SRL Archive - Test corner

Test this in any bank, thankyou


JuKKa

2007-04-19 05:31:27


program StartScript;
{.Include SRL/SRL.Scar}
var
MMbank : integer;

procedure drawcolor(Color : integer);
var buffer,square,word,upcharz:integer;
begin
upcharz:=loadchars2(apppath+'charsrs22\')
buffer:=bitmapfromstring(150,70,'')
square:=bitmapfromstring(30,30,'')
word:=createbitmapmaskfromtext(inttostr(color)+' Displayed',upcharz)
fastdrawclear(square,color)
fastdrawtransparent(57,20,square,buffer)
fastdrawtransparent(2,2,word,buffer)
displaydebugimgwindow(150,70)
safedrawbitmap(buffer,getdebugcanvas,0,0)
freechars2(upcharz)
freebitmap(square)
freebitmap(buffer)
freebitmap(word)
end;

procedure findbankcolor;
label
lblback;
var
Bank3 : integer;
begin
lblback:
if findsymbol(x,y,'bank')then
begin
MMbank := Getcolor(x,y);
if SymbolAccuracy <= 0.1 then
begin
bank3 := BitmapFromString(2, 1, '645B01D8C845');
MMbank:= AutoColorThis(Bank3,40,MMX1,MMY1,MMX2,MMY2)
Freebitmap(bank3);
end;
writeln('Color ' + inttostr(MMbank));
writeln('Acc ' + floattostr(SymbolAccuracy));
drawcolor(MMbank);
end else
begin
SymbolAccuracy := SymbolAccuracy - 0.1;
if SymbolAccuracy <= 0.1 then
begin
writeln('Acc ' + floattostr(SymbolAccuracy));
Writeln(' Change world to a less crowded world!')
terminatescript;
end;
writeln('Acc ' + floattostr(SymbolAccuracy));
goto lblback;
end;
end;

begin
SetupSRL;
findbankcolor
end.

Use Scar 2.03

just wanna know if this works for everybody
please first in a non crowded world then in a medium crowded world, just wanna know how good it works xP

Boreas

2007-04-19 10:41:48

Varrock east 1900 and 600 players worked, good job.

You might find this interesting
program new;
{.include srl/srl.scar}

function FindAllBitmapsIn(TheBmp,startx,starty,endx,endy:integer):array of tpoint;
var tmpbool:boolean;
AL:integer;
curx,cury,tmpx,tmpy,height:integer;
begin
tmpbool:=FindBitmapIn(TheBmp,tmpx,tmpy,startx,starty,endx,endy);
if tmpbool then
begin
curx:=startx;
cury:=starty;
/////auto height finder///////
tmpbool:=FindBitmapIn(TheBmp,tmpx,tmpy,startx,starty,endx,endy);
height:=0;
repeat
height:=height+1;
tmpbool:=FindBitmapIn(TheBmp,tmpx,tmpy,startx,tmpy,endx,tmpy+height);
until tmpbool;
//writeln('height '+inttostr(height));
///////////
repeat
tmpbool:=FindBitmapIn(TheBmp,tmpx,tmpy,curx,cury,endx,cury+height);
if tmpbool then
begin
curx:=tmpx+1;
AL:=getarraylength(result);
setarraylength(result,AL+1);
result[AL].x:=tmpx;
result[AL].y:=tmpy;
end;
if not tmpbool then
begin
curx:=startx;
cury:=cury+1;
end;
until cury=endy+1;
end;
end;
var PlayerDot:integer;
mytpa:array of tpoint;
iter:integer;
begin
PlayerDot := BitmapFromString(4, 5, 'z78DA3330000137570434C010' +
'8140576710C41471310241B026435723107436054188880102182' +
'28B0000E71C1BCB');
iter:=getsystemtime;
mytpa:=FindAllBitmapsIn(PlayerDot,mmx1,mmy1,mmx2,mmy2);
writeln(inttostr(getsystemtime-iter)+'ms');
writeln(inttostr(getarraylength(mytpa))+' dots');

end.

JuKKa

2007-04-19 16:11:29

good it works, the "drawcolor" is eighter yakmans or yours, boreas.

- thank you for testing it :P

Boreas

2007-04-19 16:31:29

Prolly Yakmans, I draw TPAs.

np