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lollicat

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Everything posted by lollicat

  1. *Shadow the Hedgehog *Pikachu Fixed your spelling. However, for Pikachu, you can Google "pikachu pokemon mystery dungeon" and get some good sprites.
  2. @chiccora: > I am not sure if Case 0 is an issue, but I did have a problem similar because I did not include that case so just try this, its worth a shot: > > ``` > ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' > ' Module: ScriptedNPC.ess ' > ' Author: Stephan J.R. van Schaik ' > ' Date: August 30th, 2009. ' > ' Version: 1.0.0 ' > ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' > > ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' > ' Function: ScriptedNPC ' > ' Brief: executes when somebody talks to a NPC. ' > ' Parameters: ' > ' Index: the index of the player. ' > ' Script: the script to execute. ' > ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' > Select Case Script > Case 0 > Call PlayerMsg(Index, "This scripted spell has no apparent use.", WHITE) > Exit Sub > Case 1 > > 'If the player has not started the quest, start the quest for them. This also prevents errors occuring in the script later on > If GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = vbNullString Then > > 'Start the quest for the player by setting their status to 0 > Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "0") > > End If > > 'If the player level is greater than or equal to the needed player level and less than or equal to the maximum level > If (GetPlayerLevel(Index) >= 0) And (GetPlayerLevel(Index) > 'If the player has not started the quest yet > If GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = "0" Then > > 'The player has now started the quest and can go onto the next part > Call PlayerMsg(Index, "Mimi: I am going to help you do an easy quest. I lost an important treasure chest, and I need you to go around and look for it. To pick it up, you can press ENTER on your keyboard.", BLACK) > > 'The player started the quest, set their status to 1 > Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "1") > > 'If the player has started the quest and needs to attempt to finish it > ElseIf GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = "1" Then > > 'If the player has the needed item > If CanTake(Index, 8, 1) = True Then > > 'If the player does not have enough free slots for items given as rewards > If Not GetFreeSlots(Index) >= 1 Then > > 'If they can't take the rewards - tell them and exit > Call PlayerMsg(Index, "Mimi: You don't have a free slot to take my reward, you need one more inventory slot!", BLACK) > Exit Sub > > End If > > 'Take the needed item > Call TakeItem(Index, 8, 1) > Call PlayerMsg(Index, "Mimi: Thank you for getting this " & GetItemName(8) & " for me!", BLACK) > > 'Give the player the stackable reward item > Call GiveCurrency(Index, 3, 5) > Call PlayerMsg(Index, "Mimi: Please take this " & GetItemName(3) & "!", BLACK) > > 'Give the player exp > Call SetPlayerExp(Index, GetPlayerExp(Index) + 15) > Call SendStats(Index) > Call PlayerMsg(Index, "Mimi: For helping me, you get 15 experience!", BLACK) > > 'The player has completed the quest > Call PlayerMsg(Index, "Mimi: Thank goodness! I was just about to panic, as it had my lunch in here...it would be terrible if I had to starve!", BLACK) > > 'The player has completed the quest, set their status to 2 > Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "2") > > Else > > 'The player does not have the item > Call PlayerMsg(Index, "Mimi: Please get me " & GetItemName(8) & "!", BLACK) > > End If > > 'If the player has completed the quest and claimed their reward > ElseIf GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = "2" Then > > 'Tell them they have completed the quest but can do it again > Call PlayerMsg(Index, "Mimi: Now, where did I put that chest...?", BLACK) > > 'Set the player status back to 0 so that they can do the quest again > Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "0") > End If > > End If > > Exit Sub > > Case Else > Call PlayerMsg(Index, "No NPC script found. Please contact an admin to solve this problem.", WHITE) > > Exit Sub > End Select > End Sub > ``` > Add this, hit reload of the scripts in the server and try it with the NPC who is scripted to 1. Still getting the error. >:U
