Magerange Posted June 25, 2017 Posted June 25, 2017 (edited) So I've been trying my hand in a few quests and trying to create my own 7qp script. However, I can't seem to get past the fact that cutscenes are being interrupted (e.g. script talks to NPC again if the cut-scene interrupts dialogue). I've tried using different configurations, etc. Doesn't seem to work... The problem is that I don't know what other parameter throw in the 'if' besides NPC checking. The NPCs are in the cut-scenes. Here are the problematic snippets. Both of them have cut-scenes, so I have problems with both. if (Juliet != null) { Juliet.interact("Talk-to"); Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation()); } if (dialogues.isPendingContinuation()) { dialogues.completeDialogue(); Utils.condSleep(10000, 500, () -> configs.get(144) == 60); } if (configs.get(144) == 60) { log("Going to the crypt with Romeo"); walking.webWalk(VarrockCenter); } if (Romeo != null) { Romeo.interact("Talk-to"); Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation()); } if (dialogues.isPendingContinuation()) { dialogues.completeDialogue(); Utils.condSleep(10000, 500, () -> widgets.isVisible(277, 15)); } FYI Utils is a different class for conditional sleep (credits to @nosepicker for making it convenient). Edited June 25, 2017 by Magerange
scape Posted June 25, 2017 Posted June 25, 2017 21 minutes ago, Magerange said: So I've been trying my hand in a few quests and trying to create my own 7qp script. However, I can't seem to get past the fact that cutscenes are being interrupted (e.g. script talks to NPC again if the cut-scene interrupts dialogue). I've tried using different configurations, etc. Doesn't seem to work... The problem is that I don't know what other parameter throw in the 'if' besides NPC checking. The NPCs are in the cut-scenes. Here are the problematic snippets. Both of them have cut-scenes, so I have problems with both. if (Juliet != null) { Juliet.interact("Talk-to"); Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation()); } if (dialogues.isPendingContinuation()) { dialogues.completeDialogue(); Utils.condSleep(10000, 500, () -> configs.get(144) == 60); } if (configs.get(144) == 60) { log("Going to the crypt with Romeo"); walking.webWalk(VarrockCenter); } if (Romeo != null) { Romeo.interact("Talk-to"); Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation()); } if (dialogues.isPendingContinuation()) { dialogues.completeDialogue(); Utils.condSleep(10000, 500, () -> widgets.isVisible(277, 15)); } FYI Utils is a different class for conditional sleep (credits to @nosepicker for making it convenient). tabs are disabled in cutscenes. If inventory tab is disabled tell script only to click continue on dialogue in chat box and do not interact w/ npcs 1
Magerange Posted June 25, 2017 Author Posted June 25, 2017 (edited) 24 minutes ago, scape said: tabs are disabled in cutscenes. If inventory tab is disabled tell script only to click continue on dialogue in chat box and do not interact w/ npcs Sounds great! Is that 100% of the time though? Also, how do I interpretate the construction propertly? 'Tabs.INVENTORY.isDisabled(*what comes here*)' Edited June 25, 2017 by Magerange
scape Posted June 25, 2017 Posted June 25, 2017 3 hours ago, Magerange said: Sounds great! Is that 100% of the time though? Also, how do I interpretate the construction propertly? 'Tabs.INVENTORY.isDisabled(*what comes here*)' if (Tab.INVENTORY.isDisabled(this.getBot())) return State.WAIT; 1