SRL Archive - RS3 Slayer

Ross' Basic Mazchna Slayer


Ross

2015-04-22 20:03:10



What it does

Slays monsters assigned by Mazchna in Canifis!
Walk your character to the monster assigned, with the correct task items in your inventory, and press play!
All monsters except Wallbeasts are supported!
Miniature Task guide included below.
Once the task is finished, the script prints "Task Complete" on the screen and terminates. Keep debug on!



Required Items


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  1. Slayer Gem (Can be bought from Mazchna)
  2. Bags of Salt (Buy out Mazchna's supply of 1000)
  3. Ice Coolers (Buy out Mazchna's supply of 1000)
  4. Mirror Shield (Can be bought from Mazchna) and one-handed weapon
  5. Earmuffs (Can be bought from Mazchna)
  6. Spiky Helmet (Can be bought from Mazchna)
  7. Oil Lantern The (Oil) version here. (Must be lit. You can either level firemaking to 26 or request assistance from anyone that's high level standing around at GE.)
  8. Food. Currently supported foods are: Lobsters, Swordfish, Monkfish, Sharks, and Rocktails.
  9. An emergency teleport tablet.
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The Setup


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  • Download the latest version of ogLib.
  • The screen should look exactly how it does here:
  • Setting debugInterfaceSettings to true at the beginning of the script and then running it will give you the debug boxes above for help.
  • Always have slayer gem, teleport tablet, and food in inventory, as well as task-appropriate slayer items.
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Use this thread or my OGL Slayer Development thread to discuss anything about this script.
Also, let me know if the script just stands there when monsters are present. This means there are IDs that I haven't found yet! Let me know here, and if possible let me know what their IDs are!






[table="width: 350, class: outer_border"]
[tr]
[td]
Release
[/td]
[td]
Changes
[/td]
[/tr]
[tr]
[td]v 1.0 [/td]
[td]Base Release
(21 Downloads)[/td]
[/tr]
[tr]
[td]v 2.0[/td]
[td]Progress Reports and paint added! Cleaned up some code and added more randomness. Updated some IDs. [/td]
[/tr]
[/table]

Miniature Slayer Guide (specific to this script)

Ross

2015-04-23 00:30:41

Uploaded!

Clutch

2015-04-23 00:45:33

Grats on the release! Will be sure to test it out. Did a quick run-through on your code and it's alot different from how I do things! Pretty neat actually.

Thomas

2015-04-23 05:18:04

I love the way you coded this, seems allot different from the ogl guide! Only using 1 timer I think, perhaps make the a little random?

Ross

2015-04-23 08:15:41

From: Clutch
Grats on the release! Will be sure to test it out. Did a quick run-through on your code and it's alot different from how I do things! Pretty neat actually.


From: lovebotter
I love the way you coded this, seems allot different from the ogl guide! Only using 1 timer I think, perhaps make the a little random?


Thanks guys! Since OGL is so fast I keep my IDs local. Makes it easier for me. I'm also keeping an excel spreadsheet with the names of the model/texture IDs, since the endgame of this script will be much larger. I'll probably end up putting a reference in the script.

As for the timer, do you mean the one it uses to check if the task is done? Yeah, I'll put a bit of randomness on it, but it's not super important since it's just used as a failsafe. The main way it checks if the task is done is by looking for the message notification in the chatbox, which should almost never fail.

The Mayor

2015-04-23 13:51:47

Rep+ :)

Thomas

2015-04-23 14:11:24

From: Ross
Thanks guys! Since OGL is so fast I keep my IDs local. Makes it easier for me. I'm also keeping an excel spreadsheet with the names of the model/texture IDs, since the endgame of this script will be much larger. I'll probably end up putting a reference in the script.

As for the timer, do you mean the one it uses to check if the task is done? Yeah, I'll put a bit of randomness on it, but it's not super important since it's just used as a failsafe. The main way it checks if the task is done is by looking for the message notification in the chatbox, which should almost never fail.


It only had 1 countdown timer I think, a 4 second one. I also have my time-outs before breaking out of a loop random. I just use a base like this:
XX * random(1000-1200)
And I change the XX to whatever amount of seconds I want. Keeps the code clean imo.

Ross

2015-04-23 16:48:23

From: The Mayor
Rep+ :)


Thanks! Throw some love towards @Obscurity too!

From: lovebotter
It only had 1 countdown timer I think, a 4 second one. I also have my time-outs before breaking out of a loop random. I just use a base like this:
XX * random(1000-1200)
And I change the XX to whatever amount of seconds I want. Keeps the code clean imo.


Ah, yeah good catch, I'll add some variance!

Cubz

2015-04-23 17:17:21

Congratz on release. I'll post an update once i've ran it for 12 hours!

Ross

2015-04-23 18:17:38

From: Cubz
Congratz on release. I'll post an update once i've ran it for 12 hours!


Err. Might want to read the OP :p

This one only kills the monsters! No walking or anything else, that will be in the full version release!

Ross

2015-04-23 23:41:55

v2.0 released!

Updated OP with a table detailing new release.

UrbanSmoke

2015-04-24 10:48:26

From: Ross
v2.0 released!

Updated OP with a table detailing new release.


Well then, I will try a task out however.

Ross

2015-04-24 10:54:34

From: UrbanSmoke
Nice will attempt a 24 hour run and see what happens.


As above. It terminates after the task is done.

From: Ross
Err. Might want to read the OP :p

This one only kills the monsters! No walking or anything else, that will be in the full version release!

Cubz

2015-04-24 17:56:51

From: Ross
Err. Might want to read the OP :p

This one only kills the monsters! No walking or anything else, that will be in the full version release!


I noticed this very quickly, but worked so far so i'm excited to see what you have instore.