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Pages: [1] 2 3 ... 12
Site Author : Topic: BARONS SKILL SUPERSCRIPT  (Read 21120 times)
0 Members and 1 Guest are viewing this topic.
March 11, 2006, 07:04:15 AM
Lord Of Spleens
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Teh Uberleet
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    THIS SKILLSCRIPT AND ALL DERIVATIVE WORKS ARE COPYRIGHT OF REDEEMER GAME STUDIOS. ITS USE IS OPEN TO ALL USERS OF ECLIPSE ENGINES ALONG WITH THE RIGHT TO EDIT IT FREELY. ANY OTHER ENGINES / GAMES REQUIRE APPROVAL FOR USE. THIS MAY NOT BE POSTED ON OTHER BOARDS.


    This is a neatened, shortened, improved, shinier, much more awesome, much cleaner, easier to use, and overall awesomer version of my skills. This script now does both recipe style skills (A+B+C=D&E) with any number of components and results, as well as normal skills like mining.

    This tutorial requires you to have certain examples to work off. If you are using my downloaded scripts folder, skip to section 2.

    NB its 2745 words long. its an indepth tutorial so you can really understand this, not just guess about it.

    SECTION 1 : INSTALLING

    If you wish to keep your own main.txt, simply put everything into your script folder from the .rar linked below except the main.txt

    http://www.freemmorpgmaker.com/files/imagehost/pics/f69a8c992ded1382771aa5e57ccf7b2c.zip

    Then add this to the bottom of your main.txt

    Quote
    '********************************
    Function F_Freeslots(index)     
    '********************************

    Dim slot
    Dim count

    slot=1
    count=0
       Do While slot < 25   
          If getplayerinvitemnum(index, slot) = 0 Then
          count = Int(count) + 1
          End If
       slot=Int(slot) + 1
       Loop
    F_Freeslots=Int(count)
    End Function

    '********************************
    Sub Give_Item(index, number, durability)
    '********************************

    Dim slot

    slot = 1
       Do While slot < 25
          If Getplayerinvitemnum( index, Int( slot ) ) = 0 Then
             Call SetPlayerInvItemNum(index, Int( slot ), Int( number ) )
             Call SetPlayerInvItemDur(index, Int( slot ), Int( durability ) )
             Call SetPlayerInvItemValue(index, Int( slot ), Int(0) )
             Call SendInventoryUpdate(index, Int(slot) )
             slot = 25
          End If
       slot = slot + 1
       Loop
    End Sub

    '********************************
    Sub Give_Currency(index, number, quantity)
    '********************************

    Dim slot
    Dim initial
    Dim final
    Dim given

    slot=1
    given=0

       Do While slot < 25
          If Getplayerinvitemnum(index,Int(slot))=Int(number) Then
             initial = Getplayerinvitemvalue( index, Int( slot ) )
             final = Int( initial ) + Int( quantity )
             Call setplayerinvitemvalue( index, Int( slot ), Int( final ) )
             Call SendInventoryUpdate(index, Int(slot) )
             slot = 25
             given = 1
          End If
       slot = slot + 1
       Loop
          
       If given=1 Then
          slot=25
       Else
          slot=1
       End If

       Do While slot < 25
          If Getplayerinvitemnum(index,Int(slot)) = 0 Then
             Call SetPlayerInvItemNum(index, Int( slot ), Int( number ) )
             Call SetPlayerInvItemValue(index, Int( slot ), Int( quantity ) )
             Call SetPlayerInvItemDur(index, Int( slot ), 0 )
             Call SendInventoryUpdate(index, Int(slot) )
             slot = 25
          End If
       slot = slot + 1
       Loop
       
    End Sub

    '********************************
    Function F_Check_Take(index, number, value)
    '********************************

    Dim slot

    slot = 1
    F_Check_Take =0
       Do While slot < 25   
          If Getplayerinvitemnum( index, Int( slot ) ) = Int( number ) Then
             If GetPlayerInvItemValue(index, Int( slot ) ) >= Int(value) Then         
             F_Check_Take=1            
             End If
          End If
       slot = slot + 1
       Loop
    End Function

    '********************************
    Sub Take_Item(index, number, value)
    '********************************

