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Author Topic: Ideas for future versions.  (Read 181410 times)

Offline =Mindee=

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Re: Ideas for future versions.
« Reply #1020 on: March 11, 2020, 05:06:06 AM »
-I do not know if this is possible because of the problems that it may entail, option in "ignore mobs" in which if it is necessary to leave the waypoint (skip to the maximum of "pathfinding range") to continue the path without interruptions.
-This would be an option that you can enable or disable.

Move to the latest waypoint available on screen?  It would be better to just keep full maps in memory until entering stairs/teleporting, so bot could calculate path to portal, etc.


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Offline DemonLord

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Re: Ideas for future versions.
« Reply #1021 on: March 11, 2020, 05:38:56 AM »
-I do not know if this is possible because of the problems that it may entail, option in "ignore mobs" in which if it is necessary to leave the waypoint (skip to the maximum of "pathfinding range") to continue the path without interruptions.
-This would be an option that you can enable or disable.

Move to the latest waypoint available on screen?  It would be better to just keep full maps in memory until entering stairs/teleporting, so bot could calculate path to portal, etc.
I mean.
I'm walking: 32150, 31010, 7 -> 32151, 31010, 7 -> 32152, 31010, 7 (In 32153, 31010, 7 there is a monster that I want to ignore and instead of killing it to continue, I would  surrounded it 32152, 31011, 7 -> 32153, 31011, 7 -> 32154, 31011, 7 -> 32154, 31010, 7 Until you continue with the waypoint)
« Last Edit: March 11, 2020, 05:45:42 AM by DemonLord »

Offline =Mindee=

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Re: Ideas for future versions.
« Reply #1022 on: March 11, 2020, 07:50:00 PM »
-I do not know if this is possible because of the problems that it may entail, option in "ignore mobs" in which if it is necessary to leave the waypoint (skip to the maximum of "pathfinding range") to continue the path without interruptions.
-This would be an option that you can enable or disable.

Move to the latest waypoint available on screen?  It would be better to just keep full maps in memory until entering stairs/teleporting, so bot could calculate path to portal, etc.
I mean.
I'm walking: 32150, 31010, 7 -> 32151, 31010, 7 -> 32152, 31010, 7 (In 32153, 31010, 7 there is a monster that I want to ignore and instead of killing it to continue, I would  surrounded it 32152, 31011, 7 -> 32153, 31011, 7 -> 32154, 31011, 7 -> 32154, 31010, 7 Until you continue with the waypoint)

Walk around mob is no problem to implement. But if mob hits you then bot will stay until mob is dead.


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Offline Uzman

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Re: Ideas for future versions.
« Reply #1023 on: March 12, 2020, 02:37:33 PM »
Is it possible to implement make waypoints in highres webclients because we have more sight of the game so that we can make better waypoints easily.

Offline =Mindee=

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Re: Ideas for future versions.
« Reply #1024 on: March 12, 2020, 08:53:49 PM »
Is it possible to implement make waypoints in highres webclients because we have more sight of the game so that we can make better waypoints easily.

Possible. I also have plans to implement my otme map editor for waypoints making too.


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Offline =Mindee=

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Re: Ideas for future versions.
« Reply #1025 on: March 13, 2020, 10:40:47 AM »
-I do not know if this is possible because of the problems that it may entail, option in "ignore mobs" in which if it is necessary to leave the waypoint (skip to the maximum of "pathfinding range") to continue the path without interruptions.
-This would be an option that you can enable or disable.

Move to the latest waypoint available on screen?  It would be better to just keep full maps in memory until entering stairs/teleporting, so bot could calculate path to portal, etc.
I mean.
I'm walking: 32150, 31010, 7 -> 32151, 31010, 7 -> 32152, 31010, 7 (In 32153, 31010, 7 there is a monster that I want to ignore and instead of killing it to continue, I would  surrounded it 32152, 31011, 7 -> 32153, 31011, 7 -> 32154, 31011, 7 -> 32154, 31010, 7 Until you continue with the waypoint)

On the other hand, it's too complicated to implement. BOT is using path (not walking from point to point), so if mob is on path, then character won't be able to continue walking if he will treat monsters as "blocking" entity. Going to the next available waypoint will cause all kinds of problems (lost path, finding way to nearest path, blabla) Character will stuck in a loop until mob is dead.

The right way would be implementing walking from point to point like in web client. It was already implemented before, but people didn't like it.  [badpokerface]


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Offline DemonLord

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Re: Ideas for future versions.
« Reply #1026 on: March 13, 2020, 01:22:30 PM »
On the other hand, it's too complicated to implement. BOT is using path...
 


Right, I hadn't thought about it, the bot if it leaves the waypoint, would return to the closest point that would be where it left off, That is, the character would dance "bachata" with the monster. So let's leave it as it is, for sure there are better things in "Ideas for future versions"
« Last Edit: March 13, 2020, 01:23:49 PM by DemonLord »

Offline DemonLord

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Re: Ideas for future versions.
« Reply #1027 on: March 17, 2020, 10:57:02 PM »
In 3 script tasks I'm creating, the npc gives a useless article, so if I go to another NPC and I don't have space, the character will be stopped.

Would there be a possibility to add a function to drop an item? The BOT should identify the item, using its ID, I can no longer use script.DropItem (), another player could have the item in another box. If added this function could be placed in the BOT and not as a script function.

« Last Edit: March 17, 2020, 10:58:48 PM by DemonLord »

Offline =Mindee=

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Re: Ideas for future versions.
« Reply #1028 on: March 18, 2020, 12:25:40 AM »
In 3 script tasks I'm creating, the npc gives a useless article, so if I go to another NPC and I don't have space, the character will be stopped.

Would there be a possibility to add a function to drop an item? The BOT should identify the item, using its ID, I can no longer use script.DropItem (), another player could have the item in another box. If added this function could be placed in the BOT and not as a script function.

You could use thatslot = script.GetItemSlot(itemId) function and then script.DropItem(thatslot)

or use onReceiveAddItemToBackpack(slot, itemId) event.

if itemId == xxxx:
    script.DropItem(slot)
« Last Edit: March 18, 2020, 12:31:52 AM by =Mindee= »


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Offline DemonLord

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Re: Ideas for future versions.
« Reply #1029 on: March 18, 2020, 01:38:04 AM »

Offline DemonLord

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Re: Ideas for future versions.
« Reply #1030 on: Today at 04:31:17 AM »
Method to open chests, I have tried using "script.GoToLocation(chest)" but it doesn't open it.

Offline =Mindee=

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Re: Ideas for future versions.
« Reply #1031 on: Today at 09:01:03 AM »
Method to open chests, I have tried using "script.GoToLocation(chest)" but it doesn't open it.

Yea, because bot needs to send "bump into wall" packet to open chest.
Will add it when possible.


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