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Found 24 results

  1. newbie looking for info on anti ban

    Hey Guys, I am wondering what the difference between all the different types of anti ban (pretend i know nothing about any of them). -ABCL 10 [ABC2] -ABCv2 Level 10-ABCL 10 is there a abc1, or is that abcl 10 ? which came first and what one is the latest? thanks guys! ty for heloing a noobie
  2. ABC2 on Attack Method

    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); } } } }
  3. 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 14 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) 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 Script Arguments: 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 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 join my discord channel here for 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, unlimited 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), unlimited 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) $3.99 per month, unlimited instances $4.99 per 6 months ($.83 cents per month), 10 instances $15.99 per 6 months ($2.67 per month), unlimited instances Images: Time Lapse:
  4. Fluffee's Tutorial Island • 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 Get it here! GUI Instructions Script Arguments Script arguments must be entered as follows (with the following keys): accountPath:;friendsChat:;location:;items:;shiftDropping:;toggleRoofs:; An example script arguments setup can be found below, as well as an explanation of each key. For loading accounts, do not include this line. accountPath:/accounts.txt;friendsChat:Mod_Mark;location:1;items:1;shiftDropping:1;toggleRoofs:1; For creating accounts, do not include this line. emailUsername:[S5][S5][N1];emailDomain:pokemail.net;rsUsername:FTI-SameUsername.;password:PASSWORD;captchaKey:2CAPTCHAKEY;numberOfAccounts:2;noTutorial:true; Script argument explanation: Source
  5. [ABC2] Multi Fisher V2 [AIO]

    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 Screenshot(s): Setup guide:
  6. 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
  7. 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.
  8. 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!
  9. The most advanced, high quality, thieving script for OSRS! NO VIP REQUIRED FREE Trial available! Try before you buy! All-In-One thieving bot; capable of Pickpocketing, Stall thieving, Chest stealing and Blackjacking! Supported NPCs for pickpocketing: Man / Woman @ Lumbridge, Falador, Edgeville, Varrock Farmers @ North-east of Lumbridge, North of Ardougne Warriors @ Ardougne Castle, North of Ardougne, Varrock Castle, Al-Kharid Palace Master Farmers @ Draynor, North Ardougne, South of Varrock Guards @ Varrock West, Varrock Castle, Falador, Ardougne Market Knights @ Ardougne around Market, Ardougne inside House at market Paladins @ Ardougne Castle, Ardougne Market Gnomes @ Gnome Stronghold Heroes @ Ardougne Market Supported Stalls for thieving: Baker stall @ Ardougne Market Tea stall @ Varrock East Silk stall @ Ardougne Market Wine stall @ Draynor [NEW] Fruit stall @ Great Kourend Seed stall @ Draynor Fur stall @ Ardougne Market Silver stall @ Ardougne Market Spice stall @ Ardougne Market Gem stall @ Ardougne Market Supported Chests for stealing: 10 Coin chest @ Ardougne Market Nature Rune chest @ Ardougne Market 50 Coin chest @ Ardougne Market 50 Coin chest + Nature Rune chest at the same time @ Ardougne Market Features: Global: Able to drop any junk which is worth less than X gp! Pickpocketing: Progressive mode! Will switch to better NPCs as you gain thieving levels! Pickpocketing: Suicide mode! Will keep going even though your character is about to die. (useful for example men @ lumbridge) Pickpocketing: Eats food and drops unwanted items while stunned! Pickpocketing: Ability to lure and trap a knight in the house at the Ardougne Market. Chests: High or low alch any item while you are waiting for chests to respawn. (Even if you are doing 50 coin + nature rune at the same time!) Stalls: Progressive mode! Will switch to better stalls as you gain thieving levels! Global: Script argument support! (Allows you to skip the GUI) Global: Select any food in the GUI or specify an item name! (This adds support for all types of cake, etc) Stalls: Amazing guard detection around stalls! Using very advanced algorithms to determine if guards are in Line of Sight! Global: Eats to full HP while banking. Global: Save/load GUI settings into profiles. Blackjacking: Knockout and pickpocket bearded and unbearded bandits & menaphite thugs! Blackjacking: Lures bandits in and out of buildings and closes the doors! Blackjacking: Unnote food from Banknote Exchange Merchant! Blackjacking: Optionally, buy wine from the barman instead of unnoting food. Useful for Ironman! Blackjacking: Blackjack with double double hit technique for the fastest thieving XP ingame (up to 230k+ XP/hour and 100k GP/hour) Blackjacking: Automatically selects the best bandit to use. Proggies: by @tyoui Great GUI, with tooltips explaining all the options, built in Script argument generator and more! If you happen to have found a bug, there is an easy to use 'Report bug' button in the script itself. This will report script specific settings and data to my servers as to what is happening. All you have to do is add a note with some details! I'd be very happy to help you if you run into a bug or have any questions! I will always message you back as soon as i can. You can reach me through Skype, Discord (laniax#2980) or via PM here on the forums! How to hide/show paint GUI Showcase
  10. [ABC2] [Advanced][Beta] FC Mining

    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.
  11. 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!
  12. [ABC2] Progressive Chopper

    Progressive Chopper -Start with axe in your inventory or equipped. -Automatically progresses to the next level tree by your woodcutting level. -Only supports Trees, Oak trees, and Willow trees. -Collects Bird's Nests -Drops Logs -ABC2 Anti-Ban
  13. ABC2 Updated Script List?

