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Thread: Suggestions

  1. #1
    Moderator Nakuu's Avatar
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    Thumbs up Suggestions

    New functions:
    • [LUA] Access to Targeting/Looter/Walker/Shooter through LUA functions (Get/Set/Add/Remove items)
    • Trade with players
    • Tool / Ability to remove Premium Tab from the client
    • [Support] Equip/Unequip ring/amulet in Condition and Eq Manager
    • [BINARY] Being able to configure backpacks and/or other settings that usually require CONFIG (lua) file through Dialog/Xeno in Tibia
    • [LUA] Creature:isAggro(targetid) - returns true if this creature is targeting 'targetid', default is Self.ID() - suggested by @ppgab
    • [Alarms] Alarm("alarmsName").Start()/Stop()
    • [Alarms] Allow to set your own .wav file as an alarm
    • [LUA] Map.UseItemWithItem function - uses item from the ground with another item on the ground
    • "Navigation" - suggested by @Tripkip (http://forums.xenobot.net/showthread...l=1#post325296)
    • CPU Saver
    • [LUA] Market functions - Market.Sell, Market.Buy, Market.Post, Market.Cancel, etc.
    • [Targeting] Targeting.IgnoreTagged() - or something like that to make targeting ignore all monsters that were tagged by someone else
    • [Support] Healing other people (Exura sio ", Potions)
    • [LUA] Being able to set stance
    • [Custom] Overlay for an guild members/enemies + different colour for leader - probably some kind of list with player's names for that
    • [Frag Helper] Use rune/spell when (last) target below X hp


    Improvements/fixes to current functions:
    • [LUA/XBST] Instead of loading settings from another file allow us to add multiple panels of same name but with different 'id'. XenoBot could even load each panel on Settings Load and simply add lua function like 'selectPanel(name, id)' to allow us change settings whenever we want. You could also allow users to switch between settings (ie. in Healing module) which will make scripter's life way eaiser while creating low-level scripts for multiple vocations
    • [LUA] Self.CanCastSpell should check if the chracter has changed the floor recently (z-axis) since it can't cast spell within 1 second after changing the floor
    • [BINARY][Looter] Loot (Priority: First) only bodies with value over 'x' gp otherwise do not loot or loot as last
    • [Targeting] Improvements to Targeting's walking on furniture/fields feature. Bot tends to avoid fire while running away from ie. Demon which is really inefficient since it's simply better to walk over fire and not get hit by Demon
    • [Walker] Furniture destroyer if Walker is stuck and furniture is on walker's path
    • [Looter] Drop items (chooseable in the looter) on the ground if not enough cap
    • [BINARY] Improvements to Settings/Scripts Loading - add search for example
    • [BINARY][Targeting] Monsters counter in Targeting should have an option to count ALL LISTED MONSTERS instead of just one || some kind of categories as @Merre suggested here http://forums.xenobot.net/showthread...l=1#post402350
    • [Self Healer][Shooter][Condition Manager] Detect "You must learn this spell first." message and ignore this spell in current session - until character switched or something
    • [BINARY][Tools] Turn off reconnect option after server save since it causes ip block


    Already implemented:
    • [v14.11.19.947][LUA] Rewrite WithdrawItems from depot function
    • [APOPHIS] Built-in 'Reach Depot' function which will use Browse Field to open it. It should also have built-in coordinates of each depot (instead of searching for the depot's ids on the map)
    • [APOPHIS] Reconnect tool
    • [APOPHIS] Self.Ping() / Self.Latency() function + Alarm on Ping above 'x'
    • [APOPHIS] Built-in Skinner/Duster (so it doesn't 'fight' with Targeting/Walker/Looter liek it might happen while using LUA script for that)
    • [APOPHIS] Eat Food - do not eat food in PZ. It might interrupt the depositer and cause it to fail deposit some items
    • [APOPHIS] Improvements to Diagnostics Info - show waypoints and special areas there
    • [APOPHIS] Improved Special Areas - besides fixing current bug with them add an option to choose from which side they should work (http://forums.xenobot.net/showthread...ed-by-position)
    • [APOPHIS] Browse field looting in case the body is covered with another body/item/field
    • [APOPHIS] Walker.isStuck()
    • [APOPHIS] 'Use item with another item in backpack' function - implemented as Container:UseItemWithContainerItem(spotfrom, contto, spotto)
    • [APOPHIS] NPCs Proxy
    • [APOPHIS][LUA] Self.Stand(x, y, z) / Self.Move(x, y, z) - suggested by @only4tibia (http://forums.xenobot.net/showthread...l=1#post325196)
    • [LUA/Walker] Speed up label dispatching or let one-liners execute inside a common environment so that they can communicate with each other | More info here
    • Faster label handling (at the moment it takes about 1 second even for empty labels)


