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FrostBug

Scripter III
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Everything posted by FrostBug

  1. Compile it to java archive (.jar) and place it in the OSBot scripts folder (typically placed at C:\Users\User\OSBot\Scripts\ on Windows) also, please use spoiler/code tags for stuff like this :E
  2. FrostBug replied to Kittens's topic in Farewells
  3. I want @Acerd to post his
  4. so.. this is the current progress for 1.2 release. The X'd features are finished and tested already, the rest is not. Hopefully I'll be able to release it early in the weekend
  5. this would be the proper way boolean your_mom_isVisible = true; boolean insert_30_inch = false; while(your_mom_isVisible){ insert_30_inch = true; }
  6. As sentende also stated, these changes are both completed and included in version 1.2 However, It's still not ready for release just yet. I will post a progress update later today, as well as an ETA
  7. getMagic().castSpell(Spells.LunarSpells.NPC_CONTACT); You cannot create new instances of classes that extend API / MethodProvider like that. If you want to create new API instances, you have to do an exchangeContext on it first, in order to exchange your current Bot/MethodProvider with it.
  8. Check that you're only exporting the actual jar file to the scripts folder, and not a bunch of other project related sources/classes etc. Also ensure that the ScriptManifest is filled in correctly.
  9. I won't even bother reading this entire thread :E There's no need to use enums, no need to worry about threading (he's getting the instance in onStart), no need to worry about invokelater vs. invokeandwait Literally all you've forgotten is to lazily initialize the instance in your getInstance method eg.
  10. Started working on version 1.2, which will feature a ton of improvements and new features (as well as a few bug fixes). I don't know if it'll be finished this weekend. But soon.
  11. All that matters is that you did it before it was cool
  12. sleepTime is not used, for whatever reason.
  13. FrostBug replied to Acerd's topic in Spam/Off Topic
    Hi fren
  14. For stun detection there is probably a config variable. But if you don't want to go into that, you can simply check the height of your players model (the stun particles become part of the player model, I assume). Something like myPlayer().getModelHeight() > defaultHeight. You'll have to check what the default model height is for your player while it's not stunned. This may differ depending on hair/helm, though. Alternatively, check the verticecount on the model.
  15. He didn't get banned, he just closed his account right before.
  16. What's that log? Also please use spoiler tags :E, these pastes are huge The two first have been repeatedly reported already, and I've agreed to implement them. No need to suggest them any further. One by one withdrawal of potions is part of the combining algorithm. I'll see if I can speed this up.
  17. Could you show me where the character was standing? I'm not sure. I don't have contact with the MGI, the mirror client developer. I reckon it has #1 priority, since it obstructs a lot of scripts from using it. I have not been able to reproduce this bug. Could you perhaps PM me with your skype, and let me debug it from your environment? That might be the best bet at reproducing it and figuring out the issue
  18. I can agree with those changes, except for the randomized killcount. Killcount threshholds are well known to the public, and even most legit players always get a set killcount; as getting anywhere inbetween the threshholds is a waste of time (no effect)
  19. FrostBug replied to gratino1's topic in Archive
    @Divinity needs to stop doing that There's really no need to post it here. Either the script is compatible with the mirror client, or it isn't. MGI is well aware of the difference in entity change visibility compared to the regular client
  20. You need to specify gear setups for every opponent, including tunnel creeps Read the OP for information about setting up and starting the script
  21. L0L, rekt also, They're*
  22. Would you prefer it switches to the prayers specified for tunnel creeps? The prayer would be drained regardless Sorry, added
  23. FrostBug replied to Th3's topic in Runescape
    lol... that's @Quint recording it
  24. Sorry, haven't heard of such an issue before EDIT: you could check the scripts log files to see if there's anything out of the ordinary there It'll print the reason in the console Most likely some setup issue. If it's consistent to ahrim, and you're using ranged, perhaps you've misconfigured your ammo?

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