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About IceKontroI


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  1. Hell yeah I can make awesome sigs. 3D text, high definition graphics/effects, pretty much anything. Price may vary depending on how big of a job it is. Feel free to PM if interested.
  2. If you want the actual pathing distance (not the straight line distance which has been posted above) you'll need to do something like this: DPathNavigator navigator = new DPathNavigator; RSTile destination = new RSTile(5555, 5555, 0); RSTile[] path = navigator.findPath(destination); int pathingDistance = path.length; pathingDistance will be the amount of tiles your character needs to walk through in order to arrive at the destination. findPath() shouldn't be called many times in a row otherwise it'll generate some lag.
  3. Is it this thread? Cause that snippet worked for all objects in the specified area and only returned whether or not an object had any visible points. My response post was a modified version of that which returned a polygon representing the visible points, but it still didn't take into consideration objects behind the player that were still in front of the camera. The camera's physical location was the final piece of the puzzle.
  4. Damn you came through, that's actually the formula. I needed this to calculate the visible space for objects I want to click. For example if I want to click a tile without interacting with any NPCs that could be obscuring it, I'll need to find all the NPCs between the camera and the tile. Then I just click the area that is not shared between the tile's bounds and the bounds of all those NPCs. The same can be done with in-game objects to prevent your script from clicking an extremely distant tile through multiple buildings which is relatively unrealistic and most players would just click the minimap.
  5. Anyone know how to get the RSTile that the camera is hovering directly over? I've tried using Game.getCameraX(); Game.getCameraY(); Game.getCameraZ(); but these seem to be using a different coordinate grid than the one objects in-game do. When the player's RSTIle position was (3184, 3436, 0) [X, Y, Plane], the camera's position using the above functions was (8139, 5679, -1180) [X, Y, Z]. This doesn't seem to add up since the X and Y coordinates are so far apart. If anyone has any insight on how I could return the RSTile of the camera or even the distance between the camera and player it would be greatly appreciated. EDIT: Thanks to Deluxes for providing the solution to this. A snippet to get the camera's RSTile position is below. public static RSTile getCameraTile() { return new RSTile(Game.getCameraX() / 128 + Game.getBaseX(), Game.getCameraY() / 128 + Game.getBaseY()); }
  6. A word of caution about buying proxies on a RuneScape botting website: chances are, someone's already used your proxy to bot RS and the odds are that the proxy has been flagged by Jagex.
  7. One explanation is that all your accounts were put on a ban list, then this morning all accounts on that list were disabled (Jagex working hours are in Cambridge I believe and today is Thursday, which is OSRS update day). Spinning flax seems like an easily caught method, especially if you're running 24/7.
  8. I'm with mostly everyone here when I say that the most likely scenario is that this person stole your account. This is one of the most common real world trading scams as even if you set the account's login email to a new one, if someone somewhere knows the original email associated with the account they will ALWAYS be able to recover that account. Two months seems like a reasonable amount of time for someone to wait before taking the account back for themselves.
  9. Someone's gotta buy all these botted resources LOL.
  10. I'm developing a small antiban that realistically moves the mouse off-screen and then re-enters the screen from a different point than it exited from. I need to get an idea of what percent chance to associate different regions of the screen. Takes 2 seconds to answer the poll and it really helps me out.
  11. I didn't realize that, thanks!
  12. That's the basics of it, yes, but there's more to it than just that which is what I'm getting at. This line of code mm.DE().jH().iN.UH(true); is likely the way it "loses focus" to the game screen which I'm unable to replicate on my own because it's obfuscated. I was going to create a method that expanded on this whole process by combining elements of Mouse.leaveGame() and Mouse.sendClickEvent() that would allow the mouse to re-enter the game screen through a different point than the one it left from. This would simulate a player tabbing out and re-entering the screen afterward much more realistically. Also what decompiler are you using? Your code seems slightly clearer than mine.
  13. you can decompile TRiBot.jar just like you can do with any .jar file. Other users have mentioned that they've viewed the source code so either they decompiled it themselves or had access to the real source.
  14. I've been trying to read the source code for various tribot functions such as Mouse.leaveGame() or Mouse.sendClickEvent() so I can create similar but more updated versions of them as part of a small API I'm creating ATM. The problem is that when I decompile TRiBot.jar and look at the source code for those methods it's very difficult to understand how everything ties together. I get that this is Java's way of reducing jar file size but I'm wondering if there is a more conventional way of doing this. It also seems like there's missing code but that could just be me misreading the data structures. If anyone knows of a better way of doing this I would greatly appreciate it as it would speed up my API generation by quite a large amount.
  15. Generating antiban is important, and I'm interested in creating realistic antiban procedures that real players do. I know moving the mouse off-screen is something Tribot can do, but when you move the mouse off-screen with Mouse.leaveGame() it moves from point A to point B, but when it re-enters the screen it goes from point B again (the exit point) to point D. I want it to move from point A to point B, then re-enter the screen at a new point C to point D which is considerably more believable. Here's a visual if my words confuse you. http://imgur.com/a/HANxM Is there a way for Tribot to do this normally or will I have to manually code it in myself, and if I do are there are functions I need to be aware of? This is a small but important part of my script's antiban so I would really like to make sure it's optimized. EDIT: I've even tried using Mouse.leaveGame(true) and it doesn't drag the mouse back in from a different point than the one it exited from so that doesn't seem to be the answer. It does, however seem to be a good choice since it makes the game client think it's not the window in focus any more.