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Kill points system
Author Message
Kapa
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Post: #1
Kill points system
PVP Point System
How can i make this script work?
Seems like it doesnt cound the kills.
I have aded these events to the players
e_kills
e_man
e_SHOW



[events e_kills]
IF (<MEMORYFINDTYPE.08.ISPLAYER>)
MEMORYFINDTYPE.08.LINK.TAG.KS=0<MEMORYFINDTYPE.08.LINK.TAG.KS> +1
MEMORYFINDTYPE.08.LINK.TAG.kills=0<MEMORYFINDTYPE.08.LINK.TAG.kills> +1
MEMORYFINDTYPE.08.LINK.f_ks_announce
MEMORYFINDTYPE.08.REMOVE
f_ks
RETURN 1
ENDIF
IF (<MEMORYFINDTYPE.010.ISPLAYER>)
MEMORYFINDTYPE.010.LINK.TAG.KS=0<MEMORYFINDTYPE.010.LINK.TAG.KS> +1
MEMORYFINDTYPE.010.LINK.TAG.kills=0<MEMORYFINDTYPE.010.LINK.TAG.kills> +1
MEMORYFINDTYPE.010.LINK.f_ks_announce
MEMORYFINDTYPE.010.REMOVE
f_ks
RETURN 1
ENDIF
IF (<MEMORYFINDTYPE.020.ISPLAYER>)
MEMORYFINDTYPE.020.LINK.TAG.KS=0<MEMORYFINDTYPE.020.LINK.TAG.KS> +1
MEMORYFINDTYPE.020.LINK.TAG.kills=0<MEMORYFINDTYPE.020.LINK.TAG.kills> +1
MEMORYFINDTYPE.020.LINK.f_ks_announce
MEMORYFINDTYPE.020.REMOVE
f_ks
RETURN 1
ENDIF
IF (<MEMORYFINDTYPE.080.ISPLAYER>)
MEMORYFINDTYPE.080.LINK.TAG.KS=0<MEMORYFINDTYPE.080.LINK.TAG.KS> +1
MEMORYFINDTYPE.080.LINK.TAG.kills=0<MEMORYFINDTYPE.080.LINK.TAG.kills> +1
MEMORYFINDTYPE.080.LINK.f_ks_announce
MEMORYFINDTYPE.080.REMOVE
f_ks
RETURN 1
ENDIF
IF (<MEMORYFINDTYPE.02000.ISPLAYER>)
MEMORYFINDTYPE.02000.LINK.TAG.KS=0<MEMORYFINDTYPE.02000.LINK.TAG.KS> +1
MEMORYFINDTYPE.02000.LINK.TAG.kills=0<MEMORYFINDTYPE.02000.LINK.TAG.kills> +1
MEMORYFINDTYPE.02000.LINK.f_ks_announce
MEMORYFINDTYPE.02000.REMOVE
f_ks
RETURN 1
ENDIF

src.sysmessage @22 you have now killd <eval 0<src.tag.ks>> without die.
src.sysmessage @22 you have now killd <eval 0>src.tag.kills>>.






//*********************
// Killing Spree System

[FUNCTION f_ks_announce]
IF (<EVAL <TAG.KS>> >= 50)
SERV.B @3 TOTAL RECALL! <NAME> is killing everyone! Someone stop the carnage!
ELSEIF (<EVAL <TAG.KS>> >= 45)
SERV.B @3 RECALL ! <NAME> are murdering everyone! Can someone kill him!
ELSEIF (<EVAL <TAG.KS>> >= 40)
SERV.B @3 <NAME> are wicked sick! Someone have to pawn him!
ELSEIF (<EVAL <TAG.KS>> >= 35)
SERV.B @3 <NAME> is realy mad! OMG! noone can kill him.
ELSEIF (<EVAL <TAG.KS>> >= 25)
SERV.B @3 <NAME> is mad! Now you have to gank him to kill him.
ELSEIF (<EVAL <TAG.KS>> >= 20)
SERV.B @3 <NAME> is godlike! Someone have to kill him if its avable.
ELSEIF (<EVAL <TAG.KS>> >= 15)
SERV.B @3 <NAME> is unstoppeble! Someone kill him please.
ELSEIF (<EVAL <TAG.KS>> >= 10)
SERV.B @3 <NAME> is dominating! kill him!!!
ELSEIF (<EVAL <TAG.KS>> >= 8)
SERV.B @3 <NAME> is on a rampage! he/she is going to be a dominator if no one kill him.
ELSEIF (<EVAL <TAG.KS>> >= 5)
SERV.B @3 <NAME> is on a killing spree! someone kill him.
ENDIF