    Not any time soon / might be rejected at all:


    Rejected:
    • SQLite DB
    • Add an option to add radius of Stand waypoint (similiar to Node) so if the exact Stand coordinates are not reachable it should try sqm next to that one (within the selected radius, radius = 0 will force Walker to Stand only on the exact coordinates)
    • Add an option to choose which set of hotkeys to load while starting Tibia (could add an button or something to start new client with those hotkeys)[/COLOR] Already added to Tibia's client
    • [LUA] Shooter.Stop() / Start()
    • [Custom] Built-in whole Tibia map into client
    • [Targeitng] Improvements to Targeting - if you are targeting a ranged monster and get surrounded by melee monsters the 'if stuck' alarm is triggered and it kills 'if stuck' creatures instead of finishing up the ranged creature


    Legend:
    • In Progress (Soon™)
    • High priority
    • Medium priority
    • Low priority
    Last edited by Nakuu; 10-25-2015 at 10:30 AM.

  2. #2
    XenoBot Developer DarkstaR's Avatar
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    Why do you want me to turn stands into nodes? Why don't you just use nodes?

  3. #3
    Senior Member ppgab's Avatar
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    allow to directly change/operate support/targetting/looter through lua (instead of needing a couple of xbst files to load from, this would allow high quality multi vocation scripts)

    allow to add multiple values separated by commas on the same "panel" in targeting/looter

    reverse walker function(i made a thread about it some days ago)

  4. #4
    Moderator Nakuu's Avatar
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    Quote Originally Posted by DarkstaR View Post
    Why do you want me to turn stands into nodes? Why don't you just use nodes?
    Because ie. if a monster is blocking the Stand's coordinates the Walker will get stuck - especially if the monster is out of screen.

  5. #5
    Moderator Nakuu's Avatar
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    Quote Originally Posted by ppgab View Post
    allow to directly change/operate support/targetting/looter through lua (instead of needing a couple of xbst files to load from, this would allow high quality multi vocation scripts)
    Loading panels from the same file would probably cover that thing as well since the scripter will be able to prepare multiple healing panels and just set/load the needed one.

  6. #6
    Senior Member ppgab's Avatar
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    Quote Originally Posted by Nakuu View Post
    Loading panels from the same file would probably cover that thing as well since the scripter will be able to prepare multiple healing panels and just set/load the needed one.
    hm, but how would i solve the problem if someone decides to change ultimate health potion to strong health potion, i'd need to change only the first self healer settings for example, of course this is just following the ideas i have of making REALLY 100% afk noob friendly scripts

  7. #7
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Nakuu View Post
    Because ie. if a monster is blocking the Stand's coordinates the Walker will get stuck - especially if the monster is out of screen.
    That's why you use a node. And that won't happen unless you're using mapclick.

  8. #8
    Lifetime Subscriber Xeno Scripts's Avatar
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    Quote Originally Posted by DarkstaR View Post
    That's why you use a node. And that won't happen unless you're using mapclick.
    It's actually happens alot... even if I use a node.



  9. #9
    Senior Member ppgab's Avatar
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    can confirm that happens, specially when theres a narrow bridge involved, i made a node in every single tile of a bridge just to make sure it worked(not sure we are talking about the same thing :P)

  10. #10
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Xeno Scripts View Post
    It's actually happens alot... even if I use a node.
    Then you're using mapclick, or it's in a special case, or you're a terrible scripter. This doesn't actually happen when a monster is there. It happens when the minimap THINKS there is a monster there, meaning there was one there the last time you were at that location. I prevented this from happening when I first created the pathfinder by taking into account move speed AND color on the minimap. So, even if the client thinks there is a monster on the spot, it will still be able to walk there as long as its a walkable color. This will only fail if the tile color is blue, or some other color that is generally not walkable.

    Lastly, nodes have a tolerance. Their goalstate is true for any tile within 3 SQM of the target. So, if it's happening with nodes, the issue is probably on the way to the node, not at the node. This is easily fixed by making better scripts with nodes very close together in narrow passageways, preventing these sorts of issues.


    Quote Originally Posted by ppgab View Post
    can confirm that happens, specially when theres a narrow bridge involved, i made a node in every single tile of a bridge just to make sure it worked(not sure we are talking about the same thing :P)
    This is the perfect example. Put a node before the bridge, a node every 4 sqm on the bridge, and a node at the end.

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