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Assume

[$3.99 for 4 instances]◄Combat AIO►[Bank anywhere][ABCv2 Level 10][150+ hour proggie]

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See I woulda never known if you think the problem is on us then make a more advanced guide for idiots as if the first one wasn't already but I'm not sure whats up then.  I have my ranged selected and tried putting magic shortbow spec and it says changing to default weapon/shield or something and will just afk without anything else is there a solution for that.  Sorry for crappy attitude theres more to my frustration beyond this whole runescape shit.

Spec weapons only work if they are your secondary weapon. Ie use dscim and then switch to magic shortbow for spec.

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Assume, please just listen to your customers 10+ ppl said logic is broken, if you honestly don't think it is then make a path to jellies and prove it works. I am so tempted to make a script dispute because 10+ people say its broken and you say it's not. You don't care to test it or prove it... ALL I am asking is for you to make a path to Jellies from cammy bank and do 1 good trip then show me. THANKS

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Assume, please just listen to your customers 10+ ppl said logic is broken, if you honestly don't think it is then make a path to jellies and prove it works. I am so tempted to make a script dispute because 10+ people say its broken and you say it's not. You don't care to test it or prove it... ALL I am asking is for you to make a path to Jellies from cammy bank and do 1 good trip then show me. THANKS

I don't need to prove anything. I can look at the code I have written and I can see nothing wrong with it. I can look at the changes I made from day one -> year 2 and see that nothing changed that will make any impact on the quality of logic. I can look at your Logic and see YOU messed up making it.

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How would places that you need to pick-lock work?

 

Since you don't know how many times it'll take to succeed.

 

Would it continue pick-locking until it reaches the next tile in the logic path?

 

Can this handle Stronghold of Security doors?

 

Sorry if these questions have been answered before :o

Edited by udidoo

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How would places that you need to pick-lock work?

 

Since you don't know how many times it'll take to succeed.

 

Would it continue pick-locking until it reaches the next tile in the logic path?

 

Can this handle Stronghold of Security doors?

 

Sorry if these questions have been answered before :o

Lock picking is not possible unfortunately. Yes it can do stronghold.

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  • [14:36:09] Script Started: wCombat AIO Premium.
  • [14:36:11] Bot Started
  • [14:36:30] Uploading Statistics
  • [14:36:47] java.lang.NoSuchMethodError: org.tribot.api2007.ChooseOption.isOptionValid(Ljava/lang/String;)Z
  • [14:36:47] at scripts.wCombatAIO.c.d.l(DefaultMethods.java:370)
  • [14:36:47] at scripts.wCombatAIO.c.b.a.b.i(Fighting.java:159)
  • [14:36:47] at scripts.wCombatAIO.c.b.a.b.a(Fighting.java:76)
  • [14:36:47] at scripts.wCombatAIO.main.CombatAIO.c(CombatAIO.java:84)
  • [14:36:47] at scripts.wCombatAIO.main.CombatAIO.run(CombatAIO.java:74)
  • [14:36:47] at java.lang.Thread.run(Unknown Source)
  • [14:36:47] Script Ended: wCombat AIO Premium. 

 Keep getting that error whenever i try running the script

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Experiments don't work with this bot do they lol I set my logic up perfectly. Found a flaw however, fixed it, and then when I go to push the grave it clicks the first grave not the second ;/  then it just stands there cus its mind fucked lol

Make sure you are closest to the grave you want to click. It the clicks the closest one to you.

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Make sure you are closest to the grave you want to click. It the clicks the closest one to you.

When I made my path I made the path end right next to the one I wanted to click the one which was further east.  I added that ID to the object list and added to logic.  However, when the bot runs back it stops several tiles short of the end tile?  I also noticed that it did this when it was running to bank going up the ladder.  Instead of finishing the path and ending right next to the correct grave it stops early next to the first one, sleeps, tries to open, then just afks because it didnt work.  I did it correctly not sure how else to fix it since both graves use the same interactive id.  Any suggestions?

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When I made my path I made the path end right next to the one I wanted to click the one which was further east.  I added that ID to the object list and added to logic.  However, when the bot runs back it stops several tiles short of the end tile?  I also noticed that it did this when it was running to bank going up the ladder.  Instead of finishing the path and ending right next to the correct grave it stops early next to the first one, sleeps, tries to open, then just afks because it didnt work.  I did it correctly not sure how else to fix it since both graves use the same interactive id.  Any suggestions?

Longer sleeps after the path.