    Dim slot
    Dim taken
    Dim initial
    Dim final

    slot=1
    taken=0
       Do While Int(slot) < 25      
          If Int(taken)=0 Then      
             If Getplayerinvitemnum(index,Int(slot)) = Int(number) Then
                If Int(getplayerinvitemvalue(index, Int(slot))) >= Int(value) Then
                initial = Int(getplayerinvitemvalue(index, Int(slot) ) )
                final = Int(initial) - Int(value)            
                   If Int(final) <= 0 Then               
                   Call setplayerinvitemnum(index, Int(slot), Int(0) )
                   Call setplayerinvitemvalue(index, Int(slot), Int(0) )
                   Call setplayerinvitemdur(index, Int(slot), Int(0) )
                   Call SendInventoryUpdate(index, Int(slot))
                   taken=1               
                   Else            
                   Call setplayerinvitemvalue(index, Int(slot), Int(final) )
                   Call SendInventoryUpdate(index, Int(slot) )
                   taken=1            
                   End If
                End If         
             End If
          End If      
       slot = slot + 1
       Loop
    End Sub

    '********************************
    Sub Baron_Stam_regain(index)
    '********************************

    Dim skill_type
    Dim skill_action
    Dim stam_total
    Dim player_lvl

    skill_type=Trim( GetVar("scripts\mapextras\" & GetPlayerMap(index) & ".ini", "SKILL","type") )

       If Int(Getvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type), "has_data") ) < 1 Then
       Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "Exp", Int(0) )
       Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "level", Int(0))
       Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "stamina", Int(10))
       Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "has_data", Int(1))
       Call battlemsg(index, "You should return here if you wish to rest", 14, 1)
       End If
          
    player_lvl=Getvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "level")
    skill_action=Trim(GetVar("scripts\skills\" & skill_type & ".ini", "INDEX","action"))
    stam_total=5 + Int(player_lvl)
    Call PutVar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "stamina", Int(stam_total))
    Call battlemsg(index, "You feel refreshed and ready to " & skill_action & " again.", 14, 1)
    End Sub

    '********************************
    Sub Baron_Uber_skills(index)
    '********************************
    'Do not modify this script in any way.
    'It is provided as is in all goodwill.
    'There is CONSIDERABLE time spent here.
    On Error Resume next
    Dim skill_type
    Dim skill_number
    Dim take_total
    Dim give_total
    Dim count
    Dim take_count
    Dim take_num
    Dim take_val
    Dim take_msg
    Dim empty_space
    Dim take_check
    Dim needed_item
    Dim player_weapon
    Dim skill_action
    Dim currency_check
    Dim recipe_count
    Dim recipe_total
    Dim min_lvl
    Dim player_lvl
    Dim player_stam
    Dim recipe_stam
    Dim give_val
    Dim give_num
    Dim give_dur
    Dim give_msg
    Dim high_randomiser
    Dim success_chance
    Dim low_chance
    Dim high_chance
    Dim give_exp
    Dim new_exp
    Dim lvl_exp
    Dim next_lvl

    If Int(GetVar("scripts\mapextras\" & GetPlayerMap(index) & ".ini", "SKILL","has_data")) < 0 Then
    Call Putvar("scripts\mapextras\" & GetPlayerMap(index) & ".ini", "SKILL","type", "")
    Call Putvar("scripts\mapextras\" & GetPlayerMap(index) & ".ini", "SKILL","number", 0)
    Call Putvar("scripts\mapextras\" & GetPlayerMap(index) & ".ini", "SKILL","has_data", 1)
    Call Playermsg(index, "Made skill template for map", 14)
    Call Playermsg(index, "Credits go to Baron - http://barony.deviantart.com/", 14)
    End If

    RECIPE_COUNT = Int(1)
    skill_type=Trim( GetVar("scripts\mapextras\" & GetPlayerMap(index) & ".ini", "SKILL","type") )
    recipe_total=Int(GetVar("scripts\skills\" & skill_type & ".ini","INDEX" ,"total_recipes"))

    'RECIPES ALWAYS HAVE SKILL 1 SELECTED IN MAPEXTRAS AND TOTAL RECIPES IN SKILLS SET TO HIGHEST
    'NON RECIPES HAVE ANY SKILL SELECTED IN MAPEXTRAS AND TOTAL RECIPES IN SKILLS SET TO 1

