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blabla123

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Everything posted by blabla123

  1. Doesn't it change like every time it occurs?
  2. 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);
  3. 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?
  4. From all your posts and behavior in this thread I assume you're a douche
  5. 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)); }
  6. There's a world dedicated for that minigame. Just hop there at pear hour, you'll find a team eventually.
  7. blabla123 replied to YinZ's topic in Spam/Off Topic
    right
  8. Thanks for update! World hopping random misses alot trying to click on world for me.
  9. Lately it feels like we're getting there
  10. 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...
  11. 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
  12. So the file is clean?
  13. I love you, now I gotta study the shit out of it
  14. 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?
  15. this I personally would love to see new items. Game that is not updated dies eventually. 3a longsword looks sick imo
  16. Plot twist: you want us to think you trained range legit so you made up a story about another botter kid and his whole story.
  17. That's crap, not music.
  18. this PayPal account balance seems pretty real to me, not virtual...
  19. It sucks with 1 bird trap... But when you get to 2 and 3 you will be running from one to another trying not to waste xp.
  20. blabla123 replied to Aza's topic in Archive
    To ppl saying they will bot the shit out of that f2p 2 weeks trial - if you would actually use your brain you would wait a bit, so that Jagex would see some good numbers/results from f2p and then try to bot there. Not speaking about the tight bot detection they will be using... Just my opinion.

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