FlagMod.dll Version 1.3

---History---

Added/fixed Bounty Rabbit and Star Wars Zone Based Ship Checking to FlagMod making it now version 1.3.
-Problem in Ship Checker where Initial ships were not checked has been fixed.
-Problem in Ship Checker where the Cap ships for freqs 1 and 2 were not working has been fixed.
-Problem in Bounty Rabbit code fixed, also hopefully.


FlagMod version 1.2 - not released do to me finding bugs in the preliminary Bounty Rabbit code
and the bug in the Star Wars Zone Based Ship Checking code that kept people from using
ships 4 and 6 when checking was turned on.

FlagMod version 1.1 - not released to public since it was an internal build, just to 
see if I could modify flag.dll for my personal test zone.

This is a modified version of the flag.dll file that is in the plugins.zip file on 
www.spaceduck.cjb.net for use with MERVBot build 17.  I called it version 1.1 since
I had been working on a program that would connect to MERVBot using the bridge.dll
in the same zip file as flag.dll and was calling it FlagMod, I had gotten up 
to version 0.9 when I ran into a problem with accessing certain text strings from 
the server using bridge.dll and decided to drop the project.  I then found the code
for Flag.dll which I have modified and called FlagMod.  When I say modified that 
means that I don't take credit for all of the code, that belongs to the original plugin's 
author, Catid, who did a great job making it easy for me to modify ;-)

Actually it was a pretty good plugin but didn't have some of the features I needed
so I took it upon myself to change and add some things here and there.

FlagMod Versions 0.91 up to 1.0a are not going to be released as they were personal
debug builds that I was working on to add new functions to.  Also I will not be releasing
versions 0.1 to 0.9 of FlagMod since they are obsolete just with this new version.
I hope to make at least enough updates to this plugin so that it becomes a multi-fuction
plugin which takes makes at least 2 or more of the other plugins in the above zip file
obsolete by allowing you access to all of the funtions of the 2 or more plugins within
this 1 plugin.



---Modifications---

The original Flag.ll displays a list of the entire team that wins the flag game along 
with their squad name, wins, losses, rank and flag points.

Like I said above, there were a few things which I did not like about the plugin, the 
in game help menu for starters, and a few other minor details that I changed which happens
to include activating ServerControlled Screen Objects on your server with use of your 
server's .lvz files for flag game victories.

As of current version, version 1.3, now has added functionality of bounty rabbit 
and a Star Wars Zone Based Ship Checker.

My goal for a multi-function MERVBot plugin is coming along quite nicely and I have already
eliminated the need for 2 other spawned bots on a server... pretty good if you ask me. :-)



---Features---
1.
Can now keep ships legal for a star wars type zone

team 0:
ship 1
ship 2 - only one allowed, cap ship

team 1:
ship 3
ship 4 - only two allowed, cap ship

team 2:
ship 5
ship 6 - only two allowed, cap ship

ships 7 and 8 are valid on any team


2.
Can now run bounty rabbit games.


3.
Can keep track of flag game, displaying players names/squadname/etc... on team that wins
flag victory as well as turn on ServerControlled Screen Objects from a .lvz file on the 
server for each freq allowed that has won a flag victory.



---Installation---

In spawns.txt, use flagmod.dll instead of default.dll or blank.
In spawns.txt, use *super moderator password instead of *moderator password.
Make sure that you have your Bot set up as an SMod for the server you want to run it on.



---Commands Used---

SysOp- 
SMod- *prize
Mod- *arena, *objon, *objoff, *setship



---Issues---

On starting MERVBot you will get a message saying there is a MINOR VERSION MISMATCH.
As far as I can tell it's normal, I even got the message when I compiled the unmodified version
of flag.dll.

Haven't seen any problems with the file yet caused by the mismatch in the message but if you
do find any please let me know about them so I can try to get them fixed ASAP.



---Exported Commands---

// Player+
!about - about this bot

// Mod+
 //Flag Game Commands:
   !radius <tiles> - set maximum tiles from center to check from, always on
   !start - starts the bot's flag game functions
   !shutup - stops the bot's flag game functions
 //Bounty Rabbit Commands:
   !newpick - starts a new bounty rabbit game if not already started otherwise it picks new rabbit
   !stop - ends bounty rabbit game
 //Star Wars Based Ship Checking Commands:
   !check - starts checking of player ships and changes/limits them according to freq.
   !notcheck - stops checking of player ships and removes limits.

// SMod+
+!version - dll name/maker/version



---Usage---

If you want to have a ServerControlled Screen Object on your server to popup when there is a
flag game victory then in your .lvz file please number each ServerControlled Object the
same as each freq you will allow in your zone.  This means that if you have only 2 teams
then make sure to name the Screen Objects numbered as 0 and then 1.  If you have 3 teams 
then you would make 3 entries in your .lvz for Screen Objects that are ServerControlled and
have them numbered 0, 1, and 2.  You would keep following this pattern if you have more
teams than what I have listed.  Make sure you put a time limit in the time spot for said
Screen Objects in your .lvz files or the bot will just leave them there forever until a
staff member turns it off using the *objoff command.  Makes the modifications to the bot
easier and still gives good functionality.

If you don't want the Screen Objects then just don't number them the same as any team freq 
that your zone will allow, the bot will still send the command to the server but it will be 
ignored since there isn't an Object that uses those numbers.

BTW, if you are going to use any of the FlagMod features then please login at least once 
when you start up MERVBot with FlagMod spawned and send it the !start command privatly to 
get it going. Keeps it from starting up if you don't want it to... also you can use the 
!shutup command to turn off most of the FlagMod features and still keep the bot in the zone, 
the NoAnti in Center checking will still be turned on no matter what until you close the 
spawned bot running the FlagMod plugin or until you completely close MERVBot.



---Contact Info---

If you have any questions, which doesn't seem likely since I have explained everything 
above that new, then please fill free to contact me.  I don't have any affiliations with
Catid nor MERVBot which is entirely Catid's creation, as far as I know, but I guess I will
be nice and put Catid's email addy here as well just in case you want to complain about
MERVBot, you complain to Catid about my plugin mod and you probably won't even get a reply
so don't bother, just contact me about problems with the plugin and I will try to get back
to you ASAP with either a way to fix the current plugin version or just release a new
version for you to test.

OmegaFirebolt -
flaming_thundah79@netzero.net

Catid -
Catid@pacbell.net



---Beta Testers Wanted---

The above reminds me, I need beta testers who want to try running this plugin in their own
zones for a while to test for bugs that I may not have caught yet or just to give feedback
on what you might like to see implemented next and I may even try to get it in if I have
the time and the will to do so... don't even ask for a bot that runs around, shoots at you,
dodges bullets and bombs, and even dies cuz I don't have a clue yet as to how to even start.

Anything else you might think of though is fair game, unless it is like REALLY unreasonable
or something... I will let you know by email if I don't think I can do it at the moment...
that doesn't mean that it won't get put in, just that it may take a LOT of time before I can
figure out a way to do it and keep the thing as fast and as lag free as I can.