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Ch4cKi3
Nereden: Turkey yaLofa |
#317311
2008-08-29 19:19 GMT
Mapte Görünüm :
![]() ![]() Tribünlerle birlikte > ![]() ![]() Scriptin çalışımı: Tribünlere 4 büyükler için hazırlanmış özel npcler oturtulmaktadır. Onlar kendi kendine scriptte yazılan tezahüratları yaparlar. 4 Tribüne farklı taraftarlar olur. 1 Tribünde Gs ise ötekinde BJK gibi. 1 Maçta Gs-BJK ise diğerinde FB-TS olucaktır. Girişte takımınızı siz seçemiceksiniz üzücü olanda bu Yoksa denge sağlanamaaz. Ama aklımıza daha güzel sistem gelirse onu uygularız. Tribünlerde Beşiktaşım oley , 8-0 , Cimbombom diyen npcleri ve Horon tepen npc leri görürseniz şaşırmayın. Çok yakında geliyoruz
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MagLor*
Nereden: Turkey TrabzoN |
#317312
2008-08-29 19:30 GMT
Gördüğüme göre Yardım değilde yapmış oldugun alanı gösteriyorsun
Şöyle birşey yapsan daha güzel olurdu direkleri Pier'den yapsaydın uzun olanından vede ağ olarak İsmini bilmiyorum ama Shame'deki köprünün ağlarından olabilir
*Artık imza yok espriyi algılayamayacak kişiler varmış... |
Ch4cKi3
Nereden: Turkey yaLofa |
#317313
2008-08-29 19:33 GMT
Sadece 1 kalenin ağları için 100 200 item harcanıyor. 2 Kalede 500 buluyor. Client boyutunu en küçük yapmak için bu şekilde sadeliği seçtim. Ayrıca sıkıştırma vs hepsini yapıcaz clientte. Yardım olarak bir world builder sorunlarınız varsa gördüğümde etmeye çalışırım. Açıcağımız server hakkında bilgilendirme ve uo da neler yapılabilir gibi algılayabilirsiniz bunları
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MagLor*
Nereden: Turkey TrabzoN |
#317315
2008-08-29 19:39 GMT
yalnız Bu clientin boyunutu Maximum 100kb artırır
*Artık imza yok espriyi algılayamayacak kişiler varmış... |
Nexima
Nereden: Turkey Konya |
#317316
2008-08-29 19:41 GMT
Güzel olmuş tebrik ederim fakat ;
Alan yaparken Türklerin yaptığı iş simetrik birbirinden alakasız 2 itemi sırayla yan yana koymak.Taşların üstündeki hedgeler gibi.Ayrıca Türkiye'de sıkıldığım bir konu ise yaptığımız alanların ; Topuk Zar Engelli koşu vs vs. Bunlarıda green acres üzerine iki item koymak olarak görüyoruz. Oysaki yabancı sunucularda oynayan varsa bilirler onlar artık şehirleri yapıyorlar.Biz sadece playerın gözünü boyamak için görünen yerlere iki item koyarız. Eski görev aldığım Exodusem sunucusunda ( Kapandığı için reklama girmez sanıyorum. ) David'in yaptığı staticleri kullanıyorduk onun izniyle( o bize vermişti. ).Gerçekten mükemmeldi.Ummadığınız yerde bile farkını hissettiriyordu. Bence bizimde bu tür işlere artık başlamamız gerekiyor..İnşallah böyle bir Türk arkadaş ile karşılaşırım
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MagLor*
Nereden: Turkey TrabzoN |
#317318
2008-08-29 19:45 GMT
Aslında Benbaşlamıştım ama önüme farklı projeler geçince bırakmak zorunda kaldım
Cove (küçük olduğu için) Çabuk yaparım diye düşündüm süper yapmıştım diğer şehirlerede geçecektim ama kısmet Mul dosyası karıştı sonra silindi :S
*Artık imza yok espriyi algılayamayacak kişiler varmış... |
Ch4cKi3
Nereden: Turkey yaLofa |
#317319
2008-08-29 19:45 GMT
Valla futbol sahası yeşil olur o yüzden green acres te buna çok müsait. Yerlere ayrı item koymaya gerek yok o yüzden orayı tercih ettim ayrıca hedgeler ile yanındaki direk gibi olan şeyleride inside uo daki multi bölümündeki pvp alanına bakarsan orda gördüm. İnside uo türk programı değil diye biliyorum ve onuda yabancı yapmıştır diye düşünüyorum.
