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		<id>http://wiki.darwinbots.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=66.91.138.35</id>
		<title>WikiManual - User contributions [en]</title>
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		<updated>2026-05-05T21:20:27Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.0</generator>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Multibot&amp;diff=94</id>
		<title>Multibot</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Multibot&amp;diff=94"/>
				<updated>2005-09-18T01:30:01Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Multibots==&lt;br /&gt;
Multibots are organisms that are made up of more than one bot. In a MB (MultiBot) the bots are connected by ties . The first multibot was in the form of a triangle where each bot worked independently, but all three coordinated their movement in order to obtain food.&lt;br /&gt;
&lt;br /&gt;
[[Image:Triangulus_P.jpg|frame|right|This is one of the first and simpliest Multibots there is]]&lt;br /&gt;
&lt;br /&gt;
This is a picture of the Triangulus_P bot, the first MB ever created. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''MB Commands'''&lt;br /&gt;
&lt;br /&gt;
The bots in the MB must be connected with each other, and for that they use ties . The bots within a MB can share information, energy and protective layers with each other. Bots can learn whether they are a part of MB using the .multi command, which returns 1 when the bot is a part of a MB(intentially or not), and 0 when it is not.&lt;br /&gt;
&lt;br /&gt;
The presence of a tie alone does not make the bot a multibot.  The tie must first harden.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''MB Advantages'''&lt;br /&gt;
&lt;br /&gt;
The MBs have several advantages over a normal [[Single Bot]](SB).  Most of these are in the form of cheaper actions (costs of actions divided by number of other bots the current cell is connected to).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''MB Problems'''&lt;br /&gt;
&lt;br /&gt;
Many MBs have difficulty when it comes time to reproducing. Coordinating motion in one direction amongst the bots can also prove difficult. With good coding, however, any problem can be solved.  Helios is a good example of a MB that is stronger than most SB.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Single_Bot&amp;diff=93</id>
		<title>Single Bot</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Single_Bot&amp;diff=93"/>
				<updated>2005-09-18T01:29:10Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: /* Singlebot Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A singlebot, sometimes abbreviated as SB, is any bot made of a single cell unconnected to other cells by permanent ties.&lt;br /&gt;
&lt;br /&gt;
[[Image:SB1.jpg|frame|right|This is a typical Singlebot. Note the lack of permanent connective ties.  It eats, lives, reproduces and dies entirely independantly (or mostly independantly) of other cells.]]&lt;br /&gt;
----&lt;br /&gt;
===Singlebot Advantages===&lt;br /&gt;
&lt;br /&gt;
Singlebots are much simpler to program than multibots.  They are also significantly more maneuverable. An SB that uses ties does so primarily to feed from other bots. While feeding SBs can become [[Multibots]] but revert to SB status once feeding is complete.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Single_Bot&amp;diff=76</id>
		<title>Single Bot</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Single_Bot&amp;diff=76"/>
				<updated>2005-09-18T01:28:56Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A singlebot, sometimes abbreviated as SB, is any bot made of a single cell unconnected to other cells by permanent ties.&lt;br /&gt;
&lt;br /&gt;
[[Image:SB1.jpg|frame|right|This is a typical Singlebot. Note the lack of permanent connective ties.  It eats, lives, reproduces and dies entirely independantly (or mostly independantly) of other cells.]]&lt;br /&gt;
----&lt;br /&gt;
===Singlebot Advantages===&lt;br /&gt;
&lt;br /&gt;
Singlebots are much simpler to program than multibots.  They are also significantly more maneuverable. An SB that uses ties does so primarily to feed from other bots. While feeding SBs can become [Multibots] but revert to SB status once feeding is complete.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Cannibot&amp;diff=85</id>
		<title>Cannibot</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Cannibot&amp;diff=85"/>
				<updated>2005-09-18T01:26:40Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Cannibots, or Canni's for short, is a bot that has turned cannibalistic. It typically attacks everything within range, often including it's own children. Many dislike Canni's and typically try to avoid them in sims. Quite often once cannibotism becomes established, one single bot will take over wiping out the population and subsequently dying without leaving any descendents. &lt;br /&gt;
&lt;br /&gt;
'''Ways to avoid Canni's'''&lt;br /&gt;
&lt;br /&gt;
One of the better ways to fight cannibotism is to decrease birth nrg, typical values are 10-100. Another method is to ensure that bots are forced to work together either due to enviromental circumstances or internal feeding methods.&lt;br /&gt;
&lt;br /&gt;
A favorite feeding method is sharing nrg equally at 50%. Any bot not particpating is guaranteed to die off since offspring are unable to feed without a Sharer's help. &lt;br /&gt;
&lt;br /&gt;
'''Accepting Canni's or If you can't beat them join them.'''&lt;br /&gt;
&lt;br /&gt;
Considering that often Canni's are a part of life in EvoSims it is an even better strategy to plan for them from the outset. Genes that allow a bot to fight or flight if attacked are guaranteed to help. Other ways to help ease the transition from normal to Canni is with genes fireing only when refage is 20 &amp;gt;; at this stage a child will have likely been able to get away, leaving the parent free to feed from nearby bots.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Div&amp;diff=1125</id>
		<title>Div</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Div&amp;diff=1125"/>
				<updated>2005-09-18T01:15:28Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To divide in DB you must use inverse polish notation. For example: &lt;br /&gt;
&lt;br /&gt;
Ordinarily you would write: 10/5=2&lt;br /&gt;
Now write: 10 5 div&lt;br /&gt;
&lt;br /&gt;
The result left on top of the stack is 2.&lt;br /&gt;
&lt;br /&gt;
===Operators===&lt;br /&gt;
* [[store]]&lt;br /&gt;
* [[rnd]]&lt;br /&gt;
* [[add]]&lt;br /&gt;
* [[sub]]&lt;br /&gt;
* [[mult]]&lt;br /&gt;
* [[div]]&lt;br /&gt;
* [[inc/dec]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Mult&amp;diff=1126</id>
		<title>Mult</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Mult&amp;diff=1126"/>
				<updated>2005-09-18T01:14:05Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To multiply in DB you must use inverse polish notation. For example: &lt;br /&gt;
&lt;br /&gt;
Ordinarily you would write: 5x2=10&lt;br /&gt;
Now write: 5 2 mult&lt;br /&gt;
&lt;br /&gt;
The result left on top of the stack is 10.&lt;br /&gt;
&lt;br /&gt;
===Operators===&lt;br /&gt;
* [[store]]&lt;br /&gt;
* [[rnd]]&lt;br /&gt;
* [[add]]&lt;br /&gt;
* [[sub]]&lt;br /&gt;
* [[mult]]&lt;br /&gt;
* [[div]]&lt;br /&gt;
* [[inc/dec]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Sub&amp;diff=1124</id>
		<title>Sub</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Sub&amp;diff=1124"/>
				<updated>2005-09-18T01:13:18Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To subtract in DB you must use inverse polish notation. For example: &lt;br /&gt;
&lt;br /&gt;
Ordinarily you would write: 5-2=3&lt;br /&gt;
Now write: 5 2 sub&lt;br /&gt;
&lt;br /&gt;
The result left on top of the stack is 3.&lt;br /&gt;
&lt;br /&gt;
===Operators===&lt;br /&gt;
* [[store]]&lt;br /&gt;
* [[rnd]]&lt;br /&gt;
* [[add]]&lt;br /&gt;
* [[sub]]&lt;br /&gt;
* [[mult]]&lt;br /&gt;
* [[div]]&lt;br /&gt;
* [[inc/dec]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Add&amp;diff=1122</id>
		<title>Add</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Add&amp;diff=1122"/>
				<updated>2005-09-18T01:12:15Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To add in DB you must use inverse polish notation. For example: &lt;br /&gt;
