SRL Archive - RS3 Outdated / Broken Scripts

Bbri06's Lumbridge Fighter (Goblins/Rats/Cows)


bbri06

2010-11-22 16:33:34

This script is outdated.


Bbri06's Lumbridge Fighter!
This script will fight goblins around the goblin house and campfire, and it will also fight giant rats in the lumbridge swamps. I highly suggest fighting the rats over the goblins once you have decent combat stats.



SRL Stats Page can be found here

Directions
- Fill out the const settings
- Fill out DeclarePlayers
- Make sure to capitalize the name of the monster properly ("Goblin", "Giant rat", "Cow")
- Set any stats you do not want to train to their current level or 1
- Start the script either near the monster's area or at the respawn location by the Lumbridge castle


[LEFT]Features[/LEFT]
- Deathwalk
- Multiple stat training(Will switch skills at specified level)
- Bone burying(Will stop at a certain prayer level)
- Uses a combination of reflection and color to complete tasks as efficiently and accurately as possible
- Switches worlds if there are too many other players
- Multiplayer
- Uses SRL stats system
- Timed breaking(sleeping)


In the Works
- Improved speed Has been greatly improved, but I'm still working to make it even faster!
- Form based setup


Please…post progress reports, errors, and any advice or suggestions, thanks :)

Harry

2010-11-22 16:56:24

Oh wow, looks nice, will test it out right now and edit post.
You should add stats to it in the next release. :)

Edit: I am fighting the giant rats. It should be quicker, I think. Especially with burrying bones, that could be more optimized. It grabs one bone and burrys it, instead of grabbing all bones it can see on the current screen THEN burrying :p It also runs around a lot, when there are closer targets it should attack. And it should try to attack near-by monsters who aren't in a fight whilst it's walking to a new place on the Minimap, instead of waiting for a full stop before attacking.

Edit2: Another weird bug I get, it sometimes decides to set my attack, even though I have Payers[0].Integers[3] := 40; // Level to train attack to…..

Edit3: It also sometimes hovers over the rat and won't click for some reason. Uptext bug or what?

Pretty nice so far though, will probably run overnight.

xSaintias

2010-11-22 17:01:45

second!
wow just what i needed!!! TY
EDIT: expect proggies :D

Overtime

2010-11-22 17:20:51

Next week i will load all 98 players on this script.

:)

By then hopefully bugs, and new features will be implemented

GOOD JOB!

We needed one of these!

bbri06

2010-11-22 17:23:45

From: Harry

You should add stats to it in the next release. :)


I can do that.


Especially with burrying bones, that could be more optimized. It grabs one bone and burrys it, instead of grabbing all bones it can see on the current screen THEN burrying :p

The reason it only grabs one is because I was only thinking about having it grab the ones from the monster you just killed when I made it. I suppose I could have it grab them all and bury them, but I feel like it would spend all it's time running burying bones then instead of fighting if the user were fighting goblins where there are quite a few bones on the ground.


It also runs around a lot, when there are closer targets it should attack.

Oh, I think I forgot to sort the minimap npcs by distance. Thanks :)

Edit: I did sort them. Not sure why this is happening.


And it should try to attack near-by monsters who aren't in a fight whilst it's walking to a new place on the Minimap, instead of waiting for a full stop before attacking.


That will result in a lot of misclicking, but I'll try it out anyways.


Pretty nice so far though, will probably run overnight.


Cool, thanks :)


From: Harry
Edit2: Another weird bug I get, it sometimes decides to set my attack, even though I have Payers[0].Integers[3] := 40; // Level to train attack to…..


I'm assuming you mean you have 40 attack already and set the level to train to to 40 so it wouldn't train attack, correct? Do you have Players[0].Booleans[0] set to True? If the boolean for training the skill is false it doesn't matter what the level to train to says.


Edit3: It also sometimes hovers over the rat and won't click for some reason. Uptext bug or what?


The script doesn't use uptext for that, so that would mean it's probably a OptionExists bug. I noticed that, but I didn't really see it as a big problem because I didn't see it happening often.

Cstrike

2010-11-22 18:13:23

Prepare to have this script get put to the test with my miniarmy :)!

xSaintias

2010-11-22 20:14:10

From: cstrike
Prepare to have this script get put to the test with my miniarmy :)!

idk why but i loled when i saw this…
one: could you add food? Lol im using a level 38 and it takes about an hour, but the rats wear him down… i would use lobbies
two: with bury bones set to true it will be attacking a monster and then right click to go get some bones while still attacking the monster. Then it will run away from the monster to pick up the bones and bury them. Also tried to attack another rat while already attacking a rat….

doublex8

2010-11-22 22:54:19

does this have to be the goblins at lumby or can it fight other goblins?

Harry

2010-11-22 23:06:49

From: xSaintias
could you add food? Lol im using a level 38 and it takes about an hour, but the rats wear him down

There is deathwalk, and it's very quick to walk back. Would be a lot harder to add food support and walking to the bank, … :/

bbri06

2010-11-23 02:10:41

From: xSaintias
one: could you add food? Lol im using a level 38 and it takes about an hour, but the rats wear him down… i would use lobbies

Not going to add support for food. It's very effective and quick to just walk from the spawn after dieing. Just use three items and you'll be good.

two: with bury bones set to true it will be attacking a monster and then right click to go get some bones while still attacking the monster. Then it will run away from the monster to pick up the bones and bury them. Also tried to attack another rat while already attacking a rat….


It's burying bones like that because for some reason it's not detecting that it is in a fight. I've never had that problem, but I'll try and figure something out.

From: doublex8
does this have to be the goblins at lumby or can it fight other goblins?


I guess it would kill other goblins, but it wouldn't deathwalk back to them.

bbri06

2010-11-23 05:42:44

Progress report for giant rats

/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Goblin Grapist
Time running: 3 Hours, 12 Minutes and 4 Seconds
Players active : 1
Currently training strength on player
Monsters killed : 718
Bones buried : 0
Current Atk/Str/Def : 40/48/1
Deathwalks performed : 15
Changed worlds 0 times.
Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | [url]www.villavu.com[/url] |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
:)

Harry

2010-11-23 06:16:08

Bone burrying is a bit weird. I edited it to only burry once there's an invfull, and it helped speed up the script a lot, but problems happen with grabbing for sure. The entire script would be 1000x better if it was quicker, whilst still being stable. This should be your main goal right now - speeding it up for better exp/hour.

FYI here are the procedures I changed. I am too lazy to make a .diff, and they are only a few minor changes, but it might help.

function BuryBones: boolean;
var
Items: TGroundItemArray;
i: integer;
Bones: TPoint;
begin
if(not(LoggedIn)) or (DetectDeath)then
Exit;
Items := GetItemsNear(2);
if(Length(Items) = 0)then
Exit;
for i:= 0 to High(Items) do
if(Items[i].ID = 526)then
begin
Writeln('Found bones');
Bones := TileToMS(Items[i].Tile, 0);
MMouse(Bones.x, Bones.y, 2, 2);
if(OptionExists('e Bo'))then
begin
GetMousePos(Bones.x, Bones.y);
Mouse(Bones.x, Bones.y, 0, 0, False);
R_WaitOption('Bones', 150);
Flag;
Wait(150 + Random(50));
if invfull then begin
repeat
if(FindDDTM(Bones, 1, 0, MIX1, MIY1, MIX2, MIY2))then
begin
Mouse(Bones.x, Bones.y, 2, 2, False);
if(R_WaitOption('Bury', 150))then
begin
Writeln('Bones buried');
Inc(Players[CurrentPlayer].Integers[7]);
Wait(250);
while GetAnimation > -1 do
Wait(20 + Random(10));
end;
end;
until(not(FindDDTM(Bones, 1, 0, MIX1, MIY1, MIX2, MIY2)))
end;
Result := True;
PrayerLeveled;
Exit;
end;
end;
end;


//and

procedure MainLoop;
var
ReportTimer, i: Integer;
begin
MarkTime(ReportTimer);
repeat
SetupPlayer;
repeat
if(TimeFromMark(ReportTimer) > 180000)then
begin
ProgressReport;
MarkTime(ReportTimer);
end;
if(not(LoggedIn))then
if(not(LoggedInBB))then
Break;
Fight;
if(Players[CurrentPlayer].Booleans[3])then
for i := 0 to 20 do
begin
if(BuryBones)then
Break;
Wait(100 + Random(10));
end;
if(DetectDeath)then
DeathWalk;
if(TooManyPlayers)then
SwitchWorlds;
if(SkillLeveled)then
SetupPlayer;
until(false)
if(PlayersActive > 0)then
NextPlayer(Players[CurrentPlayer].Active);
until(PlayersActive = 0)
Writeln('We have run out of players, script is terminating');
end;


Edit: ugh, I got the Quiz random and SRL did nothing about it. Just sat there for 20+ minutes. It would have been nice for it to have logged out the player and made it false, not sit there for so long.

xSaintias

2010-11-23 08:56:28

From: Harry
Bone burrying is a bit weird. I edited it to only burry once there's an invfull, and it helped speed up the script a lot, but problems happen with grabbing for sure. The entire script would be 1000x better if it was quicker, whilst still being stable. This should be your main goal right now - speeding it up for better exp/hour.


