Prime - Amber Tweaks and Scripting API

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Re: Prime - Amber Tweaks and Scripting API

Postby Paradoxs » Sat Jan 07, 2017 2:38 am

Yea I'm in the process of making an in game console but for now we use the debug console
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Re: Prime - Amber Tweaks and Scripting API

Postby sfs0014 » Sat Jan 07, 2017 3:35 am

Sorry, Brand New to Scripting.
What is scripting exactly, Botting?
How is/can it be used in conjunction with a 'Main Character'?
Will it work with World 10?
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Re: Prime - Amber Tweaks and Scripting API

Postby gigafunk » Sat Jan 07, 2017 4:38 am

Thanks for the info. And thanks so much Paradoxs. Thanks iamahh.



sfs0014
1. Scripting is making a list of actions you want something to perform. In this case, you can make your character,main or alt, perform actions based on your list, or script.

2. different people call it different things. You make "bots" ie "robots" with very very advanced scripts. But some scripts, like the ones built into purus pasta client, are more tools than "bot".

if you want to learn how to do it you will have to go watch some javascript tutorial videos and/or apps. theres tons of great entry level javascript stuff to learn with out there.
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Re: Prime - Amber Tweaks and Scripting API

Postby iamahh » Sat Jan 07, 2017 2:06 pm

will it be possible to click buttons at hotkey bars?

and set Ids and attributes to objects like stockpiles?
Last edited by iamahh on Sat Jan 07, 2017 2:14 pm, edited 1 time in total.
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Re: Prime - Amber Tweaks and Scripting API

Postby sfs0014 » Sat Jan 07, 2017 2:09 pm

gigafunk wrote:sfs0014
1. Scripting is making a list of actions you want something to perform. In this case, you can make your character,main or alt, perform actions based on your list, or script.

2. different people call it different things. You make "bots" ie "robots" with very very advanced scripts. But some scripts, like the ones built into purus pasta client, are more tools than "bot".

if you want to learn how to do it you will have to go watch some javascript tutorial videos and/or apps. theres tons of great entry level javascript stuff to learn with out there.


Great, Thank you so much for the Reply!
God Bless.
-SFS
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Re: Prime - Amber Tweaks and Scripting API

Postby Paradoxs » Sat Jan 07, 2017 3:58 pm

iamahh wrote:will it be possible to click buttons at hotkey bars?

Added to the list of features i'm aiming fir

iamahh wrote:set Ids and attributes to objects like stockpiles?

I have an idea for letting you set names to objects if thats what you mean, but I wont do that until Iv finished redoing ambers settings menu
Amber stores everything in registry and I want to move everything to a file so that i can add more settings and even begin to go into bot based settings and custom settings for individual bots or weird things like that, and storing those in the registry would be the kind of oversight I wont allow myself to be apart of.
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Re: Prime - Amber Tweaks and Scripting API

Postby gigafunk » Sat Jan 07, 2017 5:02 pm

I read through the api, is there a way to heck how many open inv slots one has? I am trying to make a mussel picker that stops with one slot open. the built in mussel picker to come clients keeps picking till your hand is full, and you lose any curios in the water that pop up on the last one, and you need to drop the mussel in the water to move.

i see from the leveler sample script i can ask is the characters hands are empty with !hashand() , but i couldnt find anything that looked like it checked inv.

is a blank inv spot got an item name so i do something with
if (hasItems(Inventory.Player, "EmptySpaceItemName") > 1){
do whatever}

Ill make do without it, maybe i ccan combine some logic to figure out if i have a space left.
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Re: Prime - Amber Tweaks and Scripting API

Postby Paradoxs » Sat Jan 07, 2017 5:06 pm

gigafunk wrote:I read through the api, is there a way to heck how many open inv slots one has? I am trying to make a mussel picker that stops with one slot open. the built in mussel picker to come clients keeps picking till your hand is full, and you lose any curios in the water that pop up on the last one, and you need to drop the mussel in the water to move.

i see from the leveler sample script i can ask is the characters hands are empty with !hashand() , but i couldnt find anything that looked like it checked inv.

is a blank inv spot got an item name so i do something with
if (hasItems(Inventory.Player, "EmptySpaceItemName") > 1){
do whatever}

Ill make do without it, maybe i ccan combine some logic to figure out if i have a space left.


not yet, its on my tiny list of stuff to add for Version 0.4 you'll see the ability soon
Last edited by Paradoxs on Sat Jan 07, 2017 5:11 pm, edited 1 time in total.
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Re: Prime - Amber Tweaks and Scripting API

Postby shubla » Sat Jan 07, 2017 5:09 pm

Paradoxs wrote:not yet, its on my tiny list of stuff to add for Version 0.5 you'll see the ability soon

(0.4 is just a world 10 update for the client)

http://semver.org/
Not that I'd know better. But using x.x.1 versions for minor fixes and stuff like that and x.1.x for new features might be handy and give users somekind of idea on what was implemented in latest update.
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Re: Prime - Amber Tweaks and Scripting API

Postby Paradoxs » Sat Jan 07, 2017 5:11 pm

shubla wrote:
Paradoxs wrote:not yet, its on my tiny list of stuff to add for Version 0.5 you'll see the ability soon

(0.4 is just a world 10 update for the client)

http://semver.org/
Not that I'd know better. But using x.x.1 versions for minor fixes and stuff like that and x.1.x for new features might be handy and give users somekind of idea on what was implemented in latest update.


No your right, its how I should probably do it. When I think of versioning I think of it in different light, which imho, probably isnt the best way to do release versioning.

Changed my post, and my future versioning will match for the sake of simplicity
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