Coh3n
2010-04-14 15:03:57
How to download and setup MSI for autoing!
Last updated April 14th, 2010.
Intorduction:
- While writing MSI, we wanted to make the setup as easy and as smooth as possible for our users. MSI (will) includes many different features that we hope you'll all enjoy.
- This small guide includes the following:
- What is required for MSI to run properly
- How to download MSI
- How to use setup for autoing
- How to use reflection walking (optional)
What is required for MSI to run properly:
- For MSI to run to the best of it's ability, you will need:
- SCAR 3.23 Beta (can only be downloaded via SVN)
- Developer's Repository of SRL
- If you don't have either of these, or don't know how to get either of these, please visit this tutorial.
How to download MSI:
- To download MSI, you need some way to download via SVN repository. The most common method is Tortoise SVN or Subversion. If you don't have either of these, please visit this tutorial.
- Navigate to your SRL folder (the one that contains the core, misc, and skill folders), and create a new folder ~ msi.
- Do an SVN checkout using the following link:
http://www.villavu.com/repositories/msi/
How to setup MSI for autoing:
- I know we originally planned on having an awesome MSI player form, but for right now, we've stuck with the traditional DeclarePlayers. Sorry if we've disappointed you. :o
- To setup MSI, simply open up RunMe.scar and follow the instructions in the script header.
- Since MSI will support multiple skills and multiple items for those skills, the PlayerSkills and PlayerObjects are multi-dimensional arrays, so you have to be careful to format the array properly. Here's an extra explanation if you're interested.
var
PlayerSkills: Array of TVariantArray; //2D array
PlayerObjects: Array of Array of TVariantArray; //3D array
//Basically, the PlayerSkills array will be declared like this:
PlayerSkills[0] := [SKILL_WOODCUTTING, SKILL_MINING, SKILL_FIGHTING];
//So the 0 represents the CurrentPlayer, and inside the TVariantArray are the multiple skills
{ Notice how there are 3 arrays inside the outside square brackets. Each one of
these arrays correspond to each skill in the PlayerSkills array, understand? }
PlayerObjects[0] := [ [OBJ_TREE, OBJ_OAK, OBJ_YEW], [OBJ_COAL, OBJ_IRON], [OBJ_COW, OBJ_CHICKEN] ];
//It's very important you set these up properly, otherwise you'll get all sorts of errors :p
How to use reflection walking (optional):
- Our hybrid walking system uses color with reflection backup. Basically, if the point on the minimap found by the color walking is too far away from the reflection tile of that point (in other words, it failed), then the script will walk to that reflection tile.
- In order to use this hybrid walking system, you need to download the reflection include via SVN.
- In the same folder you created your SRL folder (SCAR/Includes/SRL/SRL), create a folder called reflection, and do an SVN checkout with the following link:
http://scardevreflection.googlecode.com/svn/trunk/
- RSBuild
- MyPlayer
- BaseX
- BaseY
- FlagX
- FlagY
- CharMotion
- CurrentX
- CurrentY
{$DEFINE REFLECTION} // Comment out if you don't want to use reflection walking
I think that's everything you need to know. If you have any questions/suggestions/problems feel free to post here.
Cheers,
The MSI Team