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Thread: [Update] XenoBot Apophis v14.7.6.656 [10.50 & Apophis Global Release]

  1. #291
    XenoBot Developer DarkstaR's Avatar
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    @Koksik22

    The bug you are seeing is one left over from old XenoBot. It's the only one that I haven't been able to fix yet. It may take some time; the more information you can provide, the better.

  2. #292
    Senior Member Tripkip's Avatar
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    What I would like to see in the lure mode is something like this. Ive read the change log and im not quite sure if this is possible with the current ones (im sure there is "some"way) our lifes could be easyer by adding more "lure modes".

    Could you add a lure mode that will start attacking when there is a X amount of monsters. So we define a list of monsters by for example danger lvl, if 4 monsters of danger lever medium or higher, the bot will start the regular targeting again.(targeting will remain active due to getting stuck) The lure mode you made now, seems more like a lure away mode. Maybe I missunderstood the concept tho.

    But the mode I just explained could be used in banuta for mages, lizard city for mages, grim reapers for paladins/mages. Banuta for ek's, deepling for ek's. actually everywhere where u dont want to start attacking right away but would like to lure a bit more.
    Another lure mode could be, Start lure, so from this waypoint on, targeting is "off" untill we reach waypoint X and targeting gets turned back "on" altho it will remain on, just that the walker takes over.

    like I said before maybe I misunderstood the concept of the alredy excisting lure mode. But from what u explain u start the lure mode, and when it reaches the end of the lure mode, it will run back to where the lure mode started, right?

    @DarkstaR
    Tripkips Selling Thread

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  3. #293
    XenoBot Scripts Developer Syntax's Avatar
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    Quote Originally Posted by Tripkip View Post
    What I would like to see in the lure mode is something like this. Ive read the change log and im not quite sure if this is possible with the current ones (im sure there is "some"way) our lifes could be easyer by adding more "lure modes".

    Could you add a lure mode that will start attacking when there is a X amount of monsters. So we define a list of monsters by for example danger lvl, if 4 monsters of danger lever medium or higher, the bot will start the regular targeting again.(targeting will remain active due to getting stuck) The lure mode you made now, seems more like a lure away mode. Maybe I missunderstood the concept tho.

    But the mode I just explained could be used in banuta for mages, lizard city for mages, grim reapers for paladins/mages. Banuta for ek's, deepling for ek's. actually everywhere where u dont want to start attacking right away but would like to lure a bit more.
    Another lure mode could be, Start lure, so from this waypoint on, targeting is "off" untill we reach waypoint X and targeting gets turned back "on" altho it will remain on, just that the walker takes over.

    like I said before maybe I misunderstood the concept of the alredy excisting lure mode. But from what u explain u start the lure mode, and when it reaches the end of the lure mode, it will run back to where the lure mode started, right?

    @DarkstaR
    The first type of lure can be done in Lua, JXScripts decided on calling it Dynamic lure. @Joshwa534 made a good explanation of it: http://forums.xenobot.net/showthread...l=1#post341608

    The second type of lure is what: SLure and Elure does, all it does is disable the targeter from walking. (Shooter and Targeting still works, but the Walker does the walking)

  4. #294
    Senior Member Tripkip's Avatar
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    Quote Originally Posted by Syntax View Post
    The first type of lure can be done in Lua, JXScripts decided on calling it Dynamic lure. @Joshwa534 made a good explanation of it: http://forums.xenobot.net/showthread...l=1#post341608

    The second type of lure is what: SLure and Elure does, all it does is disable the targeter from walking. (Shooter and Targeting still works, but the Walker does the walking)
    Alright thats cool, So ignore the 2nd lure mode I explained, since its alredy there. And sure this can be usefull.

    Altho I think the lure mode with X monsters is a lure mode that is used more often, since its more usefull and more dynamic, specially on higher level scripts.
    I mean why use a targeting off at point X and turn it back on at point Y when u can use X amount of monsters.
    For example: When multiple people botting in 1 spawn, u wont get any advantage of luring from point X to point Y when u made the script when you were alone in the spawn.