Edit: ugh, I got the Quiz random and SRL did nothing about it. Just sat there for 20+ minutes. It would have been nice for it to have logged out the player and made it false, not sit there for so long.


Yah mine stayed in the prsion pete random and never logged out :|

bbri06

2010-11-23 14:32:36

From: Harry
Bone burrying is a bit weird. I edited it to only burry once there's an invfull, and it helped speed up the script a lot, but problems happen with grabbing for sure.

I'll work on bone burying once I have some other things that I think are a little more important fixed up.

The entire script would be 1000x better if it was quicker, whilst still being stable. This should be your main goal right now - speeding it up for better exp/hour.


That's been my goal since I wrote the first few functions :). What's making it so difficult to do though, is that the script randomly stalls with no explanation for it.


Edit: ugh, I got the Quiz random and SRL did nothing about it. Just sat there for 20+ minutes. It would have been nice for it to have logged out the player and made it false, not sit there for so long.


I had that problem with Prison Pete. For some reason, the random was not detected during runtime, but when I stopped the script and started it again, it was detected -.- I always have problems like that with SRL randoms, so I switched it to reflection randoms and added a few more checks.

Thanks again for the testing. Would you say the the current problems render it unusable, or just not as good as it could be?

bbri06

2010-11-23 17:47:11

I've made the script much faster than it was although it does hang occasionally. I've also changed the bone burying to your method, but the script will still not pick up all the bones on the screen, just the ones near your character. Thanks for the help here. I'll be uploading a new version very soon today.

From: Harry
And it should try to attack near-by monsters who aren't in a fight whilst it's walking to a new place on the Minimap, instead of waiting for a full stop before attacking.


This causes immense lag and inaccuracy if I try to do it with goblins for some reason, but for rats it's working fine although it does cause a little lag.

Script has been updated.

Harry

2010-11-23 20:44:45

From: bbri06
Thanks again for the testing. Would you say the the current problems render it unusable, or just not as good as it could be?

It's usable all right, just not as good as it could be. Hopefully this update will speed it up a bit. :)

From: bbri06
This causes immense lag and inaccuracy if I try to do it with goblins for some reason, but for rats it's working fine although it does cause a little lag.

Dunno, maybe because rats are larger?
Will try it now.

Edit: Yay, much faster attacking. It does slow down for a bit after walking on the MM, but it's not bad. Going to see what happens with the randoms (turned on bones, to hopefully trigger a random quicker; if the random handles and/or logs out flawlessly, I think I could run this overnight :D).
Only thing I would love would be online stats into it ( http://scriptmanager.freehostia.com/index.php ). Knock MSI off #1 most used script? :stirthepot:

Edit2: WorldSwitching is not working, you did it wrong but it's an easy fix :)
You have two options, assume they are a F2P player (best assumption, will be correct for most people), or add a new boolean to declareplayers to state if they are a member or not.
I think it would be easiest to change "ChangeWorld(RandomWorld(Players[CurrentPlayer].Booleans[0], False));" into "ChangeWorld(RandomWorld(False, False));", as it won't require any declareplayers changing, but it's up to you.

bbri06

2010-11-23 21:41:57

Oh I was going to add stats, but I forgot :( I'll fix that world switching up witha quick update tomorrow that also includes the stats.

Harry

2010-11-24 04:07:14

/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 5 Hours, 28 Minutes and 27 Seconds
Players active : 6
Currently training attack on player
Monsters killed : 1495
Bones buried : 0
Current Atk/Str/Def : 4x/5x/4x
Deathwalks performed : 0
Changed worlds 0 times.
Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | www.villavu.com |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/


Pretty awesome. I am wishing for stats in the nest release, equal-leveling (like if attack str and def are all "goals", it will train the lowest one first), and multi-player, and I could pretty much say this script is flawless. :)

Oh, and it should check the levels more often. Remove Booleans[0] Booleans[1] Booleans[2] and Booleans[3], and instead check the skill levels before setting (it will grab bones if Booleans[3] = True, even if Integers[8] = 1)

bbri06

2010-11-24 04:24:46

When I'm more sober and understand what you just said, I'll edit this. But, it made me very pleased with my script.

Edit: Those are good ideas and are not to hard to do, so I'll implement them.

xSaintias

2010-11-24 09:26:54

idk why but once the script logs me in, it wont do anything.
I have train Defence set to True and Bury Bones set to True….
idk whats going on :|

Frement

2010-11-24 10:13:53

My script stopped working also, deathwalk doesnt work anymore, and it doesnt train defense.

bbri06

2010-11-24 13:27:53

It's just the hooks are outdated.

From: Harry
Going to see what happens with the randoms (turned on bones, to hopefully trigger a random quicker; if the random handles and/or logs out flawlessly, I think I could run this overnight :D).


It successfully detected Drill Demon for me and logged out.

Frement

2010-11-24 13:50:27

Oh yeah reflection shit. I have never before used reflection script, this is why. Just remembered.

Harry

2010-11-26 21:06:33

Just wanted to say the script still works fine with the new update!

Do you mind if I add online Stats into the script and post what I did for it? Or do you plan to do this yourself soon? I want to get my online stats up, hopefully get this into #1, past MSI :P Because I will gladly do it, but I don't want to if you have plans to do it yourself~

bbri06

2010-11-26 21:49:08

Oh really? It wasn't working for me. TrimHTML in reflection was giving me problems. I have a version that I actually added stats to, but could you check it over for me tomorrow and then I'll upload it? I'm not sure I did it right.

Harry

2010-11-26 22:22:56

From: bbri06
Oh really? It wasn't working for me. TrimHTML in reflection was giving me problems. I have a version that I actually added stats to, but could you check it over for me tomorrow and then I'll upload it? I'm not sure I did it right.

Sure, I'll run it out. The TrimHTML was fixed in a hook update.

You can add me on MSN if you want, PMed you my address.

Now I get Error: Out Of Range at line 75
(line: next:= SmartGetFieldObject(head, hook_node_Next);)
also in Text.simba. Another hook problem I think, hopefully pyroryan will have it all fixed up soon. (Edit: even if this is reflection's fault, though I think it is, as your code hasn't changed this, it also doesn't happen all the time).

Hasn't happened to me again, weird.

bbri06

2010-11-27 01:53:31

Oh yeah, looks like that did get fixed for me. Although I'm still not satisfied with the speed of the script, so I'm also going to keep working at improving that. Testing out stats real quick too.

Edit: Small update to include SRL stats. Please consider using them.

Edit2: I've noticed that bone burying isn't working. I believe this is because the hooks for ground items are still outdated. Reflection isn't finding any ground items for me.

DeSnob

2010-11-27 23:03:43

This script seems to have issues with other people. When trying to attack a goblin and another person attacks it takes ages to find a new target. You should add some checks along the lines of
if not(GetAnimation = attacking anim) then 
Exit;

I don't know if you already have a check, but I just noticed that. Other than that, it's a pretty nice script. :)

From: bbri06

Edit2: I've noticed that bone burying isn't working. I believe this is because the hooks for ground items are still outdated. Reflection isn't finding any ground items for me.


It picked the bones perfectly for me, just never buried them.

Frement

2010-11-28 06:13:54

It just sits in lumby for some reason, the deathwalk doesnt work.
Detected death. Atttempting to deathwalk.
Path walking failed
NextPlayer

Harry

2010-11-28 06:59:54

Deathwalk works perfect for me. What does not, is the crash which is (I am pretty sure), reflection's fault. It's hard to reproduce and only happens every few hours :/

Error: Out Of Range at line 75 in Reflection/Text.simba

Hm.

Frement

2010-11-28 07:16:22

From: Harry
Deathwalk works perfect for me. What does not, is the crash which is (I am pretty sure), reflection's fault. It's hard to reproduce and only happens every few hours :/

Error: Out Of Range at line 75 in Reflection/Text.simba

Hm.


Weird that the deathwalk doesn't work for me :/ I have newest Reflection and SRL.

EDIT: I manually moved my character to the spot, and it doesn't even fight :O

blulightning

2010-11-28 12:25:14

[OCD]
I just cleaned up your declare players section, because I get OCD about organization and stuff. Basically I reset all the settings you put in so that it's a blank slate. It doesn't change the script at all, it just makes the declare players a little cleaner looking. Sorry for my crazyness.
[/OCD]
Procedure DeclarePlayers;
begin
NumberOfPlayers(1);

//Player 0
Players[0].Name := '';
Players[0].Pass := '';
Players[0].Nick := '';
Players[0].Strings[0] := ''; // Bank pin
Players[0].Strings[1] := ''; // Monster to kill (Goblin, Giant Rat, or Cow) Make sure to capitalize!
//Cows are not yet working!
Players[0].Active := True;
Players[0].Booleans[0] := False; // Train Attack?
Players[0].Booleans[1] := False; // Train Strength?
Players[0].Booleans[2] := False; // Train Defense?
Players[0].Booleans[3] := False; // Bury Bones?
Players[0].Integers[3] := 99; // Level to train attack to
Players[0].Integers[4] := 99; // Level to train strength to
Players[0].Integers[5] := 99; // Level to train defense to
Players[0].Integers[8] := 99; //Level to train prayer to
Players[0].Strings[2] := ''; //Lamp skill (attack, strength, or defense)

