Richy420Rich Posted February 2, 2011 Author Share Posted February 2, 2011 Alright I think I got it working now. To do away with the .ini system… If you already added the .ini system;Just remove "Call Kill(App.Path & "\data\Accounts\" & Trim$(Name) & ".ini")" from Server (modHandleData) - HandleDelAccountThen just follow the rest of the instructions after the NPC_TYPE instruction. Link to comment Share on other sites More sharing options...
Richy420Rich Posted February 2, 2011 Author Share Posted February 2, 2011 @Ambard:> Don't worry Richy, Robin's excuse for his bad "Bed Side Manners" are something about his heritage. All in all he is pretty damn cool once you can get past that.> > The reason so many people have looked at this is becouse a good game engine just can not be without a quest and skill system. In fact when Robin had his shop I do belive one of the biggest requests for custom work was a quest system.> I'm sure Robin is slowely gearing up the engine so that when the time is right he can properly implement a proper quest and skill sytem. If he has no plans to do so then EO will be totaly pointless for most people.Lol yeah I know he's cool. I just got a bit offended by his statement.. I know I'm not as advanced at this shit than he is, I don't expect an A for effort, but I know I deserve better than an F.. Link to comment Share on other sites More sharing options...
Guest Posted February 2, 2011 Share Posted February 2, 2011 If it had been an F Robin would not have made any remark ;) Link to comment Share on other sites More sharing options...
Richy420Rich Posted February 2, 2011 Author Share Posted February 2, 2011 Then I apologize but, I felt I got pwned lol Link to comment Share on other sites More sharing options...
Richy420Rich Posted February 2, 2011 Author Share Posted February 2, 2011 @iSkweek:> I had all of that in there haha. I might just leave it til I understand it all a bit more, thanks though :)Did you add this to the PlayerMove?Server Side (modPlayer) - PlayerMoveAbove this code; ' They tried to hack If Moved = NO Then Call PlayerWarp(index, GetPlayerMap(index), GetPlayerX(index), GetPlayerY(index)) End IfAdd this;``` If .Type = TILE_TYPE_SCRIPTED Then Call TileScript(index, .Data1) Moved = YES End If```^^ Make sure the End With is after this code, not before it. ^^It works perfectly in mine. So it should work the same if everything was placed as was posted. Link to comment Share on other sites More sharing options...
iSKweek Posted February 2, 2011 Share Posted February 2, 2011 I even started from scratch and just copy/pasted the whole lot. I dunno I will have a look when I get home from work :)EDIT: I have fixed my first issue, turns out I missed something (oops :P) Link to comment Share on other sites More sharing options...
Robin Posted February 2, 2011 Share Posted February 2, 2011 @Richy:> Lol yeah I know he's cool. I just got a bit offended by his statement.. I know I'm not as advanced at this shit than he is, I don't expect an A for effort, but I know I deserve better than an F..If I didn't think it had potential I wouldn't have bothered even posting. If I give criticism about something it generally means that the rest of it seems okay (or I didn't look). I was simply telling you to look through Origins to see how to do things.The standards in 2.7 really are dire. It's not an insult to you, it's fairly obvious that someone working in 2.7 is going to base their programming style on that. Just saying that the kind of INI system you're using was the standard back in '04\. Things have moved on a lot since then.As for my comment about it being a cheap port of a SadScript system, I stand by that even if you do think it's an insult. The structure and format are simply the kind of thing you'd do in SadScript. Again, not an insult simply an observation Link to comment Share on other sites More sharing options...
leopoldobb Posted February 2, 2011 Share Posted February 2, 2011 You forget the spell scripted .. u-uhaha, I'm joking.If possible, make a tutorial about this!Thanks. Link to comment Share on other sites More sharing options...
Richy420Rich Posted February 2, 2011 Author Share Posted February 2, 2011 @Robin:> If I didn't think it had potential I wouldn't have bothered even posting. If I give criticism about something it generally means that the rest of it seems okay (or I didn't look). I was simply telling you to look through Origins to see how to do things.> > The standards in 2.7 really are dire. It's not an insult to you, it's fairly obvious that someone working in 2.7 is going to base their programming style on that. Just saying that the kind of INI system you're using was the standard back in '04\. Things have moved on a lot since then.> > As for my comment about it being a cheap port of a SadScript system, I stand by that even if you do think it's an insult. The structure and format are simply the kind of thing you'd do in SadScript. Again, not an insult simply an observationAll good Robin I see what you meant about the ini system. Not only does it slow performance, it also creates a nasty mess in the account folder. At the time I admit I was just lazy to learn/have it into the Player(index). Thanks for showing me right with it.@Dami:> questrec, im noob too, but I would do something like, adding a quest in playerrec.> > like:> > ```> IN playerrec> > Quest(1 to 250) as Questrec> > ```> and then in questrec, have certain entries, for example…> > ```> Type QuestRec> QuestNr as Long> NpcNr as long> Rewarditem1 as long> NeedItem1 as Long> end Type> > ```> just a example I put down out of my head xd> > DamiThanks Dami for showing me that, it showed me I did need a type in the PlayerRec.. Before I had it all going to another type, which didn't save in the Player(index). That's where I was stuck with it before.@leopoldobb:> You forget the spell scripted .. u-u> haha, I'm joking.> If possible, make a tutorial about this!> Thanks.I'll have a look at it but I can't promise. I had more love for the scripted items than I did scripted spells. Mainly for the "one time use".. Link to comment Share on other sites More sharing options...
