Resource [List] Known Varps

Discussion in 'Tutorials & Resources' started by Salvation, Mar 30, 2014.

  1. Let's work together to create a nice list of known varps, post below to have them added to the list.

    Code (Text):
    1.  
    2. Index: 43
    3. Values: 0-3
    4. Game: OSRS
    5. Returns the index of the combat style being used by the player's weapon
    6.  
    7. Index: 102
    8. Values: ?
    9. Game: OSRS
    10. Returns poison damage on the player. Where negative values indicate the usage of anti-poison, no value indicates no poison and positive values indicate poison.
    11.  
    12. Index: 172
    13. Values: 0-1
    14. Game: OSRS (RS3?)
    15. Returns whether auto-retaliation is enabled or not
    16.  
    17. Index: 173
    18. Values: 0-1
    19. Game: OSRS (RS3?)
    20. Returns whether run is enabled or not
    21.  
    22. Index: 261
    23. Values: 0-1
    24. Game: OSRS (RS3?)
    25. Returns whether building mode is enabled or not
    26.  
    27. Index: 300
    28. Values: 0-1000
    29. Game: OSRS
    30. Returns the amount of special energy available, 0 = 0%, 1000 = 100%
    31.  
    32. Index: 301
    33. Values: 0-1
    34. Game: OSRS
    35. Returns whether special attack is selected or not
    36.  
    37. Index: 375
    38. Values: 0-1
    39. Game: OSRS (RS3?)
    40. Returns whether quick prayers are active or not
    41.  
    42. Index: 1046
    43. Values: -268435200, 1879048448
    44. Game: OSRS
    45. Returns whether the player owned house is rendered with doors open (first value) or with doors closed (second value)
    46.  
    47. Index: 1055
    48. Values: 0, 8
    49. Game: OSRS
    50. Returns whether data orbs are enabled (first value) or not (second value)
    51.  
    The following require some additional information:
     
    #1 Salvation, Mar 30, 2014
    Last edited: Mar 31, 2014
    dog_ likes this.
  2. 43 combat style
    173 is run toggled
    172 auto retaliate on - 0 = enabled
    261 building mode (0-1?) 1 is in building mode
    (OSRS)
     
    #2 dog_, Mar 30, 2014
    Last edited: Mar 30, 2014
  3. Very nice idea. If we get a comprehensive enough list we can label them in the DevKit itself. Would help if you specify OSRS/RS3/Both. Although I don't think that many varps are different, it could potentially be.
     
  4. I'll be able to hand you over the VARPS for farming patches including weeded/empty/diseased and so on soon enough once I finish this project. Nice idea

    EDIT: For OSRS though. Not sure if VARPS change for RS3 but I think they don't
     
  5. Here are a few farming related ones
    504 cammy/fally allotments - related to changes in falador and Camelot allotments on the patch
    505 ardougne/port phasmatys allotments - related to changes on the patch
    515 - (all?) herb patches - related to changes on the patch
    615 - tool leprechaun items
     
  6. That will come in handy :D
     
  7. OSRS house related stuff
    Index: 738
    Values: 0-6
    Game: OSRS
    If the value is 0, the player does not have a house. 1-6 represent the location of the house (I believe it's in order of cheapest to most expensive house. Rimmington = 1, Yanille = 6)
     
  8. [oldschool]

    Here's a class I created awhile ago: http://puu.sh/8dcgQ.txt

    Varps for farming, thanks to Method:

    ## Allotment
    format: sspp pppp
    - plant types and growth states (p bits):
    -- 0x00 - 0x03: layers of weeds removed (0x00 meaning no weeds removed, 0x03 meaning all weeds removed), iff both state bits are 0
    -- 0x06 - 0x0c: potato
    -- 0x0d - 0x13: onion
    -- 0x14 - 0x1a: cabbage
    -- 0x1b - 0x21: tomato
    -- 0x22 - 0x2a: sweetcorn
    -- 0x2b - 0x33: strawberry
    -- 0x34 - 0x3e: watermelon
    - states (s bits):
    -- 0x00: growing
    -- 0x01: watered
    -- 0x02: diseased
    -- 0x03: dead

    locations:
    - falador, bits 0-15 of 504
    - catherby, bits 16-31 of 504
    - ardougne, bits 0-15 of 505
    - port phasmatys, bits 16-31 of 505