    Basicly lure mode from point X to Y works only if the circumstances are the same for each player, the waypoints and lure mode could work perfectly fine for me on my world, while if I turn the script on in for example antica it wont work for shit because Im sharing the spawn. So thats why I think the Dynamic luring, as you guys call it is a better way of luring since it works for everyone and in every circumstance.
    this function might not be possible to make in the walker itself. Could we get a function for this.
    LureMode(Amount of monsters, Range, Maxluretime)
    Last edited by Tripkip; 07-13-2014 at 07:25 AM.
    Tripkips Selling Thread

    Chars Sold
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    Sold 395 ED to @Poppy218
    Sold 381 ED to @Diixon
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    Sold 325 ED to @Diixon
    Sold 320+ ED to @rickmyth
    Sold 280 ED to @Lavi
    Sold 280 MS to @Nostrax Junior
    Sold 245 EK to @zgredzikq10
    Sold 204 MS to @avian45
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    Sold 140 EK to @GuiCyp
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  5. #295
    XenoBot Scripts Developer Syntax's Avatar
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    Quote Originally Posted by Tripkip View Post
    Alright thats cool, So ignore the 2nd lure mode I explained, since its alredy there. And sure this can be usefull.

    Altho I think the lure mode with X monsters is a lure mode that is used more often, since its more usefull and more dynamic, specially on higher level scripts.
    I mean why use a targeting off at point X and turn it back on at point Y when u can use X amount of monsters.
    For example: When multiple people botting in 1 spawn, u wont get any advantage of luring from point X to point Y when u made the script when you were alone in the spawn.

    Basicly lure mode from point X to Y works only if the circumstances are the same for each player, the waypoints and lure mode could work perfectly fine for me on my world, while if I turn the script on in for example antica it wont work for shit because Im sharing the spawn. So thats why I think the Dynamic luring, as you guys call it is a better way of luring since it works for everyone and in every circumstance.
    this function might not be possible to make in the walker itself. Could we get a function for this.
    LureMode(Amount of monsters, Range, Maxluretime)
    What you're asking for is a high level function, meaning it should be created by whoever is making the script.
    There are certain lower level functions that would make this easier, but it's possible to make it currently.

  6. #296
    Senior Member Tripkip's Avatar
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    Quote Originally Posted by Syntax View Post
    What you're asking for is a high level function, meaning it should be created by whoever is making the script.
    There are certain lower level functions that would make this easier, but it's possible to make it currently.
    Both lure modes are for all the lvl's, not just high lvl's. its just that X amount of monsters seems more efficient then point A to point B. anyways, its up to darkstar. but I just think since we're trying to put the bot to a new level, and luring is quite a big part of tibia, and there is load of lvl 200-250 (and also 300-400+) this shouldnt be left out just because its currently possible.
    Tripkips Selling Thread

    Chars Sold
    Sold 445 MS to @zemmer
    Sold 430 RP to @Spanirl
    Sold 395 ED to @Poppy218
    Sold 381 ED to @Diixon
    Sold 370 MS to @Starcream
    Sold 325 ED to @itscolbys
    Sold 325 ED to @Diixon
    Sold 320+ ED to @rickmyth
    Sold 280 ED to @Lavi
    Sold 280 MS to @Nostrax Junior
    Sold 245 EK to @zgredzikq10
    Sold 204 MS to @avian45
    Sold 185 ED to @Scherp Schutter
    Sold 140 EK to @GuiCyp
    Sold 104 RP +107 ED to @zetashion

    Money Sold
    Sold 50kk to @kimse
    Sold 30kk @Diixon

  7. #297
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    Quote Originally Posted by DarkstaR View Post
    @Koksik22

    The bug you are seeing is one left over from old XenoBot. It's the only one that I haven't been able to fix yet. It may take some time; the more information you can provide, the better.


    today again 2 debugs, on old xeno i was getting 1 debug in like 2-3days but not 2 per day.

  8. #298
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Koksik22 View Post


    today again 2 debugs, on old xeno i was getting 1 debug in like 2-3days but not 2 per day.

    How long are the clients running before this happens? How many clients must you run before it starts happening?

  9. #299

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    I just bought some scripts and I tried to upload them I get this "tibia player has stopped working" and it close, what can I do?

  10. #300
    XenoBot Developer DarkstaR's Avatar
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    Close all Tibia client and restart XenoSuite so it can update

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