Regarding Time Online - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: Script Help (/Forum-Script-Help) +--- Thread: Regarding Time Online (/Thread-Regarding-Time-Online) |
Regarding Time Online - pinku - 08-05-2013 01:56 PM Hey there! With this function, I can calculate the total online time a player was online: Code: IF ( <TAG0.LASTCONNECTTIME> == 0 ) With this, they can grab prizes for 10 minutes online, 1 hour online, 1 day online, etc... However, let's say I want to give my players one point (just +1 from a tag) per hour online: Code: <counts online time> How can I start it? Can someone enlighten me? Thanks once again! RE: Regarding Time Online - Rattlehead - 08-05-2013 02:03 PM are u wanting to give them a tag from total online hours? or just hours from when they login? will you be taking away from this tag? if not simply add @login on=@login src.tag.totalhours <eval <src.account.totalconnecttime> / 60> RE: Regarding Time Online - pinku - 08-05-2013 02:28 PM Thanks for your attention! I want them to get a TAG (that is going to work like a point, but this does not matter anyway) for every 1 hour online. Let me --try-- to explain better what I want to happen, without more TAGS on our way. I'll use gold as a reward. Code: Player logins in, time starts counting; Did I make it easier or I failed miserably? Thanks again! RE: Regarding Time Online - Rattlehead - 08-05-2013 05:53 PM Code: [function f_time_online] they log in, the trigger fires it checks to see if they have the tag, or if the tag is more than 0, if so it makes the tag 0 and after 3600 seconds (one hour) the function fires adding 1 to the tag. untested, wrote on the fly gl RE: Regarding Time Online - pinku - 08-06-2013 01:15 AM Thanks A LOT. I'm sure this will work for me! RE: Regarding Time Online - Mordaunt - 08-06-2013 02:44 AM If you're not wanting to carry any time from the previous session you could use ctag instead of tag, which is automatically removed when a player logs out, thus reducing memory usage for your server. RE: Regarding Time Online - darksun84 - 08-06-2013 03:19 AM Pay attention to use timerf. If the player logs out , timerf will still continue to run(while a timer item will stop), also you can't stop a timerf function without actually stopping all the timerf functions a player have! So you have to add some check for preventention(like checking if the player is online when the timerf finish) RE: Regarding Time Online - pinku - 08-06-2013 04:03 AM (08-06-2013 02:44 AM)Mordaunt Wrote: If you're not wanting to carry any time from the previous session you could use ctag instead of tag, which is automatically removed when a player logs out, thus reducing memory usage for your server. Thanks for the tip Mordaunt! They are always welcome. (08-06-2013 03:19 AM)darksun84 Wrote: Pay attention to use timerf. Thanks for the tip, darksun! I haven't tested TIMERF in this case yet, but I'm sure a timer item will not stop. o: I know that because I have a script to stop the timer from a certain memory. Or are you talking about something else? =P RE: Regarding Time Online - darksun84 - 08-06-2013 04:08 AM An item with a timer equipped in layer 30 RE: Regarding Time Online - Mordaunt - 08-06-2013 05:28 AM As of tonight's build (which is available in about 4 hours) according to ben there is a new feature you may want to play with for what you are doing: Quote:Added #2177: - <ISTIMERF.functionname> to check if a timer exists. Returns the time left in sec if it exists or 0 if not. |