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adamhackz

Progressive Leather/Glass Crafter crafting trainer

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Script Status 

The script is currently Free/Open Access to all Non-VIP and VIP users.
If you'd like to support me, you can go ahead give me a :thonking: emoji. 

 

Features
 

- Supports both Molten glass and Soft Leather( Leather)
- Will automatically switch to the next best glass/leather item upon level-up

- Will automatically withdraw the required items and end upon completion
- Clicks on the closest item to the needle/blowpipe instead of the same item every single time.

-Supports Arguments

 

Download :

Get the Latest Version: Here

 

Bug Reports
Think you've found a bug? I'll happily fix it as long as you say more than "skript broke plz fix".

 

 

ChangeLog

 

 

 

Version 1.00 First release xd

Version 2.00 Script actually stops when out of leather now

                       Removed long idle time after level up

                       Source included: https://github.com/bolsilent/TRiBot/blob/master/progressiveCrafter/main.java

Version 3.00 Added support for progressive crafting with glass items, removed some custom antiban and static Abc, removed some unnecessary sleeps, added a little info to the paint such as runtime, and the current argument, added clicking on closest item instead of the same item every time

Version 4.00 Fixed a bug with not banking glass items all the time.

Version 5. Fixed running away when exiting bank bug(I think) automatic withdrawing needle/thread for leather crafting, and number selection instead of clicking(for a few special ppl)

Version 6.

Script now supports two new arguments, "gems", which currently is only for uncut sapphires, "battlestaff" which is for air battlestaffs,

Withdraws the required items for leather,glass, battlestaffs, and gems( chisel, blowpipe, staffs/orbs, leather/thread)

Ends properly now when out of supplies instead of throwing an error and ending, 

 

7-8 was a minor rewrite to clean up some code and get rid of redundant stuff. 

Accidentally broke something

 

v12 random shit

 

Edited by adamhackz
update v12
  • thonking 10

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V2 Released

Script actually stops when out of leather now

Removed long idle time after level up

 

 

Source: https://github.com/bolsilent/TRiBot/blob/master/progressiveCrafter/main.java

17 hours ago, Einstein said:

Nice release @adamhackz

 

Can't wait to see it.

 

20 hours ago, ineu said:

Is this open source?

 

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@adamhackz not bad, but you could definitely reduce the amount of duplicate code.

 

Instead of calling Skills.SKILLS.CRAFTING.getActualLevel() 12 times in the same method, you could simply declare a local variable that holds the correct value and use this variable when needed:

int level = Skills.SKILLS.CRAFTING.getActualLevel();

The same goes with RSInterface i = Interfaces.get(270); which doesn't have to be contained within the if blocks and repeated 7 times will all the null checks. Simply declare it, get it and null check it once, outside the if blocks.

 

 

RSItem[] leathers = Banking.find("Leather");
     if (leathers[0].getStack() < 1) {
          continuerunning = false;
     }

Banking.find might return an array of length 0. I'm quoting from the API: An array of RSItem, which has a length of zero if no bank items are found based on the criteria.

Line 2 might throw an IndexOutOfBoundsException because there is no guarantee that leathers[0] exists.

 

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Looks alright.

Not quite sure why you're doing things such as using a boolean in your onStart  when you don't really need to utilise it and there's a Starting interface.

You can also like Einstein said reduce a lot of the code by creating a method for handling the crafting interface.