  3. That's what it looks like and I still got the error.
  4. @Ballie: > Add this under the "Sub ScriptedNPC(index, script)": > > ``` > Select Case script > ``` > I'm getting rusty in my old age. > > Also, note to self. Code tags inside spoilers look awful. Is that in my main? xD [/notgoodatscripting]
  5. @Ballie: > You pasted over the sub name, looks like. Give this a try: > > >! ``` > ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' > ' Module: ScriptedNPC.ess ' > ' Author: Stephan J.R. van Schaik ' > ' Date: August 30th, 2009. ' > ' Version: 1.0.0 ' > ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' > >! ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' > ' Function: ScriptedNPC ' > ' Brief: executes when somebody talks to a NPC. ' > ' Parameters: ' > ' Index: the index of the player. ' > ' Script: the script to execute. ' > ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' > Sub ScriptedNPC(index, script) > 'Quest script created using cloudwolf00s Quest Maker (cloudwolf00s Quest Maker is © cloudwolf00 2010) > 'You may not remove this or the above credit! > Case 1 > >! 'If the player has not started the quest, start the quest for them. This also prevents errors occuring in the script later on > If GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = vbNullString Then > >! 'Start the quest for the player by setting their status to 0 > Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "0") > >! End If > >! 'If the player level is greater than or equal to the needed player level and less than or equal to the maximum level > If (GetPlayerLevel(Index) >= 0) And (GetPlayerLevel(Index) >! 'If the player has not started the quest yet > If GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = "0" Then > >! 'The player has now started the quest and can go onto the next part > Call PlayerMsg(Index, "Mimi: I am going to help you do an easy quest. I lost an important treasure chest, and I need you to go around and look for it. To pick it up, you can press ENTER on your keyboard.", BLACK) > >! 'The player started the quest, set their status to 1 > Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "1") > >! 'If the player has started the quest and needs to attempt to finish it > ElseIf GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = "1" Then > >! 'If the player has the needed item > If CanTake(Index, 8, 1) = True Then > >! 'If the player does not have enough free slots for items given as rewards > If Not GetFreeSlots(Index) >= 1 Then > >! 'If they can't take the rewards - tell them and exit > Call PlayerMsg(Index, "Mimi: You don't have a free slot to take my reward, you need one more inventory slot!", BLACK) > Exit Sub > >! End If > >! 'Take the needed item > Call TakeItem(Index, 8, 1) > Call PlayerMsg(Index, "Mimi: Thank you for getting this " & GetItemName(8) & " for me!", BLACK) > >! 'Give the player the stackable reward item > Call GiveCurrency(Index, 3, 5) > Call PlayerMsg(Index, "Mimi: Please take this " & GetItemName(3) & "!", BLACK) > >! 'Give the player exp > Call SetPlayerExp(Index, GetPlayerExp(Index) + 15) > Call SendStats(Index) > Call PlayerMsg(Index, "Mimi: For helping me, you get 15 experience!", BLACK) > >! 'The player has completed the quest > Call PlayerMsg(Index, "Mimi: Thank goodness! I was just about to panic, as it had my lunch in here...it would be terrible if I had to starve!", BLACK) > >! 'The player has completed the quest, set their status to 2 > Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "2") > >! Else > >! 'The player does not have the item > Call PlayerMsg(Index, "Mimi: Please get me " & GetItemName(8) & "!", BLACK) > >! End If > >! 'If the player has completed the quest and claimed their reward > ElseIf GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = "2" Then > >! 'Tell them they have completed the quest but can do it again > Call PlayerMsg(Index, "Mimi: Now, where did I put that chest...?", BLACK) > >! 'Set the player status back to 0 so that they can do the quest again > Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "0") > End If > >! End If > >! Exit Sub > >! Case Else > Call PlayerMsg(Index, "No NPC script found. Please contact an admin to solve this problem.", WHITE) > >! Exit Sub > End Select > End Sub > >! Exit Sub > ``` I got the same error, unfortunately.
  6. If you're a cat, you may enjoy some MiceShakes. ![](http://i245.photobucket.com/albums/gg67/lollicat08/ms.png)
  7. Also, do I have a Case 0?
  8. @Admiral: > Until the xbox 360 releases this baby: > http://www.youtube.com/watch?v=p2qlHoxPioM FUUU– That's awesome. I WANT IT SO BAAAAD
  9. @MrMiguuâ„¢: > @MrHappySmore: > > > @Kreator: > > > > > It's a spelling mistake, chill out we know what he meant. xD > > > > Sorry, I'm a Grammar Nazi. > > Wouldn't a grammar Nazi imply that you only fix gramatical errors and not spelling? I thought that grammar included spelling…after all, if you take an English class, you learn both spelling and grammar.
