FrikBot is designed for you. With great certainty I can tell you that after plugging FrikBot into your mod the bot will use all the rules you have changed, will fire your custom weapons and will behave like a client in every way discernable. However, he will probably behave like an incredibly stupid client, but that isn't the point.
If you already have FrikBot installed in your mod skip down to the next section, otherwise, keep reading.
All the code to install FrikBot has been included with this archive. The files you need are bot.qc, bot_way.qc, bot_ai.qc, bot_fight.qc, bot_ed.qc, bot_misc.qc, bot_phys.qc and bot_move.qc. If you intend to use the QuakeWorld version of FrikBot, substitute everything I say about bot.qc with "bot_qw.qc", okay? To begin installing FrikBot into your mod, copy these files into your mod's source folder. To be neat I recommend creating a subdirectory called "frikbot" within your source folder and placing the files in there. This is not required though. Next thing you should do is open up bot.qc, scroll down past the license and read the instructions carefully. There's a few functions to comment out in defs.qc, you accomplish these by placing two forward slashes in front of the line - "//". Once you've followed the installation instructions, you can compile and play the mod now with FrikBots. Most likely you'll need to modify code in bot_ai.qc to make the bot behave intelligently. The main function in this file is BotAI located at the bottom. From there you can follow up all the calls it makes and understand how the bot thinks. Priority_for_thing is the place to add code if you want the bots to hunt a new item, or add conditions to hunting existing items. I leave the rest to you. Note that you will probably never need to edit bot(_qw).qc (except for when installing qc waypoints), bot_move.qc, bot_way.qc or bot_phys.qc. The last one being highly unlikely as it is more or less a direct port of the engine's physics code, and only needs to be changed when the corresponding code in the engine is changed.
Please also note that the waypoint editor mode can be used to cheat in your mod (Even in multiplayer). If you don't want to allow this, safeguard the entrance by adding a cvar("developer") check to its impulse in BotImpulses in bot.qc.
When making mods I strongly suggest you do a few things. Open up bot_misc.qc and give the bots new names and colors. Please. I'm tired of seeing a ton of mods with my default names and chat messages. Use a little creativity, and use some extended chars to give the bots "fun names".
Next, I'd ask you avoid using the name "Frik" in your mod's title. Even if all you did was combine FrikBot with another mod, don't call it FrikSomemod. A more appropriate title may be Somemod + FrikBot, or something along those lines. This is not a commandment from Heaven, it's just that I like to use Frik for my own work, and it tends to confuse people seeing my name part of some mod that I had very little to do with. Thanks.
In the past it has been common to include my entire FrikBot readme with the mod. Please do not include this massive .html file, that's the last thing we need. Instead, excerpt here and there and patch together some instructions for the bot. You have permission to use everything in the archive any way you want, this includes this readme. Put a little effort into it, for your user's sake.
If you make your mod for QuakeWorld I really recommend you make the mod open source. Not only will it be much more convenient for server operators, but QC is one of the best ways to get waypoints into the QW version of FrikBot. Again, open source is the way to go.
If you're really feeling nice, you can place a small thank-you to me in your mods credits. Thanks for listening, now get out there and get coding!