Coh3n
2009-09-13 19:34:45
Now that it has been decided that we will start with Varrock, we have to figure out which
three skills to start off with. Based on the following map and list, hopefully we can reach a sensible conclusion. :p
[BANANA]

[/BANANA]
Varrock- WC (lvl 1 - 60+) //can buy rune axe at GE
- Mining
- Can buy picks at GE
- Silver and Clay mining = profit
- Iron Mining = fast XP
- Mining Rune Essence
- Possibly fish at barbarian, bank at VWB
- Runecrafting (lvl 9+)
- Smithing
- Cooking (range)
- Fighting (lvl1 - 60+)
- Magic (safe spots)
- Range (safe spots)
- Firemaking (long,long road)
- Plank Making
- Filling vials with water
- Clay -> Soft Clay
- Make STR Pots at apocathery/potions guy
- QUESTS: Demon Slayer, Romeo & Juliette
- Buying all equipment on GE
Please post which three skills you would like to start with, and why. Formatting doesn't really matter, but just make it look neat. ;)
Thanks,
Coh3n
EDIT: Here is what most people seem to agree on, so I think it would be a good start. :)
From: Rasta Magician
I agree with Fighting / WC / Mining
i suggest this for the first run:
- Dummy fighting (to 7 atk)
- Varrock sewers, fighting rats
- WC oaks and trees close to VEB
- mining at VEM
~RM
The three most sensible skills to start with would probably be
[*]Combat
[*]Woodcutting
[*]Mining
Combat so we look less like autoers (one of the golden rules of SRL autoing).
Woodcutting - one of the most common skills, and profit.
Mining - one of the most common skills, and clay mining is (or at least was) one of the most profitable money making methods in F2P.
Coh3n
2009-09-13 19:52:52
From: JAD
[*]Combat
[*]Woodcutting
[*]Mining
Would definitely be the 3 most sensible skills to start off with.
That's what I was thinking also.
Cazax
2009-09-13 20:01:57
Runecrafting will be very easy since we can use Reflection. Just the paths to the the altar and rest is banking and object finding.
Coh3n
2009-09-13 20:03:58
From: Cazax
Runecrafting will be very easy since we can use Reflection. Just the paths to the the altar and rest is banking and object finding.
That's basically the same with woodcutting/mining, though. Also, you have to do Rune Mysteries for runecrafting, don't you?
From: Cazax
Runecrafting will be very easy since we can use Reflection. Just the paths to the the altar and rest is banking and object finding.
But we need a rune mysteries quester to beat the required quest. If the character is going to be coming straight out of tutorial island, then we should start with skills they can do right away.
Sir R. M8gic1an
2009-09-13 20:29:52
I agree with Fighting / WC / Mining
i suggest this for the first run:
- Dummy fighting (to 7 atk)
- Varrock sewers, fighting rats
- WC oaks and trees close to VEB
- mining at VEM
~RM
Coh3n
2009-09-13 20:47:44
From: Rasta Magician
I agree with Fighting / WC / Mining
i suggest this for the first run:
- Dummy fighting (to 7 atk)
- Varrock sewers, fighting rats
- WC oaks and trees close to VEB
- mining at VEM
~RM
Yeah I like that, that way we stick with just the one bank to start.
From: Rasta Magician
I agree with Fighting / WC / Mining
i suggest this for the first run:
- Dummy fighting (to 7 atk)
- Varrock sewers, fighting rats
- WC oaks and trees close to VEB
- mining at VEM
~RM
I would agree with this. Just so you know, the dummy can go till level 8.
I think that Varrock West Mining should be added next though, since it has clay mining which is really good cash.
Rune essence mining is pretty important too, although a rune mysteries quest runner won't come for a while probably.
Coh3n
2009-09-14 06:42:35
From: JAD
I would agree with this. Just so you know, the dummy can go till level 8.
I think that Varrock West Mining should be added next though, since it has clay mining which is really good cash.
Rune essence mining is pretty important too, although a rune mysteries quest runner won't come for a while probably.
Yeah, but itsn't there on in Jr. Members? Also, when we add VW mining, we can use the first couple points in that walk path to get to the Oak and Normal trees for woodcutting.
BobboHobbo
2009-09-14 10:59:52
Well lets just do what RM said, as it will build the base of the fighting, woodcutting and mining procedures. After that it will be really easy to add new locations and so on. So it will all fit like a puzzle :).
Coh3n
2009-09-14 16:50:51
From: BobboHobbo
Well lets just do what RM said, as it will build the base of the fighting, woodcutting and mining procedures. After that it will be really easy to add new locations and so on. So it will all fit like a puzzle :).
Agreed, I'll add that to the first post. :)
BobboHobbo
2009-09-17 10:40:41
So whats happening now… Can we like confirm the skills so this project can begin?
YoHoJo
2009-09-17 11:00:21
You all talk too much.
What about just
+1ing?:D
Coh3n
2009-09-17 18:29:03
From: BobboHobbo
So whats happening now… Can we like confirm the skills so this project can begin?