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Every comment on this script is a complaint... I don't understand why you don't look into these problems and fix them, you are basing your solution off of previous knowledge on the bot, well guess what something has changed and something is different, it isn't "us" (15+ people) with similar problems lol... I just ask of you to look into it, make a path to a monster where people are complaining and then you will see that your script logic is indeed broken. And hopefully you can fix it!

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Every comment on this script is a complaint... I don't understand why you don't look into these problems and fix them, you are basing your solution off of previous knowledge on the bot, well guess what something has changed and something is different, it isn't "us" (15+ people) with similar problems lol... I just ask of you to look into it, make a path to a monster where people are complaining and then you will see that your script logic is indeed broken. And hopefully you can fix it!

Nothing has changed. Every single time they explain the problem is always the same, it's their fault. The solution 95% of the time is adding longer sleeps. Edited by Assume

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Nothing has changed. Every single time they explain the problem is always the same, it's their fault. The solution 95% of the time is adding longer sleeps.

I picked up on that from last time buddy.  I believe that the longer sleep path works a bit on fixing a logic, however, I've been putting about 7000-8500 sleep.  The one where it goes to the grave is about 8500 which is rather long right?  It'd be kinda weird setting like a 10000-25000 sleep wouldn't you think?  

 

Anyway... all I did to fix this was set the bot up with full inventory of sharks which lasts me about 5-7 hours good enough for me..

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I picked up on that from last time buddy.  I believe that the longer sleep path works a bit on fixing a logic, however, I've been putting about 7000-8500 sleep.  The one where it goes to the grave is about 8500 which is rather long right?  It'd be kinda weird setting like a 10000-25000 sleep wouldn't you think?  

 

Anyway... all I did to fix this was set the bot up with full inventory of sharks which lasts me about 5-7 hours good enough for me..

Don't call me buddy, I'm not your buddy. It completely depends. He has to make sure his path ends at the correct grave. He has to make sure he is closer to that grave than the grave that doesn't work. Both graves have the same ID, the only way for me to detect which he wants is by distance to said grave.

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Don't call me buddy, I'm not your buddy. It completely depends. He has to make sure his path ends at the correct grave. He has to make sure he is closer to that grave than the grave that doesn't work. Both graves have the same ID, the only way for me to detect which he wants is by distance to said grave.

All I got to say is LOL, then some more shit.  My logic's path ends right in front of the grave.  I said this in the previous question, and all you did was pretty much take your first answer and add useless things on it I already said?

Make sure you are closest to the grave you want to click. It the clicks the closest one to you.

 

When I made my path I made the path end right next to the one I wanted to click the one which was further east.  I added that ID to the object list and added to logic.  However, when the bot runs back it stops several tiles short of the end tile?  I also noticed that it did this when it was running to bank going up the ladder.  Instead of finishing the path and ending right next to the correct grave it stops early next to the first one, sleeps, tries to open, then just afks because it didnt work.  I did it correctly not sure how else to fix it since both graves use the same interactive id.  Any suggestions?

 

I'm trying to ask you a question for a solution to my problem.  Its sad when you take more effort being a dick about me calling you buddy than to actually give me an answer that you didn't already say, and that I didn't already know.  Can you not just go make a logic preset for it and I'll leave you alone gosh, then you'll see how big of a pain in the ass your logic system can be at times.

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All I got to say is LOL, then some more shit.  My logic's path ends right in front of the grave.  I said this in the previous question, and all you did was pretty much take your first answer and add useless things on it I already said?

 

 

I'm trying to ask you a question for a solution to my problem.  Its sad when you take more effort being a dick about me calling you buddy than to actually give me an answer that you didn't already say, and that I didn't already know.  Can you not just go make a logic preset for it and I'll leave you alone gosh, then you'll see how big of a pain in the ass your logic system can be at times.

I don't want to be called your buddy so I told you not to call me buddy. It's not a dick thing to say. It's the exact same as if you called me dickfacebuttlover, I would have asked you to not called me dickfacebuttlover because I am not dickfacebuttlover.

There is no reason for me to make a logic for it as I know exactly what you go through to make logics. I know the exact issues you have, the exact frustrations you have, the exact reason you guys complain incessantly; you aren't willing to put in the effort to fix it. Hey, you noticed it doesn't end at the correct location. Maybe make a second path after the first one to make sure it does? That seems like a logical thing to do. Complaining to me about your failures will not help you; I feel absolutely no sympathy for you. Your issues with the script and the logic system are yours and yours only. There are no changes I can make to make it easier for you.

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My logic path ends during the destination to the cave, so don't say it is my problem and I need longer sleeps if my logic is stopping on the way there.

Make a video of your logic going wrong and I'll tell you what you did wrong.

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