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Night

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Everything posted by Night

  1. Night

    Night Wintertodt

    Interesting, I've filed a bug report with Patrick as it looks like the API itself is NPE'ing. I'm not sure why it would drop the knife, is it possible it's banking it by accident?
  2. Can you be a bit more specific? Breaks the entire OSBot client, script freezes, script doesn't know what to do, etc.?
  3. Looks like 5 should be the maximum.
  4. Usually those issues are the webwalker trying to find a path and failing over and over until it hits the fail threshold - the varrock teleport tab is a backup to try to get the webwalker to find a path in case it's our current location it can't path to/from. Patrick has some sweet webwalker updates pending release soon (including the use of fairy rings without 100% of Fairy Tale Part 2).
  5. I'm going to close this for now then since you guys settled outside the dispute.
  6. The script should definitely be banking impling loot before completing the clue scroll; are you using teleports with the Runes option by chance?
  7. Yeah Patrick said this is not on the web, I'll probably have to blacklist this clue for the time being unfortunately.
  8. I believe with is to do with the webwalker not being able to find routes there (anything in desert will require a shantay pass or fairy ring to pass as traversable) - I'll double check with Patrick
  9. If you and @Spider Scripts have agreed on a partial refund then I'll be closing this dispute
  10. Thanks for more reports, most of our current issues are webwalker related so I'm doing my best to help Patrick patch these on the client side (although the current webwalker design doesn't give us a lot of room to work). We're continuing to work on the script and get rid of any potential issues as well as adding new and useful features
  11. @Frez Why did you remove @Spider Scripts messages from the chat logs you posted here? In addition, locks do not really have to do with the script design, did you offer @Spider Scripts additional payment for the additional work in the script?
  12. I just checked the code, the script will check for a clue scroll on the ground before killing another guard - the only place I could see this not working is if the clue ended out outside the designated fighting area for some reason, however this area was made pretty large on purpose.
  13. Not currently offering trials
  14. I can add it so that it'll check bank for a clue if we're already at a bank, I don't want to set it to always check incase the script is restarted in HAM hideout (could waste a lot of time).
  15. @Mencista According to our private script warning here: Normally we will not handle disputes for private scripts in which the scripter does not have a scripter rank on OSBot. However, since @Spider Scripts had a large advertisement for his private scripts in his signature against our rules, I will handle this dispute. I have placed @Spider Scripts in TWC and asked him to reply here.
  16. Reqs can be found on the OSRS wiki: https://oldschool.runescape.wiki/w/Clue_scroll_(medium)
  17. @Mencista we don't have any members named "Spider", please follow the template and include a profile link.
  18. Thanks for the report, I'll ask Patrick to double check the webwalker code to make sure fairy rings are set up properly, according to the script code it should be using them in the WebWalkEvent.
  19. If you have teleports enabled and it has the runes in inventory after banking it should definitely be using them, I haven't noticed any issues with this in my testing.
  20. Prices are decided by scripters with final say given by developers/Script Officer, even if the SDN was changed I doubt many scripters would move their monthly renewal scripts to a bulk payment.
  21. Thank you for the reports, I've added the necessary full inventory checks and we're adding a GUI option to set food amount It will be pushed to git here shortly for Token to approve within 24 hours EDIT: Pushed for approval, also the newest version will correctly increment solved clue count when banking caskets! All changes are noted on the original posted under V1.1 in the change log, please note your script paint will say v1.1 when this version is live!
  22. One last update just pushed awaiting approval, the script will now disable roofs if they are enabled.
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