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nCrab Killer [ABC2] [All Sand Crab Locations] [Ammonite Crabs] [Rock Crabs] [Progressive Training] [Extremely Stable & Reliable] [15B+ Exp Gained]


Naton

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1 hour ago, Quexi said:

little update on hows it going.

 

2vdmtqc.jpg

 

 

2w676td.jpg

Awesome :D

53 minutes ago, kelthstone said:

Can you train magic with this script?

Yes it supports magic with banking. You’ll have to start the script with the spell autocasted though and when it runs out of runes it will stop.

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Just now, kyle1471 said:

Best crab script I’ve tried in awhile! Although this there anyway to make it bank once it’s out of potions?

Like when using both food and potions?

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2 hours ago, Quexi said:

script broke down when tried to bank. Didn't do anything but  just " sleep " when i withdrawed food my self it logged out.

 

Tribot needs to be updated after the RuneScape update today

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I've added in an option to bank when out of potions or food, instead of only banking when out of food. I haven't tested it but theoretically it should work.

Of course, this won't work until TRiBot is updated.

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This error i'm getting now.

  • [12:40:47] Script Started: nCrab Killer.
  • [12:40:47] Disabled all randoms.
  • [12:40:47] java.lang.NoSuchMethodError: org.tribot.api.types.generic.Filter.combine(Ljava/util/function/Predicate;Z)Lorg/tribot/api/types/generic/Filter;
  • [12:40:47] at scripts.dax_api.teleport_logic.TeleportMethod.(TeleportMethod.java:44)
  • [12:40:47] at scripts.ncrabkiller.NCrabKiller.J(NCrabKiller.java:110)
  • [12:40:47] at scripts.napi.framework.NScript.run(NScript.java:273)
  • [12:40:47] at java.lang.Thread.run(Thread.java:748)
  • [12:40:47] [NCrab Killer] Script ending; stop script pressed.
  • [12:40:47] [NCrab Killer] Quexi, thank you for using nCrab Killer. Please leave all comments, reviews, and bug reports on the forums thread. Thanks - Naton
  • [12:40:47] Script Ended: nCrab Killer.
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Hi Naton,

Every once in a while the script stops when looking for new ranged potions in the bank, throwing a message like "could not find enough of item: 2444". There's more than enough ranging potions in the bank.

Could you have a look at it? The rest of the potions work fine.

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19 minutes ago, Quexi said:

This error i'm getting now.

  • [12:40:47] Script Started: nCrab Killer.
  • [12:40:47] Disabled all randoms.
  • [12:40:47] java.lang.NoSuchMethodError: org.tribot.api.types.generic.Filter.combine(Ljava/util/function/Predicate;Z)Lorg/tribot/api/types/generic/Filter;
  • [12:40:47] at scripts.dax_api.teleport_logic.TeleportMethod.(TeleportMethod.java:44)
  • [12:40:47] at scripts.ncrabkiller.NCrabKiller.J(NCrabKiller.java:110)
  • [12:40:47] at scripts.napi.framework.NScript.run(NScript.java:273)
  • [12:40:47] at java.lang.Thread.run(Thread.java:748)
  • [12:40:47] [NCrab Killer] Script ending; stop script pressed.
  • [12:40:47] [NCrab Killer] Quexi, thank you for using nCrab Killer. Please leave all comments, reviews, and bug reports on the forums thread. Thanks - Naton
  • [12:40:47] Script Ended: nCrab Killer.

Tribot issue sadly :(

4 minutes ago, Jazed said:

Hi Naton,

Every once in a while the script stops when looking for new ranged potions in the bank, throwing a message like "could not find enough of item: 2444". There's more than enough ranging potions in the bank.

Could you have a look at it? The rest of the potions work fine.

Provided the ids are correct, I can assure you the banking is valid from a coding standpoint. You could try deleting hooks.dat and restarting the client twice if it’s not recognizing an item in your bank. I simply use a number Tribot gives me to get your bank count.

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5 minutes ago, Jazed said:

Hey,

Thanks for updating the script. Could you make the exp drops hidden when the paint is "closed"?

 

Yes

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Just now, Tabinhu said:

Are you planning on adding Swamp crabs?

Whats the benefit of them? I'm not sure if dax walker supports that area.

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4 minutes ago, Naton said:

Whats the benefit of them? I'm not sure if dax walker supports that area.

Swamp crabs have 75HP, still 1 max hit, but they have -55 range defense, while sand crabs have a 0 range defense and 60HP.

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Just now, Tabinhu said:

Swamp crabs have 75HP, still 1 max hit, but they have -55 range defense, while sand crabs have a 0 range defense and 60HP.

I originally had the idea to support them but I changed my mind because I thought there wasnt any benefit. I'll have to see if dax walker supports that area.

Edited by Naton
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Just now, Naton said:

I originally had the idea to support them but I changed my mind because I thought there wasnt any benefit. I'll have to see if dax walker supports that area.

Even if it doesnt, it would be a welcome addition, even without banking
I believe X marks the crabs spot and the closest bank is in Port Phasmatys

Tfmh5dJ.png

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4 minutes ago, Tabinhu said:

Even if it doesnt, it would be a welcome addition, even without banking
I believe X marks the crabs spot and the closest bank is in Port Phasmatys

Tfmh5dJ.png

Hmm for some reason I went to an entirely different place (much farther down the coast) to look for the crabs when I did testing. It probably does support that area. Thanks for the suggestion, I'll try to add it in.

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Hi Naton,

Recently I've noticed the bot getting "stuck" in the debug it also says it reached the stuck failsafe and I find myself logged out. When I check the screenshots folder I see a screenshot of the login screen.

It seems to happen when the crabs are wandering around, it just idles and stands there, is there a way to have the script attack these crabs instead of just standing there? When they respawn they re-aggro on you and the script is back in routine. I have tried to play around with the options like having the stand in x spot and wander around checkboxes both ticked but unfortunately without result.

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1 hour ago, Jazed said:

Hi Naton,

Recently I've noticed the bot getting "stuck" in the debug it also says it reached the stuck failsafe and I find myself logged out. When I check the screenshots folder I see a screenshot of the login screen.

It seems to happen when the crabs are wandering around, it just idles and stands there, is there a way to have the script attack these crabs instead of just standing there? When they respawn they re-aggro on you and the script is back in routine. I have tried to play around with the options like having the stand in x spot and wander around checkboxes both ticked but unfortunately without result.

What’s the full bot/client debug? Have you tried the option in the roaming tab to attack nearby crabs if not in combat for awhile? If so I can raise the radius it’ll attack nearby crabs in.

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Included the log 10 minutes before it happened, and this seems to be a repeated pattern when this issue occurs. It seems to sleep because it cannot do anything or doesn't seem to attack crabs if it's idling and all 3 of them are walking.

The bot debug / client is not giving me any information other than the walking paths.

Yeah I have the "attack nearby crabs" option ticked, even tried having both options (roaming) on but unfortunately that didn't help.

I must say this issue didn't seem to happen before, I've noticed it since like a week and a half. But maybe I am wrong about that.

log.txt

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