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  1. Welcome to Optimus AIO Combat & Magic! Glossary: 1. Description 2. Combat Overview 2.1 What Can the Script Kill 2.2 Core Combat 2.3 Looting 2.4 Banking 2.5 Progressive Training 2.6 Worldhopping 3. Magic Overview 3.1 Regular Spellbook 3.2 Ancient Spellbook 3.3 Lunar Spellbook 3.4 Combo Alching 4. Purchase Info & 10 Hour Free Trial. 4.1 Packages 5. Testimonials 6. Gallery Total Runtime Statistics: GUI Preview: 1. Description: Optimus AIO Combat & Magic is a script engineered to safely train up your Combat, Magic and Slayer skills using nearly every training method available in the game. Using ABC2 technology and thousands of hours of real human playing data, the script now out-performs most human players, while also avoiding bot-detection and staying under the radar from Jagex. 2. Combat Overview: 2.1 What Can the Script Kill?: The script is capable of killing every monster in the game, below are some noteworthy opponents: Dragons - Including Green, Blue, Red, Black, Brutal, Adamant& Rune dragons - Amazing for goldfarming or training up your account. Slayer monsters - Dark Beasts, Cave Krakens, Abyssal Demons, Drakes, Spiritual Mages/Warriors, Wyverns, Nechryaels, Gargoyles, Dust Devils & everything below. It will automatically use the required slayer items for finishing. Crabs - The script can kill ALL types of crabs: Rock, Sand, Swamp and Ammonite crabs! are all supported. The script will reset the aggressiveness when they stop waking up. Experiments - Insane XP for pures. Yaks - Insane XP for mains. Chaos druids - Good goldfarming for medium level accounts. All wilderness monsters - Good for farming emblems & wildy slayer. Dagannoths - Insane XP, I recommend bringing a cannon for maximum gains. Nightmare Zone Bosses - The script can kill all bosses inside NMZ and drink all the potions. It will end once the dream is complete. Stronghold of Security and other dungeons - The script supports all of these locations. Plus 1000's of other monsters - Literally anything you can think of, some people even use it for KBD. 2.2 Core Combat: Below are some of the core features that make the script so powerful. Using the features mentioned below the script can perform just as good as any player. Custom fight areas - You can specify exactly where in the game you want the script to fight. Either with a polygon or a circle. Below is an example of a polygon fight area. Dwarf multicannon - The script will place, reload, pickup and stop your cannon decaying. Prayer - The script can use all prayers, including quick prayer, and even recharge your prayer at nearby altars. Potions - Including Divine, Extended, Super, Regular, Energy, Stamina & NMZ potions. Special Attacks - Supports every special attack weapon in the game, including weapon switching. Guthans - The script can switch to Guthan's to heal, then switch back to your primary gear once hp is recovered. Resetting Aggressiveness - The script can detect when monsters stop being aggressive towards you, and run away to reset the aggro. Food - It can eat every type of food in the game. Even multiple types of food, simply seperate their names with a comma E.G Lobster, Swordfish. Bones to peaches - The script efficiently uses Bones to peach tablets if you've got them in your inventory. Safe spotting - Safely train combat from a distance without taking any damage. Uses slayer items to finish kills - Bags of salt, ice coolers, rock hammer etc. Detects if you've unlocked the slayer ability to auto-kill. Bone burrying - Train up your prayer! 2.3 Looting: Looting by item name or ID - Simple to setup Looting by item price - E.G Loot all items over 500gp - Fetches prices from the Runescape grand exchange. Telekinetic grab support - For those hard to reach places. High alching - Turn your loot into gold while you train! Pickup and re-equip ammo - Supports all ammo types. Ironman looting - The script will automatically detect if you're an Ironman, and loot accordingly. Looting bag & Herb sack - The script will automatically use them if you're carrying one. Accurate profit calculations - Track your gains on screen or with your dynamic signature. 2.4 Banking: Supports every bank in the game - Can use every bank chest / booth / banker in RS. Fully customisable inventory setups. Tip 1: When withdrawing potions or charged jewellery, you can type (*) Instead of the dose number and it will withdraw whatever dose is highest in the bank. For example Ring of duelling(*). Tip 2: You can also type 0 as the quantity, and it will withdraw-all of the item instead of a specific quantity. For example these settings would make it withdraw all of your cannonballs, then fill your inventory with lobsters. Supports all Teleports - The script can use all teleport methods including Spells, Tabs, Jewelery & Scrolls + more. Will bank for multiple conditions: - Hp is below a set %. - Inventory is full. - Out of food. - Out of runes. - Out of ammo. - Out of all potions. - Out of prayer potions. - Out of antifire potions. - Out of cannonballs. - Before a break starts. - When your slayer task is complete. Heals to full HP at the bank - To save food during your trip, it'll heal up in the bank. Logs out when you're out of supplies. 2.5 Progressive training: The script can do the following when you level up, or after x amount of time: Upgrade equipment - E.g upgrade to Rune scimitar when you reach 40 attack. Change attack styles - E.g switch to Strength training after you reach 40 attack Change training method / location - The script can completely switch training methods, e.g Rock crabs to 60 strength, then go train magic to 70 alching, then switch back to Chaos druids after an hour. All without stopping the script. 2.6 Worldhopping: The script uses both the ingame worldhopper and login screen worldhopper to find the ideal training spot. Note: All of these settings are optional. Supports F2P, Members & DMM worlds - It will automatically detect which you're in, and select worlds accordingly. Worldhop when x players in your area - The script can count how many players are around and worldhop if it gets too busy. Worldhop when there's a cannon in your spot - To avoid reduced XP / GP rates. Worldhop when there's a Jagex Moderator nearby - A safety precaution. Worldhop when the break handler activated - So someone doesn't see you training for prolong periods of time. Worldhop when someone talks in your area. 3. Magic Overview: The script can train with pretty much every training method available, from Air strike to Ice barrage, it's all supported. (The script can also loot, use cannon etc while using non-combat methods). 3.1 Regular Spellbook The script can use the following regular spellbook spells, both in combat & out of combat. Splashing Strike spells Bolt spells Blast spells Surge spells Enchant jewelry spells Superheat items Enchant crossbow bolt spells Curse spells Alchemy spells Teleport spells 3.2 Ancient Spellbook The script can use the following ancient spellbook spells. All rush spells All burst spells All blitz spells All barrage spells 3.3 Lunar Spellbook The script can traing using the following lunar spellbook spells. Humidify Superglass Make Tan Leather Plank Make Spin Flax String Jewelry 3.4 Combo Alching The script can also Combo alch, meaning it will cast the high alchemy spell after using another spell to recieve rapid XP. It can combo alch with the following spells: Combat / Alch - E.G Fire surge & Alch at the same time Curse / Alch - From curse up to stun it's all supported. Earn up to 180K XP/Hour Teleport / Alch - Very fast XP. 4. Purchase info and script trial info: Packages: Free Trial Instance count: 1 Duration: 10 Hours per month $10 Package: Instance count: 4 Duration: 1 month $20 Package: Instance count: 10 Duration: 1 month $30 Package: Instance count: 20 Duration: 1 month $50 Package: Instance count: 50 Duration: 1 month All packages include: VIP is not required to run the script The ability to train all of combat and magic effortlessly and safely for the duration of your subscription. Complete customer support via discord and the TRiBot forums To purchase the script or activate your free trial, click the image below: TRiBot Repository | Optimus Combat & Magic 5. Testimonials: 6. Gallery: Killing 15,000 abyssal demons and getting over 26 whips on one account.
