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Molly

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Everything posted by Molly

  1. Molly replied to Molly's topic in Thieving
    Did it correct itself? It should be fixing itself if it is stuck outside bank trying to interact with a banker, let me know if it isn't. Sure, you now have a 48 hour trial. Happy to hear you like it.
  2. Molly replied to Molly's topic in Thieving
    You have a 48 hour trial now.
  3. Molly replied to Molly's topic in Thieving
    You now both have 48 hour trials.
  4. Molly replied to Molly's topic in Thieving
    You now have a 48 hour trial.
  5. Molly replied to Molly's topic in Thieving
    Yes, I'm at work right now but when I get off I'll give you a 48hr trial.
  6. Version 3 has been pushed, this includes a customizable loot list.
  7. Molly replied to Molly's topic in Thieving
    You now have a 48 hour trial.
  8. You now have a 48 hour trial.
  9. Molly replied to Molly's topic in Thieving
    It does not support Ardougne, I will add that soon. I have a few other updates I need to get to prior, but I'll look to get it done within the next week. You now have a 48 hour trial.
  10. Molly replied to Molly's topic in Thieving
    Lebron - you should now have 48 hours more. Jack - I apologize for the delay, I got caught up doing homework, you now have a trial. Bassie - you also now have a trial.
  11. Molly replied to Molly's topic in Thieving
    I do accept 07 gp and I do give 48 hour free trials, I'll hook you up with one after I get out of class today.
  12. It shouldn't be doing that, the tile does stay blacklisted for 2 minutes or so though, so if more loot drops on the tile after its blacklisted it won't be looted until two minutes after the initial blacklist. If it's able to loot it. The loot isn't blacklisted the moment it drops, unlootable items will be blacklisted 20 seconds or so after the loot method is called and failed, the information in the log is spammed because of the way it is coded it is simply stating that loot exists on a blacklisted tile. I have changed this in the next version so that it's not spammed. I'll be running more testing today and then pushing the update.
  13. Molly replied to Molly's topic in Thieving
    What would be some suggestions strictly for exp? At lvl 66 I am getting roughly 38k exp p/h and am right near a bank, which keeps exp rates high. Outside of pyramid plunder or sorceress garden what are some better alternatives?
  14. Not sure what you mean by that. Did you mean looting not eating? The problem with the looting is rather than the bot try one single time to interact with the loot and return that it failed it tries multiple times before returning a false. This happens for roughly 20 seconds if it fails to loot, after that time period I can have that tile blacklisted as the bot returns the interaction failed, but during the time that it's trying to interact there is nothing that can be done to prevent the spam clicking.
  15. Molly replied to Molly's topic in Thieving
    If anyone suggest something good, I've looked at a lot of things but none of them are better than master farmers, with the exception of the lvl 84 chest at rogue's den which really isn't viable since it's in 54 wildy and will just lead to that area being camped by pker's who kill bots.
  16. Stucks when walking are a client error with WalkingEvent, devs are working on it, but I am making a work around that I'm testing now. The loot thing is also a client issue, when the loot stack is several items the client for some reason will not detect the item properly which will cause the bot to spaz out and sit there while being attacked till it dies, I have reported this issue to the devs. The log you see is the only work around I can implement, the tile that the loot is on when it causes the bot to spaz out gets black listed for a bit over 2 minutes, that way the bot will not attempt to loot anything on that tile so it won't die. Unfortunately this can cause loot to be lost, however the only alternative is risking the bot dying.
  17. Molly replied to Molly's topic in Thieving
    Random handling is a client issue, I get it in every script I run sadly. As far as the issue you brought to light I have implemented a check when banking to make sure the bot is in the bank, if it is not it will walk into the bank before attempting to interact with the banker, this should solve the issue. I am testing this now to make sure it works before I push the update.
  18. I can add customizable looting lists, and intend to do so within the next week.
  19. Molly replied to Molly's topic in Thieving
    I'll look into this tonight, does this occur often and does it say anything in the log when it does happen?
  20. Sadly walking looks like its a client issue, many other people are experiencing scripts stopping during traversing paths. I've reported the issue so hopefully it gets updated quickly.
  21. Molly replied to Molly's topic in Thieving
    ETA for custom looting is sometime this week, I am reworking s ton of things in the script. I am rewriting a lot of the script to be more efficient prior to releasing an update otherwise I would likely have the custom looting released sooner.
  22. ETA for update is within 24 hours.
  23. Doing a major rework of this script atm, cleaning up a lot of the code and fixing a few more things.
  24. I'll check it out tonight, what settings are you using? The only pathing I updated was for the path when not using tabs or the agility shortcut. The only time it would be near fally castle is if are using tele tabs, so I'm assuming that is the setting you are using. Unless you meantit gets stuck near mining guild. If you have a chance please upload a screenshot of where it's stuck. I tested the pathing for not using tabs or agility shortcut 20+ times with no issue so I'm hoping it's not that path.
  25. Molly replied to Molly's topic in Thieving
    Reworked pathing a bit, it should now properly be choosing a random tile in the bank to walk to. The list of seeds that the bot keeps is as follows(sorry for the messiness I am copy/pasting from my code): "ranarr+seed", "toadflax+seed", "irit+seed", "avantoe+seed", "kwuarm+seed", "snapdragon+seed", "cadantine+seed", "lantadyme+seed", "dwarf+weed+seed", "torstol+seed", "limpwurt+seed", "whiteberry+seed", "sweetcorn+seed", "strawberry+seed", "watermelon+seed" I can add a user configured loot option if you desire to keep other seeds so that you as the user can decide which seeds you would like kept.

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