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invokes

Featured Replies

i see 'enable invokes' on some of the script setup ui now but i have no idea what it is for.
ive done a forum search but nothing comes up.

 

any ideas?

37 minutes ago, CcozyD said:

i see 'enable invokes' on some of the script setup ui now but i have no idea what it is for.
ive done a forum search but nothing comes up.

 

any ideas?

It's like right clicking someting and clicking the action on the menu.
But this can be done in the background even with the menu not being open, so basicly instead of clicking you are send the Menu action invoke. Can be done with things offscreen and no more missclicking.

Did that make any sense for you? :D

Edited by Khaleesi

  • Author
1 minute ago, Khaleesi said:

It's like right clicking someting and clicking the action on the menu.
But this can be done in the background even with the menu not being open, so basicly instead of clicking you are send the Menu action invoke. Can be done with things offscreen and no more missclicking.

Did that make any sense for you? :D

i think so.

is it recommended to use it now?

 

31 minutes ago, CcozyD said:

i think so.

is it recommended to use it now?

 

I find it usefull to use on fast paced scripts where the chance of missclicking is higher. So for bossing and some minigames it is really nice to use :)
Prayer/gear swapping without the tab being open, interact with something offscreen etc

Edited by Khaleesi

39 minutes ago, CcozyD said:

i see 'enable invokes' on some of the script setup ui now but i have no idea what it is for.
ive done a forum search but nothing comes up.

 

any ideas?

Instead of having to click on something, then the game processes the action, then sends a packet to the server, an invoke just calls the games function to process the action and we give it the details to process. TL;DR we tell the game to do actions, without doing the action.

The point of clicking in the top left is to send a click packet before the action packet.
https://i.imgur.com/QgSkTUd.mp4

Toggling prayer twice instantly causing it to appear always on, virtually giving you infinite prayer.
https://i.imgur.com/T5LowpU.mp4

As long as the client has the data accessible we can call basically any action. Objects are Scene wide so you can call those even if they're off in the black void 50+ tiles away. Scene is a 104x104 area around the player. Scene is set when the loading message is in the top left corner.

Invoking a walk here action on a tile is different. You can invoke to walk to any tile, but the server only processes up to a 128x128 area around the player.

  • Author
21 minutes ago, Gunman said:

Instead of having to click on something, then the game processes the action, then sends a packet to the server, an invoke just calls the games function to process the action and we give it the details to process. TL;DR we tell the game to do actions, without doing the action.

The point of clicking in the top left is to send a click packet before the action packet.
https://i.imgur.com/QgSkTUd.mp4

Toggling prayer twice instantly causing it to appear always on, virtually giving you infinite prayer.
https://i.imgur.com/T5LowpU.mp4

As long as the client has the data accessible we can call basically any action. Objects are Scene wide so you can call those even if they're off in the black void 50+ tiles away. Scene is a 104x104 area around the player. Scene is set when the loading message is in the top left corner.

Invoking a walk here action on a tile is different. You can invoke to walk to any tile, but the server only processes up to a 128x128 area around the player.

is there any data on whether this is more commonly detected etc?

i guess for just bankstanding fletching and stuff it isnt really neccessary?

1 hour ago, CcozyD said:

is there any data on whether this is more commonly detected etc?

i guess for just bankstanding fletching and stuff it isnt really neccessary?

As far as I am aware most people haven't noticed a difference. And unless it can be tick manipulated, no not really

  • Author
3 minutes ago, Gunman said:

As far as I am aware most people haven't noticed a difference. And unless it can be tick manipulated, no not really

perfect. thanks for the info.

wasnt sure if i was missing out on something major :)

5 hours ago, CcozyD said:

perfect. thanks for the info.

wasnt sure if i was missing out on something major :)

Np, if you want to try invokes on scripts that don't support them I made something to attempt to force enable them bot tab wide. Run the script and then any script you run will attempt to use invokes out side of walking and other circumstances.
https://github.com/MrGunman200/OSBot-Extended/tree/master/playground/compiled_jar

  • 4 months later...

Hey. I didn't want to start a new topic so I'm sorry for digging up an old one. I've just started to use invokes on scripts. How is it not more detectable when a rooftop agility script never moves the mouse for example? What is the purpose of "human mouse" on bots/scripts in the first place then?

Necropost #2, also interested to see some examples if anyone has any of invokes in actual code?

Nice re-discovery, Jelly

Looks ideal for a PK script, gear swap/prayer flick/attack style swap on every attack/incoming

On 6/24/2024 at 7:58 AM, JellySp said:

What is the purpose of "human mouse" on bots/scripts in the first place then?

Sales pitch I suppose

6 hours ago, Fanny said:

interested to see some examples if anyone has any of invokes in actual code?

You generally use it like normal scripting code, not sure what examples you wanted. Here's an example of "infinite" prayer flicking I suppose
 

    @Override
    public void onGameTick() {
        super.onGameTick();
        
        final PrayerButton prayer = PrayerButton.THICK_SKIN;
        final RS2Widget widget = getPrayerWidget(prayer);
        final InvokeHelper ih = new InvokeHelper(this);

        if (widget == null) {
            return;
        }

        if (getPrayer().isActivated(prayer)) {
            ih.invoke(widget, 0);
            ih.invoke(widget, 0);
        } else {
            ih.invoke(widget, 0);
        }

    }

    private RS2Widget getPrayerWidget(PrayerButton prayer) {
        RS2Widget widget = getWidgets().getAll().stream()
                .filter(w -> w.getSpriteIndex1() == prayer.getSpriteId())
                .findFirst()
                .orElse(null);

        if (widget != null) {
            widget = getWidgets().get(widget.getRootId(), widget.getSecondLevelId());
        }

        return widget;
    }

 

3 minutes ago, staker3000 said:

some of these seem like a very high ban rate

 

Surprisingly, while it is know Jagex collects mouse movements they maybe are ignoring them for botting bans. The general consensus is that invokes don't seem to increase ban rates over using osb regular mouse. This may or may not be the case in the future. Maybe mouse data is unreliable as touchscreen PCs do exist. 

I also think some runelite plugins use invokes. I've seen a world hopper plugin that allows a hotkey to be bound for hopping to the next world without having the use the standard interface. 

On 6/26/2024 at 8:03 PM, Gunman said:

You generally use it like normal scripting code, not sure what examples you wanted. Here's an example of "infinite" prayer flicking I suppose

This is incredibly helpful, just seeing it in context makes a world of difference compared with reading the documentation; makes it a lot easier to understand what is going on

Thanks a lot!

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