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Author Topic: Barons Lame And Tame Skillscript  (Read 2846 times)
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Baron
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« on: February 17, 2006, 08:53:31 AM »

THIS IS AN OLD THREAD. USE INSTEAD THIS :

http://www.createforum.com/phpbb/viewtopic.php?t=1844&mforum=marsh0









HUZZAH! The new skillscript is written and like wow. it owns. On a scale of 1 to 10, its 432. Dont use this, will post up new one tmorro maybe.

---------------------

While this script does work, it really is rather chunky and scary. It can also be a genuine pain in the ass to customise. Im putting together a "superscript" soon that basically replaces the entire main.txt and will include most my scripts that ever got posted.

This script endeavours to be a better explained and laid out version of the current main.txt with a few extra features

-------------------

THIS SCRIPT WORKS 100% BUT I WILL BE ADDING A NEW SCRIPT SOON THAT DEALS WITH ITEM RECIPES FOR A SKILL.

This script also has the fixed itemcheck which wasnt working properly in the first version.

-------------------

I kid you not. This is like, the best thing ive ever coded. its huge. its a monster. It lets you do almost anything with resource gathering skills.

Difficulty : 5/5 with limited scripting knowledge
                3/5 with decent scripting knowledge (for those of you who do understand code, dont even try and comprehend this. it does stuff it shouldnt need to and defines a few dims where it shouldnt, but hey. it works. and thats really quite something.

If this seems incomplete im posting it up in parts as I complete the tutorial for it. Its pretty chunky.

Because of the magnitude of this script and its far ranging implications I would ask that credit is given in some form. ie on the credits screen or something. not fussed.

-----------------------------------------------------------------
START OF THE TUTORIAL
-----------------------------------------------------------------


At the end of this tutorial you will be able to use my skillscript to create skills that return two items from any point where you define a scripted tile on a map. Its a little more complex then that, but thats the gist of it.

At the end your map will look something like this :



The warps all lead back to the top scripted tile (3 in my script) where the player is mining copper ores and crystals.

The table down the bottom is used for recovering fatigue at the two scripted tiles there, both tile number 4's.

A player can only perform so many actions of a skill before they must recover. as their level increases, they have more endurnce and can mine / fish / farm etc for longer.

--------------------------------------------------

Here we go... step by step...

 :arrow: Create a new folder in your server directory. Call it skills.

 :arrow: Open main.txt

 :arrow: Under your scripted tile section add :

Quote


Case 3

Call Inimaker(index)
Call Giveskillstuff(index)

Case 4

skilltype = Getvar("skills.ini", "BASE", Int(Getvar("skills.ini", GetPlayerMap(index), "skilltype")))
Call PutVar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "stammax", 5 + Int(getvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "lvl")))
Call PutVar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "stam", 0)
Call Playermsg(index, "You feel refreshed and ready to " & skilltype & " again.", 5)
 


The two cases can be changed to any number you like between 1 and 100. For this example they are 3 and 4 though.

These just call the much larger subs at the bottom of your main.txt and help to keep your scripted tiles section neater.

 :arrow: Now go to the very end of main.txt and add the following

Quote


Sub Inimaker(index)
On Error Resume next
Dim mapnum

If GetPlayerAccess(index) > 0 Then
If Getvar("skills.ini", GetPlayerMap(index), "hasdata") <> 1 Then
    Call Putvar("skills.ini", GetPlayerMap(index), "hasdata", 1)
    Call Putvar("skills.ini", GetPlayerMap(index), "skilltype", 0)
    Call Putvar("skills.ini", GetPlayerMap(index), "checkitemnum", 0)
    Call Putvar("skills.ini", GetPlayerMap(index), "drop1", 0)
    Call Putvar("skills.ini", GetPlayerMap(index), "drop2", 0)
    Call Putvar("skills.ini", GetPlayerMap(index), "chance1", 0)
    Call Putvar("skills.ini", GetPlayerMap(index), "chance2", 0)
    Call Putvar("skills.ini", GetPlayerMap(index), "givexp", 0)
    Call Putvar("skills.ini", GetPlayerMap(index), "reqlvl", 0)
    Call Putvar("skills.ini", GetPlayerMap(index), "successmsg1", 0)
    Call Putvar("skills.ini", GetPlayerMap(index), "successmsg2", 0)    
    Call Putvar("skills.ini", GetPlayerMap(index), "failuremsg", 0)
End If    
End If      
End Sub



