Everything posted by Apaec
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APA Sand Crabs
Just pushed an update, version 2.02! I've added lots of changes based on feedback, here are most of them (may have forgotten a few!) Version 2.02: Added support for multiple potions! Hold ctrl or shift to select multiple potions from the list in the Gui. Speaking of Guis... here's the new one below! In other news, there is now an option to always move the mouse outside of the screen when the script is idle. This option is designed to simulate a player being AFK, so it's probably best to disable camera movements aswell, or atleast decrease their frequency. Prevented the cursor/mouse trial being drawn when the mouse is outside the screen Reworked special attack activation to make it less intrusive to the running of the script Prevented the script attempting to loot ammo when at the bank/banking Adjusted the gui inventory space calculations to accomodate for the new potion options. Please double check your settings before you run the script! (make sure you've configured for only 28 inventory slots, while I added calculations, it may still go wrong for whatever reason) Minor changes to banking Dropping junk now has a delay following the action to avoid any spam-clicking Re-recorded the crab claw isle 3 path to prevent it failing to refresh the crabs ... and probably some more stuff which i've forgotten. Enjoy! should be available within the next few hours once the devs get around to pushing it live! ~apa
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APA Sand Crabs
If for whatever reason the bot or game shuts down, or if I announced a resignation as a scripter or something, then yes, the script would be gone. However there will always be warning before this happens and should I stop scripting, I have to maintain the script for at least 1 month after. Beyond that, you may still have the script in the library but it is not guarenteed to work, nor would it be available on the store. Sorry about that, seemed like the trial didn't register. I've given you a 36h trial in compensation starting now. Enjoy! Hey, i'm not really sure what you mean by when someone 'drags the crab'... Could you explain this in a little more detail please? I haven't changed anything with camp mode in a good while! Wew that's awesome, 8hours!! Thanks very much for sharing, I've added it to the front page:) ~apa
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APA Sand Crabs
yes, it's lifetime (or atleast, after purchasing you own it until it comes off the store, which shouldn't happen any time soon), and no you don't need VIP to run it! If you want a 24h trial, just let me know! ~apa
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APA Sand Crabs
Done! Hey, cheers for this. The worldhopping system runs on a timer which is inevitable started when you start the script. As a result the script won't hop for the first ~30 secs of starting the script. Not much I can do about that, it should work beyond that!! ~apa
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APA Sand Crabs
The path is the same, but the exact tiles which it clicks vary with camera angle and latency etc, so while it follows the same vague path it does not go via identical tiles each time, if that makes sense. It's quite hard to let it vary more otherwise the script risks not correctly re-freshing the sand crabs. As for the vial dropping, I will add a delay with the update coming tomorrow, thanks for letting me know!! ~apa
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dropping with 'shift' key will pass fuck yeah
I just feel it takes alot away from the game, kinda wished it wouldn't pass!
- APA Script Trials
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APA Sand Crabs
Thanks The changes are mostly finished for today, but i'm going to do some heavy testing tomorrow to make sure you guys don't run into any issues!!
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APA Sand Crabs
Had some time this afternoon to work on the script... multiple potions are ON THE WAY!!!
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APA Sand Crabs
Working on it tomorrow through sunday! Hey, thanks for the detailed report , as you can imagine it's very hard to test every possible configuration of the bot for every location so as a result some bugs remain, but i'm always looking to fix these! I will extend the blueprint path for the refresh route for CCI 3, and have a look at what's causing the script to run back to the bank... seems very suprising to me that it would do that so that will require some investigation! Hopefully the updates will be released with the planned features tomorrow/sunday, presuming I can find the cause of the issues. Thanks again! Updates on the way my friend! Done
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APA Sand Crabs
When someone crashes you, it should try to compete for the crabs by manually attacking them - this is intentional in an attempt to deter crashers. Not sure why it's switching though, perhaps due to the higher quantity of 4-spawns now at CCI. I will look into this, thanks! It's one of the random mouse movements, which as the name suggests occur randomly! I will be adding a feature for full afking though, which will make it move the mouse out of the screen the whole time. Unfortunately seeing as some potions boost more than others, combined with the nature of the script looping system, this would be more difficult than it appears, but I could add it if I knew exactly by how much each potion boosts your stats. I can probably make this change, and i've noted it down, however it's on the backburner while I work on some of the many other updates that I've promised! (who knows, may get around to it this weekend as well...) Cheers all!
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APA Sand Crabs
I can potentially add some delays when worldhopping, however it should retry logging in if it fails (unless there's a client-sided timeout that i'm not aware of). As for the ammo thing, thanks for letting me know. I will look into it when I work on updates for the script this weekend! apa It should go out from a random edge on the screen, at which point the cursor is outside the client window, and as a result the client api sets the co-ordinates to their default (being 0,0 in relation to the paint canvas) so the cursor is drawn at the top right, even though it isn't. Sorry about that confusion! ~apa The script should move the mouse outside the screen along with the other random movements implemented, and indeed it should have a boosted frequency, however I could potentially make an option to always move the mouse outside the screen when idle if there are enough people interested. Thanks for the suggestion!
