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Popular Content

Showing content with the highest reputation on 08/13/13 in all areas

  1. 8 points
    Someone just raged quit ingame and gave me 2m, Rather than being greedy and selling it, I'lm going to give it away. OSbot is a great community, and I'd like to give something back to it To win all you have to do is LIKE this post, don't bother posting if you don't want too. I'm far too lazy I don't want to go through reading all the posts, I'll just use a number generator and count down to that number. Example: If i get 5 likes, and it goes like this: player 3435 likes this player 244 likes this player 343 likes this player 4997 likes this player 53 likes this Let's say the number generator chooses number 2, the person that wins will be the second person.. (player 244) SIMPLES. THIS IS FOR 2007SCAPE.
  2. Good evening everyone. Recently I was notified that Stark was stealing my code, it seems that this information was indeed false and I am sorry for pointing fingers too quickly before investigating for myself. I am sorry to Stark for risking his customer base's trust and for my brief doubt in him, I am sorry to the moderators and administrators for any loss of time this may have caused them for no reason at all, and I am sorry to the community for taking up your time for something that should not had been brought up publicly. I did not wish to harm Stark's reputation, only to make sure that everyone was playing fair. I hope that I can make up for this in the future with some top quality free scripts. Sorry for the inconvenience, Dashboard
  3. Most of us usually have a in real life description of how you think someone looks based on their personality and actions. Begin the game. You could use me to start the game, or the first person who posts could just start it. However you like. Example: Anon: To me, you sound like someone who would have black hair, very slim and tall. Note: Since I am the host of this game, be warned. Do not be offensive in any way. Begin!
  4. The administration team has decided to promote @Raflesia to admin for his hard work and dedication. He is now a member of the administration and will have similar roles to that of Kati. Thanks, Sincerely, Laz and the OSBot Team. NOTE: To those who are wondering if Raflesia will have access to the database just like Kati did. The answer is no. It was a mistake giving too much power to one person and we're not going to commit that mistake anymore. He will however have access to the SDN and be able to add new scripts.
  5. hmm, more scripts to make
  6. @Laz is on vacation again...(jokes ) So there probably won't be for a few days. Is there something wrong? If it isn't broken, why fix it :$
  7. I'm on it guys, sorry for the delay. Motivation is really draining as I still have not recieved any payment for my services from osbot.
  8. 2 points
    Once again, I think we have enough ranks. Ranks like these are nice, but I do think there is a limit on how many ranks we can have before it gets out of hand.
  9. .Informative paint - thanks to TheJCR .Multi-threading .Power fishes all locations .Flees from attcking npcs .Drops fishes .Retrieves equipments from whirlpools .Currently only banks in Catherby and Fishing guild The script will remain free and receive updates up until the point Aribot leaves the beta stages. Post progress reports or bugs concerning the script. Enjoy. Download link, extract the zip into the osbot folder: Latest version as of 8/9/ 9.37 am http://uppit.com/w3o51uvl7mne/SimpleFisher.rar Updates: 8/9: fixed interacting with fishing spots && will now bank in catherby correctly 8/15: fixed interacting with fishing spots
  10. some please make a barbarian outpost willow chopper that drops logs in deposit please!!!!
