What it does so far…
Moves and click on fairy ring from Edgeville bank
To do in this part
- Add Failsafes
- Add Antirandoms
- Write Fairy ring finder for zanrias
- Finish the rest
Changelog (first at the top)
- added a 2nd edgeville tree DDTM
- used above in main script
- got to the fairy ring
- bugfix and got through fairyring
I have attached a zip file that when unpacked in the Scar folder (not the scripts folder) will put everything into the right places
————————————————————-
I also wrote this other (unfinished) script for charging glories that
ALMOST works that i might fix and include in my script because I'm going to use glories to get back
to edgeville (you must be wearing the games teleport necklace but it doesn't matter where any of your glories are)
//be wearing a Games Neclace with Glories in inventory
program GloryCharger;
{.include SRL/SRL.scar}
var
green: Integer;
grass: Integer;
grass2: Integer;
ladder: Integer;
Heros: Integer;
HerosFloor: Integer;
FountianGrass:Integer;
const
GamesNeclace=1149083;
GamesRoomStairs=7103588;
GamesRoomStairs2=6972002;
DoorKnob=1408165;
Fountian=9138531;//blue color of the water in the fountian
Procedure DeclarePlayers;
Var
I: Integer;
Begin
HowManyPlayers := 1;
CurrentPlayer := 0;
NumberOfPlayers( HowManyPlayers );
Players[0].Name :='water_foul';
Players[0].Pass :='ChangedNowThanksForNotStealingMyAcc';
Players[0].Nick :='ater';
Players[0].Loc :='Bank';
Players[0].Active:=True;
Players[0].Booleans[0] := True; // Is The Pick Equipped?
Players[0].Booleans[1] := True; // False for brightness Check Once.
Players[0].Strings[0] := ''; // Bank PIN, If any.
//LoadPlayerArray;
For I := 0 To HowManyPlayers - 1 Do
SetLength(Players[I].Integers, 3);
Writeln( IntToStr ( HowManyPlayers ) + ' Players' );
End;
procedure SetupScript;
begin
ActivateClient;
Wait(1000);
SetupSRL;
DeclarePlayers;
LoginPlayer;
grass := BitmapFromString(12, 12, 'beNorDYgrHUVDBwEAhQ6jsQ=' +
'=');
grass2 := BitmapFromString(3, 3, 'beNrrU+nsw4EAm1ILFA==');
Ladder := BitmapFromString(4, 4, 'beNozEsv0UYWjWBcFOAq0loEj' +
'FyMxKAIAJl0LPQ==');
Heros := BitmapFromString(5, 5, 'beNpzUYh1oRICAMouEto=');
FountianGrass := BitmapFromString(4, 4, 'beNorlGmokAOimhIQg' +
'rMrC2UgIkAGChsAn0oQ2Q==');
end;
function intGrassWalk:boolean;
begin
green:=AutoColorThis(grass2,200,537,0,737, 169);
writeln(IntToStr(green));
if (RadialWalk(green,200, 167, 70,0,1)) then
begin
Result := True;
end
else
begin
green:=AutoColorThis(grass,200,537,0,737, 169);
writeln(IntToStr(green));
if (RadialWalk(green,200, 180, 70,0,1)) then
begin
Result := intGrassWalk();
end
else
begin
Result:= False;
end;
end;
end;
procedure Go;
var
x:Integer;
y:Integer;
i:Integer;
begin
GameTab(5);
MouseBox(633, 254, 651, 276,False)
if(ChooseOption('erate'))then
begin
wait(3000);
//MouseBox(178,390,343,397,True);
wait(10000);
PerfectNorth;
if(FindColor(x,y,GamesRoomStairs,MSx1, (MSy2-MSy1)/2+MSy1, MSx2, MSy2)) then
begin
MMouse(x,y,20,20);
wait(100+random(50));
Mouse(x,y,10,10,True);
wait(5000);
if(FindColor(x,y,GamesRoomStairs2,MSx1, MSy1, MSx2, MSy2)) then
begin
MMouse(x,y,20,20);
