Thanks for the proggy!
Here's a quick explanation of the new
Dynamic
Reflex
System:
When you start the script, a curve, or polynomial, is generated for the first ~8 hours of the scripts run time. You can see this curve graphed on the paint if you have the system enabled. This curve has bounds ~100-400ms, and has a base value of the seed specified in the GUI. Please note that the average human reaction time is ~215ms (dependent on MANY variables), so some where around there is a good seed.
Now how does it actually work?
In the original format, this script is incredibly efficient in clicking a rock right after it respawns, that is a reaction time of anywhere between 10ms and 40ms. This is waaaay too fast and is what, I believe, lead to not only my own testing account being banned, but another user's as well. So basically, this system slows the script down to an actual human response time, but it also takes the run time of the script into account leading to worse reactions the longer the script has been running to simulate a human getting tired.
If you have any questions about it feel free to ask, and if you are a developer and what the src, just ask!
A quick update on my development schedule.
- The DRS update has been pushed and is just waiting on approval. So look forward to that later today hopefully.
- The next update will contain support for the Living Rock Cavern (Gold, Coal, Minerals) guaranteed as well as iron mining in Al Kharid. Both of these require a few special options which are implemented but need corresponding toggles to be added to the GUI.
- The next update will also have support for mining multiple ores at once.
- I would also like to add at least 3 more locations in the next update. So please leave a note here if you have a specific place that you would like to see.
- I've come up with two additional features that I plan to add after the next update:
- Mobile player banking - Using a sister script and two accounts, one account will mine normally, but instead of running to the bank, it will trade a specified player. That player will run to the bank while the miner continues to mine. This will hopefully not only speed up ores/hour, but should also mitigate risk of money loss in the event of a ban on the miner.
- Reflex Recovery System - Currently the reflex system degrades the response time of the script based on run time. I plan to extend that functionality so that instead of always getting progressively worse, at some threshold, the script will take a break. This will not just be a random break system though, during breaks the script will regenerate the response curve to simulate the player resting and recovering a bit. This of course will be togglable so you can use DRS+RRS, just DRS or instant reaction time, since these will of course negatively impact ores/hour.
Stay tuned for more updates and keep the proggies coming!