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How to implement abc2?


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I've written my first, I would say for now basic script for combat training. 

One of the main reasons why I chose to use Tribot is because of abc2. But while reading the post on the tutorial on how to implement it in your own code (

) I didn't really understand the method(the way) on how to implement it in code. 

Could anyone please send me a personal message with an explanation on how to implement it correctly, or write a reply here.

It would be very nice, if you would include an actual code example of it, that would help me to understand it better.

Thank you in advance.

Edited by zoxind
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51 minutes ago, zoxind said:

I've written my first, I would say for now basic script for combat training. 

One of the main reasons why I chose to use Tribot is because of abc2. But while reading the post on the tutorial on how to implement it in your own code (

) I didn't really understand the method(the way) on how to implement it in code. 

Could anyone please send me a personal message with an explanation on how to implement it correctly, or write a reply here.

It would be very nice, if you would include an actual code example of it, that would help me to understand it better.

Thank you in advance.

Try looking here for full script examples:

https://tribot.org/forums/forum/131-approved/

You can just look at other people source code.

An example for if you want to hover your next target...

Spoiler
// this is an instanced class you can use throughout the whole script.
private ABCUtil abcInstance = new ABCUtil();

// vars
private boolean shouldHover, shouldOpenMenu = false;

// This method will set some booleans for if you should hover, or right click hover the next target. Call it when you want to ask "Should I hover my next target?"
public void setHoverAndMenuOpenBooleans() {
		this.shouldHover = abcInstance.shouldHover();
		this.shouldOpenMenu= abcInstance.shouldOpenMenu();
	}

// this will be called when you want to hover the next target. Always call this Anytime you might want to hover the next target. The above method will determine if you // do or not
public void executeHoverOrMenuOpen(RSObject target) {
		if (Mouse.isInBounds() && this.shouldHover) {
			Clicking.hover(target);
			if (this.shouldOpenMenu)
				if (!ChooseOption.isOpen())
					DynamicClicking.clickRSObject(target, 3);
		}
	}

// As an extra, when your player just sits still, you want to be calling this:
	public void performTimedActions() {
		
		if (abcInstance.shouldCheckTabs())
			abcInstance.checkTabs();
		
		if (abcInstance.shouldCheckXP()) {
			abcInstance.checkXP();
			General.sleep(General.randomSD(750, 1500, 1000, 150)); // sleep makes sure it checks xp longer.
		}
		
		if (abcInstance.shouldExamineEntity())
			abcInstance.examineEntity();
		
		if (abcInstance.shouldMoveMouse())
			abcInstance.moveMouse();
		
		if (abcInstance.shouldPickupMouse())
			abcInstance.pickupMouse();
		
		if (abcInstance.shouldRightClick())
			abcInstance.rightClick();
		
		if (abcInstance.shouldRotateCamera())
			abcInstance.rotateCamera();
		
		/* Too buggy
		if (abcInstance.shouldLeaveGame())
			abcInstance.leaveGame();*/
		
	}

 

 

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11 hours ago, zoxind said:

Could anyone please send me a personal message with an explanation on how to implement it correctly

If the detailed tutorial was not enough, I highly doubt that anyone will be able to explain it better in one PM or comment.

ABC2 is an utility that performs certain actions and generates different values that should be used into your script. Those values are not random, and the seed for the algorithm is unique for every RS account. There are four scenarios covered by ABC2, each one working differently, therefore if you didn't understand something, you must explicitly say which part of the utility are you struggling with. If you didn't understand ABC2 as a whole, you might need to learn more programming before attempting to write your own scripts.

Here is a brief description of the areas covered by ABC2:

1. Timed actions

  • based on internal timers, should be performed when the player is idle (waiting for an in game action to finish)

2. Preferences

  • preferred ways of doing certain things in the game, 2/4 methods are already built into the default API method, the others need to be implemented by you

3. Action conditions:

  • determines whether or not you should do certain actions

4. Reaction times

  • human-like reaction time generating algorithm that takes several variables as input and outputs the amount of time that needs to be waited before performing the next action

 

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