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Everything posted by Czar
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Gratz on 99 fletching :D Added progress to main thread
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Guys, will add some setup instructions to main thread for how to setup the master/worker feature for the script But the basics are: The master account sets the username of the worker account and enables 'worker' in the setup menu The worker account sets the username of the master account and enables 'master' in the setup menu The master account doesn't need to even be botting, but the worker account does Also, the new update (v57) is still pending, update should be live today (bugfix for withdrawing staminas sometimes) and a few new features
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Activated trial good luck everyone Thieving chests: most of the popular thieving chests are supported including the rogue chest, nature chest, coin chests, blood rune chests (including the walkback), activated a trial @Sayler if the script is not running whatsoever, can you try restarting the client and making sure the osbot client is updated, java updated and if using VIP client then make sure to hook the client while logged out so there are no errors. If nothing still works, there should be an error in the console log which can be easily fixed in the next script update Also guys, new blackjacking system preview is coming very soon, added many new features and re-designed the entire setup interface with all the new options. Disclaimer: do not buy the script solely for blackjacking because the script doesn't support it yet - please trial the script before purchasing for blackjack system. It is a bonus feature which is in development. Development was previously delayed because of the complexity of coding the system (notice there are no real blackjacking scripts yet!) but the feature is nearing completion
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Added another quick update, all dialogues and level-up dialogues will now be skipped sucessfully, latest script version is now: v94. The paint will say v94.0 once the update is live (just waiting for update to be registered now)
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81 ore mode is a beta option, I will add some updates to the system in the next version ^^ Dropping hammer after repairing the wheel will also be added since many users requested the feature, update coming up guys
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Ah everyone knows that new accounts get banned really fast, although the script did quite well for a new account
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New update should be live any moment now guys
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I already fixed fire giants, even mentioned in the update post above (edited) As for smart safespot option, it's almost identical to normal safespotting except it tries to filter out npcs which can technically make the script move from the safespot tile (it basically avoids moving from the tile and being in combat after attacking an npc) by detecting which npc-tiles are ideal for safespotting. The option works very well in conjunction with the safespot distance system (7 tiles for most shortbows). As for trial, will activate the fighter trial as soon as GDK plugin update (v165) is updated, it will be a 100 hour trial since it's a beta test for GDK
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New Update (v57) - Added failsafe for quest cape method and fairy ring (legends' guild) - Added failsafe for withdrawing stamina potions in a full inventory - Added agility shortcuts for cosmic runes - Added 'lite' option for low-resources mode - Added an update for ZMI walking system Update will be live within 24 hours max, good luck everyone, thank you for the positive feedback ETA ~1 more version for noted ess, I know I said that in the last update but I haven't had the chance to test it before release, one more update Generally, the first walking option should be fine for all aspects of the script, but if the script ever gets stuck walking or idles, then it is best to try the next walking option. The other walking options are only there for emergency/backup reasons, in case the script breaks, the user always has a backup option which will work
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Hmm script should not be laggy unless restarted several times, try a client restart and enable the first webwalking option for the default osbot webwalker (best performance) ^^ As for trials, activated all trials good luck everyone ;)
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Update v165 should definitely be live today for sure since the update was yesterday guys, as for safespot, well the smart safespot option is still beta but I think it should be able to work better, I didn't anticipate multi-safespot tiles but I will be improving the system. The feature was mainly added for basic single tile safespots such as ankous safespot or perhaps other non-obstacle safespots edit: Also guys don't forget that there is another new option for safespot distance, make sure to set to 0 for default distance (no limit) or to a reasonable tile distance EDIT 2: Finished waterfall quest, tested fire giant safespotting, now fire giants are fixed and are in the same version as the new update (v165). As for stronghold of security, these tiles have been fixed in the update, just making sure it's the right tile: (ignore version, should be v165.0)