//Player 1
Players[1].Name := '';
Players[1].Pass := '';
Players[1].Nick := '';
Players[1].Strings[0] := ''; // Bank pin
Players[1].Strings[1] := ''; // Monster to kill (Goblin, Giant Rat, or Cow) Make sure to capitalize!
//Cows are not yet working!
Players[1].Active := False;
Players[1].Booleans[0] := False; // Train Attack?
Players[1].Booleans[1] := False; // Train Strength?
Players[1].Booleans[2] := False; // Train Defense?
Players[1].Booleans[3] := False; // Bury Bones?
Players[1].Integers[3] := 99; // Level to train attack to
Players[1].Integers[4] := 99; // Level to train strength to
Players[1].Integers[5] := 99; // Level to train defense to
Players[1].Integers[8] := 99; //Level to train prayer to
Players[1].Strings[2] := ''; //Lamp skill (attack, strength, or defense)

//Player 2
Players[2].Name := '';
Players[2].Pass := '';
Players[2].Nick := '';
Players[2].Strings[0] := ''; // Bank pin
Players[2].Strings[1] := 'Goblin'; // Monster to kill (Goblin, Giant Rat, or Cow) Make sure to capitalize!
//Cows are not yet working!
Players[2].Active := False;
Players[2].Booleans[0] := False; // Train Attack?
Players[2].Booleans[1] := False; // Train Strength?
Players[2].Booleans[2] := False; // Train Defense?
Players[2].Booleans[3] := False; // Bury Bones?
Players[2].Integers[3] := 99; // Level to train attack to
Players[2].Integers[4] := 99; // Level to train strength to
Players[2].Integers[5] := 99; // Level to train defense to
Players[2].Integers[8] := 99; //Level to train prayer to
Players[2].Strings[2] := ''; //Lamp skill (attack, strength, or defense)
end;

Frement

2010-11-28 12:37:07

^ I just remembered that I was going to point out your declare players function.

procedure DeclarePlayers;
begin
NumberOfPlayers(10);

with Players[0] do
begin
Name :=''; //Character Name
Pass :=''; //Character Pass
Active := True; //True if you want this player to be ran in the script, false if not
Strings[0] := ''; // Bank pin
Strings[1] := 'Goblin'; // Monster to kill(Goblin, Giant rat, or Cow) Make sure to capitalize!
Active := True;
Booleans[0] := True; // Train Attack?
Booleans[1] := True; // Train Strength?
Booleans[2] := True; // Train Defense?
Booleans[3] := False; // Bury Bones?
Integers[3] := 30; // Level to train attack to
Integers[4] := 35; // Level to train strength to
Integers[5] := 30; // Level to train defense to
Integers[8] := 1; //Level to train prayer to
Strings[2] := 'strength'; //Lamp skill
end;

with Players[1] do
begin
Name :=''; //Character Name
Pass :=''; //Character Pass
Active := True; //True if you want this player to be ran in the script, false if not
Booleans[0] := True; // Train Attack?
Booleans[1] := True; // Train Strength?
Booleans[2] := True; // Train Defense?
Booleans[3] := False; // Bury Bones?
Integers[3] := 25; // Level to train attack to
Integers[4] := 20; // Level to train strength to
Integers[5] := 20; // Level to train defense to
Integers[8] := 1; //Level to train prayer to
Strings[2] := 'strength'; //Lamp skill
end;
end;

Easier to copy new players because you don't have to change the indexes of the arrays.

blulightning

2010-11-28 12:38:59

From: Frement
^ I just remembered that I was going to point out your declare players function.

procedure DeclarePlayers;
begin
NumberOfPlayers(10);

with Players[0] do
begin
Name :=''; //Character Name
Pass :=''; //Character Pass
Active := True; //True if you want this player to be ran in the script, false if not
Strings[0] := ''; // Bank pin
Strings[1] := 'Goblin'; // Monster to kill(Goblin, Giant rat, or Cow) Make sure to capitalize!
Active := True;
Booleans[0] := True; // Train Attack?
Booleans[1] := True; // Train Strength?
Booleans[2] := True; // Train Defense?
Booleans[3] := False; // Bury Bones?
Integers[3] := 30; // Level to train attack to
Integers[4] := 35; // Level to train strength to
Integers[5] := 30; // Level to train defense to
Integers[8] := 1; //Level to train prayer to
Strings[2] := 'strength'; //Lamp skill
end;

with Players[1] do
begin
Name :=''; //Character Name
Pass :=''; //Character Pass
Active := True; //True if you want this player to be ran in the script, false if not
Booleans[0] := True; // Train Attack?
Booleans[1] := True; // Train Strength?
Booleans[2] := True; // Train Defense?
Booleans[3] := False; // Bury Bones?
Integers[3] := 25; // Level to train attack to
Integers[4] := 20; // Level to train strength to
Integers[5] := 20; // Level to train defense to
Integers[8] := 1; //Level to train prayer to
Strings[2] := 'strength'; //Lamp skill
end;
end;

Easier to copy new players because you don't have to change the indexes of the arrays.


Ahh, even better! That was bugging me too, I just didn't know how to fix it. My ocd is satisfied. Rep!

bbri06

2010-11-28 19:28:02

From: DeSnob
This script seems to have issues with other people. When trying to attack a goblin and another person attacks it takes ages to find a new target. You should add some checks along the lines of
if not(GetAnimation = attacking anim) then 
Exit;


That's how the fighting detection already works.


It picked the bones perfectly for me, just never buried them.

Forgot that a bunch of colors were changed in the update. I'll have to update the DDTM.

Edit: Actually, the bone burying works fine for me. It only burys once you have a full inventory.

From: Harry
Deathwalk works perfect for me. What does not, is the crash which is (I am pretty sure), reflection's fault. It's hard to reproduce and only happens every few hours :/

Error: Out Of Range at line 75 in Reflection/Text.simba

Hm.


Yeah, I randomly got that too. Almost positive it's reflection.

From: Frement
Weird that the deathwalk doesn't work for me :/ I have newest Reflection and SRL.

EDIT: I manually moved my character to the spot, and it doesn't even fight :O


Don't know what to tell you other than you don't actually have the updated reflection hooks. Why don't you try and run it again since there have been a few more updates now.

From: Frement
^ I just remembered that I was going to point out your declare players function.


Thanks :)

I think I figured out why the script isn't training defense for some people. I set it up to work with a weapon that has four attack styles, so if you are using one with three, then it won't properly select defense.

Also, I suggest everyone change FindNormalRandoms; in procedure Randoms to R_FindRandoms. I changed it to the color one before uploading the new version for some reason -.-

TomTuff

2010-11-28 22:15:30

Running this now on one of my accounts from level 3 at rats. One reccomendation: In declareplayers, i reccomend using a with..do statement. It looks cleaner and is easier to read.


with Players[0] do
begin
Name := '';
Pass := '';
Nick := '';
Pin := '';
end;

bbri06

2010-11-28 22:39:27

Someone has already suggested that, and it will be changed when I do the next update. Thanks for the feedback/testing.

TomTuff

2010-11-28 23:46:45

Fighting for 7395
Fighting for 8892
Fighting for 11139
Fighting for 11716
Fighting for 12293
Fighting for 12745
Fighting for 13245
Fighting for 15132
Detected death. Atttempting to deathwalk.
Path walking successful
Deathwalk successful.
Items found in inventory, re-equiping them.
Fighting for 1670
Fighting for 2356
Fighting for 3042
Fighting for 3729
Fighting for 4337
Fighting for 5211
Fighting for 5897
Fighting for 6615
Fighting for 7925
Fighting for 8612
Fighting for 9251
Fighting for 9891
Fighting for 10515
Fighting for 11045
Fighting for 11685
Fighting for 12402
Fighting for 13136
Fighting for 13728
Fighting for 14259
Fighting for 14961
Fighting for 15632
Fighting for 16318
Fighting for 19485
Fighting for 19984
Fighting for 20608
Fighting for 20951
Fighting for 21451
Fighting for 22262
Fighting for 22870
Fighting for 24399
Fighting for 24898
Fighting for 25397
Fighting for 25912
Fighting for 499
Fighting for 1108
Fighting for 3666
Fighting for 4212
Fighting for 4899
Fighting for 5538
Fighting for 6162
Fighting for 7753
Fighting for 8112
Fighting for 8752
Fighting for 10047
Fighting for 10499
Fighting for 11248
Fighting for 11825
Fighting for 13791
Fighting for 14337
Fighting for 14976
Fighting for 15678
Fighting for 16302
Fighting for 16895
Fighting for 17582
Fighting for 18018
Fighting for 18393
Fighting for 19079
Fighting for 19766
Fighting for 20374
Fighting for 20826
Fighting for 21419
Fighting for 21965
Fighting for 22527
Fighting for 23135
Fighting for 25085
Fighting for 25725
Fighting for 26614
Fighting for 27222
Fighting for 28595
Fighting for 29328
Fighting for 30140
Fighting for 30670
Fighting for 31216
Fighting for 33478
Fighting for 33962
Detected death. Atttempting to deathwalk.
Path walking successful
Deathwalk successful.
Items found in inventory, re-equiping them.
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 1 Hours, 1 Minutes and 15 Seconds
Players active : 1
Currently training attack on player arlaokto2
Monsters killed : 56
Bones buried : 0
Current Atk/Str/Def : 11/1/1
Deathwalks performed : 28
Changed worlds 1 times.
Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | [url]www.villavu.com[/url] |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: | Deaths : 1964 |
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
Fighting for 2090
Fighting for 359
Fighting for 952
Fighting for 2262
Fighting for 2980
Fighting for 3463
Fighting for 4587
Fighting for 6178
Fighting for 7083
Fighting for 7597
Fighting for 8128
Fighting for 8783
Fighting for 9688
Fighting for 10249
Fighting for 10717
Fighting for 11825
Fighting for 12387
Fighting for 12948
Fighting for 13494
Fighting for 15132
Fighting for 15772
Fighting for 16677
Fighting for 18970
Fighting for 20280
Fighting for 21341
Fighting for 21856
Fighting for 22558
Fighting for 23119
Fighting for 23884
Fighting for 24570
Fighting for 25194
Detected death. Atttempting to deathwalk.
Path walking successful
Deathwalk successful.
Items found in inventory, re-equiping them.
Fighting for 437
Fighting for 967
Fighting for 1529
Fighting for 2434
Fighting for 3042
Fighting for 3494
Fighting for 4087
Fighting for 4742
Fighting for 5304
Fighting for 7738
Fighting for 8393
Fighting for 9532
Fighting for 9984
Fighting for 10624
Fighting for 11123
Fighting for 12059
Fighting for 12527
Fighting for 12932
Fighting for 13556
Fighting for 14711
Fighting for 17066
Fighting for 17378
Fighting for 17940
Fighting for 18330
Fighting for 19999
Fighting for 20576
Fighting for 22230
Fighting for 22760
Error: Out Of Range at line 75
The following DTMs were not freed: [SRL - Lamp bitmap]
The following bitmaps were not freed: [SRL - Mod bitmap, SRL - Admin bitmap]
timed out, dunno why. opened text.simba in reflection

