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How to include an antirandom in a script

Discussion in 'Scar/Simba Help' started by pker overkil, Nov 15, 2007.

  1. pker overkil

    pker overkil Forum Addict

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    How to include an antirandom in a script

    can anyone help me with an antirandom procedure for a draynor power chopper? also it MUST include a box solver because getting mysterious boxes is probably one of the most common events. it should also be able to drop the thing that comes out of the box.
     
  2. Jukka

    Jukka Active Member

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    How to include an antirandom in a script

    FindNormalRandoms;
     
  3. Town

    Town Grand Master
    Scar Programmers

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    How to include an antirandom in a script

    Jukka, that wouldn't drop anything.

    Maybe you'll like this:

    Code:
    program New;
    {.include SRL\SRL.scar}
    var
      x, y, i, BoxMask: Integer;
      aPoint: TPoint;
    begin
      BoxMask := BitmapFromString(25, 25, 'beNpjYMAF/mMABtIBLo0km' +
           'UyS7bhMJtsLyCbASQoBJUFKSeCMGjVq1KhRw94ouCFUKfFwcck2h4' +
           'wqgCQHEDSZEo8QdjYABzDsFA==');
      if (FindBox) then
        if (FindBitmapMaskTolerance(BoxMask, x, y, MIX1, MIY1, MIX2, MIY2, 5, 5)) then
        begin
          aPoint.x := x; aPoint.y := y;
          for i := 1 to 28 do
          begin
            if (PointInBox(aPoint, InvBox(i))) then
            begin
              OpenBox;
              SolveBox;
              DropItem(i);
            end;
          end;
        end;
    end.
     
< boxbreaker2.txt help | what does it mean if scar says successfully compiled successfully executed. >


 
 
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