Feedback on Upcoming Scripting/Modding features

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PitViper
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Feedback on Upcoming Scripting/Modding features

#1 Post by PitViper »

We are getting ready to push out into beta our scripting/modding/plugin features.

Here is what we are currently working on.. I'm hoping it will cover most of the modding that yall are requesting.


1. Override our internal "queue". This will let you do basic scripting without really knowing anything about scripting. You can "queue" up what you want the bot to do. Ie this would be a basic example.. in pseudo form:

- Load path xyz
- Patrol Path for xx kills and stop
- Move to vendor mob at x,y
- Hail vendor mob named JoeBlow
- Click x,y button, Sell item, or something similar
- Navigate to Spot x,y,z
- Kill Mob Named "Quest Mob"
- Loot "Treasure Chest"
- Move to Mob "Quest Giver"
- Click x,y button (to finish quest)

Well you get the gist of it. You would have access to a bunch of simple commands to control "priorities" of the bot. Ie what its doing. Currently there are two internal queues that would be available to modify. First there is the global priority queue. This is main routines, like patrolling, changing paths, etc. Then there is the immediate queue. This holds items like target this mob, or press the space bar, or turn to this direction. Things like fighting are just a bunch of queued up items.. like face the mob, target the mob, fight the mob, etc. Having control of this queue type of system once could easily queue up a leveling system using the bots internal code. For example.. you could queue up patrol at x until level 10 or maybe for 30 minutes, then move to area y, then patrol area y until level 13, etc.


2. Scripting - This will let you create more advanced options like plugins/scripts that will run and have exact control over what the bot does. You will be able to make your own hunting/patrolling bot with your own logic. Note, you will still have access to current bot features.. like if you want to keep the bots logic for fighting, you can just call the internal fight code directly. The idea here, is one can add vendoring code, full leveling 1-80 code or whatever they like.

3. Overriding - This is basically modifying how the internal logic works. So for targeting, if you do not like the fact that the bot always faces the mob.. you could override just that one function and the bot would run normally.. but with the overridden behavior that you define. This would be mainly for class specific setups, hotkeys for specific classes, etc. A great way to fully customize the bot for a Elementalist, or BountyHunter, etc.

dvus12
Posts: 260
Joined: Sat Jul 21, 2012 1:36 am

Re: Feedback on Upcoming Scripting/Modding features

#2 Post by dvus12 »

Looks very interesting. Cant wait to try it
Image

wmolinjr
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Joined: Tue Oct 16, 2012 12:13 pm

Re: Feedback on Upcoming Scripting/Modding features

#3 Post by wmolinjr »

Very Nice :D

se7enthsin
Posts: 667
Joined: Fri Nov 04, 2011 2:21 am

Re: Feedback on Upcoming Scripting/Modding features

#4 Post by se7enthsin »

I just caught a nose bleed.

;3
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PitViper
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Re: Feedback on Upcoming Scripting/Modding features

#5 Post by PitViper »

I think I have a alpha ready to test.

Just need a few testers. In this first release it wont have alot of API usage.. just a few for testing.. wanna be sure of the layout, design, before I start adding in alot of API's and then decide I have to change it, and break everybody's hard work.

I'm finishing up 3 test plugins.. for the alpha.
1. Showing a skeleton plugin
2. Showing how to override viper logic
3. Showing how to override the main queue/task manager.

dvus12
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Re: Feedback on Upcoming Scripting/Modding features

#6 Post by dvus12 »

I volunteer for testing.
I only play SWToR though, if you have it working for that.
Image

wmolinjr
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Re: Feedback on Upcoming Scripting/Modding features

#7 Post by wmolinjr »

I volunteer for testing too...
i am PHP and Java Programmer dont have problems with logic

omron
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Joined: Thu Feb 03, 2011 11:47 pm

Re: Feedback on Upcoming Scripting/Modding features

#8 Post by omron »

I'd be happy to alpha test on LOTRO.

PitViper
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Re: Feedback on Upcoming Scripting/Modding features

#9 Post by PitViper »

Missed last week.. shooting for this week having a beta for it. Nothing fancy, just testing features and looking for crashes, etc.

se7enthsin
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Re: Feedback on Upcoming Scripting/Modding features

#10 Post by se7enthsin »

What would happen to the people using mmoviper that never check the forums think when the client changes or becomes more unstable due to beta release?

Or is it going to have it's one beta version for the game that we can download on another server or something?
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Re: Feedback on Upcoming Scripting/Modding features

#11 Post by PitViper »

Initially it will be a beta version that wont require a download, so it will be an optional patch.

It should not make the client more unstable, as it only effects the new scripting tab. So no plugins loaded, nothing will/should change.

xanthina
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Joined: Sun Feb 24, 2013 9:12 pm

Re: Feedback on Upcoming Scripting/Modding features

#12 Post by xanthina »

This is the one feature I have been waiting for...

It is one of the things I love doing, creating bots that function like people. I'm certainly happy to share anything I make with the community.

Can't wait to get my hands on it.

se7enthsin
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Re: Feedback on Upcoming Scripting/Modding features

#13 Post by se7enthsin »

Can't wait to see what you bring to the community!
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dgame
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Re: Feedback on Upcoming Scripting/Modding features

#14 Post by dgame »

This sounds simply amazing. I could tweak to my hearts content. I only play FFXIV though and that game is still in Beta.

rpeter88
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Joined: Thu Dec 20, 2012 12:22 am

Re: Feedback on Upcoming Scripting/Modding features

#15 Post by rpeter88 »

Any updates so far? Will this be for all games currently supported by MMOViper or just a select few?

I am very excited!

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