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Latest Threads
Wheel Mouse click Rorate
Forum: Requests
Last Post: JGerber
1 hour ago
» Replies: 0
» Views: 1
Fishing and bank in lumbr...
Forum: Fishing & Cooking
Last Post: CnPx
04-13-2021, 11:56 AM
» Replies: 3
» Views: 42
zTitheFarm [Expansion pac...
Forum: Minigames
Last Post: tyrannical
04-12-2021, 02:16 AM
» Replies: 4
» Views: 113
Strange Main Maker [Exten...
Forum: Combat & Slayer
Last Post: BigbRan
04-12-2021, 12:37 AM
» Replies: 11
» Views: 409
Nifty Warrior Guild
Forum: Combat & Slayer
Last Post: Hauru
04-11-2021, 10:45 PM
» Replies: 6
» Views: 211
Change of Method.?
Forum: Help
Last Post: ThEShAdOw
04-11-2021, 07:53 PM
» Replies: 4
» Views: 13
[Release] v1.64
Forum: Updates
Last Post: Project
04-09-2021, 05:39 AM
» Replies: 3
» Views: 46
NPC aggression
Forum: Help
Last Post: Fastzzz
04-09-2021, 05:15 AM
» Replies: 3
» Views: 15
Script does not start .. ...
Forum: Help
Last Post: Fastzzz
04-09-2021, 05:12 AM
» Replies: 3
» Views: 15

 
  Wheel Mouse click Rorate
Posted by: JGerber - 1 hour ago - Forum: Requests - No Replies

To move the camera with middle mouse click (random coords on screen) and when clicked that it initates a random speed in which it spins the camera.


  Change of Method.?
Posted by: Fastzzz - 04-10-2021, 03:58 PM - Forum: Help - Replies (4)

Hello how are you.?
It seems to me annoying, and boring that when I am editing a new script, and it happens that by mistake I put some lines where they do not go, and I want to change the method, it becomes complicated for me.
So I wonder if there is an easy way to change the 'Multi-line' methods at the same time?


I know I'm a bummer hahaha.

Thanks


  Script does not start .. !!
Posted by: Fastzzz - 04-05-2021, 04:29 PM - Forum: Help - Replies (3)

Hello, how are you, good morning to the readers, is the script working perfectly?

Since when I try to start, it does not start, if I load another one, any one other than this one, it starts me normally.

Does anyone have the same problem?
Thanks


  [Release] v1.64
Posted by: Project - 04-05-2021, 01:42 AM - Forum: Updates - Replies (3)

v1.64:

  • Added #getAmountWithPartialName to Inventory
  • Added #getAmountWithPartialName to Bank
  • Added #getAmount to GroundItem
  • Added #getAmountWithPartialName to GroundItem
  • Added #containsAnyOtherThan to Inventory
  • Added #typeRandomNumber to Keyboard
  • Added new support for webWalker exact position checks
  • Minor fixes


  zArdougneKnights
Posted by: Zackaery - 04-04-2021, 08:14 AM - Forum: Thieving - No Replies

[Image: Xqvaz8v.png]
[Image: m7d88mC.png]
Get your thieving experience the easy way. Start in Ardougne East bank on your desired thieving world and have Jugs of wine in your bank. Script will do the rest for you.
[Image: t2MOLve.png]
Equipment Support:
Supports Dodgy Necklaces if you have them in the bank
Supports detection for the Ardougne Cloak if you have one in the bank
Supports detection for the Rogues Outfit if you have it in the bank
Randomized tasks:
Random Dodgy Necklace break detection
Random Eating detection
Random pouch opening
Random Stun detection
Splashing Detection:
Supports detecting if the world you're on is a splash world. 
If splashing is detected, it will not interact with the Ardy Knight if it's not being splashed on. This will be a 2 minute delay, after no interaction, the script will switch the splash detection as false until it's detected again.
PLEASE READ BELOW:
The script will not, and can not detect splash worlds. YOU must start the script in a world that currently has an Ardougne Knight in the East Bank.
If you're looking for a splash world, join the cc: Thievinghost
Look for a world that the majority of the clan is in, that is a thieving world. 