&lt;br /&gt;
Ordinarily you would write: 1+2=3&lt;br /&gt;
Now write: 1 2 add&lt;br /&gt;
&lt;br /&gt;
The result left on top of the stack is 3.&lt;br /&gt;
&lt;br /&gt;
===Operators===&lt;br /&gt;
* [[store]]&lt;br /&gt;
* [[rnd]]&lt;br /&gt;
* [[add]]&lt;br /&gt;
* [[sub]]&lt;br /&gt;
* [[mult]]&lt;br /&gt;
* [[div]]&lt;br /&gt;
* [[inc/dec]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Add&amp;diff=72</id>
		<title>Add</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Add&amp;diff=72"/>
				<updated>2005-09-18T01:11:51Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To add in DB you must use inverse polish notation. For example: &lt;br /&gt;
&lt;br /&gt;
Ordinarily you would write: 1+2=3&lt;br /&gt;
Now write: 1 2 add&lt;br /&gt;
&lt;br /&gt;
The result left on top of the stack is 3.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Rnd&amp;diff=1127</id>
		<title>Rnd</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Rnd&amp;diff=1127"/>
				<updated>2005-09-18T01:10:18Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Overview'''&lt;br /&gt;
&lt;br /&gt;
The operator generates a random number. &lt;br /&gt;
&lt;br /&gt;
'''Use'''&lt;br /&gt;
&lt;br /&gt;
State the maximal desired number. The operator will generate a random number between 0 and the specified maximal desired number. The random number is placed on the top of the stack. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
10 rnd 50 store&lt;br /&gt;
&lt;br /&gt;
This stores a random number from 0 -10 in memory location 50.&lt;br /&gt;
&lt;br /&gt;
This is most often used in combat sims to:&lt;br /&gt;
&lt;br /&gt;
*generate different actions per cycle (1 rnd)&lt;br /&gt;
*randomize turning radius&lt;br /&gt;
*randomize number stored into .tie&lt;br /&gt;
&lt;br /&gt;
'''Uses in Evolution'''&lt;br /&gt;
&lt;br /&gt;
Several bots have been observed using the rnd operator in evolution sims. Presumably this allows the bot access to more memory locations and therefore a wider range of behaviors with little additional code.&lt;br /&gt;
&lt;br /&gt;
===Operators===&lt;br /&gt;
* [[store]]&lt;br /&gt;
* [[rnd]]&lt;br /&gt;
* [[add]]&lt;br /&gt;
* [[sub]]&lt;br /&gt;
* [[mult]]&lt;br /&gt;
* [[div]]&lt;br /&gt;
* [[inc/dec]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Rnd&amp;diff=71</id>
		<title>Rnd</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Rnd&amp;diff=71"/>
				<updated>2005-09-18T01:09:56Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Overview'''&lt;br /&gt;
The operator generates a random number. &lt;br /&gt;
&lt;br /&gt;
'''Use'''&lt;br /&gt;
State the maximal desired number. The operator will generate a random number between 0 and the specified maximal desired number. The random number is placed on the top of the stack. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
10 rnd 50 store&lt;br /&gt;
&lt;br /&gt;
This stores a random number from 0 -10 in memory location 50.&lt;br /&gt;
&lt;br /&gt;
This is most often used in combat sims to:&lt;br /&gt;
&lt;br /&gt;
*generate different actions per cycle (1 rnd)&lt;br /&gt;
*randomize turning radius&lt;br /&gt;
*randomize number stored into .tie&lt;br /&gt;
&lt;br /&gt;
'''Uses in Evolution'''&lt;br /&gt;
Several bots have been observed using the rnd operator in evolution sims. Presumably this allows the bot access to more memory locations and therefore a wider range of behaviors with little additional code.&lt;br /&gt;
&lt;br /&gt;
===Operators===&lt;br /&gt;
* [[store]]&lt;br /&gt;
* [[rnd]]&lt;br /&gt;
* [[add]]&lt;br /&gt;
* [[sub]]&lt;br /&gt;
* [[mult]]&lt;br /&gt;
* [[div]]&lt;br /&gt;
* [[inc/dec]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Rnd&amp;diff=70</id>
		<title>Rnd</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Rnd&amp;diff=70"/>
				<updated>2005-09-18T01:09:31Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Overview'''&lt;br /&gt;
The operator generates a random number. &lt;br /&gt;
&lt;br /&gt;
'''Use'''&lt;br /&gt;
State the maximal desired number. The operator will generate a random number between 0 and the specified maximal desired number. The random number is placed on the top of the stack. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
10 rnd 50 store&lt;br /&gt;
&lt;br /&gt;
This stores a random number from 0 -10 in memory location 50.&lt;br /&gt;
&lt;br /&gt;
This is most often used in combat sims to:&lt;br /&gt;
&lt;br /&gt;
*generate different actions per cycle (1 rnd)&lt;br /&gt;
*randomize turning radius&lt;br /&gt;
*randomize number stored into .tie&lt;br /&gt;
&lt;br /&gt;
'''Uses in Evolution'''&lt;br /&gt;
Several bots have been observed using the rnd operator in evolution sims. Presumably this allows the bot access to more memory locations and therefore a wider range of behaviors with little additional code.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Store&amp;diff=138</id>
		<title>Store</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Store&amp;diff=138"/>
				<updated>2005-09-18T01:06:03Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Overview'''&lt;br /&gt;
&lt;br /&gt;
Stores the second value on the stack into the memory location specified by the top value.&lt;br /&gt;
&lt;br /&gt;
Syntax&lt;br /&gt;
*x y store&lt;br /&gt;
&lt;br /&gt;
Where 'x' is the value to be stored, and 'y' is the memory location.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
store&lt;br /&gt;
&lt;br /&gt;
Compared to the first, the lonely store-command works on the numbers on the stack, what ever they are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Operators===&lt;br /&gt;
* [[store]]&lt;br /&gt;
* [[rnd]]&lt;br /&gt;
* [[add]]&lt;br /&gt;
* [[sub]]&lt;br /&gt;
* [[mult]]&lt;br /&gt;
* [[div]]&lt;br /&gt;
* [[inc/dec]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=166</id>
		<title>Shooting</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=166"/>
				<updated>2005-09-18T00:59:48Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The .shoot command is one of the most vital in DB. With it a bot can feed, dispose of waste, shoot poison or venom, and affect another bots memory. &lt;br /&gt;
&lt;br /&gt;
Basics&lt;br /&gt;
Whenever a non zero value is stored in .shoot, a shot is produced. This shot by default fires directly along the bot's eye's vector (that is, which direction it's looking). The shot's basic strength and range are determined by a bot's body. &lt;br /&gt;
&lt;br /&gt;
'''Shot Types:'''&lt;br /&gt;
&lt;br /&gt;
'''Feeding Shots'''&lt;br /&gt;
*-1 - [[Energy]] Shots&lt;br /&gt;
*-2 - Give energy Shoot, bread and butter feeding type &lt;br /&gt;
*-6 - Body Shots &lt;br /&gt;
&lt;br /&gt;
'''Waste Poison and Venom'''&lt;br /&gt;
*? - Poison Shots(fired automatically at attacker provided defender has poison, cannot be fired manually through the DNA) &lt;br /&gt;
*-3? - Venom Shots(can be fired at other bot provided venom stored) &lt;br /&gt;
*-4 - Waste Shots(coupled with .shootval to determine waste size) &lt;br /&gt;
&lt;br /&gt;
'''Memory shots'''&lt;br /&gt;
By storing positive numbers in .shoot another bot's memory can be overwritten by what's written in .shootval. This can be used to either mess up another bot or to exchange some vital information between bots.&lt;br /&gt;
&lt;br /&gt;
Here's how you'd make another bot turn. Light's Icarus used this to dominate F2 league for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
cond&amp;lt;br&amp;gt;&lt;br /&gt;
'you figure it out&amp;lt;br&amp;gt;&lt;br /&gt;
'Icarus fires if:&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
*.shup&amp;lt;/nowiki&amp;gt; -2 !=&amp;lt;br&amp;gt;&lt;br /&gt;
start&amp;lt;br&amp;gt;&lt;br /&gt;
.aimdx .shoot store&amp;lt;br&amp;gt;&lt;br /&gt;
314 .shootval store&amp;lt;br&amp;gt;&lt;br /&gt;
stop&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will make any bot that you hit turn 90 degrees to the right.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Defenses and Attacking&lt;br /&gt;
For 2.36 and later, check out [[How defenses and attacks work]] &lt;br /&gt;
&lt;br /&gt;
Advanced Uses of Shootval&lt;br /&gt;
As of 2.36, you may 'power up' a shot's strength and range.&lt;br /&gt;
&lt;br /&gt;
Storing a negative value in .shootval will make body shots (-6) and energy shots (-2) have a longer range.&lt;br /&gt;