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APA Sand Crabs
I believe the xp counter tracks all xp you earn, so that includes HP! Trust me it's alot harder than it seems :p But either way i've scheduled some time over the weekend to work on this and work a bit on my cooking script as well. No promises that I can finish it in one go tho! I will post here once i've updated it though ~apa
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APA AIO Cooker
Yep, i've scheduled time this coming weekend to add this and hopefully work on the structure of the script to make the code more tidy!
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APA Sand Crabs
Hiya, Unfortunately not! It would require some major changes to the structure to get this to work. It's on my list of things to add though. I'd recommend combat potions if you're looking for a good compromise though!:) ~apa
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APA AIO Smither
Sorry about this. I've given you a 36 hour trial in compensation. Thanks for sticking around! ~apa
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APA Gilded Altar
Try entering the '07 altar' cc, they normally have a yanille host!! ~apa
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APA Sand Crabs
Hey, I didn't really want to make the gui too cluttered so I just added it as a checkbox, but if there's interest for this then I suppose I can do it. Currently however, the refresh delay is randomised I believe from 0 up to almost a minute (don't want to give away exact thresholds!), which I think is a good level of randomisation. Cheers -Apa Ah, thanks for this. It seems it's trying to refresh but it's too far away. I will try and patch this up for you ASAP, but in the mean time i'd recommend using camp settings such that this doesn't happen again! Thanks -Apa
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i'm so stupid.
Can you explain what happened? I don't stake and not sure what's going on in this photo!
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Running from damage help
Base code is looking good, nice work The health checking needs some work still...! The idea of the case based structure is to make the code more readable and easier to debug. It also makes adding additional functions to the script a little bit easier. As you rightly guessed, we are going to need a new state, which you've called HEALTHCHECK. Perhaps would be better to call this state RUN_FROM_COMBAT or something similar, as the state determines the 'action' code rather than the check. Additionally, you're messing around with global variables and relying on these values in other functions. While this is perfectly valid, in this situation it's somewhat unnecessary - you can simply do the health checking in the getState() function (after all, that's what it's there for!). Finally, it would be alot cleaner and universal if you were to use hp percentage thresholds rather than straight hp thresholds. While i'm not a fan of giving code straight up, I feel that in this case it's important that you get this right to continue your journey! I'll show you how you can go about solving this issue. Here's a simple way to go about the issue which follows the initial state based structure: > Note that i've changed the state name to RUN_FROM_COMBAT and the calculations are done in the getState() function. (Also, i've written this all in the reply box and haven't tested it, so there may well be typos / errors. Sorry!) import org.osbot.rs07.api.map.Position; import org.osbot.rs07.api.model.Entity; import org.osbot.rs07.api.ui.Skill; import org.osbot.rs07.script.Script; import org.osbot.rs07.script.ScriptManifest; import java.awt.*; @ScriptManifest(author = "Jacareverde", info = "My first script", name = "Woodcutting", version = 0, logo = "") public class main extends Script { public int hpThreshold = 30; // Percent! @[member='Override'] public void onStart() { log("Welcome to Jacareverde's Woodcutter!"); log("If you experience any issues while running this script please report them to me on the forums."); } private enum State { CUT, BANK, WAIT, RUN_FROM_COMBAT }; public State getState() { Entity tree = objects.closest("Tree"); int hpPercentage = (getSkills().getDynamic(Skill.HITPOINTS) * 100) / getSkills().getStatic(Skill.HITPOINTS); if (hpPercentage < hpThreshold) return State.RUN_FROM_COMBAT; if (inventory.isFull()) return State.BANK; if (tree != null) return State.CUT; return State.WAIT; } @[member='Override'] public int onLoop() throws InterruptedException {; int HP = (getSkills().getDynamic(Skill.HITPOINTS)); boolean lowHealth = (HP <= 7); switch (getState()) { case CUT: Entity tree = objects.closest("Tree"); if (tree.exists()) { tree.interact("Chop down"); while (tree.exists()) { sleep(random(500, 700)); } } break; case BANK: if (getBank().open()) { getBank().depositAll("Logs"); getBank().close(); } if (!getBank().open()) { getBank().open(); } getWalking().walk(new Position(3101, 3246, 0)); break; case WAIT: sleep(random(500, 700)); break; case RUN_FROM_COMBAT: if (lowHealth == true) { getWalking().walk(new Position(3096,3241,0)); } break; } return random(200, 300); } @[member='Override'] public void onExit() { log("Thanks for running my Woodcutter!"); } @[member='Override'] public void onPaint(Graphics2D g) { } } Let me know if that does/doesn't work, and good luck!! ~apa
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APA Sand Crabs
I've just enabled your 24h trial, hopefully I wasn't too late!! ~apa
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APA Gilded Altar
I will replace the cursor in the next version, sorry about that!
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APA Sand Crabs
Ah, thanks for letting me know. I will extend the path! apa
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APA Sand Crabs
Unfortunately you can only use one potion at the moment. Multiple potions are on the to-do list, but it's not a particularly small change based on the current structure of the code. For now i'd suggest using standard combat potions, or supers if you can afford. Sorry about that! ~apa
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APA Sand Crabs
I will be looking into ammo looting as there is another similar bug tied in with looting + pathwalking. Cheers! Please like the corresponding threads and you should automatically receive a trial!