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EternusDraco

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  1. That looks really good I'm gonna try and get that implemented instead. Thanks for the tip!
  2. Thanks a bunch, gonna try the interaction, removed a lot of the useless sleeps and tried to streamline it. Gotta mine more ore then test it again. Used it all up during trials haha. EDIT: Don't want to double post, but adding the while code that you had in your example is what fixed it. Thanks a ton! Much smoother now. EDIT 2: Or not. It worked great for most of one inventory. Then at the end it clicked smelt, then bronze, constantly haha. EDIT 3: Ok the while needed to be moved around is all. So that part is squared away now. Next question ends up being, adding a gui (which I saw the tutorial for so I'll be reading that and working on it). Then, how to add in different ores. To be able to select which ore to smelt etc.
  3. Yeah I know I should be randomizing the sleeps. I started doing it halfway into it, so some of them are random and some aren't, so I'll get on changing those. I'll switch the mouse click to interact and see how it goes. I swear I looked for the code tag for like 2 minutes and completely missed it
  4. Hey all, I've been writing a very simple script (my first one) to basically smelt bronze bars in Falador. Withdraws ore and banks and all that fun stuff. But the issue I'm having is just an annoyance. It slows the script down and is probably a simple fix. When I'm at the furnace and smelting the ore. It constantly clicks the furnace twice to do anything. I have it set to smelt, and click bronze bar on the menu. It clicks the furnace, clicks bronze bar, then clicks it again, then clicks bronze bar again. Then it waits for a while before doing it again. Here is my code: case Smelt: Entity furnace = objects.closest("Furnace"); outerIf: if (!myPlayer().isAnimating()) { sleep(1500); if(!inventory.contains("Copper ore")){ sleep(500); break outerIf; } } while(!myPlayer().isAnimating()){ sleep(50); mouse.click(new EntityDestination(bot, furnace)); sleep(1500); mouse.move(51,415); mouse.click(false); }
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