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  • Basic Construction


    Aeglen

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    Basic Construction

    This script is probably outdated, but since it's open source you can fix it yourself right :)

    Trains Construction from 1-99. Start near Rimmington portal with a house already created. Bring coins, hammer, saw, noted planks, and nails as necessary. The script will progressively build-remove an efficient piece of furniture for your level, up to Oak Larders (thus you should only bring up to oak planks). It stops when it's out of planks, but make sure there's always enough coins and nails or else. There's some anti-ban but it's not as good as that of my other script.

    Warning: Script can replace the room directly to the north of your portal with whatever it needs for training.

    The main logic of this script is open source!

    package nodes;
    
    import base.Main;
    import base.Utils;
    import org.dreambot.api.methods.container.impl.Inventory;
    import org.dreambot.api.methods.dialogues.Dialogues;
    import org.dreambot.api.methods.interactive.GameObjects;
    import org.dreambot.api.methods.map.Tile;
    import org.dreambot.api.methods.skills.Skill;
    import org.dreambot.api.methods.skills.Skills;
    import org.dreambot.api.methods.widget.Widgets;
    import org.dreambot.api.script.ScriptManager;
    import org.dreambot.api.script.TaskNode;
    import org.dreambot.api.wrappers.interactive.GameObject;
    
    public class Construction extends TaskNode {
    
        private enum Plank {
            NORMAL_NOTED(961), OAK_NOTED(8779), NORMAL_ITEM(960), OAK_ITEM(8778);
            private final int id;
            Plank(final int x) {
                id = x;
            }
        }
    
        private enum Furniture {
            OAK_LARDER("Oak larder",33,15403,"Kitchen",8,"Larder"),
            CARVED_OAK_TABLE("Carved oak table",31,15298,"Dining room",6,"Oak table"),
            OAK_DINING_TABLE("Oak dining table",22,15298,"Dining room",4,"Oak table"),
            WOODEN_LARDER("Wooden larder",9,15403,"Kitchen",8,"Larder"),
            WOODEN_BOOKCASE("Wooden bookcase",4,4521,"Parlour",4,"Bookcase"),
            CRUDE_WOODEN_CHAIR("Crude wooden chair",1,4515,"Parlour",2,"Chair");
            private final String name;
            private final int level;
            private final int spot_id;
            private final String room;
            private final int planks;
            private final String built_name;
            Furniture(String name, int level, int spot_id, String room, int planks, String built_name) {
                this.name = name;
                this.level = level;
                this.spot_id = spot_id;
                this.room = room;
                this.planks = planks;
                this.built_name = built_name;
            }
        }
    
        @Override
        public int priority() { //higher = more important
            return 0;
        }
    
        @Override
        public boolean accept() { //when to do it
            return Main.task.equals("Construction");
        }
    
        @Override
        public int execute() {
            //decide what to build
            int level = Skills.getRealLevel(Skill.CONSTRUCTION);
            int best_level = -1;
            Furniture thing_to_build = Furniture.CRUDE_WOODEN_CHAIR;
            for (Furniture f: Furniture.values()) {
                if (f.level > best_level) {
                    best_level = level;
                    thing_to_build = f;
                }
            }
            log("Want to build " + thing_to_build.name);
            //decide what planks it needs
            int plank_id;
            if (thing_to_build.level < 15) {
                plank_id = Plank.NORMAL_NOTED.id;
            } else {
                plank_id = Plank.OAK_NOTED.id;
                if (Inventory.contains(Plank.NORMAL_ITEM.id) && getLocalPlayer().getX() < 3000) {
                    log("Dropping old planks"); //can't do this in the house, hence < 3000
                    Inventory.dropAll(Plank.NORMAL_ITEM.id);
                    sleep(Utils.delay(Main.standard_delay));
                }
            }
            //check for out of resources
            if (Inventory.count(plank_id) < 28 && !Inventory.isFull()) {
                log("Low on planks!");
                return -1;
            }
            if (getLocalPlayer().getX() < 3000 && Inventory.contains(plank_id) && !Inventory.isFull()) {
                log("Un-noting planks");
                //check if upstairs by mistake
                if (getLocalPlayer().getZ() == 1) {
                    Utils.moveFloor(0);
                }
                Utils.walkTo(new Tile(2949, 3213));
                int plank_count = Inventory.count(plank_id);
                Utils.useOnNPC(plank_id, "Phials");
                sleepUntil(()-> Dialogues.inDialogue(), Utils.delay(3000));
                Utils.solveDialogue(3);
                int temp = plank_id;
                sleepUntil(()-> Inventory.count(temp) < plank_count, Utils.delay(2000));
                return Utils.delay(Main.standard_delay);
            }
            //go to house
            if (getLocalPlayer().getX() < 3000) {
                log("Entering house");
                //check if house advertisement opened by mistake
                if (Utils.getCloseButton() != null) {
                    Utils.getCloseButton().interact();
                }
                Utils.interactOBJ("Portal","Build mode",null);
                sleep(Utils.delay(1000));
                sleepUntil(() -> getLocalPlayer().getX() > 3000,20000);
                Utils.waitUntilNotLoading();
                sleepUntil(() -> !Utils.checkForCutscene(),20000);
                return Utils.delay(Main.standard_delay);
            }
            //check for building spot
            if (getLocalPlayer().getX() > 3000) {
                log("Looking for building spot");
                int spot_id = thing_to_build.spot_id;
                GameObject building_spot_temp = GameObjects.closest(spot_id);
                if (building_spot_temp == null) {
                    //build the room
                    String desired_room = thing_to_build.room;
                    log("Building new " + desired_room);
                    Tile portal = GameObjects.closest("Portal").getTile();
                    Tile target_tile = new Tile(portal.getX(),portal.getY()+4); //the door to the north
                    Utils.walkTo(target_tile,true); //it's important to be in the portal room for this
                    GameObject hotspot = GameObjects.closest("Door hotspot");
                    hotspot.interact("Build");
                    sleepUntil(()-> Utils.getWidgetWithAction(desired_room)!=null || Dialogues.inDialogue(), Utils.delay(10000));
                    if (Dialogues.inDialogue()) {
                        Utils.solveDialogue(1); //remove existing room
                        sleep(Utils.delay(1000));
                        Utils.waitUntilNotLoading();
                        sleepUntil(() -> !Utils.checkForCutscene(),20000);
                    }
                    sleep(Utils.delay(Main.standard_delay));
                    if (Utils.getWidgetWithAction(desired_room) != null) {
                        Utils.getWidgetWithAction(desired_room).interact();
                        sleepUntil(() -> Dialogues.inDialogue(), Utils.delay(10000));
                        Utils.solveDialogue(3);
                        sleep(Utils.delay(1000));
                        Utils.waitUntilNotLoading();
                        sleepUntil(() -> !Utils.checkForCutscene(),20000);
                    }
                    return Utils.delay(Main.standard_delay);
                } else {
                    if (thing_to_build.name.equals("Wooden bookcase")) {
                        Utils.walkTo(new Tile(building_spot_temp.getTile().getX() - 1, building_spot_temp.getTile().getY())); //db collision seems buggy in POH
                    } else {
                        Utils.walkTo(new Tile(building_spot_temp.getTile().getX(), building_spot_temp.getTile().getY() - 1)); //db collision seems buggy in POH
                    }
                    int plank_id_2;
                    if (thing_to_build.level < 15) {
                        plank_id_2 = Plank.NORMAL_ITEM.id;
                    } else {
                        plank_id_2 = Plank.OAK_ITEM.id;
                    }
                    while(Inventory.count(plank_id_2) >= thing_to_build.planks) { //has resources
                        if (!ScriptManager.getScriptManager().isRunning()) {
                            return -1;
                        }
                        log("Building " + thing_to_build.name);
                        final GameObject building_spot = GameObjects.closest(spot_id);
                        if (building_spot != null) {
                            building_spot.interact();
                            final String temp = thing_to_build.name;
                            sleepUntil(() -> Widgets.getWidgetChildrenContainingText(temp).size() > 0, Utils.delay(10000));
                            sleep(Utils.delay(Main.standard_delay));
                            Widgets.getWidgetChildrenContainingText(temp).get(0).interact();
                            sleepUntil(() -> !building_spot.exists(), Utils.delay(10000));
                            sleepUntil(() -> !getLocalPlayer().isAnimating(), Utils.delay(6000));
                        }
                        if (building_spot == null || !building_spot.exists()) {
                            log("Removing " + thing_to_build.built_name);
                            GameObject thing = GameObjects.closest(thing_to_build.built_name);
                            if (thing == null) {
                                return Utils.delay(Main.standard_delay);
                            } else {
                                thing.interact("Remove");
                                sleepUntil(()-> Dialogues.inDialogue(), Utils.delay(10000));
                                Utils.solveDialogue(1);
                                sleepUntil(() -> getLocalPlayer().isAnimating(), Utils.delay(2000));
                                sleepUntil(() -> !getLocalPlayer().isAnimating(), Utils.delay(6000));
                                sleep(Main.standard_delay);
                            }
                        }
                    }
                    //leave house
                    log("Leaving house");
                    GameObject portal = GameObjects.closest("Portal");
                    Utils.walkTo(portal.getTile());
                    portal.interact();
                    sleep(Utils.delay(1000));
                    sleepUntil(() -> getLocalPlayer().getX() < 3000,20000);
                    Utils.waitUntilNotLoading();
                    sleepUntil(() -> !Utils.checkForCutscene(),20000);
                    return Utils.delay(Main.standard_delay);
                }
            }
            return Utils.delay(Main.standard_delay);
        }
    }

     

    Edited by Aeglen
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    • 1 month later...

     

    1 hour ago, yahpure said:

    DO NOT USE! GOT MY MAIN ACCOUNT PERM BANNED AFTER HOUR OF USING. 

    Botting is a bannable offence 😕

    All accounts get banned at some point.

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    2 hours ago, yahpure said:

    DO NOT USE! GOT MY MAIN ACCOUNT PERM BANNED AFTER HOUR OF USING. 

    Sounds implausible given my own and others' results, but rip

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    • 1 month later...

    Funny enough i got banned on my main but not for using this script. I used this script to get from 50-ish to 75 and never even got noticed, later on i got banned for using a different script and client ^^.

    New main in the making so let's hope this doesn't get caught like before, anyway it's a nice script you made, because training construction isn't that fun for my arm.

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    23 hours ago, hans123poep said:

    Funny enough i got banned on my main but not for using this script. I used this script to get from 50-ish to 75 and never even got noticed, later on i got banned for using a different script and client ^^.

    New main in the making so let's hope this doesn't get caught like before, anyway it's a nice script you made, because training construction isn't that fun for my arm.

    Well i got temp banned because of this. On the bright side i'll get it back in 1 day, to add that my construction will then be still 64 ^^ on the otherside i'm not risking this again.

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    • 5 months later...

    My dude is level 1 construction, went and bought the house from the bloke in Varrock for 1 grand. Gone to my house with all the gear and he starts out trying to build a level 4 bookcase and keeps producing errors in chat. This would probably lead to detection. Gonna manually get to bookcase level and see how it goes after.

     

    EDIT: Yeah this is shit, I got level 5 and it tries to buy a kitchen and build larders. Nuk good

    Edited by kibblenz
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    6 hours ago, kibblenz said:

    My dude is level 1 construction, went and bought the house from the bloke in Varrock for 1 grand. Gone to my house with all the gear and he starts out trying to build a level 4 bookcase and keeps producing errors in chat. This would probably lead to detection. Gonna manually get to bookcase level and see how it goes after.

     

    EDIT: Yeah this is shit, I got level 5 and it tries to buy a kitchen and build larders. Nuk good

    Maybe it finally stopped working, maybe you didn't follow the instructions. Meh, it's open-source so if you really want the bot you can probably figure it out.

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