- Joined
- Mar 6, 2019
- Messages
- 12
- Thread Author
- #1
Note prior to reading: this is not trying to rag on or belittle any current scriptt writers / bot producers, more so questioning the lack of variability I've noticed using these bots and where nearly every bot could be improved from a structural sense which would improve all sequences within the bot and reliability for anti-ban.
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Although I'm not savvy in Java or anything useful for writing scriptts and producing bots on any RS platform, I'm curious as to why I see a lot of bots fail to have basic variance in a lot of the commands performed throughout the sequence.
A few things that come to mind is click area variance, timing variance, intentional misclicks, checking exp rates, going to the skills level page, speed of the bot, etc, just to name a few.
Click area variance - Some bots that display the cursor are clear signs that it clicks in the same exact spot, or within a few pixels nearly 100% of the time. Isn't it possible to write a scriptt that when called throughout the sequence it randomly generates an offset for a set area? So if a clickable area is a 100x100 pixel box (say a position in your backpack or bank), with the center being 50 up and 50 in, you generate a random number between +/- 1 to 45 that guarantees your next click will not be identical.
Timing variance - same concept, except set a 0-XXX ms limit on a randomly generated number which in turns always leaves you clicking the next spot at a different time than the last. This is particularly useful when dropping an inventory of logs, fish, ore, etc where you run up and down your rows in a identical stroke from position to position. There is a mining bot I'm not using anymore due to this issue, definitely asking to get banned considering every click is nearly identical.
Intentional Misclicks - what more human can you get than mis-clicking off your next item once or twice an item every inventory or two. Running through dropping an entire inventory but missing one or two due to the variance in click that might have put one of them slightly outside the "click zone", then after finishing the inventory at the bottom it loops back through the scriptt, checks the inventory and goes back to drop position "4" and "11" since an item still remains present from the misclick.
Checking skill table - I forget all the time what level I just reached when AFK'ing or considering my next skill to train when sitting there idle while an inventory is finishing up creating leather bodies or fighting a NPC. Once or twice an hour, to switch over to it and hover the skill you're training or something that is record-able on Jag's end that shows a little more human like action. Maybe this one isn't that beneficial, I'm not sure what is recorded on Jag's end.
Speed of the bot - the majority of bots on this site are way too fast and too perfect to ever justify it as "human-like" whipping through a bank, or through menus. Allowing users to change the speed on the fly in some of the key places with an adjustable variable would be really neat.
On a total side note; does java not give a result when the gameplay screen is set to adjustable and the viewing field is bigger than on the standard small screen? Obviously the safe route is assume everyone will stick to the default loaded size but if I'm using a larger adjustable area and a bot is still using the mini map to click when a clickable area is within reach I'm curious as to how or why this has never been addressed.
Curious what a Java savvy person's take on this is. Have considered learning java but it's just not in the time I have currently to learn and perfect something that is relatively cumbersome.
As another side note - if bots were more advanced user friendly to allow adjustability, I would ALWAYS pay hourly for the most reliable bot that never imitated another user of the same bot identically.
Thanks,
Steve
P.S: I don't like the auto correcting of my proper use of "scrip-t"....
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Although I'm not savvy in Java or anything useful for writing scriptts and producing bots on any RS platform, I'm curious as to why I see a lot of bots fail to have basic variance in a lot of the commands performed throughout the sequence.
A few things that come to mind is click area variance, timing variance, intentional misclicks, checking exp rates, going to the skills level page, speed of the bot, etc, just to name a few.
Click area variance - Some bots that display the cursor are clear signs that it clicks in the same exact spot, or within a few pixels nearly 100% of the time. Isn't it possible to write a scriptt that when called throughout the sequence it randomly generates an offset for a set area? So if a clickable area is a 100x100 pixel box (say a position in your backpack or bank), with the center being 50 up and 50 in, you generate a random number between +/- 1 to 45 that guarantees your next click will not be identical.
Timing variance - same concept, except set a 0-XXX ms limit on a randomly generated number which in turns always leaves you clicking the next spot at a different time than the last. This is particularly useful when dropping an inventory of logs, fish, ore, etc where you run up and down your rows in a identical stroke from position to position. There is a mining bot I'm not using anymore due to this issue, definitely asking to get banned considering every click is nearly identical.
Intentional Misclicks - what more human can you get than mis-clicking off your next item once or twice an item every inventory or two. Running through dropping an entire inventory but missing one or two due to the variance in click that might have put one of them slightly outside the "click zone", then after finishing the inventory at the bottom it loops back through the scriptt, checks the inventory and goes back to drop position "4" and "11" since an item still remains present from the misclick.
Checking skill table - I forget all the time what level I just reached when AFK'ing or considering my next skill to train when sitting there idle while an inventory is finishing up creating leather bodies or fighting a NPC. Once or twice an hour, to switch over to it and hover the skill you're training or something that is record-able on Jag's end that shows a little more human like action. Maybe this one isn't that beneficial, I'm not sure what is recorded on Jag's end.
Speed of the bot - the majority of bots on this site are way too fast and too perfect to ever justify it as "human-like" whipping through a bank, or through menus. Allowing users to change the speed on the fly in some of the key places with an adjustable variable would be really neat.
On a total side note; does java not give a result when the gameplay screen is set to adjustable and the viewing field is bigger than on the standard small screen? Obviously the safe route is assume everyone will stick to the default loaded size but if I'm using a larger adjustable area and a bot is still using the mini map to click when a clickable area is within reach I'm curious as to how or why this has never been addressed.
Curious what a Java savvy person's take on this is. Have considered learning java but it's just not in the time I have currently to learn and perfect something that is relatively cumbersome.
As another side note - if bots were more advanced user friendly to allow adjustability, I would ALWAYS pay hourly for the most reliable bot that never imitated another user of the same bot identically.
Thanks,
Steve
P.S: I don't like the auto correcting of my proper use of "scrip-t"....
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