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scriptss

Script writer
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scriptss last won the day on July 10 2017

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About scriptss

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    Scriptss be scriptin'
  • Birthday 03/26/2016

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  1. little 1 hour & 3 hour proggy's 0 bans
  2. as soon as walking is fixed i will add floors 2 & 3 and also update floor 1 to use walking instead of having to move using objects, been running it for 20+ hours now without a ban
  3. IDung This is currently in beta, Walking is broken on ikov at the moment but the script *SHOULD* work flawlessly. Completes floor 1 repeatedly for dung xp and tokens Requirements: Start the script at dungeoneering with nothing in your inventory Have the normal prayerbook enabled (this script uses protect from magic) Have atleast 50 range (uses the magic shortbow and safespot) Turn auto retaliate off ToDo List: Support floor 2 (not currently possible due to walking being broken Fix progress report (not currently possible due to message listener being broken) Link to script - http://bdn.parabot.org/scripts/script.php?s=1000177-IDung
  4. im running scripts 24/7 without any issues, which scripts are you guys using ?
  5. scriptss

    New Client?

    will be updated soon
  6. Think that error means one of the hooks is wrong @JKetelaar or @Lord can confirm
  7. hooks need to be in a text file, use pastebin and then get the raw link to the file
  8. "post a guide on how to do it" 🙄 1) update the hooks for the server you wanna bot (osrs clients not supported) 2) bot
  9. as if people still use autoit ?
  10. People have done tutorials on creating scripts, settings up IDE's, etc but no-ones done one on how a class should be structured so here goes... A basic class will look like this //the imports for your class import org.parabot.environment.scripts.framework.Strategy; //imported because myClass implements Strategy public class myClass implements Strategy { public boolean activate() { //this determines when to execute the execute void within this class return true; } @Override //this is executed when the activate condition is met public void execute() { try { //try/catches aren't mandatory but it's good practise to use them so it's easier to debug if you get an errors } catch (Exception ex) { System.out.println(ex.getMessage()); } } } so that's the basic structure for a script, for this example i'l make something simple that mines iron ore //the imports for your class import org.parabot.environment.scripts.framework.Strategy; //imported because myClass implements Strategy public class myClass implements Strategy { public boolean activate() { //this determines when to execute the execute void within this class return !Inventory.isFull(); //i've added !Inventory.isFull() because i want my execute to run if my inventory isn't full } @Override //this is executed when the activate condition is met public void execute() { //the inventory isn't full so the code below is going to be ran try { //try/catches aren't mandatory but it's good practise to use them so it's easier to debug if you get an errors if (SceneObjects.getNearest(rock_id).length > 0) { //check there are some rocks about for (SceneObject s : SceneObjects.getNearest(rock_id)) { //get all the nearest rocks if (g != null) { //check that the rock isn't null, it might of just been mined ? System.out.println("Mining rock"); //little debug to make life easier g.interact(SceneObject.Option.MINE); //not a fan of Option. but its easier than getting the interact ID Time.sleep(1000); //static sleep to piss @JKetelaar off } } } } catch (Exception ex) { System.out.println(ex.getMessage()); } } } okay so that will now mine rocks with the ID of rock_id but we've not declared rock_id so that needs to be done... //the imports for your class import org.parabot.environment.scripts.framework.Strategy; //imported because myClass implements Strategy public class myClass implements Strategy { //there are 3 ways you can declare rock_id, you can do: public int rock_id = 000; //this makes rock_id accessible to all of the classes within your project private int rock_id = 000; //this makes rock_id accessible just within this class public boolean activate() { return !Inventory.isFull(); } @Override public void execute() { try { int rock_id = 000; //this makes rock_id accessible from just within this try/catch if (SceneObjects.getNearest(rock_id).length > 0) { for (SceneObject s : SceneObjects.getNearest(rock_id)) { if (g != null) { System.out.println("Mining rock"); g.interact(SceneObject.Option.MINE); Time.sleep(1000); } } } } catch (Exception ex) { System.out.println(ex.getMessage()); } } } im going to to with just making rock_id accessible within the entire class, but at the moment there's nothing to determine when your already mining so... //the imports for your class import org.parabot.environment.scripts.framework.Strategy; //imported because myClass implements Strategy public class myClass implements Strategy { public boolean activate() { return !Inventory.isFull(); } @Override public void execute() { try { if (Players.getMyPlayer.getAnimation == -1) { //-1 is the standard animation number for when your standing around doing nothing int rock_id = 000; if (SceneObjects.getNearest(rock_id).length > 0) { for (SceneObject s : SceneObjects.getNearest(rock_id)) { if (g != null) { System.out.println("Mining rock"); g.interact(SceneObject.Option.MINE); Time.sleep(1000); //wee'l also remove this and add a sleep condition so we know were actually mining before we go back to the top Time.sleep(new SleepCondition() { @Override public boolean isValid() { return Players.getMyPlayer().getAnimation() > -1; //we want the sleep to end when our animation is above -1 } }, 5000); //the amount of time to sleep for in milliseconds } } } } } catch (Exception ex) { System.out.println(ex.getMessage()); } } }
  11. its been updated, should be working in the next few days
  12. worthless really, all of the skills can be botted to 99, Death accounts are worth allot more
  13. few things to try: duel arena dying in wildy use a couple of mules etc
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