  2. NEW FEATURE Track your bots remotely in real-time, monitor chat, inventory, equipment, break & runtime, hitpoints, position and much more! All for free, check out the 'Script settings' tab in the GUI. Need help? Add me on Discord (fastest response): Laniax#2980 Or PM me the forums
  3. Fluffee's Tutorial Island v4 TRiBot's best Tutorial Island Script • Completes Tutorial Island • Supports loading of bulk accounts • Script Argument/Queue/Client Starter support • Tons of customization options • Random account profiling • Full ABC2 support • Post tutorial island tasks • Account Creation • Task based, chose the options for every account • Resizable mode support Get it here! GUI Script Arguments Script arguments must be entered as follows (with the following keys): settingsFile:saved_settings_file_name.json; The only argument required now is the name of the settings file to load. If the file specified does not exist, an error will be printed in the debug, and the script will show the GUI instead. Source
  4. [ FREE ] ELON Combat AIO [ Open Source ] . Description: Train Combat Anywhere Banking support Looting support Potion support ABC2 LVL10 Free Fully Open Source JavaFx Gui Paint GET SCRIPT HERE: https://tribot.org/repository/script/id/3549 SOURCE LINK: https://github.com/Elon333/Scripts P.S. If you have any questions, about the script or the source feel free to post me on here. Feedback on source or script is appreciated good or bad. What Feature would You Like to see Added Next?
  5. Features Mixes all potions/unfinished potions using IDs Cleans all Herbs using IDs Amulet of Chemistry support Automatic stopping when out of ingredients or amulets Grand Exchange Restocking and Product Selling supported if selected Support for pressing Escape to close the Bank interface Simple UI, simple paint Intuitive GUI Shows profit/loss accurately, even with Amulet of Chemistry Stable Full ABCL10/ABC2 support Variable reaction times settable in the GUI Intelligent antiban features, such as reaction time waits and herb-skipping Working April 2020 Repository Link Version Log: V1.00 - Release V1.01 - Performance improvements and a few bug fixes V1.10 - Added Herb cleaning, re-wrote framework for stability, re-wrote GUI for more intuitive design, improved antiban V1.11 - Added a quick feature to improve performance and make the script behave more like a human would V1.15 - GUI saving/loading and improved efficiency V1.20 - Work on enhanced antiban, variable reaction times, better GUI overall V1.22 - Modified GUI, added Esc Bank Interface Closing, performance improvements V1.23 - Added finer control of reaction-times, tweaked reaction-times and fixed a rare bug V1.25 - Added abc trackers properly, implemented banker hovering (abc2-based), cleaned up code V1.30 - Added GE Restocking
  6. Objective Kills level 13 Chaos Druids above ardougne for herbs(money) and combat experience. Requirements: - Level 46 Thieving to picklock the tower door. Need help gaining thieving levels? Check out my other script, LAN Thiever! Recommended: - Level 33 Agility to cross the log shortcut, otherwise we will walk over the bridge. - Recommended settings: loot everything above Harralanders. Features: Kills Chaos Druids in the tower above Ardougne and banks in the north bank of Ardougne. Advanced Antiban (ABC2) Level 10 Over 200k/hour GP depending on drops (Recommended settings: Loot everything above Harralanders) Fast combat - will hover over next druid when attacking the first (random by antiban) Intelligent right click menu over the next druid (ABC2) Will auto-detect if your agility is above level 33 and use the agility log shortcut for fast travel between bank and tower. Advanced unstuck system. Use whatever food you want. Bring how many food u want each trip. Only loots after combat. Toggles on run if we gathered some energy. Flawless through stability, even with little updates! Ability to loot any item over X value. Drops items that it looted by mistake. Notification system, get desktop alerts when someone PMs you (and much more!) Support for script arguments! You can auto-start this script without showing the GUI. See list of settings below. Settings are changeable during runtime. Screenshots: Settings Menu: Proggies: New proggies (ABC2) by @Gh0sty by @PowerGP by @Gh0sty by @danny689 Old proggies (ABC1) How to get:
  7. Bbuu20's Tutorial Island (ABC2) (V2.0) Hi, and thanks for checking out my tutorial island reboot! This script completes tutorial island for free! I am very open to any suggestions on how I could improve this script. Please let me know if you experience any issue at all with the script, I will do my best to fix it and reply to you quickly. If you enjoy the script, some positive feedback would be greatly appreciated! In the near future, I will be re-implementing the gui and paint, I realize it is rather basic for now. Join my discord server: https://discordapp.com/invite/nF7fsjx Source Code: https://github.com/zperkins11/Tribot/tree/master/scripts/tutorialIsland Get It On The Repository: https://tribot.org/repository/script/id/3296-bbuu20-s-tutorial-island/
  8. Welcome to my most recent public release: Netami's Alcher! This script includes the following: Advanced timing between actions GE restocking (more below) Informative but simple paint Ends script on out of items/runes GE Restocking information: This script obtains it's prices when needed from RSBuddy Exchange. If placed at the Grand Exchange, the script will attempt to buy more natures runes/alching items with the cash that is in it's inventory. If it cannot buy the items within several minutes OR does not have enough cash left for >= 10 alchs, the script will end. If your player is not placed at the Grand Exchange, the script will end when out of runes or items. Please note that as of release the script has had limited testing. Please use at own risk/babysit. All feedback is welcome, but features are not likely to be extended.
