iamanoob wrote:woah Darki... that seems to be MACROish h4x
but still it is possible
The problem on this is something very simple that I've dealt with trying to create a "trade-all" macro. For example: Imagine you have a slave merch and a thief in... Lightalzen. You're leeching Metalings and you want your merch to go buy "meat" and Awakenings pots when the thief is running out of them, and you also want your thief to pass all the loot to the merch when overweighted, so it can go and sell stuff.
Currently you need to make a group of macros that sends "signals" to each bot to trigger each macro. for example, if you want the merch to stand, move to a place, then the thief to move there, then trade items, then go back to each places, you'd need at least 5 macros, PM'ing stuff between them to rigger each one to time them perfectly. For example, this:
Code: Select all
macro asdf {
do move xxx yyy
do pm [bot2] "come"
}
automacro dsaf {
pm "come", [bot1]
call {
do move xxx yyy
do deal [bot1]
}
}
automacro fdsa {
console /[bot2] requests a deal/i
call {
do deal
}
}
and so on...
This could have multiple problems, like for example a problem with the triggering and timing sequences, and not to mention in the deal you'd have to, for example, PM your weight and do checks for if you can take the stuff on...
My idea is a "group macro" that allows the mother AI to do the actions on each bot in one single proccess. For example, in the avobe sequence, you'd need something like this now:
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[bot1],[bot2] move xxx yyy (they'd move to the location and the sequence would continue when both bots were there)
[bot1] deal [bot2]
[bot1] deal add @inventory (jellopy) 50
[bot1] deal end
[bot2] deal end
and so on.
Maybe I did it a little weird, but the idea is that a "macro" done by the mother AI could be done to use multiple bots at the same time without direct ingame comunications between them to "trigger" each action. the mAI would make a bot move somewhere, then another bot move there, then deal, trade items, etc. It would know the location of each bot, the state of the deal, the weight limits, and more stuff, directly without messing with the client info.
I guess this looked like a brainstorm'd untidy idea, but basically the point is that with a general AI to manage groups of bots, it would be possible to add macro and block functions affecting groups instead of individual bots, making some actions very simple, like trades. You could also make very efficient support blocks since the AI would know on real-time the HP/SP of each bots even when not partying or in sight, making it possible for a bot, for example, to follow a friend but run to heal another bot even when is not in sight, and much more functions.