need chicken rsbot script!!!!!! asap plz tyvm

Discussion in 'Archives' started by f 0 r c e, Dec 17, 2008.

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need chicken rsbot script!!!!!! asap plz tyvm
  1. Unread #1 - Dec 17, 2008 at 3:56 PM
  2. f 0 r c e
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    f 0 r c e Newcomer

    need chicken rsbot script!!!!!! asap plz tyvm

    need chicken rsbot script!!!!!! asap plz tyvm:'( :nuts: :nuts: :eek: o_O :D :idea: :love: =@ :rolleyes: :cool: :mad: =| :embar: :love: :confused: :laugh: :p :sick: <---- random?
     
  3. Unread #2 - Dec 17, 2008 at 4:16 PM
  4. Lammnub
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    Dec 14, 2008
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    Lammnub Member

    need chicken rsbot script!!!!!! asap plz tyvm

    Code:
    //
    // Script:
    // DrChicken.java
    //
    // Author:
    // Daniel Reed
    //
    // Description:
    // A chicken slayer.
    //
    // Features:
    // Collects Feathers
    // Collects Bones
    // 
    
    // Imports:
    import com.speljohan.rsbot.script.Script;
    import com.speljohan.rsbot.script.wrappers.*;
    
    public class DrChicken extends Script {
    	// NPC IDs:
    	int[] ChickenIDs = new int[] { 41, 951, 1017, 1401, 1402, 2313, 2314, 2315 };
    
    	// Inventory IDs:
    	int BonesID = 526;
    	int FeathersID = 314;
    
    	// Misc objects:
    	final int SS_KILL_CHICKENS = 10;
    	final int SS_COLLECT_BONES = 20;
    	final int SS_COLLECT_FEATHERS = 30;
    	final int SS_BURY_BONES = 40;
    	int State = SS_KILL_CHICKENS;
    	boolean BuryBones = true;
    
    	//
    	// getVersion( )
    	//
    	public double getVersion() {
    		return 0.4;
    	}
    
    	//
    	// getName( )
    	//
    	public String getName() {
    		return "DrChicken";
    	}
    
    	//
    	// getAuthor( )
    	// 
    	public String getAuthor() {
    		return "Aelin";
    	}
    
    	//
    	// onStart( )
    	//
    	public boolean onStart(String[] Args) {
    		if (Args.length >= 1) {
    			try {
    				log("Not burying bones.");
    				BuryBones = Boolean.parseBoolean(Args[0]);
    			} catch (Exception e) {
    				log(e.toString());
    			}
    		}
    		return true;
    	}
    
    	//
    	// loop( )
    	//
    	public int loop() {
    		// If inventory is full and contains bones, then
    		// Bury those damn bones!
    		if (isInventoryFull() && getInventoryCount(BonesID) >= 0 && BuryBones) {
    			log("Let's bury some bones.");
    			State = SS_BURY_BONES;
    		}
    
    		// Is player in combat?
    		if (getMyPlayer().isInCombat()) {
    			return random(750, 1500);
    		}
    
    		// Process script based upon current event.
    		switch (State) {
    			case SS_KILL_CHICKENS:
    				// Is the player allready in combat?
    				if (!getMyPlayer().isInCombat()) {
    					// Find a chicken.
    					RSNPC Chicken = getNearestNPCByID(ChickenIDs);
    
    					// Was a chicken found?
    					if (Chicken != null) {
    						log("Attacking chicken.");
    						atNPC(Chicken, "Attack");
    
    						if (BuryBones) {
    							State = SS_COLLECT_BONES;
    						} else {
    							State = SS_COLLECT_FEATHERS;
    						}
    
    						return random(1500, 3000);
    					} else {
    						log("No (nearby) chickens, exiting.");
    						return -1;
    					}
    				}
    				return random(750, 1500);
    
    			case SS_COLLECT_BONES:
    				int OldBonesCount = getInventoryCount(BonesID);
    				RSItemTile Bones = getGroundItemByID(BonesID);
    
    				// Was bones found?
    				if (Bones != null) {
    					// Yes, so collect!
    					atTile(Bones, "Take Bones");
    					wait(random(750, 1500));
    					if (getInventoryCount(BonesID) > OldBonesCount) {
    						log("Picked up bones, checking for feathers.");
    						State = SS_COLLECT_FEATHERS;
    						return random(750, 1500);
    					}
    				} else {
    					log("No bones to collect.");
    					State = SS_COLLECT_FEATHERS;
    					return random(750, 1550);
    				}
    
    			case SS_COLLECT_FEATHERS:
    				int OldFeathersCount = getInventoryCount(FeathersID);
    				RSItemTile Feathers = getGroundItemByID(FeathersID);
    
    				// Was feathers found?
    				if (Feathers != null) {
    					// Yes, so collect!
    					atTile(Feathers, "Take Feather");
    					wait(random(750, 1500));
    					if (getInventoryCount(FeathersID) > OldFeathersCount) {
    						log("Picked up feathers, continuing combat.");
    						State = SS_KILL_CHICKENS;
    						return random(750, 1500);
    					}
    				}
    
    				log("No feathers to collect.");
    				State = SS_KILL_CHICKENS;
    				return random(750, 1500);
    
    			case SS_BURY_BONES:
    				if (getInventoryCount(BonesID) <= 0) {
    					log("No more bones left to burry, continuing combat.");
    					State = SS_KILL_CHICKENS;
    					return random(750, 1500);
    				} else {
    					log("Buring bones.");
    					atInventoryItem(BonesID, "Bury");
    					return random(750, 1500);
    				}
    		}
    
    		// If script ever reaches this line,
    		// something is wrong.
    		log("Script Failed!");
    		return -1;
    	}
    }
    
    Not my script.
     
