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Found 8 results

  1. Currently, I'm learning the basic's of using Tribot's API to build scripts for Old School Runescape. I have a computer science background and degree, it's just been years sense I've done Java. So I literally have to start from the beginning again. I had a question about implementing random detection and solving into your script. Do I have to include it in my while loop to check for randoms then continue? Or does tribot automatically handle the random while pausing the script. Thanks in advanced.
  2. luckly i got on comp 5mins after HAHA
  3. This is just a simple suggestion I have for how to give the coder some say when it comes to randoms. If this was implemented into the Tribot API it would allow the coder to have some say as to where the random is solved. E.g. you're in combat and you get a random. It runs this: @Override public void inCaseOfRandom() { //walk to safe place } Then: It gives Tribot control to solve the random and resumes the script like usual. This would make a lot of bots more smooth and give the coder a lot more control. -imcanadian
  4. Nice, the other old school bot seems to support most/all randoms. I've probably made the switch, not 100% sure yet. Suggestion A lot of people have been complaining about randoms, so I think that we should have a new member group for random solvers on the TRiBot forums. Description This member group would consist of scripters, obviously, who are willing to watch out for Jagex randoms updates, and immediately begin working to program the fixes for them. If this member group had at least 5 people, randoms would be patched within a day after they were updated. I would even wish to help out and join the member group myself, I would agree to put all else aside as soon as a random patch is needed, and I'm sure many others would as well. Why should randoms be script-sided? Obviously the group wouldn't have access to the TRiBot client source files, but that isn't needed. Rather, the random fixes can be script-sided so that they can be added to scripts immediately. TRiLez would have even less to worry about with all of the crap he's constantly having to update aside from randoms. The random fixes would obviously only work on the TRiBot API, so it wouldn't really matter if they were released publicly to VIP Members or Scripters only. Thus we would be able to apply the updates to our scripts immediately rather than waiting for TRiLez. I'm sure he is very busy and unable to constantly dedicate his life to constantly fixing randoms. If this isn't agreed upon, then we can always code the randoms in script form and then send them to TRiLez so that he can add the patch to the client based off of the code sent to him. Conclusion This would benefit the community, as well as TRiLez. As I'm sure it is very hard for 1 person to constantly look out for updates made by an entire team of Jagex programmers. If this plan is put into action, Jagex will have a lot more competition. I'm sure eventually they'll slow down on the randoms updates after they realize that they aren't slowing us down at all. Yes, I understand that this plan has a few difficulties, but that can all be worked out very easily. For the most part however, this plan would be very successful and would definitely benefit everybody (except Jagex of course ) Please leave feedback, support, and ideas for this plan. I hope that this can be seen out. Thanks.
  5. In about 2 weeks from now I'm going to take a break from making scripts and I'm just going to start making snippets for all of the randoms. I will post them all here and change the title when I update them. Please post yours below, and I may add them to the collection as well. (Credits will be given) Haven't made any yet, first I need to finish everything I have on my current list, which is quite large at the moment. You can disable randoms with super.setRandomSolverState(false); right at the top of run(), then you can implement your own custom randoms. I will make a system that detects if randoms are active, then if a method to solve the random has been coded, it will start solving the random. (Each time the code loops, it will check for randoms) I will advance the system more and more as I go. As I said previously I will be able to start this about 2 weeks from now. Randoms will be updated as often as I am able to update them. I am currently on summer break at the moment, so unless I'm going out somewhere or at a friends house, I'm on the forums everyday. I would like other scripters to help me out with this. it's obviously optional to put the randoms in your code, but I will try my best to ensure that the code is clean and works 100% to avoid failed randoms. If you notice anything that needs to be changed once I release the system and start on the randoms, please notify me and I will change whatever it is as soon as possible. Thanks, that's all. I'll keep you up to date once I start making the system.
  6. I was just thinking earlier, looking at the Random development thread, thinking there has to be an easier and more efficient way to getting random event data. I think a month or so ago, Thebat made a thread with a little tool to help grab interface ID's of the Mordaut (Classroom) event. You'd run the script, and it would visually display the ID's and you simply just post what the numbers are showing. That is an awesome tool, however I think it'd be more than possible and a great idea to make it post the data in the Client Debug tab. Of course, you'd have to make more tools for more scripts, but if perhaps you could think of multiple ways to grab data from various randoms - people could simply copy and paste the data in which the random solver pasted into your Client Debug, making it FASTER and EASIER to fix and patch random events, even when Jamflex has updated ID's and various chat interfaces. Any comments? Edit: You could even take it further and have it take a screenshot with a low file type such as a .BMP file to gather ID's easier, but then you'd have to have the Debug tab set to show NPC ID's, or just have the random solver force NPC ID's on. I'm not sure the capacity of the API, but I think it's all doable with a set amount of time.
