- Joined
- Nov 3, 2013
- Messages
- 609
- Thread Author
- #1
There doesn't seem to be much demand on my other site for this script since there were already 3-4 AIO choppers, so I'm going to be converting and finishing development on RM.
I don't know how the premium system will work here, but I'm thinking it's going to be around $7.50. No matter the price though, there will be a free version that accompanies this.
Once the client is out I'll actively start the deving and keep this post updated. For now just look at my feature list and tell me if there is anything else you want to see.
Release Plan:
Phase β1:
0. Convert to RM API.
1. Full Barbarian Assault Support
2. Web content loading
3. Location selection gui
4. Basic chopping logic
5. Walking/Path system
6. Paint
7. Local file encryption
Phase β2:
1. TreeSmart chopping logic
2. Tree timing logic
3. Edgeville yews support
4. Antiban
5. Grand Tree Oaks.
Phase Full 1:
1. Full testing for ents and tree spirits
2. Broken axe retrieval.
3. Nest Looting
4. Full location support.
Phase Full 2:
1. Power chopping
2. Progression location leveling
3. Player banking
4. Teleports in paths?
Phase Full 3:
1. Convertion to RS3
2. Location Builder
Phase Full 4:
1. Re-code as an AIO miner.
Change Log:
v2.β.1.0:
1. Initial release
v2.β.1.1:
1. Logical special cases fixes
2. Should no longer get stuck if the door closes while it is walking a path
3. Will fix itself if it misclicks on a banker.
4. Custom model clicking for trees since the api one seems to miss occasionally.
5. Moved paint up.
6. Loots nests.
v2.β.1.2:
1. Tree Timing
2. Fixed an error with my model clicking that would lock the script up
3. Fixed double clicking on the trees
4. With the timing system, ents should now be COMPLETELY ignored. (Still needs testing)
5. A bit of antiban.
Content Change Log:
cv1.0:
1. Barbarian Assault
cv1.1:
1.Edgeville Yews
Future Feature List:
Current Location support:
Normal:
Oak:
Willow:
Barbarian Assault
Maple:
Yew:
Magic:
Teak:
Mahogany:
Explanation of TreeSmart:
So lets say we have a stand of trees. The green dots are trees, the red lines are non passable terrain. Say we are chopping at the top left tree, and we finish, the closest tree according to the client is the middle tree.
So that is the tree that the script would normally chose, however it is not actually the closest tree:
My system will allow the script to learn, so initially it will chose that tree as the closest, but say by chance, that tree is stumped when we finish chopping so we walk to this tree instead.
Now the script has a choice to make when it is choosing the next tree, and it will choose the tree that it is closer to walk to instead of the tree that is actually closer.
I don't know how the premium system will work here, but I'm thinking it's going to be around $7.50. No matter the price though, there will be a free version that accompanies this.
Once the client is out I'll actively start the deving and keep this post updated. For now just look at my feature list and tell me if there is anything else you want to see.
Release Plan:
Phase β1:
0. Convert to RM API.
2. Web content loading
3. Location selection gui
4. Basic chopping logic
5. Walking/Path system
6. Paint
7. Local file encryption
Phase β2:
1. TreeSmart chopping logic
3. Edgeville yews support
4. Antiban
5. Grand Tree Oaks.
Phase Full 1:
1. Full testing for ents and tree spirits
2. Broken axe retrieval.
4. Full location support.
Phase Full 2:
1. Power chopping
2. Progression location leveling
3. Player banking
4. Teleports in paths?
Phase Full 3:
1. Convertion to RS3
2. Location Builder
Phase Full 4:
1. Re-code as an AIO miner.
Change Log:
1. Initial release
v2.β.1.1:
1. Logical special cases fixes
2. Should no longer get stuck if the door closes while it is walking a path
3. Will fix itself if it misclicks on a banker.
4. Custom model clicking for trees since the api one seems to miss occasionally.
5. Moved paint up.
6. Loots nests.
v2.β.1.2:
1. Tree Timing
2. Fixed an error with my model clicking that would lock the script up
3. Fixed double clicking on the trees
4. With the timing system, ents should now be COMPLETELY ignored. (Still needs testing)
5. A bit of antiban.
Content Change Log:
cv1.0:
1. Barbarian Assault
cv1.1:
1.Edgeville Yews
Future Feature List:
Code:
Name BatChopperAIO BatChopperLite
Locations 25+ Edgeville yews, Draynor dead trees
Tree Type All(teak+???) Yews, normal (dead trees)
Content Loading yes yes
TreeSmart yes yes
No IDs used at all yes yes
Smart Timers yes yes
Power Chopping yes yes
Location Builder yes no
location based on lvl yes no
Player Banking yes no
Current Location support:
Normal:
Oak:
Willow:
Barbarian Assault
Maple:
Yew:
Magic:
Teak:
Mahogany:
Explanation of TreeSmart:
So lets say we have a stand of trees. The green dots are trees, the red lines are non passable terrain. Say we are chopping at the top left tree, and we finish, the closest tree according to the client is the middle tree.
So that is the tree that the script would normally chose, however it is not actually the closest tree:
My system will allow the script to learn, so initially it will chose that tree as the closest, but say by chance, that tree is stumped when we finish chopping so we walk to this tree instead.
Now the script has a choice to make when it is choosing the next tree, and it will choose the tree that it is closer to walk to instead of the tree that is actually closer.
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