&lt;br /&gt;
Storing positive values in .shootval will make body shots (-6) and energy shots (-2) become more powerful.&lt;br /&gt;
&lt;br /&gt;
The multiplier is roughly log2(.shootval). That's log base 2. So spend 4 energy in .shootval and you'll double your shot strength or range, but spend 8 energy and you only triple shot strength or range.&lt;br /&gt;
&lt;br /&gt;
This will also work in a way with venom and waste shots. The increase is linear instead of logarithmic though, and you spend venom amount instead of energy. See venom and waste. Note that storing negative numbers for venom or waste shots has no effect, the shootval must be positive. (I think) &lt;br /&gt;
&lt;br /&gt;
Advanced Shooting Commands&lt;br /&gt;
.backshot and .aimshoot allow for more control over how the shot is produced.&lt;br /&gt;
&lt;br /&gt;
Storing a positive number in .backshoot or increasing .backshoot by one, will instruct the bot to fire backwards if a non zero value is stored in .shoot.&lt;br /&gt;
&lt;br /&gt;
Saving energy by using the increase operator: &lt;br /&gt;
&lt;br /&gt;
.backshoot inc&amp;lt;br&amp;gt;&lt;br /&gt;
-6 .shoot store&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
.aimshoot follows .backshot's syntax, but allows you to specify an angle to shoot at. The number stored here represents the angle from the bot's eye vector (direction it's facing) running counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
&lt;br /&gt;
314 .aimshoot store&amp;lt;br&amp;gt;&lt;br /&gt;
-2 .shoot store&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will fire a shot directly 90 degrees to the left of the bot's eye.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=69</id>
		<title>Shooting</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=69"/>
				<updated>2005-09-18T00:58:59Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The .shoot command is one of the most vital in DB. With it a bot can feed, dispose of waste, shoot poison or venom, and affect another bots memory. &lt;br /&gt;
&lt;br /&gt;
Basics&lt;br /&gt;
Whenever a non zero value is stored in .shoot, a shot is produced. This shot by default fires directly along the bot's eye's vector (that is, which direction it's looking). The shot's basic strength and range are determined by a bot's body. &lt;br /&gt;
&lt;br /&gt;
'''Shot Types:'''&lt;br /&gt;
&lt;br /&gt;
'''Feeding Shots'''&lt;br /&gt;
*-1 - [[Energy]] Shots&lt;br /&gt;
*-2 - Give energy Shoot, bread and butter feeding type &lt;br /&gt;
*-6 - Body Shots &lt;br /&gt;
&lt;br /&gt;
'''Waste Poison and Venom'''&lt;br /&gt;
*? - Poison Shots(fired automatically at attacker provided defender has poison, cannot be fired manually through the DNA) &lt;br /&gt;
*-3? - Venom Shots(can be fired at other bot provided venom stored) &lt;br /&gt;
*-4 - Waste Shots(coupled with .shootval to determine waste size) &lt;br /&gt;
&lt;br /&gt;
'''Memory shots'''&lt;br /&gt;
By storing positive numbers in .shoot another bot's memory can be overwritten by what's written in .shootval. This can be used to either mess up another bot or to exchange some vital information between bots.&lt;br /&gt;
&lt;br /&gt;
Here's how you'd make another bot turn. Light's Icarus used this to dominate F2 league for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
cond&amp;lt;br&amp;gt;&lt;br /&gt;
'you figure it out&amp;lt;br&amp;gt;&lt;br /&gt;
'Icarus fires if:&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
*.shup -2 !=&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
start&amp;lt;br&amp;gt;&lt;br /&gt;
.aimdx .shoot store&amp;lt;br&amp;gt;&lt;br /&gt;
314 .shootval store&amp;lt;br&amp;gt;&lt;br /&gt;
stop&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will make any bot that you hit turn 90 degrees to the right.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Defenses and Attacking&lt;br /&gt;
For 2.36 and later, check out [[How defenses and attacks work]] &lt;br /&gt;
&lt;br /&gt;
Advanced Uses of Shootval&lt;br /&gt;
As of 2.36, you may 'power up' a shot's strength and range.&lt;br /&gt;
&lt;br /&gt;
Storing a negative value in .shootval will make body shots (-6) and energy shots (-2) have a longer range.&lt;br /&gt;
&lt;br /&gt;
Storing positive values in .shootval will make body shots (-6) and energy shots (-2) become more powerful.&lt;br /&gt;
&lt;br /&gt;
The multiplier is roughly log2(.shootval). That's log base 2. So spend 4 energy in .shootval and you'll double your shot strength or range, but spend 8 energy and you only triple shot strength or range.&lt;br /&gt;
&lt;br /&gt;
This will also work in a way with venom and waste shots. The increase is linear instead of logarithmic though, and you spend venom amount instead of energy. See venom and waste. Note that storing negative numbers for venom or waste shots has no effect, the shootval must be positive. (I think) &lt;br /&gt;
&lt;br /&gt;
Advanced Shooting Commands&lt;br /&gt;
.backshot and .aimshoot allow for more control over how the shot is produced.&lt;br /&gt;
&lt;br /&gt;
Storing a positive number in .backshoot or increasing .backshoot by one, will instruct the bot to fire backwards if a non zero value is stored in .shoot.&lt;br /&gt;
&lt;br /&gt;
Saving energy by using the increase operator: &lt;br /&gt;
&lt;br /&gt;
.backshoot inc&amp;lt;br&amp;gt;&lt;br /&gt;
-6 .shoot store&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
.aimshoot follows .backshot's syntax, but allows you to specify an angle to shoot at. The number stored here represents the angle from the bot's eye vector (direction it's facing) running counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
&lt;br /&gt;
314 .aimshoot store&amp;lt;br&amp;gt;&lt;br /&gt;
-2 .shoot store&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will fire a shot directly 90 degrees to the left of the bot's eye.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=68</id>
		<title>Shooting</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=68"/>
				<updated>2005-09-18T00:58:09Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The .shoot command is one of the most vital in DB. With it a bot can feed, dispose of waste, shoot poison or venom, and affect another bots memory. &lt;br /&gt;
&lt;br /&gt;
Basics&lt;br /&gt;
Whenever a non zero value is stored in .shoot, a shot is produced. This shot by default fires directly along the bot's eye's vector (that is, which direction it's looking). The shot's basic strength and range are determined by a bot's body. &lt;br /&gt;
&lt;br /&gt;
'''Shot Types:'''&lt;br /&gt;
&lt;br /&gt;
'''Feeding Shots'''&lt;br /&gt;
*-1 - [[Energy]] Shots&lt;br /&gt;
*-2 - Give energy Shoot, bread and butter feeding type &lt;br /&gt;
*-6 - Body Shots &lt;br /&gt;
&lt;br /&gt;
'''Waste Poison and Venom'''&lt;br /&gt;
*? - Poison Shots(fired automatically at attacker provided defender has poison, cannot be fired manually through the DNA) &lt;br /&gt;
*-3? - Venom Shots(can be fired at other bot provided venom stored) &lt;br /&gt;
*-4 - Waste Shots(coupled with .shootval to determine waste size) &lt;br /&gt;
&lt;br /&gt;
'''Memory shots'''&lt;br /&gt;
By storing positive numbers in .shoot another bot's memory can be overwritten by what's written in .shootval. This can be used to either mess up another bot or to exchange some vital information between bots.&lt;br /&gt;
&lt;br /&gt;
Here's how you'd make another bot turn. Light's Icarus used this to dominate F2 league for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
cond&amp;lt;br&amp;gt;&lt;br /&gt;
'you figure it out&amp;lt;br&amp;gt;&lt;br /&gt;
'Icarus fires if:&amp;lt;br&amp;gt;&lt;br /&gt;
*.shup -2 !=&amp;lt;br&amp;gt;&lt;br /&gt;
start&amp;lt;br&amp;gt;&lt;br /&gt;
.aimdx .shoot store&amp;lt;br&amp;gt;&lt;br /&gt;
314 .shootval store&amp;lt;br&amp;gt;&lt;br /&gt;
stop&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will make any bot that you hit turn 90 degrees to the right.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Defenses and Attacking&lt;br /&gt;
For 2.36 and later, check out [[How defenses and attacks work]] &lt;br /&gt;
&lt;br /&gt;
Advanced Uses of Shootval&lt;br /&gt;
As of 2.36, you may 'power up' a shot's strength and range.&lt;br /&gt;
&lt;br /&gt;
