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Botlink PoC Script (YSNP)
https://mail.black-squirrel.com/viewtopic.php?f=15&t=32906
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Author:  Kaus [ Fri Feb 17, 2012 3:34 pm ]
Post subject:  Botlink PoC Script (YSNP)

I've been working with others on what type of scripts we could create in Botlink. My hopes is that, as this back-end develops we will see script's come out of it that add's diversity to this two decade old game and attract attention of new players.

This script act's like a monitor. It comes with the caveat that I only wrote it to monitor one person. If that person step's outside of sector's 1-10 then he/she get's moved back to Sector 1 and the script terminates.

This conceptually could be step one of that Truce bot. Or a way to prevent players from leaving space while still allowing them to ZTM. Auto responder for entering that specific space, or any number of options.

Thank you Vid Kid and JP for assisting me with the various commands/syntax/ideas needed to create this script.

Code:
#You shall not pass (YSNPr3.ts) Kaus/2012
#
#O Knights of Ni, we have brought you your shrubbery. May we go now?
#It is a good shrubbery. I like the laurels particularly,... but there is one small #problem.
#What is that?
#We are now... no longer the Knights Who Say 'Ni'.

:start
Send "Drop target*"
Waitfor ">"
Setdelaytrigger delay :delayed 500
pause

:delayed
send "find online players*"
:newtext
Killalltriggers
Settextlinetrigger none :start "None"
Settextlinetrigger blank :blank
pause

:blank
setvar $line CURRENTLINE
isNumber $tmp $line
If ($tmp = FALSE)
goto :newtext
end

Send "use user " $tmp " as target*"

:watcher
Send "view target*"
SetTextlineTrigger watch :watch "Sector ="
pause

:watch
getword CURRENTLINE $currentSec 3
setVar $idx 1
While ($idx <= 10)
  If ($currentSec = $idx)
     goto :start
  else
   add $idx 1
end
end

send "exec target.move(1)*"
halt


:start could be replaced with :watcher, however I found that it bog's the system down without a delay.

Author:  Vid Kid [ Fri Feb 17, 2012 5:41 pm ]
Post subject:  Re: Botlink PoC Script (YSNP)

I understand the technique you are using to hold players in fed space.
As I was looking over things , to keep players in check .... no one gets
a decisive lead over anyone if done right.

So what is missing here is the removal of ports in sector 2 thru 10
that way no one will port pair trade while in holding.

just my 2¢

Author:  Kaus [ Fri Feb 17, 2012 6:17 pm ]
Post subject:  Re: Botlink PoC Script (YSNP)

Vid Kid wrote:
I understand the technique you are using to hold players in fed space.
As I was looking over things , to keep players in check .... no one gets
a decisive lead over anyone if done right.

So what is missing here is the removal of ports in sector 2 thru 10
that way no one will port pair trade while in holding.

just my 2¢


Thanks for the feedback, the above script is meant to be a proof of concept more than a production package. But that is definitly something to consider adding in future revisions!

Author:  John Pritchett [ Fri Feb 17, 2012 11:20 pm ]
Post subject:  Re: Botlink PoC Script (YSNP)

One other thing I want to point out about this, at this time, it's the only way to do it, but eventually you'll be able to turn it around and make it an event-driven script rather than polling for the player's sector. Once we get there, this will work for any player. You'll receive an event saying a player moved and the from and to sector, and you can pull the player back in response to that. And of course, as we're talking about in another thread, the ultimate solution will be to be able to override the player's move command, test to see if the player should be held, and if so, deny the move, generating a message saying why.

But we're just getting started, and what you have here is a good demonstration of the kind of thing you can do with what you currently have to work with.

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