  10. @Admiral: > takes notes > > Yup, I used atleast three of those steps in making my game :) I think you're the only person here who this could actually apply to. xD
  11. @Rush3r: > I'm serieus! I'm totally wrong with my hobby, I had more B's then I had C's.. :icon_meditation: Alright then, you don't belong on this forum. Goodbye! [/sarcasm]
  12. @Rush3r: > Thx! You helped me big time! ;) …riiiight... XD
  13. Taken from [la.](http://forums-en.wow-europe.com/thread.aspx?fn=wow-general-en&t=437536) _Anvilbeard's guide to creating a MMORPG Step Zero: You Before you begin, ask yourselves these questions and write the answers on an A4 sheet of paper: * What is my name? * Am I underpaid? * Do I like games? * What is my partner's phone number? Next, take the sheet of paper, and burn it. The answers are irrelevant. Step One: Concept This step involves choosing a theme for your MMORPG. Here's a fun questionnaire to help you decide: 1\. I like: a) Food cool.gif Women c) Computers 2\. I don't like: a) You cool.gif Me c) Old People 3\. My idea of fun is: a) Sports cool.gif Sex c) Watching Television If you answered mostly As or Bs, don't read any more as you are too cool to create a MMORPG, go back to art school. If you answered mostly Cs, your MMORPG's theme will be 'Fantasy' Step Two: Design There are tons of things to design and, knowing you, you won't have anyone to do your dirty work, yet. The important aspect of design is not creating anything new, just renaming or repainting old material. If you have no old material, improvise. Every Fantasy MMORPG has a choice of 'races'. Contrary to popular belief, this is not racist, but 'fun' Your choice of races will include: * All the races you saw in the LOTR movies * Giant animals with rude sounding names * Cyborg Ninja Pirates * Gnomes Feel free to rename them at will. Creativity is not required. Norcs, Trelves, Umans and Smarves are good examples of what you are aiming for. Each race must be able to choose from a range of 'classes'. Your class list must include: Warrior, Mage, Priest, Assassin, Paladin and Hunter. You can add more if you want. Here are some tips: * Class should sound cooler than it is * There should always be one overpowered class, and one underpowered class * There should be no obvious differences between classes * One class should be hated. Make them have to wear pink armor, or have funny names, to achieve this. At first, you may think that there are a lot of items in a MMORPG, but you are wrong, again. You can design an item list using everyday objects. First, add everything in your fridge. That should cover Food and Drink, unless you're a student. Next add all your clothing items to the list, then add them again, but add 'of the X' at the end of the name, with X being an animal. Rinse and repeat, duplicates are ok, and give the impression of more items. Then, copy and paste the entire list of clothing items, and add 'X's' before the name, with X being a class Lastly, open your cutlery draw and add all the items in there to the list. Then add these(assuming you don't already have these on the list): Sword, Axe, Bow, Gun. Do the same as with the armor, adding 'of the X' and 'X's' where appropriate. So, finally you have to design the areas your players will occupy. The beauty of a Fantasy game is that no names have to make sense. Thump the keyboard a few times and you have a name of a place. If you get the same name twice, think of it as good luck, and use it as a NPC's name instead. This also means that players can't cheat by using 'teamspeak', try saying this regularly: "Okay guys, we have to escort Princess Ybuioij from the Nljklof dungeon to Castle Nblkjgejlk" "I got a quest to drop off for Marshal Dfghgkj at the Lgfhkl Outpost first" "Meet you at Klgfhlm" Step Three: Production Send your idea to a big gaming studio. If you're lucky they'll give you a pen with your game's name on it. Agh, talking about the name, you gotta name your product before anyone wants it. Luckily there's an easy way to do this. Take an item from list one, and put it in front of an item from list two. List One Power Ever Land (of) World (of) Galactic Dark Light The Ultima Age (of) Never Fun List Two Land War Pain Strife Boobies Quest Online Evil Fat Death Heroes Vengeance Fun You'd be surprised how that works. If the name is taken by a competitor(Someone who read this before you) then add 'The' before it, and/or number after it. Okay, now you've got your name, mail all your documents(Make no copies) to a gaming studio. Then sit and wait while they do all the work. Don't worry if no-one contacts you, that means they are working to hard on