SRL Archive - SRL Suggestions

More Magic.scar stuff


NCDS

2010-10-30 00:28:12

First off, I have added the RequiredRunes and RequiredRuneAmount attributes to TSpell record.

Tested successfully with all SpellModes:
Combat:

Compiled succesfully in 733 ms.
SRL Compiled in 0 msec
Spell: wind rush - Level needed: 1 - EXP per cast: 3.5 - AutoCast: True - Runes: 1 Air Rune(s);
Spell: wind strike - Level needed: 1 - EXP per cast: 5.5 - AutoCast: False - Runes: 1 Air Rune(s); 1 Mind Rune(s);
Spell: confuse - Level needed: 3 - EXP per cast: 13 - AutoCast: False - Runes: 3 Water Rune(s); 2 Earth Rune(s); 1 Body Rune(s);
Spell: water strike - Level needed: 5 - EXP per cast: 7.5 - AutoCast: True - Runes: 1 Water Rune(s); 1 Air Rune(s); 1 Mind Rune(s);
Spell: earth strike - Level needed: 9 - EXP per cast: 9.5 - AutoCast: True - Runes: 2 Earth Rune(s); 1 Air Rune(s); 1 Mind Rune(s);
Spell: weaken - Level needed: 11 - EXP per cast: 21 - AutoCast: False - Runes: 3 Water Rune(s); 2 Earth Rune(s); 1 Body Rune(s);
Spell: fire strike - Level needed: 13 - EXP per cast: 11.5 - AutoCast: True - Runes: 3 Fire Rune(s); 2 Air Rune(s); 1 Mind Rune(s);
Spell: wind bolt - Level needed: 17 - EXP per cast: 13.5 - AutoCast: True - Runes: 2 Air Rune(s); 1 Chaos Rune(s);
Spell: curse - Level needed: 19 - EXP per cast: 29 - AutoCast: False - Runes: 2 Water Rune(s); 3 Earth Rune(s); 1 Body Rune(s);
Spell: bind - Level needed: 20 - EXP per cast: 30 - AutoCast: False - Runes: 3 Earth Rune(s); 3 Water Rune(s); 2 Nature Rune(s);
Spell: water bolt - Level needed: 23 - EXP per cast: 16.5 - AutoCast: True - Runes: 2 Water Rune(s); 2 Air Rune(s); 1 Chaos Rune(s);
Spell: earth bolt - Level needed: 29 - EXP per cast: 19.5 - AutoCast: True - Runes: 3 Earth Rune(s); 2 Air Rune(s); 1 Chaos Rune(s);
Spell: fire bolt - Level needed: 35 - EXP per cast: 22.5 - AutoCast: True - Runes: 4 Fire Rune(s); 3 Air Rune(s); 1 Chaos Rune(s);
Spell: crumble undead - Level needed: 39 - EXP per cast: 24.5 - AutoCast: True - Runes: 2 Earth Rune(s); 2 Air Rune(s); 1 Chaos Rune(s);
Spell: wind blast - Level needed: 41 - EXP per cast: 25.5 - AutoCast: True - Runes: 3 Air Rune(s); 1 Death Rune(s);
Spell: water blast - Level needed: 47 - EXP per cast: 28.5 - AutoCast: True - Runes: 3 Water Rune(s); 3 Air Rune(s); 1 Death Rune(s);
Spell: iban blast - Level needed: 50 - EXP per cast: 30 - AutoCast: True - Runes: 5 Fire Rune(s); 1 Death Rune(s);
Spell: snare - Level needed: 50 - EXP per cast: 60 - AutoCast: False - Runes: 4 Earth Rune(s); 4 Water Rune(s); 3 Nature Rune(s);
Spell: magic dart - Level needed: 50 - EXP per cast: 30 - AutoCast: True - Runes: 1 Death Rune(s); 4 Mind Rune(s);
Spell: earth blast - Level needed: 53 - EXP per cast: 31.5 - AutoCast: True - Runes: 4 Earth Rune(s); 3 Air Rune(s); 1 Death Rune(s);
Spell: fire blast - Level needed: 59 - EXP per cast: 34.5 - AutoCast: True - Runes: 5 Fire Rune(s); 4 Air Rune(s); 1 Death Rune(s);
Spell: saradomin strike - Level needed: 60 - EXP per cast: 35 - AutoCast: True - Runes: 2 Fire Rune(s); 2 Blood Rune(s); 4 Air Rune(s);
Spell: claws of guthix - Level needed: 60 - EXP per cast: 35 - AutoCast: True - Runes: 1 Fire Rune(s); 2 Blood Rune(s); 4 Air Rune(s);
Spell: flames of zamorak - Level needed: 60 - EXP per cast: 35 - AutoCast: True - Runes: 4 Fire Rune(s); 2 Blood Rune(s); 1 Air Rune(s);
Spell: wind wave - Level needed: 62 - EXP per cast: 36 - AutoCast: True - Runes: 5 Air Rune(s); 1 Blood Rune(s);
Spell: water wave - Level needed: 65 - EXP per cast: 37.5 - AutoCast: True - Runes: 7 Water Rune(s); 5 Air Rune(s); 1 Blood Rune(s);
Spell: vulnerability - Level needed: 66 - EXP per cast: 76 - AutoCast: False - Runes: 5 Earth Rune(s); 5 Water Rune(s); 1 Soul Rune(s);
Spell: earth wave - Level needed: 70 - EXP per cast: 40 - AutoCast: True - Runes: 7 Earth Rune(s); 5 Air Rune(s); 1 Blood Rune(s);
Spell: enfeeble - Level needed: 73 - EXP per cast: 83 - AutoCast: False - Runes: 8 Earth Rune(s); 8 Water Rune(s); 1 Soul Rune(s);
Spell: fire wave - Level needed: 75 - EXP per cast: 42.5 - AutoCast: True - Runes: 7 Fire Rune(s); 5 Air Rune(s); 1 Blood Rune(s);
Spell: entangle - Level needed: 79 - EXP per cast: 89 - AutoCast: False - Runes: 5 Earth Rune(s); 5 Water Rune(s); 4 Nature Rune(s);
Spell: stun - Level needed: 80 - EXP per cast: 90 - AutoCast: False - Runes: 12 Earth Rune(s); 12 Water Rune(s); 1 Soul Rune(s);
Spell: charge - Level needed: 80 - EXP per cast: 180 - AutoCast: False - Runes: 3 Fire Rune(s); 3 Blood Rune(s); 3 Air Rune(s);
Spell: wind surge - Level needed: 81 - EXP per cast: 75 - AutoCast: True - Runes: 7 Air Rune(s); 1 Blood Rune(s); 1 Death Rune(s);
Spell: teleport block - Level needed: 85 - EXP per cast: 80 - AutoCast: False - Runes: 1 Death Rune(s); 1 Chaos Rune(s); 1 Law Rune(s);
Spell: water surge - Level needed: 85 - EXP per cast: 80 - AutoCast: True - Runes: 10 Water Rune(s); 7 Air Rune(s); 1 Blood Rune(s); 1 Death Rune(s);
Spell: earth surge - Level needed: 90 - EXP per cast: 85 - AutoCast: True - Runes: 10 Earth Rune(s); 7 Air Rune(s); 1 Blood Rune(s); 1 Death Rune(s);
Spell: fire surge - Level needed: 95 - EXP per cast: 90 - AutoCast: True - Runes: 10 Fire Rune(s); 7 Air Rune(s); 1 Blood Rune(s); 1 Death Rune(s);
Successfully executed.
Teleport:

Compiled succesfully in 748 ms.
SRL Compiled in 16 msec
Spell: lumbridge home teleport - Level needed: 0 - EXP per cast: 0 - AutoCast: True - Runes: None;
Spell: mobilising armies teleport - Level needed: 10 - EXP per cast: 19 - AutoCast: False - Runes: 1 Law Rune(s); 1 Air Rune(s); 1 Water Rune(s);
Spell: varrock teleport - Level needed: 25 - EXP per cast: 35 - AutoCast: False - Runes: 1 Fire Rune(s); 3 Air Rune(s); 1 Law Rune(s);
Spell: lumbridge teleport - Level needed: 31 - EXP per cast: 41 - AutoCast: True - Runes: 1 Earth Rune(s); 3 Air Rune(s); 1 Law Rune(s);
Spell: falador teleport - Level needed: 37 - EXP per cast: 48 - AutoCast: True - Runes: 1 Water Rune(s); 3 Air Rune(s); 1 Law Rune(s);
Spell: teleport to house - Level needed: 40 - EXP per cast: 30 - AutoCast: False - Runes: 1 Air Rune(s); 1 Earth Rune(s); 1 Law Rune(s);
Spell: camelot teleport - Level needed: 45 - EXP per cast: 55.5 - AutoCast: True - Runes: 5 Air Rune(s); 1 Law Rune(s);
Spell: ardougne teleport - Level needed: 51 - EXP per cast: 61 - AutoCast: True - Runes: 2 Water Rune(s); 2 Law Rune(s);
Spell: watchtower teleport - Level needed: 58 - EXP per cast: 68 - AutoCast: False - Runes: 2 Earth Rune(s); 2 Law Rune(s);
Spell: trollheim teleport - Level needed: 61 - EXP per cast: 68 - AutoCast: False - Runes: 2 Fire Rune(s); 2 Law Rune(s);
Spell: teleport to ape atoll - Level needed: 64 - EXP per cast: 74 - AutoCast: True - Runes: 2 Water Rune(s); 2 Fire Rune(s); 2 Law Rune(s);
Spell: teleother lumbridge - Level needed: 74 - EXP per cast: 84 - AutoCast: True - Runes: 1 Soul Rune(s); 1 Law Rune(s); 1 Earth Rune(s);
Spell: teleother falador - Level needed: 82 - EXP per cast: 92 - AutoCast: True - Runes: 1 Soul Rune(s); 1 Law Rune(s); 1 Water Rune(s);
Spell: teleother camelot - Level needed: 90 - EXP per cast: 100 - AutoCast: True - Runes: 2 Soul Rune(s); 1 Law Rune(s);
Successfully executed.
Misc:

Compiled succesfully in 748 ms.
SRL Compiled in 16 msec
Spell: bones to bananas - Level needed: 15 - EXP per cast: 25 - AutoCast: True - Runes: 2 Earth Rune(s); 2 Water Rune(s); 1 Nature Rune(s);
Spell: low level alchemy - Level needed: 21 - EXP per cast: 31 - AutoCast: False - Runes: 3 Fire Rune(s); 1 Nature Rune(s);
Spell: telekinetic grab - Level needed: 33 - EXP per cast: 43 - AutoCast: False - Runes: 1 Air Rune(s); 1 Law Rune(s);
Spell: high level alchemy - Level needed: 55 - EXP per cast: 65 - AutoCast: True - Runes: 5 Fire Rune(s); 1 Nature Rune(s);
Spell: bones to peaches - Level needed: 60 - EXP per cast: 35.5 - AutoCast: True - Runes: 4 Water Rune(s); 4 Earth Rune(s); 2 Nature Rune(s);
Successfully executed.
Skill:

SRL Compiled in 0 msec
Spell: enchant crossbow bolt - Level needed: 4 - EXP per cast: 0 - AutoCast: True - Runes: Depends on Bolt;
Spell: lvl-1 enchant - Level needed: 7 - EXP per cast: 17.5 - AutoCast: False - Runes: 1 Water Rune(s); 1 Cosmic Rune(s);
Spell: lvl-2 enchant - Level needed: 27 - EXP per cast: 37 - AutoCast: False - Runes: 3 Air Rune(s); 1 Cosmic Rune(s);
Spell: superheat item - Level needed: 43 - EXP per cast: 53 - AutoCast: True - Runes: 4 Fire Rune(s); 1 Nature Rune(s);
Spell: lvl-3 enchant - Level needed: 49 - EXP per cast: 59 - AutoCast: True - Runes: 5 Fire Rune(s); 1 Cosmic Rune(s);
Spell: charge water orb - Level needed: 56 - EXP per cast: 66 - AutoCast: False - Runes: 30 Water Rune(s); 3 Cosmic Rune(s);
Spell: lvl-4 enchant - Level needed: 57 - EXP per cast: 67 - AutoCast: True - Runes: 10 Earth Rune(s); 1 Cosmic Rune(s);
Spell: charge earth orb - Level needed: 60 - EXP per cast: 70 - AutoCast: True - Runes: 30 Earth Rune(s); 3 Cosmic Rune(s);
Spell: charge fire orb - Level needed: 63 - EXP per cast: 73 - AutoCast: False - Runes: 30 Fire Rune(s); 3 Cosmic Rune(s);
Spell: charge air orb - Level needed: 66 - EXP per cast: 76 - AutoCast: False - Runes: 30 Air Rune(s); 3 Cosmic Rune(s);
Spell: lvl-5 enchant - Level needed: 68 - EXP per cast: 78 - AutoCast: True - Runes: 15 Water Rune(s); 15 Earth Rune(s); 1 Cosmic Rune(s);
Spell: lvl-6 enchant - Level needed: 87 - EXP per cast: 97 - AutoCast: True - Runes: 20 Earth Rune(s); 20 Fire Rune(s); 1 Cosmic Rune(s);
Successfully executed.

Also, after a small math edit to SpellAvailable Cast is now working better. It's not perfect yet, but it clicks the right spells for the most part, compared to completely failing prior to this.

I do however plan to continue working with it until the equation is 100% reliable.

Updated Magic.scar:

//-----------------------------------------------------------------//
//-- Scar Standard Resource Library --//
//-- Magic routines --//
//-----------------------------------------------------------------//
// * procedure SetupSpells; // by N1ke!
// * procedure DebugSpellVars(SpellMode: Integer); // by N1ke!
// * function GetSpellInfo(Spell: string): TSpell; // by N1ke!
// * function SpellIsSort(Spell: string): Integer; // by N1ke!
// * function SpellsAvaible: TBooleanArray; // by N1ke!, modified by marpis, fix by Cigue
// * procedure ClickSpellMode(Which: Integer); // by N1ke!
// * procedure SetSpellMode(Combat, Teleport, Misc, Skill: Boolean); // by N1ke!
// * function BookSortedBy: Integer; // by N1ke!
// * procedure SortBook(By: Integer); // by N1ke!
// * function DefCastIs: Boolean; // by N1ke!
// * procedure ToggleDefCast(SetTo: Boolean); // by N1ke!
// * procedure ScrollSpellBook(Up: Boolean); // by N1ke!
// * function SpellAvailable(var Coords: TBox; Spell: string): Boolean; // by N1ke!
// * function Cast(Spell: string; AutoCast: Boolean): Boolean; // by N1ke!
// * procedure SetupMagic; // by SRL

const
rune_Air = 0;
rune_Body = 1;
rune_Mind = 2;
rune_Earth = 3;
rune_Fire = 4;
rune_Water = 5;
rune_Chaos = 6;
rune_Law = 7;
rune_Cosmic = 8;
rune_Death = 9;
rune_Nature = 10;
rune_Blood = 11;
rune_Soul = 12;
rune_Astral = 13;
rune_Count = 14;

{ type TSpell;
Description: Contains info about a certain spell. }
type
TSpell = record
Name: string;
Level: Integer;
AutoCast: Boolean;
Exp: Extended;
RequiredRunes: array of Integer;
RequiredRuneAmount: array of Integer;
end;

{ type SpellMode;
Description: An array of TSpell }
SpellMode = array of TSpell;



var
{ var SpellModes
Description: Stores all the spells, after using SetupSpells.
Use as SpellModes[SpellMode_Combat][I] example..}
SpellModes: array of SpellMode;

{ var SpellSetUp
Description: Is set to true if the spells are setup}
SpellSetUp: Boolean;

Const
{ const TotalSpells
Description: Number of spells in your spellbook}
TotalSpells = 65;

{ const SpellMode_
Description: consts for the in-game spellmodes
note: SpellMode_All stands for all of them}
SpellMode_Combat = 0;
SpellMode_Teleport = 1;
SpellMode_Misc = 2;
SpellMode_Skill = 3;
SpellMode_All = 10;

{ const BookSort_
Description: consts for the in-game magic book sorts}
BookSort_Level = 0;
BookSort_Combat = 1;
BookSort_Teleport = 2;

{*******************************************************************************
procedure SetupSpells;
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Sets the SpellModes var to match the runescape spells.
*******************************************************************************}
procedure SetupSpells;
var
I, H: Integer;
Names: TstringArray;
Exps: TExtendedArray;
Levels, AutoCasts: TIntegerArray;
ReqRunes: array of TIntegerArray;
ReqRuneAmt: array of TIntegerArray;
begin
SetArrayLength(SpellModes, 4);

{SpellMode_Combat}
Names := ['wind rush', 'wind strike', 'confuse', 'water strike', 'earth strike',
'weaken', 'fire strike', 'wind bolt', 'curse', 'bind',
'water bolt', 'earth bolt', 'fire bolt', 'crumble undead',
'wind blast', 'water blast', 'iban blast', 'snare',
'magic dart', 'earth blast', 'fire blast', 'saradomin strike',
'claws of guthix', 'flames of zamorak', 'wind wave',
'water wave', 'vulnerability', 'earth wave',
'enfeeble', 'fire wave', 'entangle', 'stun', 'charge',
'wind surge', 'teleport block', 'water surge', 'earth surge',
'fire surge'];

Levels := [1, 1, 3, 5, 9, 11, 13, 17, 19, 20, 23, 29, 35, 39,
41, 47, 50, 50, 50, 53, 59, 60, 60, 60, 62, 65,
66, 70, 73, 75, 79, 80, 80, 81, 85, 85, 90, 95];

Exps := [3.5, 5.5, 13, 7.5, 9.5, 21, 11.5, 13.5, 29, 30, 16.5, 19.5, 22.5, 24.5,
25.5, 28.5, 30, 60, 30, 31.5, 34.5, 35, 35, 35, 36, 37.5, 76,
40, 83, 42.5, 89, 90, 180, 75, 80, 80, 85, 90];

AutoCasts := [1, 2, 5, 8, 9, 17, 26, 28, 30, 31, 32, 34];