    ## Flower
    format: sspp ppp
    - plant types and growth states (p bits):
    -- 0x00 - 0x03: layers of weeds removed (0x00 meaning no weeds removed, 0x03 meaning all weeds removed), iff both state bits are 0
    -- 0x08 - 0x0c: marigold
    -- 0x0d - 0x11: rosemary
    -- 0x12 - 0x16: nasturtium
    -- 0x17 - 0x1b: woad plant
    -- 0x1c - 0x20: limpwurt plant
    -- 0x21 - 0x24: scarecrow
    -- 0x25 - 0x29: lily
    - states (s bits):
    -- 0x00: growing
    -- 0x01: watered
    -- 0x02: diseased
    -- 0x03: dead

    locations:
    - falador, bits 0-7 of 508
    - catherby, bits 8-15 of 508
    - ardougne, bits 16-23 of 508
    - port phasmatys, bits 24-31 of 508

    ## Herb
    (needs testing and refining)
    format: sppp pppp
    - plant types and growth states (p bits):
    -- 0x00 - 0x03: layers of weeds removed (0x00 meaning no weeds removed, 0x03 meaning all weeds removed), iff both state bits are 0
    -- 0x04 - 0x0a: guam
    -- 0x0b - 0x11: marrentill
    -- 0x12 - 0x18: tarromin
    -- 0x19 - 0x1f: harralander
    -- 0x20 - 0x26: ranarr
    -- 0x27 - 0x2d: toadflax
    -- 0x2e - 0x34: irit
    -- 0x35 - 0x3b: avantoe
    -- 0x3c - 0x42: wergali
    -- 0x44 - 0x4a: kwuarm
    -- 0x4b - 0x51: snapdragon
    -- 0x52 - 0x58: cadantine
    -- 0x59 - 0x5f: lantadyme
    -- 0x60 - 0x66: dwarf weed
    -- 0x67 - 0x6d: torstol
    -- 0xc0 - 0xcb: goutweed (0xc4/c5 fully grown, 0xc6 - 0xc8 diseased, 0xc9 - 0xcb dead)
    -- 0xaa - 0xac: dead herb (depending on growth stage)
    - states (s bit):
    -- 0x00: growing
    -- 0x01: diseased

    locations:
    - falador, bits 0-7 of 515
    - catherby, bits 8-15 of 515
    - ardougne, bits 16-23 of 515
    - port phasmatys, bits 24-31 of 515
    - trollheim, bits 0-7 of 830

    ## Tree
    format: sspp pppp
    - plant types and growth states (p bits):
    -- 0x00 - 0x03: layers of weeds removed (0x00 meaning no weeds removed, 0x03 meaning all weeds removed), iff both state bits are 0
    -- 0x08 - 0x0e: oak tree (0x0c is ready to check-health, 0x0d is ready to chop down, 0x0e is oak tree stump)
    -- 0x0f - 0x17: willow tree (0x15 is ready to check-health, 0x16 is ready to chop down, 0x17 is willow tree stump)
    -- 0x18 - 0x22: maple tree (0x20 is ready to check-health, 0x21 is ready to chop down, 0x22 is maple tree stump)
    -- 0x23 - 0x2f: yew tree (0x2d is ready to check-health, 0x2e is ready to chop down, 0x2f is yew tree stump)
    -- 0x30 - 0x3e: magic tree (0x3c is ready to check-health, 0x3d is ready to chop down, 0x3e is magic tree stump)
    - states (s bits):
    - 0x00: growing
    - 0x01: diseased
    - 0x02: dead
    - 0x03: has branches (willow tree only), low nibble contains number of branches already taken or remaining (in-game testing is needed)