  9. Tri Ranging Guild OSRS's most advanced yet easy to use ranging guild script available since 2013! (Still running perfectly in 2016) Click below to activate the script from the repository Features: Fast and human like playing style ABC2 antiban with a rating of 10/10 to make botting even safer Start the script will a single click of a button Option to worldhop if there are x other players in the ranging guild Will logout when you run out of coins 100% flawless Gallery Best proggy so far, sent in 03/03/2015 by @asher roth Thanks for reading.
  10. Tri Edgeville Man Fighter V2 The perfect way to train up low level accounts and make a lot of money looting herbs! Features: Kills edgeville men in the house above edgeville bank Makes you a lot of money looting herbs in p2p ( up to 150k+ an hour! ) Start the script from anywhere Supports all food and can been used without food Supports all weapons and special attacks Re-equips ammo and can withdraw more from the bank Supports nearly all potions Customisable banking Customisable looting ABC2 antiban with a 10/10 rating Telekinetic grab support Can bury bones Load & save GUI settings Profit calculations and xp tracking To activate the script from the repository click the button below: Note: I also have a premium script available that can do all of this plus it has the following extra features: VIP is not required! Complete all in one combat system that can fight every single monster in Runescape. Extended banking features Built in AIO magic script that can train magic with every spell available from alching, curses, to teleports, to lunar spells. It does it all! Dwarf multicannon support Herb cleaning and dropping Full prayer support Progressive training including changing attack styles, upgrading gear and switching training spots when you level up! Bones to peaches support Improved potion features Rock crab support Safe spotting optional Full worldhopping system that can worldhop when many different conditions are met And much more! If you're interested in this script check out the tribot thread below: Thanks for reading.
  11. ABC2 is the second version of TRiBot's Anti-Ban Compliance utility, whose aim is to provide scripts with a standardized anti-ban, backed by character profiles. ABC2 has been built upon statistical analysis of human playing data, making our anti-ban the most human-like on the market. Read more about the importance of modeling human playing data here: https://tribot.org/forums/topic/60719-tribot-release-9300-0-abc2/. So now you must be wondering how to implement ABC2 in your script. First, I will link the main utility: https://tribot.org/doc/org/tribot/api/util/abc/ABCUtil.html. Each script should use one instance of ABCUtil, unless the script switches RuneScape accounts during runtime. Since each ABCUtil instance is tied to a single character profile for an account, the script must create a new ABCUtil instance if a new RuneScape account starts to be used throughout the runtime of the script. Upon creating a new ABCUtil instance, a thread will be started which is in charge of tracking XP gains, and making the mouse enter/leave the game screen. For this reason, it is important to call ABCUtil#close when you are finished with a specific ABCUtil instance to stop the background thread from executing, and to clean-up. Now, there are four types of scenarios which ABCUtil oversees: Timed Actions Tab Checking (Pts: 2) ABCUtil#shouldCheckTabs ABCUtil#checkTabs XP Checking (Pts: 4) ABCUtil#shouldCheckXP ABCUtil#checkXP Entity Examining (Pts: 1) ABCUtil#shouldExamineEntity ABCUtil#examineEntity Mouse Exiting (Game Screen) (Pts: 10) ABCUtil#shouldLeaveGame ABCUtil#leaveGame Mouse Movement (Pts: 2) ABCUtil#shouldMoveMouse ABCUtil#moveMouse Mouse Pickup (Pts: 2) ABCUtil#shouldPickupMouse ABCUtil#pickupMouse Mouse Right Click (Pts: 2) ABCUtil#shouldRightClick ABCUtil#rightClick Camera Rotating (Pts: 2) ABCUtil#shouldRotateCamera ABCUtil#rotateCamera Preferences Open Bank Preference (Pts: 2) ABCUtil#generateOpenBankPreference Tab Switch Preference (Pts: 2) ABCUtil#generateTabSwitchPreference Walking Preference (Pts: 2) ABCUtil#generateWalkingPreference Next Target Preference (Pts: 4) ABCUtil#selectNextTarget Action Conditions HP to Eat At (Pts: 4) ABCUtil#generateEatAtHP Energy to Activate Run At (Pts: 4) ABCUtil#generateRunActivation Moving to Anticipated Location (Pts: 3) ABCUtil#shouldMoveToAnticipated Resource Switching Upon High Competition (Pts: 1) ABCUtil#shouldSwitchResources Next Target Hovering (Pts: 8) ABCUtil#shouldHover Next Target Menu Opening (Pts: 6) ABCUtil#shouldOpenMenu Reaction Times Generating Reaction Times (Pts: 20) ABCUtil#generateReactionTime https://tribot.org/doc/org/tribot/api/util/abc/ABCUtil.html#generateReactionTime-- or https://tribot.org/doc/org/tribot/api/util/abc/ABCUtil.html#generateReactionTime-long- Generating Supporting Tracker Information (Pts: 10) ABCUtil#generateTrackers https://tribot.org/doc/org/tribot/api/util/abc/ABCUtil.html#generateTrackers-- or https://tribot.org/doc/org/tribot/api/util/abc/ABCUtil.html#generateTrackers-long- Sleeping for the Length of the Reaction Time (Pts: 10) ABCUtil#sleep Timed Actions These are actions which are performed based on internal timers. For each timed action, simply use the should method to check if you should perform the action. If true, call the other corresponding method to perform the action. These actions should only be performed when the player isn't particularly busy at the time. Ex: If the player is woodcutting, these actions should be checked/performed while chopping down the tree. Example on how to use the methods: // Here our player is idling, so we can check/perform the timed actions. if (this.abc_util.shouldCheckTabs()) this.abc_util.checkTabs(); if (this.abc_util.shouldCheckXP()) this.abc_util.checkXP(); if (this.abc_util.shouldExamineEntity()) this.abc_util.examineEntity(); if (this.abc_util.shouldMoveMouse()) this.abc_util.moveMouse(); if (this.abc_util.shouldPickupMouse()) this.abc_util.pickupMouse(); if (this.abc_util.shouldRightClick()) this.abc_util.rightClick(); if (this.abc_util.shouldRotateCamera()) this.abc_util.rotateCamera(); if (this.abc_util.shouldLeaveGame()) this.abc_util.leaveGame(); Preferences These are preferred ways of doing things as specified by the player's character profile. Note that the preference generated by each method isn't constant, so we should not store the returned value of the generation method. So when an area covered by ABC preferences comes up, we must call the generation method, and act upon the returned value. Example: Let's say we want to open the bank using custom methods. We then use ABCUtil#generateOpenBankPreference to generate the preferred way to open the bank. final OpenBankPreference pref = this.abc_util.generateOpenBankPreference(); switch (pref) { case BANKER: openBankBanker(); break; case BOOTH: openBankBooth(); break; default: throw new RuntimeException("Unhandled open bank preference."); } Note that Banking#openBank, GameTab#open, and web walking all take ABC preferences into account, so we don't have to worry about handling preferences if we use those methods. Next Target Preference ABCUtil#selectNextTarget selects the positionable entity from the given list which should be