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Everything posted by Czar
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Will add a quick update for the draynor trees, latest version of the script should be v89, update will go live within 24 hours Good luck everyone ;)
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Hmm osbot's webwalker is the second walking option, try that option - I think falador is supported for osbot's webwalker ^^ And yeah the walk-system is messed up until v162 is updated As for the warning messages for entering wildy, or stronghold, turn off the warnings in lumbridge - I will be adding all the warning interface handlers (they are all different so it may take some time) EDIT: Can confirm falador works in v162, tested the script from falador east bank, set npc to "scorpion" and the script walked to the falador mining zone and attacked scorpions flawlessly
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Guys the latest update is still pending for some reason v162 should be live any moment now, all of the previously mentioned feedback has been implemented/fixed in this version ^^ Apologies to everyone for any inconvenience All trial requests are double trials now (since the update is pending) good luck everyone
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Hmm some users buy scripts via vouchers http://osbot.org/forum/forum/227-vouchers/ but I can activate the script for 4 days trial until the payment is processed As for edgeville banking, already tested in v162 and the script doesn't get stuck, tested on hill giants without brass key starting from edgeville bank, script successfully walked Just waiting for update to be available As for stopping script when out of ammo, since the update v162 is still pending I think I can add support for this feature
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Added a new update (v54) - Bank placeholder support is now added - Added a fix for several banking items update will be live within 24 hours good luck everyone Noted ess support is almost ready, ETA 1 more version ^^ ETA for quest cape mode will be in ~2 versions max, shouldn't take too long EDIT: Guys, for placeholders, the script will ignore potions that have an amount of: 1 in the bank, so if there is 1 stamina potion(2) then it will attempt to withdraw another stamina potion with an amount higher than 1, e.g. if there are 5 stamina potion(3) then it will withdraw from that stack. The current system works as follows: Is stamina potion(1) there? If so, are there more than 1? -> If yes and yes, the script will withdraw a stamina potion(1) if not, (if has potion but there is only 1 stack of it, then move onto more potions, or if no potion is detected) Try stamina potion(2), and then stamina potion(3), then finally stamina potion(4), if none, then the script will stop. Also, this option will only be activated after enabling the 'Use bank placeholder' option in the misc/antiban tab!
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Thread has been updated with a new setup guide, will be expanded-upon continuously ^^
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The stop when food is out option is fixed in v162 The update will go live in less than 24 hours and the paint will say v162.0 As for adding new walking paths for waterfall fire giants, should be supported in the next update ^^
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For which bank does the script keep going in cycles? I will test with this version (v162) to see if it happens in this new version As for ready-click, will add another update for readyclick, there was a bug with dialogues/levelling up As for stronghold and enabling the last checkbox, don't worry the checkbox is removed in v162 because it was very confusing. The script is back to normal in this new version and requires no additional options to be enabled The update will automatically go live within 24 hours or less, apologies everyone for the inconvenience
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New update (v99) - Added an update for port sarim deposit box - Added an update for worldhop system update will be live within 24 hours, good luck everyone
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You gotta have a strategy for reducing botting ban-rates, the script can only go so far - now it's split between 3 factors: - Client - Script - Botting strategy VIP client is known to be better than regular client with botting ban rates, the script already has anti-pattern support, and for more tips on botting strategy: http://osbot.org/forum/forum/34-guides/ As for trials, activated all free 24hr trials good luck everyone ;) As for Rellekka fishing the script doesn't support the rellekka banking yet
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The previous individual stronghold scripts (all the individual npcs) are converted into the full AIO stronghold script As for trials, activated all trials good luck everyone ;)
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Ardy knight option is named 'Knight (55)' in the setup menu, I will change it in the next version to 'Ardougne Knight' to avoid confusion As for DMM, the script does support DMM As for blackjack mode, still in development the requirements are really high for the menaphite thug blackjacking, aside from that the feature is almost ready