ReqRuneAmt := [
TIntegerArray([1]), TIntegerArray([1, 1]), TIntegerArray([3, 2, 1]),
TIntegerArray([1, 1, 1]), TIntegerArray([2, 1, 1]), TIntegerArray([3, 2, 1]),
TIntegerArray([3, 2, 1]), TIntegerArray([2, 1]), TIntegerArray([2, 3, 1]),
TIntegerArray([3, 3, 2]), TIntegerArray([2, 2, 1]), TIntegerArray([3, 2, 1]),
TIntegerArray([4, 3, 1]), TIntegerArray([2, 2, 1]), TIntegerArray([3, 1]),
TIntegerArray([3, 3, 1]), TIntegerArray([5, 1 {Iban Staff}]), TIntegerArray([4, 4, 3]),
TIntegerArray([1, 4 {Slayer Staff}]), TIntegerArray([4, 3, 1]), TIntegerArray([5, 4, 1]),
TIntegerArray([2, 2, 4 {Staff of Saradomin}]), TIntegerArray([1, 2, 4 {Staff of Guthx or Void Knight Mace}]),
TIntegerArray([4, 2, 1 {Staff of Zamorak}]), TIntegerArray([5, 1]), TIntegerArray([7, 5, 1]),
TIntegerArray([5, 5, 1]), TIntegerArray([7, 5, 1]), TIntegerArray([8, 8, 1]),
TIntegerArray([7, 5, 1]), TIntegerArray([5, 5, 4]), TIntegerArray([12, 12, 1]),
TIntegerArray([3, 3, 3]), TIntegerArray([7, 1, 1]), TIntegerArray([1, 1, 1]),
TIntegerArray([10, 7, 1, 1]), TIntegerArray([10, 7, 1, 1]), TIntegerArray([10, 7, 1, 1])
];

ReqRunes := [
TIntegerArray([rune_Air]), {}
TIntegerArray([rune_Air, rune_Mind]), {}
TIntegerArray([rune_Water, rune_Earth, rune_Body]), {}
TIntegerArray([rune_Water, rune_Air, rune_Mind]), {}
TIntegerArray([rune_Earth, rune_Air, rune_Mind]), {}
TIntegerArray([rune_Water, rune_Earth, rune_Body]), {}
TIntegerArray([rune_Fire, rune_Air, rune_Mind]), {}
TIntegerArray([rune_Air, rune_Chaos]), {}
TIntegerArray([rune_Water, rune_Earth, rune_Body]), {}
TIntegerArray([rune_Earth, rune_Water, rune_Nature]), {}
TIntegerArray([rune_Water, rune_Air, rune_Chaos]), {}
TIntegerArray([rune_Earth, rune_Air, rune_Chaos]), {}
TIntegerArray([rune_Fire, rune_Air, rune_Chaos]), {}
TIntegerArray([rune_Earth, rune_Air, rune_Chaos]), {}
TIntegerArray([rune_Air, rune_Death]), {}
TIntegerArray([rune_Water, rune_Air, rune_Death]), {}
TIntegerArray([rune_Fire, rune_Death {Iban Staff}]), {}
TIntegerArray([rune_Earth, rune_Water, rune_Nature]), {}
TIntegerArray([rune_Death, rune_Mind {Slayer Staff}]), {}
TIntegerArray([rune_Earth, rune_Air, rune_Death]), {}
TIntegerArray([rune_Fire, rune_Air, rune_Death]), {}
TIntegerArray([rune_Fire, rune_Blood, rune_Air {Staff of Saradomin}]), {}
TIntegerArray([rune_Fire, rune_Blood, rune_Air {Staff of Guthx or Void Knight Mace}]), {}
TIntegerArray([rune_Fire, rune_Blood, rune_Air {Staff of Zamorak}]), {}
TIntegerArray([rune_Air, rune_Blood]), {}
TIntegerArray([rune_Water, rune_Air, rune_Blood]), {}
TIntegerArray([rune_Earth, rune_Water, rune_Soul]), {}
TIntegerArray([rune_Earth, rune_Air, rune_Blood]), {}
TIntegerArray([rune_Earth, rune_Water, rune_Soul]), {}
TIntegerArray([rune_Fire, rune_Air, rune_Blood]), {}
TIntegerArray([rune_Earth, rune_Water, rune_Nature]), {}
TIntegerArray([rune_Earth, rune_Water, rune_Soul]), {}
TIntegerArray([rune_Fire, rune_Blood, rune_Air]), {}
TIntegerArray([rune_Air, rune_Blood, rune_Death]), {}
TIntegerArray([rune_Death, rune_Chaos, rune_Law]), {}
TIntegerArray([rune_Water, rune_Air, rune_Blood, rune_Death]), {}
TIntegerArray([rune_Earth, rune_Air, rune_Blood, rune_Death]), {}
TIntegerArray([rune_Fire, rune_Air, rune_Blood, rune_Death])
];

SetArrayLength(SpellModes[SpellMode_Combat], GetArrayLength(Names));
H := High(Names);
for I:=0 to H do
with SpellModes[SpellMode_Combat][I] do
begin
Name := Names[I];
Level := Levels[I];
Exp := Exps[I];
AutoCast := (not InIntArray(AutoCasts, I));
RequiredRunes := ReqRunes[i];
RequiredRuneAmount := ReqRuneAmt[i];
end;


{SpellMode_Teleport}
Names := ['lumbridge home teleport', 'mobilising armies teleport',
'varrock teleport', 'lumbridge teleport',
'falador teleport', 'teleport to house',
'camelot teleport', 'ardougne teleport', 'watchtower teleport',
'trollheim teleport', 'teleport to ape atoll',
'teleother lumbridge', 'teleother falador',
'teleother camelot'];

Levels := [0, 10, 25, 31, 37, 40, 45, 51, 58, 61, 64, 74, 82, 90];

Exps := [0, 19, 35, 41, 48, 30, 55.5, 61, 68, 68, 74, 84, 92, 100];

ReqRuneAmt := [
TIntegerArray([0 {lumbridge home tele}]), TIntegerArray([1, 1, 1]),
TIntegerArray([1, 3, 1]), TIntegerArray([1, 3, 1]), TIntegerArray([1, 3, 1]),
TIntegerArray([1, 1, 1]), TIntegerArray([5, 1]), TIntegerArray([2, 2]),
TIntegerArray([2, 2]), TIntegerArray([2, 2]), TIntegerArray([2, 2, 2]),
TIntegerArray([1, 1, 1]), TIntegerArray([1, 1, 1]), TIntegerArray([2, 1])
];

ReqRunes := [
TIntegerArray([0 {lumbridge home tele}]),
TIntegerArray([rune_Law, rune_Air, rune_Water]),
TIntegerArray([rune_Fire, rune_Air, rune_Law]),
TIntegerArray([rune_Earth, rune_Air, rune_Law]),
TIntegerArray([rune_Water, rune_Air, rune_Law]),
TIntegerArray([rune_Air, rune_Earth, rune_Law]),
TIntegerArray([rune_Air, rune_Law]),
TIntegerArray([rune_Water, rune_Law]),
TIntegerArray([rune_Earth, rune_Law]),
TIntegerArray([rune_Fire, rune_Law]),
TIntegerArray([rune_Water, rune_Fire, rune_Law {Banana}]),
TIntegerArray([rune_Soul, rune_Law, rune_Earth]),
TIntegerArray([rune_Soul, rune_Law, rune_Water]),
TIntegerArray([rune_Soul, rune_Law])
];

SetArrayLength(SpellModes[SpellMode_Teleport], GetArrayLength(Names));
H := High(Names);
for I:=0 to High(Names)do
with SpellModes[SpellMode_Teleport][I] do
begin
Name := Names[I];
Level := Levels[I];
Exp := Exps[I];
AutoCast := (not InIntArray(AutoCasts, I));
RequiredRunes := ReqRunes[i];
RequiredRuneAmount := ReqRuneAmt[i];
end;


{SpellMode_Misc}
Names := ['bones to bananas', 'low level alchemy', 'telekinetic grab',
'high level alchemy', 'bones to peaches'];

Levels := [15, 21, 33, 55, 60];

Exps := [25, 31, 43, 65, 35.5];

ReqRuneAmt := [
TIntegerArray([2, 2, 1]), TIntegerArray([3, 1]), TIntegerArray([1, 1]),
TIntegerArray([5, 1]), TIntegerArray([4, 4, 2])
];

ReqRunes := [
TIntegerArray([rune_Earth, rune_Water, rune_Nature]),
TIntegerArray([rune_Fire, rune_Nature]),
TIntegerArray([rune_Air, rune_Law]),
TIntegerArray([rune_Fire, rune_Nature]),
TIntegerArray([rune_Water, rune_Earth, rune_Nature])
];

SetArrayLength(SpellModes[SpellMode_Misc], GetArrayLength(Names));
H := High(Names);
for I:=0 to High(Names)do
with SpellModes[SpellMode_Misc][I] do
begin
Name := Names[I];
Level := Levels[I];
Exp := Exps[I];
AutoCast := (not InIntArray(AutoCasts, I));
RequiredRunes := ReqRunes[i];
RequiredRuneAmount := ReqRuneAmt[i];
end;


{SpellMode_Skill}
Names := ['enchant crossbow bolt', 'lvl-1 enchant', 'lvl-2 enchant',
'superheat item', 'lvl-3 enchant', 'charge water orb',
'lvl-4 enchant', 'charge earth orb', 'charge fire orb',
'charge air orb', 'lvl-5 enchant', 'lvl-6 enchant'];

Levels := [4, 7, 27, 43, 49, 56, 57, 60, 63, 66, 68, 87];

