21 savage Posted April 30, 2016 Share Posted April 30, 2016 looks nice could i have a trail please 1 Quote Link to comment Share on other sites More sharing options...
JMo Posted April 30, 2016 Share Posted April 30, 2016 Can i have a trial plz? Thanks lookss like an awesome script Quote Link to comment Share on other sites More sharing options...
JMo Posted April 30, 2016 Share Posted April 30, 2016 Can i have trial plz 1 Quote Link to comment Share on other sites More sharing options...
ProjectPact Posted May 1, 2016 Author Share Posted May 1, 2016 (edited) Can i have trial plz Done! EDIT: The amount of chins caught compared to the amount in my inventory is off because I dump them every so often ;) Edited May 1, 2016 by ProjectPact Quote Link to comment Share on other sites More sharing options...
Hashtag Sk00n Posted May 1, 2016 Share Posted May 1, 2016 (edited) Can I please have a 24 hour trial? Edited May 1, 2016 by Hashtag Sk00n Quote Link to comment Share on other sites More sharing options...
ProjectPact Posted May 1, 2016 Author Share Posted May 1, 2016 (edited) Can I please have a 24 hour trial? Done! ============================================================================= Testing is almost done! Just need to run through two more things and then I'm releasing version 2.8! Bug fixes: fixed if a player walks over a trap that needs to be dismantled or checked, it will now interact with it instead of waiting for the trap to collapse fixed an eating bug that would not eat if you were under attack while walking back to the trap spot removed a few unwanted timers made the script perform better on mirror mode by converting some methods removed some depreciated methods fix teleporting if a player follows you fixed a false bug dealing with player attacking fixed the npc caught bug rewrote my custom bury bones method rewrote part of my custom dropping method added the number of bones buried in the paint added a reset timer in a falconry delay stopped computing max traps every 5 seconds and made it do it every time you level up. This lowers CPU created a backup timer in case level up message is bugged, which is unlikely fixed an auto talker handler bug rewrote part of my isActive handler fixed active trapping timers made failsafes for turning certain timers off reordered how trapping is configured by adding more randomness fixed a player under attack check fixed OSBot’s new writing error added new debug info fixed a bug dealing with fallen traps added a new timer reset to fallen traps fixed the traps switching from active to inactive halfway through the setup reported the teleporting bug in the wilderness and it has been fixed in OSBot 2.4.57 added the ability to disable and enable the auto talker when it is running fixed a few paint NPE’s that would be thrown if script took too long starting up fixed a bug dealing with attempting to log out while under attack fixed a bug dealing with trying to switch worlds while under attack fixed a bug that would world hop if you were in the bank with always hop turned on hid some annoying log messages about walking added logger information for everything now so you know exactly what the script is doing rewrote my custom resetting trap method to make the spot return active so the script won’t break if you lag super hard anymore Edited May 1, 2016 by ProjectPact Quote Link to comment Share on other sites More sharing options...
Hashtag Sk00n Posted May 1, 2016 Share Posted May 1, 2016 (edited) Done! ============================================================================= Testing is almost done! Just need to run through two more things and then I'm releasing version 2.8! Bug fixes: fixed if a player walks over a trap that needs to be dismantled or checked, it will now interact with it instead of waiting for the trap to collapse fixed an eating bug that would not eat if you were under attack while walking back to the trap spot removed a few unwanted timers made the script perform better on mirror mode by converting some methods removed some depreciated methods fix teleporting if a player follows you fixed a false bug dealing with player attacking fixed the npc caught bug rewrote my custom bury bones method rewrote part of my custom dropping method added the number of bones buried in the paint added a reset timer in a falconry delay stopped computing max traps every 5 seconds and made it do it every time you level up. This lowers CPU created a backup timer in case level up message is bugged, which is unlikely fixed an auto talker handler bug rewrote part of my isActive handler fixed active trapping timers made failsafes for turning certain timers off reordered how trapping is configured by adding more randomness fixed a player under attack check fixed OSBot’s new writing error added new debug info fixed a bug dealing with fallen traps added a new timer reset to fallen traps fixed the traps switching from active to inactive halfway through the setup reported the teleporting bug in the wilderness and it has been fixed in OSBot 2.4.57 added the ability to disable and enable the auto talker when it is running fixed a few paint NPE’s that would be thrown if script took too long starting up fixed a bug dealing with attempting to log out while under attack fixed a bug dealing with trying to switch worlds while under attack fixed a bug that would world hop if you were in the bank with always hop turned on hid some annoying log messages about walking added logger information for everything now so you know exactly what the script is doing rewrote my custom resetting trap method to make the spot return active so the script won’t break if you lag super hard anymore Thank you! First thing I noticed off the bat is prickly kebbits... I catch these on my ironman to use the kebbit spikes as bolts after crafted with a chisel. Suggestion: Could you enable crafting kebbit spikes to craft kebbit bolts while idling? Also I didn't look but is it possible to catch razor-backed kebbits with your script? Razor-backed kebbits drop better spikes used as long bolts, which are better to use than normal kebbit bolts. Edited May 1, 2016 by Hashtag Sk00n Quote Link to comment Share on other sites More sharing options...
ProjectPact Posted May 1, 2016 Author Share Posted May 1, 2016 Thank you! First thing I noticed off the bat is prickly kebbits... I catch these on my ironman to use the kebbit spikes as bolts after crafted with a chisel. Suggestion: Could you enable crafting kebbit spikes to craft kebbit bolts while idling? Also I didn't look but is it possible to catch razor-backed kebbits with your script? Razor-backed kebbits drop better spikes used as long bolts, which are better to use than normal kebbit bolts. I could totally add that feature! It will have to be for version 2.9 or later though because 2.8 is a super big update that needs to get pushed out ASAP Quote Link to comment Share on other sites More sharing options...
goldnight500 Posted May 1, 2016 Share Posted May 1, 2016 goldnight500 Quote Link to comment Share on other sites More sharing options...
