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Welcome to Wacky Crabber! TL;DR 1. Add on the SDN (click to add) 2. Select Desired Settings 3. Press start! About the script: No more long resets, just like the rune lite plugin find the exact reset spot! Wacky Crabber is a script that lets you train your (melee) combat stats with custom-made tasking order on sand crabs, king crabs, ammonite crabs and soon rock crabs in various locations. Range combat is also supported. You can use gear progression when you got all the items in the bank, all foods are supported (*), looting, and multiple hopping/crash preferences. The script also features a unique SYOT (Select Your Own Tile) option, where you can enter the coordinates of your preferred crab spot and the script will use it seamlessly(**). The script ensures the shortest possible resets by detecting crab re-agro tiles if the tile is exactly next to the player it knows, and also hunts wandering crabs if someone crashes your spot. Whether you want to level up your melee, range, or both, Wacky Crabber is the script for you. Add it on the SDN, select your settings, and press start! patch notes: ~Features~ ~Gear Progression~ ~SYOT~ ~(select your own tile)~ ~Setting Fix~ ~Images~ CLI: If you find any grammar mistakes or want to help me improve my text and explanation, please DM me. I would appreciate it if you could clearly explain to me what I did wrong, how, and why.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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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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01/04/2024: Released chop and firemake plugin!!! Update November 2023: Added 8 Forestry events!!!!!!!! Easy 99, Next! Map Chooser System Progress Results! Help How to use this with Bot Manager? Script ID is 631, and the parameters will be the profile you saved in the setup window, e.g. oak15.txt I want a new feature added? Make a post below and I am always listening, within reason! The bot is doing something I don't like? Make a post below and I will adjust the code to match your play style!1 point
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PPOSB - AIO Looter Purchase here Loot anything, anywhere! PvP worlds, waiting on loot piles, drop parties across Gielinor, even popping balloons in the party room! FAQs: What does 'x' setting on GUI mean? Please look below in the GUI spoiler below for a detailed explanation of what each option does. Where should I run the looter? Anywhere there is loot on the ground. Experiment and see where money can be made. Known locations would be GE drop parties in highly populated worlds, PVP worlds in active areas (GE, Lumbridge, Varrock, etc), ZMI, Wintertodt. Skillers that drop their inventory like Barbarian Village fishers, Rimmington mine iron ore droppers etc. It will even work in the party room to pop balloons! Updates: GUI Images: GUI Settings: CLI Settings: Progress Reports: Previously managed by FuryShark - Rewritten by ProjectPact1 point
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Hey, API CHANGES: - Added Utilities#takeScreenshot(String fileName) WEB WALKER: - Fixed a bug where webwalker wouldn't walk until the player walked a couple steps first - Fixed various teleports having incorrect requirements - Added a couple of links all across the map - Improved obstacle interaction when the obstacle is far away from the player BOT MANAGER: - Added a 'New queue' button to the script queue tab MISC: - Improved quest completion checking - Minor bug fixes. - The OSBot Team1 point
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When the trip is done, teleports to the forex enclave, goes to the bank, and then just deposits the whole inventory and then starts collecting all teleports, pray pots, and so on from new, and that happens every time. It's easy to recognise it's a bot.1 point
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hey can i try this before i buy it? just wanna make sure it runs smooth in pvp worlds / bounty worlds.1 point
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suggestion: the script should prioritize the protection, in the labyrinth those with little defense die quickly since the script prioritizes the change of gear, in that time they receive enough damage to die, it is really clumsy in that section. *He also frequently gets stuck in the doors of the maze trying to cross them, I have the option to use picklook activated1 point
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hey I've bought a bunch of your scripts already, could i get a trial for this one please :))1 point
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Take a look at ConditionalSleep's Api docs again, your usage is incorrect. https://osbot.org/api/org/osbot/rs07/utility/ConditionalSleep.html. You really need to be overriding condition() and using that to determine when to stop sleeping. Right now you are just sleeping and hoping 5000ms is enough if you CS is returning false. Also every ConditionalSleep where you are just returning true imminently does nothing. For example if (tree.interact("Chop down")) { new ConditionalSleep(5000, 2000) { @Override public boolean condition() throws InterruptedException { return false; } }.sleep(); } I think your intention is to attempt to chop down a tree, then sleep until the tree is chopped down. In which case it should be something like... if (tree.interact("Chop down")) { new ConditionalSleep(5000, 2000) { @Override public boolean condition() throws InterruptedException { // As long condition() resolves to false, Conditional sleep will continue sleeping (if it hasn't been 5seconds yet). // When you are woodcutting, myPlayer().isAnimating() returns true. // I want to my script to wait until the woodcutting animation is complete (meaning the tree is chopped down) // so by !myPlayer().isAnimating() (note the ! in the beginning) // The script will wait until your character stops chopping (aka stops animating) before checking for the next tree. return !myPlayer().isAnimating(); } }.sleep(); }1 point