your plan to have a personal life(And if they did, they wouldn't waste it on you anway) Step Four: Support If the impossible happens and your game is produced, it's likely the gaming studio won't afford to produce more than one or two copies(One is for you, I lost the other, sorry) so you can easily handle support by doing the following: * Buy a call centre in pakistan for 750 cents and accidentally lose the number * Eliminate in-game support and 'reward' players with Game Master abilities * Make sure your support website is under maintenance 23 hours a day * Make sure your support website's script is complicated enough to take two hours to process a request Step Six: Learning to Count, or Updates It is very likely that by the time your game is released, it will be out of date. Also, the gaming studio may have tested the game to perfection. To fix these two problems, you must release regular updates. Updating, otherwise known as patching, can be implemented easily. For patch 1.1, follow these steps: 1) Shut down the game for 6 hours 2) Start up the games programming in 'word' and delete random fragments of code 3) Upload the new data 4) Force users to download 300mb of empty data to be able to play again 5) 'Forget' to reactivate the game…. for a day The following patches can be done in roughly the same way. Instead, on step two, do this: 2) Fix missing fragments of code by cutting code from other parts of the programming and putting them in the holes. This process ensures that you are doing something every so often, and that there are always new bugs to fix in the next patch! Unfortunately, it's a double edged knife. You will have to work. I recommend training some Monkeys to do it for you. Step 7: Escape Strategy There will come a time when your clients hate you so much, they pretend to be monkeys just to get close enough to attempt assassination. After the fourth look-alike's corpse is dragged out of the office, you may be starting to rethink your career choice. But, you have a choice! * Hire a security team of monkeys with banana guns AKA The 'big spender' option * Fake your own death AKA The 'smart man' option * Eject! AKA The 'weasel' option Naturally, you will choose the third option, because the first two were too long and you didn't bother to read them. I'm going to overestimate your intelligence for the sake of my bleeding fingers. To Eject you will need to do the following: * Hire a 'Community' monkey * Secretly announce mergers and budget cuts on April Fools day, to trick morons into investing in your game * Use the money to build a Jet * Once your clients hate the Community Monkey more than you, announce that it is now the owner * Escape to Cuba on your Jet * Fall to your death, seconds after realizing you shouldn't have spent the money on coffee Step 10: End Game Personally, I think a guide with 10 steps seems a little more 'Value for Time', so this is step 10\. Also, I know all you lazy people will just skip to the last step anyway. It contains religious phrases, so please look away if you are a satanist, or you refuse to acknowledge you 'exist' Okay, now you are in Limbo. How do I know this? Well, by creating a MMORPG you have instantly been disowned by both God and the Devil. So you are stuck on Earth. Therefore you are invincible. Anyone who wants to argue with my logic, please contact my trained Community Monkey, Thundgot. In Conclusion For the 99% who think that that was too long, and didn't read. Here is a handy conclusion section just for you! * Creating a MMORPG is easy * Playing a MMORPG is hard * Follow this guide to be Invincible * Monkeys FTW * Anvilbeard rocks * Cookies are tasty_ Sorry if this is in the wrong place…it's just too funny. ;D
  14. ``` ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' Module: ScriptedNPC.ess ' ' Author: Stephan J.R. van Schaik ' ' Date: August 30th, 2009. ' ' Version: 1.0.0 ' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' ' Function: ScriptedNPC ' ' Brief: executes when somebody talks to a NPC. ' ' Parameters: ' ' Index: the index of the player. ' ' Script: the script to execute. ' ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''' 'Quest script created using cloudwolf00s Quest Maker (cloudwolf00s Quest Maker is © cloudwolf00 2010) 'You may not remove this or the above credit! Case 1 'If the player has not started the quest, start the quest for them. This also prevents errors occuring in the script later on If GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = vbNullString Then 'Start the quest for the player by setting their status to 0 Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "0") End If 