Search found 1826 matches

by Tyrence
Sun Feb 07, 2010 10:40 pm
Forum: Modules
Topic: stats module
Replies: 5
Views: 3636

stats module

there was a /stats script circulating that I thought was pretty sweet. I have turned it into a bot module. It shows certain skills like add all off, add all def, and some others that you don't get to see from the skills window. You can get it at: http://www.box.net/shared/mkbu070y7f !stats to use it
by Tyrence
Sun Feb 07, 2010 8:03 pm
Forum: Modules
Topic: updated nanolines_module to work in 0.6.5
Replies: 1
Views: 1044

updated nanolines_module to work in 0.6.5

I updated the nanolines_module to work in 0.6.5. In previous versions, it required the makeHeader() patch to chatbot.php in order to work. Now it will work with or without it.

I uploaded it here:
http://www.box.net/shared/mkbu070y7f

Maybe someone can update it on the downloads page for this site?
by Tyrence
Sun Feb 07, 2010 10:14 am
Forum: Modules
Topic: how to handle .sql files for user-created modules
Replies: 18
Views: 4788

how to handle .sql files for user-created modules

for the modules i've created that are backed by a database table, I've been distributing the .sql files inside the module folders, then having the users move the .sql files to the ./sql folder. I know on more than one occassion someone has forgotten to move the .sql file or didn't know to, and it ha...
by Tyrence
Sat Feb 06, 2010 7:06 pm
Forum: Modules
Topic: City farms
Replies: 29
Views: 6847

Re: City farms

actually, I will make it a setting so only bot admins can change it.

anyway, I'll build it like that unless someone else has any other suggestions
by Tyrence
Thu Feb 04, 2010 8:12 pm
Forum: General
Topic: Getting my bot running on Linux
Replies: 11
Views: 1817

Re: Getting my bot running on Linux

lol let's just say it's on the list.....

actually, I already looked up how to do it. I just need to try it now.
by Tyrence
Thu Feb 04, 2010 12:44 am
Forum: Releases
Topic: News as of 1/31
Replies: 16
Views: 10774

Re: News as of 1/31

yeah, that's the same as my idea except in your case, you'd run an exe file (from windows) and in my case you'd send a command to a bot. but they'd both be manual as opposed to automatic...which I think would be best.
by Tyrence
Wed Feb 03, 2010 3:41 am
Forum: Misc/Tools
Topic: new event type for budabot
Replies: 5
Views: 1281

Re: new event type for budabot

hmmm, so if we want to become a budabot dev, what do we need to do?

also, is there an svn repo that holds the current development work for budabot?
by Tyrence
Wed Feb 03, 2010 12:09 am
Forum: Misc/Tools
Topic: new event type for budabot
Replies: 5
Views: 1281

Re: new event type for budabot

it's not about making the bot accept invites...it's about making the bot able to accept invites, and letting modules be able to accept or decline the invites. so the security would be in the modules, like everything else.

who is working on the core for 0.7.0?
by Tyrence
Wed Feb 03, 2010 12:08 am
Forum: Releases
Topic: News as of 1/31
Replies: 16
Views: 10774

Re: News as of 1/31

I see what you are saying, and your idea would be more automatic for sure. But to implement it would be more work. You'd probably want to handle the case where the update times out or the bot gets reset in the middle of an update, or basically any case where that file that tells the other bots to no...
by Tyrence
Tue Feb 02, 2010 11:52 pm
Forum: Modules
Topic: City farms
Replies: 29
Views: 6847

Re: City farms

not really teaching, it would be more along the lines of:

// assume your city has a 123 second interval between waves
/tell orgbot !setWaveInterval 123

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