Scripting rules question

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Rednaxela
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Scripting rules question

Post by Rednaxela »

I know metalforge has rules on scripting:
* Limit Script Use
o Scripts or other actions that lag the server or hinder overall game play will result in jail time
o Items created or obtained from scripts may be confiscated with no reimbursement
+ Any (or all..) nearby items may also be confiscated with no reimbursement
+ The reason is there's no easy way to know what was created or obtained by the script(ing) or what wasn't
but it does'nt seem to completely ban scripts, like based upon that, it looks like things such as answering machine scripts are fine, or possibly something like a apartment reorganizer script is also fine, but mass alchemy scripts are definitally not. Where exactly is the line between scripts that are and arn't allowed? All it seems to say, is that ones that slow the server down or generate mass quantities of items arn't allowed, and scripts that violate other rules obviously arn't allowed (such as map camping), but what precisely which types of scripts are allowed?
Leaf
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Re: Scripting rules question

Post by Leaf »

Rednaxela wrote: Where exactly is the line between scripts that are and arn't allowed?

...but what precisely which types of scripts are allowed?
Does your script hinder server performance or game play for yourself and others?

If yes, it's not allowed.

If no, proceed with caution.

Could your script hinder server performance or game play for yourself and others?

If yes, refactor or rethink the approach of your script

If no, test it to make sure. Then test it again. :wink:
After testing, proceed with caution with deploying/using the script.
Rednaxela
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Post by Rednaxela »

... *thinks of possibilitys of using scripts for hand to hand combat (monsters, not PCs. and not map camping, but just assists in executing battle tatics. Kills all monsters in sight with hand to hand or known effective spells, then exits)*
I bet it would be allowed (as long as it's not used in a TC or other place with and endless supply of monters, in which case it would go forever) and would be helpful, but somewhat difficult to code.
*Thinks of the possibilitys of even having it automaticly look at the type of target monster and use effective strategies (such as banishment for undead, and known ememys of the player's god, and icestorm/frostbolt on fire monsters and so on)*

... I wish I had the time to make such a battle assistant script...
Casper
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Post by Casper »

Simple scripts (where a sequence of commands are excecuted linearily) do not need to actualy be scripts. You can make complicated keybindings that have ; in them. ; acts as command seperator, so you can for example make a keybinding like

Code: Select all

apply; cast banishment; fire; fire_stop; apply
which should go upstairs, shoot, and come back down, which is useful for scouting an area. You can also loop the whole kiybinding by holding the key down with something small and heavy or put something between the keys (I use a PCI slot cover) but you will then risk getting flooded off the server.

However if you want to do more complicated things, like pray until your grace is full, you need a script.
Rednaxela
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Post by Rednaxela »

Casper wrote:Simple scripts (where a sequence of commands are excecuted linearily) do not need to actualy be scripts. You can make complicated keybindings that have ; in them. ; acts as command seperator, so you can for example make a keybinding like

Code: Select all

apply; cast banishment; fire; fire_stop; apply
which should go upstairs, shoot, and come back down, which is useful for scouting an area. You can also loop the whole kiybinding by holding the key down with something small and heavy or put something between the keys (I use a PCI slot cover) but you will then risk getting flooded off the server.

However if you want to do more complicated things, like pray until your grace is full, you need a script.
I know that, and have used a few such things in the past. (like dimension dooring to the other end of the room and creating and earth wall ASAP to protect myself (useful on the dragon masters/lords in the wizard tower)). I know what most of the commands in your example do, except what does the "fire_stop" command do? I know about things like plain fire, east fire, west fire, north fire, and south fire, but what is "fire_stop"?
cavesomething
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Post by cavesomething »

if you set fire in a direction, it will carry on firing in that direction, fire_stop will stop all firing.
Casper
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Post by Casper »

fire also accepts direction as argument. Fire on its own fires at the square the player is at, fire with an argument 1-8 fires in direction directed by the number.
For example Fire 1 will fire North, fire 5 South, and fire 5 will fire south-west.
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