Storing a negative value in .shootval will make body shots (-6) and energy shots (-2) have a longer range.&lt;br /&gt;
&lt;br /&gt;
Storing positive values in .shootval will make body shots (-6) and energy shots (-2) become more powerful.&lt;br /&gt;
&lt;br /&gt;
The multiplier is roughly log2(.shootval). That's log base 2. So spend 4 energy in .shootval and you'll double your shot strength or range, but spend 8 energy and you only triple shot strength or range.&lt;br /&gt;
&lt;br /&gt;
This will also work in a way with venom and waste shots. The increase is linear instead of logarithmic though, and you spend venom amount instead of energy. See venom and waste. Note that storing negative numbers for venom or waste shots has no effect, the shootval must be positive. (I think) &lt;br /&gt;
&lt;br /&gt;
Advanced Shooting Commands&lt;br /&gt;
.backshot and .aimshoot allow for more control over how the shot is produced.&lt;br /&gt;
&lt;br /&gt;
Storing a positive number in .backshoot or increasing .backshoot by one, will instruct the bot to fire backwards if a non zero value is stored in .shoot.&lt;br /&gt;
&lt;br /&gt;
Saving energy by using the increase operator: &lt;br /&gt;
&lt;br /&gt;
.backshoot inc&amp;lt;br&amp;gt;&lt;br /&gt;
-6 .shoot store&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
.aimshoot follows .backshot's syntax, but allows you to specify an angle to shoot at. The number stored here represents the angle from the bot's eye vector (direction it's facing) running counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
&lt;br /&gt;
314 .aimshoot store&amp;lt;br&amp;gt;&lt;br /&gt;
-2 .shoot store&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will fire a shot directly 90 degrees to the left of the bot's eye.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=67</id>
		<title>Shooting</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=67"/>
				<updated>2005-09-18T00:51:56Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The .shoot command is one of the most vital in DB. With it a bot can feed, dispose of waste, shoot poison or venom, and affect another bots memory. &lt;br /&gt;
&lt;br /&gt;
Basics&lt;br /&gt;
Whenever a non zero value is stored in .shoot, a shot is produced. This shot by default fires directly along the bot's eye's vector (that is, which direction it's looking). The shot's basic strength and range are determined by a bot's body. &lt;br /&gt;
&lt;br /&gt;
Shot Types&lt;br /&gt;
Feeding Shots&lt;br /&gt;
*-1 - Energy Shots&lt;br /&gt;
*-2 - Give energy Shoot, bread and butter feeding type &lt;br /&gt;
*-6 - Body Shots &lt;br /&gt;
Waste Poison and Venom&lt;br /&gt;
X - Poison Shots(fired automatically at attacker provided defender has poison, cannot be fired manually through the DNA) &lt;br /&gt;
? - Venom Shots(can be fired at other bot provided venom stored) &lt;br /&gt;
-4 - Waste Shots(coupled with .shootval to determine waste size) &lt;br /&gt;
Memory shots&lt;br /&gt;
By storing positive numbers in .shoot another bot's memory can be overwritten by what's written in .shootval. This can be used to either mess up another bot or to exchange some vital information between bots.&lt;br /&gt;
&lt;br /&gt;
Here's how you'd make another bot turn. Light's Icarus used this to dominate F2 league for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
cond&lt;br /&gt;
'you figure it out&lt;br /&gt;
'Icarus fires if:&lt;br /&gt;
*.shup -2 !=&lt;br /&gt;
start&lt;br /&gt;
.aimdx .shoot store&lt;br /&gt;
314 .shootval store&lt;br /&gt;
stop&lt;br /&gt;
&lt;br /&gt;
This will make any bot that you hit turn 90 degrees to the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Defenses and Attacking&lt;br /&gt;
For 2.36 and later, check out How defenses and attacks work ? &lt;br /&gt;
&lt;br /&gt;
Advanced Uses of Shootval&lt;br /&gt;
As of 2.36, you may 'power up' a shot's strength and range.&lt;br /&gt;
&lt;br /&gt;
Storing a negative value in .shootval will make body shots (-6) and energy shots (-2) have a longer range.&lt;br /&gt;
&lt;br /&gt;
Storing positive values in .shootval will make body shots (-6) and energy shots (-2) become more powerful.&lt;br /&gt;
&lt;br /&gt;
The multiplier is roughly log2(.shootval). That's log base 2. So spend 4 energy in .shootval and you'll double your shot strength or range, but spend 8 energy and you only triple shot strength or range.&lt;br /&gt;
&lt;br /&gt;
This will also work in a way with venom and waste shots. The increase is linear instead of logarithmic though, and you spend venom amount instead of energy. See venom and waste. Note that storing negative numbers for venom or waste shots has no effect, the shootval must be positive. (I think) &lt;br /&gt;
&lt;br /&gt;
Advanced Shooting Commands&lt;br /&gt;
.backshot and .aimshoot allow for more control over how the shot is produced.&lt;br /&gt;
&lt;br /&gt;
storing 1 in .backshoot, will instruct the bot to fire backwards if a non zero value is stored in .shoot.&lt;br /&gt;
&lt;br /&gt;
Note that this: &lt;br /&gt;
&lt;br /&gt;
-2 .backshoot store&lt;br /&gt;
&lt;br /&gt;
will NOT work. You must do: &lt;br /&gt;
&lt;br /&gt;
1 .backshoot store&lt;br /&gt;
-6 .shoot store&lt;br /&gt;
&lt;br /&gt;
or to save energy use the increase operator: &lt;br /&gt;
&lt;br /&gt;
.backshoot inc&lt;br /&gt;
-6 .shoot store&lt;br /&gt;
&lt;br /&gt;
.aimshoot follows .backshot's syntax, but allows you to specify an angle to shoot at. The number stored here represents the angle from the bot's eye vector (direction it's facing) running counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
So &lt;br /&gt;
&lt;br /&gt;
314 .aimshoot store&lt;br /&gt;
-2 .shoot store&lt;br /&gt;
&lt;br /&gt;
will fire a shot directly 90 degrees to the left of the bot's eye.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=66</id>
		<title>Shooting</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Shooting&amp;diff=66"/>
				<updated>2005-09-18T00:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The .shoot command is one of the most vital in DB. With it a bot can feed, dispose of waste, shoot poison or venom, and affect another bots memory. &lt;br /&gt;
&lt;br /&gt;
Basics&lt;br /&gt;
Whenever a non zero value is stored in .shoot, a shot is produced. This shot by default fires directly along the bot's eye's vector (that is, which direction it's looking). The shot's basic strength and range are determined by a bot's body. &lt;br /&gt;
&lt;br /&gt;
Shot Types&lt;br /&gt;
Feeding Shots&lt;br /&gt;
-1 - Energy Shots &lt;br /&gt;
-2 - Give energy Shoot, bread and butter feeding type &lt;br /&gt;
-6 - Body Shots &lt;br /&gt;
Waste Poison and Venom&lt;br /&gt;
X - Poison Shots(fired automatically at attacker provided defender has poison, cannot be fired manually through the DNA) &lt;br /&gt;
? - Venom Shots(can be fired at other bot provided venom stored) &lt;br /&gt;
-4 - Waste Shots(coupled with .shootval to determine waste size) &lt;br /&gt;
Memory shots&lt;br /&gt;
By storing positive numbers in .shoot another bot's memory can be overwritten by what's written in .shootval. This can be used to either mess up another bot or to exchange some vital information between bots.&lt;br /&gt;
&lt;br /&gt;
Here's how you'd make another bot turn. Light's Icarus used this to dominate F2 league for a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
cond&lt;br /&gt;
'you figure it out&lt;br /&gt;
'Icarus fires if:&lt;br /&gt;
*.shup -2 !=&lt;br /&gt;
start&lt;br /&gt;
.aimdx .shoot store&lt;br /&gt;
314 .shootval store&lt;br /&gt;
stop&lt;br /&gt;
&lt;br /&gt;
This will make any bot that you hit turn 90 degrees to the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Defenses and Attacking&lt;br /&gt;
For 2.36 and later, check out How defenses and attacks work ? &lt;br /&gt;
&lt;br /&gt;
Advanced Uses of Shootval&lt;br /&gt;
As of 2.36, you may 'power up' a shot's strength and range.&lt;br /&gt;
&lt;br /&gt;
Storing a negative value in .shootval will make body shots (-6) and energy shots (-2) have a longer range.&lt;br /&gt;
&lt;br /&gt;
Storing positive values in .shootval will make body shots (-6) and energy shots (-2) become more powerful.&lt;br /&gt;
&lt;br /&gt;
