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Thread: [Update] XenoBot Apophis v14.11.19.982 [DYNAMIC LURE | NO MORE FALLING DOWN HOLES]

  1. #31
    Moderator shadowart's Avatar
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    I'm understanding Darkstar right the new dynamic lure does exactly what you want but the old walker based lure hasn't changed.

  2. #32
    Lifetime Subscriber Stusse's Avatar
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    Just to add to Nakuu's explanation; However there is no LWalk waypoints used in this case. The reason? One might ask, is to be able to keep attacking throghout the lure section.

    So; Walker.StartLuring() is called, followed by neutral waypoints, also with a custom module to wait for multiple monsters on screen, and at end waypoint normal targetting is toggled to start attacking normally (tank mode or kite at that given location). During this lure section if a monster dies on the way due to a thunderstorm for example, the bot will some times loot it, some times continue. The loot accuracy during Walker.StartLuring() is very decreased.

    What is asked for (I guess) is:
    *What I mainly asked for (So, what you're asking for is to interrupt kiting when there's loot of a certain value dropped. I can do that pretty easily.) - Yes. It would be very good for certain areas where you for example kite multiple monsters, but dont wanna risk loot first (tankmode) for a platinum coin but might as well do it for a rare to keep up the main profit. Also to loot rare items if you risk running away from the corpse with the rare item.

    *What Nakuu is talking about:
    Option to override the normal waypoints while Walker.StartLuring(). We have experienced that while Walker.StartLuring() is enabled and the bot is following normal waypoints (not LWalk), the looter is missing many more monsters than otherwise. This could be an option combined with the loot value as I was talking about, as well as to either totally enable/disable looter while Walker.StartLuring().

    I hope I could shred some light on the details ^^

    /Stusse

  3. #33
    Senior Member Gordo's Avatar
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    Quote Originally Posted by DarkstaR View Post
    Also, I'd like to tell everybody that I recorded a 20 minute vlog talking about this update, explaining a lot of the technical stuff, and answering a lot of general questions I've been asked recently, but, after I was done, I realized that the mic was off and it was silent. I'm not doing that shit again. But I wanted you to know cause I'm still pissed off about it.
    still so nb. rip

  4. #34
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Nakuu View Post
    Walker based I guess - I got module where I call Walker.StartLuring() and Walker.StopLuring() which are the same as the start / stop lure waypoints I assume.
    Could well be a bug, I'll check it out. Possible to confirm if it's the same with Dynamic lure?

  5. #35

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    For the dynamic lure mode a function that returns whether you're killing monsters or luring them might be handy.
    Last edited by Ben; 09-16-2015 at 04:46 AM.

  6. #36

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    HEY MAN...

    HOW I USE MY XENOBOT IN VERSION 10.79 ??

    I CANT FIND THIS VERSION

    HELP ME PLX

  7. #37
    Lifetime Subscriber Soul's Avatar
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    Quote Originally Posted by edilove View Post
    HEY MAN...

    HOW I USE MY XENOBOT IN VERSION 10.79 ??

    I CANT FIND THIS VERSION

    HELP ME PLX
    Just open your tibia client + xenosuite.

  8. #38
    Moderator Nakuu's Avatar
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    Quote Originally Posted by DarkstaR View Post
    Could well be a bug, I'll check it out. Possible to confirm if it's the same with Dynamic lure?
    Will be able to confirm on Sunday at the earliest most likely I am kinda busy this week...

  9. #39
    Lifetime Subscriber Stusse's Avatar
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    @DarkstaR

    With the new faster Walker update I've encountered a problem. The Walker will some times proceed over targetting, when switching or when a monster dies.

    For instance I'm standing tanking 6 monsters, I have different targetting settings to not target low monsters when one gets low so I wont start running after it for example. Once the targetted monster gets low enough, it will switch target. Within that switch the walker can jump one waypoint. In my case I have a StartIgnoring label causing the bot to ignore all monsters to be able to run past shit easily. In conclusion sometimes when targetted monster dies or I switch target - Walker will proceed even though there are monsters on screen.

    I guess this might be due to the faster walker update, but its quite annoying because it occurrs pretty often, but not always. I've also tried to place multiple stand on same sqm waypoints inbetween the StartIgnoring label (so it would process more stands before going there and perhaps continue targetting instead, but doesnt help). - It's of importance that I keep my position, thus stands on my own sqm (and not nodes a bit away so it would actually start walking).

    If need more detailed description let me know.

    /Stusse

  10. #40
    Lifetime Subscriber L!p3's Avatar
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    Great!
    To make this bot perfect you Just need to add an option to change bot setup with lua without loading another file.

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