This sub is used by admins to create a template for any skill. The values created are stored in a .ini in the main server directory called skills.ini

This file holds ALL your data on all skill related activities except for the levels and experience of each individual player. That information is kept in your skills directory.

For now we'll add the rest of the script, then ill tell you how to customise it to the skill you want.

 :arrow: After the previous script, add this one.

Quote

Sub giveskillstuff(index)
On Error Resume next
Dim equipped
Dim lvlskill
Dim skilltype
Dim randomiser
Dim chance1
Dim chance2
Dim itemcheck
Dim succeed1
Dim succeed2
Dim fail
Dim skillnumber
Dim skillxp
Dim finalxp
Dim currentxp
Dim needxp
Dim testlvl
Dim drop1
Dim drop2
Dim total
Dim SLOT
Dim temp
Dim stammax
Dim stam
Dim equipchecknum
   
equipped = GetPlayerWeaponSlot(index)
equipchecknum = Int(GetPlayerInvItemNum(index,equipped))
itemcheck = 0 + Getvar("skills.ini", GetPlayerMap(index), "checkitemnum")
skilltype = Getvar("skills.ini", "BASE", Getvar("skills.ini", GetPlayerMap(index), "skilltype"))

If equipchecknum > 0 Then
    If 0 + GetPlayerInvItemNum(index, equipped) = itemcheck Then                
       
        If 0 + GetVar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index), skilltype & "lvl") < 0 Then
            Call PutVar ("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "lvl", 1)
            Call PutVar ("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "xp", 0)
            Call PutVar ("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "stam", 0)
            Call PutVar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index), skilltype & "stammax", 5)                  
        End If
               
        lvlskill = Getvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index), skilltype & "lvl")      
        If Getvar("skills.ini", GetPlayerMap(index), "reqlvl") <= lvlskill Then
       
            stammax = Int(GetVar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index), skilltype & "stammax"))
            stam = Int(GetVar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index), skilltype & "stam"))
       
            If stam < stammax Then
            randomiser = Int((1000 - 0 + 1) * Rnd) + 0            
            chance1 = 0 + Getvar("skills.ini", GetPlayerMap(index), "chance1")
            chance2 = 0 + Getvar("skills.ini", GetPlayerMap(index), "chance2")
            fail = Getvar("skills.ini", GetPlayerMap(index), "failuremsg")
            drop1 = 0 + Getvar("skills.ini", GetPlayerMap(index), "drop1")
            drop2 = 0 + Getvar("skills.ini", GetPlayerMap(index), "drop2")          
            succeed1 = Getvar("skills.ini", GetPlayerMap(index), "successmsg1")
            succeed2 = Getvar("skills.ini", GetPlayerMap(index), "successmsg2")
            total = randomiser - lvlskill      
           
                If total <= chance1 Then                              
                                                                 
                    If total <= chance2 Then                  
                    Call wtftest(index,drop2)
                    Call Playermsg(index, succeed2 ,10)
               Call PutVar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "stam", 1 + Int(getvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "stam")))
                   
                    Else
                    Call wtftest(index,drop1)
                    Call Playermsg(index, succeed1,10)
               Call PutVar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "stam", 1 + Int(getvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "stam")))
                   
                    End If                                                            
                   
                Else
                Call Playermsg(index, fail, 12)              
                End If
           
            Else
            Call playermsg( index, "You need to take a break before continuing", 12)
            End If
                           
        Else        
        Call Playermsg(index, "You need to be more skilled to " & skilltype & " here.", 12)
        End If    
       
    Else
    Call Playermsg(index, "You need the correct tool to " & skilltype & " here", 12)
    End If

Else
Call Playermsg(index, "You need the correct tool to " & skilltype & " here", 12)
End If

End Sub



The number in cyan is your chance out of X with X being this number. It is not the chance of getting the item, it is the chance out of what you get the item. ie 1/100 is 10 times more probable then 1/1000. This lets you change that.