  11. OSBot Gilded Altar I wrote this for myself and wanted to share it as I wrote to be ready enough to be shared with others. Usually I don't make paints and add several variations to a script picked by a GUI, but I did it this time as I might be using it more often. I'm releasing this script open source, some of you might find it interesting to look through it and learn from it. For anyone else, hopefully you put it to good use and grind some bones with it. Features: Use a host or your own house Walking from Yanille bank to Yanille house and vica versa Instead of walking, use House teleport tabs or House teleport combined with a mounted Amulet of Glory in your house Choice between offering Dragon bones, Big Bones and normal bones Never ever offers bones when there are no 2 lit Incense burners Automatic door support, will work with every house setup Begin anywhere in your house, near a bank or near your portal (depending on setup) without supplies GUI: Progress report: Download JAR: http://up.ht/11Y7WUi Code: package osbot.maxi.script.gildedaltar; import org.osbot.script.Script; import org.osbot.script.ScriptManifest; import org.osbot.script.rs2.model.Item; import org.osbot.script.rs2.model.RS2Object; import org.osbot.script.rs2.skill.Skill; import org.osbot.script.rs2.ui.Spell; import org.osbot.script.rs2.utility.Area; import org.osbot.script.rs2.utility.ConditionalSleep; import java.awt.*; import java.util.List; import java.util.concurrent.TimeUnit; /** * Created with IntelliJ IDEA. * User: Maxi */ @ScriptManifest(name = "GildedAltar", author = "Maxi", version = 1.0D, info = "Offers Dragon bones, Big bones and normal bones on a Gilded Altar located in your or a friend's " + "with various transportation options.") public class GildedAltar extends Script { private DoorHandler doorHandler = null; private long startTime = 0; private int startXp = 0; private GildedAltarGUI gui = new GildedAltarGUI(); private boolean configured = false; private State state; private String host = null; private ToHouseMethod toHouseMethod; private ToBankMethod toBankMethod; private String bonesName; private static final Area WALK_AREA = new Area(2586, 3096, 2589, 3098); private static enum State { ENTER_HOUSE, TO_ALTAR, LIGHT_BURNERS, OFFER_BONES, TO_BANK, RESTOCK, TO_HOUSE, QUIT } private static enum ToHouseMethod { WALK(0, new String[] { "Tinderbox", "Marrentill" }, 25, 15), TELEPORT(1, new String[] { "Law rune", "Earth rune", "Tinderbox", "Marrentill" }, 23, 60), TELETAB(2, new String[] { "Teleport to house", "Tinderbox", "Marrentill" }, 24, 252); public int index; public String[] validItems; public int noBones; public int xp; private ToHouseMethod(int index, String[] validItems, int noBones, int xp) { this.index = index; this.validItems = validItems; this.noBones = noBones; this.xp = xp; } public static ToHouseMethod forIndex(int index) { for (ToHouseMethod method : ToHouseMethod.values()) { if (index == method.index) return method; } return null; } } private static enum ToBankMethod { WALK(0), GLORY(1); public int index; private ToBankMethod(int index) { this.index = index; } public static ToBankMethod forIndex(int index) { for (ToBankMethod method : ToBankMethod.values()) { if (index == method.index) return method; } return null; } } @Override public void onStart() { doorHandler = new DoorHandler(); doorHandler.provideBot(bot); gui.setVisible(true); } @Override public int onLoop() throws InterruptedException { if (!gui.started) return 10; if (!configured) { configure(); } scan(); log("State = " + state.toString()); switch (state) { case ENTER_HOUSE: return enterHouse(); case TO_ALTAR: return toAltar(); case LIGHT_BURNERS: return lightBurners(); case OFFER_BONES: return offerBones(); case TO_BANK: return toBank(); case RESTOCK: return restock(); case TO_HOUSE: return toHouse(); case QUIT: log("Something went wrong, shutting down script"); return -1; } return -1; } private void configure() { if (gui.useHostCheckbox.isSelected()) { host = gui.hostNameTextField.getText(); } else { host = null; } toHouseMethod = ToHouseMethod.forIndex(gui.toHouseMethodComboBox.getSelectedIndex()); toBankMethod = ToBankMethod.forIndex(gui.toBankMethodComboBox.getSelectedIndex()); bonesName = (String) gui.boneTypeComboBox.getSelectedItem(); startTime = System.currentTimeMillis(); startXp = client.getSkills().getExperience(Skill.PRAYER); configured = true; } private int toHouse() throws InterruptedException { switch (toHouseMethod) { case WALK: return enterHouse(); case TELEPORT: return teleportToHouse(); case TELETAB: return teleportToHouseTab(); default: log("No proper to house method found, shutting down..."); return -1; } } private int toBank() throws InterruptedException { switch (toBankMethod) { case WALK: return exitHouse(); case GLORY: return useMountedGlory(); default: log("No proper to bank method found, shutting down..."); return -1; } } private int exitHouse() throws InterruptedException { setRunning(true); if (isInHouse()) { RS2Object portal = closestObjectForName("portal"); if (portal != null) { if (!doorHandler.handleNextObstacle(portal)) { portal.interact("enter"); } } else { warn("Could not find entry portal!"); } } else { return 10 + gRandom(10, 10); } return 10 + gRandom(10, 10); } private int teleportToHouse() throws InterruptedException { closeOpenInterface(); if (magicTab.castSpell(Spell.HOUSE_TELEPORT)) { waitForHouse(); return 10 + gRandom(10, 10); } else { return 10 + gRandom(10, 10); } } private int teleportToHouseTab() throws InterruptedException { closeOpenInterface(); if (client.getInventory().interactWithName("Teleport to house", "Break")) { waitForHouse(); return 10 + gRandom(10, 10); } else { return 10 + gRandom(10, 10); } } private void waitForHouse() throws InterruptedException { new ConditionalSleep(5000) { @Override public boolean condition() { return client.getValidInterfaces()[399]; } }.sleep(); new ConditionalSleep(10000) { @Override public boolean condition() { return !client.getValidInterfaces()[399]; } }.sleep(); } private boolean restockLawRunes() throws InterruptedException { Item lawRune = client.getBank().getItemForName("Law rune"); if (lawRune != null) { return client.getBank().withdrawX(lawRune.getId(), 100); } else { log("You have no law runes left in your bank or inventory, shutting down..."); return false; } } private boolean restockEarthRunes() throws InterruptedException { Item earthRune = client.getBank().getItemForName("Earth rune"); if (earthRune != null) { return client.getBank().withdrawX(earthRune.getId(), 100); } else { log("You have no earth runes left in your bank or inventory, shutting down..."); return false; } } private boolean restockTabs() throws InterruptedException { Item tab = client.getBank().getItemForName("Teleport to house"); if (tab != null) { return client.getBank().withdrawX(tab.getId(), 100); } else { log("You have no law runes left in your bank or inventory, shutting down..."); return false; } } private boolean restockTeleportSupplies() throws InterruptedException { switch (toHouseMethod) { case TELEPORT: if (!client.getInventory().contains("Law rune") && !restockLawRunes()) { return false; } if (!client.getInventory().contains("Earth rune") && !restockEarthRunes()) { return false; } break; case TELETAB: if (!client.getInventory().contains("Teleport to house") && !restockTabs()) { return false; } break; } return true; } private boolean hashAllRequiredSupplies() { if (client.getInventory().getAmount("Tinderbox") != 1) { log("Too little or too many tinderboxes in inventory..."); return false; } switch (toHouseMethod) { case TELEPORT: if (!client.getInventory().contains("Law rune")) return false; if (!client.getInventory().contains("Earth rune")) return false; break; case TELETAB: if (!client.getInventory().contains("Teleport to house")) return false; break; } if (client.getInventory().getAmount("Marrentill") != 