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  1. About This script is aimed to bank-standing skills such as Fletching, Crafting, Herblore or Cooking. It comes with a task-based system that you can set up to train with different items and even multiple skills in one go. Tasks You can create or load from a previously saved file multiple tasks to be executed by order. A task is complete once you reach the desired amount or level. A task can also be unfinished if you don't supply enough items for its completion or if you don't meet the required level to execute it. Script Argument The rules for script argument are the following:1. Each task is separated by a vertical bar, "|"2. Each task setting has an associated key and value, "key=value"3. Each task setting is separated by a comma, ","4. Option settings follow the same rules as task settings 5. Not case-sensitive Available task settings: skill - the skill you are training with this task. This setting can be ignored if task doesn't give experience in any skill item - item's amount and name separated by a hyphen. The first and second items will be used on each other. The last item must be the product. E.g. 1000 cookies. master_interface_id - set master interface id. This setting can be ignored if there isn't any interface after you combine first with second item child_interface_id - set child interface id. This setting can be ignored if there isn't any interface after you combine first with second item component_interface_id - set component interface id. This setting can be ignored if there isn't any interface after you combine first with second item amount - the amount to combine on the task. If this setting is not present, or a number of zero or lower is set, the amount is ignored.stop_level - the stop level that interrupts the task. If this is not present, or a number of zero or lower is set, the stop level is ignored. Also, this only works if you input a valid skill on "skill" setting inventory_timeout - the inventory timeout for this task. Value is in miliseconds Available option settings:mouse_speed - indicates the average mouse speed to usesave_on_system_update - when set to true, attempts to save the task progress on a .dat file right before an ingame update. The task can then be reloaded on guiantiban_reaction - enables with value "true" or disables with value "false" the antiban reaction sleep after an inventory has finishedantiban_debug - to print anti-ban actions debug on bot debug panel. "true" to enable, "false" to disableclose_with_esc_button - to use escape keyboard button to close the bank. "true" to enable, "false" to disable auto_bank_walking - to walk to the nearest bank whenever the player is not on a bank. "true" to enable, "false" to disable auto_ge_walking - to walk to grand exchange before starting a task. "true" to enable, "false" to disable disable_mouse_offscreen - disables feature mouse offscreen from antiban to increase efficiency when combining some itemsExample: skill=herblore, item=14-avantoe potion (unf), item=14-mort myre fungus, item=14-super energy(3), master_interface_id=270, child_interface_id=14, amount=5000, stop_level=75, inventory_timeout=20000 | skill=crafting, item=1-needle, item=26-leather, item=10000-thread, item=26-leather gloves, master_interface_id=154, child_interface_id=93, amount=100, inventory_timeout=50000 |mouse_speed=110, save_on_system_update=true, antiban_reaction=false, antiban_debug=true, close_with_esc_button=true, auto_ge_walking=true User Interface Note: The last item must be the product produced by combining the first and second items. Exact non case sensitive names are a must. You must press enter or click on a empty row to set the last row's value on the table. The setup above has four tasks: 1st. Using a Knife on a Maple logs to produce 27 Maple longbow (u) per inventory. Ends after 500 Maple longbow (u) are made, or a supply is missing from bank. 2nd. Using a Bow string on Maple longbow (u) to produce 14 Maple longbow per inventory. Ends after 500 Maple longbow are made or a supply is missing from bank. 3rd. Using Jug of water on Pot of flour to produce 9 Pizza base per inventory. Ends after 10000 Pizza base are made, or a supply is missing from bank. 4th. Using a Needle on Leathers to produce 26 Leather boots per inventory. Ends after 1000 Leather boots are made, or a supply is missing from bank. Paint Updates 18 April 2017 - Ability to combine two items with same name. Ability to bypass "make interface" by setting master or child interface id to -1 value. 27 May 2017 - Ability to combine items that require going through a selection interface and then an amount interface. 02 July 2017 - Added script argument. 20 November 2017 - Updated the script to support the new interfaces. Script argument changed. 06 February 2018 - Changed the script to support more than 2 items on inventory. This will allow the combination of a greater variety of items. 23 April 2018 - Added option to enable/disable auto bank walking and grand exchange bank walking. Added option to enable/disable mouse offscreen when idling.