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The GDK beta is finally ready, and is in the fighter script so once the GDK plugin is added in update v165 I will grant all users a beta trial of 100 hours minimum The script isn't on the SDN yet that's why the script had to be a plugin for the fighter script temporarily. Hopefully devs will add the gdk script to sdn soon
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The main problem is that I don't know what the bugs are, there are extremely vague bug reports which lengthens the bugfixing process.. I will be adding a real bug report template so that everybody wins Rock and sand crabs plugins were both re-written for v165 so they are working much better Will update thread with the bug report templates: New feature request - What is the new feature - Basic description of what the script should do - Basic actions for the script: 'Use item on item' etc. For when the script gets stuck on a tile (or continuous loop): - Which exact tile does the script get stuck on? (exact tile, not 'near the draynor village') - Plugin or normal script? - Did you try all 3 walking options? Script has a logic bug (e.g. dies while safespotting) or (cannon mode doesn't pickup arrows) - What is the bug - How did you make the bug happen - (optional) recommendation for the bug, e.g. 'make the script walk back' or something - Tried client restart? - Normal script or a plugin? - Which exact setup options are enabled? Afk mode, cannon mode, etc etc. Also guys update (v165) is the latest update, here's a summary quote: I will be adding sand crab island to the next version ASAP and another update to brutal dragon plugin
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Alright no worries, the afk sand crabs was completely re-written in update v165 ^^ will make sure there are no bugs with safespotting though. Did safespotting work at fire giants before the current version? (v163)?
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Will add another update for quest cape mode and an update for 'low resource mode' so the script doesn't cause too much lag, there will be a 'lite' paint and a few other optimizations
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Using smart safespot option or normal safespotting? There is a pending update for safespot but that update only makes sure the script doesnt die from safespotting Will test fire giants with all 3 options. EDIT: Also guys, for safespotting make sure the safespot distance isn't incorrect, usually it's best to leave it to 0 but if it's not 0 make sure the range is reasonable As for potions the script already supports all potions, is the script not drinking potions in the inventory?
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Script and trials should be available very soon, the beta testing will start in the upcoming days
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Will add an update for flax spinning and magic level-up dialogue
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Hmm if the script stops, there should be an error log So the script is stopping at legends guild (after teleporting via quest cape)? The script should be trying to click 'Zanaris' on the fairy ring, will test the script and add an update for next version.
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Hmm strange, which looting items and which npcs? Will test and add an update if necessary. Usually if the script stops working there is an error log, it's an easy fix The script will support green dragons in the new update (v165), activated trial Also guys, updated the new version update post. In the next update there will be a new feature to build custom script plugins from scratch. Right now, if the script is stopped, the console log will display all the commands that the script requires to run - these commands can be recycled and an entire script can be made. Right now there is only basic support but in the future there will be a new custom interface which allows users to build their own plugins which is great for unique scripts
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New update (v165) - GDK plugin is now enabled (BETA) should be working fine, need suggestions for more anti-pk options, there are already a few anti-pk options added though. - Re-wrote crab plugins for both rock crabs and sand crabs - Added some updates for safespotting system, script will not die anymore and will return to safespot. Won't cause errors anymore too. - Changes to 'eat for loot' option - Added an update for stronghold webwalking (this one is not an instant update, the actual code was changed instead of webwalking nodes) - Added another update for gnome stronghold (NEW) Update will automatically be live within 24 hours As for noting items using the farming leprechaun, will add a system for this, so hobgoblins + using limpwurt roots to note them? EDIT: Any bugs for gnome stronghold anymore? I will re-test again to make sure but I think the last update fixed it, confirm if there are still bugs and I will make changes ASAP. Also guys, if using stronghold without the plugin, the script will automatically go to the nearest npc it can find, so if you want to find specific npcs in stronghold it is advised to either start the script near the chosen fight tile (and add npcs from button, NOT from text (input) - so the script will set the fight tile to current tile) or use the stronghold plugin. Also, the eat for loot option will only eat for loot if the inventory is full, should I make the script eat for loot when inventory is not full too? It's an easy code change.