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Mr def nerd

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Everything posted by Mr def nerd

  1. You are in resizable mode. Switch to fixed mode and it should be fine
  2. Mr def nerd replied to liverare's topic in Archive
    Ah, the listener is actually a really smart way to keep track of the data in an organized way. Looking forward to seeing the finished product!
  3. Mr def nerd replied to liverare's topic in Archive
    Looks really good. Btw, how long did it take for you to gather the data for the current supported spots?
  4. I have had a slayer framework for quite some time, but never had the incentive to continue working on it. Earlier this week I continued my work on this project and so far it seems to be coming along well. Currently its not nearly ready for public testing as there is a lot of small things to be done, but the most important parts are working. There are no pictures of the script in action because it has no paint, so there isn't much to see. Right now the script is using a profile based system. This means that every task has a set of profiles chosen by you. This is a combat profile, a gear profile and a banking profile. If not specified every task will follow the default profile set, which will update the profiles of all other tasks if changed. It might be a bit confusing when I am explaning it this way, but it is really quite easy. Once I get closer to release I will add a guide on how to set it up. ETA on release: None - I will not give any ETA yet. This is a side project which I will work on when I have spare time. I will edit this thread with features later, but here are a few pictures: The GUI is till WIP, so changes might be done These are combat profiles Gear profiles: Banking profiles: Looting:
  5. Thats not the plan. I will have to either release it for free or as hidden on the SDN to get some testing results, but the plan is to get its prem once its ready
  6. I have finished up the most important parts of the script and will release it soon. Currently rune rocks in heroes guild has been added, but since I am not at home and not able to expand the web it won't be able to bank (yet). Once I get home I will add neitz rune rocks aswell.
  7. AoE II all the way. Do you play on voobly or steam?
  8. Once I am done rewriting my fighter it would be perfect for this. The web supports both slayer tower & nieve for bloodvelds and tav dung & nieve for hellhounds (This basicly means it can bank from these locations). I have recently also implemented one tick flicking into the script. This means that if you have a good connection you can enable this to use prayer without almost any prayer point loss:
  9. Thanks. It is working very well in my fighter + miner script. Once I have those finished I am probably going to release them with a scheduler. The scheduler will work almost like the other AIO runescape script, except it will actually be running my scripts by loading the settings into them instead of opening the GUI. So you can basicly select settings for each script and queue them up after eachother
  10. Haven't had much time lately, but I have re-written a few parts of the walking method. The walker now calculates the best node even better, which allows for more smooth walking. Once I get some more time on my hands I'll add in teleports
  11. Haha, I will add hop when more than X players nearby, and I can add rimmington deposit box to the custom banking list aswell Yeah, it will be the first script released with web :P
  12. Auto miner pro Features: All ores supports (90%) - Rune, granite, gem rocks still have to be added - Needs some more features to be very useful at wildy rune rocks. Webwalking (100%) Rock tracker (100%) Smart rock detection (100%) (won't break on update) Hovering next ore / walking to the next expected rock spawn (100%) Locations: Mining guild Varrock east mine Champions guild mine Falador mine Rimmington mine Lumbridge swamp east mine Lumbridge swamp west mine Al kharid Ardougne Almost any custom location around the world w/banking! Pictures:
  13. Do you mean how I started creating the nodes? If that is what you mean, I made a small program that allows you to add nodes directly to the world map. Once I had the rought spots mapped I made the script walk the map and add new nodes that seemed good. Then once they were added I edited/added missing and invalid nodes
  14. Mr def nerd replied to era10's topic in Archive
    I am planning on making one once I finish my web
  15. Will have some time to add teleports tomorrow, and after that I will add a few smaller dungeons then implement it into my scripts
  16. Thanks I have now added most of the important dungeons except brimhaven. I will add brimhaven dung + teleports later today
  17. Ah, thanks for those. I just need to add the teleport landing spots + create a handler for the minigame teleports to add those. Its mostly the same for carpet rides and ship charters aswell. The thing is that it takes time Yeah, the SoS is a real pain in the ass Edit: Added nieve slayer dungeon
  18. For the surface I actually made a few points and traversed them to gather dater of good nodes/edges. I am doing the same for dungeons, but for the stronghold of security I had to manually map most of it due to the amount of obstacles + ladders leading to places you can't go back to
  19. I have now mapped 75% of the stronghold of security (95% of the work is done, since all the single way edges such as ropes that leads up needed to be handeled differently from any other edges I have created so far). The only thing left to do now is adding all the rooms of the last floor.
  20. Okay, so I just finished fairy rings for my web walker. I know there was a tutorial released a while back, but I can't seem to find it, so I am releasing this. I have an enum for the location codes, but its not done yet so I am not releasing it yet To see it in action, please visit this post The fairy ring class Use as instance.setRing("dkr");
  21. Okay, fairy rings has now been added. I haven't added all locations yet because some of them are redundant and a few others lead to places I haven't mapped yet. The next thing I will be working on now is dungeons Currently fairy rings has been added for these locations: Edgeville Mudskipper point Rellekka slayer dungeon Piscatoris Feldip hills Haunted woods Kalphite lair Mort mye swamp Legends guild Miscellania Yanille Sinclair mansion Shilo village (Right outside) Canifis Hazelmere (The house east of yanille) Wizards tower The snowy hunter area near rock crabs Ship yard (eastern karamja) North of nardah Here is a small video of the script walking from rellekka slayer dungeon to varrock using fairy rings
  22. Thanks everyone, will see if I can get around to add fairy rings today
  23. Web walker Hey, I have returned to OSBot and this time I have started a web walking project. I started working on it a little while ago and its soon done. Once its finished I am planning on re-writing my old scripts with this webwalker. Features Walking: - Surface world (95%) - Dungeons (60%) - Stronghold of security (100%) - I just need to add the last floor and its done. This is also the most tedious dungeon to add by far, due to the different paths + all the doors - Nieve slayer dungeon (100%) - Brimhaven dungeon (0%) - Taverly dungeon (100%) - Fremennik slayer dungeon (100%) - Edgeville dungeon (100%) - Kalphite dungeon (0%) - Other locations (100%) - Slayer tower (100%) - The pass to morytania (100%) Shortcut, obstacles & teleports: All of the agility shortcut and special traveling methods has conditions that needs to be met. This means that the script will not travel with gliders if you haven't done grand tree, and will not use agility shortcuts you don't have the level to handle. - Normal obstacles (100%) - Agility shortcuts (50%) - Traveling methods (80%) - Gnome glider (100%) - Spirit trees (100%) - Fairy rings (80%) - Can't add all locations until they have been mapped - Desert carpets (0%) - Charter boats (0%) - Teleports (0%) - Teleports & teletabs (0%) - Minigame teleports (0%) Media: In the video the walker is walking from lumbridge to the bridge in ardougne. Please note that I am going to fix the two way traveling with spirit trees, I just havent gotten around to connect every tree to eachother
  24. Or you could my script (http://osbot.org/forum/topic/58003-free-dnaiofighter-fast-banking-teleport-potion-guthan-safespot-tons-of-features/), which is free and supports that + much more
  25. Well, the thing is that every issue you posted above is directly linked to the clients random handler, which is not the scripts fault. So that is really all that matters.. I think its a bit harsh to say that a script does not deserve a proggie if it can't run for 12 hours when half of the clients random event solvers are broken and the script itself might be fully functional and flawless

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