzzles: TMDBigPuzzleArray): integer;
    var
      i, j, h: integer;
      tpa, m: TPointArray;
    begin
      if (not loggedIn()) then
        exit;

      result := -1;
      findColorsTolerance(tpa, 13290961, 373, 60, 473, 160, 25);

      // loops through the possible texts in each puzzle in the 'puzzles' array
      for i := 0 to high(puzzles) do
        for j := 0 to high(puzzles[i].idText) do
          // the text on the right size of the puzzle
          if (findTPAInTPA(loadTextTPA(puzzles[i].idText[j], smallCharsNS, h), tpa, m)) then
          begin
            addToSRLLog('MD_GetBigPuzzle: Found '+puzzles[i].name);
            result := i;
            exit;
          end;

      addToSRLLog('MD_GetBigPuzzle: Failed to identify big puzzle');
    end;

    (**
     * Author: Coh3n
     * Description: Returns true if the swords appear in 'slot'.  Checks to see if
     * that slot has already been clicked.
     *)

    function MD_FindSwords(slot: integer): boolean;
    var
      x, y, dtmSwords: integer;
      b: TBox;
    begin
      if (not loggedIn()) then
        exit;

      dtmSwords := DTMFromString('mbQAAAHicY2VgYPgLxD+AmImRgeELkGYF0i1AuguIO4G4BoonTJzI8O+sJxjLKciDMT9QHB0zYsFgAAB8JQxr');
      b := MD_BigBox(slot);

      if (findDTM(dtmSwords, x, y, b.x1, b.y1, b.x1 + 50, b.y1 + 50)) then
      begin
        addToSRLLog('MD_FindSwords: Slot has already been clicked');
        result := true;
      end;

      freeDTM(dtmSwords);
    end;

    (**
     * Author: Coh3n & DemiseScythe
     * Description: Solves the big 'puzzle'. Constants at the top of the file.  Will
     * randomly choose slots to scan, then remove that slot from an array. Will
     * check every slot before starting over. Starts over a set number of tries.
     *)

    function MD_SolveBigPuzzle(puzzle: TMDBigPuzzle): boolean;
    var
      i, clicks, slotsLen, time, index, t: integer;
      objFound: TBooleanArray;
      slots: TIntegerArray;
      tmpObj: TRotateObject;
      p: TPoint;
    begin
      markTime(time);

      if ((not loggedIn()) or (not MD_BigScreen())) then
        exit;

      addToSRLLog('MD_SolveBigPuzzle: Solving...');
      setLength(objFound, length(puzzle.objs));

      // scan the entire puzzle a maximum of 5 times
      for t := 1 to 5 do
      begin
        slots := [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15];
        slotsLen := length(slots);

        addToSRLLog('MD_SolveBigPuzzle: Scanning for objects (try '+toStr(t)+')...');

        // randomly chooses a slot to look for the objects
        repeat
          index := random(length(slots));

          if (not MD_FindSwords(slots[index])) then // if that slot has already been clicked
          begin
            p := middleBox(MD_BigBox(slots[index]));

            tmpObj := MD_ScanBigObject(slots[index]);
            for i := 0 to high(puzzle.objs) do
            begin
              if (objFound[i]) then // don't want to look for the same object twice
                continue;

              if (MD_CompareObjects(tmpObj, puzzle.objs[i]) >= MD_MIN_SCORE) then
              begin
                addToSRLLog('MD_SolveBigPuzzle: Found '+puzzle.objs[i].name+' in slot '+toStr(slots[index]));
                mouse(p.x, p.y, 20, 30, mouse_Left);
                objFound[i] := true;
                inc(clicks);
                break;
              end;
            end;

          end else
            if (t = 1) then // in case it's retrying
              inc(clicks);

          // remove the index so we don't search the same box twice
          deleteValueInIntArray(slots, index);

          result := (clicks >= 3); // only need to click 3 times

        until((length(slots) <= 0) or result);

        if (result) then
          break;
      end;

      if (result) then
      begin
        addToSRLLog('MD_SolveBigPuzzle: Solved in '+toStr(timeFromMark(time))+'ms');
        wait(500 + random(500));
        mouse(429, 270, 7, 7, mouse_Left); // click the thumb
        wait(800 + random(500));
      end else
        addToSRLLog('MD_SolveBigPuzzle: Didn''t solve '+puzzle.name);
    end;

