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Perfect Quester

Featured Replies

Yeah true couldn't you load it as a Free script to SDN and pull it once it's ready for paid?

Or if possible make it paid with like a voucher for download or something if possible?

If you post it for download you'd have to keep posting updates for it as you update and you risk it being out there like you said.

I don't mind constantly getting new versions manually if needed to go that way.

But like you said then your code is out there.

And, when you release it to the free SDN section, we can help you to report bugs so you don't have to test it out on your own :)

And, when you release it to the free SDN section, we can help you to report bugs so you don't have to test it out on your own :)

That's what I was thinking.

Like stick it out there free for us to help report bugs on for a few days.

Then make it all paid; I have no problem buying it.

Just want to help it get moved along to where we can purchase again by testing and bug fixing :)

Czar it's still in the SDN, just hidden from the stores. You can still auth it to other people using the script id in the auth page.

Oooooo, awesome.

Czar it's still in the SDN, just hidden from the stores. You can still auth it to other people using the script id in the auth page.

Awesome; there we go boys! Bring on Beta and bug fixing!

  • Author

Yess, good news! Okay guys I just woke up, who wants to test just PM me I'll give them auths

 

EDIT: Let me just get the script ready , eta: 30 mins

 

EDIT:

 

Final updates pushed pre-beta:

- Walk objective bug fixed, path will be null once finished, won't repeat EVER.

- Task finisher removed, script may be interrupted and wont be able to finish properly

- 'Randoms' system included, e.g. if player is at draynor underground, and finished quest, the random

system will detect he's doing nothing and will locate him back to mainland. (I say random because this is similar to detecting randoms).

 

I'm going to push this to the SDN and hopefully it will update soon so you guys can try it asap! version 1.5

Edited by Czar

Yess, good news! Okay guys I just woke up, who wants to test just PM me I'll give them auths

EDIT: Let me just get the script ready , eta: 30 mins

EDIT:

Final updates pushed pre-beta:

- Walk objective bug fixed, path will be null once finished, won't repeat EVER.

- Task finisher removed, script may be interrupted and wont be able to finish properly

- 'Randoms' system included, e.g. if player is at draynor underground, and finished quest, the random

system will detect he's doing nothing and will locate him back to mainland. (I say random because this is similar to detecting randoms).

I'm going to push this to the SDN and hopefully it will update soon so you guys can try it asap! version 1.5

Sounds amazing thus far! Can't wait to test; shot you a PM for an auth code!

Will be kicking up my VM's shortly and buying Sponsorship here to begin heavy beta smile.png

 

Edit: So whats the verdict; did v1.5 get pushed to the SDN and ready for Authing?

Believe you said Tutorial Island / Creation was fixed.

So I'll do a handful pre-created and a handful brand new for Testing today.

Edited by ItzRickRollin

Yess, good news! Okay guys I just woke up, who wants to test just PM me I'll give them auths

 

EDIT: Let me just get the script ready , eta: 30 mins

 

EDIT:

 

Final updates pushed pre-beta:

- Walk objective bug fixed, path will be null once finished, won't repeat EVER.

- Task finisher removed, script may be interrupted and wont be able to finish properly

- 'Randoms' system included, e.g. if player is at draynor underground, and finished quest, the random

system will detect he's doing nothing and will locate him back to mainland. (I say random because this is similar to detecting randoms).

 

I'm going to push this to the SDN and hopefully it will update soon so you guys can try it asap! version 1.5

Wow, very nice work dude. :)

You're flying through this coding. Can't wait till you get it up! :)

  • Author

All PM me for an auth. I will give you one too era10 biggrin.png

 

Guys, I don't think the latest update has been pushed. The latest update looks like this:

 

H864tRO.png

 

Which is version 1.8.

 

Latest patches:

- No longer gets stuck upstairs in Ernest the Chicken (very rare, but it does happen)

- No longer dies from the skeleton while picking up the tube (made the timers ALOT faster while in that little room)

- Added moving camera while walking/idle to speed up interaction

 

Also made a start on my interactive GUI, which will feature a map with buttons (where to train), as well as visual options as to how you want the script to run.

 

EDIT: I also added randomized paths, so no 2 paths are the same, I added 3 main routes from Lumbridge to Draynor (as a test) and it seems to be working perfectly.

 

Next update will feature an emergency system which takes a number of measures to ensure the safety of character (so it wont die) including:

- Speed up timers

- Enable run

- More active camera and inventory interaction

 

It will feature prominently in low-hp situations, high-combat areas and dangerous zones (wildy perhaps? while looting the bar).

 

Another plan to speed up the script is to completely cut out fishing, but we need 10 cooking for the redberry pie - so instead of fishing we can kill chickens in fred's farm and cook in the nearby stove. This will allow us to get melee + cooking in one trip, as well as shave ~1.5 hours from getting 10 fishing.

Edited by Czar

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