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Showing content with the highest reputation on 08/02/14 in all areas

  1. 18? How long do you think I'll wait. If the age is on the clock, old enough for cock.
  2. Voted no, I think it should be monthly.
  3. Actually, with the proof you showed, you do have possession of the account. You do not get this message unless you have the password. Where's my proof of this? This is using the wrong password. This is using the right. Now, unless the kid who bought it, is a total idiot and never changed passwords, you have the account, or somehow know the password to it.
  4. I've been getting a little bored of making scripts recently, doing it for over a year gets pretty boring fast. Instead I decided to embark on a project that would push my technical boundaries and open my world to new things. With that said, I decided to embark on a small Java based video game. Most recent screenshot: Status: -Collisions -Level handling -Player -Entities -Battle system (Decided I won't be making a battle system) -Level editor -Sound (Decided I won't be adding sound) -Interfaces -Interaction -Game log -Inventory -Main menu The game is going to be a very short and sweet RPG quest. I've learned a lot so far and I hope to learn even more. Changelog: 27 October 2014: It's truly great to be on leave, I've finally been able to get some personal time once again to work on this game. Today I worked on a menu system; adding a new controller which traverses over something called a MenuTrack. A MenuTrack is a normal entity but contains the special variable "Label". This label is later used to paint onto the main game window ("Start", "Exit", etc.). The selector can only move into a direction where there will be another track. The label of the MenuTrack will also determine what actions to take when the controller uses the execute command (Z on the keyboard). So for instance if the controller is on a MenuTrack with a label of "Start", the game will begin on Level 1. 17 October 2014: It feels like forever since I've worked on this project, but alas it has been revived. The first major overhaul from my return has been on the action system. Previously all actions and outcomes were stored in a single class within a single switch. It was pretty manageable considering that there are only about 11 entities with child ids (interactable objects). However since this project is about learning, I went ahead and made something a little better. The abstract Action class was created and each object is assigned an Action class on instantiation. If the object has a child id of 4 (for instance), it will be assigned action class "Action_4"). Essentially, these action classes are casted as a new instance. 07 September 2014: The game is completed. This is not to say that development is complete as well. I'm going to be making a start menu, a game over screen, working on the GUI, and doing a final clean-up of the code. The final game consists of three levels, two of them being puzzles. Oh and the name, "Cake and Coffee". 27 August 2014: Today was another pretty large step in the right direction with the base for an inventory. In fact, I think the inventory is just about complete. This week I'm on vacation and there was no better way to enjoy it than improving on my Java skill set and doing something that I love. With college starting up again during this same week, hopefully I'll still make time to continually update, improve and eventually release this game. 24 August 2014: Object interactions were added today with relative ease. My planning beforehand has really paid off and I'm glad that I didn't rush other portions of the game (always build a house on a strong foundation). The first line is typically a question followed by up to three choices. I've started a basic outline for my inventory which will support up to four inventory items. I hardly doubt there will be any point in the short quest where you will have more than two items at once, however it's nice to fill up the sidebar. 19 August 2014: I usually don't work on projects during the work week, but programming is a great escape. Today I made some small additions, once again namely to the level editor. Previously I could only add objects on a 16x16 grid, however I allowed for "precise editing" so I can plop drinks on tables and intricate details with ease. I'm really at the point to start making the "game", however I still want to make sure everything is as clean as possible before then. After everything is cleaned up, I'll work on a short and sweet inventory system/gui. Updated screenshot: 17 August 2014: Since the sprite selector, I've decided to go ahead and polish up many parts of the engine. The first biggest change was limiting my entities to 4 types, StaticObject, StaticItem, DynamicObject, DynamicItem. Another large portion of my changes include changing my non-static references to a static reference. Various components were being instantiated when they didn't need to be. Both of my interfaces (Entity and Level) have