![]() Şehir olarakta pazar alanındaki yapıyı silip orayı kendim yapmaktayım. Şuanda yapım aşamasında olsada buyrun. ![]()
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Spawnsas
Nereden: --- En Sevdiğim Kişinin Yanından |
#317321
2008-08-29 19:47 GMT
top nolcak nasıl gol atıcaksınız ?
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Ch4cKi3
Nereden: Turkey yaLofa |
#317322
2008-08-29 19:49 GMT
Scripti olucak
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Robellious
Nereden: Turkey |
#317323
2008-08-29 19:53 GMT
Kod: **Scripter:Xantier **Edit:Robellious **Eklenen Komutlar Playerın Üstünü İkikere Tıkladında Pas Veriri .sut Yaptında şut Çeker [itemdef i_wait_sut] name asd id i_memory type t_eq_Script layer=layer_special on=@create timer=2 on=@timer remove return 1 [itemdef i_soccer_ball] name=Soccer Ball id=0e73 type=t_soccer_ball on=@create color=029 attr=08010 on=@dclick return 1 ON=@TIMER if (<morex> > 0) morex -= 2 //MOVE=<VAR.MOVe> f_shoot return 1 else say @03c1,6,1 Top durdu. ENDIF return 1 ON=@CLICK if <distance>>2 src.sysmessage @0ad,6,1,1 Cok uzaktasin. return 1 elseif (rand(100)><SRC.STAM>) src.emote can't stop the ball else src.say @0ad,6,1,1 Topu durdurdun TIMER=-1 endif [function setmove] if <src.dir>==0 var.move=0 -1 0 elseif <src.dir>==1 var.move=1 -1 0 elseif <src.dir>==2 var.move=1 0 0 elseif <src.dir>==3 var.move=1 1 0 elseif <src.dir>==4 var.move=0 1 0 elseif <src.dir>==5 var.move=-1 1 0 elseif <src.dir>==6 var.move=-1 0 0 elseif <src.dir>==7 var.move=-1 -1 0 src.ctag.topbende 1 endif [typedef t_soccer_ball] on=@step say @0ad,6,1,1 <src.name> Topu Aldi. try uid.<tag.sahipuid>.ctag.topbende 0 src.ctag.topbende 1 tag.sahipuid <src.uid> src.ctag.topuid <uid> timer -1 src.tag0.top=<uid> f_step if <src.dir>==0 move=0 -1 0 elseif <src.dir>==1 move=1 -1 0 elseif <src.dir>==2 move=1 0 0 elseif <src.dir>==3 move=1 1 0 elseif <src.dir>==4 move=0 1 0 elseif <src.dir>==5 move=-1 1 0 elseif <src.dir>==6 move=-1 0 0 elseif <src.dir>==7 move=-1 -1 0 endif f_step ENDIF [function f_shoot] obj=<uid> timerd=1 move=<var.move> foritems 0 if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>) obj.moveto 5928,1183 obj.update say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu ! return 1 endif if (<baseid>==i_floor_gol1) if !(<var0.gol>) var.gol3 = 1 else var.gol3 += 1 endif obj.moveto 5928,1183 obj.update region.allclients say @0ad,6,1,1 Goool ! region.allclients sysmessage @38,6,1 Kirmizilara gol atildi. return 1 endif if (<baseid>==i_floor_gol2) if !(<var0.gol2>) var.gol2 = 1 else var.gol2 += 1 endif obj.moveto 5928,1183 obj.update region.allclients say @0ad,6,1,1 Goool ! region.allclients sysmessage @38,6,1 Mavilere gol atildi. return 1 endif endif endfor [itemdef i_skor_futbol] id i_bulletin_board name Skorlar type t_eq_script on=@create attr=attr_static|attr_move_never on=@dclick src.sysmessage @0ad,6,1,1 Kirmizi : <eval <var.gol2>> src.sysmessage @0ad,6,1,1 Mavi : <eval <var.gol3>> return 1 [itemdef i_floor_gol1] id i_floor_marble name sd type t_eq_script on=@create attr attr_invis|attr_static on=@step src.move e [itemdef i_floor_gol2] id i_floor_marble name sd type t_eq_script on=@create attr attr_invis|attr_static on=@step src.move w [function f_step] obj=<uid> foritems 0 if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>) obj.moveto 5928,1183 obj.update say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu ! return 1 endif if (<baseid>==i_floor_gol1) if !