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    Showing content with the highest reputation on 03/21/24 in all areas

    1. Chieftain

      Chief Chaos Altar

      Join the discord Description Trains prayer at the Chaos Altar for fast experience, at half the cost of traditional prayer training methods. Anti-pking It supports, some anti-pking, such as hopping worlds, after being attacked. Instructions Make sure that you have plenty, burning amulets, and the bones of your choice. It only supports Edgeville and Lumbridge spawn banking locations.
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    2. Kills chickens at Lumbridge chicken pen until 40 Attack, Strength, and Defence. Buries bones for extra levels along the way. Buries bones for prayer XP. Collects feathers as it kills chickens. World hops when area is too full. Supports ironmen. Join my server to see what is next to be released, or to send any bug tickets: https://discord.gg/TGtzUqGD5q
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    3. MaxHallowedSepulchreLite Description: Will complete the Hallowed Sepulchre floors 1-3 while navigating all traps and obstacles along the way! Complete customization for every floor allows you to choose only the reward chests you want to loot. HIGHLY RECOMMENDED TO HAVE VIP TO ALLOW THE USE OF MENU MANIPULATION AND NO CLICK WALKING. The nature of this minigame requires low latency and accurate fast clicks. These injection features will be enabled by default on script start. Latency - script will perform better on low latency. Please choose a world which will give you this. Features: Complete customization of looting on every floor. Choose exactly which puzzles you want to complete, and which you don't. Script will automatically detect if there is not enough time remaining for chests and will skip them if necessary. High alchemy support - Script can zero-time high alch for passive magic XP while navigating the Sepulchre Supports all anti-poison potions Automatically detects the highest floor you can complete. Script will exit the Sepulchre once you cannot go further. Supports all food types Antiban: Script uses human-like delays and AFKing Script utilizes unique account data to randomize patterns making every account unique Requirements: Completion of Sins of the Father quest Minimum of 52 agility 66 Thieving if you want to loot chests. Strange lockpick highly recommended for higher success rates 56 Construction for broken bridge puzzles. Also requires planks and equivalent nails 54 Prayer for Saradomin Brazier puzzles. Also requires Vampyre dust 62 Ranged for Pillar grapple puzzles. Also requires grapple and crossbow 7 Magic for Portal Frame Enchantment puzzles. Also requires runes for enchantment spells Anti-poison potions of your choice Food of your choice - not required if you have the Hallowed ring High alchemy runes if using high alch Full graceful - Recommended Hallowed ring - Recommended GUI Set-up Floors - Tick boxes for puzzles you want to complete on each floor. These will automatically disable if you do not have the required levels or items Food - name of food to use. Not required if you have Hallowed ring Plank/Nails - Type to use for Broken Bridge Puzzle Enable high alchemy - Y/N Item to high alch - Name of noted item to High alch Reporting issues: If you encounter any issues with the script please take note of the console logs and provide them. If the issue is with a particular step in the script it is also helpful to know how I can best replicate this issue.
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    4. Hello everyone, Our VIP benefit that offers 10% off non-instanced scripts will be ending on March 31. We're doing this to allow for more flexibility to start adding more store features like Scripter discounts, things like if you own X script, Y script can be cheaper, or allowing upgrading from one version of a script to an upgraded version by just paying the difference. Our systems can't currently support things like that due to the way we pay scripters: the 10% discount is taken out of our cut, never out of the scripter's sales, which is unlike other platforms. This will also allow us to remove all of the duplicate scripts in the SDN (one monthly version, one lifetime version), so they can appear like instanced scripts already do with an option during checkout. We hope you understand, and we're sorry for any inconvenience this might cause. Thanks, The Dream Team
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    5. Hello, we have a project that might be of interest to you:
      1 point
    6. Pandemic

      DreamBot 3.24.19

      Hello everyone! A new version of DreamBot is now live! Changes: Fixed sending incorrect equipment events right after world hopping Added new EntranceWebNode requirements Fixed toggling special attack in combat tab Always remember, to be on the latest version of our client you must run DBLauncher.jar! The client does NOT update itself! Thanks, The Dream Team
      1 point
    7. Hashtag

      Refund Pandemic scripter

      Refunded (1.5 hours of usage). Have a nice day!
      1 point
    8. boss man is sick right now, another quest will be added once they feel better. They had made a comment about this last page I believe.
      1 point
    9. Clouddy

      Meteorite Walker

      you can go to your older cache files and use the old dreambot folder containing the images required for walkaholics, it still works for me.
      1 point
    10. Pandemic