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    private boolean onStart() { // Use the Starting interface it has onStart method that gets called before run()
            General.println("Script Started");
            General.println("Welcome back " + General.getTRiBotUsername());

        return true;
    }


    public void run() {
        if (onStart()) { //The fucks the point this always returns true lol.
            while (true) {
                if (continuerunning) { //Could just do while (continuerunning) lol
                    General.sleep(General.randomSD(250, 1200, 725, 500));
                    loop();
                }
            }
        }
    }


    public void onPaint(Graphics g) { //Don't think sleeps should be used in the onPaint method
        sleep(50); 
        g.drawString("State: " + SCRIPT_STATE, 5, 80);
        //g.drawString("Running for: " + Timing.msToString(runtime), 5, 70);
    }

    private int loop() {
        SCRIPT_STATE = getState();
        General.sleep(General.random(50, 250));
        switch (SCRIPT_STATE) {

            case BANKING:
                if (!Banking.isBankScreenOpen()){ //Whats the point the script state already determined the bank isn't open.
                    Banking.openBank(); //Use a Timing.waitCondition after this to wait until the bank screen is open if you are having issues with it calling this multiple times before bank opens
                }

                break;
            case FLETCHING:


                if (continuouslyAnimating())
                    currentlyPerformingAction = true;
                    else
                    currentlyPerformingAction = false;
                if (!currentlyPerformingAction && !Interfaces.isInterfaceValid(270)){
                    combine();
                }


                if (Interfaces.isInterfaceValid(270)){
			//Switch all ur Skills.SKILLS.CRAFTING.getActualLevel and set a single int variable to this method.
                    if (Skills.SKILLS.CRAFTING.getActualLevel() < 7) {
                        General.sleep(General.randomSD(250, 1200, 725, 500));
                        RSInterface i = Interfaces.get(270);
                        if (i != null) {
                            RSInterface c = i.getChild(14);
                            if (c != null) {
                                RSInterface gloves = Interfaces.get(270, 14);
                                General.sleep(General.randomSD(70, 210, 140, 70));
                                if (gloves != null) {
                                    gloves.click();

                                }
                            }

                        }
                    }
                    if (Skills.SKILLS.CRAFTING.getActualLevel() >= 7 && Skills.SKILLS.CRAFTING.getActualLevel() < 9){
                        General.sleep(General.randomSD(250, 1200, 725, 500));
                        RSInterface i = Interfaces.get(270);
                        if (i != null) {
                            RSInterface c = i.getChild(15);
                            if (c != null) {
                                RSInterface gloves = Interfaces.get(270, 15);
                                General.sleep(General.randomSD(70, 210, 140, 70));
                                if (gloves != null) {
                                    gloves.click();


                                }
                            }

                        }
                    }
                    if (Skills.SKILLS.CRAFTING.getActualLevel() >= 9 && Skills.SKILLS.CRAFTING.getActualLevel() < 11){
                        General.sleep(General.randomSD(250, 1200, 725, 500));
                        RSInterface i = Interfaces.get(270);
                        if (i != null) {
                            RSInterface c = i.getChild(16);
                            if (c != null) {
                                RSInterface gloves = Interfaces.get(270, 16);
                                General.sleep(General.randomSD(70, 210, 140, 70));
                                if (gloves != null) {
                                    gloves.click();


                                }
                            }

                        }
                    }
                    if (Skills.SKILLS.CRAFTING.getActualLevel() >= 11 && Skills.SKILLS.CRAFTING.getActualLevel() < 14){
                        General.sleep(General.randomSD(250, 1200, 725, 500));
                        RSInterface i = Interfaces.get(270);
                        if (i != null) {
                            RSInterface c = i.getChild(17);
                            if (c != null) {
                                RSInterface gloves = Interfaces.get(270, 17);
                                General.sleep(General.randomSD(70, 210, 140, 70));
                                if (gloves != null) {
                                    gloves.click();


                                }
                            }

                        }
                    }
                    if (Skills.SKILLS.CRAFTING.getActualLevel() >= 14 && Skills.SKILLS.CRAFTING.getActualLevel() < 18){
                        General.sleep(General.randomSD(250, 1200, 725, 500));
                        RSInterface i = Interfaces.get(270);
                        if (i != null) {
                            RSInterface c = i.getChild(18);
                            if (c != null) {
                                RSInterface gloves = Interfaces.get(270, 18);
                                General.sleep(General.randomSD(70, 210, 140, 70));
                                if (gloves != null) {
                                    gloves.click();