2) { return false; } if (client.getInventory().getAmount(bonesName) < toHouseMethod.noBones) { return false; } return true; } private boolean restockMarrentills() throws InterruptedException { int curAmount = (int) client.getInventory().getAmount("Marrentill"); int needed = 2 - curAmount; if (needed < 0) { int toStore = curAmount - 2; for (; toStore > 0; ) { client.getBank().deposit1(client.getInventory().getItemForName("Marrentill").getId()); sleep(5 + gRandom(10, 5)); } } else { Item marrentil = client.getBank().getItemForName("Marrentill"); if (marrentil != null) { for (; needed > 0;) { if (client.getBank().withdraw1(marrentil.getId())) { needed--; sleep(5 + gRandom(10, 5)); } } } else { log ("We ran out of marrentills, shutting down..."); return false; } } return true; } private boolean restockTinderbox() throws InterruptedException { if (!client.getInventory().contains("Tinderbox")) { Item tinderBox = client.getBank().getItemForName("Tinderbox"); if (tinderBox != null) { client.getBank().withdraw1(tinderBox.getId()); } else { log("You have no tinderbox in your bank or inventory, shutting down..."); return false; } } else if (client.getInventory().getAmount("Tinderbox") > 1) { Item tinderBox = client.getInventory().getItemForName("Tinderbox"); int toStore = (int) client.getInventory().getAmount("Tinderbox") - 1; if (tinderBox != null) { client.getBank().depositX(tinderBox.getId(), toStore); } } return true; } private boolean restockBones() throws InterruptedException { if (client.getInventory().getAmount(bonesName) < toHouseMethod.noBones) { Item bones = client.getBank().getItemForName(bonesName); if (bones != null) { client.getBank().withdrawAll(bones.getId()); } else { log("We ran out of " + bonesName + ", shutting down..."); return false; } } return true; } private int restock() throws InterruptedException { if (client.getBank().isOpen()) { client.getBank().depositAllExcept(toHouseMethod.validItems); if (hashAllRequiredSupplies()) return 10 + gRandom(10, 10); if (!restockTeleportSupplies()) return -1; if (!restockTinderbox()) return -1; if (!restockMarrentills()) return -1; if (!restockBones()) return -1; if (client.getInventory().contains(toHouseMethod.validItems)) return 10 + gRandom(10, 10); else return 10 + gRandom(10, 10); } else { if (hashAllRequiredSupplies()) return 10 + gRandom(10, 10); else { RS2Object bank = closestObjectForName("Bank booth"); if (bank != null) { if (bank.interact("Bank")) { new ConditionalSleep(2000) { @Override public boolean condition() { return client.getBank().isOpen(); } }.sleep(); } return 100 + gRandom(20, 50); } else { walk(WALK_AREA, 1); return 10 + gRandom(10, 10); } } } } private int useMountedGlory() throws InterruptedException { RS2Object glory = closestObjectForName("Amulet of Glory"); if (glory != null && !doorHandler.handleNextObstacle(glory)) { this.walk(glory, false, 6, true, false); client.moveCameraToEntity(glory); client.rotateCameraPitch(20); new ConditionalSleep(5000) { @Override public boolean condition() { return !myPlayer().isMoving(); } }.sleep(); if (glory.interact("Rub")) { if (!new ConditionalSleep(7000) { @Override public boolean condition() { return client.getValidInterfaces()[234]; } }.sleep()) { log("Glory interface did not show up within 7 seconds.. retrying"); return 5 + gRandom(5, 5); } else { if (client.getInterface(234).getChild(1).interact()) { new ConditionalSleep(5000) { @Override public boolean condition() { return !isInHouse(); } }.sleep(); return 5 + gRandom(5, 5); } else { return 50 + gRandom(50, 50); } } } else { if (client.getValidInterfaces()[234]) { if (client.getInterface(234).getChild(1).interact()) { new ConditionalSleep(5000) { @Override public boolean condition() { return !isInHouse(); } }.sleep(); return 5 + gRandom(5, 5); } else { return 50 + gRandom(50, 50); } } return 50 + gRandom(50, 50); } } else { log("Error with finding/walking glory"); return 100 + gRandom(100, 100); } } private int