    Do While Int(RECIPE_COUNT) <= Int(recipe_total)

       If trim(skill_type) <> "" Then

       skill_number = Int(GetVar("scripts\mapextras\" & GetPlayerMap(index) & ".ini", "SKILL","number"))

       If Int(recipe_count) > 1 Then
       skill_number = Int(recipe_count)
       End If

       needed_item=Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number),"item_num_needed"))
       player_weapon=Int( Getplayerinvitemnum(index, Int(getplayerweaponslot(index)) ) )
       skill_action=Trim(GetVar("scripts\skills\" & skill_type & ".ini", "INDEX","action"))

          If Int(needed_item) = Int(player_weapon) Then

          min_lvl = Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number),"min_level"))

          If Int(Getvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type), "has_data") ) < 1 Then
          Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "Exp", Int(0) )
          Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "level", Int(0))
          Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "stamina", Int(10))
          Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "has_data", Int(1))
          Call playermsg(index, "You attempt to " & skill_action & " for the first time!", 14)
          End If

          player_lvl = Int(Getvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "level"))

             If Int(min_lvl) <= Int(player_lvl) Then
             
             player_stam=Int(getvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "stamina"))
             recipe_stam=Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number),"stam_taken"))
             
             If Int(player_stam) >= Int(recipe_stam) Then

             take_total = Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number),"take_total"))
             give_total = Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number),"give_total"))   
              count = Int ( 1 )
              take_count = Int ( 0 )
              empty_space=F_Freeslots(index)
       
                   If Int(give_total) <= Int(empty_space) Then
       
                Do While count <= Int(take_total)
                take_num=Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_take_num"))
                take_val=Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_take_val"))   

                take_check=F_Check_Take(index,take_num,take_val)
                take_count=take_count + Int(take_check)   
                count=count+1
                Loop

                   If Int(take_count) = Int(take_total) Then         
                
                   count = Int ( 1 )      
                
                      Do While Int(count) <= Int(take_total)
                      take_num=Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_take_num"))
                      take_val=Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_take_val"))   
                        take_msg=Trim(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_take_Msg"))            
                      Call battlemsg(index, trim(take_msg), 15, 1)   
                      Call Take_Item(index, Int(take_num), Int(take_val) )         
                      count=count+1
                      Loop
             
                      count = Int ( 1 )
                      new_exp = 0
                      
                      Do While Int(count) <= Int(give_total)
                      give_val = Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_give_val"))
                      give_msg = Trim(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_give_msg"))
                      
                      success_chance = Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_base_chance"))
                      low_chance= Int(player_lvl) - Int(min_lvl) + 1
                      high_chance = Int(player_lvl) - Int(min_lvl) + Int(success_chance)
                      high_randomiser = Int((high_chance + 1) * Rnd)
                                     
                      If Int(high_randomiser) <= Int(low_chance) Then                  
                         
                         If Int(give_val) > 0 Then
                         give_num = Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_give_num"))
                         Call Give_Currency(index, Int(give_num), Int(give_val) )
                         Call battlemsg(index, Trim(give_msg),10, 1)
                         'TO HAVE THE SCRIPT AUTO CREATE ALL ITEMS IT CAN ONCE EACH, REMOVE LINE BELOW
                         RECIPE_COUNT= Int(recipe_total)
                         Else
                         give_num = Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_give_num"))
                         give_dur = Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_give_dur"))
                         Call Give_Item(index, give_num, give_dur)
                         Call battlemsg(index, Trim(give_msg),10, 1)
                         'TO HAVE THE SCRIPT AUTO CREATE ALL ITEMS IT CAN ONCE EACH, REMOVE LINE BELOW
                         RECIPE_COUNT= Int(recipe_total)
                         End If
                         
                         give_exp = 0 + Int(GetVar("scripts\skills\" & skill_type & ".ini", Int(skill_number), Int(count) & "_EXP"))
                         new_exp = 0 + Int(getvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "exp")) + Int(give_exp)
                          Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "exp", Int(new_exp))
                      End If
                      
