Kevin
2013-07-05 14:15:04
I'm 90-95% done with a fully functional slayer script. I'm missing a couple of important things, however. Walking (for every monster, I've finished 6 and I'm halfway done with a complicated 7th) is a lot of code when you try to include failsafes for when SPS or ODTM fail (or when they both fail). Since everyone enjoys long run times (helped out with said failsafes), every walk to any given monster can take a chunk of code to write.
That being said, I can either slowly fill out all these walking procedures myself (slowly because it's kinda boring and I get distracted easily when I'm working on monotonous things like paths <.<), or see if the community will jump at the chance to help.
As far as walking is concerned, I have some base setup finished that should be useful for most/many monsters (if people wanna see the source code for these that's fine, but hopefully it's safe to assume these calls will accomplish their namesake):
That being said, I'm missing the following walks if anyone wishes to help by filling them out (if whatever monster has a unique method required of fighting them like using item x, I will probably avoid it, so feel free to let me know as I haven't looked at all of them in detail yet):
On a similar note (and much easier task, although also monotonous) I am missing the following desired values for each of the monsters I need a walking procedure from: color, tolerance, hue, saturation, a minimum pixel count per monster, and a full Uptext (ie: 'Attack Abyssal demon (level: 140)'). Also a unique LootList per monster would be an option as of now I pretty much only support the rare drop table.
With those 2 fairly simple tasks done, I am finishing off an equipment utility (so you can easily have different equipment sets per monster without having to manually switch equipment), any monster specific logic needed, and some basic clean-up here and there and then this will be a public release. Not sure if I'll ever support degradeable equipment (or noticing when it degrades rather) - seems like a fair amount of effort when someone could wear slightly worse equipment and be just fine. If someone mem+ (or jmem that's released a script) wishes to see the entire code base I have now, feel free to pm and I'll show ya.
That being said, I can either slowly fill out all these walking procedures myself (slowly because it's kinda boring and I get distracted easily when I'm working on monotonous things like paths <.<), or see if the community will jump at the chance to help.
As far as walking is concerned, I have some base setup finished that should be useful for most/many monsters (if people wanna see the source code for these that's fine, but hopefully it's safe to assume these calls will accomplish their namesake):
procedure GetToSlayerTower;
procedure GetToZanaris;
procedure FairyRingTele(address: String);//3 letter combination
That being said, I'm missing the following walks if anyone wishes to help by filling them out (if whatever monster has a unique method required of fighting them like using item x, I will probably avoid it, so feel free to let me know as I haven't looked at all of them in detail yet):
- BlackDemonWalk
- BlueDragonWalk
- DagannothWalk
- DarkBeastWalk
- DesertStrykewyrmWalk
- DustDevilWalk
- FireGiantWalk
- GanodermicWalk
- GreaterDemonWalk
- GrifolapineWalk
- GrifolarooWalk
- HellhoundWalk
- IronDragonWalk
- JungleStrykewyrmWalk
- KalphiteWalk
- LivingRockWalk
- MithrilDragonWalk
- MutatedJadinkoWalk
- SkeletalWyvernWalk
- SpiritualMageWalk
- SteelDragonWalk
- SuqahWalk
- TzhaarWalk
- WarpedTortoiseWalk
- WaterfiendWalk
On a similar note (and much easier task, although also monotonous) I am missing the following desired values for each of the monsters I need a walking procedure from: color, tolerance, hue, saturation, a minimum pixel count per monster, and a full Uptext (ie: 'Attack Abyssal demon (level: 140)'). Also a unique LootList per monster would be an option as of now I pretty much only support the rare drop table.
With those 2 fairly simple tasks done, I am finishing off an equipment utility (so you can easily have different equipment sets per monster without having to manually switch equipment), any monster specific logic needed, and some basic clean-up here and there and then this will be a public release. Not sure if I'll ever support degradeable equipment (or noticing when it degrades rather) - seems like a fair amount of effort when someone could wear slightly worse equipment and be just fine. If someone mem+ (or jmem that's released a script) wishes to see the entire code base I have now, feel free to pm and I'll show ya.