i luffs yeww

2010-11-28 23:55:42

Status: | Deaths : 1964 |

wat

Cstrike

2010-11-28 23:58:06

From: i luffs yeww
Status: | Deaths : 1964 |

wat


xD
Must be a sum error or something, dying that many times would take (assuming a minute to walk back and die instantly, which probably takes much longer) is 32.733… hours of dying! That would be an epic tale ;)

bbri06

2010-11-29 00:11:36

Yeah… I noticed the death thing and I think that's an SRL randoms report problem not my script.

From: TomTuff

Error: Out Of Range at line 75
The following DTMs were not freed: [SRL - Lamp bitmap]
The following bitmaps were not freed: [SRL - Mod bitmap, SRL - Admin bitmap]
timed out, dunno why. opened text.simba in reflection


That's a mystery error Harry and I have both got. Seriously doubt it's the script. I need to report it in the reflection forums.

bbri06

2010-11-29 00:27:38

The script has been updated to 1.04 :)

From: Harry
equal-leveling (like if attack str and def are all "goals", it will train the lowest one first)


Finally added this in 1.04.


Oh, and it should check the levels more often. Remove Booleans[0] Booleans[1] Booleans[2] and Booleans[3], and instead check the skill levels before setting (it will grab bones if Booleans[3] = True, even if Integers[8] = 1)


Changed this in 1.04 as well.

From: Frement
My script stopped working also, deathwalk doesnt work anymore, and it doesnt train defense.


Fixed the attack mode selection in 1.04.

Zota

2010-11-29 04:09:57

/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 5 Hours, 58 Minutes and 40 Seconds
Players active : 1
Currently training strength on player Dat Reap
Monsters killed : 1060
Bones buried : 0
Current Atk/Str/Def : 2/43/2 ( 2 to 43 )
Deathwalks performed : 38
Changed worlds 0 times.
Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | www.villavu.com |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: | Deaths : 31822 |
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/

Dont even ask about the 2 att and 2 def >_>… fucking quests T_T
31.8k deaths! GOING FOR GRIM REAPER OF DA YEAR

Nice script :)
I reeeeeeeeeeeeallly am looking forward to the cow killer and hide banker.

Luke-

Frement

2010-11-29 06:39:36

/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 5 Hours, 23 Minutes and 20 Seconds
Players active : 8
Currently training defence on player *********
Monsters killed : 1123
Bones buried : 0
Current Atk/Str/Def : 30/35/29
Deathwalks performed : 0
Changed worlds 0 times.

Works great now. But the "Monsters killed" etc reset when players change. Maybe change that?

EDIT: Now it fails again :D
Detected death. Atttempting to deathwalk.
Path walking failed
NextPlayer
SwitchToPlayer(PlayerNo: 3, Active: False);

DeSnob

2010-11-29 16:20:05

Beautiful script! The only thing you should fix is the fighting detection because between certain attacks GetAnimation will result in -1. It is not a problem with the function, but after I used Rsbot to check the animations, I noticed that in between the defending and attacking animations, there was always an idle one (-1). I do not know a way around this except by using color to detect a fight.

E: You could use this as it works well as far as i know (when used with the reflection function). It's just a modified version of IsFightAt.
function IsFightAt2(x, y: Integer): Boolean;
var
xx, yy: Integer;
begin
Result := FindColor(xx, yy, 458916, x - 30, y - 20, x + 20, y + 20) or FindColor(xx, yy, 52354, x - 40, y - 20, x + 20, y + 20);
end;

And this is the modified and working Fighting detection:
function Fight: boolean;
var
TimeM: Integer;
begin
if(not(LoggedIn))then
if(not(LoggedInBB))then
Exit;
if(DetectDeath)then
Exit;
Randoms;
RunEnergy(70 + Random(30));
if(MonstersOnMS)then
if(((Players[CurrentPlayer].Strings[1] = 'Goblin') and (FightGoblin))
or ((Players[CurrentPlayer].Strings[1] = 'Giant rat') and (FightRat)))then
begin
Inc(Players[CurrentPlayer].Integers[0]);
Inc(Stats_CustomVars[2]);
MarkTime(TimeM);
repeat
Flag;
AntiBan;
Randoms;
Writeln('Fighting for ' + IntToStr(TimeFromMark(TimeM)));
if(not(Fighting) and not(IsFightAt2(289,144)))then
Break;
until(false)
Result := True;
end;
end;

bbri06

2010-11-29 18:09:17

Fighting detection works perfectly fine for me. I have a feeling the speed of the weapon you're using has something to do with it. What weapon are you using?

DeSnob

2010-11-29 18:14:32

From: bbri06
Fighting detection works perfectly fine for me. I have a feeling the speed of the weapon you're using has something to do with it. What weapon are you using?


I was using a sling, staff and pickaxe. Anything I could get without much effort. I understand that speed effects it, but I was just sayin'. Fixed my issue. :)

bbri06

2010-11-29 18:37:51

Well I guess if that's working for you then keep doing it, but could you try one thing for me? Go to function Fighting and change the for-to-do loops to

for i := 0 to 150 do
and see if that works. You can also try

for i := 0 to 160 do
if you want.

From: Frement
But the "Monsters killed" etc reset when players change. Maybe change that?

I'll do that, thanks.


EDIT: Now it fails again :D

I really have no clue why it randomly fails/works for you. I'm sorry :(

DeSnob

2010-11-29 19:46:18

From: bbri06
Well I guess if that's working for you then keep doing it, but could you try one thing for me? Go to function Fighting and change the for-to-do loops to

for i := 0 to 150 do
and see if that works. You can also try

for i := 0 to 160 do
if you want.


I'll try that, but my player needs a break. Got me 25 str so far! :) World switching also isn't working. I understand that it isn't your fault, but I just feel like saying it. Just not reporting it because someone probably knows about the issue.

bbri06

2010-11-29 19:53:57

From: DeSnob
World switching also isn't working. I understand that it isn't your fault, but I just feel like saying it. Just not reporting it because someone probably knows about the issue.


Wait what? World switching works fine for me :huh:. What exactly do you mean by it doesn't work? Does it log out and just fail to select a new world or what?

Frement

2010-11-29 22:36:55

Deathwalking still seems to fail, something wrong with hooks? Fighting works great now.

EDIT: You should really add breaks. Global constant for all players. (Randomness included ofcourse, -3 to +3 minutes).

DeSnob

2010-11-29 22:46:27

Deathwalk works perfectly for me, just so ya know. Which monsters are you attacking?

From: bbri06
Wait what? World switching works fine for me :huh:. What exactly do you mean by it doesn't work? Does it log out and just fail to select a new world or what?


Yeah, it logs out switches to world tab and just sits there.

Frement

2010-11-29 22:52:29

From: DeSnob
Deathwalk works perfectly for me, just so ya know. Which monsters are you attacking?


Goblins. Characters are in lumby.

DeSnob

2010-11-29 22:57:05

From: Frement
Goblins. Characters are in lumby.


Try rats, noone ever there and path works fine for me.

From: Frement

EDIT: You should really add breaks. Global constant for all players. (Randomness included ofcourse, -3 to +3 minutes).


I remember having a perfect breaking system which would break every 15-60 mins for between 1 - 60 minutes. It would always give a completely random breaking time. Once it was 54, then 17, and I believe last result was 33. I'll see if I can dig it up.

bbri06

2010-11-29 23:17:18

I'm finally working on implementing cows.

From: Frement
Deathwalking still seems to fail, something wrong with hooks? Fighting works great now.


Nope, nothing wrong with hooks. This is really bugging the hell out of me.