                      If new_exp=0 Then
                      new_exp=Int(getvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "exp"))
                      End If
                         
                      count=count+1
                      Loop
                      
                      next_level = Int(player_lvl) + Int(1)
                      lvl_exp = Int(Getvar("experience.ini", "EXPERIENCE", "Exp" & Int(next_level) ) )
                      Call battlemsg(index,new_exp & " / " & lvl_exp & " For " & next_level & " " & trim(skill_type), 6, 0)
                                                          
                      If Int(new_exp) >= Int(lvl_exp) and Int(player_lvl) < 100 Then
                      new_exp= 0 + Int(new_exp) - Int(lvl_exp)                  
                      Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "exp", Int(new_exp))
                      Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "level", Int(next_level))
                      Call battlemsg(index, "Congratulations, you are now level " & Int(next_level) & " in " & trim(skill_type) & "!", 13, 1)
                      End If
                      
                      player_stam = Int(player_stam) - Int(recipe_stam)
                      Call putvar("scripts\charextras\" & GetPlayerName(index) & ".ini", Trim(Skill_type) , "stamina", Int(player_stam))
                      
                      If Int(recipe_total) = 1 Then
                      RECIPE_COUNT= Int(recipe_total)
                      End If                           
                    
                     Else                
                        If Int(recipe_count) + 1 > Int(recipe_total) and Int(recipe_total) > Int(1) Then
                      Call battlemsg(index, "You have no components to " & skill_action, 12, 1)
                      End If    
                   End If         
          
                Else      
                Call battlemsg(index, "You need more inventory room to continue " & skill_type & ".", 15, 1)            
                 End If
              
               Else
               Call battlemsg(index, "You are too tired to " & skill_action & ".", 12, 1)
               End If
              
               Else
               Call battlemsg(index, "You need to be more skilled to " & skill_action & " here.", 12, 1)         
               End If
              
          End If
            'This continues off end of item script. Used when empty slot. Elseif errors usually.
          If Int(needed_item) <> Int(player_weapon) and Int(recipe_count) = 1 Then
          Call battlemsg(index, "You need to get the right tool to " & skill_action & " here.", 15, 1)       
          End If
       
        Else
        'Not working. Cant figure out why. Is non essential for the script to work.
        Call Playermsg(index, "You still need to define a skill for this map", 14)
       End If




    RECIPE_COUNT = Int(recipe_count)+1

    Loop

    End Sub

    You must also rig two case calls as shown here (change the case number to higher then your current highest

    Quote
    Case 0
       Call Baron_Uber_skills(index)
       
    '<><><><><>

    Case 1
       Call Baron_Stam_regain(index)

    You should now hagve all the extra folders in your scripts directory that this script will use as well as several example scripts along with the necessary commands to use your skills.

    SECTION 2 : CREATING SKILLS

    The old skill scripts I wrote used a configure each map system. My new skillscript uses a central skillist, that you then refer to using 2 lines of information.

    This section deals with creating the central information for a new skill.

    1)

    go into
    scripts > skills

    You will see two files already there, mining and smithing. These contain examples of skills that have been set up. Mining demonstrates normal skills, where after you succeed or fail one type you stop the action. Smithing is an example of multiple checks where it goes through all the possible recipes, stopping when you successfully complete one. This may not be very clear now but will make more sense later.

    For this example we shall be creating a skill called woodcutting

    Copy the mining.ini and rename it woodcutting.ini

    After this has been done, open it up using a text editor. It should look something like this :

    Quote

    [INDEX]
    Action=Mine
    Skill=Mining
    Succeeded=Mined

    Recipe=0
    Total_recipes=1

    [1]
    Min_Level=0
    Item_Num_Needed=50
    Stam_Taken=1

    Take_Total=0

    Give_total=2


    1_Give_Num=51
    1_Give_Val=0
    1_Give_dur=0
    1_Base_Chance=10
    1_Give_Msg=You mined some copper ore.
    1_EXP=15


    2_Give_Num=24
    2_Give_Val=1
    2_Give_dur=0
    2_Base_Chance=20
    2_Give_Msg=You break apart a crystal in your mining efforts.
    2_EXP=25


    [2]
    Min_Level=5
    Item_Num_Needed=50
    Stam_Taken=1

    Take_Total=0

    Give_total=2


    1_Give_Num=52
    1_Give_Val=0
    1_Give_dur=0
    1_Base_Chance=10
    1_Give_Msg=You mined some iron ore.
    1_EXP=35


    2_Give_Num=24
    2_Give_Val=2
    2_Give_dur=0
    2_Base_Chance=20
    2_Give_Msg=You break apart a crystal in your mining efforts.
    2_EXP=25



    Each of the fields is pretty self explanatory, but I will mention here some things that are important.