wait(100+random(50));
Mouse(x,y,10,10,True);
wait(5000);
FindRoadColor;
if(RadialRoadWalk(RoadColor,215, 193, 25,0,1))then
begin
wait(500);
FindRoadColor
if(RadialRoadWalk(RoadColor, 167, 193, 70,0,1))then
begin
wait(2500);
green:=AutoColorThis(grass,200,537,0,737, 169);
writeln(IntToStr(green));
if (RadialWalk(green,200, 180, 70,0,1)) then
begin
if(intGrassWalk())then
begin
wait(500);
MakeCompass('W');
LowestAngle;
FindRoadColor
if(RadialRoadWalk(RoadColor,290, 220, 27,0,1))then
begin
wait(500)
ClickRandomlyOnColour(DoorKnob, MSx1, MSy1, MSx2, MSy2,true);
ClickRandomlyOnColour(DoorKnob, MSx1, MSy1, MSx2, MSy2,true);
wait(2500);
HighestAngle;
RadialWalk(FindLadderColor,-45,0,40,0,1)
if(FindObj(x, y, 'limb', 1652040, 10)) then
begin
MMouse(x,y,20,20);
wait(100+random(50));
Mouse(x,y,10,10,True);
wait(5000);
HerosFloor:=AutoColorThis(Heros,200,537,0,737, 169);
writeln(IntToStr( HerosFloor));
if(RadialWalk(HerosFloor,200,10,60,0,1))then
begin
wait(1500)
if(RadialWalk(HerosFloor,200,10,60,0,1))then
begin
wait(2000);
FountianGrass:=AutoColorThis(FountianGrass,200,537,0,737, 169);
RadialWalk(FountianGrass,-180,0,70,0,1)
wait(2500);
for i:=1 to 28 do
begin
if(ExistsItem(i))then
begin
MouseItem(i,False);
wait(100)
if(ChooseOption('se')) then
begin
if(FindColor(x,y,Fountian, MSx1, MSy1, MSx2, MSy2)) then
begin
MMouse(x,y,20,20);
wait(100+random(50));
Mouse(x,y,10,10,True);
writeln('Done :)');
break;
end
end
end
writeln('Glory Err, Either Could not find fountian or Inventory is empty');
end
end
else
begin
writeln('Hero Floor 2 Walk Err');
end
end
else
begin
writeln('Hero Floor Walk Err');
end
end
else
begin
writeln('Ladder Err');
end
end
else
begin
writeln('Hero Road Walk Err');
end
end
else
begin
writeln('Grass 2 Walk Err');
end
end
else
begin
writeln('Grass Walk Err');
end
end
else
begin
writeln('Road Walk 2 Err');
end
end
else
begin
writeln('Road Walk Err');
end
end
else
begin
writeln('Stairs 2 Err');
end
end
else
begin
writeln('Stairs 1 Err');
end
end
else
begin
writeln('Operate Err, Make sure you are wearing a Games Neclace');
end
end;
begin
SetupScript;
Go;
end.
The greatest help nonprogrammers could be is of testing, just run the script starting from any of the bank booth in edgeville (the DTM peice needs to be saved as SCARFolder/NatureMaker/DTM.scar and the
other peice can be saved as anything) and save/edit this picture with the number of
Successfull (you go through the fairy ring) and
Unsuccessfull (you dont). Also, if there were any errors writen in the log box when you ifnish running the script please put in your post
Successfull?:(Yes/NO)
Error:(Error, ex Tree Err or Bridge Err)
Scripters could be of help as to help me code the finding of the fairy ring because the stones dont stay static, they change after so many logins, also i am having problems getting to the rings (i am almost there, just run the script to see where) i cant find a unique enough dtm :(
Also I ask for someone to fix my glory recharge script, all testers/helpers will be labeled in the comment unless you ask otherwise
IMAGE TO EDIT

CURRENT TESTS