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  • onamission

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    Posts posted by onamission

    1. The cooking (wines) script is stable which is arguably the most important criteria to meet.

      This script from a security perspective, and please correct me if I am wrong or missing any details, requires less than 5 minutes to memorize the pattern. It does seem to click a different pixel of the items each time along with the cursor leaving the screen in a random direction. The route the cursor takes is the same each time in regards to deposits, withdraws, clicking the first jug/grape in the inventory, etc.

      Itd be great if the method used to deposit the inventory was different occasionally (backpack button in the bank versus left clicking the item in the inventory), cursor didnt select the first jug and grape in the inventory each time, didnt draw a triangle in the bank interface when withdrawing, and the overall speed of how quickly to withdraw -> click jug and grape -> deposit -> repeat was a little bit more randomized.

      I dont mean to sound like I am bashing your script as I thought this was important enough to post. Let me know if you have any questions!

    2. 4 hours ago, TheCloakdOne said:

      Equally quality of script does play a part, scripts with high usage counts such as free scripts or scripts that have been out a while definately trigger more bans than scripts with lower usage counts or even private scripts. 

      The way this reads sort of sounds like a ML anti-cheat mechanism. I know no one knows but it is interesting to consider the possibility that the system in place to catch botters is a continuous and automatic feedback loop, or some other model.

    3. This is super cool. Its like pseudo code on steroids! Im curious if there will be a means for testing scripts that doesnt involve logging into the game to try a script that might blow up. This is a lot to suggest and I am not expecting it, just a thought, a miniature sandboxed version of RS in your visual scripting program. Miniature as in the RS-esque world only has like 300 tiles containing a few npcs, few fishing spots, few mines, etc to see how the script acts.

      At that point you could probably charge like $100, lol. Im just wondering how scripts could be tested as closely as possible to the real game without having to test in the actual game.

    4. On 2/27/2021 at 10:02 PM, Hashtag said:

      Hey, if you're having issues with Smart aggro, then try disabling it or enable it manually. You can enable it manually by following these steps:

      1. Start the script so that the gui pops up
      2. Don't press the start button (keep the gui open)
      3. Enable client mouse and keyboard input
      4. Use the rowboats this way: Sea -> Camp -> North of island -> Sea
      5. You should notice that the paint displays a green box next to "Smart Aggro"
      6. Start the script with the settings you want

      Smart aggro is this cool feature that automatically finds the nearest tile where aggressivity is reset. This said tile can be for example 1 tile away from your current location. What this means is that instead of running far away to reset aggro, the script detects the nearest tile and usually has to walk only a couple of tiles to reset aggro. This maximizes experience per hour, and could have an impact on ban rates since the system is built to simulate RuneLite.

      Impact as in increased likelihood? What system is built to simulate RL?

      Without smart aggro enabled, the character will then run "far away" similar to the RL plugin?

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