    These are the different tenses for what you are doing. going to do, doing, done.

    THIS IS VERY IMPORTANT -  This number controls the way this skill is treated. if you increase this number from 1 to the total number highlighted with cyan it will check all the recipes (which is what the number in blue is, ie here there are two recipes) until it successfully completes one. Because we dont want woodcutting to check if we succeeded at chopping every variety of tree, leave it at 1.

    This is the item number of the WEAPON that must be equipped to perform the skill. For this example we would want to change it to the number for a woodcutting axe.

    These numbers control the minimum level a player must have in a skill before they can start attempting to complete it.

    This number is the amount of stamina attempting to do the skill uses. This is taken whether they succeed or not. A lvl nothing player in a skill has 5 stamina that is recharged by stepping onto a scripted tile 1 on the same map. For each additional lvl in a skill, they gain one additional point of stamina.

    Okies now for the fun stuff. the olive colored fields control the items given. For each group of items you give your give_total increases as well, to see how take scripts work, see the smithing example. The Num field is the item number you are giving. So wed set this to the item number for a wooden log. The val field we leave at 0, because we dont want wooden logs to stack. When setting up logs, make their item type none. The final field dur is used if you are giving an item with durability such as armor. for our example we will leave it as 0. The base chance is the chance a player has of gaining something, and is always read as 1/base_cheance (fractional) This improves with levels gained, but never becomes perfect. Final field is the experience a instant win gives you. The message is what it says when you succeed. change these appropriately.

    Remember to keep these values appropriate to the number of things you are giving and taking for each recipe.

    Your new .ini for woodcutting might now look like this :

    Quote
    [INDEX]
    Action=Chop
    Skill=Woodcutting
    Succeeded=Cut
    Recipe=0
    Total_recipes=1

    [1]
    Min_Level=0
    Item_Num_Needed=86
    Stam_Taken=1

    Take_Total=0

    Give_total=1

    1_Give_Num=37
    1_Give_Val=0
    1_Give_dur=0
    1_Base_Chance=10
    1_Give_Msg=You chop the tree into some wooden logs.
    1_EXP=25

    [2]
    Min_Level=10
    Item_Num_Needed=86
    Stam_Taken=1

    Take_Total=0

    Give_total=2

    1_Give_Num=48
    1_Give_Val=0
    1_Give_dur=0
    1_Base_Chance=20
    1_Give_Msg=You chop the old tree into some strong wooden logs.
    1_EXP=50

    2_Give_Num=17
    2_Give_Val=2
    2_Give_dur=0
    2_Base_Chance=10
    2_Give_Msg=You collect some tinderling while chopping the tree.
    2_EXP=25

    SECTION 3 : USING SKILLS

    On a map select scripted tile 0 (if you use my standard values) and put it down at the base of a tree on the map you are on. save the map.

    walk your character onto the new tile. It will propmt you that you have created a new template for this map.

    Once this is done open
    scripts > mapextras > then the .ini with the map number of the map you were on. If you are unsure which map, go back into the game and type /loc.

    inside this file you will find this info :

    Quote
    [SKILL]
    type=
    number=0
    has_data=1

    to make it do woodcutting, simply fill in the field and point it at the right recipe number. since I set up old trees in 2, and normal trees in 1, we'll use 1 for now.

    it now looks like this

    Quote
    [SKILL]
    type=Woodcutting
    number=1
    has_data=1

    save this file.

    go back into your game. step on your new tile a few times. if you're lucky and have followed this tutorial carefully youll get the itmes you set up to correspond to the numbers we entered.

