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Token

Scripter III
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Everything posted by Token

  1. Token replied to Token's topic in Others
    Is it on mirror mode?
  2. Token replied to Token's topic in Others
    What quests have you completed? Is that an account with adventure paths? When was the account created?
  3. Token replied to Token's topic in Minigames
    Add some runtime limits to simulate sleep patterns, break every dream, change settings to lower interactions per time unit, try mirror mode, all of them should probably make it invincible lol
  4. Token replied to Token's topic in Others
    What stage is printed in the logger?
  5. Token replied to Token's topic in Others
    Sure PM me on discord (I'm in OSBot's discord), can help you through teamviewer
  6. Token replied to Token's topic in Others
    I believe these are the correct instructions from microsoft's documentation
  7. Token replied to Token's topic in Others
    Disable microsoft onedrive and then move the osbot jar file to desktop
  8. Token replied to Token's topic in Minigames
    New record
  9. So what you describe is constructing a path by chaining paths between obstacles, this can easily be achieved with the LocalPathWalker. There are many implementations available for findPath, some of them are like this LocalPathFinder lpf = new LocalPathFinder(getBot()); lpf.findPath(entity); // path from player's position to an entity lpf.findPath(startPosition, endPosition); // path between 2 positions lpf.findPath(endPosition); // path from player's position to a position lpf.findPath(startPosition, entity); // path from a position to an entity You you will probably need the last one. Start with player position and build a path to the destination position, if none is found, iterate through all entities that can be reached and determine whether the position past that entity (use rotation/orientation do determine the position after the entity) can get you closer to the destination. If it still doesn't reach the destination, iterate through all entites that can be reached from the position after the first entity and do the steps above for n iterations. Then simply add up all the paths to create the main path (include the entities that have to be interacted with on the way). There is no need for flags for the above as there are many high level methods already provided in the API that wrap everything needed, but the main problem you will encounter here is that the game only loads in 104x104 blocks, meaning that you can't dynamically access information about entities or flags outside the loaded region without having all this preprocessed and cached. You can do this around fred's house to open gates/doors, but varrock is not loaded and you can't find doors around the castle for example. I strongly suggest you take a look at webwalking, it may save you a lot of time by just calling getWalking().webWalk(destination); Which will automatically walk anywhere on the map, handle all obstacles (not just doors and gates). This can also walk between planes, use teleports, enchanted jewelry, spirit trees, gnome gliders, ships and pretty much everything available in runescape. OSBot's webwalker has been continuously developed for the last 4 years and provided support for advanced scripts like questing, slayer, automated farms and many more. It already has information about obstacle requirements everywhere on the map, including things like passing through the Al Kharid gate depending on whether the user has coins in inventory or the quest completed to pass for free, and would take the longer path otherwise. PS: See WebWalkEvent in the API docs for advanced usage and configuring options like teleports
  10. Entities do not have flags (including players), only positions have flags. You may be familiar with an API where it was presented wrong, but every position has corresponding flags that describe access to that certain position, eg. it cannot be walked from south, south east, north, it is completely blocked, blocked only from south etc. These are all coded in the bits of that number (the position/tile flag). Mentioning what you are trying to do with this would probably be better as you may not need these at all.
  11. I’ve edited your post to conform with the forum rules (discussing other communities is not allowed). Those are the flags for a position, if something is on the position, they will have values to indicate that. What exactly are you looking for?
  12. getMap().getRegion().getClippingPlanes()[POSITION.getZ()].getTileFlags()[POSITION.getLocalX(getBot())][POSITION.getLocalY(getBot())] PS: Flags can only be accessed for the loaded region which is 104x104, throws indexoutofboundsexception otherwise as the localx/localy will not be from 0 to 103. Check that the positions localx and localy are within bounds.
  13. Token replied to Token's topic in Others
    I think it should be fixed now
  14. Token replied to DylanSRT's topic in Hunter
    @DylanSRT may want to reply once in a while
  15. Use mirror mode and attach to the official game client
  16. I believe it should be fixed lmk if you are still having issues
  17. Token replied to Token's topic in Minigames
    Sorry for the delay, I've reverted some recent updates, is it working now?
  18. Token replied to Token's topic in Minigames
    No, idk what's the issue lol. The code is totally different for Stealth NMZ and FruityNMZ.
  19. Token replied to Token's topic in Minigames
    Not really, that's the dev version, not stable yet
  20. Token replied to Token's topic in Minigames
    The new version is up now, is it still happening? What's printed in the logger if it still does happen?
  21. Token replied to Token's topic in Minigames
    I haven't had any issues with the break manager
  22. Token replied to Token's topic in Minigames
    I may have messed up something with an update yesterday, it should be fixed in about 5 mins, just waiting for it to recompile on the SDN EDIT: are you using OSBot 2.5.59 or 2.5.60?
  23. Token replied to BravoTaco's topic in Others
    Released
  24. Token replied to Token's topic in Others
    Make sure you read the ardougne teleport scroll obtained at the end of the quest, the script automatically does this. Also for completing quests that have been previously started and interrupted there is debug mode (press F4 on the GUI), this works on most quests but only if it has exactly same items and is at same location as when it was interrupted.
  25. Token replied to Token's topic in Others
    Not planned atm

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