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  • DreamBarrows: In Progress


    Nuclear Nezz

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    Hello. I'm making a Barrows script. I'll try to keep this thread updated with my progress.

     

    I had previously been working on this script, so I started with a good amount of the framework done already.

     

    EVER LOOK AT YOUR GP AND BE LIKE "HEY MAN I WISH I KNEW WHAT CHEST IT WAS THAT I GOT THAT DANK SPEAR IN"

    LOOK NO FURTHER

    c0d7ad24a4ac39b01773146acb4a6e78.gif


    BECAUSE NOW YOU CAN SEE YOUR LOOT PER CHEST! :')

    >is it weird that's the part I'm most excited for in this script

     

    It has a per Chest loot, a total loot page (scrollable, though you can't see it in the gif) an overview page that shows runtime, total gp, gp/hr, status, chests, chests/hr

    It has a brothers page that shows the state of each brother, ALIVE, DEAD, or MAZE.

    It doesn't auto detect which one is the maze because jagex fucked it.

     

     

    done Started Not started

    Currently Working on:

     

     

    Framework

        Spells, Runes (need to look at some staff data)

        Equipment sets (pretty much done, I think)

        Nodes (Nodes are set up, just need to fill em.)

            Walking to barrows

            Walking to mounds, digging and fighting brother

            Walking through maze(few small tweeks left)

     

    GUI

    Data Gathering

        Tile data (Starting today)

        Combat data (I have most of it, just need to add the code for it)

        Barrows data (will do after ^ are all done.)

     

    Once I get the framework, gui, and the data gathering done the scripting will begin. :')

     

    Current features (planned):

        Custom sets for Melee, Ranged, and Mage.

        Three choices of spells (Wind blast, Wind wave, Trident)

        Choose whether to make spells defensive or not

        Custom ordering for brother mounds

        Only a single path right now, which is the minigame tele. May add more later.

        Three choices for food (Lobster, Monkfish, Shark)

        Super restores for potions.

        Special attack support for melee

        Custom missiles for ranged

        Should be able to do whatever staff you want for mage, but still have to look at it a bit to see what options people will actually use.

        Custom Kill count goals

        Death walk

        Smart teleporting

        Smartish looting(depending on how difficult it'll be)

        Saving/loading your GUI settings

     

     

     

    Progress of the script:

     

     

    At this point I can start it in lumby, it'll bank, tele to barrows, kill the brothers, enter the maze, iffily get through the maze, kill the brother when he pops up, opens the chest, searches the chest, drops/eats for items that are more valuable than what you have in your inventory, and then either walks back to the ladder to repeat or tele's out.

     

    All I really have left is the kill count stuff (almost got it just have to work on it a bit), getting through the maze a little smoother, and adding in the data on the other staffs.

    I don't have any proggies or anything for you guys yet and my gui looks like shit, so I'd rather not use that for hype wee


     

     

     

    Questions for you guys:

    What staffs do you normally use for mage? What spells? (any level range)

    Do I need to add more paths, or is the minigame tele requirement not all that big of a deal to ask for?

    Are there more features I should add?

    Comment/Suggestions are appreciated.


     

     

    Updates (8/30/2015):

     

     

    I need to tweak the maze walking still. I've updated the list above with what I've gotten done.

    I've improved the customization of equipment a bit, but plan to do so more after the beta is stable.

    I've added loot per chest tracking, and overall loot tracking.

    I've added for it to automatically go to the mound with the maze last. I'll add some options for things involving this to the GUI after the beta is stable.

    But I think the main thing left right now is just getting the maze walking prime.

    I want to get it to rotate to the direction you're walking, so that it can walk to the furthest tile/interact str8 with the next door. right now it doesn't really do that and it's inefficient and I hate it. :')

    I need to improve the door solving stuff a bit, since if you fail it just kind of sits there for a while. I think there may also be a config for which puzzle the door has, but not entirely sure.

    I need to modify a bit on how I find a path to the chest, as right now I recalculate it every now and then to make sure there were no errors (if people are coming through a door right as the pathfinder makes it to that location, it won't recognize the door there and just continue going through)

    I think I'm going to add a refresh method that just refreshes each tile to check for a door, and if it turns up that there's a door it didn't find, add it, or if there's a door it didn't see initially that you can't go through, recalculate the path.

    ummmmmmmmm

    I think those are my plans currently.

     

     

    Update: 9/14/2015

     

     

    It's stable!

    I still have to work on kill count stuff a bit, if you're not at your killcount goal when you reach the chest it'll open the chest anyway. :x

    I have to add some more staff/spell options (slayer dart)

    I want to add more customization for gear, and have it so you can choose per brother rather than just 3 sets of melee, ranged, and mage.

    I'll be releasing into beta soon. :)

     

     

     

    Beta Testers

     

    I want to thank all of the users who have beta tested this script so far! :)

    @wazuup69

    @justanotherki

    And soon to be more.

     

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    I use trident when I legit barrows - works very well, although some switching to a whip is required at certain fights (can't remember which ones :P ).

     

    For other features I'd love it to support food/prayer potions (although I guess that is self-explanained) :P

     

    Very interested in this script! I'll use the feck out of it! :P

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    You should probably add the Burgh de Rott bank. I'm pretty sure that's the most popular way of banking for Barrows since it's right there.

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    I use trident when I legit barrows - works very well, although some switching to a whip is required at certain fights (can't remember which ones :P ).

     

    For other features I'd love it to support food/prayer potions (although I guess that is self-explanained) :P

     

    Very interested in this script! I'll use the feck out of it! :P

    As far as melee weapons go, I think anything is possible. Oh. I should do special attack support.

    But I'm more curious about staffs, because if they're using an air staff, they don't need air runes ;o so I imagine the staff to use for wind blast/wave would be an air staff?

     

    I do support food and super restore's. so far I haven't added any other potions, as I'm told super restores are pretty much the way to go.

    You should probably add the Burgh de Rott bank. I'm pretty sure that's the most popular way of banking for Barrows since it's right there.

    Oh. I was going to do a lumby tele, go to lumby bank, bank, then use minigame tele to get back.

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    Oh. I was going to do a lumby tele, go to lumby bank, bank, then use minigame tele to get back.

    I don't think 1 game of barrows takes 30minutes?

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    As far as melee weapons go, I think anything is possible. Oh. I should do special attack support.

    But I'm more curious about staffs, because if they're using an air staff, they don't need air runes ;o so I imagine the staff to use for wind blast/wave would be an air staff?

     

    I do support food and super restore's. so far I haven't added any other potions, as I'm told super restores are pretty much the way to go.

    Oh. I was going to do a lumby tele, go to lumby bank, bank, then use minigame tele to get back.

     

    That will only work on accounts that can do >30 minute trips because of the teleport cooldowns. I don't think botting accounts will be able to survive for 30 minute trips due to their lower level stats.

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