Banking and supplies
Every task knows what it needs to carry and wear. When it’s missing something, it goes to the bank and takes it out. When the bank doesn’t have it either, the script gets it the way an ironman would: from a shop, an NPC, a spawn, a drop, or by making it. It never uses the Grand Exchange.
How a bank trip works
Section titled “How a bank trip works”Each task has its own bank step: a list of items to have in the inventory and gear to wear. The bank step works out the difference from what you already have:
- It keeps what you carry that’s on the list.
- It deposits what isn’t on the list.
- It withdraws what’s missing, and equips the gear.
- If nothing you carry is wanted, it deposits the whole inventory in one click.
It doesn’t empty your inventory and take everything back out again each trip. The order it withdraws and equips things in varies from trip to trip.
The bank is closed again before the task carries on. Magic and ranged loadouts also take off and bank worn gear that doesn’t belong in them (see Gear and loadouts).
What gets added to every trip
Section titled “What gets added to every trip”On top of the task’s own list, a bank trip can add:
| Item | When |
|---|---|
| Food | The task uses global food. See Food and safety. |
| Escape crystal | Always carry an Escape crystal is on and you own one. |
| Coins | Carry coins for eligible tasks is on, or a shop just came up short. See Money. |
| Kitten food and wool | A Kitten Feeder task is raising a kitten, and the task’s own items leave room. |
Which bank
Section titled “Which bank”Unless a task picks its own bank, the script goes to the nearest one.
When a bank you can use is within about 125 tiles in a straight line, it walks there instead of using teleport items, teleport spells or other consumable teleports. The exception is a teleport you own that lands at least 20 tiles closer to a bank within that range (for example an Ardougne teleport near Ardougne). This rule doesn’t apply in the Wilderness or inside instances. Banks that need a quest or skill to use (such as Port Phasmatys, Darkmeyer, the guild banks and Lletya), and Varlamore’s banks, aren’t part of it, so near those the walk may still teleport.
Bank interruptions
Section titled “Bank interruptions”- Coin pouches can’t be banked, so they’re opened before the bank is.
- A deposit box left open is closed first.
- If a deposit fails because of locked inventory slots, the script turns off the bank’s inventory locks and tries again.
- The bank’s “buy more space” offer is dismissed with Not now.
- If the game says your bank is full, the script stops with “Bank is out of space.” Make room and start it again.
When you start the script
Section titled “When you start the script”The first task normally starts with a bank trip, which also lets the script see what you own. Skip initial bank (see Preferences) starts with banking marked as done instead.
Getting what’s missing
Section titled “Getting what’s missing”When an item isn’t in the bank, the script looks at every way it knows to get it:
| Source | Examples |
|---|---|
| Shops | Any shop you’ve unlocked that stocks the item. |
| NPCs | Buying through dialogue, such as kebabs from Karim or beer from a bartender. Some NPCs charge (Aggie takes 5 coins per dye). |
| Objects | Searching a crate, picking flax, filling a bowl at a sink. |
| Ground spawns | A bucket in the Lumbridge castle basement, a spade by the Barrows mounds. At some busy spawns it hops worlds when another player is standing there. |
| Drops | Killing an NPC and picking up the drop. When it kills Chaos druids for a quest herb, it loots the whole druid table and banks and comes back until the quest’s herbs are in. |
| Making it | Smelting bars, smithing nails, spinning bow strings, cleaning herbs, mixing potions, having planks made at a sawmill, crafting and enchanting jewellery. |
| Activities | Some reward shops and minigames, run by the tasks that use them. |
How it chooses between them:
- It prefers cheap, safe sources such as spawns and objects over paid or slow ones like shops and kills.
- A shop you can afford competes with a free spawn, and the nearer one wins.
- Between sources that are otherwise equal, the nearest wins, then the cheapest.
- When something is made from ingredients, it works backwards and uses what you already own first. For example, it uses an unstrung bow you own before cutting a new one from logs.
If no source can provide an item right now, the task is blocked and says what’s missing. See Task loop.
- The script only uses shops your account has unlocked (quests, levels and membership).
- For each item it picks the nearest shop that stocks it.
- Purchases are grouped by shop, so each shop is visited once per round of buying.
- An order too big for one inventory is bought a load at a time, banking in between.
- Rune packs count as the runes inside them, and the script opens packs it buys.
- When it can’t afford something, the shortfall goes to the coin system. See Money.
Lundail’s rune shop
Section titled “Lundail’s rune shop”Lundail’s shop in the Mage Arena bank is deep in the Wilderness. When a shopping list needs it, the script makes a dedicated run:
- It banks everything worn and carried, and takes only a slashing weapon or knife for the webs and some food.
- It walks to the Mage Arena and takes the coins out at the Mage Arena bank, so nothing of value is walked in.
- With 25 Magic or more, it leaves by casting Varrock Teleport from the Mage Arena bank. It uses banked runes for the spell when you have plenty, and buys them from Lundail otherwise. Without the runes, or if the cast keeps failing, it walks out.
- Back out of the Wilderness, the task that wanted the runes banks and carries on.
No other task runs during the trip. If the run can’t be made, or keeps coming back empty-handed, the script stops and says why.
Hardcore ironmen don’t use Lundail’s shop unless a task’s Allow Wilderness mage rune shop option says so. See Item buying.
The Grand Exchange
Section titled “The Grand Exchange”Never used. If the Grand Exchange window is open, the script closes it.