      DreamBot 3.24.18

      Hello everyone! A new version of DreamBot is now live! Changes: Added web nodes to most of the new area (overworld only) Added two new BankLocation's Added new FairyLocation and FairyRingWebNode (not active yet, currently missing requirements) Added two new CharterWebNode locations Added new teleport web node Added missing and new quests/miniquests Added spell info to the new teleport Always remember, to be on the latest version of our client you must run DBLauncher.jar! The client does NOT update itself! Thanks, The Dream Team
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    11. 1 point
    12. Epic release! GOLDEN AGE OF BOTTING !!!!!
      1 point
    13. lolwat

      botting computer

      I suppose a requirement of a good purchase is a decent understanding of language
      1 point
    14. Lunar Diplo was planned on coming out on Saturday or Sunday, but I'm currently sick atm. New stuff is paused until I'm feeling better.
      1 point
    15. lolwat

      botting computer

      Are we botting here or are we playing runescape? Because if we're botting, we can spend $300 for 160gb ram and 48 core dedis.
      1 point
    16. lolwat

      botting computer

      Terrible advice, do not listen to this guy you will be wasting your money lol
      1 point
    17. it would be nice to add some settings to the script to slow it down and look more realistic, the script runs like a crackhead. id imagine that'd be very detectable. no glitches or bugs to report.
      1 point
    18. Thank you for your continued development and support of the community. Your efforts are more appreciated than you realize.
      1 point
    19. lolwat

