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#51 2017-01-02 19:44:45

Tomahawk
Member
From: BiH
Joined: 2015-02-18
Posts: 1,166

Re: Protocol documentation

EE version is 218.


One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.

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#52 2017-01-23 00:35:18

Latif
Member
From: The Netherlands
Joined: 2015-03-13
Posts: 734

Re: Protocol documentation

"add"
19  |  Integer  |  Chat Color  |  The player's chat color.

Is this like friends are green, mods are purple and admins are orange? I want to know the color of each integer smile
Can someone help me?


No I'm not lazy, I'm just highly motivated to do nothing.

I maek avatars 4 peeple if u liek u caen ask here 4 1 (it's kind of dead)

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#53 2017-01-23 02:07:19

capasha
Member
Joined: 2015-02-21
Posts: 3,375

Re: Protocol documentation

Latif wrote:
"add"
19  |  Integer  |  Chat Color  |  The player's chat color.

Is this like friends are green, mods are purple and admins are orange? I want to know the color of each integer smile
Can someone help me?

The client detect which colors each user have, friends, admins, mods and so on.


1XlHVLW.png

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#54 2017-01-23 09:30:17

Latif
Member
From: The Netherlands
Joined: 2015-03-13
Posts: 734

Re: Protocol documentation

capasha wrote:
Latif wrote:
"add"
19  |  Integer  |  Chat Color  |  The player's chat color.

Is this like friends are green, mods are purple and admins are orange? I want to know the color of each integer smile
Can someone help me?

The client detect which colors each user have, friends, admins, mods and so on.

Yeah I know, but my question is: What integer is friends, what integer is mod and what integer is admin?

EDIT:
So is it like
0 = Default
1 = Friend
2 = Mod
3 = Admin
??

Last edited by Latif (2017-01-23 10:26:33)


No I'm not lazy, I'm just highly motivated to do nothing.

I maek avatars 4 peeple if u liek u caen ask here 4 1 (it's kind of dead)

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#55 2017-01-23 11:38:42

den3107
Member
From: Netherlands
Joined: 2015-04-24
Posts: 895

Re: Protocol documentation

I think it's RGB (red, green, blue) values converted to a single integer. See this converter.
Do mind that you can see if a player is your friend through id 12.

I don't know what integral value each "user type" has, as obviously I can't easily retrieve those of mods/admins.


Current project: Thinking of/finding/requesting projects...
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#56 2017-01-23 12:48:34

Latif
Member
From: The Netherlands
Joined: 2015-03-13
Posts: 734

Re: Protocol documentation

den3107 wrote:

I think it's RGB (red, green, blue) values converted to a single integer. See this converter.
Do mind that you can see if a player is your friend through id 12.

I don't know what integral value each "user type" has, as obviously I can't easily retrieve those of mods/admins.

Ah yeah I was afraid of that.
I already used GetBoolean(12) for friends. For admins and moderators I made a list

if (Admins.Contains(username) { }
else if (Moderators.Contains(username) { }

But I have to update the lists when admins and moderators changed.

I'll investigate smile
Thank you


No I'm not lazy, I'm just highly motivated to do nothing.

I maek avatars 4 peeple if u liek u caen ask here 4 1 (it's kind of dead)

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#57 2017-01-23 14:47:07

den3107
Member
From: Netherlands
Joined: 2015-04-24
Posts: 895

Re: Protocol documentation

Latif wrote:

But I have to update the lists when admins and moderators changed.

If you don't care about the difference between admin and moderator, you can check if the name color isn't equal to the default or friend color, meaning it's either admin or moderator.


Current project: Thinking of/finding/requesting projects...
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#58 2017-01-23 16:15:47

capasha
Member
Joined: 2015-02-21
Posts: 3,375

Re: Protocol documentation

Latif wrote:
den3107 wrote:

I think it's RGB (red, green, blue) values converted to a single integer. See this converter.
Do mind that you can see if a player is your friend through id 12.

I don't know what integral value each "user type" has, as obviously I can't easily retrieve those of mods/admins.

Ah yeah I was afraid of that.
I already used GetBoolean(12) for friends. For admins and moderators I made a list

if (Admins.Contains(username) { }
else if (Moderators.Contains(username) { }

But I have to update the lists when admins and moderators changed.