Services Posted May 1, 2016 Share Posted May 1, 2016 Awesome script might purchase Quote Link to comment Share on other sites More sharing options...
chipskylark Posted May 1, 2016 Share Posted May 1, 2016 (edited) Not sure if this bug has been reported before but when trying to run the script at red lizards I get this error. ROR][bot #1][05/01 10:07:33 AM]: [AUx.c] [TrapSpots]: We could not find 4 trap locations, only managed to find 1[WARN][bot #1][05/01 10:07:33 AM]: [AUx.c] No spot could be found I was trying to use it in the popular 4 tree red lizard spot so it should be able to detect all 4. I think when it goes to the most south tree spot it glitches and isn't able to detect the other 3 that are grouped together north. Also, anyone who has used this scripts for lizards, tell me what your xp/hr was for orange and red salamanders. For some reason I'm getting the same xp/hr from both... Might just be because the script is kinda slow about keeping traps primed. Edited May 1, 2016 by chipskylark Quote Link to comment Share on other sites More sharing options...
Hashtag Sk00n Posted May 1, 2016 Share Posted May 1, 2016 I could totally add that feature! It will have to be for version 2.9 or later though because 2.8 is a super big update that needs to get pushed out ASAP You should definitely quote me when you do so I have notification. Would use the shit out of this 1 Quote Link to comment Share on other sites More sharing options...
Hashtag Sk00n Posted May 1, 2016 Share Posted May 1, 2016 (edited) Yep, definitely does not work with 2.4.58. Script starts and instantly stops. Bot Debug [DEBUG][05/01 02:07:34 PM]: Loaded script![DEBUG][05/01 02:07:34 PM]: Launching script...[iNFO][bot #1][05/01 02:07:34 PM]: [break Manager] After botting for 150 minute(s), you will logout.[iNFO][bot #1][05/01 02:07:34 PM]: Loaded 4 built-in random solvers![ERROR][bot #1][05/01 02:07:34 PM]: Blocked permission: ("java.io.FilePermission" "C:\Users\Austin\OSBot\lemons\logs" "read")[iNFO][bot #1][05/01 02:07:34 PM]: Terminating script ProjectPact's AIO Hunter...[ERROR][bot #1][05/01 02:07:34 PM]: Blocked permission: ("java.io.FilePermission" "C:\Users\Austin\OSBot\lemons\logs" "read")[iNFO][bot #1][05/01 02:07:34 PM]: Script ProjectPact's AIO Hunter has exited! Script Analyzer Analyzed 1 scripts with a total of 1 files Script <ProjectPactsRandomDeletion/src/Delete.class> result: STATUS PASS Edited May 1, 2016 by Hashtag Sk00n Quote Link to comment Share on other sites More sharing options...
ProjectPact Posted May 1, 2016 Author Share Posted May 1, 2016 (edited) Yep, definitely does not work with 2.4.58. Script starts and instantly stops. Bot Debug Script Analyzer Yup script is currently broken due to OSBot releasing their newest client. Tried getting the update out before they released a permanent version but they beat me to it. I am rushing as fast as I can to push a stable version! Version 2.8 has been released! Here is the final change log! Bug fixes: - fixed if a player walks over a trap that needs to be dismantled or checked, it will now interact with it instead of waiting for the trap to collapse - fixed an eating bug that would not eat if you were under attack while walking back to the trap spot - removed a few unwanted timers - made the script perform better on mirror mode by converting some methods - removed some depreciated methods - fix teleporting if a player follows you - fixed a false bug dealing with player attacking - fixed the npc caught bug - rewrote my custom bury bones method - rewrote part of my custom dropping method - added the number of bones buried in the paint - added a reset timer in a falconry delay - stopped computing max traps every 5 seconds and made it do it every time you level up. This lowers CPU - created a backup timer in case level up message is bugged, which is unlikely - fixed an auto talker handler bug - rewrote part of my isActive handler - fixed active trapping timers - made failsafes for turning certain timers off - reordered how trapping is configured by adding more randomness - fixed a player under attack check - fixed OSBot’s new writing error - added new debug info - fixed a bug dealing with fallen traps - added a new timer reset to fallen traps - fixed the traps switching from active to inactive halfway through the setup - reported the teleporting bug in the wilderness and it has been fixed in OSBot 2.4.57 - added the ability to disable and enable the auto talker when it is running - fixed a few paint NPE’s that would be thrown if script took too long starting up - fixed a bug dealing with attempting to log out while under attack - fixed a bug dealing with trying to switch worlds while under attack - fixed a bug that would world hop if you were in the bank with always hop turned on - hid some annoying log messages about walking - added logger information for everything now so you know exactly what the script is doing - rewrote my custom resetting trap method to make the spot return active so the script won’t break if you lag super hard anymore - fixed a world hopping NPE - fixed a timer bug that would not automatically go get a falcon if you don’t have one to start with - fixed an onMessage NPE Edited May 1, 2016 by ProjectPact 2 Quote Link to comment Share on other sites More sharing options...
EndureCoreNas Posted May 1, 2016 Share Posted May 1, 2016 Woah just the update list makes me want to give it a whirl later lol 1 Quote Link to comment Share on other sites More sharing options...