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  • Glyton

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    About Glyton

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    1. Hi everyone, hope y'all are doing well. I made a simple leagues bot that auto withdraws the friendly forager pouch when full and mines the rune rocks, along with automatically running to a depleted ore that will spawn soon. I'll attach a video shortly where you will it getting nerd logged and logging right back in. I was going to keep this private for my own use but I've been banned, so was thinking of releasing the code if anyone else wanted to work on it and if there was enough interest in this. I'm still learning Java so most of this was done with Claude. It only works with menu manip and no click walk at the moment.
    2. Hey guys, I'm developing a LLM that integrates with DreamBot's API to play the game. However, I've run into a challenge - training the model requires a ton of training data, which would be too much in terms of bonds on the main game. I'm wondering if it's possible to use DreamBot with a locally hosted RSPS for the training phase? This would help to train my LLM in a test environment before deploying it to the live game.
    3. I tried using the animation ID but that doesn't always work because it can be cancelled with another animation. I was thinking if there was some way to track the red skull? I could find anything in the API though. Tried both animation and spot animation, didn't seem to do anything
    4. Working on a script to manage attack speeds for end-game PvM bots with heaps of gear switching and DPS checks. Current workaround involves checking the weapon item ID, manually determining the tick count for each item, and using onGameTick() to count ticks after each hit. This works okay but if it goes of sync for one reason or another it breaks.. wondering if there's a more efficient way to check if an attack is on cooldown. Have I missed a class or method in the API that handles this ? Any tips or alternative approaches would be really appreciated. Thanks
    5. Working on a script to manage attack speeds for end-game PvM bots with heaps of gear switching and DPS checks. Current workaround involves checking the weapon item ID, manually determining the tick count for each item, and using onGameTick() to count ticks after each hit. This works okay but if it goes of sync for one reason or another it breaks.. wondering if there's a more efficient way to check if an attack is on cooldown. Have I missed a class or method in the API that handles this ? Any tips or alternative approaches would be really appreciated. Thanks
    6. Hello everyone, I'm currently encountering a problem in my project where I can only access the tile on which a player is rendered, rather than their actual location. I believe retrieving the true tile is feasible, as demonstrated by similar functions in RuneLite plugins. My requirement is to determine the true tile of the nearest player, not just the rendered one. When using closestPlayer.getTile(), it appears to return only the rendered tile. For a clearer understanding, I've made a demonstration comparing this with the RuneLite plugin that accurately shows the true tile. Unfortunately, my script does not seem to replicate this functionality for the local player. Here is my code: import org.dreambot.api.methods.map.Tile; import org.dreambot.api.methods.interactive.Players; import org.dreambot.api.script.Category; import org.dreambot.api.script.ScriptManifest; import org.dreambot.api.script.listener.PaintListener; import org.dreambot.api.wrappers.interactive.Player; import java.awt.Color; import java.awt.Graphics; import java.awt.Polygon; @ScriptManifest(author = "ClosetCheater", name = "Highlight Closest Player", version = 1.0, description = "Test", category = Category.MISC) public class HighlightClosestPlayerScript extends org.dreambot.api.script.AbstractScript implements PaintListener { private Player closestPlayer; @Override Highlights the closest player's tile public void onStart() { log("Script started!"); } @Override public int onLoop() { closestPlayer = Players.closest(player -> !player.equals(Players.getLocal())); // Get closest player thats not us return 300; // Render twice every tick } @Override public void onPaint(Graphics g) { if (closestPlayer != null && closestPlayer.getTile() != null) { Tile tile = closestPlayer.getTile(); Polygon poly = tile.getPolygon(); g.setColor(new Color(255, 0, 0, 100)); g.fillPolygon(poly); g.setColor(Color.RED); g.drawPolygon(poly); } } @Override public void onExit() { log("Script stopped!"); } public static void main(String[] args) { // method isn't necessary for the script but is here for completeness } } I've recorded a comparison showing how this issue manifests in DreamBot versus how accurately RuneLite handles this with the correct API call. Unfortunately, it seems like DreamBot might not be getting the true tile during these specific scenarios unless there is another call I've missed that I should be using? Thanks
    7. I can't find amulet config in the settings, it buys fury and occult but I cant seem change this, all I can see is rangeTorsoID, rangeLegsID, meleeTorsoID, meleeLegsID, hatID, gloveID
    8. does this work with god spells like sara strike?
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