Fronz 
Apprentice

Posts: 36
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Joined: Apr 2016
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RE: Need help in general Scripting
https://www.1and1.com/vps-hosting-packages
With all this conversation it got me confused. If I get the 1 vCore will it be good? Again not planning on having a huge shard.
If I have 100 players will I be able to run the shard with no lag or problems if I get the Virtual Server M?
Potato,
Fronz
(This post was last modified: 04-27-2016 12:59 PM by Fronz.)
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04-27-2016 12:58 PM |
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Fronz 
Apprentice

Posts: 36
Likes Given: 2
Likes Received: 0 in 0 posts
Joined: Apr 2016
Reputation: 0
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RE: Need help in general Scripting
Thanks man. Will make sure to follow your steps! I'll investigate the other stuff. It's a windows server!
// /////////////////////////////////
Got a question now. Why is it when I make a potion with alchemy (any potion), I do it fine. But when I .save the sphere it gives an error
ERROR:GC: 1 unplaced object deleted
ERROR:UID=0438b8d8f, id=0419e 'night sight', Invalid code=3202 (Object not placed in the world)
Yet the potion is still okey. Everything is alright.
// ///////////////////////////////////////
[ITEMDEF 0e9b] //Mortar & Pestle
DEFNAME = i_mortar_pestle
VALUE = 170
TYPE = t_script
RESOURCES = 5 i_ingot_iron
WEIGHT = 1
SKILLMAKE = TINKERING 70.0,t_tinker_tools
ON=@Create
MORE1 = 3
TAG.SKILL = 0.0
TAG.ID =
TYPE = T_MORTAR
ON = @Click
if ( 0<TAG.CLICKED> == 0 )
TAG.CLICKED = <TIME>
endif
MESSAGE <NAME>
if ( !strcmp( "<TAG.ID>", "" ) )
return 1
endif
if ( (<TIME> - <TAG.CLICKED>) > 15 )
MESSAGE (click again to clear)
else
NAME =
TAG.ID =
TAG.SKILL = 0.0
MESSAGE *You wash the mortar and clear the pestle*
endif
TAG.CLICKED = <TIME>
return 1
ON=@ContextMenuRequest
SRC.AddContextEntry 747,5121
ON=@ContextMenuSelect
IF (<ARGN>==747)
NAME =
TAG.ID =
TAG.SKILL = 0.0
MESSAGE *You wash the mortar and clear the pestle*
resendtooltip
ENDIF
ON=@DClick
if (<TOPOBJ.UID> != <SRC.UID> )
src.sysmessage You must have the mortar and pestle in your pack.
return 1
endif
if (<MORE1> != 3 )
SRC.NEWITEM i_mortar_pestle
SRC.ACT.BOUNCE
REMOVE
SRC.ACT.USE
return 1
endif
if ( !strcmp( "<TAG.ID>", "") )
SRC.ACT = <UID>
SRC.SKILLMENU sm_alchemy
return 1
endif
if (<SRC.ACTION> != -1 )
SRC.SYSMESSAGE You must wait to perform another action.
return 1
endif
SRC.NEWITEM <TAG.ID>
if ( (<SRC.ACT.TYPE> == t_potion) && (<SRC.RESTEST i_bottle_empty> == 0) )
SRC.SYSMESSAGE You have no bottles for your potion.
elseif (<SRC.RESTEST <SRC.ACT.RESOURCES>> == 0 )
SRC.SYSMESSAGE You need <SRC.ACT.RESMAKE> to produce <SRC.ACT.NAME>.
elseif ( !<SRC.CANMAKE <SRC.ACT.BASEID>> )
SRC.SYSMESSAGE You haven't got the faintest idea on how to produce <SRC.ACT.NAME>.
else
SRC.SYSMESSAGE You start producing <SRC.ACT.NAME>.