Exps := [0, 17.5, 37, 53, 59, 66, 67, 70, 73, 76, 78, 97];

ReqRuneAmt := [
TIntegerArray([0 {enchant bolt}]), TIntegerArray([1, 1]), TIntegerArray([3, 1]),
TIntegerArray([4, 1]), TIntegerArray([5, 1]), TIntegerArray([30, 3 {Orb}]),
TIntegerArray([10, 1]), TIntegerArray([30, 3 {Orb}]), TIntegerArray([30, 3 {Orb}]),
TIntegerArray([30, 3 {Orb}]), TIntegerArray([15, 15, 1]), TIntegerArray([20, 20, 1])
];

ReqRunes := [
TIntegerArray([0 {enchant bolt}]),
TIntegerArray([rune_Water, rune_Cosmic]),
TIntegerArray([rune_Air, rune_Cosmic]),
TIntegerArray([rune_Fire, rune_Nature]),
TIntegerArray([rune_Fire, rune_Cosmic]),
TIntegerArray([rune_Water, rune_Cosmic]),
TIntegerArray([rune_Earth, rune_Cosmic]),
TIntegerArray([rune_Earth, rune_Cosmic]),
TIntegerArray([rune_Fire, rune_Cosmic]),
TIntegerArray([rune_Air, rune_Cosmic]),
TIntegerArray([rune_Water, rune_Earth, rune_Cosmic]),
TIntegerArray([rune_Earth, rune_Fire, rune_Cosmic])
];

SetArrayLength(SpellModes[SpellMode_Skill], GetArrayLength(Names));
H := High(Names);
for I:=0 to High(Names) do
with SpellModes[SpellMode_Skill][I] do
begin
Name := Names[I];
Level := Levels[I];
Exp := Exps[I];
AutoCast := (not InIntArray(AutoCasts, I));
RequiredRunes := ReqRunes[i];
RequiredRuneAmount := ReqRuneAmt[i];
end;

SpellSetUp := True;
end;

{*******************************************************************************
procedure DebugSpellVars(SpellMode: Integer);
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Prints out the SpellModes var.
Valid parameters are
SpellMode_Combat
SpellMode_Teleport
SpellMode_Misc
SpellMode_Skill
SpellMode_All

for example, DebugSpellVars(SpellMode_Combat); would only
print out the combat spells.
*******************************************************************************}
procedure DebugSpellVars(SpellMode: Integer);
var
I, II, r, iii, Total: Integer;
S, Runes: TstringArray;
rsa: string;
begin
if not SpellSetUp then
SetupSpells;

Runes := [
'Air Rune', 'Body Rune', 'Mind Rune', 'Earth Rune', 'Fire Rune', 'Water Rune',
'Chaos Rune', 'Law Rune', 'Cosmic Rune', 'Death Rune', 'Nature Rune',
'Blood Rune', 'Soul Rune', 'Astral Rune'
];

if SpellMode = SpellMode_All then
begin
S := ['Combat', 'Teleport', 'Misc', 'Skill'];

for I := 0 to High(SpellModes) do
begin
Writeln('** Spellmode_' + S[I] + '**');
for II := 0 to High(SpellModes[I]) do
begin
rsa := '';

for iii := 0 to High(SpellModes[i][ii].RequiredRunes) do
begin
r := SpellModes[i][ii].RequiredRunes[iii];
s := [IntToStr(SpellModes[i][ii].RequiredRuneAmount[iii])+' '+Runes[r]+'(s);'];
rsa := rsa+' '+s[0];
if SpellModes[i][ii].Name = 'lumbridge home teleport' then
rsa := 'None;';
if SpellModes[i][ii].Name = 'enchant crossbow bolt' then
rsa := 'Depends on Bolt;';
end;

Writeln('Spell: ' + Padr(SpellModes[I][II].Name + ' ', 18) + ' - Level needed: ' + Padr(IntToStr(SpellModes[I][II].Level) + ' ', 2) + ' - EXP per cast: ' + Padr(FloatToStr(SpellModes[I][II].Exp) + ' ', 2) + ' - AutoCast: ' + Padr(BoolToStr(SpellModes[I][II].AutoCast) + ' ', 2) + ' - Runes: ' + rsa);
Inc(Total);
end;
Writeln('');
end;
Writeln('A total of ' + IntToStr(Total) + ' Spells.');
Exit;
end;

for I:=0 to High(SpellModes[SpellMode]) do
begin

rsa := '';
for ii := 0 to High(SpellModes[SpellMode][i].RequiredRunes) do
begin
r := SpellModes[SpellMode][i].RequiredRunes[ii];
s := [IntToStr(SpellModes[SpellMode][i].RequiredRuneAmount[ii])+' '+Runes[r]+'(s);'];
rsa := rsa+' '+s[0];
if SpellModes[SpellMode][i].Name = 'lumbridge home teleport' then
rsa := 'None;';
if SpellModes[SpellMode][i].Name = 'enchant crossbow bolt' then
rsa := 'Depends on Bolt;';
end;

Writeln('Spell: ' + Padr(SpellModes[SpellMode][I].Name + ' ', 18) +
' - Level needed: ' + Padr(IntToStr(SpellModes[SpellMode][I].Level) +
' ', 2) + ' - EXP per cast: ' + Padr(FloatToStr(SpellModes[SpellMode][I].Exp) +
' ', 2) + ' - AutoCast: ' + Padr(BoolToStr(SpellModes[SpellMode][I].AutoCast) +
' ', 2) + ' - Runes: ' + rsa);
end;
end;

{*******************************************************************************
function GetSpellInfo(Spell: string): TSpell;
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Gets a spells info from the SpellModes var and results
in a TSpell type.
*******************************************************************************}
function GetSpellInfo(Spell: string): TSpell;
var
I, II: Integer;
begin
if not SpellSetUp then
SetupSpells;
for I := 0 to 3 do
for II := 0 to High(SpellModes[I])do
if (Lowercase(Spell) = SpellModes[I][II].Name) then
begin
Result := SpellModes[I][II];
Exit;
end;
end;

{*******************************************************************************
function SpellIsSort(Spell: string): Integer;
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Results what kind of sort the spell is..
Example of use - if (SpellIsSort('water strike') = SpellMode_Combat)then
*******************************************************************************}
function SpellIsSort(Spell: string): Integer;
var
II: Integer;
begin
for Result:=0 to High(SpellModes)do
for II:=0 to High(SpellModes[Result])do
if (Lowercase(Spell) = SpellModes[Result][II].Name)then
Exit;
end;

{*******************************************************************************
Function SpellsAvailable: TBooleanArray;
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Results which sort of spells are available.
Result[0] = SpellMode_Combat
Result[1] = SpellMode_Teleport
Result[2] = SpellMode_Misc
Result[3] = SpellMode_Skill
*******************************************************************************}
function SpellsAvailable: TBooleanArray;
var
I: Integer;
begin
if not GameTab(Tab_Magic)then
Exit;
SetArrayLength(Result, 4);
for I := 0 to 3 do
if (GetColor(592+(I*20), 441) = 16711422) then //16777215 OLD COLOR
Result[I] := True;
end;

{*******************************************************************************
procedure ClickSpellMode(Which: Integer);
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Clicks the given parameter.
Valid parameters are
SpellMode_Combat
SpellMode_Teleport
SpellMode_Misc
SpellMode_Skill
*******************************************************************************}
procedure ClickSpellMode(Which: Integer);
begin
if not GameTab(Tab_Magic)then
Exit;
Mouse(583+(Which*21), 441, 12, 16, True);
Wait(70+Random(70));
end;

{*******************************************************************************
Procedure SetSpellMode(Combat, Teleport, Misc, Skill: Boolean);
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Sets the spellmodes on and off for each mode.
*******************************************************************************}
procedure SetSpellMode(Combat, Teleport, Misc, Skill: Boolean);
var
I: Integer;
BoolArr: array [0..1] of TBooleanArray;
begin
BoolArr[0] := SpellsAvailable;
BoolArr[1] := [Combat, Teleport, Misc, Skill];

for I:=0 to High(BoolArr[0]) do
if not (BoolArr[0][I] = BoolArr[1][I]) then
ClickSpellMode(I);
end;

{*******************************************************************************
function BookSortedBy: Integer;
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Results how the book is sorted.
Possible results are
BookSort_Level = 0
BookSort_Combat = 1
BookSort_Teleport = 2
*******************************************************************************}
function BookSortedBy: Integer;
begin
Result := -1;
if not GameTab(Tab_Magic) then
Exit;
for Result := 0 to 2 do
if (GetColor(676+(Result*19), 441) = 16711422) then //16777215 OLD COLOR
Exit;
end;

{*******************************************************************************
procedure SortBook(By: Integer);
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Sorts the book from given parameter.
Valid parameters are
BookSort_Level = 0
BookSort_Combat = 1
BookSort_Teleport = 2
*******************************************************************************}
procedure SortBook(By: Integer);
begin
if (not GameTab(Tab_Magic)) or (BookSortedBy = By) then
Exit;
Mouse(676+(By*19), 441, 12, 16, True);
end;

{*******************************************************************************
Function DefCastIs: Boolean;
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Results if defensive casting is enabled.
*******************************************************************************}
function DefCastIs: Boolean;
begin
if not Gametab(tab_Magic) then
Exit;
Result := (LoggedIn) and (GetColor(563, 441) = 16711422);
end;

