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How could runescape game sounds improve bots?


Jesus Christ

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I was thinking of the methods rs scripts use, and this came to my mind. For example, I wonder if it would improve reaction speeds to switch prayer at the frost caves script, a script that kills jad. What other script applications could runescape game sounds have? Could it replace existing methods, like ore detection/depletion at the motherlode mine to reduce banrates?

Edited by Jesus Christ
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5 hours ago, Token said:

They happen at the same time as the action they describe, so it's very unlikely they can change anything

Yes but that doesn't count for every action, like jad. I think. 

And if it's the same, then it would be a good replacement which could result in less bans!

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Just now, Jesus Christ said:

Yes but that doesn't count for every action, like jad. I think. 

And if it's the same, then it would be a good replacement which could result in less bans!

Yes it does happen at the beginning of the jad animations, I personally do jad without sounds. It doesn't have any effect on ban rates, it would produce the same output.

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On 9/22/2019 at 6:34 PM, Malcolm said:

 

As Token said they happen at the same time the action happens.

For jad generally he would be giving the animation ID related to the sound at the time he makes the sound for whatever attack he is making.

It makes much more sense for me to just get the animation ID.

Unless there would be a really good usage for the sound that I cannot think of :doge:

Ah I see. "For jad generally he would be giving the animation ID related to the sound at the time he makes the sound for whatever attack he is making." So jad makes a sound and without seeing it, OSBot links that to an animation ID?

Well I just figured, there are colour bots, there are injection bots, but there are not bots that fully rely on sound. Maybe animation ID's could be swapped for sound ID's.  Maybe sound could be a way to rely less on injection methods? ... it might sound stupid, but it's just a thought I had.

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