                                }
                            }

                        }
                    }
                    if (Skills.SKILLS.CRAFTING.getActualLevel() >= 18 && Skills.SKILLS.CRAFTING.getActualLevel() < 38){
                        General.sleep(General.randomSD(250, 1200, 725, 500));
                        RSInterface i = Interfaces.get(270);
                        if (i != null) {
                            RSInterface c = i.getChild(19);
                            if (c != null) {
                                RSInterface gloves = Interfaces.get(270, 19);
                                General.sleep(General.randomSD(70, 210, 140, 70));
                                if (gloves != null) {
                                    gloves.click();
                                }
                            }

                        }
                    }
                    if (Skills.SKILLS.CRAFTING.getActualLevel() >= 38) {
                        General.sleep(General.randomSD(250, 1200, 725, 500));
                        RSInterface i = Interfaces.get(270);
                        if (i != null) {
                            RSInterface c = i.getChild(20);
                            if (c != null) {
                                RSInterface gloves = Interfaces.get(270, 20);
                                General.sleep(General.randomSD(70, 210, 140, 70));
                                if (gloves != null) {
                                    gloves.click();
                                }
                            }
                        }

                    }
                }



                break;

            case WITHDRAW:
                if (Banking.isBankScreenOpen()) { //You already confirmed the bank is open in your state generator
                    RSItem[] leathers = Banking.find("Leather"); 
                    if (leathers[0].getStack() < 1) { //As said this could be null
                        continuerunning = false;
                    }
                    else continuerunning = true; //shit tier spacing the fuck just do continuerunning = leathers.length > 0 && leathers[0].getStack() > 1; lol
                    RSItem[] allitems = Inventory.find(Filters.Items.nameContains("Leather").combine(Filters.Items.nameNotEquals("Leather"), true));
                    RSItem[] coif = Inventory.find("Coif");
                    if (!hasleather() && allitems.length > 0 || coif.length > 0) {
                        General.sleep(600, 1200);
                         Banking.depositAllExcept(1733,1734); 
                        General.sleep(600,1200); //Switch to Timing.waitCondition (!Inventory.contains(1733, 1734)) 
                    }
                    if (!hasleather() && !(allitems.length > 0) && leathers.length > 0) {
                        General.sleep(600,1200);
                        if (Banking.withdraw(0, "Leather")) {
                            General.sleep(600,1200);//Switch to Timing.waitCondition (Inventory.contains("Leather")) 
                            if (canCloseBank()){
                                closeBank();
                            }

                        }
                    }

                }
                break;

            case IDLING: //Shit teir antiban nice.
                int low = 0;
                int high = 10;
                int Result = General.random(low, high);
                if (Result <= 6) {
                    //do nothing
                }
                if (Result > 6 && Result <= 8){
                    General.sleep(General.randomSD(250, 1200, 725, 500));
                    abc.leaveGame();
                }
                if (Result > 8){
                    General.sleep(General.randomSD(250, 1200, 725, 500));
                    int low1 = 0;
                    int high1 = 10;
                    int Result1 = General.random(low, high);
                    if (Result1 > 3){
                        ExaminePlayer();
                    }
                    General.sleep(600,1200);
                    abc.moveMouse();
                }
                break;
        }


        return 50;
    }


    public enum State {
        BANKING,
        IDLING,
        FLETCHING, WITHDRAW
    }

    private State getState() { //Change up ur logic abit.

        if (!isBankOpen() && !hasleather()) {
            return State.BANKING;
        }
        if (needle.length > 0 && thread.length > 0 && hasleather() && !isBankOpen()) {
            return State.FLETCHING;
        }
        if (isBankOpen() && !hasleather()){
            return State.WITHDRAW;
        }
        if (continuouslyAnimating()){
            return State.IDLING;
        }
        else return State.IDLING;

	//Maybe something like this.
	if (isBankOpen()) {
		if (hasLeather()) return CLOSE_BANK
		else return WITHDRAW
	} else {
		if (hasSupplies()) return FLETCHING
		else return OPEN_BANK
	}
    }
}

Comments are my criticism. Lots to work on besides what I listed.