The multiplier is roughly log2(.shootval). That's log base 2. So spend 4 energy in .shootval and you'll double your shot strength or range, but spend 8 energy and you only triple shot strength or range.&lt;br /&gt;
&lt;br /&gt;
This will also work in a way with venom and waste shots. The increase is linear instead of logarithmic though, and you spend venom amount instead of energy. See venom and waste. Note that storing negative numbers for venom or waste shots has no effect, the shootval must be positive. (I think) &lt;br /&gt;
&lt;br /&gt;
Advanced Shooting Commands&lt;br /&gt;
.backshot and .aimshoot allow for more control over how the shot is produced.&lt;br /&gt;
&lt;br /&gt;
storing 1 in .backshoot, will instruct the bot to fire backwards if a non zero value is stored in .shoot.&lt;br /&gt;
&lt;br /&gt;
Note that this: &lt;br /&gt;
&lt;br /&gt;
-2 .backshoot store&lt;br /&gt;
&lt;br /&gt;
will NOT work. You must do: &lt;br /&gt;
&lt;br /&gt;
1 .backshoot store&lt;br /&gt;
-6 .shoot store&lt;br /&gt;
&lt;br /&gt;
or to save energy use the increase operator: &lt;br /&gt;
&lt;br /&gt;
.backshoot inc&lt;br /&gt;
-6 .shoot store&lt;br /&gt;
&lt;br /&gt;
.aimshoot follows .backshot's syntax, but allows you to specify an angle to shoot at. The number stored here represents the angle from the bot's eye vector (direction it's facing) running counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
So &lt;br /&gt;
&lt;br /&gt;
314 .aimshoot store&lt;br /&gt;
-2 .shoot store&lt;br /&gt;
&lt;br /&gt;
will fire a shot directly 90 degrees to the left of the bot's eye.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=.aimdx&amp;diff=213</id>
		<title>.aimdx</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=.aimdx&amp;diff=213"/>
				<updated>2005-09-18T00:48:18Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Less_than&amp;diff=1077</id>
		<title>Less than</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Less_than&amp;diff=1077"/>
				<updated>2005-09-18T00:43:29Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Takes the two top values on the stack, and checks whether the first value is less than the second.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
10 5 &amp;lt;&lt;br /&gt;
Is false&lt;br /&gt;
&lt;br /&gt;
10 25 &amp;lt;&lt;br /&gt;
Is true&lt;br /&gt;
&lt;br /&gt;
10 10 &amp;lt;&lt;br /&gt;
Is false, as 10 is equal to 10, not less.&lt;br /&gt;
&lt;br /&gt;
=== Logical Comparison Operators===&lt;br /&gt;
* [[=]]&lt;br /&gt;
* [[!=]]&lt;br /&gt;
* [[Greater than|&amp;gt;]]&lt;br /&gt;
* [[Less than|&amp;lt;]]&lt;br /&gt;
* [[%=]]&lt;br /&gt;
* [[!%=]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Greater_than&amp;diff=1078</id>
		<title>Greater than</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Greater_than&amp;diff=1078"/>
				<updated>2005-09-18T00:42:25Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Takes the two top values on the stack, and checks whether the first value is greater then the second.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
10 5 &amp;gt;&lt;br /&gt;
Is true&lt;br /&gt;
&lt;br /&gt;
10 25 &amp;gt;&lt;br /&gt;
Is false&lt;br /&gt;
&lt;br /&gt;
10 10 &amp;gt;&lt;br /&gt;
Is false, as 10 is equal to 10, not greater.&lt;br /&gt;
&lt;br /&gt;
=== Logical Comparison Operators===&lt;br /&gt;
* [[=]]&lt;br /&gt;
* [[!=]]&lt;br /&gt;
* [[Greater than|&amp;gt;]]&lt;br /&gt;
* [[Less than|&amp;lt;]]&lt;br /&gt;
* [[%=]]&lt;br /&gt;
* [[!%=]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Greater_than&amp;diff=65</id>
		<title>Greater than</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Greater_than&amp;diff=65"/>
				<updated>2005-09-18T00:42:00Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Takes the two top values on the stack, and checks whether the first value is greater then the second.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
10 5 &amp;gt;&lt;br /&gt;
Is true&lt;br /&gt;
&lt;br /&gt;
10 25 &amp;gt;&lt;br /&gt;
Is false&lt;br /&gt;
&lt;br /&gt;
10 10 &amp;gt;&lt;br /&gt;
Is false, as 10 is equal to 10, not greater.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=!%3D&amp;diff=1071</id>
		<title>!=</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=!%3D&amp;diff=1071"/>
				<updated>2005-09-18T00:41:00Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not Equals takes the top two values on the regular stack, and places true on the conditions stack if the two values were not equal, false otherwise.&lt;br /&gt;
&lt;br /&gt;
For instance:&lt;br /&gt;
&lt;br /&gt;
50 50 !=&lt;br /&gt;
&lt;br /&gt;
Will place false on the conditions stack. The two 50s are removed from the regular stack.&lt;br /&gt;
&lt;br /&gt;
50 60 !=&lt;br /&gt;
&lt;br /&gt;
Will place true on the conditions stack. The 50 and 60 are still removed from the regular stack.&lt;br /&gt;
&lt;br /&gt;
=== Logical Comparison Operators===&lt;br /&gt;
* [[=]]&lt;br /&gt;
* [[!=]]&lt;br /&gt;
* [[Greater than|&amp;gt;]]&lt;br /&gt;
* [[Less than|&amp;lt;]]&lt;br /&gt;
* [[%=]]&lt;br /&gt;
* [[!%=]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=%3D&amp;diff=1076</id>
		<title>=</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=%3D&amp;diff=1076"/>
				<updated>2005-09-18T00:39:39Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Equals takes the top two values on the regular stack, and places true on the conditions stack if the two values were equal, false otherwise.&lt;br /&gt;
&lt;br /&gt;
For instance:&lt;br /&gt;
&lt;br /&gt;
50 50 =&lt;br /&gt;
&lt;br /&gt;
Will place true on the conditions stack. The two 50s are removed from the regular stack.&lt;br /&gt;
&lt;br /&gt;
50 60 =&lt;br /&gt;
&lt;br /&gt;
Will place false on the conditions stack. The 50 and 60 are still removed from the regular stack.&lt;br /&gt;
&lt;br /&gt;
=== Logical Comparison Operators===&lt;br /&gt;
* [[=]]&lt;br /&gt;
* [[!=]]&lt;br /&gt;
* [[Greater than|&amp;gt;]]&lt;br /&gt;
* [[Less than|&amp;lt;]]&lt;br /&gt;
* [[%=]]&lt;br /&gt;
* [[!%=]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=%3D&amp;diff=64</id>
		<title>=</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=%3D&amp;diff=64"/>
				<updated>2005-09-18T00:39:02Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Equals takes the top two values on the regular stack, and places true on the conditions stack if the two values were equal, false otherwise.&lt;br /&gt;
&lt;br /&gt;
For instance:&lt;br /&gt;
&lt;br /&gt;
50 50 =&lt;br /&gt;
&lt;br /&gt;
Will place true on the conditions stack. The two 50s are removed from the regular stack.&lt;br /&gt;
&lt;br /&gt;
50 60 =&lt;br /&gt;
&lt;br /&gt;
Will place false on the conditions stack. The 50 and 60 are still removed from the regular stack.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Inc/dec&amp;diff=107</id>
		<title>Inc/dec</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Inc/dec&amp;diff=107"/>
				<updated>2005-09-18T00:35:23Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Increase/Decrease&lt;br /&gt;
These operators, inc(increase) and dec(decrease), are some of the most useful but are infrequently used. They work by either decreasing or increasing a memory location by 1.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
50 inc&lt;br /&gt;
&lt;br /&gt;
adds 1 to *50. When more are used simultaneously the effects are cumulative.&lt;br /&gt;
&lt;br /&gt;
For Example: &lt;br /&gt;
&lt;br /&gt;
50 dec&amp;lt;br&amp;gt;&lt;br /&gt;
50 dec&amp;lt;br&amp;gt;&lt;br /&gt;
50 dec&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subtracts 3 from *50.&lt;br /&gt;
One of the more popular uses of this is for birth tie removal.&lt;br /&gt;
&lt;br /&gt;
cond&amp;lt;br&amp;gt;&lt;br /&gt;
start&amp;lt;br&amp;gt;&lt;br /&gt;
.tie *.robage 1000 mult add inc&amp;lt;br&amp;gt;&lt;br /&gt;
.deltie *.robage 1 sub 1000 mult add inc&amp;lt;br&amp;gt;&lt;br /&gt;
stop&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has also been used effectivly as an inter-gene signal and method to &amp;quot;freeze&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
Not all locations can be handled with them, memlocs 1-8(more?) can not be inc/dec. This is to ensure that the bots are required to expend some energy. (Note: being changed in new version)&lt;br /&gt;
&lt;br /&gt;
'''Value freezing using inc/dec'''&lt;br /&gt;
&lt;br /&gt;
