Guard Dog meat farm

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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jumbomaha
Posts: 2
Joined: Sat May 03, 2014 6:27 am

Guard Dog meat farm

#1 Post by jumbomaha » Sat May 03, 2014 7:36 am

Hello everyone! I'm kinda new doing this and im botting guard dog meat with a simple loop. I have gotten some whispers about botting and I think i'll lose my account soon if i keep going. So could someone write me a better program for botting the dogs? So it wouldnt be so obvious that im botting. I think it would be good if my account always returned to the same point after killing a dog, or something like that :) ty for your help ^^

dr-nuker
Posts: 145
Joined: Sun Oct 09, 2011 7:33 am

Re: Guard Dog meat farm

#2 Post by dr-nuker » Sun May 04, 2014 11:22 am

Don't get me wrong, but as soon as someone posts a "better" waypoint to farm the dogs here, everyone will use it, making it obvious that you're botting.

So best is to make your own waypoint...

jumbomaha
Posts: 2
Joined: Sat May 03, 2014 6:27 am

Re: Guard Dog meat farm

#3 Post by jumbomaha » Mon May 05, 2014 12:14 pm

Yeah but I'd like some advice making one that makes you return to a single point :D
And I havent been caught yet using the simple loops, coz I only use bots at night & work time
Also the people on my server seem to be fking stupid :DDD

noobbotter
Posts: 527
Joined: Fri Aug 31, 2012 1:15 pm

Re: Guard Dog meat farm

#4 Post by noobbotter » Wed May 07, 2014 9:37 am

Better than always returning to a set point after killing a dog, would be to have multiple (4, 5, or more) spots and have the bot randomly determine which spot to go to after killing a dog. More random looks much better and less botty.

For example in my butterflies script, My bot has 4 possible areas to kill the butterflies in (Outer Right, Inner Right, Inner Left, and Outer Left). Also, the path the bot takes to get there is random as well. It may run around the first set of 4 dogs so as to not draw aggro, or it may run straight through. It may pass them on the left, or on the right. In the area where the first Copper Gardener is, depending if It decided to farm left or right butterflies, it will go the coinciding direction but it may go around the outside, or it may take a more direct route through the dogs and gardener area. It would be very difficult for someone to easily notice that it's a bot unless they watch it for several rounds of butterflies.

For the dogs, in fact, instead of having 4 or 5 set coordinates to go to after killing a dog, you could have multiple areas where the X and Z values are random within a certain area. Say for example you want your bot to go somewhere between X of 1200 and 1500 and a Z of between 750 and 1020. Then you just do random numbers for each coordinate value. The only trick for doing it this way would be making it go to a waypoint of random numbers (or variables that were created randomly). I haven't figured out a way to do that and don't know if it's possible. Maybe something like this would work. I haven't testing it so it may need some work.

Code: Select all

	function KillDogs()
		local meatWanted = 990 -- stop when we have 10 stacks
		repeat
			local myX = math.random(1200,1500)
			local myZ = math.random(750,1020)
			player:moveTo(CWaypoint(myX,myZ), true)
			while not player.Battling do
				yrest(100)
				local dog = player:findNearestNameOrId("Infernal Guard Dog")
				if 400 > distance(dog, player) then
					player:target_Object(dog.Id)
					Attack()
				end
			end
			local meatOnHand = inventory:itemTotalCount("Guard Dog Meat","bags") 
		until meatOnHand >= meatWanted
	end
Of course, it will have to have some tweaking done to it to make it work how you want it, but this is the general idea of what I would try.

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