offerBones() throws InterruptedException { client.rotateCameraPitch(67); new ConditionalSleep(5000) { @Override public boolean condition() { return !myPlayer().isMoving(); } }.sleep(); RS2Object altar = closestObjectForName("Altar"); if (altar != null) { final int slot = client.getInventory().getSlotForName(bonesName); if (slot < 0) return 10 + gRandom(10, 10); client.getInventory().interactWithName(bonesName, "Use"); sleep(30 + gRandom(20, 20)); altar.interact("Use", true); new ConditionalSleep(1200) { @Override public boolean condition() { return client.getInventory().getItems()[slot] == null; } }.sleep(); return 10 + gRandom(20, 20); } else { log("Couldn't find altar, shutting down..."); return -1; } } private int lightBurners() throws InterruptedException { client.rotateCameraPitch(67); List<RS2Object> burners = closestObjectListForName("Incense burner"); for (final RS2Object burner : burners) { for (String s : burner.getDefinition().getActions()) { if (s != null && s.toLowerCase().contains("light")) { if (burner.interact("Light", 9, false)) { new ConditionalSleep(1000) { @Override public boolean condition() { return !burner.exists(); } }.sleep(); return 100 + gRandom(100, 100); } else return 10 + gRandom(10, 10); } } } return 10 + gRandom(10, 10); } private int toAltar() throws InterruptedException { final RS2Object altar = closestObjectForName("Altar"); if (altar != null && distance(altar) > 2) { if (!doorHandler.handleNextObstacle(altar)) { this.walk(altar, false, 2, true, false); new ConditionalSleep(2000) { @Override public boolean condition() { return distance(altar) <= 2; } }.sleep(); } else { return 400 + gRandom(100, 100); } } return 100 + gRandom(100, 100); } private int enterHouse() throws InterruptedException { if (client.getInterface(232) != null && client.getInterface(232).getChild(1).isVisible() && client.getInterface(232).getChild(1).getMessage().equalsIgnoreCase("go to your house")) { if (host == null) { if (client.getInterface(232).getChild(1).interact()) { waitForHouse(); } } else { client.getInterface(232).getChild(3).interact(); if (new ConditionalSleep(5000) { @Override public boolean condition() { return client.getInterface(137) == null || !client.getInterface(137).isVisible(); } }.sleep()) { type(host); waitForHouse(); } else { return 200 + gRandom(50, 50); } } return 3000 + gRandom(600, 200); } setRunning(true); RS2Object portal = closestObjectForName("portal"); if (portal != null) { if (!doorHandler.handleNextObstacle(portal)) { portal.interact("enter"); } } else { warn("Could not find entry portal!"); } return 600 + gRandom(300, 100); } private void scan() { if (state == State.OFFER_BONES) { if (client.getInventory().contains(bonesName) && isInHouse()) { List<RS2Object> burners = closestObjectListForName("Incense burner"); if (!burners.isEmpty()) { for (RS2Object burner : burners) { for (String s : burner.getDefinition().getActions()) { if (s != null && s.toLowerCase().contains("light")) { if (client.getInventory().getAmount("Marrentill") >= 0) { state = State.LIGHT_BURNERS; return; } else { state = State.TO_BANK; return; } } } } } } } if (isInHouse()) { if (!client.getInventory().contains(bonesName)) { state = State.TO_BANK; return; } RS2Object altar = closestObjectForName("Altar"); if (altar != null && distance(altar) > 3) { state = State.TO_ALTAR; return; } else { List<RS2Object> burners = closestObjectListForName("Incense burner"); if (!burners.isEmpty()) { for (RS2Object burner : burners) { for (String s : burner.getDefinition().getActions()) { if (s != null && s.toLowerCase().contains("light")) { if (client.getInventory().getAmount("Marrentill") >= 0) { state = State.LIGHT_BURNERS; return; } else { state = State.TO_BANK; return; } } } } } if (client.getInventory().contains(bonesName)) { state = State.OFFER_BONES; return; } } } else { if (hashAllRequiredSupplies()) { RS2Object portal = closestObjectForName("Portal"); if (portal != null && distance(portal) < 