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zs4yswtf

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  1. Thank you for the response! And I don't use IDs too often, but I was giving it a try this time. Anyways, I am trying an area now, and it seems to be a better solution what I was going to try and conjure up ^_^.
  2. Is there a way to get an object that has the same ID as another? For example, in the lumbridge bank, there are two staircases. They have the same object ID, so what would be the way to get the one that was farther away?
  3. I'm using 1.8.15 for this script.
  4. Entity anvil = closestObjectForName("Anvil"); inv.interactWithId(STEEL_BAR, "Use"); sleep(random(600, 700)); anvil.interact("Use"); sleep(random(600, 700)); Snippet from my code, any idea why it hovers over then anvil instead of using it?
  5. I didn't use an enum for reasons of simplicity in the code. To be honest, I don't even use the XP but I had it anyway. And besides, it's not really important how the data is setup if it is there, this is just to give people numbers, not how to set up these numbers in any way.
  6. I made a personal fletcher for cutting logs into useless bows and this is data from that. (Incase anyone doesn't feel like collecting it) //Logs ID, Uncut ID, Parent interface, child interface. int[][] fletchingData = { {1511, 52, 305, 8}, //Shafts {1511, 50, 305, 12}, //Shortbow {1511, 48, 305, 16}, //Longbow {1521, 54, 304, 7}, //Oak Shortbow {1521, 56, 304, 11}, //Oak longbow {1519, 60, 304, 7}, //Willow Shortbow {1519, 58, 304, 11}, //Willow longbow {1517, 64, 304, 7}, //Maple Shortbow {1517, 62, 304, 11}, //Maple longbow {1515, 68, 304, 7}, //Yew Shortbow {1515, 66, 304, 11}, //Yew longbow {1513, 72, 304, 7}, //Magic Shortbow {1513, 70, 304, 11}, //Magic longbow }; //Exp correlates with fletchingData float[] fletchingExp = { 0.33f*15f, 5, 10, 16.5f, 25, 33.3f, 41.5f, 50, 58.3f, 67.5f, 75, 83.3f, 91.5f };
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