been switched to abstract classes accordingly. The result is clean looking code that's both manageable and efficient. Before I get into the actual game, I want to bring the engine as close to perfection as possible. The second accomplished objective for today was working on the gamelog. It's now fully functional and I can execute commands such as Global.addGlobalText(string) or Global.clearGlobalText(). It also received short and sweet alternating line paint: for(int x = 0; x < 4; x++){ g2d.setColor(((double)x/2 % 1 == 0) ? color1 : color2); g2d.fillRect(0,textLine[x], super.getWidth(), 16); } 09 August 2014: I've been working very long shifts at work, however I've finally found some free time. One of the biggest decisions in creating this game was deciding whether or not I want to have this game scale. By this I mean, if I want to reuse this game for a larger project in the future. Since I've always had a fascination with RPGs, chances are I'll want to reuse the core of this game for something later in the future. With that said, I had to overhaul my the way I handle resources. Previously when creating an entity, I would have enter the entity type, image id, and child id (if the entity is dynamic). However if the game became very large with lots of different images, I would be overwhelmed with remembering image ids. Another problem I faced was that each entity handled image ids separately. An image id of "1" for a DynamicObject could be a door while an image id of "1" for a StaticItem could be a potion. I wanted a way to achieve the following: -Allow all entities to share a global image structure -Browse images in a way which would scale well with a larger project -Have level editing remain relatively fast and easy -Steer away from hardcoded image ids This was all possible by creating a separate Sprite Selector gui. The tabs and lists are generated dynamically and nothing is hardcoded. I plan on also adding a few debugging buttons, namely "Toggle objects", "Toggle items", and "Toggle child ids". 03 August 2014: Today I gave child ids to all entities. Entities that are static will have a child id of 0. This will allow for many different types of doors, stairs, beds, items, and another object specific functions. Once again, I had to edit the seemingly expansive Level Editor. Only three more entities remain to be created, and it should take me only a short while. I also added two more items to my todo list, "Quest Event Handler" and "Inventory". This game will be a very short quest, however I have something fun in mind which is more than plausible. 02 August 2014: It seems I've been re-writing the Level Editor every time I look at it. The first level editor worked completely as advertised, however it would only save and load one entity at each location. This means that you couldn't place objects on a wall or have transparent entities. The second version allowed for this, however it was limited to 9 variations of an object class (maximum of 9 types of walls, tiles, objects, etc.). This would be a huge limitation, especially if I decided to make a larger RPG in the future. The newest version implements a new interface system to allow for thousands of different types of objects to be handled and placed. It's a bit messy right now, so I'll be working on cleaning up all my code over the next few days. 30 July 2014: I've decided to go ahead and start working on the Level editor. In order to make the level editor, I had to "modularize" many components so the focus can rely without a player being on screen. I've also decided to edit movement, making the player actually move on a 16x16 grid.
  5. I'm making a new GFX thread and spent the last 3 hours on this bad boy, haven't touch PS in probably a year so there is some rust. There are some things that I know I need to fix, but if you see anything not on the list please tell me. Note this design is based off of http://www.cavs.com 1. Small text - hard to see
  6. Added some real sprites: Also added the non-solid tile entity. Edit: Added objects: Edit 2: Currently I only have parent ids which are fine, however I realized this will cause many problems for interactable objects. Currently I'm considering adding child ids.
  7. 2 points
    Selling rope 500k ea
  8. I'd love to see this happen & actually get some quality scripts into the store SOTW is discriminatory against those of us who don't do graphic designs.
  9. Seems like a good idea or not not sure though i don't know can't tell if serious
  10. The spam section would have to be moderated more often to avoid spam but I still agree postcount should be given. At the end of the day, it's still another section.
  11. No, @The Hero of Time would have over 9000.
  12. The current one you have is 10x better than the one you posted.
  13. 2 points
    And again... Same as earlier today, I really find it weird how it's ALWAYS new members with no posts that gets hacked.
  14. 2 points
    yup, thanks for you 1m rsgp, so worth... if osbot hacked, it wouldn't have 1k members online every 24 hours...