'If the player level is greater than or equal to the needed player level and less than or equal to the maximum level If (GetPlayerLevel(Index) >= 0) And (GetPlayerLevel(Index) = 1 Then 'If they can't take the rewards - tell them and exit Call PlayerMsg(Index, "Mimi: You don't have a free slot to take my reward, you need one more inventory slot!", BLACK) Exit Sub End If 'Take the needed item Call TakeItem(Index, 8, 1) Call PlayerMsg(Index, "Mimi: Thank you for getting this " & GetItemName(8) & " for me!", BLACK) 'Give the player the stackable reward item Call GiveCurrency(Index, 3, 5) Call PlayerMsg(Index, "Mimi: Please take this " & GetItemName(3) & "!", BLACK) 'Give the player exp Call SetPlayerExp(Index, GetPlayerExp(Index) + 15) Call SendStats(Index) Call PlayerMsg(Index, "Mimi: For helping me, you get 15 experience!", BLACK) 'The player has completed the quest Call PlayerMsg(Index, "Mimi: Thank goodness! I was just about to panic, as it had my lunch in here...it would be terrible if I had to starve!", BLACK) 'The player has completed the quest, set their status to 2 Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "2") Else 'The player does not have the item Call PlayerMsg(Index, "Mimi: Please get me " & GetItemName(8) & "!", BLACK) End If 'If the player has completed the quest and claimed their reward ElseIf GetVar( "Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1" ) = "2" Then 'Tell them they have completed the quest but can do it again Call PlayerMsg(Index, "Mimi: Now, where did I put that chest...?", BLACK) 'Set the player status back to 0 so that they can do the quest again Call PutVar("Scripts\Quests\" & GetPlayerName(Index) & ".ini", "Quests", "Quest1", "0") End If End If Exit Sub Case Else Call PlayerMsg(Index, "No NPC script found. Please contact an admin to solve this problem.", WHITE) Exit Sub End Select End Sub Exit Sub ```
  15. @chiccora: > First off all go to the script folder in the server folder. Create a folder called Quests. > > When you make the quest click to get the code. Now you will see a ton of code. Copy this code…..now go to the server folder....go to scripts...events...then go to scriptednpc.ess......after that paste it after the case you see there but before case else. A case is the script number so make sure you never have duplicate cases. > > Now in the editor you chiose the case number, keep q track of this. If the quest is case 1 then you need to create a npc. Set its stats to 1\. Click it to be scripted and set it to script 1\. The scripted npc corresponds to the case number. > > I am writing this on my phone so its kinda annoying but if you need more help let me know and I will jump on my computer Actually, I did exactly that as you instructed, and got an error when trying to talk to the NPC: "TYPE: Type mismatch: 'ScriptedNPC' LINE: 1 COLUMN: 0 CODE: (this was blank)"
  16. Hi. Sure, call me retarded, but I made a quest with Wolf00's questmaker and…. I have no idea of how to put it in. Can someone give me an easy, VERY detailed guide on how to put it in? xD
  17. The tree leaves look a bit awkward…
  18. @skulper34: > @lollicat: > > > @skulper34: > > > > > . > > > > Don't double-post please, you really don't need to bump the topic; people will find it anyway. Otherwise it's nice :) > > Check the time stamp, why would I want to bump after 2 minutes? It was just a mistake post I made twice which I couldn't delete. I'm sorry for the misjudgment. xD I just thought you were bumping for some odd reason.
  19. @skulper34: > . Don't double-post please, you really don't need to bump the topic; people will find it anyway. Otherwise it's nice :)
  20. These are fantastic! I would use them, however they don't fit the theme of my game. :P
  21. This would be good if anyone wanted to create a Pokemon Mystery Dungeon MMO.
  22. @Ballie: > > :3 Looks good. I've found myself saying similar things in quite a few storyline and WIP threads. Let's hope somebody decides to read this… Thanks, haha. xD
  23. @Kusy: > Man, this toppic should remind us of the great wordfilter mayhem forever. Thank you. Fixing it now.
  24. @Robin: > @lollicat: > > > [So you're saying I have to rewrite my guide to get rid of the latin rainbow?](http://www.touchofdeathforums.com/smf/index.php/topic,58904.msg623584.html#new) > > If you edit your post when a censor is in place then you'll bypass the filter and all words will be saved as plain text. If you'd just left it alone it would have been fine. I'm afraid I didn't know at the time it was a word filter, I thought a mod screwed with it. So of course I wanted to fix it.
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