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Thread: [Update] XenoBot v2.8.3 [Evasion Improvements]

  1. #41
    kreoo's Avatar
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    Keep the updates coming! thank you Darkstar!
    But i still would like this bot not to disconnect me...

  2. #42
    dondiablo's Avatar
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    Quote Originally Posted by DarkstaR View Post
    The problem is the color on the minimap. Those burgundy spots are the same color as cave walls. If they are the same color as a cave walls AND have a walkspeed of UNWALKABLE (Set by Tibia when it see's the poison), I have to assume they are unwalkable. If I did not make assumptions like this, the bot would take crazy paths trying to walk through walls. Now, the actual problem is that, like I said, the client sets these to unwalkable on the minimap speed grid. I could overwrite that but there's an issues: the client will now see them as walkable. If the client sees them as walkable, it will mapclick past them. Mapclicking past fields is normally impossible and can lead to banishments.

    There aren't many other alternatives to this issue. One thing I can do in the long run is generate "exceptions" to my pathfinding, where I statically add this area into the code and let the pathing to ignore the colors. This, however, can slow the pathing and will require me to find all areas affected by this issue.
    Damn that really sux. I understand the situation. As you said, I hope that you can generate the "exceptions" in the future. It's really annoying to wake up 3-4 times at night moving the character a few steps so the bot continues to walk.
    Anyway thanks for your fast reply and keep on improving Xenobot!
    Yours,
    DonDiablo



  3. #43
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by dondiablo View Post
    Damn that really sux. I understand the situation. As you said, I hope that you can generate the "exceptions" in the future. It's really annoying to wake up 3-4 times at night moving the character a few steps so the bot continues to walk.
    Anyway thanks for your fast reply and keep on improving Xenobot!
    Let's say that once I fix special areas, I add a "negative" selection which makes the special area always assume the tile as walkable instead of blocking. Would be too much shit to integrate that into your scripts, now would it?

  4. #44
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    Quote Originally Posted by DarkstaR View Post
    Let's say that once I fix special areas, I add a "negative" selection which makes the special area always assume the tile as walkable instead of blocking. Would be too much shit to integrate that into your scripts, now would it?
    Oh awesome idea. I was thinking you should have a fixed version of the mini map built in with manual corrections and exceptions laid over it like you mentioned earlier but these idea is much more efficient.

  5. #45

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    @DarkstaR

    Currently botting on goroma hydras surface and they're are like 100 pitfalls here and sometimes it falls into them. Looks like the bot does't recognize a closed pitfall when it even shows "not walkable".

    Closed pitfall = 23:02 You see a mud stain. [ID 1066]
    Opened pitfall = 23:02 You see a pitfall. [ID 1067]

    Is not so important since i got exani tera in middle of the script, just letting you know.

  6. #46
    XenoBot Developer DarkstaR's Avatar
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    Quote Originally Posted by Kingdom View Post
    @DarkstaR

    Currently botting on goroma hydras surface and they're are like 100 pitfalls here and sometimes it falls into them. Looks like the bot does't recognize a closed pitfall when it even shows "not walkable".

    Closed pitfall = 23:02 You see a mud stain. [ID 1066]
    Opened pitfall = 23:02 You see a pitfall. [ID 1067]

    Is not so important since i got exani tera in middle of the script, just letting you know.
    This is what special areas work best for.

  7. #47

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    Yeah got like 10 blocked paths (special areas) here, but there are some that i can't do nothing about cuz then i block half of the hunting ground and then the char just get walked stuck or something..

    Other way to fix is by adding rope on every rope hole here.
    But im not afk, just letting you know.

  8. #48
    jckravo's Avatar
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    @DarkstaR.. what about.. range 6-7 for xbow and bow?

  9. #49
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  10. #50
    Senior Member Jakob Miller's Avatar
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    @DarkstaR, Great great great update and sorry for being a spammer, but!

    I still miss the kind of evade to last waypoint thing to be able kiting creatures in circle. Like now, at SS and Medusas under hydra island, I risk kitting into many creatures when being low level. Any chance you will evolve the new awesome dist option into circle option?

    I know it's almost fully possible with special areas, but would have been more userfriendly
    Last edited by Jakob Miller; 10-19-2012 at 07:16 AM.

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