    locations:
    - unknown, setting 502
    - unknown, bits 11-18 of setting 830

    ## Fruit Tree
    format: pppp pppp
    - plant types and growth states (p bits):
    -- 0x00 - 0x03: layers of weeds removed (0x00 meaning no weeds removed, 0x03 meaning all weeds removed), iff both state bits are 0
    -- 0x08 - 0x22: apple tree (0x08 - 0x14 is growing, 0x15 - 0x1a is diseased, 0x1b - 0x20 is dead, 0x21 is apple tree stump, 0x22 is ready to check-health)
    -- 0x23 - 0x3d: banana tree (0x23 - 0x2f is growing, 0x30 - 0x35 is diseased, 0x36 - 0x3b is dead, 0x3c is banana tree stump, 0x3d is ready to check-health)
    -- 0x48 - 0x62: orange tree (0x48 - 0x54 is growing, 0x55 - 0x5a is diseased, 0x5b - 0x60 is dead, 0x61 is orange tree stump, 0x52 is ready to check-health)
    -- 0x63 - 0x7d: curry tree (0x63 - 0x6f is growing, 0x70 - 0x75 is diseased, 0x76 - 0x7b is dead, 0x7c is curry tree stump, 0x7d is ready to check-health)
    -- 0x88 - 0xa2: pineapple plant (0x88 - 0x94 is growing, 0x95 - 0x9a is diseased, 0x9b - 0xa0 is dead, 0xa1 is pineapple plant stump, 0xa2 is ready to check-health)
    -- 0xa3 - 0xbd: papaya tree (0xa3 - 0xaf is growing, 0xb0 - 0xb5 is diseased, 0xb6 - 0xbb is dead, 0xbc is papaya tree stump, 0xbd is ready to check-health)
    -- 0xc8 - 0xe2: palm tree (0xc8 - 0xd4 is growing, 0xd5 - 0xda is diseased, 0xdb - 0xe0 is dead, 0xe1 is palm tree stump, 0xe2 is ready to check-health)

    locations:
    - unknown, setting 503
    - lletya, bits 23-30 of setting 830
    - herblore habitat, bits 18-25 of setting 1931

    ## Calquat
    format: ..pp pppp
    -- 0x00 - 0x03: layers of weeds removed (0x00 meaning no weeds removed, 0x03 meaning all weeds removed), iff both state bits are 0
    -- 0x04 - 0x12: growing
    -- 0x13 - 0x19: diseased
    -- 0x1a - 0x21: dead
    -- 0x22: fully-grown

    locations:
    - karamja, bits 24-29 of setting 507
     
    #8 Static, Apr 15, 2014
    Last edited: Apr 18, 2014
  9. Index: 664
    Values: 0 - 23
    The value is the index of the lodestone that the player teleported to previously. (0 is Lumbridge, 3 Falador....)
    Can be used for teleporting to previous location.
     
  10. // old school
    private final static int BLAST_FURNACE_BAR_INFO_SETTING = 545;
    private final static int BLAST_FURNACE_ORE_INFO_SETTING = 547;
     
    Arbiter likes this.
  11. RS3:
    Summoning creature (index) 1831
    Summoning creature time remaining (index) 1786
    Summoning special points left (index) 1787
     
    #11 The_Scrub, Dec 9, 2014
    Last edited: Dec 9, 2014
    Exia and Arbiter like this.
  12. do the varpbits on runemate have the same addresses as the ones on powerbot? If so I have some
     
  13. They are indeed.
     
  14. To elaborate on the summoning time-remaining, every 30 seconds, the varp decreases by 64 until the the varp and the time remaining meet at 0. So, a varp value of 128 means there's one minute left.

