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OSBot :: 2007 OSRS Botting

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Final

Trade With Caution
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Everything posted by Final

  1. TFW is correct, the client handles data in a very obscure way keeping some data loaded when logged out. You should always check your login state to be 30 before peforming an action otherwise this will create increasingly annoying issues. Ultimately youll want to make sure there is an item called coins in your inventory (the item is not null ) and use this instance to invoke the method, as well as if you are in game before attempting any in game interactions.
  2. Do you guys just pluck numbers out of your ass? 25M+, the strength is next to nothing in the grand scale, but the fishing and mining combined is worth over 25M. I'd be looking for around 25M - 45M for such an account honestly.
  3. Final's Jewelry Creator I saw a massive gap in quality of scripts around here, I understand some of these solutions take time to make and therefore money but the fact of the matter is by using the correct methods you can create a lot of things into a generic solution rather than for a specific ring and such. Features - All Jewelry Support - Edgeville/Al-Kharid (Any location really, just need to add area) - Enchanting Option - F2P/P2P
  4. It was a massive mistake on the Runescape team to keep developing the game with the same engine they had, especially within Java. At the time of EOC, we should have had a massive re-haul and probably had the game rewritten in entirely different language, the game is muddled and clearly shows a lot of laziness from developers, lack of a standardization for how to implement new features, just sort of swapping in and out some code here and there, when sometimes they need to completely revisit a whole feature. I'm disappointed that it has taken RS3 to develop as much as it has, however it comes as no surprise that OS is lacking since that is what we asked for; little to no support was originally planned anyway.
  5. I mean it just allows for greater flexibility for the user and covers all the grounds. Allowing the most flexibility on something like this is where the power is at; You could also add some utility tasks such as walk to x area or a specific action one may find relevant.
  6. You'll begin to find statistical mathematics a little obnoxious, as you are taking Computer Science I would highly recommend discrete mathematics to complement this. Flick through some content of each and I'm sure you'll know yourself what you'd really like to do.
  7. I was thinking along the lines of having a collection of them, whatever is reached first, whether it be my fishing level reaches x level or my runtime is x time or I have reached x fish.
  8. Sorry, I'm failing to see where you've specified your childhood nickname...
  9. Just a general observation, wouldn't it be easier for you and the user to be able to select an activity/task and then be capable of selecting a stopping condition/goal? So users could have more complex stopping conditions, rather than yourself creating specific task types.
  10. I wouldn't use this. Just because the user has a gold bar doesn't mean that he's smelting, something such as a level up or unwanted interaction could disrupt this, furthermore it's a while loop and there's clear reasons of why not to use a while loop within a script (a while loop).
  11. As many have stated previously, this is a logical error, I've posted on your original thread with the suitable fix for such an issue. The brief period in between the animation actually is no animation, the animation value returns to -1, meaning the player is no longer animating. However just because the player is no longer animating, does not mean by any margin mean that the player is not actively interacting with an object or is not queued to interact with the object more. I'd also recommend not sleeping your thread, that's lazy and bad practice for the solution you are looking to solve.
  12. EDIT: The following eliminates the issue of sleeping while proceeding with an action, as well as eliminating the issue of animations occurring only for a short period of time. When crafting you expect an experience gain every few seconds, let's use this to build a predetermined time in the future which we can check our previous crafting experience with our current crafting experience. We simply cache our crafting experience every 'check' before we are going to gain any new experience, every check, we get the current system time and add 4 - 6 seconds (the timeout essentially) to get our time for the next 'check'. In pseudo code the following would be it's own method: IF bar count = 0 THEN RETURN false END IF IF CurrentTime > LastCheckedTime + timeout THEN IF CurrentCraftingXP > PreviousCraftingXP THEN PreviousCraftingXP = CurrentCraftingXP LastCheckedTime = CurrentTime RETURN TRUE ELSE RETURN FALSE END IF ELSE RETURN TRUE END IF

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