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  • cCMinnows [LVL 3 START][AUTO BONDING, AUTO MULE OFF][200k/hr]


    camelCase

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    cCMinnows - LIFETIME - LVL3AIO has been updated and is now live on the SDN!

    It's currently at v0.0 and is available in the client!

    Changes:
    • ignore beginner clue scroll bottle
    • fix first time entering minnows
    • fix settings file obfuscation
    • added debug paint for trawler stuck looting bug
    • please delete script settings and reaction time files in your Dreambot/Scripts/ folder

    Time since request was made: 5 hours, 13 minutes, 4 seconds

    Thanks!
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    cCMinnows - LIFETIME - LVL3AIO has been updated and is now live on the SDN!

    It's currently at v0.0 and is available in the client!

    Changes:
    • discord webhooks on ban and level up
    • fix low muling amount bug

    Time since request was made: 13 hours, 20 minutes, 40 seconds

    Thanks!
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    On 8/4/2023 at 4:30 AM, camalCase said:

    cCMinnows AIO

    trains from lvl 3, gets 82 fishing in f2p, request mule for gold and buys bond, does fishing contest, does fishing trawler, goes to minnows, automatically mules off every user defined period of time

     

    Get free muling script here: https://sdn.dreambot.org/scripts?id=1569

    Settings: after running the script once in Dreambot/Scripts/cCMinnows/settings.json you will find

    {
      "trawlerContributionLimit": 150, // needs to be over 85 i believe
      "trawlerBankCheckTimeMinutes": 10, // antiban :3 dont make this too high. leave as is
      "initialGP": 15000000, // the amount of GP the script will request from the mule for its bond, can probably be alot less than this
      "hoursUntilMuleOff": 24, // after this amount of hours it will convert all minnows to sharks, sell, and give gold to mule
      "gpRemainingAfterMuling": 500000 // it will leave this much gp on the account, can probably be less than 100k and still be fine
    }
     

    theres alot reactionTimes.json in that folder, modifying these values changes how quickly the script does actions.

    Any chance you could give a description of the reaction times? Changed them all to crazy high numbers but the script doesn't do anything differently lol

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    5 hours ago, Only Madly said:

    Any chance you could give a description of the reaction times? Changed them all to crazy high numbers but the script doesn't do anything differently lol

    post ur reaction times file, most script will be sleeping normalLow - normalHigh (all in milli seconds) if its not changing anything thats a bug ill have to test it tonight

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    17 hours ago, camalCase said:

    post ur reaction times file, most script will be sleeping normalLow - normalHigh (all in milli seconds) if its not changing anything thats a bug ill have to test it tonight

    Thanks mate, I see a lot of potential with your script with these settings so sorry to bother so much haha

    Reaction TIme

    Spoiler

    {
      "quickLow": 2000000,
      "quickHigh": 3000000,
      "normalLow": 4000000,
      "normalHigh": 10000000,
      "longLow": 60000000,
      "longHigh": 120000000
    }

    I've modified it a few different ways but figured this would be a good example of it not being affected

     

    *EDIT

    Yeah I don't think it's reading the files. Just remembered I changed the mule time to >24hrs and it remained 24 hrs.

    Edited by Only Madly
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    7 hours ago, Only Madly said:

    Yeah I don't think it's reading the files. Just remembered I changed the mule time to >24hrs and it remained 24 hrs.

    no, mule time works. if you had changed it to like 48 hours it would still look the same because the timer math is a little scuffed

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    @camalCase script is perfect so far, only problem is it doesn't log back in once a break has finished it just sits on the log in page. Any chance you can fix this?

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    41 minutes ago, bigf said:

    @camalCase script is perfect so far, only problem is it doesn't log back in once a break has finished it just sits on the log in page. Any chance you can fix this?

    yes this was caused by an update i did yesterday, theres a fix for it awaiting approval already

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