(<var0.gol1>) var.gol3 = 1 else var.gol3 += 1 endif obj.moveto 5928,1183 obj.update region.allclients say @0ad,6,1,1 Goool ! region.allclients sysmessage @38,6,1 Kirmizilara gol atildi. endif if (<baseid>==i_floor_gol2) if !(<var0.gol2>) var.gol2 = 1 else var.gol2 += 1 endif obj.moveto 5928,1183 obj.update region.allclients say @0ad,6,1,1 Goool ! region.allclients sysmessage @38,6,1 Mavilere gol atildi. return 1 endif endfor IF ! (<TAG0.SBALL>) SRC.TAG.SBALL=1 ELSE SRC.SBALL=<SRC.TAG.SBALL>=+1 ENDIF IF (<TAG0.sBALL>==10) SRC.STAM -= 1 SRC.TAG.SBALL=0 ENDIF TIMER=-1 [itemdef i_futbol_start] id=i_moongate_blue type=t_eq_script name=Futbol start gate on=@create attr=00010 color=07cc morex 5 timer=1 tag0.switch=1 morez=11 on=@step if (<morez> > 0) if (<src.findlayer.25.uid>) src.sysmessage @0481 Binek ile girilmez src.binekolmazsaolmaz return 1 endif if (<eval <tag0.switch>> == 1 ) //To Red Team src.go 5917,1184 src.cantalarbanka src.binekolmazsaolmaz src.events +e_futbol_kirmizi tag0.switch=2 serv.newitem i_shirt_plain new.color=080a src.new.equip new.attr=00010 serv.newitem i_pants_short new.color 080a src.new.equip new.attr=00010 morez -= 1 return 1 elseif (<eval <tag0.switch>> == 2 ) src.go 5942,1182 src.cantalarbanka src.binekolmazsaolmaz src.events +e_futbol_mavi serv.newitem i_shirt_plain new.color=0796 src.new.equip new.attr=00010 serv.newitem i_pants_short new.color 0796 new.attr=00010 src.new.equip tag0.switch=1 morez -= 1 return 1 endif else serv.allclients sysmessage @0481,6,1,1 Futbol katilimi bitmistir ! remove return 1 endif [itemdef i_futbol_cikis] id=i_moongate_blue type=t_eq_script name=Futbol cikis on=@create attr=00010 color=07cc morex 5 timer=1 tag0.switch=1 on=@step src.events -e_futbol_mavi src.events -e_futbol_kirmizi src.consume 5 i_shirt_plain src.consume 5 i_pants_short src.findid.i_shirt_plain.remove src.findid.i_pants_short.remove src.go pazar [events e_futbol_mavi] on=@click message @0849,0 [ Mavi ] on=@death src.events -e_futbol_mavi src.resurrect src.hits 100 src.go safe alani on=@attack return 1 on=@hittry return 1 on=@spelleffect return 1 on=@spellcast return 1 on=@skillstart Return 1 on=@Chardclick if (<act.isevent.e_futbol_mavi>) if (<src.distance <tag0.top>><2) if (<act.distance <src>> > 10) src.sysmessage @0ad,6,1,1 Bu kisi 10 kareden daha fazla uzakta ! return 1 endif foritems 1 if <type>==t_soccer_Ball setmove src.ctag.topbende 0 src.act.ctag.topbende 1 say @0ad,6,1,1 <act.name> Oyuncusuna pas atar ! src.act.effect 0,i_fx_fireball,5,5,5 try uid.<tag0.top>.move=<var.move> sysmessage @0ad,6,1,1 <act.name> Oyuncusuna uzakliginiz : <src.distance <act.uid>> local.dist=<distance <tag0.top>> else f_dur return 1 endif if (<local.dist> > 6) local.dist=6 endif try uid.<tag0.top>.morex=<eval <distance <act.uid>>-1> try uid.<tag0.top>.f_shoot endif endif [events e_futbol_kirmizi] on=@click message @0846,0 [ Kirmizi ] on=@death src.events -e_futbol_mavi src.resurrect src.hits 100 src.go britain on=@attack return 1 on=@hittry return 1 on=@spelleffect return 1 on=@spellcast return 1 on=@skillstart Return 1 on=@Chardclick if (<act.isevent.e_futbol_kirmizi>) if (<src.distance <tag0.top>><2) if (<act.distance <src>> > 6) src.sysmessage @0ad,6,1,1 Bu kisi 6 kareden daha fazla uzakta ! return 1 endif foritems 1 if <type>==t_soccer_Ball say @0ad,6,1,1 <act.name> Oyuncusuna pas atar ! setmove src.ctag.topbende 0 src.act.ctag.topbende 1 src.act.effect 0,i_fx_fireball,5,5,5 try uid.<tag0.top>.move=<var.move> sysmessage @0ad,6,1,1 <act.name> Oyuncusuna uzakliginiz : <src.distance <act.uid>> local.dist=<distance <tag0.top>> if (<local.dist> > 6) local.dist=6 else f_dur return 1 Endif endif try uid.