EDIT: You should really add breaks. Global constant for all players. (Randomness included ofcourse, -3 to +3 minutes).


I can probably do that in the next version.

From: DeSnob
Yeah, it logs out switches to world tab and just sits there.


I'll see if I can figure out why that's happening, but that's rather strange -.-

DeSnob

2010-11-29 23:18:24

From: bbri06
I'm finally working on implementing cows.


COWS! Finally! :D

Frement

2010-11-29 23:21:58

Fuck I'm stupid! :D I had forgotten to add the Strings[1] := 'Goblin'; to each of my characters -.-

bbri06

2010-11-29 23:34:39

Haha, I hope it works for you now :) Are goblins working well? I haven't tested them for a long time now. Been working and testing mainly on rats and hoping that goblins just kind of worked lol.

Frement

2010-11-29 23:35:51

From: bbri06
Haha, I hope it works for you now :) Are goblins working well? I haven't tested them for a long time now. Been working and testing mainly on rats and hoping that goblins just kind of worked lol.


Yeah they work fine :p You could maybe add some failsafe is the monster string is null, then it would go to goblins as default :p

EDIT: Leaving for school, leaving the script alone for 8 hours. Current proggy:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 1 Hours, 11 Seconds
Players active : 8
Currently training defence on player **********
Monsters killed : 194
Bones buried : 0
Current Atk/Str/Def : 21/26/18
Deathwalks performed : 0
Changed worlds 0 times.

EDIT2: The string problem fixed the deathwalk, one problem im noticing, is that it tries to wield a weapon few times, i cant stay to monitor for longer, but maybe add a check in the script that if it can wield the weapon? Like lvl 20+ can wield mithril+

EDIT3: Yeah, it tries to wield it all the time.

bbri06

2010-11-30 00:48:13

It's supposed to try and wield any weapons or armor in your inventory. Are you saying it's trying to wield it and you don't have the required level so it can't? If so, why do you have a weapon you can't wield with you :p

Edit: Cows are coming along well now. I've got fighting, hide pickup done, and most of the movement/walking is done. I need to write the banking stuff and wrap up the movement and cows should be functional. I'll also include a breaking feature when I upload the version with cow support.

Frement

2010-11-30 04:09:40

From: bbri06
It's supposed to try and wield any weapons or armor in your inventory. Are you saying it's trying to wield it and you don't have the required level so it can't? If so, why do you have a weapon you can't wield with you :p


I was supplying my characters with weapons + gold cape :p so they have sufficient power after they can wield it.

EDIT: Levels are 22/2/2 and they were 21/2/2 before I last checked, and I have my levels set for that player: 20/20/20. So must be a bug? :p

EDIT2: Almost 4 hour run, then I got the text.scar error, weird stuff. Randomly happens. Heres a proggy:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 3 Hours, 52 Minutes and 53 Seconds
Players active : 7
Currently training attack on player **********
Monsters killed : 687
Bones buried : 0
Current Atk/Str/Def : 23/2/2
Deathwalks performed : 26
Changed worlds 1 times.

EDIT3: Another proggy:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 7 Hours, 17 Minutes and 9 Seconds
Players active : 3
Currently training attack on player **********
Monsters killed : 55
Bones buried : 0
Current Atk/Str/Def : 1/4/1
Deathwalks performed : 3
Changed worlds 0 times.

bbri06

2010-11-30 21:30:17

From: Frement
EDIT: Levels are 22/2/2 and they were 21/2/2 before I last checked, and I have my levels set for that player: 20/20/20. So must be a bug? :p


Huh, thought I had that coded out properly. I'll take a look at the leveling and try and fix that for the next update. Sorry about that, never really tested it to be honest.


EDIT3: Another proggy:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 7 Hours, 17 Minutes and 9 Seconds
Players active : 3
Currently training attack on player **********
Monsters killed : 55
Bones buried : 0
Current Atk/Str/Def : 1/4/1
Deathwalks performed : 3
Changed worlds 0 times.


Nice progress report, thanks. I'd rep you for the suggestions/bug fixes and reports, but I guess I already did haha. Also, you passed me on stats :P

Frement

2010-12-01 02:11:55

From: bbri06
Huh, thought I had that coded out properly. I'll take a look at the leveling and try and fix that for the next update. Sorry about that, never really tested it to be honest.


Well, it doesn't really bother me, only that one account was on more then 2 hours, and about that, you should add breaks into the next version, as someone suggested before (can't remember if it was me) ;)

Is there some order in which the script starts to level skills? Maybe you could add a priority variable into Player array? Like:
Strings[5] := 'strength'; //Start to level from this skill.

From: bbri06
Nice progress report, thanks. I'd rep you for the suggestions/bug fixes and reports, but I guess I already did haha. Also, you passed me on stats :P


Would have been better proggy, but the Text.scar error appeared again.

EDIT: Proggy at the moment:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 3 Hours, 23 Minutes and 12 Seconds
Players active : 10
Currently training attack on player **********
Monsters killed : 626
Bones buried : 0
Current Atk/Str/Def : 29/26/26
Deathwalks performed : 0
Changed worlds 0 times.

The weird thing is, that 29/26/26 and they were 20/20/20, my settings are as follows:
Booleans[0] := False; // Train Attack?
Booleans[1] := True; // Train Strength?
Booleans[2] := False; // Train Defense?
Booleans[3] := False; // Bury Bones?
Integers[3] := 40; // Level to train attack to
Integers[4] := 40; // Level to train strength to
Integers[5] := 40; // Level to train defense to
Integers[8] := 1; //Level to train prayer to
So it seems that it isn't following the rules set there for some reason, I would go through the script but I'm at school and I'm using TeamViewer to access my computer.

EDIT2:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 4 Hours, 12 Minutes and 54 Seconds
Players active : 10
Currently training attack on player **********
Monsters killed : 765
Bones buried : 0
Current Atk/Str/Def : 31/26/26
Deathwalks performed : 0
Changed worlds 0 times.
Still training Attack when its set to False.

bbri06

2010-12-01 09:51:30

Did you ever download 1.04? I removed the booleans[0-2] for training in that version.

Zota

2010-12-01 10:12:02

From: bbri06

Edit: Cows are coming along well now. I've got fighting, hide pickup done, and most of the movement/walking is done. I need to write the banking stuff and wrap up the movement and cows should be functional. I'll also include a breaking feature when I upload the version with cow support.




To make your life a million times easier:
Cows north of windmill in lumbridge. (North west pen) Kill and pick up 20 hides, click drag one hide onto Beefy Bill (NPC in the north pen) Beefy bill then gives an option on how many hides to use, click '20'. Beefy bill takes 10% for banking the hides for you. 18 hides banked, 2 hides paid to him.

Will increase cowhides p/h by atleast 30%.

Luke-

bbri06

2010-12-01 10:15:51

Is that members only?

DeSnob

2010-12-01 10:38:58

From: bbri06
Is that members only?


No, it's for all.

Frement

2010-12-01 12:26:31

From: bbri06
Did you ever download 1.04? I removed the booleans[0-2] for training in that version.


Oh, lol, stupid me, that must explain it.

EDIT: Still disregarding the level, training attack even thought levels are set to 25/25/25 and it has 28/1/1

EDIT2: I have noticed that its attacking other goblins, even thought its still fighting another, something wrong with hooks, or a script bug?

EDIT3: A fast proggy:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 6 Hours, 4 Minutes and 25 Seconds
Players active : 8
Currently training attack on player **********
Monsters killed : 1175
Bones buried : 0
Current Atk/Str/Def : 32/2/2
Deathwalks performed : 36
Changed worlds 2 times.

Harry

2010-12-01 19:24:12

http://i.imgur.com/6oV9Y.jpg

Training the army's range up a bit, so they hit a bit better on demons… 5 clients and almost no lag haha.

bbri06

2010-12-02 01:03:16

I'm working on fixing all the problems with training the proper stats, adding breaking, and working on cows. I should have the stat training thing and breaking done tomorrow, but cows will be pretty unstable still.

Frement

2010-12-02 05:38:38

Another progress report:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 4 Hours, 25 Minutes and 8 Seconds
Players active : 7
Currently training attack on player **********
Monsters killed : 812
Bones buried : 0
Current Atk/Str/Def : 29/2/2
Deathwalks performed : 28
Changed worlds 0 times.

I'll be waiting for the update ;)

EDIT: Updated progress report:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 7 Hours, 31 Minutes and 44 Seconds
Players active : 7
Currently training attack on player **********
Monsters killed : 1344
Bones buried : 0
Current Atk/Str/Def : 32/2/2
Deathwalks performed : 41
Changed worlds 1 times.

Harry

2010-12-02 15:27:34

FYI R_FindLamp was removed, change it to R_FindRewardBoxes now (or better yet just remove it all together; R_FindRandoms should handle it).

Alien Technology

2010-12-02 17:25:42

Suddenly, an error occurs during compilation.

(I am using the latest SRL, plugins, and Reflection.

[Error] (193:3): Unknown identifier 'R_FindLamp' at line 192
Compiling failed.

Edit: Oh, I now see that Harry has addressed this issue above.

Alien Technology

2010-12-02 18:37:07

Suddenly, my character is picking up bones.

