Ark 497 Posted March 15, 2021 Share Posted March 15, 2021 Warrior's Guild Minigame OSRS Bot Script that obtains the coveted **Dragon Defender** with just 1-click! Safe and efficient. Welcome to ARKDefender Pro, your easy solution to obtaining any Defender in OSRS. Features: The option to obtain any Defender, including the Dragon Defender. Ample customisation options: A choice of which armour to animate to gain tokens. The option to stop when a certain rank of Defender is obtained, or continue farming for duplicate Dragon or Rune Defenders. A choice of whether to use any combat potions to improve speed. The option to use any type of food. The option to use any special attack weapon in the game with an easy list system for choosing. Customisable looting - choose whether to loot stackable items, alchables and/or big bones. High level alchemy support. Protection Prayer support. Grand Exchange restocking. World-hopping when other players speak to us, as well as when the area around us is too crowded. Can be started and restarted from any stage of acquiring a Defender. Supports using the Attack Skill Cape (which removes the token requirement). Supports use in Leagues with a specialised "Leagues Mode" (when available). Supports use in Fresh Start Worlds. Universal navigation with DaxWalker. Argument support. Automatic profile saving. A unique multi-method anti-pattern system. ABC2 implementation. What is a Dragon Defender? The Dragon Defender is one of the best-in-slot shields for improving combat speed - and what's more, with this script, it's free (or profitable actually, with looting options on!) More info on the wiki: https://oldschool.runescape.wiki/w/Dragon_defender Getting into the Warrior's Guild requires either 130 total Attack + Strength or a 99 in either Attack or Strength. How do I get this script? You may purchase this script from the Store: Instructions for use: Start near the Warrior's Guild in Burthorpe (or anywhere, but it's easier if you're closer) Make sure you have at least one Games Necklace and one item for teleporting to the Grand Exchange (if using restocking) ??? Profit GUI: Progress reports: Need Support? Check out the ARKScripts Discord Check out ARKDefender today and improve your kill speeds or profit with this powerful piece of equipment! Quote Link to comment Share on other sites More sharing options...
Dentist 338 Posted March 15, 2021 Share Posted March 15, 2021 greatz on release Quote MyScripts: https://tribot.org/store/tribot?page=1&vendor=Dentist MyDiscord Link : https://discord.gg/9keC2Dv9wM Link to comment Share on other sites More sharing options...
Polymorphic 122 Posted March 16, 2021 Share Posted March 16, 2021 Congratz! Quote Link to comment Share on other sites More sharing options...
SkrrtNick 240 Posted March 17, 2021 Share Posted March 17, 2021 Have run it on ~9 accounts. As expected, was an amazing script and definitely recommend it - top tier quality worth a lot more than the price. Quote Link to comment Share on other sites More sharing options...
Ark 497 Posted March 20, 2021 Author Share Posted March 20, 2021 Pushed Patch V1.09: - Improved Pathfinding API and navigation around the guild - Some minor anti-profiling improvements Quote Link to comment Share on other sites More sharing options...
Underpaw 86 Posted March 20, 2021 Share Posted March 20, 2021 May I just say finally. Well needed release. Quote Link to comment Share on other sites More sharing options...
poems~own 6 Posted March 23, 2021 Share Posted March 23, 2021 Dopeeeeeeeeeeeee Quote Link to comment Share on other sites More sharing options...
cass2186 45 Posted March 25, 2021 Share Posted March 25, 2021 I've run this on 4 accounts now with no problems, works great! It would be nice to be able to customize the target number of tokens prior to getting defenders. Quote Link to comment Share on other sites More sharing options...
Ark 497 Posted March 25, 2021 Author Share Posted March 25, 2021 3 hours ago, cass2186 said: I've run this on 4 accounts now with no problems, works great! It would be nice to be able to customize the target number of tokens prior to getting defenders. Glad to hear it's working well for you Each account that runs this script will aim for a different number of tokens, specifically assigned based on the username of the account - I considered letting people set the value themselves, but I thought it was actually safer to make the script manage the value, as it'd be better for anti-profiling. Quote Link to comment Share on other sites More sharing options...
gabrielspecter 119 Posted April 2, 2021 Share Posted April 2, 2021 @Ark Does this support Attack Cape, where if you have one, you do not need any tokens to farm defenders? If not, can that be added in? Quote Link to comment Share on other sites More sharing options...
