Nice to hear all the above.
As to answer your question. It depends - yeah I know that its a stupid answer - but it really does.
If the "if statements" will be simple ones like:
Code:
If residuum_exist then
craft <task of something that requires residuum>;
else
gather <some resource>;
end
Then technically speaking you don't need them. All you need to do is put craft task above gather task and bot with its "search for doable task from top to bottom of queue list each repeat" way of working would achieve us exactly the same (will do the craft if mats are there, else skip and do next in line so gather). And thus putting work in adding those "ifs" would be just an overkill, which also means there would be just one step - adding that functionality ("top-bottom, do first task doable, repeat").
BUT! (Ha there is always a but, sadly its not a firm sexy girl butt) If "if statements" will be able to actually for example check how much of particular resource we have and take into account profession level, so as to make us able to make something like this:
Code:
If artificing level>=17 and residuum>=5 (and few other check for other mats) then
craft virtuous icon +1;
craft virtuous icon +2;
craft virtuous icon +3;
craft virtuous icon +4;
craft virtuous icon +5;
else
gather <some resource>; (or no else - it just skips and check next if/task on the queue list)
end
Then this bot would be then f**king amazing and if other stuff would work (like optional assets XD) then bot would be practically finished in my eyes. At this point it would be good to have at least 2 steps - one: add the "top-bottom, do first task doable, repeat" function, two: add "if statements".
The latter above could be divided into few steps depending on how much complexity would be planned to be added. Like "if statements" being able to check all sort of things: Like not only what resources and how much we have, but also if we have items in inventory (for example dagger +1), or assets (both people and tools). Like lets say you run alchemy on 1 slot (cause its the most optimal way with the limit of 1 experiment/research task running at once) and other profession on other slots. But the moment you hit a level where you need to train next rank of an crafter-dude - bot starts to intelligently craft rank 1s, upgrade them to rank 2/3. So that you will end up with the 1 rank 2/3 and I think 3 rank 1s for optional slots (while using as much tasks slots as possible in an optimal way). After dudes are done - bot goes back to 1 slot for alchemy other slots for other stuff. This actually could be done with good if statements with actual form of separate 9 queues for all 9 slots. But then with a nice if statements you could also actually mod the bot to have just one queue that will use all slots available (especially if it could count them on its own).
Best scenario would be also for those "ifs" to be able to know what tasks are actually running, thou I suppose it would be damn hard to code.
All in all. The more complex stuff bot will allow us users to do, the more need for a guide would be there (Programming the Bot for dummies. lol ^_^). But then if it will still be able to just run on simple queues - like run 1 task indefinite/repeat few tasks (which it is able to do now), and that stuff with "go top->bottom searching for a doable task each time starting from top" (which is supposed to be added) - everyone should be able to use it.
Technically if needs be I could offer a bit of help, mainly with testing the if statements - maybe even doing the code behind them - thou it depends how fast I could "get to know" the code already made and how much willing you are for some1 to help you XD. I'm not best programmer, nor I am actually programming anything right now (meaning I don't know any programming language by heart) - but I always liked that stuff and some people say I was good in it (well I did intend to mod that script to make it be able to work on multiple chars per account in the long run - while not being a java script master ^_^).