our next target. We should store this value until we switch targets (i.e. the entity which we are interacting with), because the output of this method isn't constant. I.e. We call this method to determine which entity to interact with next, and store the returned value so we aren't constantly calling this method. We can re-call this method and re-store the returned value when we move on to a different target entity. If an entity spawns which is closer than the original closest entity, then we can re-call this method to re-select the next target entity. Otherwise, we should stick with the stored value. Note that when we chose an entity which is not the closest, that entity will be within a close distance to the closest, and if the entity implements Clickable07, we will check if it is clickable via Clickable07#isClickable. Example: final RSObject[] objects = getPossibleTargets(); if (objects == null || objects.length < 1) return; final RSObject next_target = (RSObject) this.abc_util.selectNextTarget(objects); Action Conditions These are actions which depend on a condition generated by ABCUtil. Note that the conditions generated by each method isn't persistent, and we want a certain level of persistence for each type of action. Therefore, we must store the returned value of the methods for a certain period of time, specified below. HP to Eat At ABCUtil#generateEatAtHP will generate the hitpoints percentage at which we should eat at. We store the generated value and use it until we eat the next food item. At that time, we generate a new value and store it. Example: int eat_at = this.abc_util.generateEatAtHP(); // Global variable, persistent... // Inside of a local method if (getHPPercent() <= this.eat_at) { eatFood(); this.eat_at = this.abc_util.generateEatAtHP(); // Generate a new HP percentage to eat at } Energy to Activate Run At ABCUtil#generateRunActivation will generate the run energy at which we should activate run at. We store the generated value and use it until we turn run on. At that time, we generate a new value and store it. Example: int run_at = this.abc_util.generateRunActivation(); // Global variable, persistent... // Inside of a local method if (!Game.isRunOn() && Game.getRunEnergy() >= this.run_at) { Options.setRunOn(true); this.run_at = this.abc_util.generateRunActivation(); // Generate a new run energy to activate run at } Moving to Anticipated Location When we finish interacting with our latest target/resource, there may or may not be a next target/resource available. If there is, then we simply go to that target/resource as usual and ignore this action condition. However, if there is no next target/resource currently available, then we check this action condition. We check ABCUtil#shouldMoveToAnticipated immediately after we finish up with our latest target/resource. If the method returns true, we move to the location in which we anticipate our next target/resource will spawn. If it returns false, we do nothing. Example: // Here we just finished cutting a yew tree if (!findNextTarget()) { // If we are here, then there does not exist a next target/resource yet if (this.abc_util.shouldMoveToAnticipated()) { // Check if we should move to the anticipated location... performReactionTimeWait(); // Sleep for the generated reaction time moveToAnticipated(); // Move to the anticipated location } // Now we simply wait until a new target/resource spawns // Do not keep checking if we should move to the anticipated location // Only perform this check once after each target/resource becomes unavailable } Resource Switching Upon High Competition ABCUtil#shouldSwitchResources will decide if we should switch targets/resources based on the amount of competing players. We should check this condition every 20-30 seconds, but only if we are not winning very many resources from the other competing players. This is vague because it depends on the script and individual preferences. Example: // Here we start mining a rock long check_time = Timing.currentTimeMillis() + General.random(20000, 30000); while (isMining()) { if (notWinningManyResources() && Timing.currentTimeMillis() >= check_time) { // Check if we should switch resources if (this.abc_util.shouldSwitchResources(getCompetitionCount()) { switchResources(); //Switch resources return; } check_time = Timing.currentTimeMillis() + General.random(20000, 30000); // Generate a new check time } } Next Target Hovering and Menu Opening ABCUtil#shouldHover will decide if we should hover the mouse over our next target. We should use this method to determine if we should hover when we start interacting with each new target entity, and we store the returned value. While interacting with our current target, if the stored value indicates we should hover our next target, then we should do so. Note that we should only employ hovering when the mouse is in the screen boundary. ABCUtil#shouldOpenMenu will decide if we should open the menu for our next target. We should use this method to determine if we should hover when we start interacting with each new target entity, and we store the returned value. While interacting with our current target, if the stored value indicated we should open the menu for our next target, AND if we are hovering the mouse over the next target, then we should open the menu. Menu opening should only be performed if we are also hovering the next target. Note that we should only employ menu opening when the mouse is in the screen boundary. Example: boolean should_hover = false; // Global variable, persistent boolean open_menu = false; // Global variable, persistent... // Inside of a local method if (the_object.click("Chop down")) { this.should_hover = this.abc_util.shouldHover(); this.open_menu = this.abc_util.shouldOpenMenu(); // Generate other conditions for actions handleChopping(); } // Inside of a different local method, handleChoppingwhile(isChopping) { if (Mouse.isInBounds() && this.is_hovering) { hoverNextTarget(); if (this.open_menu) openMenuForNextTarget(); } // Other code } Reaction Times ABC2's reaction time generator relies on about nine different factors, many of which must be specified by the script. There are two different ways to specify these factors: bit flags and properties. With bit flags, you call ABCUtil#generateBitFlags with the necessary options, and that method will generate the bit flags. With properties, you call ABCUtil#getProperties and set the necessary properties with the returned instance of ABCProperties. Generating Reaction Times You must use ABC2 to generate reaction times, instead of using random sleeps. ABC2's reaction time generator was designed to be very generic, allowing it to be used for all things which require a variable response time. However, we are still in need of some human data to allow us to have it totally generic. When generating reaction times for events with a fixed, very low waiting time, the reaction times are often much higher than a human reaction time. Hence, until we collect some more data and adjust our algorithms, ABC2's reaction time generator should be used for the following circumstances: Waiting in response to a condition where we had to wait a variable amount of time typically greater than a second. Examples: Reacting to when our character stops fishing. The