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  • First very simple script, looking for some helpful advice. Thanks!


    draanz
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    Here is my easy script, just buys bronze axes from bob in lumbridge and banks them, hopping worlds to find more axes in stock.  Just getting my toes wet with something easy to learn the api a bit, it is by no means perfect and I am leaving my debugging stuff in the code because I plan on adding some different features. thanks guys!

     

    import org.dreambot.api.methods.Calculations;
    import org.dreambot.api.methods.container.impl.Shop;
    import org.dreambot.api.methods.container.impl.bank.Bank;
    import org.dreambot.api.methods.map.Area;
    import org.dreambot.api.methods.map.Tile;
    import org.dreambot.api.methods.world.World;
    import org.dreambot.api.methods.world.Worlds;
    import org.dreambot.api.script.AbstractScript;
    import org.dreambot.api.script.Category;
    import org.dreambot.api.script.ScriptManifest;
    import org.dreambot.api.utilities.Timer;
    import java.awt.*;
    
    @ScriptManifest(name = "Axe buyer", author = "Dran", description = "Buys bronze axe", version = 1.0, category = Category.MISC)
    public class axeBuyer extends AbstractScript {
    
    	private Timer t = new Timer();
    	
    	//Area area = new Area(new TIle(x,y,z), new Tile(x,y,z));
    	private final Area lumbridgeCastleFl0 = new Area ( new Tile(3205, 3229 , 0), new Tile(3216, 3209, 0));
    	private final Area lumbridgeCastleFl1 = new Area ( new Tile(3205, 3229 , 1), new Tile(3216, 3209, 1));
    	private final Area lumbridgeCastleFl2 = new Area ( new Tile(3205, 3229 , 2), new Tile(3216, 3209, 2));
    	private final Area axeShop = new Area (new Tile (3233, 3201, 0), new Tile (3228, 3205, 0));
     
    	
    	enum Location {GROUND_FLOOR, FIRST_FLOOR, SECOND_FLOOR, AXE_SHOP, NOT_IN_LOCATION ;}
    	Location loc;
    
    	enum State {BUYING, CHECK_SHOP, BANKING, WALK_BANK, WALK_SHOP, HOPPING, STOP_SCRIPT;}
    	State state;
    	
    	enum shopState {FULL, EMPTY, UNCHECKED;}
    	shopState ss;
    	
    	World potentialWorld = Worlds.getRandomWorld(w -> w.isF2P() && !w.isPVP() && w.getMinimumLevel() == 0);
    	
    	@Override
    	public void onStart() {
    		ss = shopState.UNCHECKED;
    		log(loc);
    	}
    
    	public void ABLE_TO_BUY() {
    		if(Shop.count("Bronze axe") > 4 && Shop.isOpen())
    			ss = shopState.FULL;
    		else if (Shop.isOpen())
    			ss = shopState.EMPTY;
    	}
    	
    	public void location() {
    		
    		if(lumbridgeCastleFl0.contains(getLocalPlayer()))
    			loc = Location.GROUND_FLOOR;
    		else if(lumbridgeCastleFl1.contains(getLocalPlayer()))
    			loc = Location.FIRST_FLOOR;
    		else if(lumbridgeCastleFl2.contains(getLocalPlayer()))
    			loc = Location.SECOND_FLOOR;		
    		else if (axeShop.contains(getLocalPlayer()))
    			loc = Location.AXE_SHOP;
    		else
    			loc = Location.NOT_IN_LOCATION;
    	}
    	
    	public void state() {
    		
    		if(loc == Location.AXE_SHOP && getInventory().contains("coins") && !getInventory().isFull() && ss == shopState.FULL) {
    			state = State.BUYING;
    			log(state);
    		}
    		else if (loc == Location.AXE_SHOP && getInventory().contains("coins") && !getInventory().isFull() && ss == shopState.UNCHECKED && !Shop.isOpen()) {
    			state = State.CHECK_SHOP;
    			log(state);
    		}
    		else if (loc == Location.AXE_SHOP && getInventory().contains("coins") && !getInventory().isFull() && ss == shopState.EMPTY) {
    			state = State.HOPPING;
    			log(state);
    		}
    		else if(getInventory().contains("coins") && !getInventory().isFull() && loc != Location.AXE_SHOP) {
    			state = State.WALK_SHOP;
    		    log(state);
    		}
    		else if(getInventory().contains("coins") && loc != Location.SECOND_FLOOR && getInventory().isFull()) {
    			state = State.WALK_BANK;
    			log(state);
    		} else if(!getInventory().contains("coins")) {
    			state = State.STOP_SCRIPT;
    			log(state);
    		}
    		else if (loc == Location.SECOND_FLOOR && getInventory().isFull()) {
    			state = State.BANKING;
    			log(state);
    		}
    	}
    	
    	public void doTask() {
    		if (state == State.HOPPING) {
    			Shop.close();
    			getWorldHopper().hopWorld(potentialWorld);
    			potentialWorld = Worlds.getRandomWorld(w -> w.isF2P() && !w.isPVP() && w.getMinimumLevel() == 0);
    			ss = shopState.UNCHECKED;
    		}	
    		else if(state == State.CHECK_SHOP) {
    			Shop.open();
    			//ss = shopState.CHECKING;
    			sleep(500);
    			state();
    		}else if (state == State.BUYING) {
    			Shop.purchaseTen("Bronze axe");
    			sleep(660);
    		}else if(state == State.WALK_BANK) {
    			getWalking().walk(lumbridgeCastleFl2);
    		} else if(state == State.BANKING) {
    			Bank.open();
    			sleep(1200,2800);
    			Bank.depositAll("Bronze axe");
    			sleep(550);
    			Bank.close();
    		} else if(state == State.WALK_SHOP) {
    			getWalking().walk(axeShop);
    		}
    		
    		
    		
    	}
    	
    	
    	@Override
    	public int onLoop() {
    
    		location();
    		ABLE_TO_BUY();
    		state();
    		
    		log(ss);
    		log(state);
    		doTask();
    		sleep(400);
    		log(potentialWorld);
    		sleep(300,700);
    
    		return Calculations.random(300, 600);
    	}
    
    	@Override
    	public void onExit() {
    
    	}
    
    	public void onPaint(Graphics2D g) {
    		g.setColor(Color.WHITE);
    		g.setFont(new Font("Arial", 1, 11));
    		g.drawString("Time Running: " + t.formatTime(), 25, 50);
    	}
    }

     

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    https://docs.oracle.com/javase/tutorial/java/javaOO/returnvalue.html
    https://www.oracle.com/java/technologies/javase/codeconventions-namingconventions.html

     

    World potentialWorld = Worlds.getRandomWorld(w -> w.isF2P() && !w.isPVP() && w.getMinimumLevel() == 0);

    Instead of initing this variable and then resetting it, you could do 

    Supplier<World> potentialWorld = () -> Worlds.getRand...
    potentialWorld.get();

    or you know, just dont store it as a variable and just call the method 2 begin w/

     

    6 hours ago, draanz said:
    Bank.open();
    			sleep(1200,2800);
    			Bank.depositAll("Bronze axe");
    			sleep(550);
    			Bank.close();

    What if bank.open fails???? bank.depositall/close is still going to be called

    Edited by Eclipseop
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    Quote
    		if(loc == Location.AXE_SHOP && getInventory().contains("coins") && !getInventory().isFull() && ss == shopState.FULL) {
    			state = State.BUYING;
    			log(state);
    		}
    		else if (loc == Location.AXE_SHOP && getInventory().contains("coins") && !getInventory().isFull() && ss == shopState.UNCHECKED && !Shop.isOpen()) {
    			state = State.CHECK_SHOP;
    			log(state);
    		}
    		else if (loc == Location.AXE_SHOP && getInventory().contains("coins") && !getInventory().isFull() && ss == shopState.EMPTY) {
    			state = State.HOPPING;
    			log(state);
    		}
    		else if(getInventory().contains("coins") && !getInventory().isFull() && loc != Location.AXE_SHOP) {
    			state = State.WALK_SHOP;
    		    log(state);
    		}
    		else if(getInventory().contains("coins") && loc != Location.SECOND_FLOOR && getInventory().isFull()) {
    			state = State.WALK_BANK;
    			log(state);
    		} else if(!getInventory().contains("coins")) {
    			state = State.STOP_SCRIPT;
    			log(state);
    		}
    		else if (loc == Location.SECOND_FLOOR && getInventory().isFull()) {
    			state = State.BANKING;
    			log(state);
    		}

     

    what if u call inventory.contains(coins) in a parent if statement, then u wont have to check it 5 times! can do this w/ the isfull methods 2 :)

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    3 hours ago, Eclipseop said:

     

     

    what if u call inventory.contains(coins) in a parent if statement, then u wont have to check it 5 times! can do this w/ the isfull methods 2 :)

    Thanks for your advise, I am implementing these suggestions now!

     

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