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blabla123

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Everything posted by blabla123

  1. 'bunka' means 'cell' in my language Welcome
  2. Free enchanter 2 by Blabla123 Features: enchants your desired jewelery simple paint keeping track of time, enchs, ench /hr Requirements: required runes jewelery Instructions: script does NOT withdraw runes when you run out, so have runes required already in your inventory have your un-enched jewelery on top of the bank start near any bank booth with "Bank" option or bank chest with "Use" option start the script and select which piece of jewelery you would like to ench select your desired mouse speed: 1 = slowest, 12 = fastest GUI: Paint: Download v 0.1 Virus scan Changelog: v 0.1 - Release for OSB2 Bug report: explain when the bug occured (what were you enching) copy and post colsole bug report provide as much information as you can so I can figure it out ASAP If you enjoyed the script leave a comment / proggy in the comments - original OSB1 thread
  3. How do you know thursday and not know friday?
  4. Right click settings, not left click...
  5. So I was just at Shilo village grabbing some positions, IDs 'n stuff and I've noticed that Bankers there (probably bankers in other banks too) have ID 6 which is pretty low and kinda cool. So my question is - what is the lowest ID you've seen? What item has ID 1 (if there is one) ?
  6. You mean to tell me you botted on THE SAME IP all of those accounts ?! No wonder they banned the rest of the accounts instantly ... Lol
  7. Doesn't it change like every time it occurs?
  8. Declared at the beginning, outside any methods. int userChoiceP; long startTime; int planksCreated; And actually that line is all I use for counting planks created and it works fine everytime. As I said before, all other counters work fine. Now that you asked about data types I see that startTime is long, so maybe I should do long planksPerHour = ((long)planksCreated * 3600000) / (System.currentTimeMillis() - startTime);
  9. public void onStart() { startTime = System.currentTimeMillis(); planksCreated = 0; } onLoop() { planksCreated += client.getInventory().getAmount(userChoiceP); } onPaint() { long planksPerHour = (planksCreated * 3600000) / (System.currentTimeMillis() - startTime); } Maybe I'm overlooking something, but why is this giving me correct results up till around 30 mins running the script (1500/hr) and after 30 mins it goes to (-1500/hr) and goes towards 0... ? Time counter is running ok, planks counter running ok, even trips per hour counter running ok, just this one went crazy. Only way '(planksCreated * 3600000) / (System.currentTimeMillis() - startTime)' would be giving negative result is when startTime > System.currentTimeMillis() but how is that possible?
  10. From all your posts and behavior in this thread I assume you're a douche
  11. Thanks Swizz... if (player.getPosition().distance(new Position(2456, 3093, 0)) <= 4) { walkMiniMap(new Position(2456 +random(0,2), 3104 +random(0,2), 0)); sleep(random(2000, 2200)); } else if (balloonGuy != null && !new ColorPicker(bot).isColorAt(275, 175, new Color(168, 144, 97))) { if (balloonGuy.isVisible()) { if(!player.isMoving()) { balloonGuy.interact("Fly"); sleep(random(2000, 2200)); } } else { client.moveCameraToEntity(balloonGuy); } } else if (new ColorPicker(bot).isColorAt(275, 175, new Color(168, 144, 97))) { //gotta love color picker client.moveMouseTo(new RectangleDestination(365, 40, 70, 15), false, true, false); sleep(random(8000,9000)); }
  12. Thanks for update! World hopping random misses alot trying to click on world for me.
  13. Lately it feels like we're getting there
  14. Declared final RS2Interface parent = client.getInterface(469); at the beginning of my onLoop(). Then changed the code in the body to this: if (player.getPosition().distance(new Position(2456, 3093, 0)) <= 4) { walkMiniMap(new Position(2457, 3105, 0)); sleep(random(2000, 2200)); } else if (balloonGuy != null) { if (balloonGuy.isVisible()) { balloonGuy.interact("Fly"); sleep(random(2000, 2200)); } else { client.moveCameraToEntity(balloonGuy); } } else if (parent != null) { // change here if (client.getInterface(469).isVisible()) { client.getInterface(469).getChild(25).interact(); sleep(random(8000, 9000)); } } And it still does the same thing...
  15. if (player.getPosition().distance(new Position(2456, 3093, 0)) <= 4) { walkMiniMap(new Position(2457,3105,0)); sleep(random(2000,2200)); } else if (balloonGuy != null && !client.getInterface(469).isVisible()) { if(balloonGuy.isVisible()) { balloonGuy.interact("Fly"); sleep(random(2000,2200)); } } else if (client.getInterface(469).isVisible()) { // this seems to be doing nothing, where did I do a mistake? client.getInterface(469).getChild(26).interact(); sleep(random(8000,9000)); } So I walk up to the guy, interact with him - the interface opens up. Then it waits a little while, closes the interface and interacts with the guy again - like it ignores the last "else if" completely. Also if anyone knows of some rectangle area interaction thread where it was discussed - a link would be appreciated as I remember seeing it somwhere and even following it, but somehow the list of threads I follow is being reset like quite often
  16. I love you, now I gotta study the shit out of it
  17. Sorry to gravedig but this is the right thread to ask this. How would I change it so that I have an initial array WORLDS and when I hop to a certain world, it would be withdrawn from the initial array and put into a second one, lets say WORLDSHOPPED. Then I would hop again, but it would pick a random world from the remaining worlds in WORLDS array. That would go on and on and at the end if there would be no worlds left in WORLDS and they were all in WORLDSHOPPED, all the values would go back into the WORLDS array. So I would hop all the worlds - NOT HOPPING TO PREVIOUS ONES - and after I have hopped all the worlds, "the counter" would reset. How would code for something like that look like?
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