SRL Archive - Test corner

[SKF]Sabzi's Karamja Fighter - featureless beta


Sabzi

2009-08-31 18:17:02

Some of you may know I am working on a Lesser Demon killer at karamja.
Well this is how far I have got in the past few days. This is as the title says a beta without any feature, including antibans, antirandoms, failsafes, etc.
The point of that I am posting this is to get suggestions from you. And why here and not in the Jr.Member section? Because the tread might get filled with suggestions I don't want to hear :), there.
I looking forward to mostly game related suggestions, example alching(by marpis).
I will add common things soon so don't suggest those, such as attacky type selecting, breaking, antirandoms, equipment check, more fish type, etc, etc.
Also the code is under tweaking but any help is appreciated.

Already suggested, questions:
  • Marpis suggested alching. The user will be able to choose the alching type.(low, high, with ring then continue or no and if yes with what).
  • I will try and make the monster clicking very good. Checking the direction of it and if it moves then adjust to the coordinates.
  • I don't know the safespots. But maging/ranging using safespots will be the last features I will add.
  • What to pick up, and what to alch? And with what to alch? Firestaff? Fire runes?
  • Is world switching important?

Do NOT do more then one load with the script(if it can :p) because it's not too safe, yet.
I have done one load with it and it worked. Start point is near the entrance outside the cave. You should have axe, cage pot or whatever it is, tinderbox and of course good armour, weapon.

That's all I can think of now. I must hurry now because the school starting celebration thing will start soon.

Thank in advance!

marpis

2009-08-31 20:05:15

From: Sabzi

[*]I will try and make the monster clicking very good. Checking the direction of it and if it moves then adjust to the coordinates.


From my piratecave fighter i never released

var
P, modd: TPoint;

...
if Monster.IsMoving then
case Monster.TurnDirection of
0: modd := Point(0, 1);
45: modd := Point(1, 1);
90: modd := Point(1, 0);
135: modd := Point(1, -1);
180: modd := Point(0, -1);
225: modd := Point(-1, -1);
270: modd := Point(-1, 0);
315: modd := Point(-1, 1);
end;
P := TileToMS(Point(Monster.Tile.x + modd.x, Monster.Tile.y + modd.y), 20);

I edited it a bit without testing.

EDIT: I took a quick look to your script, it look promising so far! Especially the fishing ;)
Btw, you didn't include your Sabzinclude.scar :p

Sabzi

2009-08-31 20:36:20

From: marpis
From my piratecave fighter i never released

var
P, modd: TPoint;

...
if Monster.IsMoving then
case Monster.TurnDirection of
0: modd := Point(0, 1);
45: modd := Point(1, 1);
90: modd := Point(1, 0);
135: modd := Point(1, -1);
180: modd := Point(0, -1);
225: modd := Point(-1, -1);
270: modd := Point(-1, 0);
315: modd := Point(-1, 1);
end;
P := TileToMS(Point(Monster.Tile.x + modd.x, Monster.Tile.y + modd.y), 20);

I edited it a bit without testing.

EDIT: I took a quick look to your script, it look promising so far! Especially the fishing ;)
Btw, you didn't include your Sabzinclude.scar :p


That's exactly what I was thinking about! I don't have to write it? :p EDIT:No, that's not exactly I was thinking about. I was thinking modifying the ms coordinates. So what Mouse() use. Not the tiles. I think with tiles it's not as accurate.
And Sabzinclude is in my AirCrafter thread too, but yeah I forgot it.
*Adds it now.*
And yeah the fishing part is my masterpiece :D
Have you realized that the script is like a film? The procedure and function names. :p

marpis

2009-08-31 23:51:56

From: Sabzi
That's exactly what I was thinking about! I don't have to write it? :p EDIT:No, that's not exactly I was thinking about. I was thinking modifying the ms coordinates. So what Mouse() use. Not the tiles. I think with tiles it's not as accurate.
And Sabzinclude is in my AirCrafter thread too, but yeah I forgot it.
*Adds it now.*
And yeah the fishing part is my masterpiece :D
Have you realized that the script is like a film? The procedure and function names. :p


That'll be very accurate. You just get the MS coordinates of the new tile, I actually don't know what you mean…

Sabzi

2009-09-01 00:59:57

From: marpis
That'll be very accurate. You just get the MS coordinates of the new tile, I actually don't know what you mean…


So the monster just started moving and it's between the two tiles. But we will click the next tile. Or am I wrong?
But I think I got an idea. The tile in TNPCEx is an extended, right? If there isn't already a function I will write a TileToMs that will work with that extended tile.
That should be very accurate. But not now because I am going to sleep now.
Oh, one more question. You can just cage and harpoon fishing there? Or are there any "secret"(for me) method? F2P only.
Thanks! Will check back tomorrow. After school …(first day)

Yay, we got TileToMSEx! Hurray!

Smarter Child

2009-09-01 01:00:41

Looking good, can't test at the moment, sorry. Will check out later though :).

Sabzi

2009-09-01 09:28:44

From: Trevor3443
As for the world switching, I'd say make it an option for the user to set. If the script finds too many people in the area, it should switch worlds. I remember when I was F2P, there were rarely any people on top of the volcano (unless killing moss giants), but I think RS has grown in popularity since then.

As for extra things to add in, I always like to add in "Breaks", (where after a set amount of time it takes a log out break for a few minutes), "Sleeps" (or extended breaks. After say 10 breaks the script will 'sleep' for 1 hour, etc.), and "Kill Script" (Terminates the script if it runs for 5 hours+ etc) options. These should be totally user choice though… some people like scripts to run 24/7!

Thanks all I can think of for now. Good luck!


Thanks. But I already got a good way of breaking(it's a common thing :p). I just didn't implemented it, yet. Or is it there commented out I think. Maybe.
If you are interested in it just look in SAC. Although that's got a bug in it, but that's easy to fix.

rogeruk

2009-09-02 03:55:56

There are three primary safespots: To the north-east there are 2 sets of rocks, beware, it is the least perfect of the spots. Just 10 squares or so to the south-west there are more rocks. Standing in here gives the best safespot for safety and access to spawns. Finally, to the east of that spot 25 squares or so is a deep rock formation that allows complete safety, but with only access to 1 or 2 spawns.


Taken from another source.