- woodcutting-f2p.yaml v5: prepare state (a2-a9 check/withdraw/GE-buy/wait/collect/equip-or-carry/loadout -> travel), unobtainable axe -> failed (never complete), chopping->drop_logs gated to afk-xp, per-row chop/walk/respawn/log_price constants, mode rates = canonical top-row reference, woodcutting_fixtures (level-1 / level-50 quest+no-quest / level-70 / level-30 profiles), drop-mode realized GP 0 - schemas/entry.schema.json: ladder rows require per-row rate fields; model slimmed to drop/deposit/break; woodcutting_fixtures block added - tools/validate.py: port woodcutting gates onto the economy validator (select_ladder_row + row_rates recompute fixtures at 27/28 capacity, drop-GP-zero gate, prepare/failed/drop-gating wiring checks); selftest now 55 checks |
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|---|---|---|
| codex | ||
| docs | ||
| schemas | ||
| tools | ||
| README.md | ||
OSRS Codex
One source of truth for everything that can be botted in OSRS.
Every bot-able activity — alching, mining, slayer, bosses, trading — is described here once, in a strict client-agnostic YAML structure: requirements, execution order (state machine), the exact action sequence, economics, best-in-class setup, and anti-ban notes.
AI agents building scripts do not re-learn the game. They read a codex entry and translate it into the target client API (DreamBot / Microbot / Storm / RuneLite plugins / …). The game knowledge lives in this repo; the client glue lives in whatever script is being written.
client-agnostic client-specific (NOT in this repo)
+----------------+ +-------------------+
| codex entry | translate | DreamBot Java |
| (YAML, strict) | ---------> | Microbot JS |
| actions: verbs | | RuneLite plugin |
+----------------+ +-------------------+
Layout
codex/<domain>/<entry-id>.yaml # one entry per activity
economy/ trading, alching, flipping
training/ skill grinds (magic, mining, woodcutting, ...)
combat/ bosses
combat-slayers/
quests/ quest entries (referenced by requires_quest)
transport/ teleport/teleport-reach recipes (shared by many entries)
meta/ account rotation, world hopping, break scheduling
docs/schema.md # the entry contract (read this first)
docs/action-grammar.md # the universal verb vocabulary
docs/data-sources.md # where every fact must come from + how to verify
schemas/entry.schema.json
tools/validate.py # the gate: python3 tools/validate.py (must exit 0)
The rules (short version)
- One entry = one activity. State machine + action list, both mandatory.
- Every fact carries a source. Wiki-cited or
researched <date>(a TODO: follow-up issue must land the proper citation). Live prices are re-verified againstprices.runescape.wikion every bump. - Best-in-class setup is mandatory (
best_practice). Top-operator execution: staff of fire for alchemy, noted items, shortest routes. Translators adopt it by default; deviating requiresimprovised: true. - Anti-ban is first-class. Every action declares delay bounds and
movement style; entries carry
risk.ban_level+ notes. - The gate must pass before a PR merges:
python3 tools/validate.py. - Never mix in client knowledge. No DreamBot/Microbot/Storm API names in entries. Translations live in script repos, referencing the entry id.
Entry lifecycle
draft → verified (all facts sourced, prices re-checked, validator
clean) → stale (facts > 30d old or prices moved materially). Stale
entries are skipped by translators unless explicitly allowed.
Contributing
This repo is issue-driven: all content is specified in Gitea issues
(acceptance criteria + source URLs + expected output path), implemented in
branches, and gated by tools/validate.py in CI. No direct pushes.