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Resource [List] Known Varps

First Bot Author
Joined
Aug 7, 2013
Messages
262
Let's work together to create a nice list of known varps, post below to have them added to the list.

Code:
Index: 43
Values: 0-3
Game: OSRS
Returns the index of the combat style being used by the player's weapon

Index: 102
Values: ?
Game: OSRS
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.

Index: 172
Values: 0-1
Game: OSRS (RS3?)
Returns whether auto-retaliation is enabled or not

Index: 173
Values: 0-1
Game: OSRS (RS3?)
Returns whether run is enabled or not

Index: 261
Values: 0-1
Game: OSRS (RS3?)
Returns whether building mode is enabled or not

Index: 300
Values: 0-1000
Game: OSRS
Returns the amount of special energy available, 0 = 0%, 1000 = 100%

Index: 301
Values: 0-1
Game: OSRS
Returns whether special attack is selected or not

Index: 375
Values: 0-1
Game: OSRS (RS3?)
Returns whether quick prayers are active or not

Index: 1046
Values: -268435200, 1879048448
Game: OSRS
Returns whether the player owned house is rendered with doors open (first value) or with doors closed (second value)

Index: 1055
Values: 0, 8
Game: OSRS
Returns whether data orbs are enabled (first value) or not (second value)

The following require some additional information:
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
 
Last edited:
Joined
Nov 3, 2013
Messages
277
43 combat style
173 is run toggled
172 auto retaliate on - 0 = enabled
261 building mode (0-1?) 1 is in building mode
(OSRS)
 
Last edited:
Mod Automation
Joined
Jul 26, 2013
Messages
3,046
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.
 
Joined
Mar 9, 2014
Messages
40
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
 
Joined
Nov 3, 2013
Messages
277
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
 
Joined
Mar 21, 2014
Messages
36
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

That will come in handy :D
 
Joined
Nov 3, 2013
Messages
277
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)
 
Joined
Jul 26, 2013
Messages
31
[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
 
Last edited:
Java Warlord
Joined
Nov 17, 2014
Messages
4,906
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.
 
Joined
Nov 6, 2013
Messages
16
// old school
private final static int BLAST_FURNACE_BAR_INFO_SETTING = 545;
private final static int BLAST_FURNACE_ORE_INFO_SETTING = 547;
 
Joined
Dec 15, 2014
Messages
9
do the varpbits on runemate have the same addresses as the ones on powerbot? If so I have some
 
Joined
Dec 18, 2014
Messages
398
RS3:
Summoning creature (index) 1831
Summoning creature time remaining (index) 1786
Summoning special points left (index) 1787
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.
 
Last edited:
Engineer
Joined
Jul 28, 2013
Messages
2,776
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.
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.
 
Joined
Jan 1, 2015
Messages
272
cloud will you update to allow shift >>>> in varps which will help in rays and alot other situation shify=t mask
 
Joined
Dec 18, 2014
Messages
398
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.
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.
 
Last edited:
Joined
Nov 6, 2013
Messages
16
4339 Bank Preset Names (index 0-3)
4340 Bank Preset Names (index 4-?)

Code Example
Code:
public enum PresetName {

   DEFAULT("Preset", 0),

   PRESET_MELEE("Melee", 1),

   PRESET_MELEE_DUAL("Melee - Dual Wield", 2),

   PRESET_MELEE_TWO_HANDER("Melee - 2h", 3),

   PRESET_HERBLORE("Herblore", 39),

   PRESET_FARMING("Farming", 35);

   private int baseValue;
   private String presetName;

   PresetName(final String presetName, final int baseValue) {
     this.presetName = presetName;
     this.baseValue = baseValue;
   }

   public int getBaseValue() {
     return baseValue;
   }

   public String getPresetName() {
     return presetName;
   }

   public static PresetName indexOfBase(int base) {
     PresetName defaultPreset = PresetName.DEFAULT;
     for (PresetName pn : PresetName.values())
       if (pn.getBaseValue() == base)
         return pn;
     return defaultPreset;
   }

}

class PresetSlot {
   public final int[] VARP_INDICES = { 4339, 4340 };

   private int presetIndex;
   private int varpIndex;

   public PresetSlot(int presetIndex) {
     this.presetIndex = presetIndex;
     varpIndex = presetIndex / 4;
   }

   public int getPresetIndex() {
     return presetIndex;
   }

   public int getVarpIndex() {
     return varpIndex;
   }

   /**
    *
    * @return The name selected in the settings for the preset.
    */
   public PresetName getPresetName() {
    return PresetName.indexOfBase((Varps.getAt(VARP_INDICES[varpIndex]).getBits()) >> (varpIndex * 8));

   }
}
 
Last edited:
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