<tag0.top>.morex=<eval <distance <act.uid>>-1> try uid.<tag0.top>.f_shoot endif endif ////////////////////////////// [plevel 1] sut [function sut] foritems 1 if (<type>==t_soccer_ball ) if (<distance> < 2) if (<src.findid.i_wait_sut>) src.sysmessage @0ad,6,1,1 Topa vurabilmek icin beklemelisin ! return 1 endif src.tag0.top=<uid> morex=2 serv.newitem i_wait_sut new.cont=<src.uid> src.say @03c1,6,1 <src.name> Bir şut cekti src.ctag.topbende 0 if <src.dir>==0 var.move=0 -1 0 elseif <src.dir>==1 var.move=1 -1 0 elseif <src.dir>==2 var.move=1 0 0 elseif <src.dir>==3 var.move=1 1 0 elseif <src.dir>==4 var.move=0 1 0 elseif <src.dir>==5 var.move=-1 1 0 elseif <src.dir>==6 var.move=-1 0 0 elseif <src.dir>==7 var.move=-1 -1 0 elseif <src.dir>==8 var.move=-1 -1 0 elseif <src.dir>==9 var.move=-1 8 10 endif f_shoot //return 1 endif return 1 else src.sysmessage @0ad,6,1,1 Top Sizde Degilken Vuramazsiniz. return 1 endif //////////////////////////////////////// [function pas] foritems 1 if <type>== t_soccer_ball) TARGETG @0ad,6,1,1 Pas Atacaginiz Kisiyi Secin ENDIF ON=@TARGON_ITEM return 1 ON=@TARGON_CHARIF if (<SRC.UID> == <SRC.TARG.UID>) src.sysmessage @0ad,6,1,1 Top Zaten Sende? ELSE IF (<SRC.TARG.DISTANCE> > 8) SRC.SYSMESSAGE @0ad,6,1,1 Bu Kisi Senden Cok uzakta. ELSE src.p = <SRC.TARGP> update ENDIF return 1 ON=@TARGON_GROUND return 1 ////////////////////////////////////////////// [function orta] foritems 1 if <type>== t_soccer_ball TARGETG @0ad,6,1,1 Orta Acacaginiz Yeri Secin. src.newitem i_ortaci src.new.equip ENDIF RETURN 1 endif /////////////////////////////////////////////// [function f_on_move] obj <local.char> if (0<obj.ctag.topbende> == 1) uid.<obj.ctag.topuid>.p <obj.p> if (<obj.dir> == 0) uid.<obj.ctag.topuid>.move n if (<dlocal.1> == 128) uid.<obj.ctag.topuid>.move n endif elif <obj.dir> == 1) uid.<obj.ctag.topuid>.move ne if (<dlocal.1> == 129) uid.<obj.ctag.topuid>.move ne endif elif <obj.dir> == 2) uid.<obj.ctag.topuid>.move e if (<dlocal.1> == 130) uid.<obj.ctag.topuid>.move e endif elif <obj.dir> == 3) uid.<obj.ctag.topuid>.move se if (<dlocal.1> == 131) uid.<obj.ctag.topuid>.move se endif elif <obj.dir> == 4) uid.<obj.ctag.topuid>.move s if (<dlocal.1> == 132) uid.<obj.ctag.topuid>.move s endif elif <obj.dir> == 5) uid.<obj.ctag.topuid>.move sw if (<dlocal.1> == 133) uid.<obj.ctag.topuid>.move sw endif elif <obj.dir> == 6) uid.<obj.ctag.topuid>.move w if (<dlocal.1> == 134) uid.<obj.ctag.topuid>.move w endif elif <obj.dir> == 7) uid.<obj.ctag.topuid>.move nw if (<dlocal.1> == 135) uid.<obj.ctag.topuid>.move nw endif endif ////////////////////////////////////////////// [itemdef i_ortaci] id i_gold name asd on=@create attr attr_invis|attr_static on=@equip target ON=@TARGON_ITEM src.sysmessage @0ad,6,1,1 Iteme degil yere return 1 ON=@TARGON_CHAR src.sysmessage @0ad,6,1,1 Orta aciyorsun ? return 1 ON=@TARGON_GROUND foritems 1 if <type>== t_soccer_ball TARGETG @0ad,6,1,1 Orta Acacaginiz Yeri Secin. serv.newitem i_Soccer_ball new.p = <TARG.P> update src.findid.i_ortaci.remove elIF (<SRC.TARG.DISTANCE> > 15) SRC.SYSMESSAGE @0ad,6,1,1 O Kadar Uzak Mesafeye Orta Acamazsiniz. return 1 ELSE return 1 ENDIF //////////////////////////////// [itemdef i_Tac] id i_hay_sheaf name sd type t_eq_script on=@create attr attr_static [function f_step] obj=<uid> foritems 1 if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>) obj.moveto 5928,1183 obj.update say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu ! return 1 endif ///////////////////////// [itemdef i_direk] id 9 name sd type t_eq_script