Client-agnostic source of truth for everything botable in OSRS: activities, ordering, actions, requirements. AI agents translate entries into client APIs.
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- 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
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docs fix(flip-candidates): release the physical GE slot after a completed flip via closed -> free (governor 10471) 2026-08-29 03:11:20 -05:00
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README.md Codex skeleton: schema contract, action grammar, data-sources rules, JSON schema, validator, golden example (low-alch-f2p, wiki+price verified), README 2026-08-27 02:59:55 -05:00

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)

  1. One entry = one activity. State machine + action list, both mandatory.
  2. 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 against prices.runescape.wiki on every bump.
  3. 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 requires improvised: true.
  4. Anti-ban is first-class. Every action declares delay bounds and movement style; entries carry risk.ban_level + notes.
  5. The gate must pass before a PR merges: python3 tools/validate.py.
  6. 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.