collapse collapse
* User Info
 
 
Welcome, Guest. Please login or register.
* Search

* Board Stats
  • stats Total Members: 989
  • stats Total Posts: 18366
  • stats Total Topics: 2501
  • stats Total Categories: 7
  • stats Total Boards: 35
  • stats Most Online: 1144

Author Topic: Raid module questions  (Read 11540 times)

0 Members and 2 Guests are viewing this topic.

Offline Hyde

  • BeBot Apprentice
  • ***
  • Posts: 92
  • Karma: +0/-0
Raid module questions
« on: August 24, 2008, 07:43:13 pm »
I'm not requesting a module, at least not yet, but am asking for info. With instancing of raid areas happening sooner than later now ... and given the messes on RK2 Clan side with the bot system being tyrannical and the people raiding outside the bots currently being full of epeens ... it seems like time now to prepare for the future.

Are there any raid modules already out there for BeBot that are flexible enough to:

a) allow for points based on #kills -or- time in raidlist -or- both

b) can support flatrolls of items while still tracking point-based rolls ... especially for things like DB raids.

c) add mobs/loot tables that are based on some form of "!raidstart" command along with (and this is key) different point types for different raid types (ie, 1 type of points for APF, another for Zods, another for Beast, etc).

d) can share points across alts

e) can share points across bots (ie, so that if a few orgs were all raiding in the same bot system but had multiple bots set up so we could support instanced raids we could allow people to join whichever bot was active but dump points into a shared pool)

Awhile back I was going to write some customizations for VhaBot, which had all that was needed for the above, but it was discontinued around the same time that I took a break from AO.

What I'd like to be able to do is have 1 codebase that can easily run an APF raid, a Pande raid, an AI city raid, etc. I'm sure I'll end up with multiple bots due to instancing and needing multiple types of points. But I'd like to only need to worry about 1 bot core to run them and have flexibility to -allow- point raiding for places where it makes sense.

Are there any BeBot modules or combinations close to the above at the moment?
Doctorhyde/Jexyll/Goraud@RK2

Offline Hyde

  • BeBot Apprentice
  • ***
  • Posts: 92
  • Karma: +0/-0
Re: Raid module questions
« Reply #1 on: August 24, 2008, 07:45:33 pm »
Going to the future ... if I were to request a module or enhancements to one ... it would include the items from above but also include the following:

!raidtype new <insert new raid type>
!raidtype define <new raid type> [points | timeinraid | hybrid]
!raidtype addmob <paste mobname>
!raidtype mobpointsperkill <paste mobname> # so that different mobs can be worth more
!raidtype addloot <mobname> <paste new loot item>


That way we could dynamically add new mobs and loot to existing raids as well as add entire new raids ... without requiring recoding. People would be able to easily customize their bots for whatever purpose it was for. If they wanted to they could even make a points bot for Battlestation and add opponents on the fly!

(that last bit was said tongue-in-cheek ;) )


« Last Edit: August 24, 2008, 07:51:33 pm by Hyde »
Doctorhyde/Jexyll/Goraud@RK2

Offline Hyde

  • BeBot Apprentice
  • ***
  • Posts: 92
  • Karma: +0/-0
Re: Raid module questions
« Reply #2 on: August 24, 2008, 07:54:44 pm »
Just looked at Budabot and it appears to do alot of this. So it may not be as big of a deal for BeBot to do it. However I would still prefer to stay with the codebase I know atm if something close already exists.
Doctorhyde/Jexyll/Goraud@RK2

Offline Alreadythere

  • BeBot Maintainer
  • BeBot Hero
  • ******
  • Posts: 1288
  • Karma: +0/-0
Re: Raid module questions
« Reply #3 on: August 24, 2008, 09:03:31 pm »
I got a raid module similar to RK2 omni raidbots. Basically it supports points for raids, not time, handles rolling, allows sharing of points among alts, and keeps pretty detailed lists of who is in a raid and who gets loot. On top of all this it has an interface to add and remove different types of raids.

Always wanted to add a true integration of some system for raid loot, but never got around to it.

Here is the current version, it's for 0.5.x line only.

Offline Temar

  • Contributor
  • *******
  • Posts: 1140
  • Karma: +0/-0
    • AoFiles
Re: Raid module questions
« Reply #4 on: August 24, 2008, 11:47:34 pm »
u should add some of that to the offical module alreadythere

Offline Vain

  • BeBot User
  • **
  • Posts: 57
  • Karma: +0/-0
Re: Raid module questions
« Reply #5 on: September 15, 2008, 09:42:43 pm »
I got a raid module similar to RK2 omni raidbots. Basically it supports points for raids, not time, handles rolling, allows sharing of points among alts, and keeps pretty detailed lists of who is in a raid and who gets loot. On top of all this it has an interface to add and remove different types of raids.

Always wanted to add a true integration of some system for raid loot, but never got around to it.

Here is the current version, it's for 0.5.x line only.


Alreadythere, could you update the !help for this module or maybe list the syntax for the commands? It looks like a nice module from the code.

