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Thread: [AeroLib] HoodzFighter

  1. #1876
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    Quote Originally Posted by rcheat66 View Post
    Question on latest release.. See blob from the attack function.

    begin
    if (R_IsUpText('more options')) then
    begin
    AL_FastClick(Mouse_Right);
    Sleep(20 + Random(19));
    if (not AL_WaitOption('tta', 40 + Random(120))) then
    Exit
    else
    begin
    repeat
    Sleep(20 + Random(20));
    until (not R_isWalking);
    MarkTime(AttackTimer);
    repeat
    Sleep(50 + Random(50));
    until (CombatState) or (TimeFromMark(AttackTimer) > 650 + Random(250));
    Exit;
    end;
    end else AttackNPC;

    The function is essentially the same as V3, except at the end you added 'else AttackNPC;'.
    I like how this allows more searching in a single spot, without the character walking so much, however this still appears to run if you managed to start a fight.
    This means that even when I find the enemy and fight them, the script makes me run away from the fight to search for more enemies.

    Thoughts on how I can keep this functionality without the bug?
    Type [/CODE]"code"[CODE] on either side of that code so it's easier to read. (in this thread)
    As for the script running away from fights, I think it has to do with the 'in combat' detection. Which line of code is that?

    EDIT: I found these

    Code:
    function IsInCombat: Boolean;
    var
      NpcHP, NpcAnimation: Integer;
    begin
      Sleep(100 + Random(100));
      NpcHP := R_InteractingNPC.Hitpoints;
      NpcAnimation := R_InteractingNPC.Animation;
      Result := (NpcHP > 0) or (NpcAnimation > 0);
      if (Result) then
        LastNPC := R_InteractingNPC.Index;
    end;
    
    function CombatState: Boolean;
    begin
      if (FIGHTAGGRESSIVE) then
        Result := R_UnderAttack
      else
        Result := IsInCombat;
    end;
    Im not sure, but maybe extending the sleep time might have some effect.

  2. #1877
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    Quote Originally Posted by hakishakataki View Post
    Type [/CODE]"code"[CODE] on either side of that code so it's easier to read. (in this thread)
    Hijacking your thread but I Think the following are better:

    Simba Code:
    function IsInCombat: Boolean;  //[Si mba]code[/Si mba]
    var
      NpcHP, NpcAnimation: Integer;
    begin
      Sleep(100 + Random(100));
      NpcHP := R_InteractingNPC.Hitpoints;
      NpcAnimation := R_InteractingNPC.Animation;
      Result := (NpcHP > 0) or (NpcAnimation > 0);
      if (Result) then
        LastNPC := R_InteractingNPC.Index;
      writeln('default code!');
    end;

    SCAR Code:
    function IsInCombat: Boolean;  //[Sc ar]code[/Sc ar]
    var
      NpcHP, NpcAnimation: Integer;
    begin
      Sleep(100 + Random(100));
      NpcHP := R_InteractingNPC.Hitpoints;
      NpcAnimation := R_InteractingNPC.Animation;
      Result := (NpcHP > 0) or (NpcAnimation > 0);
      if (Result) then
        LastNPC := R_InteractingNPC.Index;
      writeln('old school code!');
    end;

    pascal Code:
    function IsInCombat: Boolean; //[High light=pascal]code[/High light]
    var
      NpcHP, NpcAnimation: Integer;
    begin
      Sleep(100 + Random(100));
      NpcHP := R_InteractingNPC.Hitpoints;
      NpcAnimation := R_InteractingNPC.Animation;
      Result := (NpcHP > 0) or (NpcAnimation > 0);
      if (Result) then
        LastNPC := R_InteractingNPC.Index;
      writeln('decent looking code!');
    end;

    Delphi Code:
    function IsInCombat: Boolean; //[High light=Delphi]code[/High light]
    var
      NpcHP, NpcAnimation: Integer;
    begin
      Sleep(100 + Random(100));
      NpcHP := R_InteractingNPC.Hitpoints;
      NpcAnimation := R_InteractingNPC.Animation;
      Result := (NpcHP > 0) or (NpcAnimation > 0);
      if (Result) then
        LastNPC := R_InteractingNPC.Index;

      writeln('good looking code!');
    end;
    Working on: Tithe Farmer

  3. #1878
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    Quote Originally Posted by masterBB View Post
    Hijacking your thread but I Think the following are better:
    Wow thanks! I like it! I never knew that those existed. Is there A place where I can read/research the formatting for posting on the forums?

