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  1. Red_ClayMaster is an open source soft clay making script.It will take empty buckets from Edgeville bank and fill them up with water.After all the buckets have been filled it will withdraw clay from the bank and start making soft clay.It will do this until it runs out of clay . Red_ClayMaster V2 is here!!!!!!!!!! I have re-written the framework, so I can expand on it easier.It also works a lot smoother now and it has passed my overnight test(Ran for 7h:42m made 8,3k soft clay, the only reason it stopped was because it ran out of clay ) Starting the script: Start the script in Edgeville with and empty inventory. Make sure you have the supply in the bank Make sure roof are toggle off //togglerooftops GUI Explained: Know Bugs: LogIn failing sometimes FIXED(13/01/2016) Features: World Hoping GUI-Pick what you want to do Anti-Ban-Full ABCL10 compliance (might not work as intended need to test it) Fast Dynamic clicking-Accenture and fast clicking Dynamic sleep/wait Have a suggestion? Feel free to post it. You can also pm or even contact me through skype. Just click the red Add My Skype button in my signature to add me to your skype Script Repository Link TODO: Need to implement ABC2 instead of ABC1 Done(will still tweak it a bit) If you're interested in the source code please go to this topic: https://tribot.org/forums/topic/58881-betared-claymasterfirst-script/ UPDATES: 2.5 Date 11/04/2019 Updated IDs Updated World Hoping 2.5 Date 20/01/2016 Upgraded to ABC2(new Tribot Anit-Ban) 2.4 Date 21/12/2015 Added World Hoping 2.3 Date 19/12/2015 If the bot ends up outside the bank while making soft clay. It will run back to the bank(even if the bank is off-screen) 2.2 Date 18/12/2015 FIXED fail-safes in the script More info on this topic:https://tribot.org/forums/topic/58881-betared-claymasterfirst-script/
  2. 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
  3. xHunter by xCode Features ABCL10 Supports Birds Supports Grey & Red Chins Two types of setting your traps ( X & +) Pre-set locations (Can also just use your location) Nice clear paint High XP/H Keeps valuable and drops worthless items. Falconry Salamanders Dynamic trap formations (choose your own) Screenshots & Proggies Download Changelog If there's anything that needs to be fixed, please let me know. I'll try to fix/add asap
  4. Welcome To Tri Pest Control Pro Description: Tri Pest Control Pro is a flawless script that plays the Pest Control minigame for you! While creating this script, my primary goal was to make a script that will play the game just as good as a human, if not better, while still remaining safe to use. And after rigorous testing from the community and myself, I believe I have succeeded in my goal. I present to you, Tri Pest Control Pro. Happy botting, and enjoy your void! Features: How to use the script: You can start the script anywhere you line in runescape, the script will use the minigame teleport to get your account to pest control. Then it will go to your selected boat, hop in, and worldhop to the iemz clan chat world. IMPORTANT If you want to start the script inside of a pest control match, please start it on boat which you arrived in. At the moment you have to, but I will be fixing that soon. About the three different playing styles: 2. Repair gates / barricades (Play pest control without having to deal any damage) 3. Kill portals / Kill spinners Screenshots Proggies: Proggies from beta testing: Purchase Information: The current price is $10 / month That is considerably cheaper than any other void services available! This will give you unlimited access to the script for that whole month. You can purchase the script through the repository here: https://tribot.org/repository/script/id/998
  5. This script thread has been moved to here: 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.
  6. 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!
  7. Hey guys, I'm not VIP E so that might be the problem but im not sure. If it is i'll upgrade. When I start up tribot it says this: [15:42:00] Could not load human mouse data. Reason: Human mouse data encryption key not found. Is this because im not VIP E? If so, will Human Mouse antiban automatically activate when I become VIP E or do I have to change a setting in the launcher?
  8. skFiremaker Thanks for checking out! If you stop by feel free to leave feedback. Update Log: Current Version: 0.2 Features: GUI: V0.1: Source Repo If you want other locations or anything let me know and I'll be sure to add them. Please post all bugs and concerns below thanks!
  9. Has this been confirmed by @TRiLeZ? If so, what improvements does v2 aim to improve or newly release? Edit: Thank you @Stan0606 https://tribot.org/doc/org/tribot/api/util/ABC2Util.html
  10. Hello, I've made a couple of scripts in the past few weeks and am looking into implementing ABCL10 to them now. I've read the guide TRiLeZ made, and its pretty clear. The only thing im wondering is, does there need to be a delay after you select a magic spell, activate prayer, or interact with an object? Like there is a delay after interacting with items. Thanks, Maart
  11. Despite setting General.useAntiBanCompliance(true); my scripts still performs the standard random camera rotations, right clicks and so on even before the next() timer. Is it supposed to be like that? Here's the code where I set to use the antiban compliance, I'm also using the node framework design by Worthy: @Overridepublic void run() { General.useAntiBanCompliance(true); Collections.addAll(nodes, new MineOre(), new LaughToTheBank(), new Navigator()); loop(100, 200);} I thought that using this is supposed to disable the standard rotations, right clicks etc.
  12. I've tried using the search option to find thread about implementing ABCL10 but had no luck. The only results I get are of scripts that use it, not threads/tutorials on how to code it. Could I please get a brief tutorial on this or would anyone be so kind as to share links to other threads they know of that teach how to use/implement it? Also, what other methods can be used or learned in addition to ABCL10 to increase the anti-ban. I'm interested in developing my own methods and routines as well so I don't mind anyone willing to offer some enlightening ideas.
  13. As per the title, is the mouse speed controlled by ABCL, or is it the same for everyone if not explicitly set through Mouse.setSpeed(x)? Will the entire concept of mouse speed be deprecated with the rollout of the human mouse project? Thanks, Node.
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