Client-side scripting [poll]

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Are you using the client-side scripting engine?

Yes
4
40%
No
5
50%
Didn't know it existed in the first place
1
10%
 
Total votes: 10

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Katia
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Location: Uruguay

Post by Katia »

Hello - I am the one to contact and your edit access on the wiki has been updated.
You are *the* guy! :-D
Nice to "see" you again. Smile
Thanks a lot, it's nice to be back :-)

So what do you think about sharing scripts and improving docs?
Leaf
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Post by Leaf »

As glad to see updated documentation.

As for sharing scripts or making a "cook book" of scripts..

It can be risky.

Making a script that automates crafting items so fast it bogs down the server and or client are not good. This should be taken in to consideration in the script design.

A script that will craft items until all materials run out is also dangerous. Players could starve to death.

A flubbed crafting could summon a monster and not give a player any chance to react or escape (and thus die) because the script is taking priority.
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
Eric Meyer
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Katia
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Location: Uruguay

Post by Katia »

Leaf wrote:Making a script that automates crafting items so fast it bogs down the server and or client are not good. This should be taken in to consideration in the script design.
A script that will craft items until all materials run out is also dangerous. Players could starve to death.
I agree beeing cautious in making a script, with both:
- avoid lagging client/server,
- character's safety up to where the character's habilities provide. Otherwise, warning the player in the script itself.

I think some bindings are worse in some cases: you just can't control the keys buffering, when they will end, or how many times it will be fired.

Also in a script you can take little pauses, not just to avoid lagging the server, also for your own char's safety (as to not mess up a recipe).

I also think all scripts should have a warning that they should not be left unatended. Just the same way one wouldnt leave a char online if you didn't know it has enough food for the time you'll be afk or the like.
Leaf wrote:A flubbed crafting could summon a monster and not give a player any chance to react or escape (and thus die) because the script is taking priority.
Summoned monsters are a good point about crafting items which a script may not handle by itself, altough I do not agree that "the script is taking priority", i've seen that during a script execution you may do other things with no problem, obviously if a monster was summoned next to you while crafting items you should cut the script right away to be able to have any chance of survive. But my point is you actually *can* cut it right away! which you would not be able to do if you used a buffered binding.

I also believe chances of messing things up are much lower with a carefully built recipe. Of course there would be spoilers implicit into the scripts so that sould have to be warned too.

OTOH I see this feature of the game quite unused unless for programmers, and I find it somehow unfair, so better share good tools than let them try dangerous stuff. I hope the stuff i'm planning to share are as good as the game itself and don't mess thing up.

If you ever see me around and have like 10 minutes available to tell me if a script bothers the server's efficiency i would be glad to test it out with you.

BTW there are other kind of scripts i would like to share, not only crafting ones ;-)

We'll keep in touch! :-)
Ryo
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Location: Paris, France

Post by Ryo »

Hello, and welcome back Katia :)


Concerning alchemy, note the trunk server (which you can test on invidious, see metaserver) adds the following nice things:

- a "knowledge" command, keeping trace of all known recipes (learnt reading scrolls and books); this includes search facilities, and also includes monsters, god information, and general messages

- this knowledge command has a "attempt" subcommand, enabling players to attempt a recipe ; if they are over the correct cauldron and have the required ingredients, then all is done automatically: dropping items, doing alchemy, getting result if any

- <free_ad> bonus point, if you use a trunk jxclient, you have a nice "knowledge" window (the "k" button) which shows what you knows and lets you do alchemy through a middle mouse click :)</free_ad>


Regards
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