I played around with it a little last night but i couldnt get the syntax right for adding raids and such.
« Last Edit: September 15, 2008, 10:24:28 pm by Vain »

Offline Heffalomp

  • BeBot Apprentice
  • ***
  • Posts: 80
  • Karma: +0/-0
Re: Raid module questions
« Reply #6 on: September 22, 2008, 10:29:51 pm »
Somehow I can't get the raidadmin cmds to work in Allreadythere's module...
in 0.5.3

Seems it woun't handle numbers in shortname, like apf13 and such..
also when I try to bid I get
Code: [Select]
Fatal error: Cannot use string offset as an array in /Bots/Raidbot/custom/modules/Raid_RAID.php on line 513
« Last Edit: September 22, 2008, 10:50:03 pm by johskar »
"Ubuntu" is an ancient African word, meaning "I can't configure Slackware"

Offline Hyde

  • BeBot Apprentice
  • ***
  • Posts: 92
  • Karma: +0/-0
Re: Raid module questions
« Reply #7 on: October 07, 2008, 09:31:06 pm »
I'm pondering adding some help text to the module you posted. Is this still the most recent version? I don't have it working yet ... but if I can get it to work (still figuring out how to add a new raid) I figure it could help others.
Doctorhyde/Jexyll/Goraud@RK2

Offline Hyde

  • BeBot Apprentice
  • ***
  • Posts: 92
  • Karma: +0/-0
Re: Raid module questions
« Reply #8 on: October 07, 2008, 09:41:52 pm »
What's the right syntax for adding a new raid via in-game? I tried:

!raidadmin addraid Test 3 Please

As well as many others, but no avail. I'm wondering if maybe the !raidadmin commands aren't functional as none of the others I checked worked, either.

Using 0.5.4 as my test platform.

I was able to add a new raid type directly into my SQL db, so was able to test other commands that rely on a working raid type to exist, but not sure what I'm doing wrong for defining new raids via chat commands.
« Last Edit: October 07, 2008, 09:44:01 pm by Hyde »
Doctorhyde/Jexyll/Goraud@RK2

Offline Alreadythere

  • BeBot Maintainer
  • BeBot Hero
  • ******
  • Posts: 1288
  • Karma: +0/-0
Re: Raid module questions
« Reply #9 on: October 07, 2008, 10:30:00 pm »
It's the most current version, yes.

And I need to take a look into my module, been too long since I used it myself - though the raid functions do work with 0.5 for sure.

Offline Alreadythere

  • BeBot Maintainer
  • BeBot Hero
  • ******
  • Posts: 1288
  • Karma: +0/-0
Re: Raid module questions
« Reply #10 on: October 07, 2008, 10:54:27 pm »
Ok, did some quick checks - the commands do work for me, and looking in the code I can't see any reason why nothing should happen, if there is an error it should report it.

Did you use !raidadmin in a tell? That's the only channel the command is registered on.

Offline Hyde

  • BeBot Apprentice
  • ***
  • Posts: 92
  • Karma: +0/-0
Re: Raid module questions
« Reply #11 on: October 08, 2008, 02:11:21 am »
Ah, no, didn't use tells. Makes sense and I shoulda caught it.
Doctorhyde/Jexyll/Goraud@RK2

Offline Allisande

  • BeBot User
  • **
  • Posts: 68
  • Karma: +0/-0
Re: Raid module questions
« Reply #12 on: December 23, 2008, 07:15:58 pm »
If I wanted to use this mod on the newest (0.6.1) version of bebot what if any modifications would I need to make.  I would like to give this a try, but if it only works for 0.5.x then I shall keep looking for something similar.

Offline Alreadythere

  • BeBot Maintainer
  • BeBot Hero
  • ******
  • Posts: 1288
  • Karma: +0/-0
Re: Raid module questions
« Reply #13 on: December 23, 2008, 07:34:42 pm »
This should work with 0.6.1 too, there were no architectural changes requiring adaptions of modules since my post.

Offline Allisande

  • BeBot User
  • **
  • Posts: 68
  • Karma: +0/-0
Re: Raid module questions
« Reply #14 on: December 23, 2008, 07:38:07 pm »
Excellent thank you.

 

* Recent Posts
Com bot module by bitnykk
[November 25, 2024, 05:36:11 pm ]


0.8.x updates for AO by bitnykk
[June 23, 2024, 03:19:47 pm ]


0.8.x updates for AoC by bitnykk
[June 23, 2024, 03:19:44 pm ]


[AoC] special char for items module by bitnykk
[February 09, 2024, 09:41:18 pm ]


BeBot still alive & kicking ! by bitnykk
[December 17, 2023, 12:58:44 am ]

* Who's Online
  • Dot Guests: 77
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.
* Forum Staff
bitnykk admin bitnykk
Administrator
Khalem admin Khalem
Administrator
WeZoN gmod WeZoN
Global Moderator
SimplePortal 2.3.7 © 2008-2024, SimplePortal