  7. Just wondering when these randoms are going to be fixed. Some are veryyy simple fixes such as the frog random, yet weeks have gone by and still no fixes have been made. Also the strange plant... good god this is terrible. It will sit there and constantly click it even if it's not yours making it blatantly obvious you're a bot. However, sometimes it just won't do anything when it is your plant and you die and lose everything! Prison Pete... LOL. No thought put into this one. Simply clicks the lever and then goes and pops a random balloon hoping it is the right one and it will continue to do that until the bot crashes and u log out. There are one or two more that don't work as well. I've been pretty patient as they said they were working on it, but I've waited several weeks and nothing has been done. All I'm asking is an estimated time when any of this will be patched up? Thank you.
  8. This is a ScapeRune random event solver. By Platinum Force I hope it is helpful, the only thing that is not complete in this script is finding the id of the balloon animal we need to pop. When the animal we need to pop in shown in the interface (#237) we need to be able to get an id from that. I can't find anything helpful in any of the interfaces. Add a solution for this at line #158 of my script. /** * ScapeRune Solver - By Platinum Force (5/17/2013) * Edit the function findTargetBalloon() to find the target balloon's id * **/package scripts;import java.util.ArrayList;import java.util.LinkedHashMap;import java.util.Map;import org.tribot.api2007.*;import org.tribot.api2007.types.*;import org.tribot.script.*;@ScriptManifest (authors={"Platinum Force Scripts"}, category="Random Solvers", name="ScapeRune Solver")public class ScapeRune extends Script { public Map<String,Object> INFO = new LinkedHashMap<String,Object>(); public ArrayList<Object> BARRIER = new ArrayList<Object>(); public ArrayList<Object> BALLOON = new ArrayList<Object>(); public final RSTile BUILDING_CENTER = new RSTile(2086,4466); public String NEXT_STEP = "pullLever"; public int TARGET_BALLOON = 5320; //The balloon animal the player needs to pop (Default: first balloon) public boolean IN_SCAPERUNE = true; class Object { public int id; public String name; public String option; public RSTile location; public Object(int id, String n, String o, RSTile l){ this.id = id; this.name = n; this.option = o; this.location = l; } } @Override public void run(){ INFO.put("prisonPete", new Object(5349, "Prison Pete", "Talk-to", new RSTile(2093,4466))); INFO.put("lever", new Object(26191, "Lever", "Pull", new RSTile(2093,4466))); INFO.put("key", new Object(6966, "Prison key", "Return", null)); BARRIER.add(new Object(3645, "Energy Barrier", null, new RSTile(2098,4466))); //First BARRIER.add(new Object(3646, "Energy Barrier", null, new RSTile(2099,4466))); //Second BARRIER.add(new Object(3647, "Energy Barrier", null, new RSTile(2100,4466))); //Third BALLOON.add(new Object(5350, "Ballon Animal", "Pop", null)); //Skinny balloon with bubble tail BALLOON.add(new Object(5351, "Ballon Animal", "Pop", null)); //Fat balloon with horns BALLOON.add(new Object(5352, "Ballon Animal", "Pop", null)); //Fat balloon with small head BALLOON.add(new Object(6200, "Ballon Animal", "Pop", null)); //Skinny balloon with straight tail Walking.control_click = true; Camera.setCameraAngle(80); while(true){ //If the player has a key, skip to step "returnKey" if(Inventory.getCount(INFO.get("key").id) > 0) NEXT_STEP = "returnKey"; switch(NEXT_STEP ){ case "pullLever":{ pullLever(); break; } case "findTargetBalloon":{ findTargetBalloon(); break; } case "popBalloon":{ popBalloon(); break; } case "returnKey":{ returnKey(); break; } case "canPlayerLeave":{ canPlayerLeave(); break; } case "leaveScapeRune":{ leaveScapeRune(); break; } } //Finish random solver if player is not in ScapeRune if(!IN_SCAPERUNE) break; } } /** STEP 1 **/ private void pullLever(){ //Check if the player is still in ScapeRune if(!inScapeRune()){ IN_SCAPERUNE = false; return; } Camera.setCameraAngle(80); Camera.turnToTile(INFO.get("lever").location); if(Math.abs(Player.getPosition().getX() - INFO.get("lever").location.getX()) >= 