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OnStart: DisableRandomSolverDeathsOffice randomSolverDeathsOffice = new DisableRandomSolverDeathsOffice(RandomEvent.DEATHS_OFFICE); randomSolverDeathsOffice.exchangeContext(getBot()); getBot().getRandomExecutor().overrideOSBotRandom(randomSolverDeathsOffice); You can implement your handler in this class if you'd like ^^ public class DisableRandomSolverDeathsOffice extends RandomSolver { public DisableRandomSolverDeathsOffice(RandomEvent IiIiIiiiiIIi) { super(IiIiIiiiiIIi); } @Override public boolean shouldActivate() { return false; } @Override public int onLoop() { return 50; } }2 points
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βCzarScripts #1 Bots β Proven the #1 selling, most users, most replies Script Series on the market. Big THANK YOU to all our wonderful users and supporters over the 8 years, we couldn't have done it without you. Czar Bots have always been the Best and the most Feature-rich bots available with the most total sales in OSBot history. Come and find out why everyone is choosing Czar Bots today. β LATEST BOTS β If you want a trial - just post the script name and it will be activated after I hit 'like' on your post Requirements: hit 'like' on this thread1 point
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'the intelligent choice' By @Czar CURRENT RECORD: 201 HOURS ALSO SUPPORTS SANDSTONE MINING & GRANITE MINING AT THE HOPPER. Lifetime updates and support, request a feature either on the main thread or on our active discord! For advice and strategies, join our discord! You can also purchase the bot with GP if you'd like. 84 HOUR PROGRESS ON A LEVEL 20 ACCOUNT Suicided account with mirror mode near rock crabs, 81 mining! I will probably go for 99 Even supports Ancient Essence Crystal mining! Preview: Mine 1 drop 1 item drop pre-hover feature: (it's faster in the actual update)1 point
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And this sweet drop while testing the script for update v254.0... 52 HOUR RESULT! Hotkey List // F1 = set cannon tile // F2 = hide paint // F3 = Set afk tile // F4 = reset afk tile // F6 = Set safespot tile // F7 = activate tile selector // F8 = Reset tile selector // F9 and F10 used by the client, EDIT: will re-assign as they are no longer used by client // F11 = Set breaks tile // F12 = Reset breaks tile User Interface Banking Tab Demo (handles everything with banking) You can copy inventory (to avoid adding individual items...), you can insert item names which have Auto-Fill (for you lazy folk!) and you can choose whether to block an item and avoid depositing it in bank, ideal for runes and ammo. Looting Tab Demo (From looting to alchemy, noted/stackable items too) You can choose whether to alch an item after looting it simply by enabling a checkbox, with a visual representation. All items are saved upon exiting the bot, for your convenience! Tasking Demo (Not to be confused with sequence mode, this is an individual task for leveling) You can set stop conditions, for example to stop the bot after looting a visage, you can have a leveling streak by changing attack styles and training all combat stats, you can have windows alert bubbles when an event occurs and an expansive layout for misc. options! Prayer Flick Demo (Just example, I made it faster after recording this GIF) There are two settings: Safe mode and efficient mode, this is safe mode: Fight Bounds Demo Allows you to setup the fight bounds easily! Simplified NPC chooser Either choose nearby (local) NPCs or enter an NPC name to find the nearest fight location! Simple interface, just click! Level Task Switch Demo (Switching to attack combat style after getting 5 defence) You can choose how often to keep levels together! e.g. switch styles every 3 levels Cannon Demo (Cannon is still experimental, beta mode!) Choose to kill npcs with a cannon, recharges at a random revolution after around 20-24 hits to make sure the cannon never goes empty too! Results Caged Ogres: How does this bot know where to find NPCs? This bot will find far-away npcs by simply typing the NPC name. All NPCs in the game, including their spawn points have been documented, the bot knows where they are. You can type 'Hill giant' while your account is in Lumbridge, and the bot will find it's way to the edgeville dungeon Hill giants area! Here is a visual representation of the spawn system in action (this is just a visual tool, map mode is not added due to it requiring too much CPU) Fight Area Example (How the bot searches for the npc 'Wolf') Walking System The script has 2 main walking options which have distinctive effects on the script. The walking system is basically a map with points and connections linking each point. It tells the script where to go, and decides the routes to take when walking to fightzones. Walking system 1 This