response time will be used before we move on to the next fishing spot, or before we walk to the bank. Reacting to when our character stops mining. The response time will be used before we move on to the next rock, or before we walk to the bank. Reacting to when our character kills our target NPC. The response time will be used before we attack our next target, or before we walk to the bank. We currently will not use ABC2's reaction time generator for the following circumstances, until more data has been collected and we have adjusted our algorithms: Waiting in response to finishing an alchemy spell (the waiting period for casting the spell is fixed, and thus not covered by ABC2 yet) Waiting in response to us finishing our wait for items to be deposited to the bank after clicking the "Deposit All" button (once again, the waiting period is fixed). These are only limited scenarios which we specified. There are obviously more scenarios than this, but I'm hoping you're able to figure it out based on the examples. Now, to generate reaction times, you have the chose of two methods: https://tribot.org/doc/org/tribot/api/util/abc/ABCUtil.html#generateReactionTime-- or https://tribot.org/doc/org/tribot/api/util/abc/ABCUtil.html#generateReactionTime-long- The first method uses properties, and the second uses bit flags, as discussed above. For generating reaction times, there are currently four factors which must be specified by scripts: Waiting Time: The amount of time we were waiting for in order to perform the action we are wanting to do now. Hovering: If we were hovering over the entity we are about to click immediately prior to calling the method. Menu Open: If we have the menu open for the entity we are about to click immediately prior to calling the method. Under Attack: If we are under attack now, or if we were under attack while waiting. Fixed Waiting: Whether the time at which we were waiting can be fixed to a number of client clock cycles or time (currently not used since we lack data for this, but this is here for the future). This will typically not be set because of the reason explained above. Example using bit flags: final int waiting_time = getWaitingTime(); final boolean menu_open = this.abc_util.shouldOpenMenu() && this.abc_util.shouldHover(); final boolean hovering = this.abc_util.shouldHover(); // If the condition is met, we specify the relevant flag, otherwise we set the variable to 0 // When we pass 0 into generateReactionTime as a bit flag option, it will not change anything final long hover_option = hovering ? ABCUtil.OPTION_HOVERING : 0; final long menu_open_option = menu_open ? ABCUtil.OPTION_MENU_OPEN : 0; // Generate the reaction time final int reaction_time = this.abc_util.generateReactionTime(this.abc_util.generateBitFlags(waiting_time, hover_option, menu_open_option)); // Sleep for the reaction time try { this.abc_util.sleep(reaction_time); } catch (final InterruptedException e) { } Example using properties: final int waiting_time = getWaitingTime(); final boolean menu_open = this.abc_util.shouldOpenMenu() && this.abc_util.shouldHover(); final boolean hovering = this.abc_util.shouldHover(); final ABCProperties props = this.abc_util.getProperties(); props.setWaitingTime(waiting_time); props.setHovering(hovering); props.setMenuOpen(menu_open); props.setUnderAttack(Combat.isUnderAttack() || wasJustUnderAttack()); props.setWaitingFixed(false); // Generate the reaction time final int reaction_time = this.abc_util.generateReactionTime(); // Sleep for the reaction time try { this.abc_util.sleep(reaction_time); } catch (final InterruptedException e) { } When using properties, remember to explicitly set all applicable options so that you don't use old data from previous uses. Generating Supporting Tracker Information A core factor in generating reaction times is whether or not the mouse is currently within the game screen boundary, along with other linked factors which I am keeping secret. ABCUtil's background thread will be responsible for manipulating these factors. In order for it to do so, it must know certain information about the activity being performed. We give it this information via ABCUtil#generateTrackers. ABCUtil#generateTrackers generates variables for performing anti-ban while waiting for something. Specifically, variables relating to how often and when to make the mouse leave the game area. This method should be called right after clicking something which requires us to wait a variable amount of time, or a time which we have to try and count off; i.e. where we will produce a variable reaction time. This includes, but is not limited to, clicking a tree, clicking an interface which we have to wai, say, approx. 10 seconds for. This method requires the script to supply two pieces of information: Estimated waiting time: An estimate for the amount of time we will be waiting for, i.e. how long it takes to perform the action at hand. Example: When woodcutting, the estimated waiting time would be an estimate for how long we are going to be chopping the current tree. Typically, using the average waiting time for the specific action is a good estimate. Under Attack: If we think we are going to be under attack for any of the duration of the waiting time. Like generating reaction times, calling this method can either be done using bit flags or properties. Example using bit flags: if (successfullyClickedTree()) { final int est_waiting; if (this.chopping_count > ) est_waiting = (int)(this.chopping_time / this.chopping_count); else est_waiting = 3000; // An arbitrary value, only used at the very beginning of the script this.abc_util.generateTrackers(this.abc_util.generateBitFlags(est_waiting)); while (isChopping()) { if (this.abc_util.shouldLeaveGame()) this.abc_util.shouldLeaveGame(); // Do other things here, such as hovering and menu opening if the mouse is still in the game screen boundary } } Example using properties: if (successfullyClickedTree()) { final int est_waiting; if (this.chopping_count > ) est_waiting = (int)(this.chopping_time / this.chopping_count); else est_waiting = 3000; // An arbitrary value, only used at the very beginning of the script final ABCProperties props = this.abc_util.getProperties(); props.setWaitingTime(est_waiting); props.setUnderAttack(false); props.setWaitingFixed(false); this.abc_util.generateTrackers(); while (isChopping()) { if (this.abc_util.shouldLeaveGame()) this.abc_util.shouldLeaveGame(); // Do other things here, such as hovering and menu opening if the mouse is still in the game screen boundary } } Now you may be wondering where exactly to call this method. Generally, you'd call this after generating a reaction time using ABC2, after we call ABCUtil#sleep for that reaction time, and after we perform the action which we are reacting to. It's important to keep in mind that calling ABCUtil#generateTrackers is very important because it sets up variables which greatly affect reaction times. Also note that we should be calling ABCUtil#shouldLeaveGame and ABCUtil#leaveGame in the period after calling ABCUtil#generateTrackers, as the method is to be used in conjunction with ABCUtil#shouldLeaveGame and ABCUtil#leaveGame. If we do not ever call those two methods, or don't call them often enough, calling ABCUtil#generateTrackers would