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You're not going to get Combat scripts working without this.

Featured Replies

You need a Class or method that defines Combat better. i.e. all combat bots are just guessing whether you're in combat right now by the amount of time before you receive another "You're already in combat."

 

It'd be nice to see a way to check if we're engaged in combat already and would speed up the bots by at least 2 or 3 times what they currently are at... not to mention would make them flawless.

 

Some suggestions would be to make it check for hitsplats or player/NPC animations at least.

 

Not to mention that NPC Identities aren't working correctly, i.e. the bot will try attack other NPC IDs when you're only using a fixed amount.

Edited by insidesin

facing + isbeingattacked hooks are fine and more than enough..
 

Seems like either you or those scripters have no idea what they're doing. 

Lol laugh.png

facing + isbeingattacked hooks are fine and more than enough..
 

Seems like either you or those scripters have no idea what they're doing. 

This.

  • Author

facing + isbeingattacked hooks are fine and more than enough..

 

Seems like either you or those scripters have no idea what they're doing. 

 

Incorrect, I've noticed "isUnderAttack()" doesn't work unless you've already tried to hit something else in the current loop. So no, it's not fine. And facing is possibly the worst make-shift fix you could hope for. I'll keep trying though. If it was that easy, most code in the script section would work well, which it doesn't.

Edited by insidesin

facing + isbeingattacked hooks are fine and more than enough..

 

Seems like either you or those scripters have no idea what they're doing. 

 

OP is right, isUnderAttack is somewhat broken. It remains true for 4-5 seconds after combat is over, making combat extremely slow. 

Is under attack basically checks if your hit points above your head are being displayed.

OP is right, isUnderAttack is somewhat broken. It remains true for 4-5 seconds after combat is over, making combat extremely slow. 

 

Please learn to read: 

 

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

 

To know if you're in combat you must use BOTH. Anyone who made a decent fighter before knows this is all it's needed lol

Please learn to read: 

 

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

 

To know if you're in combat you must use BOTH. Anyone who made a decent fighter before knows this is all it's needed lol

Sorry I read it as they each work fine and each could be used. My apologies. And no, I haven't made a fighter before.

Please learn to read: 

 

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

 

To know if you're in combat you must use BOTH. Anyone who made a decent fighter before knows this is all it's needed lol

 

This.

It is required to know for sure whether you're in combat or not.

  • Author

Please learn to read: 

 

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

facing + isbeingattacked

 

To know if you're in combat you must use BOTH. Anyone who made a decent fighter before knows this is all it's needed lol

 

Still does not function well, and might I ask you to please learn to read as I've already said this.

Edited by insidesin

This is funny to read.

To the people who do not know java and want the methods made for them need to stop making script.

 

Only a select few methods in the api are broken and there are a few way around them.

  • Author

This is funny to read.

To the people who do not know java and want the methods made for them need to stop making script.

 

Only a select few methods in the api are broken and there are a few way around them.

 

So instead of using make-shift methods, they should be fixed. It's simple.

  • Developer

@ Inside Sin, they are not broken at all. They are needed separately for a couple of things and together can be used to check whether you're engaged in combat with a certain entity. Maybe you should stop being stubborn and listen to what XavierM told you and try to understand what he is exactly saying, because he is right. It's not some silly work around, it's supposed to be done like XavierM will explain you.

 

No further discussion is needed here.

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