10) { state = State.ENTER_HOUSE; return; } state = State.TO_HOUSE; return; } else { state = State.RESTOCK; return; } } } private int getBonesPerHour() { if (gui.started && configured) { int exp = client.getSkills().getExperience(Skill.PRAYER) - startXp; int noBones = exp / toHouseMethod.xp; long time = System.currentTimeMillis() - startTime; if (time == 0) return 0; return (int) (((double) noBones / (double) time) * 3600000D); } return 0; } @Override public void onPaint(Graphics g) { g.setColor(new Color(0, 0, 0, 120)); g.fillRect(10, 300, 500, 35); g.setColor(Color.green); if (gui.started && configured) { long time = System.currentTimeMillis() - startTime; g.drawString("Bones/hour : " + getBonesPerHour(), 15, 315); int exp = client.getSkills().getExperience(Skill.PRAYER) - startXp; g.drawString("Exp/hour : " + (int) (exp == 0 ? 0 : (3600000D / (((double) time) / ((double) exp)))), 15, 330); g.drawString("Bones: " + exp / toHouseMethod.xp, 190, 315); g.drawString("Exp: " + exp, 190, 330); g.drawString("State : " + state, 352, 315); g.drawString("Time running : " + formatTime(time), 352, 330); } else { g.drawString("Bones/hour : 0", 15, 315); g.drawString("Exp/hour : 0", 15, 330); g.drawString("Bones: 0", 190, 315); g.drawString("Exp: 0", 190, 330); g.drawString("State : Unstarted" + state, 352, 315); g.drawString("Time running : 00:00:00:00", 352, 330); } } private String formatTime(final long l) { final long day = TimeUnit.MILLISECONDS.toDays(l); final long hr = TimeUnit.MILLISECONDS.toHours(l - TimeUnit.DAYS.toMillis(day)); final long min = TimeUnit.MILLISECONDS.toMinutes(l - TimeUnit.DAYS.toMillis(day) - TimeUnit.HOURS.toMillis(hr)); final long sec = TimeUnit.MILLISECONDS.toSeconds(l - TimeUnit.DAYS.toMillis(day) - TimeUnit.HOURS.toMillis(hr) - TimeUnit.MINUTES.toMillis(min)); final long ms = TimeUnit.MILLISECONDS.toMillis(l - TimeUnit.DAYS.toMillis(day) - TimeUnit.HOURS.toMillis(hr) - TimeUnit.MINUTES.toMillis(min) - TimeUnit.SECONDS.toMillis(sec)); return String.format("%02d:%02d:%02d:%02d", day, hr, min, sec); } } Enjoy!
  12. Sooo, I entered this into a SOTW on a GFX Forum. What do you think? Also this one I made for a customer:
  13. Guest
    1 point
    Hi everyone. I am Shakur but you can call me Kyle. I joined this wonderful thug website about 25 days ago but forgot to do this so here it is. I really like this community so I figured I should stay here for a bit. A lot of times I can make troll threads and I could link about 10 of them that i've made like this month but before I offend someone please note I AM JOKING and whatever comes out of my dumb mouth is usually a joke unless talking about my AIO Banana collecter which a mod put in spam which it isn't spam selling for $25.99 SDN SOON. On a serious note: I'm a really nice person and willing to help people out and i'm easy to get along with as long as you don't lack common sense. I am a BAMF IRL so take me serious because I have stacks to the ceiling from goldfarming so haters hit me up. Thank you for your time, Shakur (Kyle) tupac is god and i am the best
  14. 1 point
    I gave feedback earlier on the site and part of it involved a redesigned homepage. I threw one together and if it's liked, I can code it & it can be used free of charge. Suggestions regarding it are welcome.
  15. Each user gets their own shop page, where they upload something they wish to sell(upload so osbot sends the item, not the user, limits scams), once the item is uploaded, its then verified by staff, and made public). then other users can buy the item and osbot takes like a 10% cut or something. This could be useful for people who create programs to help scripts, or graphic artists who create a lot of images which could be used in paints etc, they could easily sell them safely etc.
  16. Hey guys, I am wondering which forum theme you are all using. I personally prefer the Animate one far over Subway. Let me hear your opinions.
