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AlphaDog

[Dev] AlphaThiever - Your ultimate thieving script

18 posts in this topic

AlphaThiever

 

Planning to release a thieving script.

It can currently thief any npc & stall.

Right now it has 12+ npc presets and 9 stall presets.

 

There will be a build in progressive system where you can start from lvl 1 and automatically switch to higher lvl npcs/stalls.

 

Smart safe-spot detection

7dbb5d10c1c623ebc29aa4327edef53c.gif

This will increase your success rate by alot.

 

Most stalls are kinda crowed by guards tho,

so you will have to wait quite some time before you can steal form a stall without being attacked.

 

TODO:

  • GUI 
  • Paint (Exp, exp/h, amount of thefts, success rate, ttl, profit - anything else?

 

If you have any suggestions, please post them here ;)

Edited by AlphaDog
7 people like this

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@ITryNotToTroll Maybe, do they stay trapped for ever? (until someone opens the doors ofcourse)

the doors will open by themselves after a few minutes so they won't stay trapped.

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@Starfox Thanks for the info.

 

I will think about the trapping feature, but If i do, I will add it later on (after script release)

 

This script will be on the repo next weekend, since I can't find any free time throughout the week :(

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Totally forgot about this script.

Just finished the GUI, I will put the script on the repository tomorrow after some testing.

 

K9fFFJL.png

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AlphaThiever

 

Planning to release a thieving script.

It can currently thief any npc & stall.

Right now it has 12+ npc presets and 9 stall presets.

 

There will be a build in progressive system where you can start from lvl 1 and automatically switch to higher lvl npcs/stalls.

 

Smart safe-spot detection

7dbb5d10c1c623ebc29aa4327edef53c.gif

This will increase your success rate by alot.

 

Most stalls are kinda crowed by guards tho,

so you will have to wait quite some time before you can steal form a stall without being attacked.

 

TODO:

  • GUI 
  • Paint (Exp, exp/h, amount of thefts, success rate, ttl, profit - anything else?

 

If you have any suggestions, please post them here ;)

This is a cool concept, It's inspired me to make use of your isLookingTowards snippet ;) 

However, i've found a different approach that seems to accomplish the same thing:

  1. Get the nearby NPCs that can detect thieving (guards, and market NPC)
  2. Generate a straight path from you to each NPC
  3. Check if any tile in each path will have a collision with #isTileWalkable
  4. Finally if it's made it that far, then check if they're looking towards me

Based on your visualization it looks like you're doing something a little more elaborate, and i'm curious on the necessity for that.

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