SRL Archive - Help and Support

AntiRandom help


king vash

2008-03-14 19:50:32

I looked through a couple of scripts but i couldn't figure out a good anti random system. I might or might not be inactive so I can't use that to tell

I used to have a procedure that would call either findtalks or findnormalrandoms, but then I don't know if it solved the random. could I look at Players[currentplayer].rand? what do you guys suggest?

WhoCares357

2008-03-14 21:33:23

Your question is a bit confusing. You're trying to figure out if your script encountered + solved an anti-random? I think SRL Randoms Report does just that. It uses the bottom right corner (Status Box) to display the number of randoms you've encountered.

If I misunderstood your question, then I am sorry. If I did, however, could you explain your question a little bit more?

king vash

2008-03-15 02:41:01

I was wondering if i could tell if i had encountered a unsolvable random if i independently changed player.active, you just use the player.rand or don't change the player.active

Cazax

2008-03-15 11:09:43

NextPlayer(False) if you want to change the activity of the current player to false. (True) if you want to keep it true.

something like this:


if NoGameTab xor InBlack then
begin
Writeln('Found unsolvable random');
Logout;
NextPlayer(False); // here
end;

drizzt

2008-03-17 20:18:22

From: Cazax
NextPlayer(False) if you want to change the activity of the current player to false. (True) if you want to keep it true.

something like this:


if NoGameTab xor InBlack then
begin
Writeln('Found unsolvable random');
Logout;
NextPlayer(False); // here
end;


i would take out the nextplayer, otherwise it will pick up from the same spot in the script, which is why all nextplayers should be in the main loop, according to most scripters you will ask