  17. They don't have the tools? Lol. I'm pretty sure they have the tools considering they made this game... They didn't make the game. They restored it from a backup file and don't have the necessary tools at the moment to add new content like GWD. They recently stated they are not in the position to deliver such content at the moment as well. Don't talk about something like you know what you're talking about when you really have no idea.
  18. 1 point
    That gibberish language is used by any skilled coder as a placeholder. I support this homepage.
  19. The updated version of this script (fixed banking) will be up today!
  20. 1 point
    New Homepage + Forum Theme
  21. 1 point
    Thank you for the feedback. The design concept is just something I threw together, so yes a lot more work would be needed. The actual conversion is easy, so all the small effects such as a hover style will be there once it's an actual coded piece of work. The caps were intentional, they go along with the design in my opinion. Once more feedback is given, I'll give normal capitlization a try and show you .
  22. I've done the same.
  23. 1 point
    hi =) nice to meet ya
  24. 1 point
    I hope you feel officially welcomed now. Welcome to OSBot
  25. 1 point
    I don't really see any purpose in this rank. Everyone in this community can be helpful, and I know most members are, too many members would get this rank. It will also be a security risk for our users. There will be ways to manipulate this rank to look legit. There is still a way to show to people that you are helpful, if you're a VIP+ member, you can use your member title. There won't be an official rank for this. Sorry.
  26. Guest
    I can help teach you basics. (EX PB Script Writer & Mod of the RSB Sect: Scripts, Development, etc.)
  27. Great fisher! Got me 76 easily! May I add though howcome, I always seem to have a gnomeball in my weapon slot lol?
  28. You underestimate the ability of jagex to detect bots. 3 weeks between bans is pretty decent
  29. Guest
    Click on your name, followed by "My Settings." Now, here you'll click "Signature." Set your signature!
  30. 1 point
    I don't think this rank is needed. You should help people because you want to, not because you have to or because you want a rank.
  31. 1 point
    I'd say "Support" sounds too official, "Helper" or "Assistant" sound excellent though. Excellent idea Cummins
  32. 1 point
    I'd say "Support" sounds too official, "Helper" or "Assistant" sound excellent though.
  33. 1 point
    "Helper" "Assistant" or "Support" All Ranks would be nice, but everyone can help the community out.
  34. I feel like you worship cats. ooo touché
  35. Brown hair, normal teeth, bieber hair. Q'tie
  36. Chill dude, marijuana smoker? @Smart... Time delay o.o
  37. 1 point
    Request Form Artist Name: While She Sleeps Song Name: Until The Death Youtube Link: http://www.youtube.com/watch?v=wsHpsiXWNTk
  38. 1 point
    The only way to get rid of advertisements is to become VIP or Sponsor, it is just one of the many benefits they do acquire. If you do not feel like paying, then perhaps just try to ignore them or close out of them every once in a while.
  39. maxi4scriptwriter
  40. How to not get banned:DONT BOT
  41. drank drunk brink clink click clack slack stalk chalk stick stork slick slink blink blank crank black block shock clock knock prank thank think trick brick blown brown clown crown crowd crack drown frown flown flick flack flaky flank frank fleck flock smack smirk shirk smock grown growl gross cross dross floss gloss knack light might night right sight fight stink stunk plank prick sport snort shorn scorn sworn snack stack stick stock straw shirt flirt dirty stunt stint shunt grunt start smart chart skill skull swill spill twill still stall shill drill grill silly dilly filly tight swing thing track thumb crumb brawn drawn prawn spawn wring wreck drawl shawl brawl crawl waltz glitz rally tally dally grant plant chant slant brand stand grand gland bland blend grind brass grass crass class glass sassy trash brash slash clash smash stash flash crash fresh flesh