This technique allows you to &amp;quot;freeze&amp;quot; values or to raise/lower a number to a value and then keep it there. This is best used for when you need a value at a constant number, but without the cost of continously storing it. &lt;br /&gt;
&lt;br /&gt;
' Basic method to demonstrate freezing&amp;lt;br&amp;gt;&lt;br /&gt;
' Will keep .tieloc at -1 permanently&amp;lt;br&amp;gt;&lt;br /&gt;
cond&amp;lt;br&amp;gt;&lt;br /&gt;
start&amp;lt;br&amp;gt;&lt;br /&gt;
.tieloc *.tieloc dup div mult inc&amp;lt;br&amp;gt;&lt;br /&gt;
.tieloc dec&amp;lt;br&amp;gt;&lt;br /&gt;
stop' More complex method demonstrates freezing&amp;lt;br&amp;gt;&lt;br /&gt;
' at a value with .ploc=7&amp;lt;br&amp;gt;&lt;br /&gt;
cond&amp;lt;br&amp;gt;&lt;br /&gt;
start&amp;lt;br&amp;gt;&lt;br /&gt;
' When *.ploc = 7 dec by 1&amp;lt;br&amp;gt;&lt;br /&gt;
.ploc *.ploc 7 sub 1000 mult add dec&amp;lt;br&amp;gt;&lt;br /&gt;
.ploc inc&amp;lt;br&amp;gt;&lt;br /&gt;
stop&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Inc/dec&amp;diff=63</id>
		<title>Inc/dec</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Inc/dec&amp;diff=63"/>
				<updated>2005-09-18T00:32:09Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Increase/Decrease&lt;br /&gt;
These operators, inc(increase) and dec(decrease), are some of the most useful but are infrequently used. They work by either decreasing or increasing a memory location by 1.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
50 inc&lt;br /&gt;
&lt;br /&gt;
adds 1 to 50. When more are used simultaneously the effects are cumulative.&lt;br /&gt;
&lt;br /&gt;
For Example: &lt;br /&gt;
&lt;br /&gt;
50 inc&lt;br /&gt;
50 inc&lt;br /&gt;
50 inc&lt;br /&gt;
&lt;br /&gt;
Adds 3 to 50.&lt;br /&gt;
One of the more popular uses of this is for birth tie removal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
cond&lt;br /&gt;
start&lt;br /&gt;
.tie *.robage 1000 mult add inc&lt;br /&gt;
.deltie *.robage 1 sub 1000 mult add inc&lt;br /&gt;
stop&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
It has also been used effectivly as an inter-gene signal and method to &amp;quot;freeze&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
Not all locations can be handled with them, memlocs 1-8(more?) can not be inc/dec. This is to ensure that the bots are required to expend some energy. &lt;br /&gt;
&lt;br /&gt;
'''Value freezing using inc/dec'''&lt;br /&gt;
&lt;br /&gt;
This technique allows you to &amp;quot;freeze&amp;quot; values or to raise/lower a number to a value and then keep it there. This is best used for when you need a value at a constant number, but without the cost of continously storing it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
' Basic method to demonstrate freezing&lt;br /&gt;
' Will keep .tieloc at -1 permanently&lt;br /&gt;
cond&lt;br /&gt;
start&lt;br /&gt;
.tieloc *.tieloc dup div mult inc&lt;br /&gt;
.tieloc dec&lt;br /&gt;
stop' More complex method demonstrates freezing&lt;br /&gt;
' at a value with .ploc=7&lt;br /&gt;
cond&lt;br /&gt;
start&lt;br /&gt;
' When *.ploc = 7 dec by 1&lt;br /&gt;
.ploc *.ploc 7 sub 1000 mult add dec&lt;br /&gt;
.ploc inc&lt;br /&gt;
stop&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Inc/dec&amp;diff=62</id>
		<title>Inc/dec</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Inc/dec&amp;diff=62"/>
				<updated>2005-09-18T00:31:49Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Increase/Decrease&lt;br /&gt;
These operators, inc(increase) and dec(decrease), are some of the most useful but are infrequently used. They work by either decreasing or increasing a memory location by 1.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
50 inc&lt;br /&gt;
&lt;br /&gt;
adds 1 to 50. When more are used simultaneously the effects are cumulative.&lt;br /&gt;
&lt;br /&gt;
For Example: &lt;br /&gt;
&lt;br /&gt;
50 inc&lt;br /&gt;
50 inc&lt;br /&gt;
50 inc&lt;br /&gt;
&lt;br /&gt;
Adds 3 to 50.&lt;br /&gt;
One of the more popular uses of this is for birth tie removal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
cond&lt;br /&gt;
start&lt;br /&gt;
.tie *.robage 1000 mult add inc&lt;br /&gt;
.deltie *.robage 1 sub 1000 mult add inc&lt;br /&gt;
stop&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
It has also been used effectivly as an inter-gene signal and method to &amp;quot;freeze&amp;quot; values.&lt;br /&gt;
&lt;br /&gt;
Not all locations can be handled with them, memlocs 1-8(more?) can not be inc/dec. This is to ensure that the bots are required to expend some energy. &lt;br /&gt;
&lt;br /&gt;
'''Value freezing using inc/dec'''&lt;br /&gt;
&lt;br /&gt;
This technique allows you to &amp;quot;freeze&amp;quot; values or to raise/lower a number to a value and then keep it there. This is best used for when you need a value at a constant number, but without the cost of continously storing it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;nowiki&amp;gt;&lt;br /&gt;
' Basic method to demonstrate freezing&lt;br /&gt;
' Will keep .tieloc at -1 permanently&lt;br /&gt;
cond&lt;br /&gt;
start&lt;br /&gt;
.tieloc *.tieloc dup div mult inc&lt;br /&gt;
.tieloc dec&lt;br /&gt;
stop' More complex method demonstrates freezing&lt;br /&gt;
' at a value with .ploc=7&lt;br /&gt;
cond&lt;br /&gt;
start&lt;br /&gt;
' When *.ploc = 7 dec by 1&lt;br /&gt;
.ploc *.ploc 7 sub 1000 mult add dec&lt;br /&gt;
.ploc inc&lt;br /&gt;
stop&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/math&amp;gt;&amp;lt;&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=End&amp;diff=78</id>
		<title>End</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=End&amp;diff=78"/>
				<updated>2005-09-18T00:30:18Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: /* Flow Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most important of all even if it is only written once in a file, End tells the program when to stop reading the DNA. If it is not there the program will add (random?) numbers, largly consisting of zeros until another bot's DNA(that does contain end) is added to the end(normally a veggie). Often errors can occur due to lack of a proper end statement.&lt;br /&gt;
&lt;br /&gt;
=== Flow Commands===&lt;br /&gt;
* [[cond]]&lt;br /&gt;
* [[start]]&lt;br /&gt;
* [[stop]]&lt;br /&gt;
* [[end]]&lt;br /&gt;
* [[Robot DNA]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=End&amp;diff=60</id>
		<title>End</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=End&amp;diff=60"/>
				<updated>2005-09-18T00:29:56Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most important of all even if it is only written once in a file, End tells the program when to stop reading the DNA. If it is not there the program will add (random?) numbers, largly consisting of zeros until another bot's DNA(that does contain end) is added to the end(normally a veggie). Often errors can occur due to lack of a proper end statement.&lt;br /&gt;
&lt;br /&gt;
=== Flow Commands===&lt;br /&gt;
* [[cond]]&lt;br /&gt;
* [[start]]&lt;br /&gt;
* [[stop]]&lt;br /&gt;
* [[end]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Stop&amp;diff=79</id>
		<title>Stop</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Stop&amp;diff=79"/>
				<updated>2005-09-18T00:29:44Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stop marks the end of a gene.&lt;br /&gt;
&lt;br /&gt;
=== Flow Commands===&lt;br /&gt;
* [[cond]]&lt;br /&gt;
* [[start]]&lt;br /&gt;
* [[stop]]&lt;br /&gt;
* [[end]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Start&amp;diff=299</id>
		<title>Start</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Start&amp;diff=299"/>
				<updated>2005-09-18T00:29:29Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start Flow Operator&lt;br /&gt;
&lt;br /&gt;
Start marks the action step of a gene. This is where logical operators, [[store]] and [[inc/dec]] can be used. It will only execute if the boolean value in from conditions stack is true.&lt;br /&gt;
&lt;br /&gt;
=== Flow Commands===&lt;br /&gt;
* [[cond]]&lt;br /&gt;
* [[start]]&lt;br /&gt;
* [[stop]]&lt;br /&gt;
* [[end]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Cond&amp;diff=80</id>
		<title>Cond</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Cond&amp;diff=80"/>