be essentially useless, and our reaction times wouldn't be the most human-like. Sleeping for the Length of the Reaction Time it is important to use ABCUtil#sleep to perform all of the reaction time sleeps. ABC2's background thread is in charge of making the mouse return to the game screen boundary if the mouse has been outside of the boundary for a certain period of time. Now, the times at which the background thread makes the mouse return has been pre-determined. It's possible that it makes the mouse return while we are sleeping for the duration of the reaction time. If it does this, then why do we have to continue our reaction time sleep if the mouse is moving (i.e. the player is active)? Simply put, when the mouse returns to the game screen, we should stop sleeping the duration of the reaction time because the player is active. When the script calls ABCUtil#sleep, it allows the background thread to interrupt the reaction time sleep immediately after the bot makes the mouse return to the game screen. The method also prevents two mouse movements from happening at the same time, since the background thread doesn't pause the script while moving the mouse back to the game screen. Calculating Anti-Ban Compliance Levels (ABCL) Refer to the first list. Beside each element is an amount of points (Pts). If your script successfully implements the element, then add those points to your score. Scores are out of 100, which determine the ABCL: [99, 100] Points: ABCL 10 [90, 99) Points: ABCL 9 [80, 90) Points: ABCL 8 [70, 80) Points: ABCL 7 [60, 70) Points: ABCL 6 [50, 60) Points: ABCL 5 [40, 50) Points: ABCL 4 [30, 40) Points: ABCL 3 [20, 30) Points: ABCL 2 [10, 20) Points: ABCL 1 [0, 10) Points: ABCL 0 Note: "[" is an inclusive boundary, and ")" is an exclusive boundary. Conclusion There you have it, the guide to implementing Anti-Ban Compliance version two. I hope I have made it clear how to implement ABC2. Make sure to read all of the documentation. I am including a persistent extension of ABCUtil, which makes this utility more like the first version, and easier to use: PersistentABCUtil.java
  12. I've been trying to implement abc2 into my tutorial island script, but I thought it may be easier if I started from scratch. Since then, I've been working on a mining script that mines and banks, and I thought that I did a pretty good job of implementing abc2. Upon running the script however, I noticed that there were a few things off. 1.) Despite being called whenever the player is animating, the timed actions don't seem to actually do anything. 2.) Sometimes when mining, the abcutil will decide if the mouse should hover over the next target. This is good and working how it should, but when it's done mining the current rock, it doesn't actually click on the rock that was hovered over. I was hoping some of you could look at my code, and help me get to the bottom of these issues. The problem has to either be in Antiban.java, Mine.java, or maybe both. Source code: https://github.com/bbuu20/Tribot/tree/master/Bbuu20's%20Dynamic%20Miner/src/scripts
  13. Tri Al-Kharid Warrior Fighter V2 The perfect way to train up medium level accounts and make a lot of money looting herbs! Features: Kills level 18 Al-Kharid warriors in Al-Kharid Earns a lot of xp! Makes you a lot of money looting herbs in p2p ( up to 150k+ an hour! ) Start the script from anywhere Supports all food and can been used without food Supports all weapons and special attacks Re-equips ammo and can withdraw more from the bank Supports nearly all potions Customisable banking Customisable looting ABC2 antiban with a 10/10 rating Telekinetic grab support Can bury bones Load & save GUI settings Profit calculations and xp tracking To activate the script from the repository click the button below: Note: I also have a premium script available that can do all of this plus it has the following extra features: VIP is not required! Complete all in one combat system that can fight every single monster in Runescape. Extended banking features Built in AIO magic script that can train magic with every spell available from alching, curses, to teleports, to lunar spells. It does it all! Dwarf multicannon support Herb cleaning and dropping Full prayer support Progressive training including changing attack styles, upgrading gear and switching training spots when you level up! Bones to peaches support Improved potion features Rock crab support Safe spotting optional Full worldhopping system that can worldhop when many different conditions are met And much more! If you're interested in this script check out the tribot thread below: Thanks for reading.
  14. ACTIVATE HERE VIEW THE CORE SOURCE HERE Hello everyone, this is a project that I was actively working on a couple of months ago. This is an AIO miner, which is around 85-90% complete. It is very feature rich and configurable. Here are some of the features: Task-based FC Mining is based off of my mission framework, which allows for very easy chaining of tasks. For example, you can easily set up the bot to do this (hypothetical): Mine iron at Rimmington for 10 minutes Mine 100 copper at a Custom location Mine until 45 mining on progressive mode with a preference toward money (will choose the most optimal ore to make the most money) Powermine iron at a custom location until 99 Each task in a mission can be configured with the following options: Mode (Bank, Drop Inventory, M1D1) Rock type (Auto select or specific - Auto select chooses from the default locations as well as any saved custom locations that support the chosen rock) Location (saved custom locations are loaded into the supported locations list if they support the chosen rock type) Progression Type (Experience, Money) - Only applies when on auto-select mode ABC2 Pick upgrading Goals (any combination of these - they all must be completed before it moves on) Mining level (will mine until the level is reached) Time elapsed (hh:mm:ss) (will mine until the specified amount of time has elapsed) Ore gained (will mine until the target amount of ore has been gained) Infinite (will continue the task forever) World Hopping settings Players in area (will hop if the number of players in the area are >= the specified amount) Ore stolen (will hop if the ore stolen is >= the specified number) No ore available (will hop if no ore is available - good for runite mining) Custom Locations (can be saved, loaded and edited with the following settings) Name Center tile Radius Custom bank path (optional - web walking is used if this is not specified) Deposit box support (check box if banking at deposit box - must be used with custom bank path) Supported Rocks (check the ore types that this location supports) Profile saving / loading You can save and load your custom mission lists As you can see, the script is currently pretty feature rich. However, as this is the beta, modifications will be made and new content will be added. Here are some planned updates: Muling (you can already see the tab in the GUI, but it isn't functional) Support for mining multiple rock types at the same time in a mission GE support for buying pick upgrades? Script arguments for loading a specific profile (good for bot farms) Media As always, please report any bugs and I will do my best to fix them.