  15. Ya I think this is a set up. You trynna make me look bad m8?
  16. i still duno if i wanna waste my monei on buyin mem to play it, is it any good? are my accounts still viable? what pures are strong? thx B) B) B) 1 pray gmauler range pure Ininate pure Main - is turmoil/soul split/chaotic rapier still good? Summoning/multi pking pure Ranged/summoning multi pker
  17. As stated last month, there would be a major sweep of OSBot 1 scripts in August. Today I've removed all free scripts from OSBot 1 and have deleted repositories of inactive scripters. Furthermore, if their repository got deleted, they have been demoted. -Deleted kOgres -Deleted kWarriors -Deleted DNAIOFighter -Deleted kGiants -Deleted Pandemic Gnome Course -Deleted NotoriPlanker -Deleted gFlaxerPro -Deleted gCutterPro -Demoted Gucci Mane -Deleted repository Gucci -Deleted Gimp Ape Atoll -Deleted Outlaw Herber -Deleted Pandemics AIO Walker -Deleted Power Miner -Deleted Pandemics Herb Viewer -Deleted Vinyl's Rogue Cooker -Deleted repository Vinylwubsu -Demoted Vinylwubsu -Deleted Ande's Miner -Deleted bGemCutter -Deleted WildCBSmelter -Deleted repository Cinnamon -Demoted member Cinnamon -Deleted kBanshees -Deleted Ande's Fletcher -Deleted TR FireMaker -Deleted rRockCrabsLite -Deleted Power Chopper -Deleted Power Miner -Deleted Isolations NMZ Solution -Deleted Bitter Gnome Agility -Deleted Ande's Chopper -Deleted repository Hunterl31 -Demoted Hunterl31 -Deleted qRangeGuild -Deleted repository Rotzerion -Deleted Pug Runecraft Pro -Deleted repository Pug -Demoted Pug -Demoted Hunterl31 -Deleted Pandemic Law Master -Deleted Nezz TzHaar Cooker -Deleted APA Templer Burier -Deleted APA Tzhaar Cooker -Deleted ManKiller -Deleted DNAIOFisher&Cooker
  18. $2 a day? Buy 4m at 3.0/m sell it at 3.5/m and boom $2
  19. The Scripts section is very messy and hard to see all things. Some scripts are even in the wrong category. Making it more attractive will probably get more sales, just my opinion.
  20. Sold to cin and plan to sell alot more when I get back off holiday ;)
  21. Give it a negative counter, so every time people post their post count goes down!
  22. Alright, who changed the results.
  23. I don't particularly care, but it would be more active if it did. It's currently somewhat dead. Just make a requirement of 100 posts or something like it used to be so people can't farm posts for accounts.
  24. Just be gentle than. Jk penetrate that shit yo
  25. no, it's spam, spam isnt posting Post count pls
  26. I would like to see all of the OSBot 1 scripts and OSBot 1 completely killed off by August 15th.
  27. They put me in charge to handle them, I stay in contact with them on skype/text messages. I guess I could log in each of their accounts 1 time a day to make it look like they were online so you guys will chill out.
  28. So it's a scripters only event, not really for the 'community'. You should do it like this if you want to involve more than scripters; Make a new SDN category called Weekly Script Competition, you guys all upload your scripts, users download them and test them out and then come vote which one they liked the most. That's more community based and competition like in my eyes.
  29. Looks good boss, ty #DownWithOSBot1
  30. Did that and updated the picture, thanks
  31. The user has been banned. I'm sorry for your lose.
  32. need a account with the following stats 50-75 attack 79-86 str 1-55 defence just send me pics of stats or post on here im willing to spend 40m 07/100 usd
  33. Tos 1.You will go first unless 50+ fb 2.Can use MM at your fee. 3. Only Accepting 07 Gold as Payment 4. Appreciated if FB is left after sale Currently 50+ in Stock. Add my Skype Xgames.Osbot
  34. 45 def 99 str 99 range 52 pray 60-75 attack you choose, usually its 60 attack. 94 mage And that's about it
  35. Certain things shouldn't be made into requirements and this is one of them. I do see where you're coming from and I've been telling people this for a while now, but switching skypes is a big thing and you always lose out on a lot of missed contacts. I personally don't even add new friend skypes half the time because I just forget to and they don't get around to adding me all the time. It's just a big hassle. Now, if there was a way to do it with having your contacts all auto swapped over, that'd be nice and it would be so much more appealing to everyone else, but as it stands, I doubt many people will like this.
  36. We did this for the acp, and it discouraged every one from using the acp. It is a pain in the ass having to get your phone out every damn time. Not happening.
  37. Yes, let's give Google more ways to make money from our personal info.
  38. lol, I don't have time for that pointless stuff. That's for attention seekers.
  39. Pls, those 5 are already legends...
  40. wat da fuk man at my peak i woz no1 designer and i only ever got ridiculed
  41. Damn nice, that shit must've been expensive as fuck
  42. To be honest, account loans shouldn't be restricted. Your buying from the account lender at your own risk. Whenever you lend an account, you don't just leave your wealth on it, and thats a fault on your part. As the old saying goes, wherever theres a market there is a risk. If you don't want to complicate yourself into it, then just don't do it. No support.
  43. Lending accounts seems to be allowed. It's how a lot of scripters fix their scripts lolol.
  44. I'm sorry but i'd hardly value this account at more than about 7m. You can get those stats in like a week or 2 max of no lifing. You should lower the autowin to about 20mil, and start bidding at 5mil, otherwise it won't sell

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