				<updated>2005-09-18T00:29:10Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: /* Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''cond''' marks the start of a gene in the DNA. Everything from cond to [[start]] is evaulated. Once the program reaches start, any values still on the conditions stack are anded together. If the resulting boolean value is true, every [[action]] after start to the next stop command is executed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the program continues to the next cond statement, or stops reading the DNA if the [[end]] is found instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The condition is the part of the gene that tells if  should happen or not. Many action commands can be used in here but not all.&lt;br /&gt;
&lt;br /&gt;
=== Flow Commands===&lt;br /&gt;
* [[cond]]&lt;br /&gt;
* [[start]]&lt;br /&gt;
* [[stop]]&lt;br /&gt;
* [[end]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=End&amp;diff=59</id>
		<title>End</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=End&amp;diff=59"/>
				<updated>2005-09-18T00:28:21Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most important of all even if it is only written once in a file, End tells the program when to stop reading the DNA. If it is not there the program will add (random?) numbers, largly consisting of zeros until another bot's DNA(that does contain end) is added to the end(normally a veggie). Often errors can occur due to lack of a proper end statement.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Stop&amp;diff=58</id>
		<title>Stop</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Stop&amp;diff=58"/>
				<updated>2005-09-18T00:26:42Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stop marks the end of a gene.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Start&amp;diff=57</id>
		<title>Start</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Start&amp;diff=57"/>
				<updated>2005-09-18T00:25:59Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start Flow Operator&lt;br /&gt;
&lt;br /&gt;
Start marks the action step of a gene. This is where logical operators, [[store]] and [[inc/dec]] can be used. It will only execute if the boolean value in from conditions stack is true.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Cond&amp;diff=56</id>
		<title>Cond</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Cond&amp;diff=56"/>
				<updated>2005-09-18T00:24:46Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: /* Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''cond''' marks the start of a gene in the DNA. Everything from cond to [[start]] is evaulated. Once the program reaches start, any values still on the conditions stack are anded together. If the resulting boolean value is true, every [[action]] after start to the next stop command is executed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the program continues to the next cond statement, or stops reading the DNA if the [[end]] is found instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The condition is the part of the gene that tells if  should happen or not. Many action commands can be used in here but not all.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Cond&amp;diff=55</id>
		<title>Cond</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Cond&amp;diff=55"/>
				<updated>2005-09-18T00:24:37Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: /* Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''cond''' marks the start of a gene in the DNA. Everything from cond to [[start]] is evaulated. Once the program reaches start, any values still on the conditions stack are anded together. If the resulting boolean value is true, every [[action]] after start to the next stop command is executed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the program continues to the next cond statement, or stops reading the DNA if the[[end]] is found instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The condition is the part of the gene that tells if  should happen or not. Many action commands can be used in here but not all.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Cond&amp;diff=54</id>
		<title>Cond</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Cond&amp;diff=54"/>
				<updated>2005-09-18T00:24:22Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: /* Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''cond''' marks the start of a gene in the DNA. Everything from cond to [[start]] is evaulated. Once the program reaches start, any values still on the conditions stack are anded together. If the resulting boolean value is true, every [[action]] after start to the next stop command is executed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the program continues to the next cond statement, or stops reading the DNA if the end[[end]] is found instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The condition is the part of the gene that tells if  should happen or not. Many action commands can be used in here but not all.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Other_Resources&amp;diff=114</id>
		<title>Other Resources</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Other_Resources&amp;diff=114"/>
				<updated>2005-06-04T03:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Links to other areas related to DB==&lt;br /&gt;
&lt;br /&gt;
* [http://www.darwinbots.com/ Darwinbots' New Home]&lt;br /&gt;
* [http://s9.invisionfree.com/DarwinBots_Forum/index.php?act=idx/index.php?act=site New Forum]&lt;br /&gt;
&lt;br /&gt;
* [http://darwinbots.xwiki.com/ Xwiki vers of Manual (Retired)]&lt;br /&gt;
* [http://darwinbots.proboards20.com/index.cgi Old Forum (Dead Feb 05)]&lt;br /&gt;
* [http://digilander.libero.it/darwinbots/ Old DB Homepage (No longer updated)]&lt;br /&gt;
* [http://www.sodev.free-speicher.de/dbdb/ Database]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Other_Resources&amp;diff=25</id>
		<title>Other Resources</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Other_Resources&amp;diff=25"/>
				<updated>2005-06-04T03:48:46Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Links to other areas related to DB==&lt;br /&gt;
&lt;br /&gt;
[http://www.darwinbots.com/ Darwinbots' New Home]&lt;br /&gt;
[http://s9.invisionfree.com/DarwinBots_Forum/index.php?act=idx/index.php?act=site New Forum]&lt;br /&gt;
&lt;br /&gt;
[http://darwinbots.xwiki.com/ Xwiki vers of Manual (Retired)]&lt;br /&gt;
[http://darwinbots.proboards20.com/index.cgi Old Forum (Dead Feb 05)]&lt;br /&gt;
[http://digilander.libero.it/darwinbots/ Old DB Homepage (No longer updated)]&lt;br /&gt;
[http://www.sodev.free-speicher.de/dbdb/ Database]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Advanced_Stack&amp;diff=83</id>
		<title>Advanced Stack</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Advanced_Stack&amp;diff=83"/>
				<updated>2005-06-04T03:41:11Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Saving Values into the Stack'''&lt;br /&gt;
The Stack can be used as a means to save a value than retrieve it whenever necessary. The new dup operator allows the number to stay in the Stack continously&lt;br /&gt;
&lt;br /&gt;
{code}&lt;br /&gt;
cond&lt;br /&gt;
*.robage 0 =&lt;br /&gt;
start&lt;br /&gt;
998 rnd 1 add&lt;br /&gt;
stopcond&lt;br /&gt;
*.refeye *.myeye !=&lt;br /&gt;
*.eye5 50 &amp;gt;&lt;br /&gt;
start&lt;br /&gt;
dup .tie store&lt;br /&gt;
stop&lt;br /&gt;
{code}&lt;br /&gt;
&lt;br /&gt;
This will duplicate the value and also use it to tie. The same value can then be kept and re-used forever. To use it as part of a condition statement requires a solo &amp;quot;dup&amp;quot; gene. &lt;br /&gt;
&lt;br /&gt;
'''Timing Actions with the Stack'''&lt;br /&gt;
Another more advanced use is to store a whole series of actions into the stack and then unstacking them in the following cycles.&lt;br /&gt;
&lt;br /&gt;
{code}&lt;br /&gt;
cond&lt;br /&gt;
*.robage 0 =&lt;br /&gt;
start&lt;br /&gt;
50 .repro&lt;br /&gt;
314 .aimdx&lt;br /&gt;
10 .up&lt;br /&gt;
stop&lt;br /&gt;
&lt;br /&gt;
cond&lt;br /&gt;
start&lt;br /&gt;
dup&lt;br /&gt;
stop&lt;br /&gt;
&lt;br /&gt;
cond&lt;br /&gt;
0 &amp;gt;&lt;br /&gt;
' dup gene and 0 &amp;gt; not really needed in this case but helps to&lt;br /&gt;
' demo ability to sense the stack without destroying the information&lt;br /&gt;
start&lt;br /&gt;
