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luciuspragg

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Everything posted by luciuspragg

  1. Fishing is usually pretty good, I'd guess it's because the interactions are so few and crappy/inefficient bot like behavior is normal among legit players due to most alt-tabbing while they fish. I'd stay away from places like Catherby or just from anywhere that receives regular amounts of players since getting reported is what's most likely to nail you here imo (assuming you're botting it responsibly).
  2. Agility has always had a higher ban rate compared to other scripts so I do my best to avoid it, could never get an account past ~50. You could always try doing it for short amounts of time like @Disboyersuggested, but if you wanted to be 100% safe (not sure how much you care about the account) I'd suggest pay someone to level it for you instead.
  3. Forgot about these. I'm not sure about the specifics of your farm so this might be a dumb question, but do you think that's more to do with your scripts, your method, or the fact that they're hopping so much? Been thinking it was more just a tinfoil hat thing, but you raise a good point with the reporting. However, the only reason I did notice him is because I'm sitting on a bunch of the worlds anyways. Would probably look like logging in and out to a regular player.
  4. I've found that the more common the combat training area is used as well as how many edge cases your script can handle goes a long way in reducing bans. E.g. A long while back with another client I made a script to kill minotaurs in the stronghold and pick up iron arrows. I didn't add any protection for drops outside of the section of the stronghold or taking into account multicombat. I also neglected to add a method to re-enter the area if it accidentally clicked on the exit. Took about 3 days for all accounts using it to be banned despite regular babysitting. Edited the script to only try and pick up things it could reach, pick up the food drops if it was low hp, not attack other people's minotaurs, and re-enter the area if it left. After those cases were handled the script never had any bans while I was using it, I assume because it wasn't getting itself flagged by clicking repeatedly on unreachable items or pissing people off by attacking their monsters.
  5. To keep it vague for my sake and his, the past few weeks I've been running bots through a relatively known area. I've noticed that there's one other player who seems to be there almost 24/7 and has been there the entire time I've been using the area. What is strange to me was that it didn't matter what world I was on or the time of day I was checking the bots, I'd eventually see him at some point during the session. I got curious last night and followed him around on another character and it appears that he's world hopping at random intervals of about 30 seconds to 20 minutes. Is anyone aware of what effects regular world hopping would have on the ban-rate of your bots? I would think that doing it too much would be a flag or not have too much effect. Maybe the guy has a decent script and is just paranoid. Id' be very interested to hear what others think.
  6. Most I've had was about 6 days, and the only reason I can think is that the last botting activity on it was clicking on something it couldn't reach for 7 hours.
  7. Yes that's true and would be a great way to implement it ultimately with a GUI, however given the fact he wasn't too confident with enums to begin with I opted to explain them using a simple switch statement. I know it's the go to advice to read the docs but they can be daunting and confusing for some people. Besides, I had some free time so I didn't mind typing up an explanation. It seems that it helped @bigd123, so hopefully he can move onto your suggestion and work from there
  8. This explanation leaves a lot of details out so I'd recommend doing some more research. So basically an enum object works similar to a variable in that you can assign it an arbitray value, however the difference is that these values are constant and decided at compile time (static) rather than when the script is running (dynamic). e.g. //this is static int x = 5; //this is dynamic int y = foo(); The difference is that when the script starts x already has a value of 5, however y does not recieve a value until the foo() method is called and assigns it one. So when you initialize an enum object you provide it with all the possible values that it can be. In the snippet in the previous post an enum object of type Spell can only have the values given to it initially (SPELL1, SPELL2, etc). However remember that it's only the possible values of the enum that are static, what the actual value of the enum object is can be changed which is why we can do what I was suggesting. I'm assuming you have a way for the user to select what spell they want so you'd create an enum object of type Spell, assign it a value based off what the user chooses, and then set the spell accordingly: enum Spell { SPELL1, SPELL2, SPELL3..., SPELLX; } Spell userChoice = //whatver value you want to use to determine which spell was picked switch(userChoice) { case SPELL1: Spells.NormalSpells./*the proper spell name*/ break; //etc }