    I was wondering if anyone wanted to make an ABC2 post listing all the current scripts that have been changed over. Seems like its quite the popular demand/want of the community. That way there could be a consolidated list allowing at-a-glance browsing of all ABC 2 scripts. Also, as a side note, is there ANY ABC2 flax picker? The community at large seems to think most, if not all, are exceptionally risky and claim to have a high ban rate. I would assume almost any low requirement gold farming method is risky. Just trying to level up crafting on my ironman. Its proven to be very tedious . Cheers! Newport
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Any decent premium smithing script?

    Title says it all, is there any decent smithing script out there? Preferably one with ABC2 and ABCL10 intergrated. Currently there are 2 premium scripts which aren't really up to date. Thanks in advance!
  19. Hello script developers, This is a class I wrote that is designed to help you implement ABC2 into your scripts quickly and efficiently. If you have any questions, please post them on this thread. IMPORTANT NOTE: This class contains some code that is from my own API. You will need to replace it with your own code, or code from the TRiBot API. AntiBan.zip
  20. 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
  21. About a year ago, we launched our Reaction Timing and Other Playing Data project, where we asked our users to play RuneScape for a few hours while running a script which records their reaction times, actions, and other playing data. About 6 months ago, we started statistically analyzing the submitted data in hopes of releasing the most human-like anti-ban the botting scene has come across. Today, we are happy to announce that we've completed this task, and have made some discoveries which will dramatically improve our anti-ban. There are three main improvements we've implemented upon analyzing the submitted data: click point selection, reaction times, and typical human behavior. Click Point Selection The points which bots choose to click play a large role in whether bots look like a human, or a bot. A large problem many of our competitors have is that they use randomization for a lot of things, and think this will help disguise their bots. However, humans aren't random. We all follow similar patterns and trends. Let me show you what I mean. This is a picture of how a typical bot chooses to click inventory items, with standard randomization: This is the method used by a lot of our competitors. Because they use standard pseudo-randomization, every possible point which can be clicked has the same chance of being clicked as any other. This, in essence, is what is means to be random. From the human data we've collected, here is how humans actually choose which points to click: As you can see, there is a major difference between the two. Humans tend to aim for the center of the region they are clicking, and end up clicking a point which is near the center. The points are normally distributed around the center of the region. We know Jagex tracks mouse movements and the points which are clicked. So is it possible to determine if someone is a bot just by how they choose points to click? Totally. The difference between the two pictures is obvious. We originally noticed this difference many years ago, and I made an algorithm which I thought would be more human-like than the standard point selection. Here's the click points which it produces: It's slightly less bot-like compared to standard random point selection, but still far from human-like. It wasn't until I launched the data collection program and analyzed the submitted data that I was able to create a human-like point selection algorithm. Here's what our new algorithm produces: Compare this image to the image of the points which humans chose to click. The difference? There is no difference. I've made a point selection algorithm which accurately models how humans choose points to click. Let me juxtapose the two images: The left image is of the points clicked by humans. The right image is of the points clicked by TRiBot using our new algorithm. Is it possible to determine a bot was active just by looking at the points chosen to be clicked by our new algorithm? Not at all. This is just one area which has been improved because of our data collection project, and one less piece of evidence for Jagex that a bot has been running. Note that our algorithm isn't just for inventory items. It is applied throughout our API, and used for object clicking, NPC clicking, interface clicking, etc. I'd also like to point out that this algorithm was originally released during the summer, but I thought I'd include it in this post since it resulted from the data collection project. Reaction Times The step we've taken which is more dramatic than above involves reaction times. First, let me start off by saying how important having human-like reaction times is when it comes to evading bans. Problem number one is that bots typically have very low reaction times. Most humans aren't able to have these low reaction times, at least for very long. In turn, this increases the amount of XP and items gained while botting to very high levels; levels which aren't human-like. It's very much possible that Jagex examines the playing efficiency of players to determine if the player in question has used bots. They simply have to look for players with very high playing efficiency. The second problem is that reaction times produced by bots are typically evenly distributed between a minimum and a maximum reaction time. Jagex can catch on to this based on the delays between actions via their server, and determine whether a player is botting. Let me now divulge into both problems using the human data we've collected. Most, if not all of our competitors advise scripts to use random delays between actions. Does that sound like a reasonable way to evade Jagex's banning system? Instead of having a constant delay of 550 milliseconds between a pair of