[FUNCTION f_ks_announce_death]
IF (<EVAL <TAG.KS>> >= 50)
SERV.B @025 <name>Confused TOTAL RECALL! have been stoped by: <src.act.name>, He pawned the head of <name>!
ELSEIF (<EVAL <TAG.KS>> >= 45)
SERV.B @025 <name>Confused RECALL ! are now pawned by: <src.act.name>!
ELSEIF (<EVAL <TAG.KS>> >= 40)
SERV.B @025 <name>Confused wicked sick are now removed by: <src.act.name>!
ELSEIF (<EVAL <TAG.KS>> >= 35)
SERV.B @025 <NAME>Confused realy mad! are stoped by a cheap... JK by: <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 25)
SERV.B @025 <NAME>Confused mad! have been pawned by: <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 20)
SERV.B @025 <NAME>Confused goooood like! have been stoped! By: <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 15)
SERV.B @025 <NAME>Confused unstoppeble! is no more, thx <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 10)
SERV.B @025 <NAME>Confused dominating! are broken, thx <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 8)
SERV.B @025 <NAME>Confused rampage! is gone. Thx <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 5)
SERV.B @025 <NAME>Confused killing spree! have been lost by: <src.act.name>.
ENDIF


// added events on to players


[events e_man]

ON=@DEATH

SRC.TAG.KS=0
VAR.OLD_ACT=<ACT>
VAR.X1=<EVAL <oSTR> /1> +<EVAL <oSTR> /1>
VAR.X=<EVAL {<VAR.X1> <oSTR>}>



[EVENTS e_SHOW]
ON=@CLICK
message @025,3 (Kills: <EVAL <TAG.KS>>)

IF (<EVAL <TAG.KS>> >= 50)
message @25 [TOTAL RECALL]
ELSEIF (<EVAL <TAG.KS>> >= 45)
message @25 [Recall]
ELSEIF (<EVAL <TAG.KS>> >= 40)
message @25 [Wicked Sick]
ELSEIF (<EVAL <TAG.KS>> >= 35)
message @25 [Realy Mad]
ELSEIF (<EVAL <TAG.KS>> >= 25)
message @25 [Mad]
ELSEIF (<EVAL <TAG.KS>> >= 20)
message @25 [Godlike]
ELSEIF (<EVAL <TAG.KS>> >= 15)
message @25 [unstoppeble]
ELSEIF (<EVAL <TAG.KS>> >= 10)
message @25 [Dominating]
ELSEIF (<EVAL <TAG.KS>> >= 8)
message @25 [Rampage]
ELSEIF (<EVAL <TAG.KS>> >= 5)
message @25 [Killing Spree]
Else
return 0
ENDIF

[EOF]
10-21-2014 05:15 PM
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UltimaAku
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Post: #2
RE: Kill points system
Here's a small change on it.

Add the event e_killspree and bingo! should work fine.

