This is because I banned your account for disputing PP.
What that means?
It means you've bought something(s) from the repository and attempted to claim your money back...
Npc#getActions can display all possible interactions.
To which extent do you have to take anti-ban features when creating your scripts? I'm sure complex scripts can take numerous and numerous hours/days/months.
I personally find the concept of anti ban to be somewhat of a farce. In my opinion less is more, especially given how rspeer interacts with the client, I feel things like 'random' camera, mouse, etc movements would prove to be more detectable than minimising unnecessary actions.
The short answer to the thread topic is yes, at least, in my personal opinion it is. The way I see it, if it comes down to pattern analysis then there's undoubtedly a lower chance of one instance of a certain pattern being caught out than several hundred/thousand.
I think it's pretty hard to get an IP related ban. RWT bans would have to be manual. If you don't bot on account and you don't make it stupid obvious you're the mule, you're fine. I've never heard of bans on the 3rd tier mule, and very rarely on tier 2 unless it's a macro.
Agree with this. Mule fairly often to accounts unbotted and so far so good.
Are you talking about them shrinking the farm and adding the side patch? It's actually slower than the 20x Re-Plant method.
I'd say it's worth just doing the 20x layout(s). Either way it's about the same and doesn't take up both sides of the farm.
I think it may be more so to do with them changing some of the interactions inside the minigame, thus probably breaking existing scripts.
You could create an array containing the various BankLocations that you want to consider (using the data from the enum save having to collect it yourself). Then compare relative distance between those and yourself to determine the closest?
Thanks guys it works. It is still not perfect. When i lvl up it doesnt handle the lvl up and goes on, what do i need to add to fix this.
Check for the dialog/interface using the appropriate class(es), and act accordingly.
Iirc there's a 'use' method in the inventory class that takes an item and a targetable entity as params, so you could use that to use the shrimp on the fire. Then going forward, assuming the cooking interface appears, you can use the Production class for the handling of the interface.