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| SysOp Script: Random Fighter Placement http://www.classictw.com/viewtopic.php?f=15&t=32210 |
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| Author: | Promethius [ Sun Sep 04, 2011 3:03 pm ] |
| Post subject: | SysOp Script: Random Fighter Placement |
A request for random placement of fighters after a bang was made. The script below provides a little more than my original script response. I still do not check for StarDock in this script, but that gives you something to do. I am also assigning the fighters to Ferrengi, but you can change that. Just be aware that Gold Aliens have an additional setting that you will have to account for. A snippet of the text file output is below the script. Code: # random fighters, random fighter action (def, toll, att) # from admin - select T-edit - Select Game and run # the list of figged sectors to look at after script run. delete "figgedSectors.txt" # Number of sectors to Fig setVar $maxSectorsToFig 100 # if max is higher than min, then a random number of fighters per sector will be sent setVar $maxFigsPerSector 15 setVar $minFigsPerSector 1 # if figType is set to 3 it will randomly choose between defend, toll, attack # type 0 - defend, 1 - toll, 2 - attack, 3 - random setVar $figType 3 # just in case if ($maxFigsPerSector < $minFigsPerSector) setVar $temp $maxfigsPerSector setVar $maxFigsPerSector $minFigsPerSector setVar $minFigsPerSector $temp end send "s" setTextLineTrigger getSectors :getSectors "Sector number (0=Abort) (0 to" setDelayTrigger m :m 500 pause :m send "0*" pause :getSectors getWord currentline $sectors 6 stripText $sectors "," stripText $sectors ")" getLength $sectors $maxSectorLen setVar $i 1 while ($i <= $maxSectorsToFig) # grabbing a random sector 11 to max sectors in the game getRnd $rnd 11 $sectors if ($chk[$rnd] = 0) # need the length to deal with auto-complete getlength $rnd $len if ($len < $maxSectorLen) send "s" & $rnd & "*" else send "s" & $rnd end # get a random number of figs for the sector or set it to max if ($maxFigsPerSector > $minFigsPerSector) getRnd $figsPerSector $minFigsPerSector $maxFigsPerSector else # min and max was set to the same number so use max setVar $figsPerSector $maxFigsPerSector end # setfig and assign to Ferr as defensive send "h" $figsPerSector "*5v" # figtype 3 is for random defensive, toll, offensive if ($figType = 3) getRnd $figAction 0 2 send $figAction & "*x" else # figtype was set to to 0, 1 or 2 send $figType & "*x" end setVar $chk[$rnd] $rnd # edit - adding so you will have a list of sectors with figs added write "figgedSectors.txt" $rnd & " Num Figs: " & $figsPerSector & " Fig Type:" & $figType & " Fig Action " & $figAction & "*" add $i 1 end # slow it down so you can monitor it - 500ms is 1/2 second setDelayTrigger m1 :m1 500 pause :m1 end Fig type was set to 3 so we get a random fig action (0-def, 1-toll, 2-attack). Min fighter level was set to 1, and max to 15. 13728 Num Figs: 15 Fig Type:3 Fig Action 0 1718 Num Figs: 13 Fig Type:3 Fig Action 2 8006 Num Figs: 7 Fig Type:3 Fig Action 0 3059 Num Figs: 5 Fig Type:3 Fig Action 0 16862 Num Figs: 10 Fig Type:3 Fig Action 0 1071 Num Figs: 14 Fig Type:3 Fig Action 2 3631 Num Figs: 3 Fig Type:3 Fig Action 1 14215 Num Figs: 9 Fig Type:3 Fig Action 1 214 Num Figs: 5 Fig Type:3 Fig Action 0 8280 Num Figs: 5 Fig Type:3 Fig Action 2 10528 Num Figs: 4 Fig Type:3 Fig Action 2 1663 Num Figs: 15 Fig Type:3 Fig Action 2 13483 Num Figs: 1 Fig Type:3 Fig Action 0 |
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