    (**
     * Author: Coh3n & Nava2
     * Description: Exits the classroom.
     *)

    function MD_Exit(): boolean;
    var
      doorColor, x, y: integer;
      txt, doorDirection, doorType: string;
      p: TPoint;
      a: extended;
    begin
      txt := getTextAtExWrap(142, 395, 500, 419, 1, 6, 2, clBlack, 50, upChars);

      // get the door's direction
      doorDirection := lowercase(trim(between('in the ', ' of', txt)));
      case doorDirection of
        'south-west' : begin p := point(MMX1, MMY2); a := 270; end;
        'north'      : begin p := point(MMCX, MMY1); a := 0; end;
        'north-west' : begin p := point(MMX1, MMY1); a := 270; end;
        'south-east' : begin p := point(MMX2, MMY2); a := 90; end;

        else begin
          addtoSRLLog('MD_Exit: Failed to get door direction');
          exit;
        end;
      end;

      // get the door's color
      doorType := lowercase(trim(between(' the ', ' door', txt)));
      case doorType of
        'purple circle' : doorColor := 14754001;
        'red cross'     : doorColor := 1318539;
        'green square'  : doorColor := 3927642;
        'blue star'     : doorColor := 6115385;

        else begin
          addtoSRLLog('MD_Exit: Failed to get door color');
          exit;
        end;
      end;

      addToSRLLog('MD_Exit: Need to exit through '+doorDirection+', '+doorType+' door');
      makeCompass('n');

      // walk to the proper door
      if (TPAWalk(clRed, 50, 0, 0, p)) then
      begin
        makeCompass(a);
        wait(1500 + random(500));

        // find and click the door
        if (findColorTolerance(x, y, doorColor, MSX1, MSY1, MSX2, MSY2, 15)) then
        begin
          mouse(x, y, 5, 5, mouse_Move);

          if (waitUptext('oor', 300)) then
          begin
            addToSRLLog('MD_Exit: Clicking door');
            getMousePos(x, y);
            mouse(x, y, 0, 0, mouse_Left);

            if (didRedClick()) then
              result := waitTabExists(TAB_MAGIC, 8000);
          end;
        end;
      end;
    end;

    // debugs each rotating item in the Mordaut small puzzle
    procedure MD_DebugPuzzle(slots: TIntegerArray; names: TStringArray; use: string; big: boolean);
    var
      i: integer;
    begin
      MD_DeclareGlobals();

      for i := 0 to high(slots) do
        if (big) then
          debugRotateObject(MD_ScanBigObject(slots[i]), names[i], use)
        else
          debugRotateObject(MD_ScanSmallObject(slots[i]), names[i], use);
    end;

    (**
     * Author: Coh3n
     * Description: Solves the random.
     *)

    const
      _MD_MAX = 6; // maximum puzzle tries

    function MD_Solve(): boolean;
    var
      t, puz, incorrect, correct: integer;
      bigPuzzles: TMDBigPuzzleArray;
      smallPuzzles: TStringArray;
      solved: boolean;
    begin
      if (not loggedIn()) then
        exit;

      t := (getSystemTime + (15 * 60000));

      MD_DeclareGlobals();

      bigPuzzles := MD_GetBigPuzzles();
      smallPuzzles := MD_GetSmallPuzzles();

      repeat
        // solve the big puzzle
        if (MD_BigScreen()) then
        begin
          puz := MD_IDBigPuzzle(bigPuzzles);

          if (puz <> -1) then
            solved := MD_SolveBigPuzzle(bigPuzzles[puz])
          else
            break;
        end;

        // solve the small puzzle
        if (MD_SmallScreen()) then
        begin
          puz := MD_IDSmallPuzzle(smallPuzzles);

          if (puz <> -1) then
            solved := MD_SolveSmallPuzzle(smallPuzzles[puz]);
        end;

        // wait for Mordaut to start talking, otherwise puzzle wasn't solved
        if (solved) then
        begin
          solved := false;
          mouseBox(MIX1, MIY1, MIX2, MIY2, mouse_Move); // move away from MS to get a more accurate scan

          if (waitNPCTalking(MD_NPC_MORDAUT, 3000)) then
            if (findNPCChatTextMulti(['No', 'WRONG'], nothing)) then
            begin
              addToSRLLog('MD_Solve: Incorrectly solved puzzle');
              inc(incorrect);
            end else
              inc(correct);
        end;