  15. https://tribot.org/repository/script/id/3257 Straightforward to use, fill in the boxes and watch as your character power trains everything that's simple to power train... Or opt to bank the items. Whatever tickles your pecker. Works wherever daxWalker is available. If this script sees high demand I'll make a GUI and command line arguments... I've tested it on fly fishing, teak trees, iron, and thieving guards... It should work on just about anything. It's a simple script that left clicks on anything you specify and drops whatever items you tell it to. Supports coin pouch. If you opt for banking, it will bank once the inventory is full and there are no "drop items" left to drop. It will bank everything in your inventory (for now). Doesn't support food (yet) but works as a simple power leveler. Can be set to run to a bank and end the script if you drop below 20 hp. Can also be set to world hop if there are any players nearby (feature turns off for trip to bank and back). Like all my scripts with a "main" designation, it will periodically pause/afk to mimic a real player and check itself to make sure it isn't stuck somewhere. Please post any questions/problems/suggestions.
  16. Tri Hill Giant Fighter V2 Rewritten and made perfect. Features: Kills hill giants in the brass key dungeon besides edgeville Start the script from anywhere Safe spotting optional Banking including optional teleporting to the bank Supports all food and can been used without food Supports all weapons and special attacks Re-equips ammo and can withdraw more from the bank Supports nearly all potions Customisable banking Customisable looting ABC2 antiban with a 10/10 rating Telekinetic grab support Can bury big bones Load & save GUI settings Profit calculations and xp tracking To activate the script from the repository click the button below: Note: I also have a premium script available that can do all of this plus it has the following extra features: VIP is not required! Complete all in one combat system that can fight every single monster in Runescape. Extended banking features Built in AIO magic script that can train magic with every spell available from alching, curses, to teleports, to lunar spells. It does it all! Dwarf multicannon support Herb cleaning and dropping Full prayer support Progressive training including changing attack styles, upgrading gear and switching training spots when you level up! Bones to peaches support Improved potion features Rock crab support Full worldhopping system that can worldhop when many different conditions are met And much more! If you're interested in this script check out the tribot thread below: Thanks for reading.
  17. R0gue EZ Cooker Summary Start R0gue EZ Cooker from anywhere near a bank and it will get you all they way to 99 cooking without you having to lift a finger. For optimal use, start with enough cash in your bank and some Varrock Tabs and Games Necklaces. The bot will buy the necessary food and supplies as needed. Supports Travel and Buying Supplies The bot supports traveling to the Rogue's Den as well as the Grand Exchange to buy raw food and items to cook. Just start the bot near a bank and it will buy Varrock Tabs, Games Necklaces, and fish as needed (there are limits so you don't spend too much money at once). Food supported The bot automatically checks your cooking level and will cook the necessary item until you are ready to cook a new fish. It will cook the following: Level 1-15: Shrimp Level 15-25: Trout Level 25-35: Salmon Level 35-50: Tuna Level 50-75: Lobster Level 75-80: Swordfish Level 80-99: Shark Jugs of Wine The bot also supports making Jugs of wine after cooking level 50 if the user desires. Just select the option in the GUI on bot startup. If your player is not level 50 yet, it will cook fish until your player reaches level 50 then automatically switch to wine. It will buy the necessary grapes and jugs of water as needed and will make the wines in the GE. Antiban The bot implements ABC2 methods as well as custom anti ban methods in order to prevent bans. GUI Paint Features a functional paint that includes the bot status as well as training method, time ran, XP gained, and XP per hour. Feedback Would love any feedback as this is our first script and we can make updates and changes as needed!
  18. I've decided to update an old script i wrote 3 years ago, and here it is: Multi Fisher v2! Completely rewritten, with a full implementation of ABC2, Multi fisher allows you to fish anything, anywhere! get it HERE Source code: https://github.com/frankkeuning/fisher Screenshot(s): Setup guide:
  19. Attention: The script has been retired. I'd like to thank everyone who supported FC scripts over the past couple of years! (See the last post for more details) FC Questing FC Questing is here for all to enjoy! This script is built on a framework which allows for easy chaining of quests, as well as new quests to be added with minimal effort. I will consistently add new quests to the script. Suicide Farm Edition: In addition to the full FC Questing script, I'm also offering a cheaper edition specifically for suicide farmers. The suicide farm edition will include the following: Tutorial Island Cook's Assistant Romeo & Juliet Sheep Shearer Pricing options are below. Features: Start anywhere Grand exchange support for quests that should utilize it Quest chaining Clean and detailed paint 15 quests supported and counting (GE indicates grand exchange support, GA indicates manual gathering support, SR indicates that the script will achieve skill requirements on it's own, QR indicates that the script will achieve quest point requirements on it's own) Tutorial Island Doric's Quest GE GA Sheep Shearer GA Cook's Assistant GA Romeo & Juliet GA Rune Mysteries GA Imp Catcher GE Goblin Diplomacy GE Druidic Ritual GE Witch's Potion GE Prince Ali Rescue GE The Knight's Sword GE SR Ernest the Chicken GA The Restless Ghost GA Black Knight's Fortress GE QR Script Arguments: profile_name Simply type in the name of a previously saved profile, and it will be used! 7qp Romeo & Juliet Sheep Shearer Cook's Assistant all All supported quests, random order tut-ge Tutorial island Walks to GE after tutorial island tut Tutorial island Account Queue: FC Questing supports an account queue, meaning you can run many accounts through the script with ease. Simply create a file in the directory which is opened by the "load accts" button, and format it like so: username:password Each account must be on it's own line. The accounts will all be ran with the same settings that you have selected. If a banned / locked / invalid account is provided, it will skip over it. GE Support / Gathering: The script currently features Grand Exchange support for quests that should utilize it. Also, the script supports gathering items manually as well. Check the quest list above to see what each quest supports. Here are some things you should know: If supported, the script will attempt to purchase items from the GE first