Procedure DeclarePlayers;
begin
NumberOfPlayers(1);

with Players[0] do
begin
Name := 'Austin Powers';
Pass := 'Yeah, baby, yeah.';
Nick := 'Aust';
Strings[0] := ''; // Bank pin
Strings[1] := 'Goblin'; // Monster to kill(Goblin, Giant rat, or Cow)
//Make sure to capitalize as shown! Cows are not yet working!
Active := True;
Integers[3] := 15; // Level to train attack to
Integers[4] := 15; // Level to train strength to
Integers[5] := 15; // Level to train defense to
Integers[8] := 2; //Level to train prayer to
Strings[2] := 'strength'; //Lamp skill
end;

bbri06

2010-12-02 19:35:49

Updated to 1.05!

From: bbri06
I'm working on fixing all the problems with training the proper stats, adding breaking, and working on cows.


These are all fixed in 1.05, but although you will see functions/procedure in the script for cow fighting, cows are NOT ready yet.

From: Zota
To make your life a million times easier:
Cows north of windmill in lumbridge. (North west pen) Kill and pick up 20 hides, click drag one hide onto Beefy Bill (NPC in the north pen) Beefy bill then gives an option on how many hides to use, click '20'. Beefy bill takes 10% for banking the hides for you. 18 hides banked, 2 hides paid to him.

Will increase cowhides p/h by atleast 30%.

Luke-


I've already started on the other ones. Maybe I'll make a separate script for that.

From: Frement
EDIT2: I have noticed that its attacking other goblins, even thought its still fighting another, something wrong with hooks, or a script bug?


I believe that was a hook bug, but if it keeps happening tell me.

From: Harry
FYI R_FindLamp was removed, change it to R_FindRewardBoxes now (or better yet just remove it all together; R_FindRandoms should handle it).


It wasn't finding the lamp when I just had R_FindRandoms in there so I put R_FindLamp in too, and then it worked.

From: Alien Technology
Suddenly, my character is picking up bones.


Don't really know what to tell you there. That shouldn't be happening. Make sure you've updated your includes(SRL/Reflection) and try out version 1.05 of the script.

Cstrike

2010-12-02 20:10:49

Based on the views, I'm the first one to test.
Getting prggy for you

EDIT: Awesome

Only recommendations are:
- Bury bones as soon as you pick them up for low levels who die a lot

Zota

2010-12-02 20:34:42

Edit: nevermind XD..

Testing 1.05 now

Luke-

bbri06

2010-12-02 21:06:09

From: cstrike
Only recommendations are:
- Bury bones as soon as you pick them up for low levels who die a lot


That's kind of funny that you suggest that because that's the way I originally made the script to work, but I changed it to it's current method after a request from someone. I guess I could add an option to do either. Thanks for testing.

Cstrike

2010-12-02 21:13:38

EDIT:

Terminated with fight mode, I changed the modes mid gameplay and it went screwy. My bad…

/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 1 Hours, 4 Minutes and 15 Seconds
Players active : 0
Currently training strength on player
Monsters killed : 45
Bones buried : 0
Current Atk/Str/Def : 4/[lol]/8
Deathwalks performed : 24
Changed worlds 0 times.
Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | www.villavu.com |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
We have run out of players, script is terminating
Successfully executed.

Zota

2010-12-03 18:17:10

Well it seems to have gotten a bit buggy D: ..

It keeps trying to break… I've set it really high now so it doesn't break. I set it to 0 and it just kept logging out lol. Should make 0 = no breaks :P

Luke-

P.S how's the cow banking coming alone bro?

bbri06

2010-12-03 19:13:55

I might have forgot to code resets into the break timer, so I'll check that when I get home.

Frement

2010-12-03 22:29:26

Heres a fast proggy, other instance of simba had stopped for some reason, it was just hovering on the world selection window.
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 9 Hours, 49 Minutes and 55 Seconds
Players active : 8
Currently training strength on player **********
Monsters killed : 2080
Bones buried : 0
Current Atk/Str/Def : 11/10/10
Deathwalks performed : 21
Changed worlds 1 times.

EDIT: I get "Breaking for 0" or similar, is this normal? (Wouldn't think so)

EDIT2: Heres a progress report, stopped because of the out of range error in Text.
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
Bbri06s Lumbridge Fighter
Time running: 18 Hours, 55 Minutes and 13 Seconds
Players active : 7
Currently training strength on player **********
Monsters killed : 2893
Bones buried : 0
Current Atk/Str/Def : 36/21/21
Deathwalks performed : 5
Changed worlds 4 times.
/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
| SRL Randoms Report |
| www.villavu.com |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| SRL Logs : 43 |
| Beekeepers Solved : 2 |
\~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/

bbri06

2010-12-05 14:12:07

Frement , are you using breaking for those long progress reports? Breaking doesn't seem to work for shit for me when I use it with multiple players.

From: Frement
EDIT: I get "Breaking for 0" or similar, is this normal? (Wouldn't think so)


I figured out why it says this. Change the writeln in procedure TakeABreak; at line 1227 to


Writeln('Will break for ' + IntToStr((Round(BreakTime / 60000))));

I'll fix that in the next version I upload.

Frement

2010-12-05 20:11:25

From: bbri06
Frement , are you using breaking for those long progress reports? Breaking doesn't seem to work for shit for me when I use it with multiple players.



I figured out why it says this. Change the writeln in procedure TakeABreak; at line 1227 to


Writeln('Will break for ' + IntToStr((Round(BreakTime / 60000))));

I'll fix that in the next version I upload.


Well, breaking doesn't really break, it just switches player (Supposed to do that? If not, it's still a great way to do it, if you have multiple players).

Nice, script! I'm currently running 5 instances of this (1 with 10 players and the rest 4 with 1 player).

bbri06

2010-12-05 20:30:51

Yeah, if you have multiple players it just switches, but with a single player it breaks. I was having some issues with the breaking and Gametab wasn't working right for me after the script would switch players, so I made my own. I'll probably do a small update to try and get all the breaking bugs fixed tonight.

Edit: Quick update to fix breaking issues. Please download 1.06

Carlito

2010-12-05 23:55:35

Testing tonight with a single char, will post proggie when i wake up :)

Frement

2010-12-06 06:11:42

Someone should really fix that annoying Text.scar error.

I forgot to copy progress report, but it was something like 10 hours and 1600 kills.

Will be running the new version from now on :) Will give progress report when I get one.

Carlito

2010-12-06 11:01:11

Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | [url]www.villavu.com[/url] |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
[21:46:57]Fighting monster.
[21:47:10]Fighting monster.
[21:47:22]Fighting monster.
[21:47:25]Only one player active, breaking.
[21:47:29]Will break for 6 minutes.
No SRL update / Plugins update available!
No Reflection update
NextPlayer
SwitchToPlayer(PlayerNo: 0, Active: True);
1
2
4
Welcome to Runescape.
xxx
5
'One minute has passed...'
[21:55:34]Couldnt set fight mode
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
[21:55:35]Bbri06s Lumbridge Fighter
Time running: 34 Minutes and 48 Seconds
Players active : 0
Currently training strength on player xxx
Monsters killed : 62
Bones buried : 0
Current Atk/Str/Def : 22/23/1
Deathwalks performed : 0
Changed worlds 0 times.
Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | [url]www.villavu.com[/url] |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: | SRL Logs : 1 |
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
[21:55:36]We have run out of players, script is terminating
Successfully executed.

Carlito

2010-12-06 14:54:26

hes in the right location am i doing something wrong?

[23:54:48]Fighting monster.
[23:55:19]Fighting monster.
[23:55:46]Fighting monster.
[23:56:16]Fighting monster.
[23:56:38]Only one player active, breaking.
[23:56:42]Will break for 11 minutes.
No SRL update / Plugins update available!
No Reflection update
NextPlayer
SwitchToPlayer(PlayerNo: 0, Active: True);
1
2
4
Welcome to Runescape.
xxx
5
'One minute has passed...'
[24:9:20]Couldnt set fight mode
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
[24:9:21]Bbri06s Lumbridge Fighter
Time running: 41 Minutes and 11 Seconds
Players active : 0
Currently training strength on player xxx
Monsters killed : 48
Bones buried : 0
Current Atk/Str/Def : 22/24/1
Deathwalks performed : 0
Changed worlds 0 times.
Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | [url]www.villavu.com[/url] |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: | SRL Logs : 1 |
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
[24:9:23]We have run out of players, script is terminating
Successfully executed.

bbri06

2010-12-06 18:06:22

Hmm… looks like logging in is failing for you for some reason. Do you have the latest SRL OpenDev?

Frement

2010-12-06 18:09:01

From: bbri06
Hmm… looks like logging in is failing for you for some reason. Do you have the latest SRL OpenDev?


1.06 has now been running flawlessly over 11 hours. Great job dude! :) Running it with 14 players (11 active atm).

bbri06

2010-12-06 18:14:49

Wow, great! Thanks

Carlito

2010-12-06 22:24:57

From: bbri06
Hmm… looks like logging in is failing for you for some reason. Do you have the latest SRL OpenDev?


Im all up to date.

From: Frement
1.06 has now been running flawlessly over 11 hours. Great job dude! :) Running it with 14 players (11 active atm).


im curious how this proggie comes out… 14 players at 11 hours is not even an hour per player. i was running almost an hour on one player… hmm

Frement

2010-12-07 00:10:36

From: carlito
im curious how this proggie comes out… 14 players at 11 hours is not even an hour per player. i was running almost an hour on one player… hmm


Well, its currently at 18 hours with 3000 kills and still 11 active players.

bbri06

2010-12-07 00:11:25

Hahaha I love your testing and reports Frement :) You're really bringing up the stats for this script!