 :arrow: Right. after you've done that, post this sub directly after it

Quote

Sub wtftest(index, drop)
Dim temp
Dim slot
Dim given

given = 0
slot = 1

    Do While SLOT < 25                
       
        If GetPlayerInvItemNum(index, SLOT) = ( 0 + drop) Then
        temp = 1 + Getplayerinvitemvalue(index, SLOT)
        Call SetPlayerInvItemValue(index, SLOT, temp)
        Call SendInventoryUpdate(index, SLOT)
        Call Giveskillxp(index)      
        Given = 1
        SLOT = 24

        End If
    SLOT = SLOT + 1
    Loop
 
Slot = 1

If Given <> 1 Then
 
    Do While SLOT < 25                
       
        If GetPlayerInvItemNum(index, SLOT) = 0 Then
        Call SetPlayerInvItemNum(index, SLOT, drop)
        Call SetPlayerInvItemValue(index, SLOT, 1)
        Call SendInventoryUpdate(index, SLOT)
        Call GiveSkillxp(index)
        SLOT = 24
        Given = 1
        End If
       
    SLOT = SLOT + 1
    Loop

End If

If Given = 0 Then
Call PlayerMsg(index, "You do not have sufficient inventory space to recieve this item.", 12)
End If

End Sub


Right. this script is so poorly named coz i spent a lot of time debugging it, and when nothings working, you do some crazy things. it works anyway.

IMPORTANT : All skill items given should be currencies for this script to work its best. The skill system really is quite nice when it stacks all the ores neatlky into your inventory and stuff. I mean the script will work if the items arent currency. I know that. But still. Where was I? Right.

 :arrow: After that post this sub (the final one)

Quote


Sub Giveskillxp(index)
Dim finalxp
Dim lvlskill
Dim needxp
Dim skilltype
Dim currentxp
Dim addxp
Dim max
Dim title

max = 100
skilltype = Getvar("skills.ini", "BASE", Getvar("skills.ini", GetPlayerMap(index), "skilltype"))
lvlskill = 1 + Getvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index), skilltype & "lvl")
addxp = Int(Getvar("skills.ini", GetPlayerMap(index), "givexp"))
currentxp = Int(Getvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "xp"))
finalxp = 0 + addxp + currentxp
needxp = Int(Getvar("experience.ini", "EXPERIENCE", "Exp" & lvlskill))
title = skilltype & "xp"
                         
If lvlskill <= max Then

Call Putvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),skilltype & "xp", Int(Getvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),  skilltype & "xp"))+ Int(Getvar("skills.ini", GetPlayerMap(index), "givexp")))
Call Playermsg(index,  finalxp & "/" & needxp , 6)

   If needxp <= finalxp Then
                                       
   Call Putvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),skilltype&"lvl", 1 + Getvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index), skilltype & "lvl"))
   Call Putvar("skills\" & GetPlayerLogin(index) & ".ini", "CHAR" & GetPlayerCharNum(index),skilltype&"xp", 0)
   Call Playermsg(index, "You advanced to level " & lvlskill & ", congratulations!", 10)
      
      If lvlskill = max Then
   Call Playermsg(index, "You have mastered this skill! Congratulations!", 14)
      End If
      
   End If

End If      
                               
End Sub



changing the max = 100 statement will allow you to the set the max level achievable for a skill. Dont let it go higher then your experience.ini max though, or it will break the script. ive found 100 is fine.