{*******************************************************************************
procedure ToggleDefCast(SetTo: Boolean);
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Turns defensive casting on/off.
*******************************************************************************}
procedure ToggleDefCast(SetTo: Boolean);
begin
if (not Gametab(tab_Magic)) or (DefCastIs = SetTo) then
Exit;

Mouse(556, 443, 12, 14, True);
Wait(70+Random(70));
end;

{*******************************************************************************
procedure ScrollSpellBook(Up: Boolean);
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Scrolls the spellbook, up or down.
*******************************************************************************}
procedure ScrollSpellBook(Up: Boolean);
var
iTime, X, Y: Integer;
SBox, CBox: TPoint;
begin
if (not GameTab(tab_Magic))then
Exit;

if Up then
begin
CBox := Point(728, 223);
SBox := Point(722, 209);
end else
begin
CBox := Point(729, 415);
SBox := Point(723, 421);
end;

if not (GetColor(CBox.X, CBox.Y) = 2041131)then //2106924
Exit;

MMouse(SBox.X, SBox.Y, 8, 8);
GetMousePos(X, Y);
HoldMouse(X, Y, mouseaction(True));
iTime := GetSystemTime + 3000;
while (GetColor(CBox.X, CBox.Y) = 2041131) do
begin
Wait(140+Random(100));
if (GetSystemTime > iTime) then
Break;
end;
ReleaseMouse(X, Y, MouseAction(True));
Wait(200+Random(100));
end;

{*******************************************************************************
function SpellAvailable(var Coords: TBox; Spell: string): Boolean;
By: N1ke! modified by marpis, fixed by Cigue (8th July 2010)
Rev: 40
Date: 12 Sep 09
Description: Results true if the given spell is available and can be
casted. Also stores coords in a TBox var where the spell is located.
Will work however the spells are sorted, visable or not(Will enable
the spells sort if not enabled).
*******************************************************************************}
function SpellAvailable(var Coords: TBox; Spell: string): Boolean;
var
t_spArr: TstringArray;
I, II, P, CTS, X, Y, T, Fail: Integer;
Lum, H, S, L: Extended;
CurSet: TBooleanArray;
colArr: TIntegerArray;
ScrollB: Boolean;
begin
if not LoggedIn then
Exit;
if not SpellSetUp then
SetupSpells;

{
if (FindColor(X, Y, 2070783, MIX1, MIY1, MIX2, MIY2)) then
begin
MouseBox(MMX1, MMY1, MMX2, MMY2, 3);
Wait(100+Random(300));
end;
}

for I := 0 to 1 do
begin
case BookSortedBy of
BookSort_Level:
t_spArr := ['lumbridge home teleport', 'wind rush', 'wind strike', 'confuse', 'enchant crossbow bolt', 'water strike', 'lvl-1 enchant',
'earth strike', 'mobilising armies teleport', 'weaken', 'fire strike', 'bones to bananas', 'wind bolt', 'curse', 'bind', 'low level alchemy',
'water bolt', 'varrock teleport', 'lvl-2 enchant', 'earth bolt', 'lumbridge teleport', 'telekinetic grab',
'fire bolt', 'falador teleport', 'crumble undead', 'teleport to house', 'wind blast', 'superheat item', 'camelot teleport',
'water blast', 'lvl-3 enchant', 'iban blast', 'snare', 'magic dart', 'ardougne teleport', 'earth blast', 'high level alchemy',
'charge water orb', 'lvl-4 enchant', 'watchtower teleport', 'fire blast', 'charge earth orb', 'bones to peaches',
'saradomin strike', 'claws of guthix', 'flames of zamorak', 'trollheim teleport', 'wind wave', 'charge fire orb',
'teleport to ape atoll', 'water wave', 'charge air orb', 'vulnerability', 'lvl-5 enchant', 'earth wave', 'enfeeble',
'teleother lumbridge', 'fire wave', 'entangle', 'stun', 'charge', 'wind surge', 'teleother falador', 'teleport block', 'water surge',
'lvl-6 enchant', 'earth surge', 'teleother camelot', 'fire surge'];

BookSort_Combat:
t_spArr := ['wind rush', 'wind strike', 'water strike', 'earth strike', 'fire strike', 'confuse', 'weaken', 'curse', 'wind bolt', 'water bolt',
'earth bolt', 'fire bolt', 'bind', 'crumble undead', 'wind blast', 'water blast', 'earth blast', 'fire blast', 'iban blast',
'snare', 'magic dart', 'wind wave', 'water wave', 'earth wave', 'fire wave', 'saradomin strike', 'claws of guthix',
'flames of zamorak', 'wind surge', 'water surge', 'earth surge', 'fire surge', 'vulnerability', 'enfeeble', 'entangle', 'stun', 'charge', 'teleport block', 'lvl-1 enchant',
'lvl-2 enchant', 'lvl-3 enchant', 'lvl-4 enchant', 'lvl-5 enchant', 'lvl-6 enchant', 'enchant crossbow bolt', 'superheat item', 'charge water orb',
'charge earth orb', 'charge fire orb', 'charge air orb', 'low level alchemy', 'high level alchemy', 'telekinetic grab', 'bones to bananas',
'bones to peaches', 'lumbridge home teleport', 'mobilising armies teleport', 'varrock teleport', 'lumbridge teleport', 'falador teleport',
'teleport to house', 'camelot teleport', 'ardougne teleport', 'watchtower teleport', 'trollheim teleport', 'teleport to ape atoll',
'teleother lumbridge', 'teleother falador', 'teleother camelot'];

BookSort_Teleport:
t_spArr := ['lumbridge home teleport', 'mobilising armies teleport', 'varrock teleport', 'lumbridge teleport', 'falador teleport',
'teleport to house', 'camelot teleport', 'ardougne teleport', 'watchtower teleport', 'trollheim teleport', 'teleport to ape atoll',
'teleother lumbridge', 'teleother falador', 'teleother camelot', 'low level alchemy', 'high level alchemy', 'telekinetic grab', 'bones to bananas',
'bones to peaches', 'lvl-1 enchant', 'lvl-2 enchant', 'lvl-3 enchant', 'lvl-4 enchant', 'lvl-5 enchant', 'lvl-6 enchant', 'enchant crossbow bolt', 'superheat item',
'charge water orb', 'charge earth orb', 'charge fire orb', 'charge air orb', 'wind strike', 'water strike', 'earth strike', 'fire strike', 'confuse',
'weaken', 'curse', 'wind bolt', 'water bolt', 'earth bolt', 'fire bolt', 'bind', 'crumble undead', 'wind blast', 'water blast', 'earth blast',
'fire blast', 'iban blast', 'snare', 'magic dart', 'wind wave', 'water wave', 'earth wave', 'fire wave', 'saradomin strike', 'claws of guthix',
'flames of zamorak', 'wind surge', 'water surge', 'earth surge', 'fire surge', 'vulnerability', 'enfeeble', 'entangle', 'stun', 'charge', 'teleport block'];

else
begin
Inc(Fail);
MouseBox(MIX1, MIY2-30, MIX2, MIY2-20, 3);
Wait(200 + random(100));
if (Fail = 2) then
begin
SRL_Warn('Cast', 'Invalid BookSort', warn_AllVersions);
Exit;
end;
end;
end; // case

if (Fail = 0) then Break;
end; //for-loop


if not InStrArr(Spell, t_spArr, False)then
begin
srl_Warn('Cast', 'Incorrect spell', warn_AllVersions);
Exit;
end;

if not InIntArray([SpellMode_Combat, SpellMode_Teleport,
SpellMode_Misc, SpellMode_Skill], SpellIsSort(Spell))then
begin
srl_Warn('Cast', 'Incorrect spellkind', warn_AllVersions);
Exit;
end;

if BookSortedBy = BookSort_Level then
SortBook(BookSort_Level);

CurSet := SpellsAvailable;
I := SpellIsSort(Spell);
if not CurSet[I] then
begin
CurSet[I] := True;
SetSpellMode(CurSet[SpellMode_Combat], CurSet[SpellMode_Teleport], CurSet[SpellMode_Misc], CurSet[SpellMode_Skill]);
end;

for I:=0 to 3 do
if not CurSet[I] then
for II:=0 to High(SpellModes[I])do
if InStrArrEx(SpellModes[I][II].Name, t_spArr, P)then
DeleteValueInStrArray(t_spArr, P);

if not InStrArrEx(Spell, t_spArr, P)then
begin
srl_Warn('Cast', 'Cast function error', warn_AllVersions);
Exit;
end;

if InStrArrEx('enchant crossbow bolt', t_spArr, II)then
if (P > II)then
begin
CTS := GetColorToleranceSpeed;
ColorToleranceSpeed(2);
SetColorSpeed2Modifiers(0.02, 0.70);
if (CountColorTolerance(1147846, MIX1, MIY1, MIX2, MIY2, 13) < 14) then
Dec(P);
ColorToleranceSpeed(CTS);
SetToleranceSpeed2Modifiers(2, 2);
end;