SRC.MAKEITEM = <TAG.ID>
SRC.TAG.MAKEITEM.LEVEL = <TAG.SKILL>
endif
//SRC.ACT.REMOVE
return 1
// /////////////////////////////////////
[FUNCTION dialog_skill_alchemy]
TAG.POTIONS = 0
VAR.CANMAKE = 0
DSA_POTION i_potion_CureLess
DSA_SKILL 15.0
DSA_DESC1 Instantly cures even the simpler
DSA_DESC2 poisons
DSA_DESC3 " "
DSA_POTION i_potion_NightSight
DSA_SKILL 20.0
DSA_DESC1 Allows perfect sight even in the
DSA_DESC2 most pure darkness
DSA_DESC3 ""
DSA_POTION i_potion_RefreshLess
DSA_SKILL 30.0
DSA_DESC1 Instantly restores a small amount of
DSA_DESC2 stamina
DSA_DESC3 " "
DSA_POTION i_potion_HealLess
DSA_SKILL 33.0
DSA_DESC1 Instantly restores a small amount of
DSA_DESC2 health
DSA_DESC3 " "
DSA_POTION i_potion_ExplosionLess
DSA_SKILL 36.0
DSA_DESC1 When thrown, creates a small explosion,
DSA_DESC2 damaging everyone in the close vicinity
DSA_DESC3 ""
DSA_POTION i_potion_AgilityLess
DSA_SKILL 40.0
DSA_DESC1 Temporarily increases Dexterity
DSA_DESC2 by a small amount
DSA_DESC3 ""
DSA_POTION i_potion_StrengthLess
DSA_SKILL 45.0
DSA_DESC1 Temporarily increases Strength
DSA_DESC2 by a small amount
DSA_DESC3 ""
DSA_POTION i_potion_PoisonLess
DSA_SKILL 45.0
DSA_DESC1 Used to apply a weak
DSA_DESC2 poison on certain weapons
DSA_DESC3 ""
DSA_POTION i_potion_ClevernessLess
DSA_SKILL 50.0
DSA_DESC1 Temporarily increases Intelligence
DSA_DESC2 by a small amount
DSA_DESC3 ""
DSA_POTION i_potion_Refresh
DSA_SKILL 52.0
DSA_DESC1 Instantly restores a significant amount
DSA_DESC2 of stamina
DSA_DESC3 " "
DSA_POTION i_potion_EmpowerLess
DSA_SKILL 53.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_Heal
DSA_SKILL 54.0
DSA_DESC1 Instantly restores a significant amount
DSA_DESC2 of health
DSA_DESC3 " "
DSA_POTION i_potion_Explosion
DSA_SKILL 55.0
DSA_DESC1 When thrown, creates an explosion,
DSA_DESC2 damaging everyone in the close vicinity
DSA_DESC3 ""
DSA_POTION i_potion_Cure
DSA_SKILL 56.0
DSA_DESC1 Instantly cures even the average
DSA_DESC2 poisons
DSA_DESC3 " "
DSA_POTION i_potion_Agility
DSA_SKILL 60.0
DSA_DESC1 Temporarily increases Dexterity
DSA_DESC2 by a significant amount
DSA_DESC3 ""
DSA_POTION i_potion_PermanenceLess
DSA_SKILL 61.0
DSA_DESC1 Doubles the duration of the benefitial
DSA_DESC2 spells already in effect
DSA_DESC3 ""
DSA_POTION i_potion_StoneSkin
DSA_SKILL 63.0
DSA_DESC1 Hardens the skin to stone, thus raising
DSA_DESC2 defense. It's effect is less noticeable
DSA_DESC3 the stronger the Armour equipped.
DSA_POTION i_potion_Strength
DSA_SKILL 64.0
DSA_DESC1 Temporarily increases Strength
DSA_DESC2 by a significant amount
DSA_DESC3 ""
DSA_POTION i_potion_Poison
DSA_SKILL 65.0
DSA_DESC1 Used to apply an average
DSA_DESC2 poison on certain weapons
DSA_DESC3 ""
DSA_POTION i_potion_ManaLess
DSA_SKILL 66.0
DSA_DESC1 Instantly restores a small amount of
DSA_DESC2 mana
DSA_DESC3 " "
DSA_POTION i_potion_Empower
DSA_SKILL 67.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_Cleverness
DSA_SKILL 68.0
DSA_DESC1 Temporarily increases Intelligence
DSA_DESC2 by a significant amount
DSA_DESC3 ""
DSA_POTION i_potion_Permanence
DSA_SKILL 70.0
DSA_DESC1 Triples the duration of the benefitial
DSA_DESC2 spells already in effect
DSA_DESC3 " "
DSA_POTION i_potion_CureGreat
DSA_SKILL 71.0
DSA_DESC1 Instantly cures even the deadlier
DSA_DESC2 poisons
DSA_DESC3 " "
DSA_POTION i_potion_RefreshGreat
DSA_SKILL 72.0
DSA_DESC1 Instantly restores a large amount
DSA_DESC2 of stamina
DSA_DESC3 " "
DSA_POTION i_potion_AgilityGreat
DSA_SKILL 74.0
DSA_DESC1 Temporarily increases Dexterity
DSA_DESC2 by a large amount
DSA_DESC3 ""
DSA_POTION i_potion_ExplosionGreat
DSA_SKILL 76.0
DSA_DESC1 When thrown, creates a large explosion,
DSA_DESC2 damaging everyone in the close vicinity
DSA_DESC3 ""
DSA_POTION i_potion_StrengthGreat
DSA_SKILL 78.0
DSA_DESC1 Temporarily increases Strength
DSA_DESC2 by a large amount
DSA_DESC3 ""
DSA_POTION i_potion_SteelSkin
DSA_SKILL 80.0
DSA_DESC1 Hardens the skin to steel, thus raising
DSA_DESC2 defense. It's effect is less noticeable
DSA_DESC3 the stronger the Armour equipped.