I think what I added to the first post sounds pretty good. We should get this rolling. If anyone disagrees, say something now.
I really don't think it would make it that much harder to add VW mining to the first run. After all, we are using reflection for walking, which isn't that hard. We are already using the West bank because of oak/normal tree chopping, and we will already have all the mining procedures because of the east mine.
All that would need to be added is walking really. Plus, much of the code for this project may come from other people's scripts, which I think we should use to our advantage as much as possible. I know that Tad's multi miner has the reflection walking for VWM already, so adding varrock west mining would take an additional total of 5 minutes if we just used that.
Coh3n
2009-09-17 20:40:03
From: JAD
I really don't think it would make it that much harder to add VW mining to the first run. After all, we are using reflection for walking, which isn't that hard. We are already using the West bank because of oak/normal tree chopping, and we will already have all the mining procedures because of the east mine.
All that would need to be added is walking really. Plus, much of the code for this project may come from other people's scripts, which I think we should use to our advantage as much as possible. I know that Tad's multi miner has the reflection walking for VWM already, so adding varrock west mining would take a total of 5 minutes if we just used that.
I know I circled the oak/normal tree cutting/banking in the picture, but I didn't actually think we were going to use it. You're right, it wouldn't take long to add, so it doesn't really matter to me, but I like RM's ideas (in first post), that way it still pretty small, and it sticks to one area of varrock.
I just don't think we should get ahead of ourselves right now, that's all.
Oh, I just saw that we are doing the oaks and normal trees at VEB too.
Still, this just seems like we are setting our sites too small. Aim for the moon and you'll probably reach the stars.
Lets look at this realistically though. We already have all the mining procedures for the most part because of VEM. We copy a reflection walking path from an existing VWM script. We use a bank opening procedure for VWM that the SRL include has already provided us.
Honestly, how much more complex does that make things? The two mines are probably the most key parts of the Varrock area, so I think that they should both be in the first version of this script.
Coh3n
2009-09-17 20:58:16
From: JAD
Oh, I just saw that we are doing the oaks and normal trees at VEB too.
Still, this just seems like we are setting our sites too small. Aim for the moon and you'll probably reach the stars.
Lets look at this realistically though. We already have all the mining procedures for the most part because of VEM. We copy a reflection walking path from an existing VWM script. We use a bank opening procedure for VWM that the SRL include has already provided us.
Honestly, how much more complex does that make things? The two mines are probably the most key parts of the Varrock area, so I think that they should both be in the first version of this script.
You know what, you're right. :) I agree.
Boreas
2009-09-18 02:31:20
I have some ideas for walking to make adding locations super easy, so don't worry about that.
Coh3n
2009-09-18 03:28:16
From: Boreas
I have some ideas for walking to make adding locations super easy, so don't worry about that.
Care to share? :rolleyes:
Boreas
2009-09-18 07:08:14
I was gonna try to catch Cazax on msn first, but sure.
Originally I was working on a system for any tile to any tile walking, using map files (lists of Tboxes of walkable areas) separated by gates/stairs/etc, not for MSI just in general. It has a few levels, the highest takes your destination, figures out which list of map files are needed, and passes that to the next level. That level looks on the map from your starting point, and heads to the destination until it hits no walkable tiles, and finds a way around, generating a list of points. These points have a clear line of sight of walkable tiles with their neighbors, and are just enough to get around not having a line of sight. The next level then picks out good tiles and walks between these way points.
Although the dynamic runtime path generation saves times for scripters that are making TPA paths, the time that it would take to create maps for everywhere (that include combat level requirements for dangerous areas) would be quite high. Also, it isn't really necessary to walk to ANY tile, rather a finite number of banks/training spots. So, I think a combination of dynamic path generation and a pre hard coded web would be better. Although this wouldn't take full advantages of reflections tile walking, I think it's the most efficient results to effort ratio.
The only thing that would have to be created and maintained is a web of nodes. Each node is a training spot, bank, gate/door/stairs/ladder, crossroads/waypoint. No TPA paths are stored, just the node location (tbox of tiles), the list of other nodes the node is connected to (neighbor nodes), and extra info in the case of doors/etc. Of course lumby tele point will be one of the nodes, so if you are not close to a node, you can tele. This web can be added to as more scripts/skills are added.
In addition to destinations, waypoints are required to get around obstacles, enough so that each node has a clear line of sight between its neighbor nodes. As long as this is true for each node, the path of tiles that are actually clicked can be created during runtime with a good degree of randomness.
Coh3n
2009-09-18 17:01:48
Well, I would say that is generous. I have absolutely no idea how to go about doing that, but I do understand what you want to do. I think it's a great idea if we can get it to work nicely.
Sir R. M8gic1an
2009-09-18 17:04:42
I believe this is one of those over complicated systems (for now). I say we do the walking as planned, get it done, and later on when we already have a working script we can consider revamping it.
~RM
Boreas
2009-09-19 02:27:15
Is what is planned a TPA for each combination of places?