ScrollB := (GetColor(734, 207) = 5794936); // True if scrollbar is present

if (ScrollB) then
begin
Coords.X1 := P mod 6 * 24 + 565;
Coords.Y1 := P div 7 * 24 + 217;
Coords.X2 := Coords.X1 + 15;
Coords.Y2 := Coords.Y1 + 15;
end else
begin
Coords.X1 := P mod 7 * 24 + 562;
Coords.Y1 := P div 7 * 24 + 217;
Coords.X2 := Coords.X1 + 15;
Coords.Y2 := Coords.Y1 + 15;
end;

if (ScrollB)and(P > 53)then
begin
ScrollSpellBook(False);
Coords.Y1 := Coords.Y1 - 80;
Coords.Y2 := Coords.Y1 + 15;
end else
ScrollSpellBook(True);

MouseBox(Coords.X1, Coords.Y1, Coords.X2, Coords.Y2, 3);
T := GetSystemTime + 2000;
while (GetSystemTime < T) do
if FindColor(X, Y, 2070783, MIX1, MIY1, MIX2, MIY2) then
Break;

colArr := GetColors(TPAFromBox(Coords));
ClearSameIntegers(colArr);
CTS := GetColorToleranceSpeed;
ColorToleranceSpeed(2);
SetColorSpeed2Modifiers(0.72, 1.05);
for II := 0 to High(colArr) do
begin
if (SimilarColors(colArr[II], 3292228, 3)) then Continue;
ColorToHSL(colArr[II], H, S, L);
Lum := MaxE(Lum, L);
end;
SetColorSpeed2Modifiers(0.2, 0.2);
ColorToleranceSpeed(CTS);
Result := (Lum > 40.0);
end;

{*******************************************************************************
Function Cast(Spell: string; AutoCast: Boolean): Boolean;
By: N1ke!
Rev: 39
Date: 12 Sep 09
Description: Results true if the spell given is clicked.
if Autocast is true, it'll toggle the spell to autocast.
Will work however the spells are sorted, visable or not(Will enable
the spells sort if not enabled).
*******************************************************************************}
function Cast(Spell: string; AutoCast: Boolean): Boolean;
var
X, Y: Integer;
B: TBox;
SInfo: TSpell;
begin
if not LoggedIn then
Exit;

SInfo := GetSpellInfo(Spell);
if AutoCast then
if not SInfo.AutoCast then
begin
srl_Warn('Cast', Spell + ' is not autocast-able', warn_AllVersions);
Exit;
end;

if not SpellAvailable(B, Spell) then
Exit;

// Mousebox(B.X1, B.Y1, B.X2, B.Y2, 3);
GetMousePos(X, Y);
if AutoCast then
begin
if not WaitUpText('Autocast', 120+Random(100)) then
Exit;

if not(CountColor(16711422, B.X1-10, B.Y1-10, B.X2+10, B.Y2+10) > 50) then
begin
Mouse(X, Y, 0, 0, True);
Result := True;
end;
Exit;
end;

Mouse(X, Y, 0, 0, not SInfo.AutoCast);
if SInfo.AutoCast then
Result := WaitOption('Cast', 120+Random(100))
else
Result := WaitUpText('Cast', 120+Random(100));
end;

{*******************************************************************************
procedure SetupMagic;
By: SRL
Description: Declares Global Bitmaps.
*******************************************************************************}
procedure SetupMagic;
begin
end;

Patch:

Index: magic.scar
===================================================================
--- magic.scar (revision 643)
+++ magic.scar (working copy)
@@ -18,6 +18,23 @@
// * function Cast(Spell: string; AutoCast: Boolean): Boolean; // by N1ke!
// * procedure SetupMagic; // by SRL

+const
+ rune_Air = 0;
+ rune_Body = 1;
+ rune_Mind = 2;
+ rune_Earth = 3;
+ rune_Fire = 4;
+ rune_Water = 5;
+ rune_Chaos = 6;
+ rune_Law = 7;
+ rune_Cosmic = 8;
+ rune_Death = 9;
+ rune_Nature = 10;
+ rune_Blood = 11;
+ rune_Soul = 12;
+ rune_Astral = 13;
+ rune_Count = 14;
+
{ type TSpell;
Description: Contains info about a certain spell. }
type
@@ -26,6 +43,8 @@
Level: Integer;
AutoCast: Boolean;
Exp: Extended;
+ RequiredRunes: array of Integer;
+ RequiredRuneAmount: array of Integer;
end;

{ type SpellMode;
@@ -47,7 +66,7 @@
Const
{ const TotalSpells
Description: Number of spells in your spellbook}
- TotalSpells = 64;
+ TotalSpells = 65;

{ const SpellMode_
Description: consts for the in-game spellmodes
@@ -77,6 +96,8 @@
Names: TstringArray;
Exps: TExtendedArray;
Levels, AutoCasts: TIntegerArray;
+ ReqRunes: array of TIntegerArray;
+ ReqRuneAmt: array of TIntegerArray;
begin
SetArrayLength(SpellModes, 4);

@@ -102,15 +123,75 @@

AutoCasts := [1, 2, 5, 8, 9, 17, 26, 28, 30, 31, 32, 34];

- SetArrayLength(SpellModes[SpellMode_Combat], GetArrayLength(Names));
+ ReqRuneAmt := [
+ TIntegerArray([1]), TIntegerArray([1, 1]), TIntegerArray([3, 2, 1]),
+ TIntegerArray([1, 1, 1]), TIntegerArray([2, 1, 1]), TIntegerArray([3, 2, 1]),
+ TIntegerArray([3, 2, 1]), TIntegerArray([2, 1]), TIntegerArray([2, 3, 1]),
+ TIntegerArray([3, 3, 2]), TIntegerArray([2, 2, 1]), TIntegerArray([3, 2, 1]),
+ TIntegerArray([4, 3, 1]), TIntegerArray([2, 2, 1]), TIntegerArray([3, 1]),
+ TIntegerArray([3, 3, 1]), TIntegerArray([5, 1 {Iban Staff}]), TIntegerArray([4, 4, 3]),
+ TIntegerArray([1, 4 {Slayer Staff}]), TIntegerArray([4, 3, 1]), TIntegerArray([5, 4, 1]),
+ TIntegerArray([2, 2, 4 {Staff of Saradomin}]), TIntegerArray([1, 2, 4 {Staff of Guthx or Void Knight Mace}]),
+ TIntegerArray([4, 2, 1 {Staff of Zamorak}]), TIntegerArray([5, 1]), TIntegerArray([7, 5, 1]),
+ TIntegerArray([5, 5, 1]), TIntegerArray([7, 5, 1]), TIntegerArray([8, 8, 1]),
+ TIntegerArray([7, 5, 1]), TIntegerArray([5, 5, 4]), TIntegerArray([12, 12, 1]),
+ TIntegerArray([3, 3, 3]), TIntegerArray([7, 1, 1]), TIntegerArray([1, 1, 1]),
+ TIntegerArray([10, 7, 1, 1]), TIntegerArray([10, 7, 1, 1]), TIntegerArray([10, 7, 1, 1])
+ ];
+
+ ReqRunes := [
+ TIntegerArray([rune_Air]), {}
+ TIntegerArray([rune_Air, rune_Mind]), {}
+ TIntegerArray([rune_Water, rune_Earth, rune_Body]), {}
+ TIntegerArray([rune_Water, rune_Air, rune_Mind]), {}
+ TIntegerArray([rune_Earth, rune_Air, rune_Mind]), {}
+ TIntegerArray([rune_Water, rune_Earth, rune_Body]), {}
+ TIntegerArray([rune_Fire, rune_Air, rune_Mind]), {}
+ TIntegerArray([rune_Air, rune_Chaos]), {}
+ TIntegerArray([rune_Water, rune_Earth, rune_Body]), {}
+ TIntegerArray([rune_Earth, rune_Water, rune_Nature]), {}
+ TIntegerArray([rune_Water, rune_Air, rune_Chaos]), {}
+ TIntegerArray([rune_Earth, rune_Air, rune_Chaos]), {}
+ TIntegerArray([rune_Fire, rune_Air, rune_Chaos]), {}
+ TIntegerArray([rune_Earth, rune_Air, rune_Chaos]), {}
+ TIntegerArray([rune_Air, rune_Death]), {}
+ TIntegerArray([rune_Water, rune_Air, rune_Death]), {}
+ TIntegerArray([rune_Fire, rune_Death {Iban Staff}]), {}
+ TIntegerArray([rune_Earth, rune_Water, rune_Nature]), {}
+ TIntegerArray([rune_Death, rune_Mind {Slayer Staff}]), {}
+ TIntegerArray([rune_Earth, rune_Air, rune_Death]), {}
+ TIntegerArray([rune_Fire, rune_Air, rune_Death]), {}
+ TIntegerArray([rune_Fire, rune_Blood, rune_Air {Staff of Saradomin}]), {}
+ TIntegerArray([rune_Fire, rune_Blood, rune_Air {Staff of Guthx or Void Knight Mace}]), {}
+ TIntegerArray([rune_Fire, rune_Blood, rune_Air {Staff of Zamorak}]), {}
+ TIntegerArray([rune_Air, rune_Blood]), {}
+ TIntegerArray([rune_Water, rune_Air, rune_Blood]), {}
+ TIntegerArray([rune_Earth, rune_Water, rune_Soul]), {}
+ TIntegerArray([rune_Earth, rune_Air, rune_Blood]), {}
+ TIntegerArray([rune_Earth, rune_Water, rune_Soul]), {}
+ TIntegerArray([rune_Fire, rune_Air, rune_Blood]), {}
+ TIntegerArray([rune_Earth, rune_Water, rune_Nature]), {}
+ TIntegerArray([rune_Earth, rune_Water, rune_Soul]), {}
+ TIntegerArray([rune_Fire, rune_Blood, rune_Air]), {}
+ TIntegerArray([rune_Air, rune_Blood, rune_Death]), {}
+ TIntegerArray([rune_Death, rune_Chaos, rune_Law]), {}
+ TIntegerArray([rune_Water, rune_Air, rune_Blood, rune_Death]), {}
+ TIntegerArray([rune_Earth, rune_Air, rune_Blood, rune_Death]), {}
+ TIntegerArray([rune_Fire, rune_Air, rune_Blood, rune_Death])
+ ];
+
+SetArrayLength(SpellModes[SpellMode_Combat], GetArrayLength(Names));
H := High(Names);
for I:=0 to H do
- begin
- SpellModes[SpellMode_Combat][I].Name := Names[I];
- SpellModes[SpellMode_Combat][I].Level := Levels[I];
- SpellModes[SpellMode_Combat][I].Exp := Exps[I];
- SpellModes[SpellMode_Combat][I].AutoCast := (not InIntArray(AutoCasts, I));
- end;
+ with SpellModes[SpellMode_Combat][I] do
+ begin
+ Name := Names[I];
+ Level := Levels[I];
+ Exp := Exps[I];
+ AutoCast := (not InIntArray(AutoCasts, I));
+ RequiredRunes := ReqRunes[i];
+ RequiredRuneAmount := ReqRuneAmt[i];
+ end;