DSA_POTION i_potion_Mana
DSA_SKILL 84.0
DSA_DESC1 Instantly restores a significant amount
DSA_DESC2 of mana
DSA_DESC3 " "
DSA_POTION i_potion_HealGreat
DSA_SKILL 86.0
DSA_DESC1 Instantly restores a large amount
DSA_DESC2 of health
DSA_DESC3 " "
DSA_POTION i_potion_ClevernessGreat
DSA_SKILL 88.0
DSA_DESC1 Temporarily increases Intelligence
DSA_DESC2 by a large amount
DSA_DESC3 ""
DSA_POTION i_potion_PermanenceGreat
DSA_SKILL 90.0
DSA_DESC1 Quads the duration of the benefitial
DSA_DESC2 spells already in effect
DSA_DESC3 " "
DSA_POTION i_potion_PoisonGreat
DSA_SKILL 90.0
DSA_DESC1 Used to apply a strong
DSA_DESC2 poison on certain weapons
DSA_DESC3 ""
DSA_POTION i_potion_EmpowerGreat
DSA_SKILL 93.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_Invisibility
DSA_SKILL 95.0
DSA_DESC1 This potion renders every particle in your
DSA_DESC2 body translucent, as long as you remain
DSA_DESC3 imobile
DSA_POTION i_potion_Shrink
DSA_SKILL 97.0
DSA_DESC1 Shrinks small pets, allowing them to
DSA_DESC2 be carried with relative ease.
DSA_DESC3 " "
DSA_POTION i_potion_ManaGreat
DSA_SKILL 99.0
DSA_DESC1 Instantly restores a large amount
DSA_DESC2 of mana
DSA_DESC3 " "
DSA_POTION i_potion_ShrinkGreat
DSA_SKILL 100.0
DSA_DESC1 Shrinks large pets, allowing them to
DSA_DESC2 be carried with relative ease.
DSA_DESC3 " "
DSA_POTION i_potion_ra
DSA_SKILL 100.0
DSA_DESC1 Allows the effects of reactive
DSA_DESC2 armour to be used in potion form.
DSA_DESC3 " "
DSA_POTION i_potion_Emblaze
DSA_SKILL 100.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_hope
DSA_SKILL 115.0
DSA_DESC1 Unknown
DSA_DESC2 " "
DSA_DESC3 " "
DSA_POTION i_potion_PoisonFood
DSA_SKILL 101.0
DSA_DESC1 Used to apply a strong
DSA_DESC2 poison to food and drinks
DSA_DESC3 " "
DSA_POTION i_potion_PoisonDeadly
DSA_SKILL 105.0
DSA_DESC1 Used to apply a deadly
DSA_DESC2 poison on certain weapons
DSA_DESC3 ""
DSA_POTION i_blood_vampire
DSA_SKILL 100.0
DSA_DESC1 Used by
DSA_DESC2 necromancers
DSA_DESC3 ""
DSA_POTION i_blood_wither
DSA_SKILL 100.0
DSA_DESC1 Used by
DSA_DESC2 necromancers
DSA_DESC3 ""
DSA_POTION i_blood_strangle
DSA_SKILL 100.0
DSA_DESC1 Used by
DSA_DESC2 necromancers
DSA_DESC3 ""
if (<TAG.POTIONS> == 0 )
SRC.SYSMESSAGE You can't make anything with what you have.
