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OSBot :: 2007 OSRS Botting

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adc

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Everything posted by adc

  1. Well from what I can tell, jagex is basically pinging at the client, trying to get a response from bot methods such as client.getBot(). Injection stealth blocks these requests, forcing them to return null as they would if there was no bot client on the other side. This is just my assumption on how it works based on the fact that ever few minutes I get a list of warnings in the client output telling me that "Attempt to access injected method [client-related method] has been blocked!". Edit: It's a condom for your bot-dick to prevent bot-HIV. Not being able to put it on is not an excuse for unprotected bot-sex.
  2. That already exists in the form of real-life currency :P
  3. adc replied to ibotpures's topic in Botting & Bans
    SSF is very nice, but it comes at the price of potentially higher bans because 1) it's naturally less dynamic than a script custom-made for whatever the task is and 2) the user often has little experience with scripting "theory", and is therefore prone to mistakes. I'd definitely say it's worth it to make a new account and try again. This time, only bot skills (chocolate can be done on any account) on your main if anything, and don't get too attached to your bots. It's also important to note that making a good, low-banrate account will require you put a lot of time into it.
  4. adc replied to adc's topic in Archive
    Ooh, thank you very much! I suppose this will give me a specific reason to read up on bitwise operations >_>
  5. adc replied to adc's topic in Archive
    If you fail the puzzle it re-scrambles the rooms. I've set it up to guess what the best next room to take is by blacklisting dead ends and avoiding long tunnels. Since there's only 8 rooms along the perimeter, the logic works out pretty well no matter where you are.
  6. adc posted a topic in Archive
    As anyone that browses the questions forum knows, I've been working on a Barrows script. It's not pretty, and I intentionally added extra-long sleeps for testing purposes, so it's pretty slow. It currently can map from the ladder to the chest room. Here's what I've got so far. https://www.youtube.com/watch?v=DEMIy_M1LeI Thank you everyone who has helped me thus far edit: I should probably mention that this project is on indefinite hold due to my main/test account being banned, if anyone has an account that's Barrows-ready that I could buy for a reasonable price it would help speed up the process.
  7. ..... Looks like I'm going to be testing two methods of pathfinding for this script then. Fuck.
  8. Actually, I tried. the problem is that every time you spawn a new tunnel path (every chest run at barrows), you'd have to be able to check whether each door on a given path is openable. When I tried doing this via getActions.contains("Open"), unloaded doors return true whether they're actually openable or not, meaning it couldn't determine a path, since A* (and pathfinding in general afaik) obtains its path from the end point to the beginning.
  9. I originally tried using a simple A*-type algorithm, but I encountered the problem of rooms being too far to load. Because of this, there's no way to determine a path unless you're already in the center of the catacombs, making it pretty much useless :P So my solution is this: (for data I have an enum that stores room areas, as well as Point[]s that possible doors reside at) analyze current room's number of openable doors if viable doors < 2, that means there's only one possible path; follow that path to the next room if viable doors = 2, there's two paths. If one of the paths leads to the previous room, forget it and use the other path. if said other path leads to a blacklisted door, blacklist the current room as well. if viable doors > 2, prioritize in this order: 1) doors that lead to the chest 2) doors that lead to short tunnels 3) whatever is left (doors that lead to long tunnels) if a room has only 1 door and it's not the ladder room or chest room, blacklist it It works pretty okay so far
  10. Oh hey, perfect, this is exactly what I need For some reason I overlooked this, thinking I'd need something more complex.
  11. I was just wondering if anyone could show me an efficient method to either get the farthest main screen tile or a main screen tile at a minimum distance, specifically in a given direction?
  12. Yeah, I currently work in fast food, and people get just as upset about a cheap pizza (guess where) being lower quality that other businesses that charge more, just like people on OSbot do about scripts no longer being so easy to get for free
  13. This^ I'm not really a fan (nor can I think of anyone who is) of being able to do things other people can't and not getting paid for it when I could be.
