1.4.6591
March 2024
Behavior Trees - public alpha is starting!
After about 6 months of work, I am very glad to finally kick off the public testing phase of the new tool in EyeAuras called Behavior Trees. In short, this is a new way of building logic of your bots and scripts, it is the very core of any automation. Previously, you had to use Triggers which brought Actions to life with OnEnter, WhileActive and OnExit sections. In the new approach, you will have much-much-much more extensive tooling that allows to add cooldowns, conditions, sub-routines (aka sub-trees) and all that powered by the new scripting subsystem.
This is a new "meta" and everything that exists right now in the program will be adopted and changed to be suitable for usage in trees. The reason is that I see this mechanism as the very thing that was missing in the program - being able to quickly and easily model something, be it a simple clicker or a complex combat rotation. The beauty of trees is that they can do both. Yes, they definitely require a bit of understanding, just like the previous system did, but it is much-much easier to manage when you have dozen of different skills, conditions, etc. Anyone, who tried to scrap something in EyeAuras that manages a bunch of different conditions (like I am alive and I have a skill ready and HP is > 40% and I have an active target and ...) knows what I am talking about.
Documentation/Getting started
p.s. I know that english version is a bit rough, but maintaining docs in two languages at the same time is a bit unrealistic, so I had to cut some corners here and used ChatGPT do automate the translation process :D I'll do some fine-tuning in the following months.
This is still alpha!
Please, keep in mind, that BTs have been used by maybe a dozen of people in scope of closed testing phase, so there is a high chance that something may not be working, something may be inconvenient and a lot will change in the next quarter. If you have any concerns or reports - please do not hesitate to contact me.
What is planned in the following weeks?
Right now, there are few very important pieces missing in BTs, such as:
- direct integration with input simulators Whenever you want to move mouse or click a button, you have to use SendSequence action paired with Execute Aura behavior tree node. It kinda works, but is not very convenient. The plan is to have most actions duplicated in the tree to make them easier to use and configure
- direct integration with image search and ML search Again, as with input simulation, right now you have to use, for exmaple, Image Search trigger and pair it with Aura Is Active node, I'd want to make everything editable/configurable right in the tree editor
- some control flow nodes are missing, such as Switch, IfThenElse and a few other. They are not required, but are quite convenient
- the editor itself is a bit too cumbersome, I'd want to make it lighter, occupy less space and be, in general, more compact
- documentation. I want to write A LOT of docs to cover different aspects of BTs - how they work, how they could and should be used, pros and cons, etc
- scripting in scope of behavior trees. The rework of scripting system V2 was driven by BTs - since the very beginning I was planning that the most advanced users will definitely want to be able to code their custom nodes and conditions. And that is exactly what [Scripts V3](scripting subsystem are willing to fulfill

Bugfixes/Improvements
- [YoloEase] Temporarily removed the tool from EyeAuras - very soon it will be available as a small separate open-source project
- [SendSequence] Added missing "P" to OSD keyboard