PROJECT // 001 NATIVE CLIENT

Built below
the surface.

DravixBot is a native OSRS client and automation framework, built through careful reverse engineering and human-first input.

Explore the build COMING SOON // PRIVATE ALPHA
REAL CLIENT // DEV BUILD
NATIVE RUNTIME
LIVE CLIENT CAPTUREOSRS 239-1
Dravix Client showing an in-game OSRS session, mapped runtime state, and native client logs
CLIENT ATTACHEDGAME STATE + OBJECTS + NATIVE CONSOLE

CORE // PRINCIPLES

What is DravixBot.

Capabilities verified against the current OSRS 239-1 implementation.

01

Native OSRS host

Dravix discovers and launches the official Windows client, then hosts its authenticated render window inside a standalone desktop shell.

02

Dedicated script runtime

One trusted automation script runs at a time on a dedicated worker, consuming immutable snapshots and game-tick callbacks.

03

Reverse-engineered read model

A version-specific binding translates native structures into typed snapshots for client state, player position, scene objects, and inventory.

04

Human-shaped pointer motion

Cubic curves, minimum-jerk easing, Fitts-style timing, tapered noise, optional overshoot, and varied click holds shape every path.

05

Exact-build hash gating

Native support activates only for the known OSRS 239-1 executable hash and a stable, authenticated render-process identity.

06

Read-only observation

Capture uses bounded ReadProcessMemory calls. The native backend performs no process-memory writes and injects no code.

07

Verified client-local input

For supported object actions and inventory Drop, Dravix revalidates live identity and menu state — no packets or direct menu calls.

08

Fail-closed interaction

Unsupported builds, incomplete captures, stale references, invalid game states, and changed targets are rejected before a click is sent.

THE DRAVIX DIFFERENCE // NATIVE FIRST

Built for the future.

Dravix is not a RuneLite fork and does not depend on injected hooks.

NO INJECTION // NO RUNELITE DEPENDENCYNATIVE AUTOMATION PIPELINE
01OFFICIAL CLIENTOwned process
02READ-ONLY CAPTUREBounded memory reads
03IMMUTABLE MODELSequence-scoped state
04VERIFIED INPUTClient-local action
01OBSERVE

Read, never rewrite.

Dravix observes the owned client process through bounded external reads. No code injection and no process-memory writes keep the mapping layer outside the game process.

02NORMALIZE

One coherent world view.

Every stable capture becomes an immutable, sequence-scoped snapshot. Scripts reason over copied, typed state instead of mutable backend memory or a half-updated scene.

03VERIFY

Hooks that prove themselves.

Native bindings are gated to an exact executable hash and checked against process identity and runtime invariants. Unknown or inconsistent builds do not silently continue.

04ACT

Intent through the client.

Supported actions use authenticated client-local input with live target and menu revalidation—without packet manipulation or direct menu invocation.

FUTURE-READY // FAIL-CLOSED

Native does not mean pretending updates cannot break mappings. It means following the official client’s direction with explicit, replaceable build bindings. When the executable changes, Dravix rejects the unknown build until its hooks are validated again—safer than carrying stale assumptions forward.

REVERSE ENGINEERING // STATUS

The live boundary
is explicit.

Dravix separates live native mappings from API contracts that are ready for future bindings. Every status below reflects what the current OSRS 239-1 backend actually publishes today.

NATIVE 239-1 COVERAGE04 LIVE / 02 PENDING
HOOKSYSTEMSTATUS
01Game tickRuntime Live

WHY IT MATTERSThe game tick is the heartbeat of tick-driven scripts and plugins, giving delays and decisions a game-time boundary instead of a wall-clock guess.

HOW IT'S MAPPEDThe hash-gated binding reads the native tick counter and only publishes a capture after tick, cycle, and state stability checks.

02Game stateRuntime Live

WHY IT MATTERSState prevents interactions while the client is at login, loading, disconnected, or otherwise outside a valid in-game capture.

HOW IT'S MAPPEDKnown native state values are normalized into login, loading, and logged-in states; unknown values remain explicitly unknown.

03Game objectsScene Live

WHY IT MATTERSStructured scene objects let scripts query identifiers, names, actions, world positions, orientations, and distances without image recognition.

HOW IT'S MAPPEDThe OSRS 239-1 binding walks current-plane scene tiles and object layers, then resolves names and actions from the local Jagex cache.

04NPCsNative pending API ready

WHY IT MATTERSThe model and scripting API already define NPC snapshots, queries, nearest-target selection, and exact-action requests.

CURRENT STATEThe live OSRS 239-1 binding currently publishes an empty NPC list and does not advertise the NPC capability. Native capture is still to be mapped.

05InventoryContainers Live

WHY IT MATTERSA complete 28-slot snapshot supports item queries, free-slot checks, stable references, and an exact Drop path whose logged-in live acceptance is pending.

HOW IT'S MAPPEDThe native item-container table supplies slot IDs and quantities; item names and actions are resolved from the local Jagex cache.

06BankNative pending API ready

WHY IT MATTERSBank snapshot, query, deposit, and withdrawal contracts are already defined across the model, runtime, and scripting layers.

CURRENT STATEThe Windows native backend does not yet supply a bank snapshot or banking backend, so bank observation and actions are not live.

NEXT PHASE // IN PROGRESS

The client is taking shape.

DravixBot is actively being built. More systems, scripting primitives, and client tooling are on the way.

COMING SOON