store&lt;br /&gt;
stop&lt;br /&gt;
{code}&lt;br /&gt;
&lt;br /&gt;
This will cause the bot to perform the above actions from bottom to top.&lt;br /&gt;
This could also be used for anything from MB reproduction to more accurate aiming. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
[[Stack]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=MB_Sharing&amp;diff=81</id>
		<title>MB Sharing</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=MB_Sharing&amp;diff=81"/>
				<updated>2005-06-04T03:37:28Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Share commands&lt;br /&gt;
&lt;br /&gt;
A bot can share things with another bot if they are connected through tie. There are DNA commands that allow sharing of energy, slime, shell, and waste. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Share commands Command Effect &lt;br /&gt;
sharenrg This lets bot share energy. There is no need to address a specific tie reference number. The number stored in here becomes the percentage of total energy that I receive. &lt;br /&gt;
sharewaste This lets bot share waste. &lt;br /&gt;
shareshell This lets bot share shell. Individual bots within multibots are allowed to have twice as much shell as singlebots. &lt;br /&gt;
shareslime This lets bot share slime. Individual bots within multibots are allowed to have twice as much shell as singlebots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
&lt;br /&gt;
Suppose there are two bots connected by a tie. First bot has 40 waste (or any other shared material) and the second one has 60. If first bot executes command &lt;br /&gt;
&lt;br /&gt;
10 .sharewaste store&lt;br /&gt;
then the total amount of waste (100) will be redistributed so that the first bot receives 10% of that total. The final outcome is that the first bot will have 10 waste and the second bot will have 90 waste.&lt;br /&gt;
Uses&lt;br /&gt;
&lt;br /&gt;
A useful way to use these with combat bots is shown below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
cond&lt;br /&gt;
*.multi 1 =&lt;br /&gt;
start&lt;br /&gt;
99 .sharenrg store&lt;br /&gt;
.sharewaste inc&lt;br /&gt;
stop&lt;br /&gt;
&lt;br /&gt;
In this gene 99% of the total energy is taken by a bot. This is useful to feed in case a bot accidently becomes a MB while tie feeding.&lt;br /&gt;
&lt;br /&gt;
The code &amp;quot;.sharewaste inc&amp;quot; forces the enemy to take 99% of the attacker's waste. Useful to dump waste without having to shoot it away, also plants will convert this waste to energy allowing the bot to recoup some energy.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Epigenetic_Memory_Locations&amp;diff=127</id>
		<title>Epigenetic Memory Locations</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Epigenetic_Memory_Locations&amp;diff=127"/>
				<updated>2005-06-04T03:35:15Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
During the birthing cycle, baby robots copy certain information from the memory of the parent. Copying is done through the birth tie . The copied locations are 971 through 990 and one location is copied each cycle for 20 cycles. Robots who cut their gestation periods short will miss out on the valuable opportunity to pass on vital information to their offspring.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Epigenetic_Memory_Locations&amp;diff=24</id>
		<title>Epigenetic Memory Locations</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Epigenetic_Memory_Locations&amp;diff=24"/>
				<updated>2005-06-04T03:35:04Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Racial memory==&lt;br /&gt;
&lt;br /&gt;
During the birthing cycle, baby robots copy certain information from the memory of the parent. Copying is done through the birth tie . The copied locations are 971 through 990 and one location is copied each cycle for 20 cycles. Robots who cut their gestation periods short will miss out on the valuable opportunity to pass on vital information to their offspring.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=129</id>
		<title>Birth tie</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=129"/>
				<updated>2005-06-04T03:33:38Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
A thick tie seen at birth connecting both parent and offspring. Lasts for 20 cycles, plus number of cycles required to transfer Epigenic Memory, from parent to child. Can reduce time by means of creating permanent tie and then deleting said tie. Normally this is done to reduce motion penalties imposed by attached bot.&lt;br /&gt;
&lt;br /&gt;
Other methods include: &lt;br /&gt;
&lt;br /&gt;
* limit motion when tied to child &lt;br /&gt;
* limit child's motion.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=23</id>
		<title>Birth tie</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Birth_tie&amp;diff=23"/>
				<updated>2005-06-04T03:33:15Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Birth Tie==&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
A thick tie seen at birth connecting both parent and offspring. Lasts for 20 cycles, plus number of cycles required to transfer Epigenic Memory, from parent to child. Can reduce time by means of creating permanent tie and then deleting said tie. Normally this is done to reduce motion penalties imposed by attached bot.&lt;br /&gt;
&lt;br /&gt;
Other methods include: &lt;br /&gt;
&lt;br /&gt;
* limit motion when tied to child &lt;br /&gt;
* limit child's motion.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Organism&amp;diff=1600</id>
		<title>Organism</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Organism&amp;diff=1600"/>
				<updated>2005-06-04T03:31:47Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Organism is a either a single bot or a group of bots connected by ties.&lt;br /&gt;
&lt;br /&gt;
Also see:&lt;br /&gt;
&lt;br /&gt;
[[Save entire organism]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Organism&amp;diff=22</id>
		<title>Organism</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Organism&amp;diff=22"/>
				<updated>2005-06-04T03:31:14Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organism==&lt;br /&gt;
An Organism is a either a single bot or a group of bots connected by ties.&lt;br /&gt;
&lt;br /&gt;
Also see:&lt;br /&gt;
&lt;br /&gt;
[[Save entire organism]]&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	<entry>
		<id>http://wiki.darwinbots.com/index.php?title=Multibot&amp;diff=31</id>
		<title>Multibot</title>
		<link rel="alternate" type="text/html" href="http://wiki.darwinbots.com/index.php?title=Multibot&amp;diff=31"/>
				<updated>2005-06-04T03:29:08Z</updated>
		
		<summary type="html">&lt;p&gt;66.91.138.35: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Multibots==&lt;br /&gt;
Multibots are organisms that are made up of more than one bot. In a MB (MultiBot) the bots are connected by ties . The first multibot was in the form of a triangle where each bot worked independently, but all three coordinated their movement in order to obtain food.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No image currently here&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a picture of the Triangulus_P bot, the first MB ever created. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''MB Commands'''&lt;br /&gt;
&lt;br /&gt;
The bots in the MB must be connected with each other, and for that they use ties . The bots within a MB can share information, energy and protective layers with each other. Bots can learn whether they are a part of MB using the .multi command, which returns 1 when the bot is a part of a MB(intentially or not), and 0 when it is not.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''MB Advantages'''&lt;br /&gt;
&lt;br /&gt;
The MBs have some advantages over a normal Single Bot(SB) . Each bot in a MB can carry more slime and shell. They can share the work between them. Some bots do work that others don't. And they dont suffer ShockDeath. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''MB Problems'''&lt;br /&gt;
&lt;br /&gt;
Many MBs have difficulty when it comes time to reproduce. Co-ordinating motion in one direction amongst the bots can also prove difficult. With good coding, however, any problem can be solved.&lt;/div&gt;</summary>
		<author><name>66.91.138.35</name></author>	</entry>

	</feed>