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New Update (v162) - Gnome stronghold now perfected, including gnome stronghold banking - Stronghold of security plugin added (including banking) - Added saving for tasks tab - Added anti-fail for eat system - Added fallback eat hp of 5 hitpoints - Added a new input for setting custom eating range - Rock crab walking system improved - Added anti-fail and anti-idle system, converted from mining script - Added new condition for stopping script: run_out_of_food_inventory Hopefully no updates were missed from the last few pages. Many more updates coming soon Guys if there are any bugs or bug reports/console errors, they will be fixed Guys, for new/rare fightzones or npcs, the script can be unstable, try changing the initial script settings (enable the last checkbox unless stronghold) and change the walk-settings if the script ever gets stuck. OSBot's default webwalker is always being updated by the developers but not all fightzones are supported. New fightzones can be added to the script also
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For all users who had issues with gnome stronghold or taverley, or any walking-errors, restart the script, there was an update a few minutes ago to fix those Also, a new option has been added at the script initial settings menu, only use that option if you have walking errors (if the script fails to go to the fight-zone) this applies to sand crabs, but NOT stronghold (there is a mistake in the info text saying that it works for stronghold, when it doesn't) don't enable that option if you intend to fight in stronghold, because the original settings are already working for stronghold now. EDIT: For stronghold can you try the script again? Update v161 was just added As for script saving, currently all options are saved except the task options, but I will add that tab to the saving system ASAP As for stopping script when out of food, the script only supports that option for banking (when there is no food in bank, the script will be triggered to stop) - but I can extend the script to make it stop if no food in inventory too Another update for the script will be added within a few hours (latest version will be v162). The last update is now available (v161), just make sure to read this post and configure the script. EDIT: Just tested chaos druids at taverley, working good. Moving onto stronghold of security again, and gnome stronghold. I tested the script at the northern part of level 2 stronghold of security and it worked, now onto the rest of the stronghold levels. As for gnome stronghold I still haven't tested there but it is an important feature because of deadman, so both gnome stronghold and stronghold of security have high priority. As for sand crabs, after enabling the new option (at the initial script setup menu) it seems to be working, I will test again after the two stronghold tests. If stronghold ends up not working everywhere, I will be importing the entire AIO stronghold script and add it as a plugin for the aio fighter script (plugins like the sand/rock crabs etc) with a tile chooser for v162 of the script
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Hmm so the script is trying to withdraw Stamina potion (1) from an empty placeholder? Or is the script trying to withdraw Stamina potion (1) and not being able to? Will test stamina potions. As for instant-banking with noted ess, will definitely add an option for that Guys, a few updates coming up
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Guys the latest version update is still pending so all trials are double-trials For stronghold, until the latest update is available, have you tried starting the script at the chosen npc tile, and adding the npcs from the npc chooser (NOT the npc name button)? That should work with banking too Activated all trials good luck everyone ;)
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The blood chest teleports the player to ardougne so the script needs to return back to the blood chest each time, or is there a bug? If there is a bug confirm and I will add an update As for trial, activated good luck
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Try again, trial should be working now the trials were full
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Okay will be adding another update (v162): - Update for world hop, no longer hops when not fighting (no more hopping worlds during banking or walking) - Added an update for AFK mode for both normal fighting, and plugin fighting (rock/sand crabs) - Added an update 'wait until bone bury' before attacking next npc - Added an update for stronghold of security, many bugfixes Also guys don't forget that: - Choosing npc by name: script walks to the nearest found npc wherever it may be - Choosing npc from clicking the button (chooser): script will remember the tile and set it as the fight tile, and will know how to return after banking So it may be wise (and quicker) to start the script at the chosen npcs, then save the script, and auto-load the settings each time the script is ran - this is particularly useful for npcs which are really far away. Also guys the last update (v161) is still pending The update should be live any moment now just waiting on the update to be registered
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Well the update is still pending, the script paint will say v160.0 when the latest version is live Another update is coming very soon within a few hours though. Apologies everyone for the inconvenience Activated all trials good luck everyone ;) As for stronghold, I activated the trial for the stronghold script in case the fighter script didn't work, but the fighter stronghold feature is working right now
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Quest cape/fairy ring support is already in development since a few users already requested the feature just need to make sure all the options and the teleport names are correct and need to make sure the feature works perfectly
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Activated all trials good luck everyone ;) As for stalls and running away, I will try to make the script not run too far away, but sometimes the script is still in combat even after running So I made the script run to the farthest tile as a safety measure. I will add another update for this hopefully there's a better solution