I'll investigate smile
Thank you

That's why they use this database in the client to detect mods and so on, client.BigDB.Load("config", "staff")


1XlHVLW.png

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#59 2017-02-18 18:11:21

HG
Member
Joined: 2017-08-16
Posts: 1,427

Re: Protocol documentation

I would like to ask for the addition of a new message type received when an user fails to get edit with the edit key (wrong key).

It can be called "accessfailed".

I have plans to make a world where all users try to input the key and gain edit to draw the word in the key. I can use the message to give the user a small hint of the real key, and keep going until they finally input the real key. Then, they have a small amount of time to make the figure before the code is changed. If they managed to draw the figure successfully, they get a coin.

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#60 2017-02-18 21:02:33

Tomahawk
Member
From: BiH
Joined: 2015-02-18
Posts: 1,166

Re: Protocol documentation

HG wrote:

I would like to ask for the addition of a new message type received when an user fails to get edit with the edit key (wrong key).

That'll really improve keycrackers.


One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.

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#61 2017-02-18 22:46:41

HG
Member
Joined: 2017-08-16
Posts: 1,427

Re: Protocol documentation

Tomahawk wrote:
HG wrote:

I would like to ask for the addition of a new message type received when an user fails to get edit with the edit key (wrong key).

That'll really improve keycrackers.

People can code bots to kick users if they input a wrong code (like the old anti-key-cracker system by Mr. Shoe, but well implemented).

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#62 2017-02-19 00:39:02

den3107
Member
From: Netherlands
Joined: 2015-04-24
Posts: 895

Re: Protocol documentation

HG wrote:

I have plans to make a world where all users try to input the key and gain edit to draw the word in the key. I can use the message to give the user a small hint of the real key, and keep going until they finally input the real key. Then, they have a small amount of time to make the figure before the code is changed. If they managed to draw the figure successfully, they get a coin.

Can't you just as well make them PM you their guess on the key?
If they're then correct just give them edit right and remove it again when needed.


Current project: Thinking of/finding/requesting projects...
?type=registered&name=den3107     ?type=itemsbought&name=den3107
user.php?id=den3107&hideoffline=true    user.php?id=den3107bot&hideoffline=true

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#63 2017-02-19 04:16:34

Tomahawk
Member
From: BiH
Joined: 2015-02-18
Posts: 1,166

Re: Protocol documentation

HG wrote:

People can code bots to kick users if they input a wrong code

How can a bot detect that?


One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.

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#64 2017-02-19 06:21:59

hummerz5
Forum Mod
From: wait I'm not a secret mod huh
Joined: 2015-08-10
Posts: 4,987

Re: Protocol documentation

Tomahawk wrote:
HG wrote:

People can code bots to kick users if they input a wrong code

How can a bot detect that?

read more of the message :3

HG wrote:

I would like to ask for the addition of a new message type received when an user fails to get edit with the edit key (wrong key).


g822aD5.gif
he5EFub.png
thanks zoey!
If anyone tells you that a certain person speaks ill of you, do not make excuses about what is said of you but answer,
"He was ignorant of my other faults, else he would not have mentioned these alone." ― Epictetus
?type=lastlogin&name=hummerz5

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#65 2017-02-19 16:49:43

HG
Member
Joined: 2017-08-16
Posts: 1,427

Re: Protocol documentation

den3107 wrote:
HG wrote:

I have plans to make a world where all users try to input the key and gain edit to draw the word in the key. I can use the message to give the user a small hint of the real key, and keep going until they finally input the real key. Then, they have a small amount of time to make the figure before the code is changed. If they managed to draw the figure successfully, they get a coin.

Can't you just as well make them PM you their guess on the key?
If they're then correct just give them edit right and remove it again when needed.

But that would generate a lot of chat spam.

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#66 2017-02-19 18:57:53

destroyer123
Member
From: England
Joined: 2016-06-03
Posts: 1,134

Re: Protocol documentation

HG wrote:
den3107 wrote:
HG wrote:

I have plans to make a world where all users try to input the key and gain edit to draw the word in the key. I can use the message to give the user a small hint of the real key, and keep going until they finally input the real key. Then, they have a small amount of time to make the figure before the code is changed. If they managed to draw the figure successfully, they get a coin.

Can't you just as well make them PM you their guess on the key?
If they're then correct just give them edit right and remove it again when needed.

But that would generate a lot of chat spam.

