SRL Archive - Test corner

Red Chinchompa Hunter [Theory]


smurg

2011-12-27 09:19:03

I was planning on putting together a Red Chin Hunter script.

First of all, I did a bit of thinking to plot out a plan of attack before jumping in.

Basically what I do right now (and only get ~210 chins/hr) is start with the traps down, walk over wiggling boxes, and "check" them and re-apply. If you don't walk over them first, you "check" them from adjacent squares and then you'd have to walk there and re-apply it anyways.

Also, I dismantle the boxes that close and re-apply them. Right now there is no priority though because it's based on a lot of uptext and ATPA's and that'd slow it down.

Seems a bit slow with a lot of menu clicking though. Does anyone have any better ideas?

Kyle Undefined

2011-12-27 09:35:51

I have no idea about hunting, my level is like 6 and that's because I used XP lamps on it. However, I think I have an idea.

You say that boxes wiggle, is that because they've captured a red chin? If that's the case, couldn't you make TPA boxes around each box, check pixel shift and see if it's moving, and if it is then walk over to it?

Again, that's just off the top of my head, have no idea if that is even accurate.

smurg

2011-12-27 09:42:35

From: Kyle Undefined
I have no idea about hunting, my level is like 6 and that's because I used XP lamps on it. However, I think I have an idea.

You say that boxes wiggle, is that because they've captured a red chin? If that's the case, couldn't you make TPA boxes around each box, check pixel shift and see if it's moving, and if it is then walk over to it?

Again, that's just off the top of my head, have no idea if that is even accurate.


I thought about that after, but basically what I do right now is almost the same (didn't put this before):

Get TPA of Color with Tolerance.
SplitTPA with small distance
Sort the ATPA by size, smallest first
Discard arrays of small size (clothing, random trees)
Discard arrays of a pre-determined size or larger (box lay flat, no capture)
And then mouse over the remaining, which has been in every case, a wiggling box or captured one that needs dismantling.

Flight

2011-12-27 10:02:02

:P http://villavu.com/forum/showpost.php?p=873283&postcount=14

Kyle Undefined

2011-12-27 10:09:33

Hmm, I really don't know then. That way isn't bad, but I can see how it's time consuming. Is there any text that gets printed when a cage is triggered?

EDIT: Flight, exactly what I said :p

Claymore

2012-01-06 02:01:57

Well if the boxes shake, you can use CheckAnimationOnObject, make your on function of that deriving from player animations. Problem is you'd have to know where the boxes' points are.