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Everything posted by Czar
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Oops, will extend support for knife looting, code converted straight from my AIO fighter script New Update (v22.0) - Added looting support for all ranged throwing weapons (darts, knives, javelin) Update will be live within 24 hours good luck everyone Update preview (ignore version, should say v22.0) Script detects iron knives as the ammo and looted some (notice the inventory)
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No worries I will be adding another update for version v95.0 of the script very soon, regarding the plank make spell speed Activated all trials good luck guys. Bear in mind there will be a speed update for plank make in the next version
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For banking, is the tuna the only item in the inventory loadout? Make sure there are no other items such as arrows or any items which are not available in the bank. If the script cycles the bank it means it couldn't find the item, try a client restart and make sure the inventory loadout is configured properly. ^^ As for cannon, yes the script supports cannon I recently added an update for more prioritized cannon repairing too, activated 24 hr trial good luck As for edgeville men, I will add a quick anti-fail update so the script knows how to return back to the npc if the script accidentally goes up Update coming up shortly. EDIT: In the meantime (for edgeville), try the second walking-option in the initial setup interface Activated all trials and thanks everyone for the feedback and support
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Start the script with iron knives equipped and enable 'loot arrows' option in setup interface ^^
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New Update (v103) - Added plugin system -- Runite mining plugin added -- Bracelet of clay mining plugin added - Added 'speed mining' mode, script hovers rocks before mining them - Added 'preparation tile' like my fighter script, users can now set their tile for mining and the script will prioritize that tile before mining update will be live within 24 hours, good luck everyone. Script's paint will say v103.0 when the update is in effect automatically. Let me know if there are any suggestions or ideas for more plugins and extra plugin features.
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Will be implementing some new features and anti-ban techniques very soon, stay tuned guys
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Based is there an error in the console log? It may make the script unresponsive. I haven't experienced any bugs in port sarim, how did you make the script bug out? If there are any errors let me know and I will add an update ASAP. In the meantime I have a few ideas on further optimizing the script and will be posting an update right now. As for randoms dismissing, turn off OSBot's random dismisser because the script handles them automatically. I may remove the script's dismisser since osbot default system has improved. My guess is that there is an error during the ship chartering though. Will be adding some anti-fails in the code. As for trials, activated all trials good luck guys Let me know if there are any suggestions or bugs so they can be fixed/added Update (v90) will be live within 24 hours as soon as the update gets registered
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Alright I have updated the path for barbarian outpost woodcutting, update should take effect very soon since it was a node change. ^^ EDIT: Also sometimes the second walking-mode works better than the first default one Activated all trials good luck everyone
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Ah unlucky on ban My intention was to make the plank make slower to make it more humanlike and less botlike, should I increase the speed?
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Yes there is a fix for oversized setup window, set the font size to a smaller font (125% or 100%) in the screen display options (on operating system), it should display the setup window normally. Many users with larger resolutions have had this problem when they made their font larger. It should work since some users had this problem with the actual osbot client settings menu too and the devs found a fix for it ^^ Let me know how it goes.