  9. You should never bot on an account that you don't want to lose, getting banned while botting isn't an if but a when. If you're that serious about doing pest control on an account you care about for whatever reason, either bot throwaway accounts for it and then whichever ones reach your pest control goal without being banned continue using, or pay someone to do it by hand. (@ez11's suggestion is a legitimate way to go)
  10. You could try to use enumerations and a switch statement to accomplish what you're looking to do: enum Spell { SPELL1, SPELL2, SPELL3..., SPELLX; } /* get a Spell object from user choice */ switch (spellObject) { case SPELL1: Spells.NormalSpells./*the proper spell name*/ break; case SPELL2: Spells.NormalSpells./*the proper spell name*/ break; case SPELLX: Spells.NormalSpells./*the proper spell name*/ default: //no spell selected break; }
  11. I don't want to get too into detail with the problem you're having because there seem to be more than just the override error. But with a quick glance here's what I can tell: // Syntax error on token "}", { expected Your script has 10 opening and 12 closing braces which is causing this error, make sure you're closing all your braces properly. //The method condition() of type Enchanter must override or implement a supertype method If i recall correctly this means that your parameters don't match up with the class you're trying to override: //the super class/method being overrun class foo (int x, String s) { ... } //the class/method you're wanting to override with class foo (int y, int x) { ... } Notice how the parameters are out of order and/or don't match up, since the signatures aren't a match there's *nothing* to be overrun. My best guess as to what's causing it is the time parameters in your conditional sleep declaration. AFAIK conditional sleep only takes one parameter for time instead of a range. You could try using random() to generate a number in that range and use that instead.
  12. A conditional sleep that waits until your inventory doesn't contain any fish would be a good start. From there you could begin modifying it to work with cases where you'd get interrupted and wait around unresponsively. @Apaec is right that you should do your best to avoid long sleeps conditional or not, so I'd recommend something like this to start screwing with new ConditionalSleep(/*Time it would take to gut all fish*/) { @Override public boolean condition() throws InterruptedException { return myPlayer()./*finished gutting condition(s) met*/ } }.sleep();
  13. Java doesn't support two public classes in a single .java file. You'll need to put the declaration in a separate .java file. I must ask, this looks a lot more convoluted than just using conditional sleeps, what about them do you not like?
  14. What are the needed features of an 'anti-ban'? At the very least some kind of anti pattern, which is essentially just not doing the exact same thing the same way over and over again. Use random breaks between actions, different banks, paths, varied spots/pixels/colors etc (though this one isn't necessary with osbot). This is one of the reasons using a basic autoclicker (e.g clicks once every second) is a bad idea. @SqueezeTheorem was saying novel behavior, which I agree with. This is one of the harder things to add to a script because it's difficult to know how much or how little you can get away with. A human won't perform every task perfectly or might do stupid little things for absolutely no reason and it's almost impossible to account for every single one of those little quirks that can arise when a real person is playing. When crafting or cooking maybe they'll interact with a different item each time without an easy to guess pattern, or they'll attack the mob across the room rather than the one that's closest for literally no reason, they could be alt tabbed during a level-up and not resume the activity immediately etc. I've found in my personal experience that more "goofy" scripts result in more time before a ban.
  15. Not who you were replying to but I've also had a good deal of suicide bots banned using my home IP (~100). Most I've ever had one run was for around 90 hours, average I's say is 14-20 hours, shortest was locked in less than 4. Though it can be really chance based, it can also depend on what you have them doing (and what scripts you're using). I've had what seem to be chain bans which have gotten other unrelated running bots, however I can't say for sure if that wasn't the unrelated bot getting caught for other reasons. All of this being said I've never had a fully legitimate account banned due to illicit activities on another.
  16. It's not exactly what you were asking for but the MouseInfo class implements the getPointerInfo() method to return the coordinates of the cursor. You could start by trying to record where the mouse is every time the client performs an action.
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