@tyb51 Hello.
There is urgent need of few things that I think are an absolute must in long run:
1) Breaking system: the kind where you can take short breaks or longer breaks with ease. Breaking system should not break the bot in any sense. For that, a new node can be made called "breaking node". The bot author would embed the breaking node in the bot at a place, where it would not break the logic of the bot. The breaking interface where break duration and frequency is customised can be made in a popup window like the 'open tracker' in bot. I personally like the breaking system of Regal bots, so the interface and functionality here can be inspired from them.
2) Randomisation options: I have used a fighting bot which i set to eat if health goes below 50%. Now the bot would always eat at the exact point when the health was just 1 hp below 50% health. Doing that for long sessions, again and again, is pure botish, do you not think?
A randomisation option would solve this. It can be embedded in every node with a comparator, Or calculation node too. So now, If lets say i have HP level of 60 and I have set the bot to eat at 50% health with a set randomisation of 3, the bot would eat from anywhere between 26-33 instead of eating at dot 30 HP every time. That would be a much better place for a bot to be.
3) Options for arrays: For example; In your sand crab script, the bot moves to a reset co ordinate. Even though I can set it to an area with the reset coordinate as centre and give it a radius, runemate automatically chooses the shortest path and goes through exact same route every time.
A solution for that is arrays. Instead of one coordinate, you can choose multiple coordinates and the bot would move to them randomly. Like you choose multiple Food options in the inventory condition of "contains any". These co-ords then can have their own areas with radiuses and so on.
This is one of the applications of arrays in the bot.
4) A clean interface of boolean variables with checkboxes: This would make the bot complete in interfacing terms. The bot author can simply make boolean variables by asking the user to checkbox what they require and the logic flow would be controlled by that.
For example, say i make an agility script with an option of high alching. I can insert a Boolean check in my bot logic flow and if high alch is true, then do it while doing agility. Now, the Boolean Would automatically(or by making it selectable in the boolean check node) will be available in Boolean interface. The user then can just click on checkbox if he wants to high alch or leave it be if he dont. A checked box would make the condition true and visa vera.
The benefit? Cleaner experience and proper botlike interface. The user would not have to go through entire bot flow to click one false to true, they will just select them by boolean interface!
The interface can be added like the 'open tracker' tab at the bottom of the bot.
Do let me know what you think, thanks!