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This pattern also makes like 0 sense lol. Whats the point of getting the interface again if you already checked that its != null.

c is the same thing as gloves in this example.

if (Skills.SKILLS.CRAFTING.getActualLevel() >= 38) {
	General.sleep(General.randomSD(250, 1200, 725, 500));
	RSInterface i = Interfaces.get(270);
	if (i != null) {
		RSInterface c = i.getChild(20);
		if (c != null) {
			RSInterface gloves = Interfaces.get(270, 20);
			General.sleep(General.randomSD(70, 210, 140, 70));
			if (gloves != null) {
				gloves.click();
			}
		}
	}
}

Also having tons of these could be easily replaces by something like this.

int craftingLevel = Skills.SKILLS.CRAFTING.getActualLevel();
int childInterface = craftingLevel >= 38 ? 20 : craftingLevel >= 18 ? 19 : craftingLevel >= 14 ? 18 : craftingLevel >= 11 ? 17 : craftingLevel >= 9 ? 16 : craftingLevel >= 7 ? 15 : 14;

RSInterface itemInterface = Interfaces.get(270, childInterface);
if (itemInterface != null) {
	itemInterface.click();
}

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 Added support for progressive crafting with glass items, removed some custom antiban and static Abc, removed some unnecessary sleeps, added a little info to the paint such as runtime, and the current argument, added clicking on closest item instead of the same item every time

 

You can activate the script here

https://tribot.org/repository/script/id/2842

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On 9/17/2018 at 5:41 AM, SparkySin said:

Might want to bank the finished glass products before trying to withdraw molten glass?

It should, I used it to get from 70-75 crafting doing glass.

Just checked the code though and I made a stupid mistake where something always returns true with glass.

Ill upload a fix in a moment

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    • TRiBot is looking to improve a lot of its customer relationship management, customer on boarding process, customer experience, design elements, community engagement and pretty much everything else you can imagine when it comes to marketing.

      Our goal: To ensure that the marketing done TRULY reflects the experience and does not shine an inaccurate light on what TRiBot is lacking in.

      So I ask, what do you love about TRiBot and what do you hate about TRiBot? What does O S Bot, Rune M8, PowR Bot and Dre amBot do better? (yes I purposely didn't spell it right 😂).

      Love, 

      RileyZ
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    • Over the last three weeks, I've been working on upgrading our server infrastructure. It's finally ready and is now live!

      Why?

      Increased reliability - less server errors


      Increased availability - less downtime


      Increased security - keeping us and you secure


      Increased capacity - ability to serve you better


      Increased speed - less waiting for things to load


      Faster development - server and service updates will come faster


      What are the changes?

      Move from a single AWS EC2 instance to AWS ECS (Elastic Container Service)


      Distributed computing


      Load balancing


      Git management of server files and filesystem


      Redis caching


      How?

      AWS ECS (with 10 EC2 instances)


      AWS ElastiCache (Redis)


      AWS Load Balancing


      AWS EFS (Elastic file system)


      Please bare with us as I continue to tune the server for maximum performance. Slow loading speeds may occur temporarily. I thank everyone for their patience.

      Please post on this thread if you experience any issues other than slow loading times.
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    • This release will:

      Fix prayers and world hopper API (Thanks @JoeDezzy1 and @erickho123)


      Improve banking API (Thanks @Encoded)


      Adds methods for returning and using Java Lists, rather than arrays


      Slightly randomizes some hardcoded behaviour


      Removes sleeps from waitConditions; the efficiency saving potential is negligible in these use-cases, therefore cleaner code is preferable


      Other back-end improvements





      Note: If you are using LG, please restart both the RS client and TRiBot.
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