If you're just looking to thieve but are okay with the Knight getting despawned/walking you around the bank, World 2 is normally always being used for thieving Ardougne Knights in the bank.
If you want to use something other than Jugs of wine, open up the text file and press ctrl+f, search for "Jug of wine" and replace that with your desired food.
MAKE SURE YOU UPDATE THE ACTION FOR INTERACTING (Eat/Drink). 
I WOULD NOT RECOMMEND USING THIS ON A 10 HP ACCOUNT.
The Eating detection is set to 40%, however, there's a timer that will start from there for randomized eating. On a 10 HP account, that means, it would detect it should eat at 4HP but may fail 2 pickpockets and cause a death due to a fail dealing 3 HP damage.
[Image: j2l4MsF.png]
[Image: fpTmNvT.png]
- Available on the Script Factory Repository -


  [Release] v1.63
Posted by: Project - 04-03-2021, 10:17 PM - Forum: Updates - Replies (4)

v1.63:

  • Added a check to prevent adding multiple breaks that are the same name
  • Added the ability to get an Entity’s distance and ignore diagonals to #getDistance in Map
  • Fixed a bug with #moveMouseSlightly in Mouse
  • Fixed a bug not correctly creating an Area after pasting data
  • Fixed a bug not correctly creating an Position after pasting data
  • Fixed a bug that did not store the name of an Area or Position after pasting data
  • Fixed a bug that did not reset the diagonal check for #getDistance in Map
  • Minor fixes


  GE price API?
Posted by: tram13332 - 04-03-2021, 09:28 PM - Forum: Help - Replies (3)

Hi is there a way to get GE prices?
i think OSBot has the osrs wiki API implemented

pretty counter intuitive to hardcode all prices when trying to buy something of the GE, considering the price changes from day to day.


  [Release] v1.62
Posted by: Project - 04-01-2021, 03:20 PM - Forum: Updates - No Replies

v1.62:

  • Fixed a bug with interactions using “Use” in RS2Object
  • Fixed a bug with interactions using “Use” in NPC
  • Minor fixes


This is a quick hot fix for the large update posted a few hours ago:

https://pposb.org/forums/showthread.php?tid=900


Thanks,

PPOSB Team


  [Release] v1.61
Posted by: Project - 04-01-2021, 05:51 AM - Forum: Updates - Replies (3)

v1.61:

  • Added a brand new Script Importer
  • Added wildcard support (“*”) to #interactWith in Player
  • Added support for String and Integer lists support to #interactWith in NPC
  • Added support for String and Integer lists support to #interactWithNPCWithinArea in NPC
  • Added support for String and Integer lists support to #interactWith in RS2Object
  • Added support for String and Integer lists support to #interactWithRS2ObjectWithinArea in RS2Object
  • Added a way to paste data in when creating a new Area
  • Added a way to paste data in when creating a new Position
  • Added multi-break timer support in Breaks
  • Added #moveMouseSlightly to Mouse
  • Added color blind options in Settings
  • Fixed a bug with the link to the Expansion Pack
  • Fixed a bug with #numericCompare in RS2Widget
  • Fixed a bug with #getItemAmount in RS2Widget
  • Fixed a bug with #getTextColor in RS2Widget
  • Fixed a bug with #acceptTrade in Trade
  • Fixed a bug with the Inventory Monitor
  • Fixed a bug with all NPC and RS2Object #interactWith methods that would hover the entity even if the action was not present
  • Removed #interactWithNPCNotUnderAttack in NPC (use #interactWith now)
  • Minor fixes


This was a very large update. Please report any issues!


- PPOSB Team


  if relative tile contains entity
Posted by: nifty19 - 03-30-2021, 02:02 AM - Forum: Requests - Replies (2)

can you add if tile x squares to the N/E/S/W of player contains entity?

relative entity tiles would be incredibly useful so you don't have to define as many player positions

Editing for more clarification:

The way I'm thinking about this is basically coordinate offset. With this, you could have two separate methods - absolute value of the coordinate offset or value of the coordinate directional offset. This would look like the following:

Absolute value: 1 input, x and y checks would be separate
if entity x coordinate offset = 1 (options to do =, <, >) would return true if the entity's x coordinate is one tile to the east or west of the player
if entity y value coordinate offset = 1 (options to do =, <, >) would return true if the entity's y coordinate is one tile to the north or south of the player

Directional offset: 2 inputs - one for N/S, one for E/W
if entity relative position is North 1, East 1 -- returns true if the entity is diagonal from the player to the NE
if entity relative position is West 4, South 3 -- returns true if the x coordinate value is 4 less than the player's and the y coordinate is 3 less than the player's