  14. Yeah, I've still got to get through my first year of college before I can get into a CS class that'll actually teach more than the barest of basics, so I'm just learning as I go here :l
  15. adc replied to Jack's topic in Scripting Help
    Since the top of the stack points to an error within Logger's log method, I would guess that the logger is unable to change that message to a string? Try logging a test string instead of e.getMessage().
  16. Any chance you could link to the proper page in the API where I could learn about varpbits for this context?
  17. adc replied to 2007's topic in Spam/Off Topic
    792 Gotta get that post count
  18. adc replied to Etoke's topic in Spam/Off Topic
    hey, I actually happen to own that exact model. I love the sub woofer, but I replaced the satellite speakers with some fairly decent desktop speakers I already had because the ones that came with the sub woofer are not adjustable separately and give a very tinny sound compared to what I had already. If you're looking for a decent yet cheap sub woofer, I'd definitely go for that. Plus the desktop control knob has a blue glowing ring on it that makes it sexy as fuck.
  19. I suppose that's true, I'll just have to make the script move towards the center to expand vision as a work-around.
  20. Is it possible to force runescape/the client to load objects in an area that's a bit outside render distance, and if so, how? For context, this snippet is the focus of my concern: for (Point[] doorPoint : Constants.Rooms.CHEST_ROOM.getAllDoorsOut()) { RS2Object door = sA.objects.closest((new BestMatch(sA, "Door", new Area(doorPoint[0].x, doorPoint[0].y, doorPoint[1].x, doorPoint[1].y)))); if (door.exists() && Arrays.asList(door.getDefinition().getActions()).contains("Open")) { if (Constants.Rooms.CHEST_ROOM.getNextRoom(Constants.Rooms.CHEST_ROOM, door) != null) { sA.log("Found openable door at " + door.getX() + ", " + door.getY()); nextPathPiece = Constants.Rooms.CHEST_ROOM.getNextRoom(Constants.Rooms.CHEST_ROOM, door); break; } } else { sA.log("Found door at " + door.getX() + ", " + door.getY() + " but door is not openable"); } } In theory, it should check the actions of all 8 of the door objects leading out of the Barrows Chest room in the center of the Barrows tunnels. When the player is close enough, it works just fine. However, when past a certain distance away from each door, it is unable to get the actions and for some reason Arrays.asList(door.getDefinition().getActions()).contains("Open") returns a default value of true, meaning that it simply returns the first door that it cannot "see" if that comes before the "openable" door.
  21. adc replied to Farmerfish's topic in Archive
    As soon as you let your dick go it'll start talking for itself again.
  22. Okay, so here's what I've been working on for the past day. It's not (yet) a fully automated Barrows script, but will be incorporated into the one I'm working on. I'm pretty sure it's unique as of posting Also, I'd love feedback and bug reports so that I can clean it up. Also, if anyone wanted to offer better looking images for me to use, I'd be happy to use them. It should be 100% ban-free since it does not actually interact with the game, but is instead a client-side tool (for now) to help you speed up your barrows runs. Starting the script The map will not appear when you are not in the Barrows tunnels! To use the script, simply run it and then click the lock icon on the upper-right corner of the client to allow user input. (do not pause the script, it will stop the script from actually doing anything and make it pretty useless) Reading the Map Better Barrows dynamically shows all viable paths (open-able doors) via red squares; "Long" tunnels are displayed outside the minimap at their halfway points, while "short" tunnels ride the boundary lines between rooms. The room that the exit ladder is in is marked with the pre-EOC red exclamation ladder symbol. The tunnel that leads to the chest room is marked with a large question mark. Note: because of the way Runescape loads, you may have to move around a bit to get it to load the ladder and chest tunnel markers into their proper spots; however, as soon as these objects are within render distance it should correct itself. Upcoming Features Tunnel entrance (which tomb contains the entrances to catacombs) identification Full tunnel navigation option Tunnel navigation works, but I still have some optimization to do before it's ready Killcount gathering Download http://uppit.com/7ll3ey9mfb3d/BetterBarrows.jar Pictures Edit: If there's anywhere else this sort of mapping script may be useful, let me know, as it would be very easy to convert this to any other location.
  23. Client won't correct to remote server; says it's offline

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