        // to bring up the next puzzle or show the solver is done
        if (doConversation('exit', false)) then
          if (MD_Exit()) then
          begin
            if (incorrect > 3) then
              addToSRLLog('MD_Solve: Exited Mordaut, but too many incorrect puzzles')
            else
              result := true;
          end else begin
            addToSRLLog('MD_Solve: Failed to exit classroom');
            break;
          end;

        // checks if we've been trying to solve for too long
        if ((getSystemTime > t) and (not result)) then
        begin
          addToSRLLog('MD_Solve: Mordaut solver timed out');
          break;
        end;

      until(result);
    end;
    Last edited by MrJewbagel; 03-26-2013 at 01:46 PM.
    You might be a king or a little street sweeper, but sooner or later you dance with the reaper.

  8. #308
    Join Date
    Mar 2013
    Posts
    4
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    thanks now just need to figure out what to replace RSReady with >.>



    Unknown identifier 'RSReady' at line 77
    Compiling failed.

  9. #309
    Join Date
    May 2012
    Location
    Purdue University
    Posts
    17
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    I don't have anything remotely similar to that at line 77.
    Post lines like 70-80 so I can see it in context?
    You might be a king or a little street sweeper, but sooner or later you dance with the reaper.

  10. #310
    Join Date
    Mar 2013
    Posts
    8
    Mentioned
    0 Post(s)
    Quoted
    2 Post(s)

    Default

    Exception in Script: Unable to find file 'SRL-OSR/Srl.simba' used from 'C:\Users\13hawkipat\Desktop\fighhtcave.simba'
    [Error] C:\Simba\Includes\SRL-OSR/SRL/misc/SmartParams.Simba(229:203): Invalid number of parameters at line 228
    Compiling failed.

    Don't know what I'm doing wrong..

  11. #311
    Join Date
    Mar 2013
    Posts
    4
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    {$IFDEF SMART8}
    Result := SmartSpawnClient(ReplaceWrap(PluginPath, '\', '/', [rfReplaceAll]), Params[0], ',' + Params[1], 765, 503, 's', '', '');
    {$ELSE}
    Result := SmartSpawnClient(ReplaceWrap(PluginPath, '\', '/', [rfReplaceAll]), Params[0], ',' + Params[1], 765, 503, 's', '', '', -1);
    {$ENDIF}
    [Error] C:\Simba\Includes\SRL/SRL/misc/SmartParams.Simba(295:135): Invalid number of parameters at line 294
    Compiling failed.

    then

    begin
    If RSReady then
    Break;
    SmartSetRefresh(SmartGetRefresh + 1);
    MMouse(4, 4, 0, 0);
    SmartSetRefresh(SmartGetRefresh - 1);
    if (GetSystemTime >= T) Then
    Break;
    Wait(500);
    end;
    end;

  12. #312
    Join Date
    May 2012
    Location
    Purdue University
    Posts
    17
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    Quote Originally Posted by fishyer View Post
    Exception in Script: Unable to find file 'SRL-OSR/Srl.simba' used from 'C:\Users\13hawkipat\Desktop\fighhtcave.simba'
    [Error] C:\Simba\Includes\SRL-OSR/SRL/misc/SmartParams.Simba(229:203): Invalid number of parameters at line 228
    Compiling failed.

    Don't know what I'm doing wrong..
    Do you have the SRL-OSR include properly installed?
    You might be a king or a little street sweeper, but sooner or later you dance with the reaper.

  13. #313
    Join Date
    May 2012
    Location
    Purdue University
    Posts
    17
    Mentioned
    0 Post(s)
    Quoted
    3 Post(s)

    Default

    Quote Originally Posted by b0bs4g3t View Post
    [Error] C:\Simba\Includes\SRL/SRL/misc/SmartParams.Simba(295:135): Invalid number of parameters at line 294
    Compiling failed.

    then
    I'm not even sure where that is coming from. Lines 70-80 from this fight caves script are:
    Simba Code:
    If RandomRange(1, 10) > 8 Then
          Begin
            SetRun(true);
            GameTab(tab_Stats);
          End;
          caveEntrances := (caveEntrances + 1);
          WriteLn('Entered cave.');
          ClearDebug;

          WriteLn('-*         FightCaveTrainer v'+version);
          WriteLn('-*         ');


    EDIT: Off to school, will check back later.
    Last edited by MrJewbagel; 03-26-2013 at 02:42 PM.
    You might be a king or a little street sweeper, but sooner or later you dance with the reaper.