    Also, @Hoodz, I have run into two problems today while kickin' some monster butt.
    I forgot the first problem, but the second one is those nasty strange plants. A well placed one will ruin an entire inventory of food @ wherever we are fighting. The script cant detect them before they turn into monsters OR while they are attacking us.

  4. #1879
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    it's not working properly for me. it just hits mobs then runs away. and i haven't checked the fighting aggresive box :-s
    edit:i am retarded and haven't read the previous posts. changed the sleeptime to 200 and it seems to work ok
    Last edited by goswag; 06-06-2014 at 08:18 PM.

  5. #1880
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    Quote Originally Posted by goswag View Post
    it's not working properly for me. it just hits mobs then runs away. and i haven't checked the fighting aggresive box :-s
    edit:i am retarded and haven't read the previous posts. changed the sleeptime to 200 and it seems to work ok
    wait, it actually works?! Could you post your exact changes?

    Proggy for 2h at ghouls.
    55e783cb3125d95262afa78ccbeaa3fe.png

    V4 is a little slower.

    Another 2h proggy with v3.

    5d6737371a095ae38571d12763f833c1.png

  6. #1881
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    Quote Originally Posted by hakishakataki View Post
    wait, it actually works?! Could you post your exact changes?

    Proggy for 2h at ghouls.
    55e783cb3125d95262afa78ccbeaa3fe.png

    V4 is a little slower.

    Another 2h proggy with v3.

    5d6737371a095ae38571d12763f833c1.png
    Code:
    function IsInCombat: Boolean;  //[Si mba]code[/Si mba]
    var
      NpcHP, NpcAnimation: Integer;
    begin
      Sleep(100 + Random(100));
      NpcHP := R_InteractingNPC.Hitpoints;
      NpcAnimation := R_InteractingNPC.Animation;
      Result := (NpcHP > 0) or (NpcAnimation > 0);
      if (Result) then
        LastNPC := R_InteractingNPC.Index;
      writeln('default code!');
    end;
    i changed the
    Code:
     Sleep(100 + Random(100))
    to
    Code:
     Sleep(300 + Random(200))
    and it seems to work ok, through after a time (1hr or so) it might still attack a bit too early

  7. #1882
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    Quote Originally Posted by goswag View Post
    Code:
    function IsInCombat: Boolean;  //[Si mba]code[/Si mba]
    var
      NpcHP, NpcAnimation: Integer;
    begin
      Sleep(100 + Random(100));
      NpcHP := R_InteractingNPC.Hitpoints;
      NpcAnimation := R_InteractingNPC.Animation;
      Result := (NpcHP > 0) or (NpcAnimation > 0);
      if (Result) then
        LastNPC := R_InteractingNPC.Index;
      writeln('default code!');
    end;
    i changed the
    Code:
     Sleep(100 + Random(100))
    to
    Code:
     Sleep(300 + Random(200))
    and it seems to work ok, through after a time (1hr or so) it might still attack a bit too early
    right on. also, if you comment out the two
    Code:
    MINIANTIBAN;
    in the "attackNPC" procedure, the script runs WAY more smoothly.

    ALSO....

    WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOO!!!!! drinks all around mates, v4 2h proggy and a screenshot of it banking food and running back!!

    http://i.imgur.com/ZpVUUBz.png

    Mr. Hoodz, congradulations is indeed in order

    -Only other issues I have come up against are the strange plant, magic chicken, and other combat randoms that kill things. oh, and that evil sandwhich lady, but she doesnt come around often.

  8. #1883
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    Quote Originally Posted by hakishakataki View Post
    right on. also, if you comment out the two
    Code:
    MINIANTIBAN;
    in the "attackNPC" procedure, the script runs WAY more smoothly.

    ALSO....

    WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOO!!!!! drinks all around mates, v4 2h proggy and a screenshot of it banking food and running back!!

    http://i.imgur.com/ZpVUUBz.png

    Mr. Hoodz, congradulations is indeed in order

    -Only other issues I have come up against are the strange plant, magic chicken, and other combat randoms that kill things. oh, and that evil sandwhich lady, but she doesnt come around often.
    have you tested anything other than ghouls that give better exp rates?


    edit: here is some progress
    http://puu.sh/9iUyY/590dae95c6.png
    Last edited by goswag; 06-07-2014 at 02:27 PM. Reason: adding additional info

  9. #1884
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    Quote Originally Posted by goswag View Post
    have you tested anything other than ghouls that give better exp rates?


    edit: here is some progress
    http://puu.sh/9iUyY/590dae95c6.png
    nothing gives better exp rates than ghouls (besides yaks).
    I do have three 2h proggies at gnome guards clockin at 20k xp/h. but i forgot to save the screenshots.

  10. #1885
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    i know it's not the topic but.. what's better for higher exp rates? Bandos godsword or saradomin sword(talkin bout ghoul training and such). i know the saradomin sword is faster but hits low, while the bgs is almost double the strenght bonus.
    Last edited by goswag; 06-07-2014 at 04:22 PM.

  11. #1886
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    Quote Originally Posted by goswag View Post
    i know it's not the topic but.. what's better for higher exp rates? Bandos godsword or saradomin sword(talkin bout ghoul training and such). i know the saradomin sword is faster but hits low, while the bgs is almost double the strenght bonus.
    no clue, check it out and post some proggies

  12. #1887
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    sadly i don't have the money to buy neither) going to farm and eventually test it out

  13. #1888
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    http://i.gyazo.com/d8468e0c6c160bcc93e876ff85d8d001.png

    Rediculously long proggy. But.. I cheated. I babysat and paused the script when I ran out of food, ran to the bank and grabbed more.

  14. #1889
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    how do i make it pick up noted items? im fighting the Minotaurs in the stronghold of security and they drop noted copper/tin ores, i write "Copper ore, Tin ore" in the loot section when starting the bot and it gives the id's 436 and 438 (copper/tin), but it doesnt pick up the noted items. looking at the table on http://itemdb.biz/index.php?search=ore im geussing that 437 and 439 are the IDS for the noted versions. i tried just writing the IDs instead of the names but that wont work.

  15. #1890
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    any help?srl.jpg

    (ignore the other one Required script, although that also didn't work)
    Attached Images Attached Images
    Last edited by shakiru; 06-09-2014 at 11:31 AM.

  16. #1891
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    Quote Originally Posted by shakiru View Post
    any help?srl.jpg

    (ignore the other one Required script, although that also didn't work)
    How long do you have srl-osr? There might be an update needed

  17. #1892
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    Hmmm, i enabled super atts, and str, but it doesnt seem to pot up

  18. #1893
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    Quote Originally Posted by GameBoih View Post
    Hmmm, i enabled super atts, and str, but it doesnt seem to pot up
    Because i disabled them

  19. #1894
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    I'm still getting the hit and run effect even after changing the sleep time. Its happening at the monks really haven't tried anywhere else as i don't really know how the manual NPC works. I'm running the reflection.
    Edit-Forgot to add the debug keeps repeating Field not found:y

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    when i try to run the script it gives me this error : Exception in Script: Don't know which overloaded method to call with params (Extended) at line 362, column 27 in file "C:\Simba\Includes\SRL-OSR\SRL\misc\al_functions.simba"

    any 1 help please?

  21. #1896
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    How does the on-screen detection of NPC's work? I am constantly finding that it will run to npc's across the map when there are a few nearby.

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    i found a bug the while attacking a ghoul the script tries to attack another one at the same time why

  23. #1898
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    I get this error

    Exception in Script: Don't know which overloaded method to call with params (Extended) at line 362, column 27 in file "C:\Simba\Includes\SRL-OSR\SRL\misc\al_functions.simba"

    Any ideas?

  24. #1899
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    has anyone tested the script at yaks with positive results? because when i make it kill yaks it goes apeshit over them,randomly moving the cursor and such

  25. #1900
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    I've had fantastic results from the monks, but will stutter occasionally.

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