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v2.7

Client Developer
Joined
Oct 12, 2015
Messages
3,760
Client
Account filtering
  • Fixed a bug where the new account filtering would cause bot instances to crash with a NoSuchElementException on start.

Hybrid

Skills
  • Added the elite-skill experience table (thanks to @Derk).
  • The algorithm for determining the experience needed to reach a certain skill level has been added.
  • Skills.getExperienceAt(Skill, int) will now correctly return the experience needed for the specified level.
  • Fixed an issue where Skills.getExperienceAt(Skill, int) would throw an ArrayIndexOutOfBoundsException.
  • Added Skill#isEliteSkill()
  • Fixed an issue where the max level of the Divination skill was incorrectly specified as 120.
Keyboard
  • Developers can now pass a custom delay between key press/release via Keyboard.type(String, boolean, int) and Keyboard.typeKey(String|Char|Key, int).
Menu
  • Added a missing opcode.

RS3
WorldHop
  • WorldHop can now also open the World Select menu via the world map right-click option.
  • This is determined by PlayerSense, a new PlayerSense.Key has been added for this, OPEN_WORLDHOP_WITH_MAP.
  • Fixed an issue where worlds marked a favorites would cause WorldHop to occasionally break.
OSRS
ItemDefinition
  • Added ItemDefinition#getShiftClickAction(), enabling authors to determine the action performed when an item is shift-clicked.
InterfaceComponent
  • Hooked InterfaceComponent#getProjectedEntityAnimationId() for OSRS.
 
Java Warlord
Joined
Nov 17, 2014
Messages
4,906
Developers can now pass a custom delay between key press/release via Keyboard.type(String, boolean, int) and Keyboard.typeKey(String|Char|Key, int).
Is that delay modified a little automatically or does the author need to take care of that?
 
Client Developer
Joined
Oct 12, 2015
Messages
3,760
Is that delay modified a little automatically or does the author need to take care of that?

The Keyboard delay is as passed by the author (unmodified). If not specified it defaults to how it was previously.
 
Java Warlord
Joined
Nov 17, 2014
Messages
4,906
The Keyboard delay is as passed by the author (unmodified). If not specified it defaults to how it was previously.
Have you thought about reseting all player's playersense value for the delay and making the random interval a little lower? The default thing is very slow to be honest.
 
Client Developer
Joined
Oct 12, 2015
Messages
3,760
Have you thought about reseting all player's playersense value for the delay and making the random interval a little lower? The default thing is very slow to be honest.

It would be interesting to do a bit of data collection to see what a reasonable delay-spread would be for it - unless @Cloud has this information already?
 
Java Warlord
Joined
Nov 17, 2014
Messages
4,906
It would be interesting to do a bit of data collection to see what a reasonable delay-spread would be for it - unless @Cloud has this information already?
I just did some typing while recording my keypresses and averaged 60-100 ms.
 
Engineer
Joined
Jul 28, 2013
Messages
2,776
It would be interesting to do a bit of data collection to see what a reasonable delay-spread would be for it - unless @Cloud has this information already?
The initial values were based off of my typing speed when I was casually conversing in game several years ago, but if I recall correctly it does use a player sense or biometric value and as a result is or at least could be adjusted dynamically for each player. I can't check the code currently but in the past I'm nearly positive it was adjusted however their may have been a regression forcing it to use the default value range to feed into the biometric/playersense data.
 
Joined
Aug 10, 2015
Messages
260
@Party Not that I script at all but I really do enjoy seeing what has been done in each update that is coming along. I appreciate the work the entire community does :D
 
Java Warlord
Joined
Nov 17, 2014
Messages
4,906
The initial values were based off of my typing speed when I was casually conversing in game several years ago, but if I recall correctly it does use a player sense or biometric value and as a result is or at least could be adjusted dynamically for each player. I can't check the code currently but in the past I'm nearly positive it was adjusted however their may have been a regression forcing it to use the default value range to feed into the biometric/playersense data.
You have to consider there are so many different cases which affect the delay between press and release, for example if you are just casually traversing through a dialog or using generaly keybinds it may be lower, but when typing it may be a bit faster, and even more faster would be spamming the actionbar for example.
 
Engineer
Joined
Jul 28, 2013
Messages
2,776
You have to consider there are so many different cases which affect the delay between press and release, for example if you are just casually traversing through a dialog or using generaly keybinds it may be lower, but when typing it may be a bit faster, and even more faster would be spamming the actionbar for example.
I'm not arguing against that whatsoever, I was simply explaining where the current seed values come from. They very somewhat for everyone of course but I was explaining where the range came from.
 
Go check out new bots and give helpful feedback.
Joined
Jan 31, 2016
Messages
5,413
I'm not arguing against that whatsoever, I was simply explaining where the current seed values come from. They very somewhat for everyone of course but I was explaining where the range came from.
  • Hooked InterfaceComponent#getProjectedEntityAnimationId() for OSRS.
Made me think i was going crazy and missed this when i first was checking this. Now i know it was just hooked :)
TYVM @Party or cloud if you did this.
 
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