Carlito

2010-12-07 01:19:31

From: Frement
Well, its currently at 18 hours with 3000 kills and still 11 active players.


very nice, can you post your setup screen so i can make sure im doing it correctly.

thank you

Frement

2010-12-07 03:45:39

It has currently ran over 21 hours. (Still now Text.scar error, phew!)

EDIT: 24 hours atm and 4000+ killed. Still 11 players active, damn I love it when things just go as you want them to!

EDIT2: So, heres the final progress report (Stopped itself because RS updated).
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
[220:35:50]Bbri06s Lumbridge Fighter
Time running: 28 Hours, 28 Minutes and 25 Seconds
Players active : 11
Currently training attack on player **********
Monsters killed : 4775
Bones buried : 0
Current Atk/Str/Def : 25/25/25
Deathwalks performed : 8
Changed worlds 3 times.
/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
| SRL Randoms Report |
| www.villavu.com |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| SRL Logs : 63 |
| Beekeepers Solved : 1 |
| Beekeepers Missed : 1 |
| Abysses Solved : 1 |
\~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/

EDIT3: Script stopped because of the Text.scar error.
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
[9:56:26]Bbri06s Lumbridge Fighter
Time running: 9 Hours, 37 Minutes and 29 Seconds
Players active : 12
Currently training attack on player ***********
Monsters killed : 1928
Bones buried : 0
Current Atk/Str/Def : 25/39/25
Deathwalks performed : 1
Changed worlds 0 times.

Troll

2010-12-09 17:02:24

It great for my new account thanks.
The only bug i have seen is when fighting goblins it walks over to the river alot and does not see a lot of goblins. Maybe you could make it walk back to the fire if no goblins are founds. Its greats thanks, two hours and still running.

E:
Ran for five hours and ran great, i was in a rush so no proggy sorry :(

Frement

2010-12-11 17:38:59

Now I had this amazing run! And again it was ruined by that freaking Text.scar error.
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
[70:32:16]Bbri06s Lumbridge Fighter
Time running: 57 Hours, 55 Minutes and 55 Seconds
Players active : 12
Currently training strength on player ***********
Monsters killed : 9557
Bones buried : 0
Current Atk/Str/Def : 25/24/24
Deathwalks performed : 0
Changed worlds 1 times.
/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
| SRL Randoms Report |
| www.villavu.com |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| SRL Logs : 128 |
| Certers Solved : 2 |
| Mimes Solved : 1 |
| Capn Arnav Solved : 1 |
| Beekeepers Solved : 1 |
\~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/

EDIT: Another progress report:
/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
[112:14:29]Bbri06s Lumbridge Fighter
Time running: 26 Hours, 41 Minutes and 31 Seconds
Players active : 10
Currently training strength on player **********
Monsters killed : 5975
Bones buried : 0
Current Atk/Str/Def : 34/33/33
Deathwalks performed : 0
Changed worlds 2 times.
/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
| SRL Randoms Report |
| www.villavu.com |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| SRL Logs : 61 |
| Certers Solved : 1 |
| ScapeRunes Solved : 2 |
| ScapeRunes Missed : 2 |
| Beekeepers Solved : 2 |
\~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
Had to stop for reboot.

ballajiggin

2010-12-28 01:59:35

mine keeps saying error unknow indentifier 'numberofplayers'
what do i do?

KingKong

2010-12-28 04:33:36

Did you update to the new version of smart?

bbri06

2010-12-28 17:52:37

I really have no interest in incorporating cow fighting at the moment. Rats still work fine, haven't tested goblins in awhile. Also, what happened to SRL stats? The page never loads for me and I get debug errors when the script tries to use the stats system.

Frement

2010-12-28 17:57:00

From: bbri06
I really have no interest in incorporating cow fighting at the moment. Rats still work fine, haven't tested goblins in awhile. Also, what happened to SRL stats? The page never loads for me and I get debug errors when the script tries to use the stats system.


http://stats.villavu.com/ ;)

Her0n

2010-12-28 21:59:00

If you kill things too slowly the bot switches on you; more than it should.

Sgt Soul

2010-12-29 02:31:48

testing this script out now for my new pker :) will post progress report later! if it gives me one :/ haha

script works great! all you need is a proggy report in the debug section!

maybe consisting on

kills:
levels gained:
current level:
starting level:
(per each stat too)

just a suggestion (it would make the debug so much neater)

kitchenrange

2011-01-04 00:01:43

Well I've definitely learned one of the most important lessons of SRL. If you need testing done, make sure your script is something Frement personally needed. :)

From: Harry
http://i.imgur.com/6oV9Y.jpg

Training the army's range up a bit, so they hit a bit better on demons… 5 clients and almost no lag haha.


What are your computer specs? How do I get Simba to run without the command prompt also coming up?

Frement

2011-01-04 00:14:10

From: kitchenrange
Well I've definitely learned one of the most important lessons of SRL. If you need testing done, make sure your script is something Frement personally needed. :)


That made my day, thanks :) I'm sure theres alot of others too, like Squancy and sgt soul to name a few.

Sgt Soul

2011-01-04 02:03:41

aww :o <3 now that has made my day!!! :) hehe

icecap666

2011-01-04 17:42:30

For some reason I am not picking up the bones. My current prayer is 16 and it is set to go till 50. any suggestions?

Carlito

2011-01-05 23:52:27

finally i get this script to work nicely for me :)

[33:36:39]Bbri06s Lumbridge Fighter
Time running: 20 Hours, 37 Minutes and 54 Seconds
Players active : 0
Currently training strength on player xxx
Monsters killed : 3586
Bones buried : 0
Current Atk/Str/Def : 30/47/1
Deathwalks performed : 0
Changed worlds 0 times.
Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | [url]www.villavu.com[/url] |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: | SRL Logs : 21 |
Status: | Petes Missed : 1 |
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/
[33:36:41]We have run out of players, script is terminating
Successfully executed.

