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smokehut

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Everything posted by smokehut

  1. This is still down for me again after latest update.
  2. Thanks for the tip, this does make a lot more sense to approach it this way.
  3. Yeah I can imagine that will help once I develop a script that requires a lot more code. I've made quite a few changes to it since I've posted it here. For instance, there's now an allocated loot item as opposed to two separate loot loops, I found it would dance between the two loot items. I've also removed the splash method as it needs work, as I think it it recognises the player's own interaction.
  4. I'm providing the full script to the second script I've written, I've tried to make best use of the API. However, on loop methods aren't my strong point and I'm looking for criticisms and preferably ways to improve this script for future developments. After my account surpassed the requirement for my first 'chicken killer' script, I decided to move onto an area that would provide a little more exp as well as loot. This is a Hill Giant Killer; it prioritises looting over killing and banks when the inventory is full or when out of food. It has a conditional wait after each kill to prevent running around back and forth after a kill to then loot. Please let me know your opinions as well as any improvements I could apply. import org.osbot.rs07.api.filter.NameFilter; import org.osbot.rs07.api.map.Area; import org.osbot.rs07.api.map.Position; import org.osbot.rs07.api.map.constants.Banks; import org.osbot.rs07.api.model.GroundItem; import org.osbot.rs07.api.model.NPC; import org.osbot.rs07.api.ui.Skill; import org.osbot.rs07.script.Script; import org.osbot.rs07.script.ScriptManifest; import org.osbot.rs07.utility.ConditionalSleep; import java.awt.*; @ScriptManifest(name = "Hill Giant Killer", author = "Smokehut", version = 1.0, info = "", logo = "") public class Main extends Script { public static String updateString; public static int currentHealth; public static int currentEnergy; public static String foodType = "Tuna"; public String[] lootTable = {"Big Bones", "Law rune", "Chaos rune", "Death rune", "Limpwurt root", "Giant key", "Uncut Emerald", "Uncut Sapphire", "Nature rune"}; public NPC currentGiant; public Area cave; public int counter = 0; public int combatCounter = 0; public boolean waitAfterCombat = false; @Override public void onStart() { //Code here will execute before the loop is started updateString = "Loading Variables"; cave = new Area(3095,9853,3125,9824); } @Override public void onExit() { //Code here will execute after the script ends } @Override public int onLoop() { currentHealth = getSkills().getDynamic(Skill.HITPOINTS); currentEnergy = getSettings().getRunEnergy(); if (currentHealth < getSkills().getStatic(Skill.HITPOINTS) /2 && getInventory().contains(foodType)) { getInventory().interact("Eat", foodType); updateString = "Eating Food"; } if (isAttackingGiant() && !waitAfterCombat) { combatCounter++; if (combatCounter > 8) { combatCounter = 0; waitAfterCombat = true; updateString = "Conditional Wait Initiated."; return random(700,2000); } } else { combatCounter = 0; } if (waitAfterCombat && !isAttackingGiant()) { counter++; if (counter > 9) { counter = 0; waitAfterCombat = false; } } if (!getInventory().contains(foodType) || inventory.isFull()) { //we need to bank! if (Banks.VARROCK_WEST.contains(myPlayer().getPosition())) { //We're in the bank, lets sort our inventory. updateString = "We're in the bank!"; if (bank.isOpen()) { if (inventory.isEmpty()) { bankHandling(); } else { bank.depositAll(); } } else { getObjects().closest("Bank booth").interact("Bank"); } } else { //We're not quite at the bank, lets walk there. updateString = "Walking to bank"; getWalking().webWalk(Banks.VARROCK_WEST); } } else { //we're okay to fight if (cave.contains(myPlayer().getPosition())){ //Sets run energy if (currentEnergy > 50 && !getSettings().isRunning()) { getSettings().setRunning(true); updateString = "Setting Run Energy"; } if (lootExists() && !myPlayer().isMoving() && !isAttackingGiant() && !inventory.isFull()) { updateString = "Collecting loot"; //Collect Loot pickupLoot(); } else { //Fight if (!isAttackingGiant() && !myPlayer().isMoving() && !waitAfterCombat) { updateString = "Looking to fight!"; attackGiant(); } } } else { getWalking().webWalk(cave); } } return random(700,800); //The amount of time in milliseconds before the loop starts over } //Fighting Methods private boolean isAttackingGiant() { return currentGiant != null && currentGiant.exists() && currentGiant.getHealthPercent() > 0 && myPlayer().isInteracting(currentGiant) && currentGiant.isUnderAttack(); } private void attackGiant() { currentGiant = getClosestGiant(); if (currentGiant != null && currentGiant.interact("Attack")) { new ConditionalSleep(5000) { @Override public boolean condition() throws InterruptedException { return myPlayer().isInteracting(currentGiant) || !isAttackableTarget(currentGiant); } }; } } public NPC getClosestGiant() { return getNpcs().closest(new NameFilter<>("Hill Giant"), this::isAttackableTarget); } private boolean isAttackableTarget(final NPC target) { return target != null && target.exists() && target.getHealthPercent() > 0 && !target.isUnderAttack() && !isSplashed(target) && isInArea(target.getPosition()); } private boolean isSplashed(NPC target) { return !getPlayers().filter(p -> p.isInteracting(target)).isEmpty(); } private boolean isInArea(Position target) { return cave.contains(target); } //Looting Methods private boolean lootExists() { for (int i = 0; i < lootTable.length; i++) { GroundItem item = groundItems.closest(lootTable[i]); if (item != null && item.exists()) { return true; } } return false; } private void pickupLoot() { for (int i = 0; i < lootTable.length; i++) { GroundItem item = groundItems.closest(lootTable[i]); if (item != null && item.exists()) { if (item.isVisible()) { item.interact("Take"); } else { getWalking().walk(item.getPosition()); } } } } //Banking Methods private void bankHandling() { bank.withdraw("Brass key", 1); bank.withdraw(foodType, 5); bank.close(); } @Override public void onPaint(Graphics2D g) { g.setColor(Color.WHITE); //This is where you will put your code for paint(s) g.drawString(updateString, 10, 10); // Get current mouse position Point mP = getMouse().getPosition(); // Draw a line from top of screen (0), to bottom (500), with mouse x coordinate g.drawLine(mP.x, 0, mP.x, 500); // Draw a line from left of screen (0), to right (800), with mouse y coordinate g.drawLine(0, mP.y, 800, mP.y); //This is where you will put your code for paint(s) } } This is merely provided to assist my improvement, if people are not happy with me sharing a full script or it devalues another, please let me know and I'll remove.
  5. This looks like what I require, the dude splashing has unfortunately left. However, I'll update once I can confirm this works. EDIT, yes I can confirm this works.
  6. I've only just started developing a script, my first one.. It's a chicken killer in a tight nit area to avoid running around 'like a headless chicken'.. So to speak. However, my method for determining whether the target is attackable is as follows. private boolean isAttackableTarget(final NPC target) { return target != null && target.exists() && target.getHealthPercent() > 0 && !target.isUnderAttack() && isInArea(target.getPosition()); } So I determine if the target is null, if it's alive, if it's being attacked and it's within the confines of my area. However, if the target is being splashed it will attempt to attack. I need to figure out a way to see if the target "Is Attacking". From doing a bit of digging I can determine the chicken's animations loop through 3587 & 3588 for the initial splash and retaliation. However, there's nothing conclusive from the hover information I can gather to determine if it's attacking or not as this animation cycle briefly returns back to give a false indication of not animating. Clearly, is under attack does not cover this outcome also. I've tried searching a solution and not found anything as of yet. Any help appreciated.
  7. smokehut