    Soon though you will run out of stamina. To regain stamina put a scripted tile 1 somewhere on the map (for example at a table and chairs).

    and thats setting up a skill. woodcutting now works, and you should have an idea bout how to make new skills and the diff between recipes and normal skills. For more examples just look at the defaults, they're pretty good.

    or use the defaults. *shrug*

    SECTION 4 : NOTES

    if you want to take 5 copper bars to make an armor, make sure the 5 bars are currency. dont take more then 1 of a normal item type using this script, else they might succeed where they shouldnt have with only one.

    if you dont want players inventories to fill up with skill items (but I do usually) make gathering recipes like mining and woodcutting give currency rewards with a value.

    to set up a rather nice way where players dont have to keep walking onto the same tile, set up warps back to location of your scripted tile on the skillpoint they are trying to walk onto like is shown below (example is for a mine, with the stam regain at the tables below)

    « Last Edit: August 31, 2009, 09:04:29 AM by Lulz » Logged


    Apparently ICT thinks that:
    [ 98% of Eclipse forums thinks baron is cool. Put this in your signature if you are on of the 2% that knows he's an asshôle ]

    If I'm only pissing 1 in 50 people off, I don't think that is too bad at all :D
    March 11, 2006, 10:10:52 AM
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    Is it me or did Baron just Pwn every single other script in this forum?
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    March 11, 2006, 10:14:59 AM
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    ^.^
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    Apparently ICT thinks that:
    [ 98% of Eclipse forums thinks baron is cool. Put this in your signature if you are on of the 2% that knows he's an asshôle ]

    If I'm only pissing 1 in 50 people off, I don't think that is too bad at all :D
    March 11, 2006, 11:16:20 AM
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    I dont know if it worth using this script now, because if tym adds that check atack thing, this script would have to be redone. and it sucks.
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    Paul is dead.
    March 11, 2006, 01:17:32 PM
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    I rekon this script is usefull
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    Dont follow me I bump into walls
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    March 11, 2006, 04:06:37 PM
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    Quote from: Lameroth
    I dont know if it worth using this script now, because if tym adds that check atack thing, this script would have to be redone. and it sucks.


    alot of the stuff would be teh same. Instead of walking onto something you would attack it though
    Logged

    don't call your mother - don't call your priest
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    March 11, 2006, 08:28:08 PM
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    yeah, if theres a check on attack it would simply have a check in the attack sub which would call this script.

    The change wouldnt be in this script.
    Logged


    Apparently ICT thinks that:
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    If I'm only pissing 1 in 50 people off, I don't think that is too bad at all :D
    March 13, 2006, 06:39:31 PM
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    First off, I would like to say good job to Baron. The woodcutting and mining thing is really useful. But there is one thing that I have a problem with. How are you supposed to regain stamina or watever it is? I put down a scripted tile, 1, and it doesnt do anything when I walk over it. I was just wondering if I was doing sumthing wrong or sumthing? plz help me. thx!
    Logged

    I am not new to eclipse, but I cannot do much  for the forums until I get broadband or dsl... b/c downloading at less than 1kb/s won't let me download any new versions b4 disconnecting...

    <img src="http://www.nerdtests.com/mq/images/mq1.php?id=8471&m=e75a65765117da2f42e2a9595f26ac77eb032fc89fa3a8a6ba" border="0" alt="NerdTests.com User Test: The Eclipse Scriptor Test.">
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    March 13, 2006, 07:01:04 PM
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    Baron I demand you pay repricusions for the pants I ruined in exitment about this!
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    ~The beast of the boards, da beast

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    March 14, 2006, 08:36:43 AM
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    Glad you like the script beast, hope it helps you out a heap with your game. To regain stamina you need some info in the mapextras that you create using tile 0.

    The scripted tile 1 only works if you have configured a skill for the map. So you set up the scripted tile 1 to define the fields you need, use it, change to the right skill you wish to regain stam for, then lay down a stamina regain tile at a set of chairs or something. The two are dependent on one another in that you must define a skill to regain stamina.