actions, having a random delay between 450 and 650 milliseconds between the pair of actions? The problem with that is once again, humans aren't random. Here is the delays resulting from having a random delay between 450 and 650: The delays are evenly distributed between the minimum and maximum, with a mean and median in the center of the min/max, and of about the same value: 550. Using the human data we've collected, here is how actual human reaction times are distributed: The human reaction times are right skewed, and obviously much different from the bot produced reaction times. How different are reaction times generated by bots vs. reaction times of humans? Very different. Is it possible to determine if a player is botting based on the reaction times? Absolutely. Just look at how different the above images are. From this discovery, I sought out to create an algorithm which generated reaction times like a human does. Here's what my reaction time algorithm produces, given the same input factors as the human reaction times: Using nine different factors, my algorithm has successfully re-built the human reaction time for all different click scenarios. If you compare the two histograms above, you'll notice the means and medians are about the same, and the spread of the data is about the same. If Jagex were to analyze the reaction times of a bot using my reaction time algorithm, they would be completely fooled. How is my algorithm so accurate? There are many factors which contribute to the actual reaction time of humans. Humans by definition aren't random. These factors all contribute to the probability of a certain reaction time. Though analyzing the submitted human reaction data, I have identified the nine most significant factors which contribute to the reaction time of a human. These nine factors are all taken into consideration of my algorithm to generate a pseudo-human reaction time. Let's juxtapose all three histograms: Which of the captured reaction times were produced by a human? Which of the captured reaction times were produced by a bot? The first set of reaction times was obviously produced by a bot. But you cannot tell that the third set of reaction times was produced by my algorithm because it closely models the reaction times of a human. RuneScape bots have existed for over a decade, but most of them all still have this problem. We seem to be one of the few botting platforms to have properly addressed this problem. Typical Human Behavior A problem which has been prominent with bots for over the past decade is "typical anti-ban." This is where script developers think checking XP randomly, rotating the camera randomly, opening the music tab randomly, etc. is effective anti-ban. This is not effective anti-ban for two reasons: Humans aren't random. Typical anti-ban is. A pattern will form with typical anti-ban, in that these random actions are performed every X seconds or minutes. Humans don't check their XP programmaticly every 5 minutes. Humans don't randomly rotate their camera every 3 minutes.Human behavior nowadays involves multi-tasking. Humans will often switch tabs to reddit, facebook, etc. Bots don't mimic this behavior.From the human data we've collected, we've discovered how to more accurately model human-behavior. One of the improvements we've made is that our bots will now make the mouse leave the game screen area, to simulate the player using reddit, facebook, etc. And no, we didn't just come up with an algorithm to arbitrarily or randomly decide on when to simulate this behavior. We statistically analyzed the human data to produce an algorithm which accurately models how a human behaves in this area. This is just one of the ways we've improved our bots in simulating human behavior, but is one of the more important aspects. A Note About Character Profiles In case you didn't already know, TRiBot uses character profiles to differentiate all of the RuneScape characters using our bots. A character profile is a unique set of attributes of how the character will play the game, which is generated for each different RuneScape character. Say you are botting on two different RuneScape characters: Mike and Molly. Mike and Molly will have two different, unique character profiles. This will change the way our bots play the game on each of the characters. Character profiles have been integrated with click point selection. Each different RuneScape player will have different ways of choosing points to click, and will still follow the human model. Character profiles have been integrated with reaction times. Each different RuneScape player will have different reaction times based on the factors which contribute to reaction times. Character profiles have been integrated with human behavior simulation. Each different RuneScape player will behave in different ways in terms of doing things other than the current task at hand. So not only did we create models and algorithms to accurately simulate human game play, we extended everything to be based off character profiles, so that no two bots are too much alike. Implementing the Algorithms So now you're wondering whether these algorithms are automatically implemented in every script, or if they have to be manually implemented by scripts. Well, our point selection algorithm was automatically implemented, to be used by every script. But reaction times and human behavior simulation have to be manually implemented by scripts. To allow scripters to implement these algorithms, we have created a new utility: Anti-Ban Compliance 2 (ABC2). The aim of ABC2 is to allow all scripts to implement a standardized anti-ban, backed by character profiles, and most importantly, human data. Read about implementing it here: https://tribot.org/forums/topic/60720-guide-to-implementing-abc2/ So far, the following scripts have implemented ABC2: Delta CookerDelta FisherDelta MinerDelta WoodcutteraAgility [Premium]A Note About Scripts Implementing ABC2 Upon running scripts with ABC2, you'll notice that they have lower XP rates than scripts