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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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      Deliver updates to TRiBot faster


      Better organize TRiBot's dependencies (AKA dependancies)


      Make it easier to develop scripts for TRiBot


      Make it easier to use and run TRiBot


      Note: TRiBot won't be able to run scripts from within this project until TRiBot's next release.
        • Like
      • 10 replies
    • Hi everyone,

      I'd like to thank everyone for their patience in this transition period. Since last week, we've worked out the remaining bugs with this integration.

      Some users have still been having issues with connecting their forums account to their Auth0 account. To resolve this, we've imported all forums accounts into Auth0.

      Unfortunately, the accounts which were imported today were using an unsupported password hashing algorithm. Hence, random passwords were set during the import.

      What does this mean for me?

      If you've previously linked your forums account to your Auth0 account, you don't have to do anything. Nothing changes for you.


      If you haven't logged in via our new login yet,

      Try logging in with your forums email address and the last password you used


      If you are unable to login, please use the "Forgot password" tool on the login page:
      Follow the instructions to reset your password
       
        • thonking
        • Like
      • 17 replies
    • Hello everyone,

      Last week we tried to roll out Auth0 Login, but we lost that battle. Now it's time to win the war!

      Important changes

      When logging into the client, you'll now have to enter your Auth0 account credentials instead of your forums credentials

      Note: 2FA is still handled through your forums account (for the time being)



      Changes for existing users

      You'll have to link your Auth0 account to your forums account here: https://tribot.org/forums/settings/login/?service=11


      Auth0 accounts have been created for most existing users. Please use your forums email address and password to login.



      Important notes

      Make sure to verify your email address upon creating a new Auth0 account


      When we mention your Auth0 account, we mean your account used for auth.tribot.org as displayed below
      • 81 replies
    • To better support the upcoming changes (TRiBot X, new repository), we're switching our login handler to Auth0. Instead of logging in with the standard form, you'll now be required to login through our Auth0 application.

      All existing accounts which have been used within approximately the past year have been imported into Auth0 using the same email and password combination which has been stored on the forums.

      What does this mean for users?

      Your account credentials are now even more securely stored


      You'll be able to login via Facebook, Google, and others in the future


      Is there anything users have to do differently now?

      Existing users: You'll have to login with the standard login, open your Account Settings, then link your Auth0 account


      New users: You'll be redirected to our Auth0 app (auth.tribot.org) where you'll be able to create an account


      Why was this change made?

      The new apps we are creating (such as the new repository) aren't able to use the forums to handle user logins


      To centralize all user accounts in one area


      To ensure that the client login doesn't go down when the forums are having problems


      To speed up our development


      Other considerations

      There's no documentation or official support for using Invision Community combined with Auth0, so there are still a few kinks we're working out


      We're in the works of creating an account management panel specifically for Auth0 accounts (ETA August)


      It's not possible to change email addresses for the time being (this will be resolved this August)


      Changing passwords is a weird process for the time being. To change your password, you'll have to use the "Don't remember your password" tool on the Auth0 login page
        • Like
      • 11 replies
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