      botting computer

      https://www.amazon.com/HP-DL360p-Gen8-RackMount-PC3-10600R/dp/B07QCVVF7D/ref=sr_1_5?crid=2Y2W9BOU210ER&dib=eyJ2IjoiMSJ9.e3y5v6EHhEDR8xf1EKeayjoDgdbSE8Y_kinzvcBOdMWp3gm9lkbtQJloLMkkrsD5RM8fhTYuyzrkxAsjBk4gFedi8ddWqWXY9KghXywHVs2vIx_axMG1TC--k9RDLiIl9MHthXr1fI39NBjerqaxrdN8o99-M3RqC72Sp127jbjY-uakmdZY0ZkbLHLPqvI21-Rz7N3U2TW1mWqy3j5W-cNaHwyDs63V-_dJlIixSx0.Qgad6xtwfsceIkZrCN5ZSBLmsF4w458zvYSdVeyCHfA&dib_tag=se&keywords=refurbished+dedicated+server&qid=1709230947&sprefix=refurbished+dedicated+ser%2Caps%2C328&sr=8-5 I bought something similar while prices were cheaper and then upgraded it from there
      1 point
    20. Pretty much what it says on the tin @MaximusPrimo where you at haha
      1 point
    21. Behavior Trees For Dummies I'm not a pro at anything and take everything I say with a grain of salt. I have no idea what i'm doing and my opinions here are mostly preference. Make your own decisions, disagree with me, tell me why, and lets make better bots. Also, can't take credit for the idea of behavior trees in bots. I read @jgs95's post about them a week ago. Introduction The most popular type of scripts I have found during my time scripting is the `Node` based system. Node based systems split up their code into sections called Nodes (duh). Each Node is comprised of a condition that checks whether or not the node should run, and a action to perform if the condition passes. If you don't yet know about Node based systems I highly suggest checking out This post. You should know about other methodologies of bot scripting so you can weigh the pros and cons of both for yourself. Code That A Computer Can Read Is Useless. At a very high level Behavior Trees are used to handle triggering actions based on conditions. Sound a lot like the Node system mentioned earlier? Both methodologies are just ways to handle triggering actions based on conditions. That's what most if not all bots do. So why choose Behavior Trees? There are two things that need to be able to understand your code. The computer, and humans (yourself included). Writing code that the computer understands is easy. Take a look at the following JavaScript code. var _0x49e6=['1JEFwRC','5222dXsJWJ','92FVLqzU','1365284gtsOMo','1614886gtbOhP','3648908RUJhLp','Hello\x20World!','74944THxNfO','412769AyhqCE','log','1402906gnphcE'];(function(_0xf7574b,_0x59a0fa){var _0x3a1092=_0x3bf3;while(!![]){try{var _0x2ce5f6=parseInt(_0x3a1092(0x182))+parseInt(_0x3a1092(0x185))*parseInt(_0x3a1092(0x184))+parseInt(_0x3a1092(0x17f))+parseInt(_0x3a1092(0x186))+-parseInt(_0x3a1092(0x183))*parseInt(_0x3a1092(0x180))+parseInt(_0x3a1092(0x187))+-parseInt(_0x3a1092(0x17d));if(_0x2ce5f6===_0x59a0fa)break;else _0xf7574b['push'](_0xf7574b['shift']());}catch(_0x46c630){_0xf7574b['push'](_0xf7574b['shift']());}}}(_0x49e6,0xd60df));function hi(){var _0x221f00=_0x3bf3;console[_0x221f00(0x181)](_0x221f00(0x17e));}function _0x3bf3(_0x3c1132,_0x58570b){_0x3c1132=_0x3c1132-0x17d;var _0x49e678=_0x49e6[_0x3c1132];return _0x49e678;}hi(); This runs. The computer is absolutely fine with this. But what about the poor sap that has to maintain this code? Or what if you need to go back and change something. I guarantee if you even step away to shit after writing this you will comeback and have no fucking idea what this does and probably blame someone else for writing it insisting they are an idiot and should be killed immediately (personal experience). This is why coding for humans is more important that coding for the computers. Take a look at the following code that does the exact same thing as the above example. function helloWorld() { console.log("Hello World!"); } Tell me that doesn't make one thousand times more sense than the other example. Clean, readable code is the backbone of a good program. How fast, or efficient it is should be the second thing you think about. You can always go back and optimize. It's much harder to go back and make it understandable. If the topic of clean code has given you a boner/wet vagina I highly suggest reading Clean Code by Robert C. Martin. Now that we understand that we should prioritize writing code that humans can understand we can start looking at why we should choose Behavior Trees over everything else. Why Choose Behavior Trees Over Everything Else? Lets take a look at a node based wood chopper main script class. This is based off of This really great tutorial on the Node system by @GoldenGates. Great read, go read it if you aren't that solid with the node system yet. public class WoodChopper extends AbstractScript { private final Node[] array = new Node[] { new WalkToTrees(this), new ChopWood(this), new WalkToBank(this), new OpenBank(this), new DepositLogs(this) }; @Override public int onLoop() { for (final Node node : array) if (node.activate()) { node.execute(); } return Calculations.random(250, 500); } } The main con I have for the Node based system is how it reads, reuse, and how you handle more complex conditions. Correctly naming your Node instances is a great start. but we are left wondering what conditions do these nodes run on. If we wanted to get a bit more flexible we could abstract out our conditions and actions using two new classes. a `Action` class and a `Condition` class. Then our main script class would look like this. public class WoodChopper extends AbstractScript { private final Node[] array = new Node[] { new Node(new ShouldMoveToTrees(), new WalkToTrees()), new Node(new ShouldChopWood(), new ChopWood()), new Node(new ShouldWalkToBank(), new WalkToBank()), new Node(new ShouldOpenBank(), new OpenBank()), new Node(new ShouldDepositLogs(), new DepositLogs()) }; @Override public int onLoop() { for (final Node node : array) if (node.activate()) { node.execute(); } return Calculations.random(250, 500); } } This is pretty good. The logic flow is pretty obvious and its clear what conditions trigger what actions, in what order. For a basic script id be happy with this assuming your conditions and actions names aren't complete trash. Lets pretend that we want to chop trees behind Lumbridge castle and there is that obnoxious asshole mugger back there that attacks us all the time. We need to add some combat nodes to our Node array. Lets take a look at what that might look like now. public class WoodChopper extends AbstractScript { private final Node[] array = new Node[] { new Node(new IsUnderAttackWithEnoughHealth(), new FightBack()), new Node(new IsUnderAttackWithoutEnoughHealthAndHasFood(), new