{SpellMode_Teleport}
@@ -126,14 +207,43 @@

Exps := [0, 19, 35, 41, 48, 30, 55.5, 61, 68, 68, 74, 84, 92, 100];

+ ReqRuneAmt := [
+ TIntegerArray([0 {lumbridge home tele}]), TIntegerArray([1, 1, 1]),
+ TIntegerArray([1, 3, 1]), TIntegerArray([1, 3, 1]), TIntegerArray([1, 3, 1]),
+ TIntegerArray([1, 1, 1]), TIntegerArray([5, 1]), TIntegerArray([2, 2]),
+ TIntegerArray([2, 2]), TIntegerArray([2, 2]), TIntegerArray([2, 2, 2]),
+ TIntegerArray([1, 1, 1]), TIntegerArray([1, 1, 1]), TIntegerArray([2, 1])
+ ];
+
+ ReqRunes := [
+ TIntegerArray([0 {lumbridge home tele}]),
+ TIntegerArray([rune_Law, rune_Air, rune_Water]),
+ TIntegerArray([rune_Fire, rune_Air, rune_Law]),
+ TIntegerArray([rune_Earth, rune_Air, rune_Law]),
+ TIntegerArray([rune_Water, rune_Air, rune_Law]),
+ TIntegerArray([rune_Air, rune_Earth, rune_Law]),
+ TIntegerArray([rune_Air, rune_Law]),
+ TIntegerArray([rune_Water, rune_Law]),
+ TIntegerArray([rune_Earth, rune_Law]),
+ TIntegerArray([rune_Fire, rune_Law]),
+ TIntegerArray([rune_Water, rune_Fire, rune_Law {Banana}]),
+ TIntegerArray([rune_Soul, rune_Law, rune_Earth]),
+ TIntegerArray([rune_Soul, rune_Law, rune_Water]),
+ TIntegerArray([rune_Soul, rune_Law])
+ ];
+
SetArrayLength(SpellModes[SpellMode_Teleport], GetArrayLength(Names));
H := High(Names);
for I:=0 to High(Names)do
- begin
- SpellModes[SpellMode_Teleport][I].Name := Names[I];
- SpellModes[SpellMode_Teleport][I].Level := Levels[I];
- SpellModes[SpellMode_Teleport][I].Exp := Exps[I];
- end;
+ with SpellModes[SpellMode_Teleport][I] do
+ begin
+ Name := Names[I];
+ Level := Levels[I];
+ Exp := Exps[I];
+ AutoCast := (not InIntArray(AutoCasts, I));
+ RequiredRunes := ReqRunes[i];
+ RequiredRuneAmount := ReqRuneAmt[i];
+ end;


{SpellMode_Misc}
@@ -144,16 +254,33 @@

Exps := [25, 31, 43, 65, 35.5];

+ ReqRuneAmt := [
+ TIntegerArray([2, 2, 1]), TIntegerArray([3, 1]), TIntegerArray([1, 1]),
+ TIntegerArray([5, 1]), TIntegerArray([4, 4, 2])
+ ];
+
+ ReqRunes := [
+ TIntegerArray([rune_Earth, rune_Water, rune_Nature]),
+ TIntegerArray([rune_Fire, rune_Nature]),
+ TIntegerArray([rune_Air, rune_Law]),
+ TIntegerArray([rune_Fire, rune_Nature]),
+ TIntegerArray([rune_Water, rune_Earth, rune_Nature])
+ ];
+
SetArrayLength(SpellModes[SpellMode_Misc], GetArrayLength(Names));
H := High(Names);
for I:=0 to High(Names)do
- begin
- SpellModes[SpellMode_Misc][I].Name := Names[I];
- SpellModes[SpellMode_Misc][I].Level := Levels[I];
- SpellModes[SpellMode_Misc][I].Exp := Exps[I];
- end;
-
-
+ with SpellModes[SpellMode_Misc][I] do
+ begin
+ Name := Names[I];
+ Level := Levels[I];
+ Exp := Exps[I];
+ AutoCast := (not InIntArray(AutoCasts, I));
+ RequiredRunes := ReqRunes[i];
+ RequiredRuneAmount := ReqRuneAmt[i];
+ end;
+
+
{SpellMode_Skill}
Names := ['enchant crossbow bolt', 'lvl-1 enchant', 'lvl-2 enchant',
'superheat item', 'lvl-3 enchant', 'charge water orb',
@@ -164,14 +291,39 @@

Exps := [0, 17.5, 37, 53, 59, 66, 67, 70, 73, 76, 78, 97];

+ ReqRuneAmt := [
+ TIntegerArray([0 {enchant bolt}]), TIntegerArray([1, 1]), TIntegerArray([3, 1]),
+ TIntegerArray([4, 1]), TIntegerArray([5, 1]), TIntegerArray([30, 3 {Orb}]),
+ TIntegerArray([10, 1]), TIntegerArray([30, 3 {Orb}]), TIntegerArray([30, 3 {Orb}]),
+ TIntegerArray([30, 3 {Orb}]), TIntegerArray([15, 15, 1]), TIntegerArray([20, 20, 1])
+ ];
+
+ ReqRunes := [
+ TIntegerArray([0 {enchant bolt}]),
+ TIntegerArray([rune_Water, rune_Cosmic]),
+ TIntegerArray([rune_Air, rune_Cosmic]),
+ TIntegerArray([rune_Fire, rune_Nature]),
+ TIntegerArray([rune_Fire, rune_Cosmic]),
+ TIntegerArray([rune_Water, rune_Cosmic]),
+ TIntegerArray([rune_Earth, rune_Cosmic]),
+ TIntegerArray([rune_Earth, rune_Cosmic]),
+ TIntegerArray([rune_Fire, rune_Cosmic]),
+ TIntegerArray([rune_Air, rune_Cosmic]),
+ TIntegerArray([rune_Water, rune_Earth, rune_Cosmic]),
+ TIntegerArray([rune_Earth, rune_Fire, rune_Cosmic])
+ ];
+
SetArrayLength(SpellModes[SpellMode_Skill], GetArrayLength(Names));
H := High(Names);
for I:=0 to High(Names) do
with SpellModes[SpellMode_Skill][I] do
begin
- SpellModes[SpellMode_Skill][I].Name := Names[I];
- SpellModes[SpellMode_Skill][I].Level := Levels[I];
- SpellModes[SpellMode_Skill][I].Exp := Exps[I];
+ Name := Names[I];
+ Level := Levels[I];
+ Exp := Exps[I];
+ AutoCast := (not InIntArray(AutoCasts, I));
+ RequiredRunes := ReqRunes[i];
+ RequiredRuneAmount := ReqRuneAmt[i];
end;

SpellSetUp := True;
@@ -189,28 +341,48 @@
SpellMode_Misc
SpellMode_Skill
SpellMode_All
-
+
for example, DebugSpellVars(SpellMode_Combat); would only
print out the combat spells.
*******************************************************************************}
procedure DebugSpellVars(SpellMode: Integer);
var
- I, II, Total: Integer;
- S: TstringArray;
+ I, II, r, iii, Total: Integer;
+ S, Runes: TstringArray;
+ rsa: string;
begin
if not SpellSetUp then
SetupSpells;