return 1
endif
TAG.CURR.N = 0
DSA_NEXT
DIALOG d_skill_alchemy
[FUNCTION DSA_POTION]
VAR.CANMAKE = 0
VAR.MAKE_ACT = <SRC.ACT>
SRC.NEWITEM = <args>
[FUNCTION DSA_SKILL]
//if !(<SRC.RESTEST <SRC.ACT.RESOURCES>> )
if (<SRC.ALCHEMY> < <args> )
SRC.ACT.REMOVE
SRC.ACT = <VAR.MAKE_ACT>
return 1
endif
VAR.CANMAKE = 1
TAG.POTIONS = <eval (<TAG.POTIONS> + 1)>
TRY TAG.POTION.<TAG.POTIONS>.SKILL = <ARGS>
TRY TAG.POTION.<TAG.POTIONS>.ID = <SRC.ACT.BASEID>
TRY TAG.POTION.<TAG.POTIONS>.NAME = <SRC.ACT.NAME>
TRY TAG.POTION.<TAG.POTIONS>.RESMAKE = <SRC.ACT.RESMAKE>
TRY TAG.POTION.<TAG.POTIONS>.RESOURCES = <SRC.ACT.RESOURCES>
SRC.ACT.REMOVE
SRC.ACT = <VAR.MAKE_ACT>
[FUNCTION DSA_DESC1]
if (<VAR.CANMAKE> )
TRY TAG.POTION.<TAG.POTIONS>.DESC1 = <args>
endif
[FUNCTION DSA_DESC2]
if (<VAR.CANMAKE> )
TRY TAG.POTION.<TAG.POTIONS>.DESC2 = <args>
endif
[FUNCTION DSA_DESC3]
if (<VAR.CANMAKE> )
TRY TAG.POTION.<TAG.POTIONS>.DESC3 = <args>
endif
[FUNCTION DSA_NEXT]
if (<TAG.CURR.N> == <TAG.POTIONS> )
return 1
endif
TAG.CURR.N = <eval (<TAG.CURR.N>+1)>
if (<TAG.CURR.N> == 1 )
VAR.PAGE0 = 1
VAR.PAGE1 = 2
VAR.PAGE2 = 3
elseif (<TAG.CURR.N> == <TAG.POTIONS> )
VAR.PAGE0 = 2
VAR.PAGE1 = 1
VAR.PAGE2 = 3
else
VAR.PAGE0 = 3
VAR.PAGE1 = 2
VAR.PAGE2 = 1
endif
[FUNCTION DSA_PREV]
if (<TAG.CURR.N> == 1 )
return 1
endif
TAG.CURR.N = <eval (<TAG.CURR.N>-1)>
if (<TAG.CURR.N> == 1 )
VAR.PAGE0 = 1
VAR.PAGE1 = 2
VAR.PAGE2 = 3
elseif (<TAG.CURR.N> == <TAG.POTIONS> )
VAR.PAGE0 = 2
VAR.PAGE1 = 1
VAR.PAGE2 = 3
else
VAR.PAGE0 = 3
VAR.PAGE1 = 2
VAR.PAGE2 = 1
endif
[DIALOG d_skill_alchemy]
100, 100
page 0
resizepic 20 0 2600 374 334 // Curved Grey background
//gumppic 0 0 8016 // -- with patch only
text 60 45 0 1
text 70 65 61 10
text 60 100 0 2
croppedtext 70 120 290 40 51 14
text 60 200 0 3
text 70 220 41 11
text 70 240 41 12
text 70 260 41 13
button 300 70 2122 2123 1 0 5 // -- with patch only
page <VAR.PAGE0>
button 320 284 <eval 01196> <eval 01197> 1 0 1
//button 320 284 8018 8018 1 0 1 // -- with patch only
page <VAR.PAGE1>
button 320 0 <eval 0119a> <eval 01199> 1 0 2
//button 320 0 8017 8017 1 0 2 // -- with patch only
page <VAR.PAGE2>
button 320 284 <eval 01196> <eval 01197> 1 0 1
//button 320 284 8018 8018 1 0 1 // -- with patch only
button 320 0 <eval 0119a> <eval 01199> 1 0 2
//button 320 0 8017 8017 1 0 2 // -- with patch only
[DIALOG d_skill_alchemy TEXT]
Potion recipes // 0
Recipe:
Ingredients:
Description:
.
.
.
.
.
.
<TAG.POTION.<TAG.CURR.N>.NAME> // 10
<TAG.POTION.<TAG.CURR.N>.DESC1> // 11
<TAG.POTION.<TAG.CURR.N>.DESC2> // 12
<TAG.POTION.<TAG.CURR.N>.DESC3> // 13
<TAG.POTION.<TAG.CURR.N>.RESMAKE> // 14
<TAG.POTION.<TAG.CURR.N>.SKILL> // 15
. // 16
[DIALOG d_skill_alchemy BUTTON]
ON = 1 // next
DSA_NEXT
DSA_APPLY
DIALOG d_skill_alchemy
return 1
ON = 2 // prev
DSA_PREV
DSA_APPLY
DIALOG d_skill_alchemy
return 1
ON = 0
SRC.SYSMESSAGE You set up the mortar to produce <TAG.POTION.<TAG.CURR.N>.NAME>.
DSA_APPLY
DSA_CLEARTAGS
return 1
[FUNCTION DSA_APPLY]
TAG.ID = <TAG.POTION.<TAG.CURR.N>.ID>
TAG.SKILL = <TAG.POTION.<TAG.CURR.N>.SKILL>
NAME =
NAME = <NAME> (<TAG.POTION.<TAG.CURR.N>.NAME>)
SOUND = 0057
[FUNCTION DSA_CLEARTAGS]
SERV.NEWITEM i_mortar_pestle
NEW.TAG.CLICKED=<TAG.CLICKED>
NEW.TAG.ID=<TAG.ID>
NEW.TAG.SKILL=<TAG.SKILL>
NEW.NAME=<NAME>
NEW.BOUNCE
REMOVE
// ///////////////////////////////////////////////////
// ///////////////////////////////////////////////////
Much Obliged,
Fronz
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05-01-2016 11:46 AM |
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