before gathering manually If the player doesn't have enough gold for all of the items, it will then resort to manually gathering the rest of the materials (if gathering is supported for the quest) The script will attempt to purchase items < 2,000 GP for double their market price, to try and avoid waiting. >= 2000 GP will be bought at 1.3 times their market price (this can be changed if you have suggestions) If the quest does not support manual gathering, and the GE process fails, the script will end The script will abort & resubmit any offers that don't sell instantly, for 15% higher (if the character has enough gp to do so). This helps avoid waiting around for items to sell. General Notes: As this is a quest script, there are a lot of moving parts. This almost ensures that bugs will pop up now and then. Please report them when they arise, provide a detailed description, and I will fix it as fast as possible. The script generally should be able to start in the middle of a quest, however please be aware that this may result in questionable script behavior and / or the quest not completing properly. Bug Reports / Suggestions / Questions: Please see the thread here on how to report an issue or suggestion. Direct posts on the thread or private messages will be redirected to here. Please join my discord channel here for other miscellaneous inquiries. This is the fastest way to contact me. Pricing for FC Questing (FULL): 1 hour free trial (resets on the first of every month) $3.99 per month, 10 instances (great for the casual user) $9.99 per month, 30 instances (great for the large bot farmer) $14.99 per 6 months ($2.50 per month), 10 instances (great for the long term user) $39.99 per 6 months ($6.67 per month), 30 instances (great for the long term large bot farmer) Pricing for FC Questing Lite (TUTORIAL + 7QP): 1 hour free trial (resets on the first of every month) $0.99 per month, 10 instances $2.49 per 3 months ($.83 cents per month), 10 instances $3.99 per 6 months ($.67 per month), 10 instances $9.99 per 6 months ($1.67 per month), 30 instances Images: Time Lapse:
  20. Tri Monestary Monk Fighter V2 The perfect way to train up low level accounts for free, no food is required and it can loot arrows. Features: Kills level 5 Monks in the Edgeville Monestary Earns a lot of xp! Start the script from anywhere The script will heal by talking to the monks so no food is required! Supports all weapons Customisable mouse speed Can loot and re-equip ammo Can bury bones ABC2 antiban with a 10/10 rating Load & save GUI settings Xp tracking To activate the script from the repository click the button below: Pictures: Note: I also have a premium script available that can do all of this plus it has the following extra features: VIP is not required! Complete all in one combat system that can fight every single monster in Runescape. Extended banking features Telekinetic grab support Supports all weapons and special attacks Built in AIO magic script that can train magic with every spell available from alchin Supports all weapons and special attacksg, curses, to teleports, to lunar spells. It does it all! Dwarf multicannon support Herb cleaning and dropping Full prayer support Progressive training including changing attack styles, upgrading gear and switching training spots when you level up! Bones to peaches support Improved potion features Rock crab support Safe spotting optional Full worldhopping system that can worldhop when many different conditions are met And much more! If you're interested in this script check out the tribot thread below: Thanks for reading.
  21. I've written my first, I would say for now basic script for combat training. One of the main reasons why I chose to use Tribot is because of abc2. But while reading the post on the tutorial on how to implement it in your own code ( ) I didn't really understand the method(the way) on how to implement it in code. Could anyone please send me a personal message with an explanation on how to implement it correctly, or write a reply here. It would be very nice, if you would include an actual code example of it, that would help me to understand it better. Thank you in advance.
  22. Jugornot I thought I'd touch this up and release it for free. I made this when building my own API and getting familiar with Tribots API. Enjoy! Features (+) Fills Jug at Fally West Bank (+) 1.8-2k/hour (~50K+/hour No Reqs) (+) ABC2 (+) F2P (+) No Requirments Get it HERE on the Repository! Progress Reports - Guki
  23. DCows Kills cows at a less popular location Version: 1.0 About DCows I made DCows as clean as possible for my Scripter application. I have ran the script the entire day without any problems. About DScripting DScripting creates scripts with one or multiple tasks. The key thing in our scripts is that it has to be fast, yet efficient and human like. A human does not misclick its target, and than goes afk 20 seconds, at least not that often. Focus on what the script should do, stress test it on at least 10 accounts for 10 hours, see what happens. Bug free? Ready to release. Losing from others often? Fixing it. We repeat the process until the script is exactly what you need. And is on the high-quality end like you should be able to expect from all DScripts. Features ABC2 Looting support Kills cows & cow calfs Simple informative paint Full banking support Supports 6 types of food Option to bury bones Frequently asked questions: Q: Where do I start this script? A: Anywhere in Lumbridge should work, recommended to start at the cow field Q: End Timer? If I make it stop after exactly 1 hour, that would kill my anti-ban? A: Yes, and so we made it totally random. End script after 1 hour? That means it could end anywhere between 60 minutes and 119 minutes and 59 seconds. Q: I found a bug / glitch! A: Please send me a private message on the forums including the following form: Update log: Get it now!
  24. HI, I've scripted a method of attack, but I do not know how to use ABC2 in it. Could someone help me please? I already read the guide but I did not understand it very well. public static void attackMen() { RSNPC[] monsters = NPCs.find("Man"); if (monsters.length > 0) { RSNPC target = Antiban.selectNextTarget(monsters); if (!target.isOnScreen()) { Camera.turnToTile(target); } if (!PathFinding.canReach(target, true)) { if (WebWalking.walkTo(target)) { Timing.waitCondition(new Condition() { @Override public boolean active() { General.sleep(300); return PathFinding.canReach(target, true); } }, 3000); } } if (!target.isInCombat() && !Util.isInCombat()) { if ((Clicking.click("Attack man", target))) { Timing.waitCondition(new Condition() { @Override public boolean active() { return Util.isInCombat(); } }, 20000); } } } }
  25. moojuuu

    What is ABC2?

    Hey All, I tried searching for this answer but didn't get a clear one. What does ABC2 stand for/mean? I see it as an option for some scripts that I've gotten. Thanks in advance!
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