8) Walking.blindWalkTo(INFO.get("lever").location); RSObject[] lever = Objects.findNearest(30, INFO.get("lever").id); int cnt = 0; //This loop will check if interface 273 is visible within 4 seconds //If not, it will pull the lever again while(Interfaces.get(273) == null){ lever[0].click(INFO.get("lever").option+" "+INFO.get("lever").name); cnt = 0; while(Interfaces.get(273) == null){ cnt++; if(cnt == 40) break; sleep(100); //The first time you pull the lever Prison Pete will talk to you if(NPCChat.getMessage() != null && NPCChat.getMessage().startsWith("That's right, pull it.")){ NPCChat.clickContinue(true); break; } } if(cnt < 40) break; } NEXT_STEP = "findTargetBalloon"; } /** STEP 2 **/ private void findTargetBalloon(){ //Check if the player is still in ScapeRune if(!inScapeRune()){ IN_SCAPERUNE = false; return; } while(Interfaces.get(273) == null) sleep(200); /* * * TODO : Find the id of the balloon animal in the interface window, * then store that id in the variable "TARGET_BALLOON" below * */ //TARGET_BALLOON = ???? Interfaces.get(273,4).click("Close"); NEXT_STEP = "popBalloon"; } /** STEP 3 **/ private void popBalloon(){ //Check if the player is still in ScapeRune if(!inScapeRune()){ IN_SCAPERUNE = false; return; } RSNPC[] balloon = NPCs.findNearest(TARGET_BALLOON); //If the target balloon is not visible while(balloon.length == 0 || !balloon[0].isOnScreen()){ Walking.blindWalkTo(BUILDING_CENTER); sleep(1000); balloon = NPCs.findNearest(TARGET_BALLOON); } int cnt = 0; //This loop will check if the player has found a key, within 4 seconds //If not, the player will pop another balloon while(true){ //All balloons have the same option : BALLOON.get(0) balloon[0].click(BALLOON.get(0).option+" "+BALLOON.get(0).name); cnt = 0; while(true){ //Prison Pete will notify the player once a key has been found //or will scream at the player if a key is already in the inventory if(NPCChat.getMessage() != null && (NPCChat.getMessage().startsWith("Great, now you've") || NPCChat.getMessage().startsWith("Hey, bring me"))){ NPCChat.clickContinue(true); break; } cnt++; if(cnt == 40) break; sleep(100); } if(cnt < 40) break; } while(true){ if(NPCChat.getMessage() != null && NPCChat.getMessage().startsWith("Ooh, thanks!")){ NPCChat.clickContinue(true); break; } sleep(200); } NEXT_STEP = "canPlayerLeave"; } /** STEP 4 : Optional (If player still has not returned the key) **/ private void returnKey(){ //Check if the player is still in ScapeRune if(!inScapeRune()){ IN_SCAPERUNE = false; return; } RSItem[] key = Inventory.find(INFO.get("key").id); int cnt = 0; while(Inventory.getCount(INFO.get("key").id) > 0){ key[0].click(INFO.get("key").option+" "+INFO.get("key").name); cnt = 0; //This loop will check if the key has been returned to Prison Pete, within 4 seconds //If not, try returning the key again while(Inventory.getCount(INFO.get("key").id) > 0){ if(NPCChat.getMessage() != null && NPCChat.getMessage().startsWith("Ooh, thanks!")){ NPCChat.clickContinue(true); break; } cnt++; if(cnt == 40) break; sleep(100); } if(cnt < 40) break; } NEXT_STEP = "canPlayerLeave"; } /** STEP 5 **/ private void canPlayerLeave(){ //Check if the player is still in ScapeRune if(!inScapeRune()){ IN_SCAPERUNE = false; return; } NEXT_STEP = "leaveScapeRune"; while(true){ //The player can leave ScapeRune if(NPCChat.getMessage() != null && NPCChat.getMessage().startsWith("You did it")) break; //The player found the wrong key, try again else if(NPCChat.getMessage() != null && (NPCChat.getMessage().startsWith("Aww, that was") || NPCChat.getMessage().startsWith("Hooray, you got"))){ NEXT_STEP = "pullLever"; break; } sleep(200); } } /** STEP 6 **/ private void leaveScapeRune(){ Walking.blindWalkTo(BARRIER.get(2).location); int chats = 2; //After completing ScapeRune the player chats with the npc //The npc talks once, then the player talks while(chats > 0){ sleep(200); if(NPCChat.getMessage() != null){ NPCChat.clickContinue(true); chats--; } } //Check if the player is still in ScapeRune if(!inScapeRune()){ IN_SCAPERUNE = false; return; } //COMPLETE!! } private boolean inScapeRune(){ if(Game.getBaseX() == 2040 && Game.getBaseY() == 4416) return true; return false; }}
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