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Everything posted by Czar
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Yep runner mode is easy to setup, just enter the username of the master account Activated trials, gl guys Earths and airs seem to be flawless, just finished earths at varrock east working like a charm. Testing staminas soon.
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Hmm using map mode? I added a warning for it that it uses a lot of memory. If not, hmm which settings did you use? I will help
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Teaks at CW is a good place to not get banned. However I wouldn't say the same for the GE locations. I would only bot in that location if I were goldfarming and I didn't care about keeping the account (for temporary bot farms). 2 Ticking teaks - I may consider adding this depending on if it can be scripted to be perfect, then yeah Yews at varrock - which woodcutting option did you select? Choose location from list, or did you click on the trees manually (screen mode) or map mode? Map mode is the laggiest so make sure to avoid that. It's only there for extra functionality and features, ever since I added manual screen mode it made it less useful Activated trials gl guys
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Astrals are supported in Lunar isle, you can't craft astrals in abyss, they are only available in lunar isle in-game. As for small pouch, start script with empty pouch in inventory and let the script do the rest, it should work well. As for deathwalking, will add some functionality so that the script remembers where it died and walks back to loot items. As for stamina potions, start the script with only empty pouches, and let the script drink potions whenever necessary, make sure to not interfere with the banking layout, otherwise the script may get confused. Will run some tests for eating, normal air and earth altars, food, stamina potions and banking. Nope mains cannot get banned if you don't bot on it Update coming up, stay tuned guys
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Done activated trials, good luck guys Good news: Script is back to normal. Just ran some tests and it seems awesome. Also, following the new camera zoom update in RS, some courses are more efficient now
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Coal bag and superheating is a good idea, I need to develop a bulletproof system for this ^^ I will be working on it I guess
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Yep the devs are working on mirror client to get the hooks updated. Should be up to scratch in the following days ^^
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Good luck on the script, nice to see Sorceress Garden scripts ^^
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New Update (v120) - Added kourend teleport spell - Changes to high alch + teleport combination - Alching + stop when out of runes option fixed - Superheating fixed Update will automatically go live within 24 hours, good luck guys Spin flax is already supported, is there anything wrong with it? I will try and get a test account to test it. Last time I coded it, it ran fine Also, rune pouches are not supported just yet I don't have a rune pouch on my account, it's extremely high req I will try and find or buy an account with rune pouch as soon as humanly possible. EDIT: Once update v120 goes live, you don't need to enable the 'stop when out of runes' option, it just messes up some spells. I made it log out as soon as it gets the message 'you don't have enough runes blahblah' all variants of that message.
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Activated trials good luck guys
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Banking should be back to normal now Hmm for anti-ban I will be adding more variance to the script's behavior so that it is even more humanlike. I am constantly adding updates to change it up
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Script should be back to normal after osrs update, how is mining guild now? Please confirm. I have ran some tests and the script is walking to and from bank perfectly now Let me know how it goes for you, I will add updates ASAP As for ardy cape, is ardy cloak equipped? If so, perhaps the teleport name changed. The script is looking for the teleport: 'Kandarin Monastery' as the option, can you confirm that the right click -> ardy cape -> 'Kandarin Monastery' is the exact name of the teleport? I will add an update if they changed it, and it will work
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Script should be back to normal following OSRS update, banking should work and it will no longer stay on calculating.. Using sticky npc mode you can pickpocket from lured knights, but only if the knight has already been lured. I still need to add knight luring somehow, it is very complex I am working on adding an option to fight back in event of combat.
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I am building a new tab for alerts, stops, and expanding it further. So so sorry guys for the inconvenience, I had to remove alerts temporarily. The new 'Schedule' tab will allow you to build your custom setup so: - Choose any type of action (e.g. player says my name), Choose what you will do if that action happens: (stop script, log out, alert you, go to bank, custom) Actions will also have so many options to choose from. So I will be streamlining the entire system and giving players more control over the script. I just had to do some re-designing and I am in the middle of it right now. V230 tomorrow will have the new schedule tab and it will be back to normal.
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I am trying my best to get GDK plugin working as flawlessly as possible. There was an update which changed the dialogues a little bit so the script got confused. I made an update so it knows how to handle it now. I am tempted to completely disable GDK mode and keep it closed-beta instead of open-beta if I get those type of angry/rude people.
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There was a new OSRS update regarding the camera zoom, make sure to set the zoom to a visible way if using non-classic mode, it will work much smoother
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Hmm it could have been a delayed ban, what is your botting history like?
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New Update (v229) - Added King sand crabs support - Script has been made faster and performs more efficiently in certain areas of code. - Potions re-written, using the new Decision system. Potion overrides streamlined. - Combat potion now accounts for both att/str, it chooses the highest and sticks with it. If both 1, it reacts accordingly. - Stop conditions fixed (including time condition) - Script now re-attacks an npc after potting or after any action interrupted combat (safespot) - Stronghold plugin fixes --- Walking/banking improved --- Questions are now flawless --- Guthans fully supported in stronghold now, completely converted - Added shortcut for Kourend Catacombs (near south-hosidius bank) - Added more pathwalking for Kourend Catacombs. - Added fix for corp. cave dialogue, now works - Slayer ring teleports patched - Dueling ring patched - Removed delays from potion consumption - Misc. improvements to black dragon plugin - Misc. improvements to green dragon plugin (will be re-introduced in the next few updates) For style switching: I need to add a full system which supports every type of weapon for that. I already have that on my to-do list, which means I can add more features on-top of that including; change attack style during special attacks, change style when levelling tasks, etc. ETA: Next update, tomorrow. Couldn't replicate the Gnome Stronghold walking errors, it is working fine for me. Tested from gnome stronghold center bank all the way to moss giants outside the stronghold, it works flawlessly. Please provide more info I will help and add a bugfix if necessary ASAP Also, there was an update on Thursday, banking and camera error logs should no longer occur, thanks to the devs. It's all good now. Stay tuned for the next update. Please provide detailed suggestions and/or bug reports so I can add your update as fast as possible! Will also need some feedback from our mac/linux users, how is saving/loading profiles working? Hopefully it's fully working now. Also, next update will be an insane improvement to the script's memory usage and performance. I'm talking BIG.