    Stealth Quester

    Ran a few quests, only issues I've noticed are; Druidic ritual - whilst talking to the guy to start the quest, it loops the 'hello there' option as opposed to 'sure I'll help' ( manual intervention required ) Goblin Diplomacy - After quest completion, teleports to falador then walks back before discovering the quest is complete and moves onto the next. Other than that, a great script indeed. As a particular request, it would be nice to see Death Plateau - Only because it's very similar difficulty to the other quests and somewhat completes the pure account quests that you supply.
  8. It's quite funny seeing the irony of people complaining about breaking rules, on a forum dedicated to breaking rules. Thanks for your info, I'm sure it'll help others in the survival of their accounts.
  9. Thank you for taking it into consideration. The xp/hr was ~ 5-6k hr after I trapped the guards, then a player came a long and it was game over. However, after legit to 38, I tried it on the master farmer and I cannot fault it really. Only thing I would request is the ability to eat foods that come in parts, pizza, cakes etc.. especially cakes after I'm stacked with them from earlier thieving. As you can at the moment only type in "Cake" for example, and not "2/3 Cake" for a separate food.
  10. Well I have to say, probably one of the worst scripts I've purchased. I did request a trial, however I decided to put in a little faith and instantly regret it. Description of bug(where, what, when, why): Ardy silk stall; Doesn't run from paladin Takes a hell of a long time to respond to the spawn, so if other players are stealing. It's game over. Sometimes only drops after the silk has respawned. Doesn't eat. Slow XP/HR. Varrock Tea Stall; Same as above, except for the guards. Slow XP/HR. Lumbridge Men; Spams through stuns. Doesn't eat. Very slow XP/HR. Log: STEAL,STEAL,STEAL,STEAL... Your settings: 3 food, cakes, eat at 20. I must say I got this to get to 38 for master farmer. However, I'm not expecting this script to perform well at that either. But I guess I'll wait and see.
  11. Hi can I get a trial for this? Not sure which thiever to purchase.
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