on=@create attr attr_invis|attr_static [function f_step] obj=<uid> foritems 1 if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>) obj.moveto 5928,1183 obj.update say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu ! return 1 endif ///////// [function f_Dur] serv.allclients ctag.topbende 0 ////// [itemdef i_gecmavi] id i_Floor_marble name sad on=@create color 0796 on=@step src.move e [itemdef i_gecmavi2] id i_Floor_marble name sad on=@create color 0796 on=@step src.move e return 1 endif [itemdef i_gecmavi3] id i_Floor_marble name sad on=@create color 0796 on=@step if (<src.isevent.e_futbol_mavi>) else src.move n return 1 endif ////////////////// [itemdef i_geckirmizi] id i_Floor_marble name sad on=@create color 080a on=@step src.move w return 1 endif [itemdef i_geckirmizi2] id i_Floor_marble name sad on=@create color 080a on=@step if (<src.isevent.e_futbol_kirmizi>) else src.move s return 1 endif [itemdef i_geckirmizi3] id i_Floor_marble name sad on=@create color 080a on=@step if (<src.isevent.e_futbol_kirmizi>) else src.move n return 1 endif [function binekolmazsaolmaz] if (<findlayer.25>) tag.binekid <findlayer.25.more1> //binegin id'ini tagladık tag.binekkarma <uid.<findlayer.25.more2>.karma> //karmayı tagladık tag.binekfame <uid.<findlayer.25.more2>.fame> //famei tagladık tag.binekfood <uid.<findlayer.25.more2>.food> //kargoda beslemiyoruz :) tag.binekcolor <uid.<findlayer.25.more2>.color> //bunuda alalım bari tag.binekname <findlayer.25.name> //isimini bi kenara not aldık serv.newitem i_binek_zeka //<serv.name> Kargo'da onay formunu alıyoruz new.tag.name <tag.binekname> //Kargoya verilen hayvanın kayıtlarını new.tag.fame <tag.binekfame> //forma new.tag.karma <tag.binekkarma> //eksiksiz new.tag.food <tag.binekfood> //dolduruyoruz new.tag.binekid <tag.binekid> //Kargo ise ucret almadan new.color <tag.binekcolor> new.cont <findlayer(29).uid> //adrese yolluyor new.more2 1 findlayer.25.remove else return 1 endif [itemdef i_binek_zeka] id i_deed type t_normal weight 20.0 name Kargo on=@click if (<more2> message @0481,1 <name> - <tag.name> return 1 else message @0481,1 <name> return 1 endif on=@dclick if (<more2>) try src.newnpc <tag.binekid> //Taze binek link <src.act.uid> //linkleyelimki kaybolmasın :) link.name <tag.name> // link.karma <tag.karma> //Genel ayarlar link.fame <tag.fame> // link.food <tag.food> link.color <color> link.memorydel <src.uid> link.newitem i_memory link.act.attr 04 link.act.more1 04 link.act.more2 <serv.time> link.act.morep <link.p> link.act.color memory_ipet link.act.timer -1 link.act.link <src.uid> link.act.cont <link.uid> link.flags <link.flags>&statf_pet link.update link.anim 5 link.bark 3 link.message @1156 Iyi oyunlar.. remove return 1 else return1 endif /////////////// [function Cantalarbanka] findlayer(1).cont=<findlayer.layer_pack.uid> findlayer(2).cont=<findlayer.layer_pack.uid> findlayer(3).cont=<findlayer.layer_pack.uid> findlayer(4).cont=<findlayer.layer_pack.uid> findlayer(5).cont=<findlayer.layer_pack.uid> findlayer(6).cont=<findlayer.layer_pack.uid> findlayer(7).cont=<findlayer.layer_pack.uid> findlayer(8).cont=<findlayer.layer_pack.uid> findlayer(10).cont=<findlayer.layer_pack.uid> findlayer(12).cont=<findlayer.layer_pack.uid> findlayer(13).cont=<findlayer.layer_pack.uid> findlayer(14).cont=<findlayer.layer_pack.uid> findlayer(17).cont=<findlayer.layer_pack.uid> findlayer(18).cont=<findlayer.layer_pack.uid> findlayer(19).cont=<findlayer.layer_pack.uid> findlayer(20).cont=<findlayer.layer_pack.uid> findlayer(22).cont=<findlayer.layer_pack.uid> findlayer(23).cont=<findlayer.layer_pack.uid> findlayer(24).cont=<findlayer.layer_pack.uid> findlayer(layer_pack).attr 0 findlayer(layer_pack).cont <findlayer(layer_bankbox)> findlayer(layer_pack).empty findlayer(layer_pack).dclick bank update return 1 Yalnız Bir Sorun var sağ gittince sağ soğola gittince soğala ayarlıymadım galiba o sphere.inile alakalı bişey çözemedim
