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ARKDefender Pro - Obtains any Defender | Dragon Defender Farming | Excellent Customisation | ABC2


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Automatically obtains the Dragon Defender from the Warrior's Guild token minigame.

Welcome to ARKDefender Pro, your easy solution to obtaining any Defender.

 

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 after obtaining the Dragon Defender (for duplicates)
    • 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)
  • 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 Repository: 

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Instructions for use:

  1. Start near the Warrior's Guild in Burthorpe (or anywhere, but it's easier if you're closer)
  2. Make sure you have at least one Games Necklace and one item for teleporting to the Grand Exchange (if using restocking)
  3. ???
  4. Profit

 

GUI:

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Progress reports:

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Check out ARKDefender today and improve your kill speeds or profit with this powerful piece of equipment!

Edited by Ark
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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.

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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? :) 

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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.

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Posted (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 by Ark
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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 :)

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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 by gabrielspecter
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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 

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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

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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! 😃

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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 by gabrielspecter
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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

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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 by gabrielspecter
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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.

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