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  • TunaTuna

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    Posts posted by TunaTuna

    1. Why do you need Dreambot.jar for scripting? You guys might be confusing it with /BotData/client.jar. That's the one that needs imported for scripting with intelliJ

    2. I GOT IT! For anyone that finds this and has similar issues, the problem is the patch GameObject. For whatever reason, "Harvesting" and probably "Clearing" messes with the GameObject *juuuust* enough to mess with the next interactions. Instead of passing the function the gameobject (patch) as above, I pass the patch ID and use a local GameObject that gets reassigned much closer to when I'm trying to use items on the patch. Works like a charm!

    3. Changed my code to the following:

       

      Logger.log("Using compost on patch");
      Inventory.use(getSettings().compostType);
      Sleep.sleepUntil(Inventory::isItemSelected,2000,85);
      sleep(4000,6000);
      patch.interact("Use");
      sleep(4000,6000);
      Logger.log("Using seed on patch");
      Inventory.use(seed);
      Sleep.sleepUntil(Inventory::isItemSelected,2000,85);
      sleep(4000,6000);
      patch.interact("Use");
      sleep(4000,6000);


      Threw in long sleep times just to make sure it would wait for everything to be completed. Still does the exact same thing. I don't want to loop this until it works as that would be pretty degenerate bot-like behavior. It works only maybe 10% of the time. Both patch.interact("Use") lines spin the camera and fail to click the patch.

    4. I think I'm having the same issue as this but I'm not sure as its been a month and I'm running the latest.



       

      patch.interact();

       works for all normal interactions on various farming patches so I know it isn't a problem with the GameObject.

       

      Inventory.get("Compost").useOn(patch);

      and

      Inventory.get(seed).useOn(patch);

      Occasionally works, but 9/10 times will spin the screen and fail to click the patch after activating the corresponding inventory Item.

      https://imgur.com/a/vUsVtKS
       

      Worked the first two times there, which is extremely lucky, and then fails on the herb patch.

    5. I wrote this to partially do what you're talking about:

       
      private void grabBankItem(int[] itemIDs) {
              for (int i : itemIDs) {
                  if (!Equipment.contains(i) && !Inventory.contains(i) && Bank.contains((i))) {
                      Bank.withdraw(i);
                      break;
                  }
              }
          }


      Now i can just call that for any equipment I need instead of the stock bank withdraw. It prioritizes the list from first to last. Specifically, I use this for getting the lowest uses jewellery like dueling rings. In your case, you can pass in the IDs of all the items for a certain slot from BIS to worst and itll get that for you. Wouldn't be hard to change it to strings.

       

      grabBankItem(new int[]{11190,11191,11192,11193,11194});


      This gets me the weakest Digsite pendant that I own.

    6. Overall it works pretty well but there's a few issues. It doesn't count cooked fish + raw fish towards the count.  I think it would also be good to turn in all fish regardless of number/cooking once the boss is low. I frequently end runs with 14+ fish despite having the count set to 12. The logic for putting out fires is a bit jank. Instead of just delivering the cooked fish, script will do a 180 to go put out an irrelevant fire that isn't blocking anything and run away to refill the single bucket before finishing the delivery.  I think there would also be a benefit to slightly slower reaction times on the waves, the script is almost always the first one tethered. Finally, while uncommon, it doesn't dodge the torrent attack on cannons.

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