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richard111
Newbie


Joined: 26 Oct 2004
Posts: 2

PostPosted: Thu Oct 28, 2004 7:07 am   

Killer bot question
 
At the finished script forum, I read the code for a killer bot, see quoted below.

However, one thing gave me some problems: if you have multiple mobs in a room that asisst each other, the trigger stops working correctly, that is, it doesn't pause the autowalk and keeps on walking, which is impossible as long as you are fighting. After the fight is over, the script is "off-track" since it already send one or multiple directions to the mud server while staying in the room where the fighting occured. Is there a solution for this?

I've tried adding a new trigger on "is fighting you" as part of the AKILL class in order to force the alarm trigger to remain suspended, but that didn't help. Even putting the timer higher (at +10, e.g.) didn't help.

Thanks!


=========killer bot source code, from Finished scripts forum by ASM ==============
This is a very simple bot that travels a predetermined path and kills any mobs that match what the user has specified.

Code:
;Trigger for looting corpse and resuming walking.

#TRIGGER {^You killed *.} {take coins from corpse;bury corpse;#T+ akill;#T+ walk;look;#ALARM +2 {#RESUME a1}}

;Class that contains triggers for each attacking mob and temporarily stopping movement.
;First triggers kills all types of pickpockets, and suspends the alarm for walking.

#CLASS {akill}
#TRIGGER {a* pickpocket* standing here} {
#T- walk
#SUSPEND a1
kill pickpocket 1
#T- akill
}
#CLASS 0

;This is what keeps it moving. The alarm will be suspended if there are any matching mobs in the room, and it will resume once all matching mobs have been killed.

#CLASS {walk}
#TRIGGER {^There are * obvious exits:*} {
#ALARM "a1" +2 {
#STEP
#PAUSE
}
} "" {notrig}
#CLASS 0


To actually start the bot, you'll need an alias that does the following:
Code:
#SLOW path
#PAUSE
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