which don't implement ABC2. Why is this? Because as I've said above, bots are a lot more efficient than humans. To accurately portray a human, bots must be of the same speed as humans. This is the cost of human-like anti-ban. If you don't want to get banned, your bot should behave like a human. If you aren't satisfied with human-like XP rates and resource collection rates, then feel free to use scripts which don't implement ABC2, but you can expect to be banned. Another thing to note is that sometimes ABC2 produces really high reaction times, up to a minute or longer. So if your bot seems to just be idling doing nothing, it's probably because of this. No, those high reaction times aren't a bug. It's how humans play. Humans don't have consistently low reaction times like bots do. Sometimes humans have very high reaction times, and that can be because of many different factors. ABC2 mimics this. Conclusion Thank-you for reading this post. I especially thank all of the people who contributed to the Reaction Timing and Other Playing Data project. We have come a long way in creating the most human-like bots because of the human data we've collected. I cannot stress enough how important statistically analyzing human game play is in creating human-like bots and anti-ban. This isn't it. We will continue collecting different human data for all areas of game play, and will continue making algorithms and models which simulate human behavior. I have a long list of areas which we will improve. TRiBot will always be the leader in human-like botting. By implementing anti-ban based on real human biometric data, we ensure our long term success in the fight against bot detection. Thanks, TRiLeZ, TRiBot Staff
  22. 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 styleABC2 antiban with a rating of 10/10 to make botting even saferStart the script will a single click of a buttonOption to worldhop if there are x other players in the ranging guildWill logout when you run out of coins100% flawlessGallery Best proggy so far, sent in 03/03/2015 by @asher roth Thanks for reading.
  23. Current Statistics: 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. It's Open Source and very easy to use! Screenshots: Settings Menu: Proggies: New proggies (ABC2) by @Gh0sty by @PowerGP by @Gh0sty by @danny689 Old proggies (ABC1) Known issues/Todo List: - Nothing! If you find any bugs or have any suggestions please post them in this thread! How to get: Get a free dynamic signature here!
  24. This script is an all in one combat script that can fight every monster in Runescape safely with extensive features Combined with a premium all in one magic trainer that can train your magic up using nearly every magic training method available! The script is now capable of training on all monster within this map! And additional monsters in dungeons such as the stronghold of security, slayer dungeon, taverly dungeon and many more places! Features Overview: AIO Combat Features: VIP is not required! 10 Hour free trial on the repository Complete all in one combat system that can fight every single monster in Runescape including but not limited too: Everything in the stronghold of security *NEW* Sand crabs (automatically resets aggressiveness) *NEW* Rock crabs (automatically resets aggressiveness) Dragons Giants Goblins Ghouls Dagganoths Druids And hundreds more different monsters! Can bank at every bank in Runescape Can use all teleports Supports all food types Guthans healing Dwarf multicannon support Supports all weapons and special attacks Re-equips ammo and can withdraw more from the bank Supports all potions Automatically uses the Looting bag and Herb sack Customisable looting Full prayer support Resets Rock crabs and Sand crabs aggro Safe spotting optional Full worldhopping system that can worldhop when many different conditions are met Bones to peaches support Herb cleaning and dropping ABC2 antiban with a 10/10 rating Telekinetic grab support Progressive training (Upgrade gear, switch training spots & more) Can bury bones Load & save GUI settings Profit calculations and xp tracking Start the script from anywhere AND MORE! AIO Magic Features: This script isn't just an AIO combat script, it's also an All In One Magic script! The script can train magic using the following methods: Every single combat spell available, from air strike to ice barrage; It's all supported Every single curse spell available Stun/combo alching! This is the best magic xp in the game, you cast a regular combat spell or curse, quickly followed by a high level alchemy spell. This can earn you up to 180k magic xp/hour! Splashing! All alchemy spells All enchantment spells Superheat item All teleport spells The script can also train with the following lunar spells! Humidify Plank make Superglass make Tan leather Spin flax and More! Purchase info and script trial info: Packages: ~Free Trial~ Price: $FREE Every month you're allowed a free 10 hour trial with the script, enjoy Complete access to all features ~2 Week Package~ Price: $6 VIP is not required to run the script The ability to train all of combat and magic effortlessly and safely for 2 weeks Complete customer support via skype and the TRiBot forums I am more than happy to help first timers set the script up ~1 Month Package~ Price: $10 VIP is not required to run the script The ability to train all of combat and magic effortlessly and safely for 1 month Complete customer support via skype and the TRiBot forums Customer support priority over the 2 week package ~Lifetime Package~ Price: $25 VIP is not required to run the script The ability to train all of combat and magic effortlessly and safely for a lifetime! Complete customer support via skype and the TRiBot forums Top priority on customer support To purchase the script or activate your free trial, click the image below: https://tribot.org/repository/script/id/651-tri-aio-combat-magic/ ~---><--~ Gallery Click show on the spoiler to view images of the script running FAQs
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