uses a custom walking API written by myself and is constantly being updated as new fightzones are added. Pros: - Updates are instant, no waiting times - More fightzones are supported Cons: - Sometimes if an object is altered, the changes are not instant - Restarting the script too many times requires loading this webwalker each time which adds unnecessary memory (there is no way to make it only load at client startup since I don't control the client) Walking system 2 This is the default OSBot webwalking API - it is relatively new and very stable since the developers have built it, but is currently lacking certain fightzones (e.g. stronghold) and other high level requirement zones. It is perfect for normal walking (no object interactions or stairs, entrances etc) and never fails. Pros: - Stable, works perfect for normal walking - All scripters are giving code to improve the client webwalker - More efficient when restarting the script since it is loaded upon client start Cons: - No stronghold support yet - Some new/rare fightzones not supported yet - If there is a game-breaking update or an unsupported fightzone, it may take some time to add/repair (less than 24 hours usually) So which system should I choose? Whichever one suits your chosen fightzone best! There really shouldn't be any problems - the sole purpose of these options are for backup and emergency purposes, if the script ever messes up there is always the next option to select. Note: If the script ever fails, there will be immediate updates to fix the walking systems! Script Queue/Bot Manager: Script ID is 758, and the parameters will be the profile name that you saved in the fighter setup! Bug Report templates: New feature request - What is the new feature - Basic description of what the script should do - Basic actions for the script: 'Use item on item' etc. For when the script gets stuck on a tile (or continuous loop): - Which exact tile does the script get stuck on? (exact tile, not 'near the draynor village') - Plugin or normal script? - Did you try all 3 walking options? Script has a logic bug (e.g. dies while safespotting) or (cannon mode doesn't pickup arrows) - What is the bug - How did you make the bug happen - (optional) recommendation for the bug, e.g. 'make the script walk back' or something - Tried client restart? - Normal script or a plugin? - Which exact setup options are enabled? Afk mode, cannon mode, etc etc.1 point
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The default Death Office handler is conflicting with my own handler. Is there a way to override / disable the OSBot handler? seems I am not able to find one on the docs1 point
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I meant no harm. PC crashed, couldnt get 18 hour proggie, but update: Got prospector. Thank you very much Meesah!1 point
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Just override RandomEvent.values()[lenth - 1] https://osbot.org/api/org/osbot/rs07/event/RandomExecutor.html#overrideOSBotRandom-org.osbot.rs07.script.RandomSolver-1 point
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This is part two of my findings, although this time I created an entire 3D imaging software to bot with. Previously I was banned using a randomized alching macro script, paired with a HID device completely indistinguishable from a normal mouse in terms of appearance to native programs - although it took around two weeks of near constant alching. The software... Similar to how colorbots work, but based on imaging physical objects due to all the free libraries all over, computational speeds, and the simplicity of 3D objects in-game. I created a new software to control my HID device using a COM's port (Which it then translated to natural HID input). My mouse mover was a very advanced algorithm I worked on when I used to use OSBot, including a trained neural network portion which aided in speed/translations/overshoots/deviation/whatever. Multiple hours trained using my movements in-game to insure Jagex wouldn't be able to establish a difference between my movement, and the bots movement. The HID device was then seeded by https://www.random.org/ as generated a seed on a device is incredibly difficult due to the simplicity of the OS and overall hardware obviously. The bot, although somewhat slow at times, was very similar to my own movements. It's job was to simply mine for around 10 hours a day, then turn off. Then turn on the next day. Surprisingly this bot managed to net 3 million GP mining tin, in the course of about 1-2 weeks, with some days off. That compared to MirrorMode on OSBot is a MASSIVE increase in botting time. Sadly, it was just banned for Macro Major.. Ban cause speculation This ban bothers me. The software, undetected, the physical "mouse", undetected, the mouse movement, exactly as my own.. I'm really