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Perfect Fighter AIO


Czar

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On ‎2‎/‎12‎/‎2019 at 12:34 PM, Czar said:

Activated double trial, because there is a new update coming out.

Good news guys, have done two major re-writes for the script to modernize it for 2019. Some aspects of the script were written when it was a smaller/local script and it didn't fit with the overall scope of the script today; so it had to be re-designed.

Areas affected: NPC filtering system and combat code.

The next big re-write will be for the walking aspect to reduce it's memory usage since we have a proprietary walking system instead of the default webwalker that every other script on OSBot uses - which means we get much much faster updates (OTA) and we can have truly customized walking/traveling.

Will be pushing the new update later today.

its not there it was earlier but its gone lol

 

Edited by kurogod
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Seems like the script is just not working right now. I’ve used it a lot in the past but now it’s just a buggy mess(mirror mode). Even with the latest developer build. It works for about 2 minutes and then it just stops. Tried many different settings and also it’s eating up the CPU. Messed around with it a lot but no matter how different the variable and options are it ultimately just doesn’t work. What’s going on?

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Make sure to follow the mirror mode guide, 2 minutes is most likely exaggerating but with mirror you can expect a few hours until scripts become unstable (all scripts). The devs will be handling it as usual, they always make nice updates, hopefully it happens sooner rather than later :s 

As for hill giants, using mirror? Confirm please. Make sure to read the mirror mode stability guide I linked above.

New Update (v236)

Script performance changes
- Performance boosted in certain script processes
- Low resource now has greater effect
- Paint trimmed down, less clutter and lag

Core changes
- Target NPC chooser re-written completely, now comprises modern code
-- All npcs are now detected, no npcs are ever missed/excluded
-- Npcs are now sorted alphabetically, in descending order: (A-Z)
- When safespotting, the script will no longer retaliate to other npcs
- When fight zone is set, you will never, ever, ever attack an npc outside of the box (DOES NOT INCLUDE MAGIC MODE)
- Added more teleports to the travel system
- Added emergency teleport for wilderness (misc.2) it will use your banking traveling method, or your quickest available teleport
-- Will be adding a separate way to choose your emergency teleport style in a later update.
- Ranging ammo system: improvements to the entire script (normal fighter and all plugins)
- You can now track multiple skills, hit the F10 key to go to the next skill
-- Note: you can only track skills that you have gained experience on.
-- Basic support only, next update will include a visual indicator for which skill you are tracking
- Looting bag has now been fixed, both looting bags (open) and looting bags (closed) are supported

Misc. changes
- Fixed hotkeys: toggle HUD (F2), toggle break tile (F5), toggle next skill (F10). Hit CTRL to show all commands.
- Added newer item list to looting setup (including Brimstone key)
- High/low alch now works (script will disable spell filtering before alching)
- Arrow looting perfected, no more multi-actions and disregarding the action
- Fremennik slayer dungeon patched, turoths and kurasks working much better. No more walk-back looping.
- Cannon no longer picked-up randomly
- Retaliate to combat: no longer retaliates to npcs outside of your fight zone (if applicable)
- Fight zone changes to range
- Fixed Bracelet of slaughter and Expeditious bracelet
- Cannon delays are now more balanced, following the arrow looting changes. Optimal refill: 20-25.
- Added various changes and tweaks in response to user feedback.

Fail-safes
- Added fail-safe for combination of: 'Safespot' and 'Stay in fightzone'.
-- Script will now only walk to the fightzone if you do NOT have a safespot. If you have a safespot you will not walk inside the fight zone.
- Renamed some labels in the banking tab.
-- Please note: only add items that you will genuinely bring with you on your trips. e.g. why would you take bones when you are on a fresh new trip?
- Added fail-safe for not wearing loadout gear, guthans should work better
- Fixed some setup window options, they will no longer freeze/unable to edit
- Script now correctly terminates if you cannot withdraw items from your bank
- Script no longer hangs during banking process
- If we get the message 'no ammo left' the script will search for arrows in inventory, if none, will stop safely.
--- If there are some arrows, it will equip and continue fighting.

Plugins
(Crabs): Added crabclaw cave support
(Crabs): Fixed reset aggro spazzing
(Crabs): Fixed keyboard and mouse handler
(Crabs): You can now configure your fight tile with hotkeys
(Crabs): Added numulite
(GDK): Ranging ammo looting is now flawless
(GDK): Added separate banking state for looting bag, no more getting stuck while banking
(NMZ): Added option to flash quickpray every ~45-55 seconds randomly
(NMZ): Now waits until overload potion is fully in effect, before attempting to guzzle dwarven rock cake (prevents dying)

Wilderness: will be writing a fully fledged anti-pk system in the coming updates. Will make sure the script features the best and most advanced
anti-pk systems possible. Of course there will be levels to it, so you can choose how soon to act, when to detect, etc.

Going to do a few more re-writes in the core script, with stability being the #1 priority. Already re-wrote some majorly important code.

Got a nice update coming up for looting items, it will feature a brand new looting system with so many controls and customizations, you will really
love it. It's an entirely new concept of choosing which items to loot and treating each loot item individually, with prioritizations and whatnot.

Just doing one more final test run and I will push the update. Update will automatically go live within 24 hours, and v236.0 will show on your client when it's fully live :D Good luck guys :) 

Edited by Czar
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@Czar I hope this new version addressed some of the banking/breaking issues with the crab plugins, if not can you take a look at it. For both rock and sand crab spots breaks do not work. Script will go to break tile/bank and wait out the 2 minute timer but break will never start, script will either attempt to restart but usually just stands still as the GUI reappears. Other issue is only at sand crabs as far as I can tell. Script will start and just run to bank and seems to crash but GUI still up and running. Hope you can take a look at these, thanks!

 

edit: Issues still present in new version. This is when script is run on stealth injection. Script is to the point where it is non functioning.

Edited by binkyfromarthur
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