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Visual Bot Maker: a node based botmaker

Niche bots at your disposal
Joined
Dec 23, 2015
Messages
1,099
I have been busy the last few weeks at creating a Visual Bot Maker. That is, a node based botmaker which allows for easy creation of bots. No coding required.
It is not only a simple and straight forward tool but will support a very useful debugging feature to see what your bot is doing.
By using a variable based workflow changes in variables will directly apply in al the nodes using it. (very useful in bigger project and helps reduce user-error)
Another feature is On-to-go bot creation. No need to restart bots or even pause a bot. You can just add new nodes to the flow and adjust variables as it is playing.

Sneak peek at how to make a bot:

Visual Bot Maker: how to make a bot
(A simple drop logs and light them up-bot)


Currently done:
  • Node Editor
    • Adding/removing nodes
    • Drag-able and scale-able work space
    • Connecting nodes
    • Adjusting values from within the workspace
  • Variable Editor
    • Adding,removing and adjusting variable
    • Variables are classified by Name, value and type
    • Support for multiple names/actions/...
  • Visual debugging
    • Visual outline of the node currently processed
  • Saving
    • Variables
    • Nodes
    • Connections
  • Nodes:
    • 3 types:
      • Condition
      • Action
      • CheckPoint
    • Currently done:
      • Start node
      • Inventory Condition
      • Item interaction (both SpriteItems and GameObjects)
    • Regex support and multiple variable extraction from 1 string
Priority to-Do:
  • Loading
  • More nodes: movement, npcs, gameobjects,varbits, etc
  • ...
Low priority to-DO:
  • Advanced node settings
    • More advanced options for each node: e.g. using filters and not just action or name but ID, Visible, Distance
  • Add grid background
  • ...
As you can see a lot has been done for the core functionality. And not many actions/conditions have been added. Please post what YOU would like to see added as functionality or nodes. In the meanwhile I'll post a Sneak peek at a simple drop something, pick something up bot.(see above)
 
Last edited:
Niche bots at your disposal
Joined
Dec 23, 2015
Messages
1,099
Update:
- Finished saving and loading
- added a grid layout for funsies
- Implemented a dynamic caching system so querying the same object doesn't take up more resources
- Added traversal, gameobject and npc conditions/Actions, added player state actions
Example of a bot for the christmas event (which is much faster then my actual christmas event bot)
LqJs3dK.png
 
Bot Consultant
Joined
Nov 17, 2014
Messages
304
If the left side icons were slightly smaller that would be cool. For users such as myself that have small screen real-estate. Other than that, looks amazing, total support :)
 
Niche bots at your disposal
Joined
Dec 23, 2015
Messages
1,099
If the left side icons were slightly smaller that would be cool. For users such as myself that have small screen real-estate. Other than that, looks amazing, total support :)
I will probably add the ability to close both left and right sides of the interface for more screen estate
 
And because there will be an icon for every node (which wil quickly add up), I have been fiddling with new system to display them.
On the left bar you will have categories and when hovering you get a selection of available actions. Here is an example of a work in progress

mdKg7BK.png
 
Bot Consultant
Joined
Nov 17, 2014
Messages
304
I will probably add the ability to close both left and right sides of the interface for more screen estate
 
And because there will be an icon for every node (which wil quickly add up), I have been fiddling with new system to display them.
On the left bar you will have categories and when hovering you get a selection of available actions. Here is an example of a work in progress

mdKg7BK.png

Looks good. Reminds me of programs such as photoshop whereby you have tools categorized in a similar way. If you require or need a beta tester, pm me :)
 
Niche bots at your disposal
Joined
Dec 23, 2015
Messages
1,099
What do you guys think. Should I use api names like GroundItem, GameObject, SpriteItem as naming conventions for variable types or would I rather take something else like. Loot, Entity, InventoryItem,...
 
Looks good. Reminds me of programs such as photoshop whereby you have tools categorized in a similar way. If you require or need a beta tester, pm me :)

Currently having exams so progress on this has been halted a bit. I do use it already for my daily botting routine :) so after some cleaning up and adding more actions i could start a beta. I want the underlying framework to be somewhat finished tho, before adding actions/conditions.
 
Niche bots at your disposal
Joined
Dec 23, 2015
Messages
1,099
Dunno, I currently do not have an account anymore to test further development. It is on the botstore now tho as a private bot. So it is still being worked on :)
 
Joined
Feb 17, 2018
Messages
136
Dunno, I currently do not have an account anymore to test further development. It is on the botstore now tho as a private bot. So it is still being worked on :)
Nice, how far have you progressed though? What range of programs is it capable of making? If it can make a simple bot, you should release it!
 
Niche bots at your disposal
Joined
Dec 23, 2015
Messages
1,099
Nice, how far have you progressed though? What range of programs is it capable of making? If it can make a simple bot, you should release it!
I make all my bots in it :) here is a list of those I have saved (all RS3 tho currently):
i21akjq.png
 
Joined
Jul 12, 2018
Messages
3
Very excited to hear more about this - definitely works as an inspirations to get more people to start making their own bots!
 
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