Not if its a PM

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#67 2017-02-19 23:09:55

den3107
Member
From: Netherlands
Joined: 2015-04-24
Posts: 895

Re: Protocol documentation

HG wrote:
den3107 wrote:
HG wrote:

I have plans to make a world where all users try to input the key and gain edit to draw the word in the key. I can use the message to give the user a small hint of the real key, and keep going until they finally input the real key. Then, they have a small amount of time to make the figure before the code is changed. If they managed to draw the figure successfully, they get a coin.

Can't you just as well make them PM you their guess on the key?
If they're then correct just give them edit right and remove it again when needed.

But that would generate a lot of chat spam.

As I (and destroyer said):
Try and make sure they'll use it in PM. If they try it in public chat, pm them that they'll have to use the command through a pm.


Current project: Thinking of/finding/requesting projects...
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#68 2017-02-22 16:17:23

HG
Member
Joined: 2017-08-16
Posts: 1,427

Re: Protocol documentation

I want to give the user a text sign with the hint since they're stuck on a square block trying to guess, to completely avoid the use of chat.

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#69 2017-02-22 18:22:30

capasha
Member
Joined: 2015-02-21
Posts: 3,375

Re: Protocol documentation

HG wrote:

I want to give the user a text sign with the hint since they're stuck on a square block trying to guess, to completely avoid the use of chat.

This can be done with bots, but I guess you don't want to use that?


1XlHVLW.png

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#70 2017-02-22 18:26:20

HG
Member
Joined: 2017-08-16
Posts: 1,427

Re: Protocol documentation

capasha wrote:
HG wrote:

I want to give the user a text sign with the hint since they're stuck on a square block trying to guess, to completely avoid the use of chat.

This can be done with bots, but I guess you don't want to use that?

My objective is to do that with a bot of course. But at the same time, I don't want the users to PM the bot, to prevent chat spam. I'd like them to use the edit key box instead to submit their words.

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#71 2017-02-22 18:31:43

capasha
Member
Joined: 2015-02-21
Posts: 3,375

Re: Protocol documentation

HG wrote:
capasha wrote:
HG wrote:

I want to give the user a text sign with the hint since they're stuck on a square block trying to guess, to completely avoid the use of chat.

This can be done with bots, but I guess you don't want to use that?

My objective is to do that with a bot of course. But at the same time, I don't want the users to PM the bot, to prevent chat spam. I'd like them to use the edit key box instead to submit their words.

I would do like this.

Playerx writes in the chat i need help or anything like that. You store all players locations. You tp the user to a box and a sign and then with some help, when player moves you teleport the player back where he was and got stuck. Each positions set their different clues. Or maybe you want to do something else?


1XlHVLW.png

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#72 2017-02-22 18:35:27

HG
Member
Joined: 2017-08-16
Posts: 1,427

Re: Protocol documentation

There is a set of random hints directly related to the final word, each one in their individual square boxes. When an uses inputs a wrong word, they'll be tele-ported to one of these hints.

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#73 2017-02-22 18:41:46

capasha
Member
Joined: 2015-02-21
Posts: 3,375

Re: Protocol documentation

I don't see a reason to not have such feature, codecrackers would only attack noob worlds anyway.
If there is someone that want a secure world, don't use a code, use giveedit and that is fixed too.


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#74 2017-02-23 00:16:49

destroyer123
Member
From: England
Joined: 2016-06-03
Posts: 1,134

Re: Protocol documentation

capasha wrote:

I don't see a reason to not have such feature, codecrackers would only attack noob worlds anyway.
If there is someone that want a secure world, don't use a code, use giveedit and that is fixed too.

IMO the game shouldnt be changed to make bot makers lives easier, especially if it makes no actual difference to the actual game, or when it is only useful for a few bots (in this case both are true).
A big part of making bots, is designing them around the game, it shouldnt be the other way round.
If this can already be done with other features (PMs so there is no chat spam, other than your own guesses) then why change the game, just so your life is a tiny bit easier.

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#75 2017-02-23 01:15:18

Xfrogman43
Member
From: need to find a new home
Joined: 2015-02-15
Posts: 3,470

Re: Protocol documentation

iWhdHb2.png
Not sure why you have 2 of these, neither of them change false/true when holding or not. Or maybe I didn't test it right...


zsbu6Xm.png thanks zoey

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