10-22-2014, 11:34 AM
(This post was last modified: 10-22-2014, 11:50 AM by MegaNo0body.)
Hello,
To make our scripts even more human-like, we may want that the script do different routes, maybe random selecting it, or just selecting different caves every day. This is possible, but it needs a little work, I have a example on my Mount Stermun cave script, where it goes or not to a deeper cave, but this concept is harder.
I'll release a script 'Drillworms' for kazordoon that uses this concept to select East or West cave, with a option to automatically select. It will be released this weekend probably, I'm using this script to test some new features
Variables:
The SelectCave logic:
Cavebot Waypoint
To make our scripts even more human-like, we may want that the script do different routes, maybe random selecting it, or just selecting different caves every day. This is possible, but it needs a little work, I have a example on my Mount Stermun cave script, where it goes or not to a deeper cave, but this concept is harder.
I'll release a script 'Drillworms' for kazordoon that uses this concept to select East or West cave, with a option to automatically select. It will be released this weekend probably, I'm using this script to test some new features
Variables:
Quote:#Cave selector
## 0: Random
## 1: GoCaveA
## 2: GoCaveB
## 3: GoCaveC
SelectedCave=0
The SelectCave logic:
Quote:When SelectedCave is 0: GoRandomLabel: GoCaveA, GoCaveB, GoCaveC
Else:
--> When SelectedCave is 1: GoLabel GoCaveA
--> Else:
------> When SelectedCave is 2: GoLabel GoCaveB
------> Else:
----------> GoLabel GoCaveC
Cavebot Waypoint
Quote:#The city/refill waypoint
Label (X Y Z:GoCity)
#The GoCity is where you put the route to the city, to resuplies
GoLabel (X Y Z:SelectCave)
#The CaveA waypoint
Label (X Y Z:GoCaveA)
#Waypoint-To-A
FullCheck (X Y Z:Full GoCaveA Else GoCity Code REFILL_CHECK)
#The CaveB waypoint
Label (X Y Z:GoCaveB)
#Waypoint-To-B
FullCheck (X Y Z:Full GoCaveB Else GoCity Code REFILL_CHECK)
#The CaveC waypoint
Label (X Y Z:GoCaveC)
#Waypoint-To-C
FullCheck (X Y Z:Full GoCaveC Else GoCity Code REFILL_CHECK)
Label (X Y Z:SelectCave)
FullCheck (X Y Z:Full SelectRandomCave Else CheckCaveA Code !SelectedCave!==0)
Label (X Y Z:SelectRandomCave)
GoRandomLabel (X Y Z:GoCaveA, GoCaveB, GoCaveC)
Label (X Y Z:CheckCaveA)
FullCheck (X Y Z:Full GoCaveA Else CheckCaveB Code !SelectedCave!==1)
Label (X Y Z:CheckCaveB)
FullCheck (X Y Z:Full GoCaveB Else GoCaveC Code !SelectedCave!==2)