heres the part where it failed on prison

[Reflection] Trying to solve: Prison
[Prison] Successfully clicked to talk to Prison Pete
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever R_ChooseOptionMulti failed
[Prison] Attempt 2 of 3 in pulling prison lever
[Prison] Lever R_IsUpTextMulti failed
[Prison] Attempt 3 of 3 in pulling prison lever
[Prison] Lever R_IsUpTextMulti failed
[Prison] Failed to find lever and/or pull it
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever R_IsUpTextMulti failed
[Prison] Attempt 2 of 3 in pulling prison lever
[Prison] Lever R_IsUpTextMulti failed
[Prison] Attempt 3 of 3 in pulling prison lever
[Prison] Lever R_IsUpTextMulti failed
[Prison] Failed to find lever and/or pull it
[Prison] Lever not on MS, moving towards it...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10749
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10749" = [13098, 11238, 11239, 11240]
[Prison] Animal IDs to pop: [13098, 11238, 11239, 11240]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] 13091 is not in IDsToPop!
[Prison] 11237 is not in IDsToPop!
[Prison] 13095 is not in IDsToPop!
[Prison] Hunting NPC ID: 13098
[Prison] Selected balloon to pop...
[Prison] We don't have the key yet? Waiting...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] We got the wrong key :( Sorry...
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever R_IsUpTextMulti failed
[Prison] Attempt 2 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10752
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10752" = [13096, 13095, 11238, 13097, 11241]
[Prison] Animal IDs to pop: [13096, 13095, 11238, 13097, 11241]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] Hunting NPC ID: 13096
[Prison] Selected balloon to pop...
[Prison] We don't have the key yet? Waiting...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] Need to pop more balloons
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10752
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10752" = [13096, 13095, 11238, 13097, 11241]
[Prison] Animal IDs to pop: [13096, 13095, 11238, 13097, 11241]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] Hunting NPC ID: 13096
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] We got the wrong key :( Sorry...
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10752
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10752" = [13096, 13095, 11238, 13097, 11241]
[Prison] Animal IDs to pop: [13096, 13095, 11238, 13097, 11241]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] Hunting NPC ID: 13096
[Prison] Couldn't find balloon at spot
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] Need to pop more balloons
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10752
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10752" = [13096, 13095, 11238, 13097, 11241]
[Prison] Animal IDs to pop: [13096, 13095, 11238, 13097, 11241]
[Prison] Beginning popping attempt...
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] Hunting NPC ID: 13096
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] Need to pop more balloons
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10749
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10749" = [13098, 11238, 11239, 11240]
[Prison] Animal IDs to pop: [13098, 11238, 11239, 11240]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] 13091 is not in IDsToPop!
[Prison] 11237 is not in IDsToPop!
[Prison] 13095 is not in IDsToPop!
[Prison] Hunting NPC ID: 11238
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] We got the wrong key :( Sorry...
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever R_IsUpTextMulti failed
[Prison] Attempt 2 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10749
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10749" = [13098, 11238, 11239, 11240]
[Prison] Animal IDs to pop: [13098, 11238, 11239, 11240]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] 13091 is not in IDsToPop!
[Prison] 11237 is not in IDsToPop!
[Prison] 13095 is not in IDsToPop!
[Prison] Hunting NPC ID: 13098
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] We got the wrong key :( Sorry...
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10751
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10751" = [11237, 13091, 13092, 13093]
[Prison] Animal IDs to pop: [11237, 13091, 13092, 13093]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] Couldn't find balloon at spot
[Prison] Couldn't find balloon at spot
[Prison] Couldn't find balloon at spot
[Prison] NPCToHunt is apparently null now, exiting...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] NPCToHunt is apparently null now, exiting...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] NPCToHunt is apparently null now, exiting...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] NPCToHunt is apparently null now, exiting...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] NPCToHunt is apparently null now, exiting...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] NPCToHunt is apparently null now, exiting...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] We got the wrong key :( Sorry...
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10752
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10752" = [13096, 13095, 11238, 13097, 11241]
[Prison] Animal IDs to pop: [13096, 13095, 11238, 13097, 11241]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] Hunting NPC ID: 13096
[Prison] Couldn't find balloon at spot
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] Need to pop more balloons
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10752
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10752" = [13096, 13095, 11238, 13097, 11241]
[Prison] Animal IDs to pop: [13096, 13095, 11238, 13097, 11241]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] Hunting NPC ID: 13096
[Prison] Couldn't find balloon at spot
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] Need to pop more balloons
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10749
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10749" = [13098, 11238, 11239, 11240]
[Prison] Animal IDs to pop: [13098, 11238, 11239, 11240]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] 13091 is not in IDsToPop!
[Prison] 11237 is not in IDsToPop!
[Prison] 13095 is not in IDsToPop!
[Prison] Hunting NPC ID: 13098
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] We got the wrong key :( Sorry...
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10751
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10751" = [11237, 13091, 13092, 13093]
[Prison] Animal IDs to pop: [11237, 13091, 13092, 13093]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] We got the wrong key :( Sorry...
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10751
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10751" = [11237, 13091, 13092, 13093]
[Prison] Animal IDs to pop: [11237, 13091, 13092, 13093]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] 13100 is not in IDsToPop!
[Prison] 13094 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] Selected balloon to pop...
[Prison] We don't have the key yet? Waiting...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] We got the wrong key :( Sorry...
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
No SRL update / Plugins update available!
No Reflection update
[Prison] Lever pulled
[Prison] Model ID obtained: 10752
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10752" = [13096, 13095, 11238, 13097, 11241]
[Prison] Animal IDs to pop: [13096, 13095, 11238, 13097, 11241]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] Hunting NPC ID: 13096
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] Need to pop more balloons
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10751
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10751" = [11237, 13091, 13092, 13093]
[Prison] Animal IDs to pop: [11237, 13091, 13092, 13093]
[Prison] Beginning popping attempt...
[Prison] 13100 is not in IDsToPop!
[Prison] 11236 is not in IDsToPop!
[Prison] 3118 is not in IDsToPop!
[Prison] 13096 is not in IDsToPop!
[Prison] Hunting NPC ID: 13091
[Prison] Selected balloon to pop...
[Prison] Got a key!
[Prison] Popped ID and got a key
[Prison] Got key, looking for "can try it on"
[Prison] Got key, looking for "the right one"
[Prison] Waiting for Petes response to see if we succeeded or not...
[Prison] We got the wrong key :( Sorry...
[Prison] Checking "if we need more keys" function termination...
[Prison] Attempt 1 of 3 in pulling prison lever
[Prison] Lever pulled
[Prison] Model ID obtained: 10750
[Prison] Timed out closing model
[Prison] Loading Animal NPC data...
[Prison] Balloon ID returned from model "10750" = [13100, 11236, 13094, 13099]
[Prison] Animal IDs to pop: [13100, 11236, 13094, 13099]
[Prison] Beginning popping attempt...
[Prison] Hunting NPC ID: 13100
[Prison] Selected balloon to pop...
[Prison] We don't have the key yet? Waiting...
[Prison] Wow still no key? We messed up or lag.
[Prison] Failed getting key
[Prison] Couldn't find balloon at spot
[Prison] Couldn't find balloon at spot
[Prison] Hunting NPC ID: 13100
[Prison] Couldn't find balloon at spot
[Prison] Lag while getting key?
[Prison] Beginning popping attempt...
[Prison] Hunting NPC ID: 13100
[Prison] Selected balloon to pop...
[Prison] We don't have the key yet? Waiting...
[Prison] Wow still no key? We messed up or lag.
[Prison] Failed getting key
[Prison] Hunting NPC ID: 13100
[Prison] Selected balloon to pop...
[Prison] We don't have the key yet? Waiting...
[Prison] Wow still no key? We messed up or lag.
[Prison] Failed getting key
[Prison] Selected balloon to pop...
[Prison] We don't have the key yet? Waiting...
[Prison] Wow still no key? We messed up or lag.
[Prison] Failed getting key
[Prison] Lag while getting key?
[Prison] R_PrisonPreTerminated returned true, we ran out of time [or logged into a terminated session]
[Prison] Trying to exit the final door...
[Prison] Somehow failed to open the door, wtf!
[Prison] Trying to exit the final door...
[Prison] Somehow failed to open the door, wtf!
[Prison] Trying to exit the final door...
[Prison] Somehow failed to open the door, wtf!
[Prison] Trying to exit the final door...
[Prison] Somehow failed to open the door, wtf!
[Prison] Trying to exit the final door...
[Prison] Somehow failed to open the door, wtf!
[Prison] Trying to exit the final door...
[Prison] Somehow failed to open the door, wtf!
[Prison] Trying to exit the final door...
[Prison] Somehow failed to open the door, wtf!
[Prison] Error: Solver timed out or logged out
[Reflection] Random solving failed for Prison


newest - manually stopped

[12:23:0]Bbri06s Lumbridge Fighter
Time running: 10 Hours, 12 Minutes and 37 Seconds
Players active : 1
Currently training strength on player xxx
Monsters killed : 1718
Bones buried : 0
Current Atk/Str/Def : 40/48/1
Deathwalks performed : 0
Changed worlds 0 times.
Status: /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
Status: | SRL Randoms Report |
Status: | [url]www.villavu.com[/url] |
Status: |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
Status: | SRL Logs : 17 |
Status: | Molly's Solved : 1 |
Status: \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/

Carlito

2011-01-10 00:25:05

im getting an error :(

"[Error] (189:27): Invalid number of parameters at line 188"

- line188: NPCS := SortNPCS(GetNPCS);

kitchenrange

2011-01-10 00:35:36

The include has been updated so there are a few options for you.

You can roll back your reflection using svn download and choosing an earlier revision.
(Check for svn guides)

You can change the GetNPCS to the new method yourself in the script.

If you want to do the latter, I will see if I can find the new function.

Carlito

2011-01-10 00:42:02

From: kitchenrange
The include has been updated so there are a few options for you.

You can roll back your reflection using svn download and choosing an earlier revision.
(Check for svn guides)

You can change the GetNPCS to the new method yourself in the script.

If you want to do the latter, I will see if I can find the new function.


oh cool! ill just wait till its update :) i dont want to screw it up hehe.


thank you for quick response!

Death12652

2011-01-12 22:42:24

Dang was hoping to use this script again, ah well I'll wait. Anyone wanna tell me where the fight caves are? And/or what level is recommended I know this is completely not the right thread but…

Sgt Soul

2011-01-12 23:50:32

fight caves are members to begin with, they are on karamja (inside the volcano, which I am fairly certain is straight north from the boat) well since when you die you just come back out straight away and then you can go back in, I would recommend probably about 20 combat, so you can actually get a decent exp/hr ratio :)

many thanks,
Sgt Soul

Death12652

2011-01-13 09:44:56

Thanks dude, im 82 on my memby so I'll be fine then. Do you lose anything when you die?

Harry

2011-01-13 10:50:40

From: death12652
Thanks dude, im 82 on my memby so I'll be fine then. Do you lose anything when you die?

Yeah, but you're level 82 so you probably won't die. You should train elsewhere if your level is that high.

Death12652

2011-01-13 11:33:10

Yes but there is no script to that I can find, and im too lazy to do it on my own, Narcle's simple fighter is good but I don't know where to fight.

icecap666

2011-01-15 20:19:22

I just created three characters to start making money(hopefully a good way to trade with ourselves will soon be out) but since this script is down guess I have to just make more. Hopefully a good proggy will follow.

-=uber*1337=-

2011-01-24 20:58:24

doesn't exist
Exception in Script: Unable to find file 'srl/srl/misc\stats.scar' used from ''

beenham0

2011-02-11 15:38:33

When i start to run this, i get this message.

Exception in Script: Unable to find file 'srl/srl/misc\stats.scar' used from ''
doesn't exist.

Greetz

oberhofedavi

2011-02-16 20:32:41

[Error] (254:27): Invalid number of parameters at line 253

that's what i get

bbri06

2011-02-16 22:37:26

This script is outdated. Stop trying to run it please.

Bixby Sayz

2011-02-25 18:53:51

From: bbri06
This script is outdated. Stop trying to run it please.


Perhaps it would be a good idea to update the first post to indicate this script is outdated? A lot of people don't bother reading through the replies unless they have a problem.

KingKong

2011-02-25 21:59:31

From: bbri06
This script is outdated. Stop trying to run it please.


It still works fine for me, i am still running it for 4-5 hrs a day.