  2. Cooks at Rogues Den (Burthoupe) using the well-known permanent fire. Supported Food: Shrimps, Anchovies, Karambwanji, Sardine, Karambwan, Herring, Mackerel, Trout, Cod, Pike, Salmon, Tuna, Lobster, Bass, Swordfish, Monkfish, Shark, Dark crab. Makes fire on a pre-established area close to the bank, and cooks on it. Mostly thinking about free-to-play users, however, included a few pay-to-play banks as well. Supported Banks: Lumbridge Top, Varrock West, Varrock East, Edgeville, Grand Exchange, Falador West, Falador East, Draynor Village, Duel Arena, Clan Wars, Al-Kharid. Castle Wars, Catherby, Seers (Camelot), Ardougne West, Ardougne East, Yanille, Nardah, Tzhaar City. Supported Food: Shrimps, Anchovies, Karambwanji, Sardine, Karambwan, Herring, Mackerel, Trout, Cod, Pike, Salmon, Tuna, Lobster, Bass, Swordfish, Monkfish, Shark, Dark crab. Cooks food on a range/stove/oven. Supported Ranges: Al-Kharid, Lumbridge, Falador, Edgeville, Varrock East. Cooking Guild, Catherby, Nardah. Supported Food: Shrimps, Anchovies, Karambwanji, Sardine, Karambwan, Herring, Mackerel, Trout, Cod, Pike, Salmon, Tuna, Lobster, Bass, Swordfish, Monkfish, Shark, Dark crab, Plain pizza, Baked potato, Sweetcorn. Makes food using two ingredients on each other. Supported Banks: Every bank supported by Banking API. Supported Food: Jug of Wine, Tuna potato, Anchovy pizza, Meat pizza, Pineapple pizza, Pizza base, Incomplete pizza, Uncooked pizza, Pastry dough, Pie shell, Uncooked berry pie, Uncooked meat pie, Raw mud pie, Uncooked apple pie, Raw garden pie, Raw fish pie, Raw wild pie, Raw summer pie. The rules for script argument are the following: 1. Each task is separated by a vertical bar, "|" 2. Each task setting has an associated key and value, "key=value" 3. Each task setting is separated by a comma, "," 4. Option settings follow the same rules as task settings 5. Not case-sensitive Available task settings: type - indicates which type of task it is. Available options are "Rogues den", "Fire", "Range" or "Make item". first_supply - the first supply name you want to use. supply - same as above (for backwards compatibility). second_supply - the second supply name you want to use. Only applies to make-item tasks. product - the product name you want to make. logs - the logs name you want to burn. Only applies to cooking on self-made fire tasks. amount - the amount to cook on the task. If this setting is not present, or a number of zero or lower is set, the amount is ignored. stop_level - the cooking level that interrupts the task. If this is not present, or a number of zero or lower is set, the stop level is ignored. select_option - the option to type when using the keyboard to select the right option when choosing the food to cook (e.g. 1, 2, 3, 4, ...) Available option settings: mouse_speed - indicates the average mouse speed to use. save_on_system_update - when set to true, attempts to save the task progress on a .dat file right before an ingame update. The task can then be reloaded on gui. antiban_reaction - enables with value "true" or disables with value "false" the antiban reaction sleep after an inventory has finished cooking. antibug_debug - to print anti-ban actions debug on bot debug panel. "true" to enable, "false" to disable. toogle_roofs - to toogle roofs from buildings. "true" to enable, "false" to disable. close_with_esc_button - to use escape keyboard button to close the bank. "true" to enable, "false" to disable. select_with_keyboard - to use the keyboard to select the right option when choosing the food to cook. Example: type=rogues den, first_supply=raw shrimps, product=shrimps, amount=1000, select_option=1 | type=range, first_supply=raw salmon, product=salmon, amount=10000, stop_level=70, select_option=1 | type=fire, first_supply=raw lobster, product=lobster, logs=magic logs, amount=5000, stop_level=75, select_option=1 | type=make item, first_supply=jug of water, second_supply=grapes, product=jug of wine, amount=10000, select_option=1 | mouse_speed=100, save_on_system_update=true, antiban_reaction=false, antibug_debug=true, toogle_roofs=true, close_with_esc_button=true, select_with_keyboard=true Notes: Set amount equal to 0 to ignore amount. Set stop level to 0 to ignore stop level. Ability to create or load one or multiple tasks to be executed. Combine different methods, food, amounts or stop level at your own will. Save the current script's state. This can be done either on Script's GUI or Script's Paint. The data file will be stored at .tribot/beg_scripts/Cooking/'your_input'.dat. If enable on GUI, a game system update will generate an automatic save which will be stored at .tribot/beg_scripts/Cooking/'your_rs_name current_date (current time)'.dat. Load any previous saved state. This can only be done upon start at Script's GUI. Got any progress report worth sharing? Let me know! Report any bug, missing feature, supported place or food below. If justified, it will be included to the script.
  3. One method classes such as Condition, https://tribot.org/doc/org/tribot/api/types/generic/Condition.html , can now be replaced by functional interfaces since Java 8 release. @FunctionalInterface public interface Condition07 { boolean active(); } Why is this useful? We can take advantage of lambda expressions to write a much more compact version of anonymous inner classes. Timing.waitCondition(new Condition() { @Override public boolean active() { General.sleep(100); return !isFletching(); } }, General.random(30000, 35000)); VS Timing07.waitCondition(() -> !isFletching(), General.random(30000, 35000)); You can also have more than one statement on your lambda expression: Timing07.waitCondition(() -> { AntiBan.timedActions(); return !isFletching(); }, General.random(30000, 35000)); Setbacks You would have to re implement API methods which use Condition such as Timing#waitCondition, which is widely used on most scripts. import org.tribot.api.General; import org.tribot.api.Timing; public class Timing07 { public static boolean waitCondition(Condition07 condition, long timeout) { long t = Timing.currentTimeMillis() + timeout; while (!condition.active()) { if (Timing.currentTimeMillis() >= t) return false; General.sleep(100); } return true; } } @TRiLeZ It wouldn't take that long to replace Condition abstract class with Condition functional interface. You can still use the old fashion way (new Condition() ...) with functional interfaces, so, it's compatible with current existing scripts.
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