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Everything posted by Magarac
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Leading currently!
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any cheap random 40+ defense accounts for sale out there?
Magarac replied to dragonite3000's topic in Requests
Gotcha. -
any cheap random 40+ defense accounts for sale out there?
Magarac replied to dragonite3000's topic in Requests
Well I currently have the 60/65/60 up for sale in the accounts section and current bid is 12m; so yes, taking offers. As for the 40/40/40 I'm not sure how much they normally run for so am also looking for offers and if I think it's good I'll say so. Sorry wish I could be more forward but I'm not 100% on prices of accounts! -
any cheap random 40+ defense accounts for sale out there?
Magarac replied to dragonite3000's topic in Requests
Got a 40/40/40 and a 60/65/60 let me know if interested! Taking offers. -
Leading bid so far by @Framble is 12m.
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SOLD. Please remove.
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Stats are like the title suggests; has 37 WC, Plague City, Pirate's Treasure, Lost City (perfect for my babyGDK script). Will post rest of (mostly pointless) stats and quests when I get back home. Unregistered email.
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I believe it'd be around 20-25m depending on the demand at the time and your feedbacks/trustworthiness.
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Hey @Molly can I trial this?
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Oh wow interesting read.. was really curious if it was the same as in C++ or not and that makes a ton of sense.
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Not 100% sure if Java is like C++ in this aspect but in C++ the problem would be the num in the addOneTo function isn't being passed by reference and never updates the x. Not sure here though, am still learning Java, can someone clarify?
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Noted, current highest bid!
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Leading bid now via PM:
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Thanks! Completely forgot that.
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1. Pictures of the account stats 2. Pictures of the login details 3. Pictures of the total wealth (if there is any) N/A 4. Pictures of the quests completed *For some reason my .gif was removed from the host; if interested I can provide a new pic. Quest highlights: all F2P except Arrav, MM, Mith Gloves, Fairy Tale pt.2 (started for rings), etc. 5. The price you will be starting bids at 10M 07 6. The A/W (Auto-win) for your account N/A 7. The methods of payment you are accepting 07 GP or Paypal (trusted users only) 8. Your trading conditions Only people I deem trusted I'll go first for, otherwise we use an MM. 9. Pictures of the account status 10. Original/previous owners AND Original Email Address I am OO and have a registered personal email but will change to the buyer's and give recovery info if I deem trusted.
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Ohhh damn that makes so much sense, duh. Thanks man appreciate it! I get it now.
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Thanks man, but I already have an NPC filter! Appreciate it anyways. I meant more along the lines of when checking combat.isFighting to know who it is actually fighting with, cause it'll return true in any combat if I am not mistaken, not just with my specified NPC. Therefore if I run into an aggro/multi-combat area and a different NPC fights me, it'll return true and finish the fight before attacking who I intend. Right?
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Amazing! I changed it around and now it's way cleaner and works perfect. Thanks a ton man! Now my only problem is a fighting one :P In a multi-combat area with aggressive NPCs, how do I differentiate who it's fighting with and run away from the non-intended NPCs. But overall a huge improvement! Ty!
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Ohh okay makes a lot of sense now. Do you think my 3 different fight conditions are necessary up there? Especially if in an area with more than one NPC that is aggressive? What's the best way to solve that. If you don't mind, can you take a look at the below code and tell me if it's along the lines of what you said? if (!combat.isFighting()) { enemy.interact("Attack"); state = "Fighting a enemy."; new ConditionalSleep(5000) { @Override public boolean condition() throws InterruptedException { return (myPlayer().isFighting()); } }.sleep(); } else { new ConditionalSleep(50000) { @Override public boolean condition() throws InterruptedException { return (!combat.isFighting() || lowHealth() || loot != null && loot.isVisible()); } }.sleep();
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Wait up so you mean to remove the whole sleep while fighting? So something like this? enemy.interact("Attack"); state = "Fighting a enemy."; new ConditionalSleep(5000) { @Override public boolean condition() throws InterruptedException { return (myPlayer().isFighting()); } }.sleep(); Am I not understanding what the isFighting function entails?
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Are you using a conditional sleep? I'm just curious how you get out of it to be able to loot, since mine isn't doing it efficiently. case FIGHT: // enemy declaration NPC enemy = getNpcs().closest(new Filter<NPC>() { @Override public boolean match(NPC npc) { return npc.getName().contains("enemy") && (npc != null) && !npc.isUnderAttack() && (npc.getHealthPercent() > 0) && map.canReach(npc); } }); // loots GroundItem loot = getGroundItems().closest(""); if (loot != null && loot.isVisible()) { if (getInventory().isFull() && gotFood()) { getInventory().interact("Eat", food); Loot(); } else { Loot(); } } // fights if ((!myPlayer().isUnderAttack() && myPlayer().getInteracting() == null && !combat.isFighting()) || !enemy.isInteracting(myPlayer())) { if (enemy != null && enemy.isAttackable()) { enemy.interact("Attack"); state = "Fighting a enemy."; new ConditionalSleep(5000) { @Override public boolean condition() throws InterruptedException { return (enemy.isUnderAttack()); } }.sleep(); new ConditionalSleep(30000) { @Override public boolean condition() throws InterruptedException { return (!combat.isFighting() || enemy.getHealthPercent() == 0) || lowHealth() || (loot != null && loot.isOnScreen()); } }.sleep(); } } else if (myPlayer().isUnderAttack() && !combat.isFighting() && enemy.isInteracting(myPlayer())){ if (enemy != null && enemy.isAttackable()) { enemy.interact("Attack"); state = "Fighting a enemy."; new ConditionalSleep(5000) { @Override public boolean condition() throws InterruptedException { return (enemy.isUnderAttack()); } }.sleep(); new ConditionalSleep(30000) { @Override public boolean condition() throws InterruptedException { return (!combat.isFighting() || enemy.getHealthPercent() == 0) || lowHealth() || (loot != null && loot.isOnScreen()); } }.sleep(); } } else if (myPlayer().isUnderAttack() && combat.isFighting() && enemy.isInteracting(myPlayer())){ state = "Fighting a enemy."; new ConditionalSleep(30000) { @Override public boolean condition() throws InterruptedException { return (!combat.isFighting() || enemy.getHealthPercent() == 0) || lowHealth() || (loot != null && loot.isOnScreen()); } }.sleep(); } break; The 3 different fighting if statements are: 1) if my player is not interacting in any way, it initiates a fight OR if an enemy other than the one I want is fighting me, it initiates a fight 2) if my player is being attacked but is not retaliating, it attacks OR if an enemy other than the one I want is fighting me, it initiates a fight 3) if my player is being attacked by my enemy and is retaliating, it waits. I have it return if loot is nearby and it loots as seen above. Healing works just fine the way I have it. Any thoughts?
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My script is in states so I have Healing as one of the top priorities, not too worried about it. I also have Looting as the first thing it does, but I just want it to Loot while in the middle of a fight, and am curious why the code I have isn't returning the fight sleep.