
Originally Posted by
RlagkRud
i'm guessing the bug report is the debugging lines? sorry i'm still learning the terminology
[
Items Needed list:
1: GoldBar
Loading info: GoldBar
Loading Location: Edgeville
SRL function didn't find a ticket, trying my way
Going to Bank
Going to bank
Checking my position
My position is the Bank
Seaching for bank
Trying to find bank
Found Quick
Bank Found, opening it: Quick
Bank found with Quick Bank
Not Moving
Bank Found
Withdrawing 0 GoldBar
GoldBar Not stored yet
Item color: 1944280
Checking TPA's for Item
Item found with Bmp on whole Bank screen
Found item in 10
Found GoldBar with Bmp
GoldBar stored in bank slot 10
Withdrawing GoldBar from slot 10
]
i'm afraid i don't understand what you're asking for when you mean settings. line 2752 is
[ Exit;
end;
end else WriteDebug('Not at bank, walking to it');
Status('Going To Bank');
if SPS_WalkPathCustom(BankPoints, BankQuickPoint, 'Bank', UseQuickFind) then
begin
if UseQuickFind then
begin
] etc. is that what you were looking for?
My referring to line 2752 is just showing that Gold Bracelet are listed in the withdraw 28.
Your settings is the first part of the script where you set it up at.
Simba Code:
{*}{ Edgeville, AlKharid, Falador, PortPhasmatys, Neitiznot }{*}
{*} {*}
{*}{ * What and where to Smelt * }{*}
{*} Location = 'Edgeville'; {*}
{*} SmeltingWhat = 'MithrilBar'; {*}
{*} CoalBag = True; // True = On, False = Off {*}
{*} {*}
{*}{ * Setup Summon support * }{*}
{*} TurnOnSummon = True; // True = On, False = Off {*}
{*} PouchType = 'WarTortoise'; //SpiritTerrorbird, WarTortoise, PackYak {*}
{*} {*}
{*}{ * Setup Break Time * }{*}
{*} BreakOn = False; // True = On, False = Off {*}
{*} BreakWhenMax = 100; // Max min till break {*}
{*} BreakWhenMin = 50; // Min min till break {*}
{*} BreakForMax = 30; // Max to take a break for {*}
{*} BreakForMin = 15; // Min to take a break for {*}
{*} {*}
{*}{ * Check for player text and plays a sound to warn you * }{*}
{*} CheckTextType = 0; // 0 = off, 1 = Any Text, 2 = Nick and common {*}
{*} ChooseSound = 'C:\Windows\Media\Windows Critical Stop.wav'; {*}
{*} {*}
{*}{ * Setup World Hop * }{*}
{*} WorldHop = False; // Hop after breaks {*}
{*} HopForChat = False; // Hop to the set chat settings above {*}
{*} {*}
{*}{ * Turn Debug text and paint on/off * }{*}
{*} Debug = True; // True = on, False = off {*}
{*} DebugWait = False; // True = On, False = Off {*}
{*} UseAutoUpdateChecker = True; // Turn Auto Updater on/off {*}
{*} TakeBugScreens = True; // Take screenshots of bugs {*}
I'm thinking you might have CoalBag or Summon set to true. I need to add a failsafe for this. Throw up an error and a warning if this happens. I will try it my self real fast and see what happens.
Oh, and what version are you using?
Edit: Ok it is a bug it is doing the same for me. This is this debug info I was looking for. So you know for next time what I mean.
Progress Report:
Bank Found
Withdrawing 0 GoldBar
GoldBar Not stored yet
Item color: 1944280
Checking TPA's for Item
Item found with Bmp on whole Bank screen
Found item in 19
Found GoldBar with Bmp
GoldBar stored in bank slot 19
Withdrawing GoldBar from slot 19
Withdraw options found
Looking for numbers: 0
Withdrawing 0
Withdrawing
Withdrawed item
Going to Furnace
Checking my position
OK Found the problem. Will be fixed in next update. But for now you can replcae this... [Starting on line 2558 (Notice the Caps changes? Thats all it was)]
Simba Code:
//Gets the amount number for next item needed
ItemL := High(ItemsNeed);
for i := 0 to ItemL do
begin
if (ItemsNeed[i] <> 'CoalOre') then
begin
case Lowercase(SmeltingWhat) of
//Summon supported list
'SteelBar' : amt := GetMainItemAmount(3);
'mithrilbar' : amt := GetMainItemAmount(5);
'adamantbar' : amt := GetMainItemAmount(7);
'runebar' : amt := GetMainItemAmount(9);
'cannonballlong': amt := GetMainItemAmount(3);
//Single Item List
'IronBar', 'SilverBar', 'GoldBar', 'GoldRing', 'GoldNecklace',
'GoldBracelet', 'GoldAmulet', 'HolySymbol', 'UnholySymbol', 'Sickle',
'Tiara', 'CannonBallShort': amt := 28;
//1:1 Item List
'BronzeBar', 'SapphireRing', 'EmeraldRing', 'RubyRing',
'DimondRing', 'DragonStoneRing', 'OnyxRing', 'SapphireNecklace',
'EmeraldNecklace', 'RubyNecklace', 'DimondNecklace',
'DragonStoneNecklace', 'OnyxNecklace', 'SapphireBracelet',
'EmeraldBracelet', 'RubyBracelet', 'DimondBracelet',
'DragonStoneBracelet', 'OnyxBracelet', 'SapphireAmulet',
'EmeraldAmulet', 'RubyAmulet', 'DimondAmulet',
'DragonStoneAmulet', 'OnyxAmulet': amt := 14;
end;
with this...
Simba Code:
//Gets the amount number for next item needed
ItemL := High(ItemsNeed);
for i := 0 to ItemL do
begin
if (ItemsNeed[i] <> 'CoalOre') then
begin
case Lowercase(SmeltingWhat) of
//Summon supported list
'steelbar' : amt := GetMainItemAmount(3);
'mithrilbar' : amt := GetMainItemAmount(5);
'adamantbar' : amt := GetMainItemAmount(7);
'runebar' : amt := GetMainItemAmount(9);
'cannonballlong': amt := GetMainItemAmount(3);
//Single Item List
'ironbar', 'silverbar', 'goldbar', 'goldring', 'goldnecklace',
'goldbracelet', 'goldamulet', 'holysymbol', 'unholysymbol', 'sickle',
'tiara', 'cannonballshort': amt := 28;
//1:1 Item List
'bronzebar', 'sapphirering', 'emeraldring', 'rubyring',
'dimondring', 'dragonstonering', 'onyxring', 'sapphirenecklace',
'emeraldnecklace', 'rubynecklace', 'dimondnecklace',
'dragonstonenecklace', 'onyxnecklace', 'sapphirebracelet',
'emeraldbracelet', 'rubybracelet', 'dimondbracelet',
'dragonstonebracelet', 'onyxbracelet', 'sapphireamulet',
'emeraldamulet', 'rubyamulet', 'dimondamulet',
'dragonstoneamulet', 'onyxamulet': amt := 14;
end;