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Apaec

Scripter III
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Everything posted by Apaec

  1. Apaec replied to Apaec's topic in Combat & Slayer
    Great to hear! Let me know if you run into any issues. -Apa
  2. Sure - trial activated Apa
  3. Sure - trial started! -Apa
  4. Hey, Unfortunately not at the moment. It's something on my to-do list though. Sorry about that, Apa
  5. Apaec replied to Apaec's topic in Combat & Slayer
    Hey MetalYetti, You can change the location by selecting a different spot in the map view panel on the left hand side of the start-up UI: -Apa
  6. Apaec replied to Apaec's topic in Combat & Slayer
    Hey, This is very odd, and certainly not what should be happening. Which version of OSBot are you using? Also, please could you share the console logs with me? This will help to pinpoint the problem so that I can get this sorted for you ASAP -Apa
  7. Sure, just started a 24h trial on your account. Gave some details about paying with OSGP in a reply to your message on the script thread -Apa
  8. Apaec replied to Apaec's topic in Combat & Slayer
    Hey, It's entirely possible to buy with OSGP, though not directly. You'll have to pick up a store voucher from a seller, which you can then redeem for store credit. Here's a link to the vouchers forum: https://osbot.org/forum/forum/227-vouchers/ Hope that helps Apa
  9. Hey, I see from your PM you got it working, but let me know if you run into further issues Apa
  10. This is fairly simple to achieve. Your goal is to map the current game state to a single action. Here is some pseudocode: onLoop { if (some condition) { do this interaction; } else { do a different interaction; } return 200; } Naturally this is a very simple case, but no matter what the game state, this will only ever execute a single game interaction per iteration of onLoop. Hopefully that makes sense! Apa
  11. Sure - trial started -Apa
  12. Apaec replied to Apaec's topic in Agility
    Hmm, thanks for letting me know. Maybe I need to tweak timings here. I'll take a look - cheers Apa
  13. The onLoop is just a while loop which continues until the user presses the red 'stop' button, where the return value is a millisecond delay between loops. You can use it as you wish. The 'design pattern' I described, where only a single game interaction happens per loop, is safest as this makes the script deterministic. And yes - a 'walk path' call could also fail (potentially even mid-route). For example, your network connection could drop for 5 seconds. Your script needs to be able to be able to handle the possibility of this. -Apa Edit: About conditional sleeps for this particular situaton: I would sleep until the 'open trapdoor' object exists, rather than waiting for animation.
  14. Sure - trial activated -Apa
  15. Hawk has pointed out the problem. It seems that the particular object you are interacting with changes after interacting with it - this is not the case for all objects, but appears to be the case here. Regarding the structure of your code, you should always aim to make the script deterministic based on game state. This essentially means that you should be executing a single game interaction per onLoop iteration. This way, should any given interaction fail (which can happen for many reasons as we are automating a live game here), the script will always be in a state to retry. Here's what I mean in your context with pseudocode: onLoop { RS2Object trapdoor = getObjects().closest("Trapdoor"); if (trapdoor has action "open") { if (trapdoor.interact("open")) { conditional sleep until trapdoor is open; } } else if (trapdoor has action "climb-down") { if (trapdoor.interact("climb-down")) { conditional sleep until climb down is successful (e.g. correct z index) } } } Note that for every iteration of onLoop here, only one interaction can ever happen. Also note that this example doesn't take into account the particular issue you are experiencing wrt. the trapdoor object changing. You'll probably need to initialise two objects (e.g. trapdoorOpen and trapdoorClosed) and act based on which one is null. Hope that helps Apa
  16. Both trials activated! -Apa
  17. Apaec replied to Apaec's topic in Agility
    Sure- trial started Apa
  18. Apaec replied to Apaec's topic in Combat & Slayer
    That's odd -are there any errors in the console logger? not sure why this might be. -Apa
  19. Apaec replied to Apaec's topic in Combat & Slayer
    No problem, i've replied in that thread.
  20. Apaec replied to Apaec's topic in VIP Scripts
    Hmm, thanks for letting me know. I'll test there.
  21. Hmm, it is possible that that's the reason. I'll investigate this weekend. Thanks for flagging this Apa
  22. Apaec replied to Apaec's topic in VIP Scripts
    Hmm, not sure why this might be. I'll see if I can recreate this over the weekend - are you using mirror mode or stealth injection? -Apa
  23. Sure - trial activated
  24. Sure - trial started Hey, The script should show you how many items you have successfully cooked (and how many you have burnt). I'm not sure why this is not showing up for you; what food item are you cooking? -Apa
  25. Apaec replied to Apaec's topic in Combat & Slayer
    Hey, The script goes far enough to ensure a successful reset every time. The small extra distance does not impact efficiency too much; if the script didn't quite run far enough and had to do a reset all over again, that would take more of a toll to efficiency. Also, the extra distance serves as a buffer for fluctuations in latency and availability of RAM Apa

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