Change this line to a globalmsg to give credit where credit is due. My preference isnt a broadcast though :)

Changing this path will let you define custom exp tables for skills. im happy to let mine use my experience table for players though.

ok you have successfully installed the script. Now lets customise a skill.

CUSTOMISING A SKILL

 :arrow: Create a map and lay down tile 3 (or whatever tile you changed it to)

 :arrow: stand on it. This creates the ini data for the map you are on.

NOTE : Currently only the server or those with access to it can edit skills. I may make commands to bypass this need though. just not tonight.

Open the skills.ini file now created in your main server directory. It should look something like this :

Quote


[2]
hasdata=1
skilltype=0
checkitemnum=0
drop1=0
drop2=0
chance1=0
chance2=0
givexp=0
reqlvl=0
successmsg1=0
successmsg2=0
failuremsg=0


 :arrow: at the top of this file, add the following :
Quote
[BASE]
1=Mine
2=Fish
3=Whatevayougetheideabynowihope


These are your skills. Please use the same tense. ie it isnt mining, its mine. Its the action. Add however many you want skills.

 :arrow: Next up is customising the fields. Below is my example of a mining script for copper ores and quartz shards.

Quote


[6]
hasdata=1
skilltype=1
checkitemnum=6
drop1=2
drop2=3
chance1=200
chance2=20
givexp=50
reqlvl=0
successmsg1=You remove a large chunk of copper ore.
successmsg2=You break open a rock revealing a shiny crystal.
failuremsg=You remove some rubble.



The [X] at the top is map number. to easily find the correct skill, get the map number and search for it with the brackets either side :)

skilltype= the number of the skill from base.

checkitemnum= what item number is needed to be equipped to weapon hand to perform the skill

drop1= the number of the more commonly dropped item

drop2= the number of the rarer dropped item

chance1= chance of drop1 dropping out of 1000 (by default, this is changable)

chance2= chance of drop2 dropping out of 1000 (by default, this is changable)

givexp= the experience value a successful attempt at gaining a resource gives.

reqlvl= the minimum level a player can use this skill tile at in the respective skill.

successmsg1= Message for getting drop1

successmsg2=Message for getting drop2

failuremsg=Message when you fail to get either item

--------------------------------------------------------------
END OF TUTORIAL
--------------------------------------------------------------


Thoughts, comments and suggestions welcome. May be adding /commands to vary the values in the skills.ini based on the playermap. Check back later.

Enjoy all :) Lotta hours here
SignusGrim
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« Reply #1 on: February 17, 2006, 09:19:57 AM »

SignusGrim Lv1.

*Starts cooking lunch*

SignusGrim: lalalalala~ i'ma cooking lunch~ lalalalala!

*Fatigue bar goes down*

SignusGrim: oi i feel a bit fatigued...maybe i should go sit down a bit.

*goes to sit down*

SignusGrim: hmm whats that smell?

*Runs to the kitchen*

SignusGrim: OH NO! my fish!...it's burnt....T_T

[A deep voice somewhere] "poor poor signus, goes hungry yet again thx to his fatigueness..."


lol j/k XD  great great great this will make trait skills seem more real =)
Baron
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« Reply #2 on: February 17, 2006, 09:27:32 AM »

I added fatigue to comabt the fact that players dont wanna walk back and forwards onto a tile to mine. So instead they move ina  direction witha  warp. warping them back onto the skill tile.

This prevents the key from being held down in a direction overnight and adds a little more realism.

The real nasty bastards out there will realise if you rigged a scripted tile on a map without a place to skill, but gave it the same skilltype, they could make players walk several screens to refresh themselves >.>
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« Reply #3 on: February 17, 2006, 09:39:24 AM »

YOU RULE !
TheYellowMole
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« Reply #4 on: February 17, 2006, 10:44:34 AM »

This is alot like mine, except my fatigue is the durability of the pick-axe, and they go to a shop and buy a copper pick for a copper pick to get back the durability. This allows for better picks to "fatigue" less quickly. Also, instead of having a max level, mine uses algoriths to implement a learning curve (i.e. lvl 2 to 3 is a big jump, 98 to 99 is smaller) and there is no max level. Great job though, seeing as I'm not going to release mine this is really good stuff. A good idea may be to tie stamina to the speed attribute, and put it to good use maybe? xD

Once again good job!