    As for the pants, you can cratf yourself a new set by bringing your soiled pants and 300 gold to the laundromat just outside of town. If you're lucky you may also get an experience bonus for posting utter crap :P (quite literally :P)
    Logged


    Apparently ICT thinks that:
    [ 98% of Eclipse forums thinks baron is cool. Put this in your signature if you are on of the 2% that knows he's an asshôle ]

    If I'm only pissing 1 in 50 people off, I don't think that is too bad at all :D
    March 14, 2006, 11:17:36 AM
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    Baron your scipt ownZ :P
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    MáTéO RóMéRó BóRrÉtT
    March 16, 2006, 07:32:08 PM
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    ok when I downloaded it and I try to open it with notepad it ends up like this (srry if it takes up alot of space)

    edited post, all the junk code in the post ruined the thread formatting
    « Last Edit: June 09, 2009, 07:14:20 PM by Anna Comnena » Logged

    March 17, 2006, 01:27:17 AM
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    thats your incompetence in recognizing file formats speaking, not my script.

    You need to downlaod winrar (you can get it from http://www.download.com if you dunno where to) to open the rar archive. its like a zip file, only more efficient.
    Logged


    Apparently ICT thinks that:
    [ 98% of Eclipse forums thinks baron is cool. Put this in your signature if you are on of the 2% that knows he's an asshôle ]

    If I'm only pissing 1 in 50 people off, I don't think that is too bad at all :D
    March 27, 2006, 04:10:53 AM
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    hey baron, will u do now a better skill script with the onatack commmand?
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    March 27, 2006, 07:13:46 AM
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    I could, but I really cant be assed, not till the beta is debugged sufficiently.

    Also itd be quite a bit of scripting. And involve filtering every attack through a rather messy set of commands. Which I fear could result in some slowing down.

    We'll see anyhow.
    Logged


    Apparently ICT thinks that:
    [ 98% of Eclipse forums thinks baron is cool. Put this in your signature if you are on of the 2% that knows he's an asshôle ]

    If I'm only pissing 1 in 50 people off, I don't think that is too bad at all :D
    April 05, 2006, 08:44:41 PM
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    Your uber skill script folder wont download :( can you email or Pm it to me.

    Couldnt get my script to create the files. I only got the message.
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    April 08, 2006, 07:46:26 AM
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    I have problem, I make alchemy, for example I have 3 mandragoras and with them I can make small hp potion and if I have 9 mandragoras I can make large hp potion. What my char will make if I step onto scripted tile with 9 mandragoras? one large potion, 3 small or one small? can I make sth like choose?
    Logged

    April 12, 2006, 09:32:18 AM
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    Is it possible to use more than 1 skill in one map.for example in map 1 u can fish at the river then walk to the stones and mine?
    Logged
    April 12, 2006, 09:38:07 AM
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    Quote from: Marsh
    Your uber skill script folder wont download :( can you email or Pm it to me.

    Couldnt get my script to create the files. I only got the message.


    Sent you this yesterday via MSN.

    Quote from: Quetzacotl

    I have problem, I make alchemy, for example I have 3 mandragoras and with them I can make small hp potion and if I have 9 mandragoras I can make large hp potion. What my char will make if I step onto scripted tile with 9 mandragoras? one large potion, 3 small or one small? can I make sth like choose?


    set your skills so that the one that uses 9 is before the one that uses 3. That way if you have enough you will make a larger one, otherwise it will make a smaller one every time.

    At one point I wrote a version that used playerprompts but it was huge, unwieldy and laggy. nuff said.

    Quote from: Guest

    Is it possible to use more than 1 skill in one map.for example in map 1 u can fish at the river then walk to the stones and mine?


    Not currently, use non scrolling maps instead and increase your content 4X
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    Apparently ICT thinks that:
    [ 98% of Eclipse forums thinks baron is cool. Put this in your signature if you are on of the 2% that knows he's an asshôle ]

    If I'm only pissing 1 in 50 people off, I don't think that is too bad at all :D
    April 18, 2006, 02:51:49 AM
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    Question? (#19)
    To make it work on attack, would this work?

    A. Add a variable to each char on startup (Skill:), this is either a 1 or a 0.

    B. When walking tonto the scripted file, have it set skill as 0 and nothing else.

    C. Under on attack.

    If the skill variable = 1 then

    Run the script

    else
    end if?

    Only trouble is, is it possible to set it to 0 when not on a skill tile?
    Logged

    Am currently working on something big, will take a few months. Let me know Via MSN or Email if you need me or help with scripts, cause I dont visit here as often as I'd like.

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