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

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f 0 r c e

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Dec 16, 2008
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need chicken rsbot script!!!!!! asap plz tyvm:'( :nuts: :nuts: :o o_O :D :idea: :love: =@ :rolleyes: :cool: :mad: =| :embar: :love: :confused: :laugh: :p :sick: <---- random?
 
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.
 
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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