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Random management system + new account GUI

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He means a system like other bot task system, nodes that get executed when its condition become  true while looping on all the nodes. 

Yea, this. I find it a lot more efficient. If not this, will the "format" ever change?

thanks glad to see this..is there any plans on fixing world hop functions?

[iNFO ][05/23/13 11:38:23 PM]: message: Freaky Forester: You get no reward for killing the wrong pheasant.

 

Hello everyone,

 

Here is a heads up on what I have been working on the last two days. I have written the random management system, which will allow script writers full control over how to handle randoms. For example, let's take the case of an autofighter. You get a strange box and you're in combat and not in a safe zone. The programmed random solver for the strange box will recognize the strange box and try to solve it, but it will close the interface constantly because you're under attack. Your autofighter won't any longer be in control, so eventually you will die. Here is where the random management system comes in to play. In this case you want control over what happens before and after solving the strange box, more specifically you want to make sure you are out of combat and in a safe zone when solving the random, you want the random to be solved as programmed by default after that and you want to finish by walking back to your fighting spot.

 

Here is a simplified example of how that would work with the random management system (note that the onLoop doesn't have to be overridden at all here, I just put it here for example purposes):

        @Override
        public void onStart() {
            this.actStartTime = System.currentTimeMillis();
            randomManager.registerHook(
                    new RandomBehaviourHook(RandomManager.STRANGE_BOX) {
 
                        @Override
                        public boolean shouldActivatePreLoop() {
                            return myPlayer().isUnderAttack() && !myPlayer().isInArea(SAFE_AREA);
                        }
 
                        @Override
                        public int preLoop() {
                            walk(SAFE_AREA);
                            return gRandom(600, 300);
                        }
 
                        @Override
                        public int onLoop() throws InterruptedException {
                            return super.onLoop();
                        }
 
                        @Override
                        public boolean shouldActivatePostLoop() {
                            return myPlayer().isInArea(SAFE_AREA);
                        }
 
                        @Override
                        public int postLoop() {
                            walk(FIGHT_AREA);
                            return gRandom(600, 300);
                        }
 
                    }
            );
        }

Furthermore, I have been working on a new GUI for accounts and a fresh system on the backend of it. One reason for this is that the accounts system simply wasn't user friendly and intuitive, another reason is that there were bugs occurring with it sometimes. Accounts are ordered in alphabetical order and you can now set your preferred experience rewards chosen when encountering a genie lamp or book of knowledge per account. Here is a picture of the new accounts GUI:

 

vF4pTZH.png

 

These updates will be fitted in the next release.

 

Sincerely,

 

OSBot.org

 

Good job man, keep it up :)

 

This is great! I can implement this in my fighter script. :)

 

Quick question:

What happens when you register the random hook you described and the following happens:

Custom hook does not activate because you are not under attack at that moment, but you get attacked before built-in random could finish?

 

Will it just switch to your custom hook when this happens?

  • 2 months later...
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