Ark 497 Posted April 2, 2021 Author Share Posted April 2, 2021 4 minutes ago, gabrielspecter said: @Ark Does this support Attack Cape, where if you have one, you do not need any tokens to farm defenders? If not, can that be added in? I wasn't aware that was a thing - is it simply a case of not needing any tokens for any of the steps in getting a defender? Are there any extra steps? Quote Link to comment Share on other sites More sharing options...
gabrielspecter 119 Posted April 2, 2021 Share Posted April 2, 2021 10 minutes ago, Ark said: I wasn't aware that was a thing - is it simply a case of not needing any tokens for any of the steps in getting a defender? Are there any extra steps? Yes, as long as you have an Attack Cape equipped, you can enter any of the areas to farm defenders for an unlimited time without the need of any tokens. You still have to follow normal protocols like when you get a defender, you have to leave and re-enter the area for the next tier of defenders to drop. No additional steps, just have the attack cape equipped. Quote Link to comment Share on other sites More sharing options...
Ark 497 Posted April 2, 2021 Author Share Posted April 2, 2021 (edited) Okay, I'll just make it check whether you have an Attack Cape equipped at the start, and if you do it will just set the token requirement to 0 😊 I'll probably be able to push the patch tomorrow Pushed Patch V1.10: - Now supports using the Attack Skill Cape - if you equip an Attack Skill Cape on start, the token requirement is set to 0 and the script will skip getting more tokens (as this is a perk of the Attack Cape) @gabrielspecter I believe this should work for what you wanted now - Minor API-related anti-pattern changes Edited April 3, 2021 by Ark Quote Link to comment Share on other sites More sharing options...
ddanger101 1 Posted April 4, 2021 Share Posted April 4, 2021 (edited) i keep running into a problem when i go to start it. it keeps trying to go into my settings and when it does, it just stops, is there a setting i need to change for it to work? Edited April 5, 2021 by ddanger101 Quote Link to comment Share on other sites More sharing options...
Ark 497 Posted April 5, 2021 Author Share Posted April 5, 2021 7 hours ago, ddanger101 said: i keep running into a problem when i go to start it. it keeps trying to go into my settings and when it does, it just stops, is there a setting i need to change for it to work? Please post the debug from when this happens - it is probably telling you what is wrong Quote Link to comment Share on other sites More sharing options...
gabrielspecter 119 Posted April 5, 2021 Share Posted April 5, 2021 (edited) 6 hours ago, Ark said: Please post the debug from when this happens - it is probably telling you what is wrong @Ark Does not work with Attack cape, it keeps recognizing in the debug that it is missing the armour sets to farm tokens and since I have restock from GE unchecked in the GUI, the script just ends saying I am missing the selected armor set. The GUI does not have an option to not select any armor set and it does not seem to recognize that I have an attack cape equipped, unequipped in inventory, or in the bank when I start the script. Might want to check the Attack Cape item ID you used because there's regular and trimmed versions. Regular item id = 9747. Also maybe include in the GUI section for "Armour to reanimate for tokens", have a dropdown selection for attack cape. Edited April 5, 2021 by gabrielspecter Quote Link to comment Share on other sites More sharing options...
ddanger101 1 Posted April 6, 2021 Share Posted April 6, 2021 20 hours ago, Ark said: Please post the debug from when this happens - it is probably telling you what is wrong This is what i get in the Bot Debug [22:33:44] java.io.IOException: Server returned HTTP response code: 403 for URL: http://obduro.nl/scriptdata/jjsfighter.php [22:33:44] at java.base/sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1932) [22:33:44] at java.base/sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1520) [22:33:44] at java.base/sun.net.www.protocol.http.HttpURLConnection$9.run(HttpURLConnection.java:1518) [22:33:44] at java.base/java.security.AccessController.doPrivileged(AccessController.java:691) [22:33:44] at java.base/java.security.AccessController.doPrivilegedWithCombiner(AccessController.java:934) [22:33:44] at java.base/sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1517) [22:33:44] at scripts.jjsfighterpro.nodes.h.u.D(ExperienceNode.java:118) [22:33:44] at scripts.jjsfighterpro.nodes.h.u.run(ExperienceNode.java:130) This is what i get in the Client Debug [22:51:46] [In Game Settings Manager] Managing your Settings... [22:51:46] [In Game Settings Manager] Managing your Settings... [22:51:46] [In Game Settings Manager] Managing your Settings... [22:51:46] [In Game Settings Manager] Managing your Settings... [22:51:46] [In Game Settings Manager] Managing your Settings... it just keeps repeating till i either pause or stop the script Quote Link to comment Share on other sites More sharing options...