thinking, what pattern could possibly be this blatantly obvious that they would ban my poor bot permanently? No way it's the mouse movement? The pattern in mining, doubt it as it was based on my own (once more), and is simply too basic to detect a pattern. The timings? Should of been very random, with unbounded lengths (Meaning a random integer between 1-100 could result in 20,000 randomly), but still not ruling this out. Then lastly, the ban time frame.. It matches the alch bot near-perfect. A bot that did nothing but click a mouse, which didn't rely on software on the computer at all.. Is it possible that... Mouse down -> Mouse UP timing (A record I've already shown they logged), is responsible for these bans? Is it possible they're brute-forcing our seeds or using some type of algorithm which eventually learns our random patterns and can predict the next random number in the sequence (Given our randomizers use pseudorandom chains). Since we all use a static range of numbers between Mouse Down/Up, they will eventually detect regions of time of where our click events contain a constant, say 50-200MS between bound. Theoretically, given enough time, most numbers between these given bounds will result in the near-same number of uses. Writing an algorithm to detect a randomness pattern between the up/down (Or in other words, time it takes to click) would not be difficult, it would just require a lot of data. Furthermore, the ban rates tend to reflect mouse clicks. Agility for instance, requires clicking every 2 seconds. Essentially my conclusion: Randomization is a double edged sword. May appear random, but given enough time, creates a perfectly symmetrical shape. Instead of a horizontal random number picker, perhaps we need to look into more "human-like" randomization. Plans going forward... What I plan to do now, for anyone who cares, is to graph some of this data to visualize the data Jagex is being sent just to see how "random" looks. My next plan is to once more bot the living FUCK out of some rudimentary task, but this time with mouse delays based on my own timings. If I'm still banned, I'm just going to assume Jagex carelessly bans anyone who is doing a task for too long and this whole thing is a waste of time lmao The reason I focused on the mouse click delay in this thread is because it's the easiest input to track. No matter what bot, script, or macro you use, they all have randomized clicking. This is also the easiest pattern as it's consistent throughout all botting tasks1 point
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Would love to find something that doesn't use a cloud IP to create accounts!1 point
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So I was re-developing my potato script so it's better and removed something in it and now the make potato part is playing up and when he first uses the potato on the butter then the wait part happens it just keeps trying to use the potato on the butter. Can't be fucked figuring out what I removed by mistake but before I done some updates it worked fine ( Think I made some of the sleep(Randoms) to actual conditional. (Few left in though). [code] private void MakeItems() throws InterruptedException { /* This part of the script makes the baked potato's into Buttered baked potato's. */ log("Attempting to make the items"); if(inventory.contains("Baked potato") && inventory.contains("Pat of butter")) { randomclicks = random(1,5); log("Random clicks = " + randomclicks); if(randomclicks < 3) { ScriptStatus = "Using butter on potato."; log("uses butter before the baked."); getInventory().interact("Use", "Pat of butter"); sleep(random(100, 1500)); getInventory().interact("Use", "Baked Potato"); sleep(random(100,1200)); log("Dialog after it's shown"); sleep(random(100,1700)); getKeyboard().typeKey((char)32); log("Dialog after space"); new ConditionalSleep(20000) { @Override public boolean condition() { return !inventory.contains("Baked Potato") || !inventory.contains("Pat of butter") || !getDialogues().isPendingContinuation(); } }.sleep(); if(!inventory.contains("Pat of butter") || !inventory.contains("Baked Potato")) { Stage = 3; } } else if(randomclicks >= 3) { ScriptStatus = "Using potato on butter."; log("Uses baked before the butter."); getInventory().interact("Use", "Baked Potato"); sleep(random(100, 1000)); getInventory().interact("Use", "Pat of butter"); sleep(random(100,2000)); log("Dialog after it's shown"); sleep(random(500,1500)); getKeyboard().typeKey((char)32); log("Dialog after space"); new ConditionalSleep(20000) { @Override public boolean condition() { return !inventory.contains("Baked Potato") || !inventory.contains("Pat of butter") || !getDialogues().isPendingContinuation(); } }.sleep(); if(!inventory.contains("Pat of butter") || !inventory.contains("Baked Potato")) { Stage = 3; } } } } [/code]0 points