Eat()), new Node(new IsUnderAttackWithoutEnoughHealthAndDoesNotHaveFood(), new RunAway()), new Node(new ShouldMoveToTrees(), new WalkToTrees()), new Node(new ShouldChopWood(), new ChopWood()), new Node(new ShouldWalkToBank(), new WalkToBank()), new Node(new ShouldOpenBank(), new OpenBank()), new Node(new ShouldDepositLogs(), new DepositLogs()) }; @Override public int onLoop() { for (final Node node : array) if (node.activate()) { node.execute(); } return Calculations.random(250, 500); } } We can see now that our conditions start to contain a lot of the same wording and logic. All of our combat nodes check to see if the player is under attack. Then we make a decision about the current health of our player. Then we make a decision on if we have food or not. It's as if each of these decisions are sub decisions. Sounds a whole lot like a tree to me. Now you could only have a `IsUnderAttack` condition and then have your other conditions inside the `FightBack` action but then we are hiding logic that someone might miss while also making it harder to dynamically add more behaviors, and also adding conditions to an action which goes against the name of "action". Actions should only be exactly what they are, actions. So what are we going to do about this? JESUS CHRIST GET TO BEHAVIOR TREES ALREADY YOU FUCK. Fine here we go. First off, Watch the following Videos if you have never heard of behavior trees or have no idea how they work. Data structures: Introduction to Trees - mycodeschool Introduction To Behavior Trees - Holistic3d What is a Behavior Tree and How do they work? (BT intro part 1) - Peter Ogren How to create Behavior Trees using Backward Chaining (BT intro part 2) - Peter Ogren Here is how we would create the same script with a behavior tree. After looking at this i'll go over why I think it is more readable/cleaner/flexible. public class WoodChopper extends AbstractScript { Node bankTree = new TreeBuilder() .sequence() .oncePerSequenceCompletion() .condition(new PlayerShouldBank()) .finish() .oncePerSequenceCompletion() .action(new MoveToBank()) .finish() .action(new DepositLogs()) .finish() .buildTree(); Node chopTree = new TreeBuilder() .sequence() .oncePerSequenceCompletion() .action(new MoveToTrees()) .finish() .action(new ChopTree()) .condition(new PlayerShouldBank()) .finish() .buildTree(); Node tree = new TreeBuilder() .selector() .appendTree(bankTree) .appendTree(chopTree) .buildTree(); @Override public int onLoop() { tree.tick(); return Calculations.random(250, 500); } } Separation of Concerns Behavior trees let us split up our logic into small, clean, chunks of code that only have to do with what they are doing. We have a tree dedicated to handling banking, a tree dedicated to handling chopping wood, and a tree dedicated to putting other trees together. Readability The biggest advantage I think behavior trees have over the node system is that the code reads basically in plain English. If we look at the "chopTree" above and read line by line we fully understand what it is doing without having to go anywhere, look into any of the classes etc. To really drive my point home on this ill show you some pseudocode for the "chopTree" and you can compare it to the actual code above. To chop a tree we must do the following in sequence if we have not already moved to the tree location move to the location of the trees chop down a tree if we have more inventory room repeat this sequence Adaptability Finally, our ability to add to our bots behavior is incredibly easy. Lets add our combat behavior to our behavior tree like we did to the node based system. We just create our combat tree, and add it to our root tree. We don't care about anything else in the code base. Since we want to prioritize combat we make sure to put this tree earlier in our root sequence. Node combatTree = new TreeBuilder() .selector() .sequence() .condition(new HasMoreThanHalfHealth()) .action(new Retaliate()) .selector() .sequence() .condition(new HasFood()) .action(new EatFood()) .action(new RunAway()) .buildTree() Node root = new TreeBuilder() .selector() .appendTree(combatTree) .appendTree(bankTree) .appendTree(chopTree) .buildTree(); Small Conditions and Actions Another lovely side effect of using a behavior tree over a node system is our conditions will only be checking a maximum of one thing. Remember earlier when we had the god awful "IsUnderAttackWithoutEnoughHealthAndDoesNotHaveFood" condition? Lots of code duplication, and not very reusable as it has been so tightly written to go along with the certain action it was originally meant to. Now look at our new conditions. "HasMoreThanHalfHealth", "HasFood", these conditions could be reused in other places, and also are way less prone to bugs as they are simpler. Code Sharing Another pro of re-usability/adaptability is how easy it makes it to share between multiple projects. Lets say you write an incredible combat tree that handles eating, switching styles, praying, running away, etc. All you gotta do is pull that hoe into your new bot and append it to your root tree. (you can do this with nodes too just want to plant brain seeds). Conclusion Library/Framework If any of these reasons for using behavior trees made sense to you and you agree with them you might be asking if there is a pre-made framework for behavior trees you can use, and there is, I wrote one. But your not getting it. Implementing it yourself will really drive home all the ideas and pitfalls of this structure. The videos I posted above should be a good enough starting point for figuring out how to write your own implementation. Try to resist just googling for implementations because they are out there. It will make you a better developer if you pain through this and just do it. You'll learn a lot. When to still use Node Systems Like I said earlier I think there is no perfect tool for every job. You just need to know the tools at your disposal and implement what you think is most appropriate. If your bot just walks from Lumbridge to Edgeville don't implement a whole ass behavior tree. The overhead would just be ridiculous. If your building a PVP bot that also banks, switches PVP load outs etc, a behavior tree is probably a better fit. Basically, behavior trees are great for handling bots that handle a lot of behaviors. If your bot doesn't meet this criteria it's probably fine just remember my rant about readable, clean code. Alright, Bye
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