  14. #314
    Join Date
    Mar 2013
    Posts
    6
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    Exception in Script: Unable to find file 'SRL-OSR/SRL.Simba' used from ''
    Exception in Script: Unable to find file 'SRL-OSR/Srl.simba' used from ''

    How do i get around this??

  15. #315
    Join Date
    Mar 2013
    Posts
    8
    Mentioned
    0 Post(s)
    Quoted
    2 Post(s)

    Default

    Quote Originally Posted by MrJewbagel View Post
    Do you have the SRL-OSR include properly installed?
    Yeah, fixed that, me being lazy and posting without reading the thread. Do you know how to fix :


    [Error] C:\Simba\Includes\SRL-OSR/SRL/core/flag.simba(96:20): Unknown identifier 'bmpMinimapMask' at line 95
    Compiling failed.

    edit: does anyone know the solution or can link me a fix?
    Last edited by fishyer; 03-26-2013 at 02:49 PM.

  16. #316
    Join Date
    Mar 2013
    Posts
    6
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    FightCaveTrainer v0.6
    -*
    -* Entered: 73
    -* Runtime: 1 Hours, 50 Minutes and 18 Seconds

    running very well

  17. #317
    Join Date
    Mar 2013
    Posts
    11
    Mentioned
    0 Post(s)
    Quoted
    6 Post(s)

    Default

    Awesome Script! Working flawless so far, and im loving every minute and exp of it =]

  18. #318
    Join Date
    Oct 2011
    Posts
    4
    Mentioned
    0 Post(s)
    Quoted
    4 Post(s)

    Default

    Quote Originally Posted by MrJewbagel View Post
    I don't have anything remotely similar to that at line 77.
    Post lines like 70-80 so I can see it in context?
    is there any specific thing i have to do except of copy paste/run ?

  19. #319
    Join Date
    Mar 2013
    Posts
    6
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    Quote Originally Posted by weeman91 View Post
    Exception in Script: Unable to find file 'SRL-OSR/SRL.Simba' used from ''
    Exception in Script: Unable to find file 'SRL-OSR/Srl.simba' used from ''

    How do i get around this??
    Help?

  20. #320
    Join Date
    Mar 2013
    Posts
    22
    Mentioned
    0 Post(s)
    Quoted
    10 Post(s)

    Default

    I've run this script flawlessly for 3-5 hours at a time. However today it stops rotating the camera screen sometimes and then hits the logout fail safe after 1 minute of standing. Why does it stop rotating the screen to find the cave entrance?

  21. #321
    Join Date
    Nov 2011
    Posts
    47
    Mentioned
    0 Post(s)
    Quoted
    7 Post(s)

    Default

    Seems to be working great. One thing i would like to see is prayer support, because when you die, you get your prayer back anyway, so more xp per hour, winning?

  22. #322
    Join Date
    May 2008
    Posts
    8
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    With the new Bot watch up today!
    how safe is this still to bot ?

    compare to new RS, i hear they ban easly for firecave botting.
    would they use the same detect system for 07 ?

  23. #323
    Join Date
    Mar 2013
    Posts
    20
    Mentioned
    0 Post(s)
    Quoted
    7 Post(s)

    Default

    Just stands outside cave on stats screen help please?

  24. #324
    Join Date
    Mar 2013
    Posts
    6
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    Quote Originally Posted by I_GetLucky View Post
    Just stands outside cave on stats screen help please?
    Having this same problem!

  25. #325
    Join Date
    Mar 2013
    Posts
    20
    Mentioned
    0 Post(s)
    Quoted
    7 Post(s)

    Default

    Quote Originally Posted by MrJewbagel View Post
    First time I've heard of a problem like that. I'm guessing the problem is on your end somehow.
    I have same problem is this anti leach because I deleted a line and actually got it to enter the cave once but then ran into same problem after I was outside of cave it wouldn't enter it again please help?

Page 13 of 38 FirstFirst ... 3111213141523 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •