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  • Raw Chicken looter and banker


    1jonathan
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    Greetings!

     

    looking for someone to make this script or to give me some script snippets witch i can use myself to make it.
    Any kind of loot and bank script would work i think. I just have to change the area and the name of the object to make it work.
    I want to pick up raw chickens in the farm north of Lumbridge. I see alot of players killing the chickens and not looting them and want to take advantage of that.

    I could not find a script like this on the forum so i will try my luck here.
    Thanks in advance! :D

     

     

    t2d2d0W.jpg

    Edited by 1jonathan
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    give me 30 min


     

     

    import org.dreambot.api.methods.Calculations;
    import org.dreambot.api.methods.map.Area;
    import org.dreambot.api.script.AbstractScript;
    import org.dreambot.api.script.Category;
    import org.dreambot.api.script.ScriptManifest;
    import org.dreambot.api.wrappers.interactive.GameObject;
    import org.dreambot.api.wrappers.items.GroundItem;

    /**
    * Created by zeepzoop on 7/9/16.
    */
    @ScriptManifest(name = "chickenshit", category = Category.MISC, author = "zeepzoop", version = 0.1)
    public class Main extends AbstractScript{
    private final Area BANK_AREA = new Area(3208, 3220, 3210, 3218, 2);
    private final Area CHICKEN_AREA = new Area(3171, 3301, 3184, 3291);
    private final Area STAIR_AREA = new Area(3206, 3228, 3210, 3227);
    private enum State{
    PICKUP, WALK_TO_BANK, BANK, WALK_TO_CHICKEN
    }

    @Override
    public void onStart(){
    log("onStart, start");
    }

    @Override
    public int onLoop() {
    log("onLoop, start");
    switch (getState()){
    case PICKUP:
    return pickUp();
    case WALK_TO_BANK:
    return walkToBank();
    case BANK:
    return bank();
    case WALK_TO_CHICKEN:
    return walkToChicken();
    default:
    log("onLoop, default");
    }
    return 0;
    }

    private State getState() {

    if (getInventory().isFull() || getBank().isOpen()) {
    if (BANK_AREA.contains(getLocalPlayer())) {
    return State.BANK;
    } else {
    return State.WALK_TO_BANK;
    }
    } else {
    if (CHICKEN_AREA.contains(getLocalPlayer())) {
    return State.PICKUP;
    } else {
    return State.WALK_TO_CHICKEN;
    }
    }
    }

    private int pickUp(){
    GroundItem rawChicken = getGroundItems().closest(groundItem -> groundItem != null && groundItem.getName().equals("Raw chicken") && groundItem.distance() < 20);
    if(rawChicken != null){
    rawChicken.interact("Take");
    sleepUntil(() -> !getLocalPlayer().isMoving(), 4000);
    return Calculations.random(200, 500);
    }else{
    log("pickUp, rawChicken is null");
    return Calculations.random(3000, 10000);
    }
    }

    private int walkToBank(){
    if(getLocalPlayer().getZ() != 2){
    if(STAIR_AREA.contains(getLocalPlayer()) || getLocalPlayer().getZ() == 1){
    GameObject stair = getGameObjects().closest(gameObject -> gameObject != null && gameObject.getName().equals("Staircase") && gameObject.hasAction("Climb-up"));
    if(stair != null){
    stair.interact("Climb-up");
    }else{
    log("walkToBank, stair is null");
    }
    return Calculations.random(1000, 3000);
    }else{
    if(getWalking().walk(STAIR_AREA.getRandomTile())){
    log("walkToBank, success");
    }else{
    log("walkToBank, fail");
    }
    return Calculations.random(1000, 2000);
    }
    }else if(getLocalPlayer().getZ() == 2){
    if(getWalking().walk(BANK_AREA.getRandomTile()));
    return Calculations.random(1000, 2000);
    }else{
    log("walkToBank, error");
    return Calculations.random(5000, 10000);
    }
    }

    private int bank(){
    if(getBank().isOpen()){
    if(getInventory().isEmpty()){
    getBank().close();
    }else{
    getBank().depositAllItems();
    }
    return Calculations.random(3000, 5000);
    }else{
    getBank().open();
    return Calculations.random(3000, 5000);
    }
    }

    private int walkToChicken(){
    if(getLocalPlayer().getZ() != 0){
    GameObject stair = getGameObjects().closest(gameObject -> gameObject != null && gameObject.getName().equals("Staircase") && gameObject.hasAction("Climb-down"));
    if(stair.distance() > 5){
    getWalking().walk(stair.getTile().translate(Calculations.random(-2, 2), Calculations.random(-2, 2)));
    return Calculations.random(1000, 3000);
    }
    if(stair != null){
    stair.interact("Climb-down");
    }else{
    log("walkToBank, stair is null");
    }
    }else{
    getWalking().walk(CHICKEN_AREA.getRandomTile());
    }
    return Calculations.random(1000, 3000);
    }
    }

     

     


    very bare-bones, you should modify timings/sleeps

    Edited by zeepzoop
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    • 4 weeks later...
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