Richy420Rich Posted February 3, 2011 Author Share Posted February 3, 2011 To reset your quest, just put;```Player(attacker).NPCQuest(Int(Script)).NPCQuestProgress = 0```inside after the quest is finished. Link to comment Share on other sites More sharing options...
Murdoc Posted February 3, 2011 Share Posted February 3, 2011 Good move getting rid of the .ini file. Im gonna test this out and see how it works. :-) Link to comment Share on other sites More sharing options...
cowin000 Posted February 3, 2011 Share Posted February 3, 2011 With the .ini system you sent me I thanks you a million. But I ask one more favor from you and thats for you to tell me how to set it up. I copyed that scipt in the case 1 for the quest and I got an error. HELP MATE :cheesy: Link to comment Share on other sites More sharing options...
Fbu Posted February 4, 2011 Share Posted February 4, 2011 The tile system didn't work till I put```Public TileScript As Long```in modGlobals.But now it works perfect thanks (: Link to comment Share on other sites More sharing options...
cowin000 Posted February 4, 2011 Share Posted February 4, 2011 Yea thanks "FBU" it works for me now too Link to comment Share on other sites More sharing options...
Guest Posted February 6, 2011 Share Posted February 6, 2011 Richy it he fother fuckin script master! Link to comment Share on other sites More sharing options...
Azvd Posted February 6, 2011 Share Posted February 6, 2011 its good Link to comment Share on other sites More sharing options...
mitlark Posted February 10, 2011 Share Posted February 10, 2011 It's VERY good, and I like it. Feels like a compiled form of scripting (yeah, I know that the sadscripting was basic itself, or kind of). It has that much of ways to make quests that simply is lovely :3\. With a little improvement, it could be the ultimate one >=D.As for example, it's easy to merge it with any visual text hud (NPC Speechbox as example) to get nice conversations.Great work,L'ark Mitsinikos Link to comment Share on other sites More sharing options...
matiuh Posted February 12, 2011 Share Posted February 12, 2011 Please Help! ^^I follow the tut step by step but…I got this error when im trying to compilethe same as iSkweekThx ;)SERVER SIDE.Type``` ' They tried to hack If Moved = NO Then Call PlayerWarp(index, GetPlayerMap(index), GetPlayerX(index), GetPlayerY(index)) End If If [color].Type[/color] = TILE_TYPE_SCRIPTED Then Call TileScript(index, .Data1) Moved = YES End IfEnd Sub ```CLIENT SIDETileScript```If frmEditor_Map.optScript.Value Then .Type = TILE_TYPE_SCRIPTED .Data1 = [color]TileScript[/color] .Data2 = 0 .Data3 = 0 End If End With ``` Link to comment Share on other sites More sharing options...
damian666 Posted February 12, 2011 Share Posted February 12, 2011 it should go ABOVE the they hacked check man…Dami Link to comment Share on other sites More sharing options...
matiuh Posted February 12, 2011 Share Posted February 12, 2011 Thanks XD !!but my client error continue :( Link to comment Share on other sites More sharing options...
damian666 Posted February 12, 2011 Share Posted February 12, 2011 look carefull… I dunno if thats from copy paste, but if that bbcode is in it, it will error xd```.Data1 = [color]TileScript[/color]``````.Data1 = TileScript```Dami Link to comment Share on other sites More sharing options...
matiuh Posted February 12, 2011 Share Posted February 12, 2011 XDD no.. bbcode isnt in it :D!thanks anyway ^^ill continue checkingEDIT:Thanks to Fbu@Fbu:> The tile system didn't work till I put> > ```> Public TileScript As Long> ```> in modGlobals.> > But now it works perfect thanks (:To get working, TileScript, you should make this change:in modGlobalsfind: ' Used to check if in editor or not and variables for use in editorand under of :```Public EditorShop As Long```paste:```Public TileScript As Long```compile ;) Link to comment Share on other sites More sharing options...
Richy420Rich Posted February 14, 2011 Author Share Posted February 14, 2011 My bad. I'll add this in the tutorial. I've forgotten that part. Link to comment Share on other sites More sharing options...
dream1204 Posted February 15, 2011 Share Posted February 15, 2011 Hi, I got a question…. I have followed all the step to add scripted NPC. However, there is no "Scripted" in my editor. I have already added this in frmEditor_Npc. However, it doesnt show up :confused: Link to comment Share on other sites More sharing options...
Richy420Rich Posted February 15, 2011 Author Share Posted February 15, 2011 It should show up when you run the editor in-game.. Otherwise you must have stuffed up somewhere. I'm 100% sure it works if done correctly, just follow the tutorial closely. Link to comment Share on other sites More sharing options...
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