Ark 497 Posted April 6, 2021 Author Share Posted April 6, 2021 22 hours ago, gabrielspecter said: @Ark Does not work with Attack cape, it keeps recognizing in the debug that it is missing the armour sets to farm tokens and since I have restock from GE unchecked in the GUI, the script just ends saying I am missing the selected armor set. The GUI does not have an option to not select any armor set and it does not seem to recognize that I have an attack cape equipped, unequipped in inventory, or in the bank when I start the script. Might want to check the Attack Cape item ID you used because there's regular and trimmed versions. Regular item id = 9747. Also maybe include in the GUI section for "Armour to reanimate for tokens", have a dropdown selection for attack cape. Actually, it was detecting your Attack Cape fine, it was just still requiring you to have the armour in case you took the cape off and started needing tokens. I've updated the script and it now has an "Attack Cape" option in the Animated Armour portion of the GUI. It won't need any armour in your bank anymore for this mode, which should make it operate how you wanted. 8 hours ago, ddanger101 said: This is what i get in the Bot Debug This is what i get in the Client Debug it just keeps repeating till i either pause or stop the script Thanks for the debug, it was useful. Should be fixed in the patch I just pushed Pushed Patch V1.11: - Attack Skill Cape mode is now an option in the GUI under "Animated Armours" to avoid user confusion with setup - Improved Deathwalking code reliability - Modified chat API for improved reliability - Fixed a bug that appeared for users who were using "Reduced Info Settings Mode" in their OSRS options Quote Link to comment Share on other sites More sharing options...
ddanger101 1 Posted April 6, 2021 Share Posted April 6, 2021 6 hours ago, Ark said: Actually, it was detecting your Attack Cape fine, it was just still requiring you to have the armour in case you took the cape off and started needing tokens. I've updated the script and it now has an "Attack Cape" option in the Animated Armour portion of the GUI. It won't need any armour in your bank anymore for this mode, which should make it operate how you wanted. Thanks for the debug, it was useful. Should be fixed in the patch I just pushed Pushed Patch V1.11: - Attack Skill Cape mode is now an option in the GUI under "Animated Armours" to avoid user confusion with setup - Improved Deathwalking code reliability - Modified chat API for improved reliability - Fixed a bug that appeared for users who were using "Reduced Info Settings Mode" in their OSRS options thank you so much! it works perfect now! 😃 Quote Link to comment Share on other sites More sharing options...
gabrielspecter 119 Posted April 8, 2021 Share Posted April 8, 2021 (edited) On 4/6/2021 at 6:17 AM, Ark said: Actually, it was detecting your Attack Cape fine, it was just still requiring you to have the armour in case you took the cape off and started needing tokens. I've updated the script and it now has an "Attack Cape" option in the Animated Armour portion of the GUI. It won't need any armour in your bank anymore for this mode, which should make it operate how you wanted. Thanks for the debug, it was useful. Should be fixed in the patch I just pushed Pushed Patch V1.11: - Attack Skill Cape mode is now an option in the GUI under "Animated Armours" to avoid user confusion with setup - Improved Deathwalking code reliability - Modified chat API for improved reliability - Fixed a bug that appeared for users who were using "Reduced Info Settings Mode" in their OSRS options @Ark Thanks. Another improvement if you don't mind adding: Increase the maximum number of Prayer Potions you can take per trip. Currently it is capped at 8. Please increase it to accommodate a full inventory of Prayer Potions (28). Edited April 8, 2021 by gabrielspecter Quote Link to comment Share on other sites More sharing options...