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Yeah for prayer flicking it can be buggy while doing 2-3 actions at once, I am working on another update for it though - because coding the prayer flick timers for the new update I realized that if the script attempts to drink prayer potions and spec, the script doesn't know what to do first. I am coding a queue system for tasks though so the most important one is handled first and subsequent tasks are all handled consecutively instead of concurrently. As for iron ores, I think it's just the noted iron ores, regardless I will add an update ASAP after some stronghold testing. As for cannon, same applies here, the script doesn't know what to do first (loot, fill cannon etc), I will add an update for the new queue task system very soon. The cannon shouldn't break in the first place though, I will test again and make sure the script repairs cannon as soon as the repair option appears or something. Latest version should be v179 from yesterday. Some new features coming soon
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Ahh for mirror mode you gotta lower the client reaction timer (from 1000ms to ideally 50-150ms) for the best results, otherwise there is a 1000ms (delay) each time Activated all trials good luck guys
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Done activated trials good luck Latest update is now live v101. To hide paint, just hit the F2 key, although it's not even necessary anymore since I added an update for higher performance without lagging
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Done activated trials good luck guys As for portal mode I will add some updates for portal mode, including attacking npcs if too many are selected and I will try to balance npcs vs. portal prioritization. New update coming up
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Don't worry the individual scripts (ankou script, flesh crawler script, etc) all load the complete AIO stronghold script, I converted all individual scripts to load the AIO one (all 4 npcs/stronghold levels)
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Hmm I will add a refresh button near the npc selector - should be a better workaround. In any case, if using VIP client make sure to never hook client while logged in. Aside from that, starting the script (after the client is loaded) while logged in is always better for detecting npcs. EDIT: Never mind, the ERRORRRR is from the paint/fonts failing to load from URL. It's one of the proxy's fault . I can add another option to load default fonts instead of fancy fonts. Non-font/non-fancy paint mode will be activated upon selecting the 'low resources' mode option in the next version (or this version depending on how fast it is done) ------------------- As for automatically detecting npc loot for setup menu, this is possible and I have thought about adding a system which grabs npc loot from the wiki. There are a few problems such as npc levels which change the loot, but I can always add a checkbox next to the loot. I have already designed a similar system for my thieving script: Notice the red box ^ However the loot rewards were not detected but coded manually. I will further the development, hopefully I can perfect it in the upcoming versions. ------------------- As for ankous, I still don't understand the problem I set a fight bounds and enabled safespotting and set the safespot tile distance to 6 tiles, enabled smart safespot and the script is working fine. I tried attacking an npc which was too far away (manually) and the script went back to safespot. Sometimes there was a delay when returning to safespot (maybe a few seconds or so) but I didn't notice any other bugs Hmm try filling out the bug report or just say how your problem should be fixed, e.g. make the script NOT do this, or not do that (etc etc) and I will make an update ASAP. My last update regarding ankous was an option called 'Avoid fighting npcs which are trying to fight you' which changed the way the attack system works, maybe that's why I didn't notice the bug anymore. Once this update goes live, try ankous again and let me know if there should be any changes and I will add an update immediately in the next version. EDIT: I highly recommend NOT using the fight bounds for safespotting, since it was designed for melee and the entire attacking code is different for both melee and safespotting. I do recommend using the max safespot option (the option is set to 0 by default, in the last tab of the setup interface) and setting it to 4 or 5 tiles, and enabling the smart safespot option for ankous. If these two are bugging out and I completely misunderstood the problem, confirm it please! ------------------- Hopefully whomever had questions, have them answered now
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Guys if the script becomes unresponsive keep the console log open, it could be an unknown npc/unknown tile error for an unsupported fight configuration, let me know and I will immediately do an update for it. Just make sure the console log is open. Here's the new update: New Update (v179) - Update for prayer-flick timing - Added 'eat for loot' and 'eat for loot each time', one eats when inventory is full, other eats one food per loot item. Both options have a description so you don't get confused - Started off global highscores system, or 'dynamic signatures' system, will be off beta very soon. The main things are: profit gained, npcs killed, experience gained for now. More to come later - Noted items and low resource mode visual fix for setup window (Noted items do work, just the images/item names aren't visually correct) - Another update for slayer tasks, will most likely add 'slayer task mode' as a separate option or perhaps a plugin/module. update will be live within 24 hours. Last update was v178, details for that update are in the last page. As for sand crabs, using default options and the script crashes other's crabs? Hmm I will test ASAP.
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Hmm with readyclick enabled? Or not, I will test and add tweaks ASAP As for trials activated good luck guys
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Preview of pending update (v150): Enabled custom safe tile for stalls Ignore the baskets, was testing fruit stalls earlier
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Yeah the master/worker supports all altars ^^ Let me know when to give trial