+ Runes := [
+ 'Air Rune', 'Body Rune', 'Mind Rune', 'Earth Rune', 'Fire Rune', 'Water Rune',
+ 'Chaos Rune', 'Law Rune', 'Cosmic Rune', 'Death Rune', 'Nature Rune',
+ 'Blood Rune', 'Soul Rune', 'Astral Rune'
+ ];
+
if SpellMode = SpellMode_All then
begin
S := ['Combat', 'Teleport', 'Misc', 'Skill'];

for I := 0 to High(SpellModes) do
begin
Writeln('** Spellmode_' + S[I] + '**');
for II := 0 to High(SpellModes[I]) do
begin
- Writeln('Spell: ' + Padr(SpellModes[I][II].Name + ' ', 27) + ' - Level needed: ' + Padr(IntToStr(SpellModes[I][II].Level) + ' ', 2) + ' - EXP per cast: ' + Padr(FloatToStr(SpellModes[I][II].Exp) + ' ', 2) + ' - AutoCast: ' + BoolToStr(SpellModes[I][II].AutoCast));
+ rsa := '';
+
+ for iii := 0 to High(SpellModes[i][ii].RequiredRunes) do
+ begin
+ r := SpellModes[i][ii].RequiredRunes[iii];
+ s := [IntToStr(SpellModes[i][ii].RequiredRuneAmount[iii])+' '+Runes[r]+'(s);'];
+ rsa := rsa+' '+s[0];
+ if SpellModes[i][ii].Name = 'lumbridge home teleport' then
+ rsa := 'None;';
+ if SpellModes[i][ii].Name = 'enchant crossbow bolt' then
+ rsa := 'Depends on Bolt;';
+ end;
+
+ Writeln('Spell: ' + Padr(SpellModes[I][II].Name + ' ', 18) + ' - Level needed: ' + Padr(IntToStr(SpellModes[I][II].Level) + ' ', 2) + ' - EXP per cast: ' + Padr(FloatToStr(SpellModes[I][II].Exp) + ' ', 2) + ' - AutoCast: ' + Padr(BoolToStr(SpellModes[I][II].AutoCast) + ' ', 2) + ' - Runes: ' + rsa);
Inc(Total);
end;
Writeln('');
@@ -220,10 +392,26 @@
end;

for I:=0 to High(SpellModes[SpellMode]) do
- Writeln('Spell: ' + Padr(SpellModes[SpellMode][I].Name + ' ', 27) +
+ begin
+
+ rsa := '';
+ for ii := 0 to High(SpellModes[SpellMode][i].RequiredRunes) do
+ begin
+ r := SpellModes[SpellMode][i].RequiredRunes[ii];
+ s := [IntToStr(SpellModes[SpellMode][i].RequiredRuneAmount[ii])+' '+Runes[r]+'(s);'];
+ rsa := rsa+' '+s[0];
+ if SpellModes[SpellMode][i].Name = 'lumbridge home teleport' then
+ rsa := 'None;';
+ if SpellModes[SpellMode][i].Name = 'enchant crossbow bolt' then
+ rsa := 'Depends on Bolt;';
+ end;
+
+ Writeln('Spell: ' + Padr(SpellModes[SpellMode][I].Name + ' ', 18) +
' - Level needed: ' + Padr(IntToStr(SpellModes[SpellMode][I].Level) +
' ', 2) + ' - EXP per cast: ' + Padr(FloatToStr(SpellModes[SpellMode][I].Exp) +
- ' ', 2) + ' - AutoCast: ' + BoolToStr(SpellModes[SpellMode][I].AutoCast));
+ ' ', 2) + ' - AutoCast: ' + Padr(BoolToStr(SpellModes[SpellMode][I].AutoCast) +
+ ' ', 2) + ' - Runes: ' + rsa);
+ end;
end;

{*******************************************************************************
@@ -324,7 +512,7 @@
begin
BoolArr[0] := SpellsAvailable;
BoolArr[1] := [Combat, Teleport, Misc, Skill];
-
+
for I:=0 to High(BoolArr[0]) do
if not (BoolArr[0][I] = BoolArr[1][I]) then
ClickSpellMode(I);
@@ -541,7 +729,7 @@

if BookSortedBy = BookSort_Level then
SortBook(BookSort_Level);
-
+
CurSet := SpellsAvailable;
I := SpellIsSort(Spell);
if not CurSet[I] then
@@ -579,7 +767,7 @@
if (ScrollB) then
begin
Coords.X1 := P mod 6 * 24 + 565;
- Coords.Y1 := P div 6 * 24 + 217;
+ Coords.Y1 := P div 7 * 24 + 217;
Coords.X2 := Coords.X1 + 15;
Coords.Y2 := Coords.Y1 + 15;
end else

Coh3n

2010-10-30 17:34:24

Nice job, so instead of trying to figure it out, how would I get, for example, the required runes for Air Strike?

NCDS

2010-10-30 19:55:51

After calling SetupSpells, SpellModes[SpellMode_Combat][1].RequiredRunes; would equal the RequiredRunes for Wind Strike.


program new;
{.include SRL/SRL.scar}
{.include SRL/SRL/Skill/Magic.scar}

var
i: Integer;
Runes: TIntegerArray;

begin
SetupSRL;
ActivateClient;
SetupSpells;
Runes := SpellModes[SpellMode_Combat][1].RequiredRunes;
for i:= 0 to High(SpellModes[SpellMode_Combat][1].RequiredRunes) do
Writeln('RequiredRunes := '+IntToStr(Runes[i])+';');
end.
Outputs:

Compiled succesfully in 655 ms.
SRL Compiled in 16 msec
RequiredRunes := 0;
RequiredRunes := 2;
Successfully executed.

It was because of this exact situation that I had the constants set to strings before. As of right now though this requires the user to convert the integers to strings.

The reason it works in DebugSpellVars is because I have:


Runes := [
'Air Rune', 'Body Rune', 'Mind Rune', 'Earth Rune', 'Fire Rune', 'Water Rune',
'Chaos Rune', 'Law Rune', 'Cosmic Rune', 'Death Rune', 'Nature Rune',
'Blood Rune', 'Soul Rune', 'Astral Rune'
];
Which I have loop through with everything else as a converting method.

Coh3n

2010-10-30 19:57:13

That's what I was afraid of. Can constants be setup to get rid of the hardcoded values?

NCDS

2010-10-30 19:57:56

From: Coh3n
That's what I was afraid of. Can constants be setup to get rid of the hardcoded values?


What do you mean? Why would you want to change their value?

Edit: One option that may be a possibility is making the constants in Magic.scar strings, and convert it in MSI when we need them to be integers for checking if the player has the runes.

It could be done the same way I did it in DebugSpellVars, just the opposite way obviously.

Coh3n

2010-10-31 01:59:46

From: NCDS
What do you mean? Why would you want to change their value?

Edit: One option that may be a possibility is making the constants in Magic.scar strings, and convert it in MSI when we need them to be integers for checking if the player has the runes.

It could be done the same way I did it in DebugSpellVars, just the opposite way obviously.

So it would be

for i:= 0 to High(SpellModes[SpellMode_Combat][SPELL_WIND_STRIKE].RequiredRunes) do
Instead of

for i:= 0 to High(SpellModes[SpellMode_Combat][1].RequiredRunes) do

NCDS

2010-10-31 09:59:19

From: Coh3n
So it would be

for i:= 0 to High(SpellModes[SpellMode_Combat][SPELL_WIND_STRIKE].RequiredRunes) do
Instead of

for i:= 0 to High(SpellModes[SpellMode_Combat][1].RequiredRunes) do


Yes, that would work fine if the SPELL constants in MSI follow the same numerical value of the constants in Magic.scar.

Coh3n

2010-10-31 13:13:46

From: NCDS
Yes, that would work fine if the SPELL constants in MSI follow the same numerical value of the constants in Magic.scar.

What constants are in Magic.scar? IMHO, SetupSpells should be like MSI's loading functions (MSI_LoadItems, MSI_LoadObjects). I think it was written to keep it short rather than readability and easy to update. Maybe it could be made like that in the future, who knows.

NCDS

2010-10-31 15:36:56

Yeah I said that totally wrong.. I meant that as long as the SPELL constants in MSI match the numerical value of the spells in the array.

Ex: Wind Strike is the second spell in the SpellMode_Combat array. So, in MSI, SPELL_WIND_STRIKE := 1;
From: Coh3n
What constants are in Magic.scar?


const
rune_Air = 0;
rune_Body = 1;
rune_Mind = 2;
rune_Earth = 3;
rune_Fire = 4;
rune_Water = 5;
rune_Chaos = 6;
rune_Law = 7;
rune_Cosmic = 8;
rune_Death = 9;
rune_Nature = 10;
rune_Blood = 11;
rune_Soul = 12;
rune_Astral = 13;
rune_Count = 14;

From: Coh3n

IMHO, SetupSpells should be like MSI's loading functions (MSI_LoadItems, MSI_LoadObjects). I think it was written to keep it short rather than readability and easy to update. Maybe it could be made like that in the future, who knows.

Yeah I remember you saying that to me but that would require the whole thing to be changed around. I tried to keep thing's how they were though and just add what we needed as usually I'm told not to change major things.

Coh3n

2010-11-01 17:51:47

From: NCDS
Yeah I said that totally wrong.. I meant that as long as the SPELL constants in MSI match the numerical value of the spells in the array.

Ex: Wind Strike is the second spell in the SpellMode_Combat array. So, in MSI, SPELL_WIND_STRIKE := 1;

Okay so we just have to make sure our constants are right. Sounds good.

From: NCDS

Yeah I remember you saying that to me but that would require the whole thing to be changed around. I tried to keep thing's how they were though and just add what we needed as usually I'm told not to change major things.

Yeah. It works, so I can't complain. :)

Committed.