Ark 497 Posted April 9, 2021 Author Share Posted April 9, 2021 2 hours ago, gabrielspecter said: @Ark Thanks. Another improvement if you don't mind adding: Increase the maximum number of Prayer Potions you can take per trip. Currently it is capped at 8. Please increase it to accommodate a full inventory of Prayer Potions (28). I can't make it 28, as the GUI needs to account for all users, some of whom will not have Attack Capes and so need slots for tokens/armour (or some users will want to take alch runes etc.), but I'll raised the limit to the highest value safely possible 😊 Sadly, I can't assume people will do the maths for themselves, so I have to be cautious Pushed Patch V1.12: - Raised the maximum number of Prayer Potions that can be taken per trip to 21 - Improved pathfinding algorithm in some areas - Improved the anti-pattern and reliability of deathwalking Quote Link to comment Share on other sites More sharing options...
gabrielspecter 119 Posted April 10, 2021 Share Posted April 10, 2021 (edited) On 4/8/2021 at 7:05 PM, Ark said: I can't make it 28, as the GUI needs to account for all users, some of whom will not have Attack Capes and so need slots for tokens/armour (or some users will want to take alch runes etc.), but I'll raised the limit to the highest value safely possible 😊 Sadly, I can't assume people will do the maths for themselves, so I have to be cautious Pushed Patch V1.12: - Raised the maximum number of Prayer Potions that can be taken per trip to 21 - Improved pathfinding algorithm in some areas - Improved the anti-pattern and reliability of deathwalking @Ark There's a bug where the script is getting confused on the amount of food vs. Prayer Potions it needs to withdraw. When settings are set to withdraw 4 x Combat Potions and 21 x Prayer Potions, it will withdraw those two correctly, but then continues to try and withdraw 20+ Sharks for some reason and as a result, will go on an endless loop to withdraw and deposit the 3 x Sharks it can withdraw. There is no setting for the # of food that we want the script to withdraw. Edited April 10, 2021 by gabrielspecter Quote Link to comment Share on other sites More sharing options...
Ark 497 Posted April 10, 2021 Author Share Posted April 10, 2021 2 hours ago, gabrielspecter said: @Ark There's a bug where the script is getting confused on the amount of food vs. Prayer Potions it needs to withdraw. When settings are set to withdraw 4 x Combat Potions and 21 x Prayer Potions, it will withdraw those two correctly, but then continues to try and withdraw 20+ Sharks for some reason and as a result, will go on an endless loop to withdraw and deposit the 3 x Sharks it can withdraw. There is no setting for the # of food that we want the script to withdraw. It's an issue caused by you choosing an excessive numbers of potions. You just need to lower one of those values. This is why I didn't want to raise the number - the script wants to take a minimum amount of food for safety and needs to keep some inventory slots free. I'll lower the maximum amount of Prayer Potions you can take to a safe amount from my perspective. Pushed Patch V1.13: Modified the food requirement if "Attack Skill Cape" mode is selected in the GUI to prevent the script struggling if too many potions are selected in the GUI Reduced the maximum number of Prayer Potions that can be taken per trip to 18 Modified some interaction API methods Quote Link to comment Share on other sites More sharing options...
lyutie 1 Posted April 18, 2021 Share Posted April 18, 2021 (edited) Is there a support discord for this? It's legit chewing through the memory so fast it GC's every 3 seconds on 1g heap. The first time I used it I put it on and left and when I come back it's literally GCing once every second and the stutter is insane. edit: I feel like there's a memory leak somewhere, since after a while the post-gc memory occupied is getting higher and higher edit 2: apparently walking downstairs to the armor animators makes it so the post-gc memory is back around 300 mb, so 1g heap seems to let it work fine. The first time when it was stuttering was on 512 mb heap. Edited April 18, 2021 by lyutie Quote Link to comment Share on other sites More sharing options...
Ark 497 Posted April 19, 2021 Author Share Posted April 19, 2021 13 hours ago, lyutie said: Is there a support discord for this? It's legit chewing through the memory so fast it GC's every 3 seconds on 1g heap. The first time I used it I put it on and left and when I come back it's literally GCing once every second and the stutter is insane. edit: I feel like there's a memory leak somewhere, since after a while the post-gc memory occupied is getting higher and higher edit 2: apparently walking downstairs to the armor animators makes it so the post-gc memory is back around 300 mb, so 1g heap seems to let it work fine. The first time when it was stuttering was on 512 mb heap. I'm quite sure there isn't a memory leak anywhere in the script - I profiled it to check... If you're struggling, turn off the paint in the GUI, as this may help lower RAM requirements by reducing the volume of resources loaded on initialisation. If there was a memory leak in the script, the memory wouldn't be released by simply moving away from an area. I'm happy to explore further though. I do all of my support on the forums, so PMing me on here is the best way to get in contact. Quote Link to comment Share on other sites More sharing options...
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