  5. Unread #3 - Dec 17, 2008 at 4:16 PM
  6. killerpills1
    Joined:
    Dec 8, 2007
    Posts:
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    killerpills1 Active Member

    need chicken rsbot script!!!!!! asap plz tyvm

    Code:
    //
    // Script:
    // DrChicken.java
    //
    // Author:
    // Daniel Reed
    //
    // Description:
    // A chicken slayer.
    //
    // Features:
    // Collects Feathers
    // Collects Bones
    // 
    
    // Imports:
    import com.speljohan.rsbot.script.Script;
    import com.speljohan.rsbot.script.wrappers.*;
    
    public class DrChicken extends Script {
    	// NPC IDs:
    	int[] ChickenIDs = new int[] { 41, 951, 1017, 1401, 1402, 2313, 2314, 2315 };
    
    	// Inventory IDs:
    	int BonesID = 526;
    	int FeathersID = 314;
    
    	// Misc objects:
    	final int SS_KILL_CHICKENS = 10;
    	final int SS_COLLECT_BONES = 20;
    	final int SS_COLLECT_FEATHERS = 30;
    	final int SS_BURY_BONES = 40;
    	int State = SS_KILL_CHICKENS;
    	boolean BuryBones = true;
    
    	//
    	// getVersion( )
    	//
    	public double getVersion() {
    		return 0.4;
    	}
    
    	//
    	// getName( )
    	//
    	public String getName() {
    		return "DrChicken";
    	}
    
    	//
    	// getAuthor( )
    	// 
    	public String getAuthor() {
    		return "Aelin";
    	}
    
    	//
    	// onStart( )
    	//
    	public boolean onStart(String[] Args) {
    		if (Args.length >= 1) {
    			try {
    				log("Not burying bones.");
    				BuryBones = Boolean.parseBoolean(Args[0]);
    			} catch (Exception e) {
    				log(e.toString());
    			}
    		}
    		return true;
    	}
    
    	//
    	// loop( )
    	//
    	public int loop() {
    		// If inventory is full and contains bones, then
    		// Bury those damn bones!
    		if (isInventoryFull() && getInventoryCount(BonesID) >= 0 && BuryBones) {
    			log("Let's bury some bones.");
    			State = SS_BURY_BONES;
    		}
    
    		// Is player in combat?
    		if (getMyPlayer().isInCombat()) {
    			return random(750, 1500);
    		}
    
    		// Process script based upon current event.
    		switch (State) {
    			case SS_KILL_CHICKENS:
    				// Is the player allready in combat?
    				if (!getMyPlayer().isInCombat()) {
    					// Find a chicken.
    					RSNPC Chicken = getNearestNPCByID(ChickenIDs);
    
    					// Was a chicken found?
    					if (Chicken != null) {
    						log("Attacking chicken.");
    						atNPC(Chicken, "Attack");
    
    						if (BuryBones) {
    							State = SS_COLLECT_BONES;
    						} else {
    							State = SS_COLLECT_FEATHERS;
    						}
    
    						return random(1500, 3000);
    					} else {
    						log("No (nearby) chickens, exiting.");
    						return -1;
    					}
    				}
    				return random(750, 1500);
    
    			case SS_COLLECT_BONES:
    				int OldBonesCount = getInventoryCount(BonesID);
    				RSItemTile Bones = getGroundItemByID(BonesID);
    
    				// Was bones found?
    				if (Bones != null) {
    					// Yes, so collect!
    					atTile(Bones, "Take Bones");
    					wait(random(750, 1500));
    					if (getInventoryCount(BonesID) > OldBonesCount) {
    						log("Picked up bones, checking for feathers.");
    						State = SS_COLLECT_FEATHERS;
    						return random(750, 1500);
    					}
    				} else {
    					log("No bones to collect.");
    					State = SS_COLLECT_FEATHERS;
    					return random(750, 1550);
    				}
    
    			case SS_COLLECT_FEATHERS:
    				int OldFeathersCount = getInventoryCount(FeathersID);
    				RSItemTile Feathers = getGroundItemByID(FeathersID);
    
    				// Was feathers found?
    				if (Feathers != null) {
    					// Yes, so collect!
    					atTile(Feathers, "Take Feather");
    					wait(random(750, 1500));
    					if (getInventoryCount(FeathersID) > OldFeathersCount) {
    						log("Picked up feathers, continuing combat.");
    						State = SS_KILL_CHICKENS;
    						return random(750, 1500);
    					}
    				}
    
    				log("No feathers to collect.");
    				State = SS_KILL_CHICKENS;
    				return random(750, 1500);
    
    			case SS_BURY_BONES:
    				if (getInventoryCount(BonesID) <= 0) {
    					log("No more bones left to burry, continuing combat.");
    					State = SS_KILL_CHICKENS;
    					return random(750, 1500);
    				} else {
    					log("Buring bones.");
    					atInventoryItem(BonesID, "Bury");
    					return random(750, 1500);
    				}
    		}
    
    		// If script ever reaches this line,
    		// something is wrong.
    		log("Script Failed!");
    		return -1;
    	}
    }
     
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