~TYM
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« Reply #5 on: February 17, 2006, 10:55:36 AM »

Thanks TYM, I thought about making stam speed based, but in the edn I just couldnt be assed really.

And my exp.ini is generated to increase eponentially by 10% per level so with this... my max level 99-100 gap is quite huge.

Heh i thought botu using durability, but decided that making them sit around getting drunk while mining would be more amusing :)
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« Reply #6 on: February 17, 2006, 12:00:45 PM »

does ur game has this system? i want to check it before trying to put it in my game
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« Reply #7 on: February 17, 2006, 12:21:48 PM »

yeah he has it there and it's pretty nice ;p
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« Reply #8 on: February 17, 2006, 06:11:37 PM »

hmm is there anyway to make it go from a 2nd exp table...so idont have to change the normal exp table? cuz a lot of us already have monsters that give exp based on the current exp table...and if the skills use the same exp table it'd be way too hard to lvl up skills lol so yeah @@
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« Reply #9 on: February 17, 2006, 06:17:09 PM »

Code: [Select]
finalxp = 0 + addxp + currentxp
needxp = Int(Getvar("experience.ini", "EXPERIENCE", "Exp" & lvlskill))
title = skilltype & "xp"


ok where it says

needxp = int(Getvar("experience.ini","EXPERIENCE","Exp" & lvlskill))

could we make a 2nd exp table like called skexperience.ini and in that code replace it with experience.ini... will it read off of the new exp table for skills?
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« Reply #10 on: February 17, 2006, 08:13:47 PM »

yup, just make a new skillxp.ini, and change the fields, redo that statement you just pasted to draw from it and it should work fine.
Baron
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« Reply #11 on: February 17, 2006, 08:15:13 PM »

Quote from: Lameroth
does ur game has this system? i want to check it before trying to put it in my game


If you want to see it youd have to add me to MSN and i will send you a client. The game isnt actually ready for players yet so I only send clients to those who need them, because the clint keeps having stuff added to it.
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« Reply #12 on: February 17, 2006, 09:42:25 PM »

Quote from: Baron
yup, just make a new skillxp.ini, and change the fields, redo that statement you just pasted to draw from it and it should work fine.


lol befor you explained this type of scripting to me i would of never been able to catch that XD took few convos with you and i can pick things up already lolz!
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« Reply #13 on: February 18, 2006, 03:24:22 AM »

SignusGrim, cant u use the edit button? and Baron, wheres ur Msn email?
Baron
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« Reply #14 on: February 18, 2006, 03:30:34 AM »

lucky_eddy@hotmail.com
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« Reply #15 on: February 18, 2006, 05:10:43 AM »

ummm how would i edit thiss so it will remove the required item if wish to... so if a variable is set to 1 a certain amount of the required item (also gained from a variable) is removed (so for say blacksmithing... remove 1 iron ore and create success1(iron sword) success 2(fine iron sword) failure (clump of iron with a handle...hmm maybe u could club ppl with it but other then that this is useless)
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« Reply #16 on: February 18, 2006, 05:23:52 AM »

im adding the takeitem sub as we speak, fixed the checkitem script bit already and updated.
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« Reply #17 on: February 18, 2006, 05:41:42 AM »

awsome
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« Reply #18 on: February 18, 2006, 07:23:12 AM »

4 hours later i scrapped the entire piece of code, swore loudly at it and started over. try again later. if im lucky ill finish this in the next few hours. after ive had a break for a bit though.
yakuza_II
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« Reply #19 on: February 19, 2006, 02:30:23 AM »

wat bit do i need to change to fix the past roblem with item checking... (thanks for this script, and thnx for adding the recipe thing)