SRL Archive - MSI Bugs

[SUGGESTION] for GE Yew WC


Overtime

2010-09-20 13:59:22

So I tried out the GE WC for yews. It runs really great, ive done about 7-9 loads on it. But the only thing i really hate that makes me look like im botting, is when all 3 yews are down, its constantly running back and forth checking to see if its up.

Is there a way that it checks the 1st yew that went down and make it wait for it to re spawn? Ive had players ask me what i was doing? And why i was running back and forth. I just paused the script and replied back making a stupid excuse lol.

But it looks very suspicious when im running back and forth on all 3 trees waiting for one to respawn. :redface:

Coh3n

2010-09-20 16:14:03

From: squancy
So I tried out the GE WC for yews. It runs really great, ive done about 7-9 loads on it. But the only thing i really hate that makes me look like im botting, is when all 3 yews are down, its constantly running back and forth checking to see if its up.

Is there a way that it checks the 1st yew that went down and make it wait for it to re spawn? Ive had players ask me what i was doing? And why i was running back and forth. I just paused the script and replied back making a stupid excuse lol.

But it looks very suspicious when im running back and forth on all 3 trees waiting for one to respawn. :redface:

It's suppose to wait longer every time you run. For example, you run ones, it should wait 2 seconds, then a little longer, then a little longer. Although, I'm not sure why it's only 2 seconds. For GE yews, it should be longer.

If you open Locations.simba and go to LOC_GE_YEWS, you'll see RecloateTime. Change it to 8000 (8 seconds) or something, and see if it works any better.

Overtime

2010-09-20 17:57:15

eh it helped alot. But it constantly clicks the same yew every 5 seconds and then randomly a 22-24 second wait. But 60% of the time is contstanly clicking the same yew every 5 seconds. Umm, it also when its running to the next location, it will try finding a yew and click on it as its running and then i guess it "loses" it and it runs back to the previous location.

I think it might be best to put it at 9000 as i had it at 8000 and it ran back and as soon as its 8 seconds came back and it ran back to the previous but if it had waited 1 second it would have seen the yew spawn.

It did its full run which is great! But for some reason it logged me into members when i have it set to false in the player description

Here is how i have it set up

procedure DeclarePlayers;
var
i: Integer;
begin
HowManyPlayers := 2;
NumberOfPlayers(HowManyPlayers);
SetLength(MSI_Players, HowManyPlayers);
SetLength(ProgressReportArray, HowManyPlayers);

CurrentPlayer := 0;
CurrentScript := 0;

with MSI_Players[0] do
begin
Name := ''; // Username
Pass := ''; // Password
Nick := ''; // Nickname (3-4 lowercase letters from username)
Pin := ''; // Bank pin; leave as '' if player doesn't have one
Active := True; // Use this player?
Member := False; // Is this player a member?
Location := LOC_DB_BANK; // See instructions at the top
Scripts := [SCRIPT_DB_WILLOWS]; // See instructions at the top
Objects := [[TREE_WILLOW]]; // See instructions at the top
Priority := [[100]]; // See instructions at the top
Loads[0] := 5; // Amount of loads before breaking/switching players
Loads[1] := 200; // Total loads for the player to do
end;

with MSI_Players[1] do
begin
Name := '';
Pass := '';
Nick := 'ean';
Pin := '';
Active := True;
Member := False;
Location := LOC_GE_BANK;
Scripts := [SCRIPT_GE_YEWS];
Objects := [[TREE_YEW]];
Priority := [[100]];
Loads[0] := 4;
Loads[1] := 200;
end;

Maybe u can implement a way to make one character log in as member and the other as free member. But im still wondering why it logged my Yew cutter into members(cuz it is a member) and then my Willow cutter into members as well(not memb)

I don't know why it bugged like that but eh. Something to look at. :D

This is revision 297. I dont know if this is all fixed in 298 lol.

weequ

2010-09-20 18:04:45

You should add a timer for each yew. So the script knows when the yews will re-spawn.

Coh3n

2010-09-25 16:45:58

From: antti mies
You should add a timer for each yew. So the script knows when the yews will re-spawn.

I like the idea, but aren't the spawn times dependent on how populated the world is? Same for monsters, ground items, etc. At least I know that's how it used to be.

nickrules

2010-09-25 20:37:25

Maybe. Anybody want to test? I might. Not completely sure if i feel like it though, :redface:

Coh3n

2010-09-26 17:45:43

From: nickrules
Maybe. Anybody want to test? I might. Not completely sure if i feel like it though, :redface:


program new;
{$i srl/srl.scar}

const
MOUSE_X = 500; // Point on screen to click the mouse
MOUSE_Y = 500;

OBJ_UPTEXT = 'Yew tree';

procedure CountSpawnTime;
var
spawnTime: Integer;
begin
MMouse(MOUSE_X, MOUSE_Y, 5, 5);

if (WaitUptext(OBJ_UPTEXT, 500)) then
begin
Mouse(MOUSE_X, MOUSE_Y, 0, 0, True);

repeat
Wait(100);
until(rs_GetUptext <> OBJ_UPTEXT);

MarkTime(spawnTime);

repeat
Wait(100);
until(rs_GetUptext = OBJ_UPTEXT);
end;

Writeln('Spawn time = ' + IntToStr(TimeFromMark(spawnTime)));
end;

begin
SetupSRL;
ClearDebug;

repeat
CountSpawnTime();
until(False);
end.
I think that would work. Just have your character beside the tree and make sure the point is on the tree. You can record the spawn times in different worlds.

Camaro'

2010-09-26 18:10:01

For the timers couldn't you make like a formula to determine a wait time?

(Using the amount of players)

Yews:


Players:
750 / 1000 / 1250 / 1500 / 1750 / 2000

Respawn Time(Seconds)
97.5 / 90 / 82.5 / 75 / 67.5 / 60

NCDS

2010-09-26 18:28:02

[QUOTE=Camaro';739396]For the timers couldn't you make like a formula to determine a wait time?

(Using the amount of players)

Yews:


Players:
750 / 1000 / 1250 / 1500 / 1750 / 2000

Respawn Time(Seconds)
97.5 / 90 / 82.5 / 75 / 67.5 / 60

That's exactly how it will be done if this is implemented.

All the values would just be stored to constants.

We may however have to change MSI_SetupPlayer to check what world is selected to get the person count. Unless there is a different way to get it? I don't log in much :redface:

Camaro'

2010-09-26 19:50:38

From: NCDS
That's exactly how it will be done if this is implemented.

All the values would just be stored to constants.

We may however have to change MSI_SetupPlayer to check what world is selected to get the person count. Unless there is a different way to get it? I don't log in much :redface:


Well, you could just have someone edit SRL to make it so when it Logs in, it gets and stores the world count in some global variable.

NCDS

2010-09-26 20:20:21

[QUOTE=Camaro';739422]Well, you could just have someone edit SRL to make it so when it Logs in, it gets and stores the world count in some global variable.[/QUOTE]

Feel free to go ahead and post it as a suggestion in the public SVN if you'd like :)