blush flush slush slurp brush brunt brisk crisp wispy pesky germy tinny tawny daffy taffy spend spent spell smell swell dwell delft smelt slept thump chump chimp champ crimp primp clump grump plump dumpy slump trump stump plumb tromp climb worth wrath world worry woody wooly sorry giddy girly staff scoff stiff whiff cliff jiffy savvy sadly badly stuff scuff gruff bluff fluff puffy chaff staph stamp swamp scamp scram swarm tramp cramp clamp strum strut wrest troll droll krill milky sulky ranch lunch fancy spicy spiky hunch hatch batch bunch munch mulch gulch belch zilch catch match latch patch porch torch pitch hitch ditch itchy yacht finch cinch pinch saggy soggy witch which watch wench flask stern sting bring bling blind cling clang fling flung stark trunk plunk flunk funky wonky tacky picky potty petty sling slang dress bless press glory story stony storm wrong wrung thong prong thing throw threw shrew mushy pushy bushy chest chess sperm shelf twist wrist clasp grasp blast nasty hasty pasty tasty style gnash gnarl snarl ghost thorn cloth broth froth sloth balmy charm chard shard chirp swirl grimy mercy moldy manly slyly truly madly coyly comfy stent draft drift swift shift craft graft cleft lefty hefty newly north tryst trend mangy foggy fuzzy tizzy fully bully burly surly curly kitty witty bitty ratty fatty batty folly holly jolly golly welsh pluck truck chuck cluck lucky hunky jazzy crazy bunny sunny funny fussy messy mossy runny party entry proxy pesky gusty gutsy busty dusty musty musky rusty jerky clerk perky patsy pansy empty fetch fishy tract crypt berry terry ferry merry marry tarry carry minty print forty fifty sixty trust first third fifth sixth ninth misty risky nifty nutty putty catty natty patty tatty ratty leggy daddy mommy nanny canny fanny dummy gummy tummy mummy rummy yummy malty salty jelly belly study birth berth screw muddy ruddy poppy filmy lowly snowy showy split splat chunk clunk sandy dandy hanky lanky handy randy candy spank bossy gassy guppy puppy peppy happy sappy nippy frost scold dingy wryly whirl angry shady lurch chasm spasm churl dowdy rowdy howdy width sprig furry spurn sword chord skunk aptly apply zesty cocky corny phony dorky jetty mumps lumpy rocky blunt stray wharf thump frump briny whiny shiny slimy zippy grump downy pithy sharp depth curvy burst worst paltry pantry shanty sprint bright flight plight fright slight stinky slinky shrink shrank sticky chalky brawny brandy thrill shrill scroll sprawl scrawl strand starry shrimp brassy classy cherry glassy grassy glossy grungy trashy flashy fluffy frizzy frilly crispy crunch brunch swatch stitch starch crutch clutch crotch crummy chummy cruddy shimmy skinny flabby fleshy sickly struck worthy frothy spring sprang string stingy tingly stuffy stroll supply branch blanch stanch stench drench trench clench trench wrench wretch clinch flinch sphinx french Grinch snatch snitch stitch floppy stress dressy strong spongy stormy thorny slushy flunky plenty richly softly limply slowly curtly highly flatly boldly simply gently gentry sentry wintry wholly chunky stocky portly cranky sloppy shaggy groggy blurry scurry shoddy sherry snotty snobby granny prissy chirpy bratty curtsy hardly wobbly wiggly rashly gladly thusly spryly snippy snappy snazzy flurry smelly partly pertly vastly crafty crusty scroll Source(s):thwart grumpy script strict clammy calmly prompt phlegm warmly flimsy length strewn screwy trippy twenty thirty flirty throng glitch church twitch switch sketch chunky clunky clumpy choppy clumsy sturdy drably mostly frosty costly sporty dinghy hungry thirst growth dropsy preppy pretty gritty chatter chatty clergy clingy rhythm chintz drowsy sculpt scotch scurvy shrewd glibly glitzy grisly deftly swirly shifty struck strung slacks frumpy spunky sundry chancy craggy whammy filthy bubbly stubby chubby grubby grabby stodgy trendy tricky whacky pick
  42. 1 point
    yes i use it plz keep updating it
  43. kind of buggy on the walk from the bank to the tanner. It stops right in the middle of it, and can't go to the next destination.

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