[events e_kills]

ON=@KILL
if <ARGO.brain> != 0 //doesnt work on NPCs
RETURN 0
ELSE
SRC.TAG.KILLSTREAK=<SRC.TAG.KILLSTREAK>+1
SRC.SYSMESSAGE @22 You have killed <ARGO.NAME>!
RETURN 0
ENDIF

[events e_killspree]

ON=@KILL
if (<SRC.TAG.KILLSTREAK>==5)
SERV.B @3 <SRC.NAME> Is on a killing spree! Watch your back!
ELSEif (<SRC.TAG.KILLSTREAK>==8)
SERV.B @3 <SRC.NAME> Is on a Rampage! How long will it last?
ELSEif (<SRC.TAG.KILLSTREAK>==10)
SERV.B @3 <SRC.NAME> Is Dominating! Make it stop!
ELSEif (<SRC.TAG.KILLSTREAK>==15)
SERV.B @3 <SRC.NAME> Is Unstoppable! Fear the name <SRC.NAME>!
ELSEif (<SRC.TAG.KILLSTREAK>==20)
SERV.B @3 <SRC.NAME> Is God-Like! Hades will be proud!
ELSEif (<SRC.TAG.KILLSTREAK>==25)
SERV.B @3 <SRC.NAME> Is Legendary! 25 Kills and still unbeaten.
ELSEif (<SRC.TAG.KILLSTREAK>==35)
SERV.B @3 <SRC.NAME> Is a Master of Destruction!
ELSEif (<SRC.TAG.KILLSTREAK>==40)
SERV.B @3 <SRC.NAME> Is Utterly Unbeatable!
ELSEif (<SRC.TAG.KILLSTREAK>==45)
SERV.B @3 <SRC.NAME> Is of the makings of a Champion
ELSEif (<SRC.TAG.KILLSTREAK>==50)
SERV.B @3 <SRC.NAME> Is a Champion!
ELSEif (<SRC.TAG.KILLSTREAK>>=2)
SERV.B @3 <SRC.NAME> Is on a <EVAL <SRC.TAG.KILLSTREAK>> Kill Streak!
ELSE
RETURN 0
ENDIF

[events e_man]

ON=@GETHIT
TAG.ATTACKER=<SRC.NAME>

ON=@DEATH
if (<SRC.TAG.KILLSTREAK>>=2)
serv.B @25 <SRC.NAME> Was shutdown by <TAG.ATTACKER>!
SRC.TAG.KILLSTREAK=0
ELSE
SRC.TAG.KILLSTREAK=0
ENDIF

[events e_show]

ON=@CLICK
message @025,3 (Kills: <EVAL <TAG.KILLSTREAK>>)

IF (<EVAL <TAG.KILLSTREAK>> >= 50)
message @25 [Champion]
ELSEIF (<EVAL <TAG.KILLSTREAK>> >= 45)
message @25 [Pre-Champion]
ELSEIF (<EVAL <TAG.KILLSTREAK>> >= 40)
message @25 [Utterly Unbeatable]
ELSEIF (<EVAL <TAG.KILLSTREAK>> >= 35)
message @25 [Master of Destruction]
ELSEIF (<EVAL <TAG.KILLSTREAK>> >= 25)
message @25 [Legendary]
ELSEIF (<EVAL <TAG.KILLSTREAK>> >= 20)
message @25 [Godlike]
ELSEIF (<EVAL <TAG.KILLSTREAK>> >= 15)
message @25 [Unstoppeble]
ELSEIF (<EVAL <TAG.KILLSTREAK>> >= 10)
message @25 [Dominating]
ELSEIF (<EVAL <TAG.KILLSTREAK>> >= 8)
message @25 [Rampage]
ELSEIF (<EVAL <TAG.KILLSTREAK>> >= 5)
message @25 [Killing Spree]
Else
return 0
ENDIF

Edit it how you like, btw not sure what this was about

ON=@DEATH

SRC.TAG.KS=0 ///understood that ended kill streak
VAR.OLD_ACT=<ACT>
VAR.X1=<EVAL <oSTR> /1> +<EVAL <oSTR> /1>
VAR.X=<EVAL {<VAR.X1> <oSTR>}>
10-21-2014 11:00 PM
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Kapa
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Post: #3
RE: Kill points system
Hi, everything seems to work fine, thx
(This post was last modified: 10-22-2014 02:53 AM by Kapa.)
10-22-2014 01:24 AM
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UltimaAku
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Post: #4
RE: Kill points system
no problem ^^
10-22-2014 05:22 AM
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