    Varp 3215 concerns whether or not Runecrafting pouches are filled.
    If the small pouch is filled, 2 is added to the varp. x = 1
    If the medium pouch is filled, 8 is added to the varp. x = 2
    If the large pouch is filled, 32 is added to the varp. x = 3
    If the giant pouch is filled, 128 is added to the varp. x = 4
    If the massive pouch is filled, 512 is added to the varp. x = 5

    Note: My account doesn't have a massive pouch, so I guessed 512 because each iteration is 2^(1 + 2(x - 1)). Thus, 2^(1 + 2(5 - 1)) = 512. It would be nice if someone could confirm this for me.

    This is cumulative. If the massive pouch and small pouch are both filled, then the varp will equal 512 + 2 = 514. If all pouches are filled, then the varp will equal 2 + 8 + 32 + 128 + 512 = 682.

    Edit: You see how programming messes with a person's way of speaking? Ifs and thens everywhere.
     
    #14 Philosobyte, Jan 10, 2015
    Last edited: Jan 10, 2015
  15. As a note, if you were to look at the bit patterns of varp 3215 you would see that it's simply 1 bit for each type of pouch, and working with that is a lot easier than trying to work out the values from a decimal number.
     
  16. cloud will you update to allow shift >>>> in varps which will help in rays and alot other situation shify=t mask
     
  17. >>>> :rolleyes:
     
  18. You're right, that's waaay easier to work with. I don't know how I didn't see that before. Unfortunately that also means my prediction for the massive pouch is likely incorrect, because the with small through giant pouches filled, the binary value is 10101010. There's no space for a massive pouch in that number. Edit: I know nothing about bits. Apparently an int has 32 bits, not 8, so there's way more than enough space.
     
    #19 Philosobyte, Jan 10, 2015
    Last edited: Jan 10, 2015
  19. 4339 Bank Preset Names (index 0-3)
    4340 Bank Preset Names (index 4-?)

    Code Example
    Code (Text):
    1.  
    2.  
    3. public enum PresetName {
    4.  
    5.    DEFAULT("Preset", 0),
    6.  
    7.    PRESET_MELEE("Melee", 1),
    8.  
    9.    PRESET_MELEE_DUAL("Melee - Dual Wield", 2),
    10.  
    11.    PRESET_MELEE_TWO_HANDER("Melee - 2h", 3),
    12.  
    13.    PRESET_HERBLORE("Herblore", 39),
    14.  
    15.    PRESET_FARMING("Farming", 35);
    16.  
    17.    private int baseValue;
    18.    private String presetName;
    19.  
    20.    PresetName(final String presetName, final int baseValue) {
    21.      this.presetName = presetName;
    22.      this.baseValue = baseValue;
    23.    }
    24.  
    25.    public int getBaseValue() {
    26.      return baseValue;
    27.    }
    28.  
    29.    public String getPresetName() {
    30.      return presetName;
    31.    }
    32.  
    33.    public static PresetName indexOfBase(int base) {
    34.      PresetName defaultPreset = PresetName.DEFAULT;
    35.      for (PresetName pn : PresetName.values())
    36.        if (pn.getBaseValue() == base)
    37.          return pn;
    38.      return defaultPreset;
    39.    }
    40.  
    41. }
    42.  
    43. class PresetSlot {
    44.    public final int[] VARP_INDICES = { 4339, 4340 };
    45.  
    46.    private int presetIndex;
    47.    private int varpIndex;
    48.  
    49.    public PresetSlot(int presetIndex) {
    50.      this.presetIndex = presetIndex;
    51.      varpIndex = presetIndex / 4;
    52.    }
    53.  
    54.    public int getPresetIndex() {
    55.      return presetIndex;
    56.    }
    57.  
    58.    public int getVarpIndex() {
    59.      return varpIndex;
    60.    }
    61.  
    62.    /**
    63.     *
    64.     * @return The name selected in the settings for the preset.
    65.     */
    66.    public PresetName getPresetName() {
    67.     return PresetName.indexOfBase((Varps.getAt(VARP_INDICES[varpIndex]).getBits()) >> (varpIndex * 8));
    68.  
    69.    }
    70. }
    71.  
     
    #20 The_Scrub, Mar 28, 2015
    Last edited: Mar 28, 2015

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