stupedspam
2011-08-11 00:44:41
Running/testing both Crafting guild miner and powerminer in the Crafting Guild I found to following:
Crafting Guild Script:
1. When starting in Guild the compass is North. This block sight of four gold rocks.
2. When mining gold, once all the rocks are depleted it will run north and stay there for several minutes before returning to mine more gold.
3. Walking is predictable and slow.
Power Miner Script:
4. Priority doesn't seem to work when I set to mine 20% silver 80% gold.
5. (This goes along with #1) Will start mining one rock then click another rock with the same ore and go finish the mining cycle there. It did this going from mining gold to actually mining silver.
6. Proximity, finding the closest rock that has ore. This needs to be added or fixed as I would run across the screen to mine a rock when there was a ready rock up right next to the one just mined.
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How to fix these ideas:
1. For certain scripts having specific StartCompassDirection('W') that will make the search for ores more reliable. (Made up procedure)
2. Making a function that exits the procedure to run north when ores not found. The function would be if gold and not silver then Boolean = false; Or however its written. This would keep the character near the ores and not running off.
2.1 Another solution is using Reflection to do DistanceFromTile. I know this is in Refection2, but it would keep the character centralized around the ores to be mined.
3. This is a difficult solution as walking has always been a chore. However, the search for key points, like MM yew symbol and clan camp symbol, can be searched and predicted while the flag is still up.
4. The only way I can think of solving this is, If prioryX Found and priortyY < priotyX then mine priotyX else priortyY = priotyX then mine closets
5. This can be solved by using Reflection again using WaitToAnimate or something similar. That way it will do anti-ban while there is mining animation and not move to another rock until there is no animation.
6. Solved by using a distance function that can use tiles.
=========================================================
Whew! I know this is A LOT! I know that at time is may sound harsh, but this is a super solid script and all the things above are not because it doesn't work, but small adjustments to add to the strength of the code to better do its job.
I want to say keep up the hard work and always remember we all love you! :D
Let me know if you need help, and sorry for the sudoscripting.
~StupedSpam
Crafting Guild Script:
1. When starting in Guild the compass is North. This block sight of four gold rocks.
2. When mining gold, once all the rocks are depleted it will run north and stay there for several minutes before returning to mine more gold.
3. Walking is predictable and slow.
Power Miner Script:
4. Priority doesn't seem to work when I set to mine 20% silver 80% gold.
5. (This goes along with #1) Will start mining one rock then click another rock with the same ore and go finish the mining cycle there. It did this going from mining gold to actually mining silver.
6. Proximity, finding the closest rock that has ore. This needs to be added or fixed as I would run across the screen to mine a rock when there was a ready rock up right next to the one just mined.
=========================================================
How to fix these ideas:
1. For certain scripts having specific StartCompassDirection('W') that will make the search for ores more reliable. (Made up procedure)
2. Making a function that exits the procedure to run north when ores not found. The function would be if gold and not silver then Boolean = false; Or however its written. This would keep the character near the ores and not running off.
2.1 Another solution is using Reflection to do DistanceFromTile. I know this is in Refection2, but it would keep the character centralized around the ores to be mined.
3. This is a difficult solution as walking has always been a chore. However, the search for key points, like MM yew symbol and clan camp symbol, can be searched and predicted while the flag is still up.
4. The only way I can think of solving this is, If prioryX Found and priortyY < priotyX then mine priotyX else priortyY = priotyX then mine closets
5. This can be solved by using Reflection again using WaitToAnimate or something similar. That way it will do anti-ban while there is mining animation and not move to another rock until there is no animation.
6. Solved by using a distance function that can use tiles.
=========================================================
Whew! I know this is A LOT! I know that at time is may sound harsh, but this is a super solid script and all the things above are not because it doesn't work, but small adjustments to add to the strength of the code to better do its job.
I want to say keep up the hard work and always remember we all love you! :D
Let me know if you need help, and sorry for the sudoscripting.
~StupedSpam