Robellious || Midas || www.midasuo.net Midas Ultima Onlline.. |
Ch4cKi3
Nereden: Turkey yaLofa |
#317325
2008-08-29 19:58 GMT
Teşekkürler $heker
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Robellious
Nereden: Turkey |
#317326
2008-08-29 19:59 GMT
Sphere.inideki Olayı Çözünce Haber Vericem
Robellious || Midas || www.midasuo.net Midas Ultima Onlline.. |
Ch4cKi3
Nereden: Turkey yaLofa |
#317327
2008-08-29 20:07 GMT
Tamam beqliorum.
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Spawnsas
Nereden: --- En Sevdiğim Kişinin Yanından |
#317328
2008-08-29 20:12 GMT
genemi denizin scripti olamaz ya.
suç denizde.
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Robellious
Nereden: Turkey |
#317329
2008-08-29 20:15 GMT
Script Denizin Ama Bir Çok Şey Ayarladım .sut .orta ikikere tıkladında Aynı Takımdaki Arkadaşına Pas Attıyor.. gibi Şimdi Sphere.ini Deki Bunu Kopyala Yapıştır Sağ Gitince Sağ Soğola Gittince Soğala Vs vs Topu Anca Player Kapacak ![]() Kod: //****************************************************************************
// SPHERE by : Menasoft 1997-2003 // www.sphereserver.com // All SPHERE script files and formats are copyright Menasoft & Partners. // This file may be freely edited for personal use, but may not be distributed // in whole or in part, in any format without express written permission from // Menasoft & Partners. All donations and contributions // become the property of Menasoft & Partners. //**************************************************************************** /////////////////////////////////////////////////////////////// //////// General Information /////////////////////////////////////////////////////////////// [SPHERE] agree=1 // Name of your Sphere shard ServName=Ultima Strike // The IP of your server, this will be 127.0.0.1 almost always ServIP=127.0.0.1 // The port of your server, this is 2593 by default ServPort=2593 // Admin's contact email AdminEmail=xxx // Web page for this server URL=www.ultima-strike.com // GMT offset, from -12 to +12 [London=0, EST=5, etc] TimeZone=2 // Official staff language Lang=Turkce // Start this as a system service on Win2000, XP, NT NTService=0 // MySql configuration. MYSQL=1 MySqlHost=mysqlhostunuz MySqlUser=mysqlkullaniciadiniz MySqlPassword=mysqlsifreniz MySqlDatabase=mysqldatabaseniz /////////////////////////////////////////////////////////////// //////// File Locations /////////////////////////////////////////////////////////////// // Directory where spheretables.scp is located, from there we will // load any additional scripts ScpFiles=scripts/ // Where your sphereworld.scp and spherechars.scp are located WorldSave=save/ // Where your sphereaccu.scp and sphereacct.scp is located AcctFiles=accounts/ // Where your UO installation is located. This need: map0.mul, statics0.mul, // staidx0.mul, multi.mul, multi.idx, hues.mul, tiledata.mul. // Optional files: verdata.mul, mapX.mul/staticsX.mul/staidxX.mul for higher // maps support (Malas, etc). // // Note that if not set, sphere will scan windows registry to auto-detect it //MulFiles=C:\Program Files\EA Games\Ultima Online Mondain's Legacy/ // Where your log files will be saved by sphere Log=logs/ // To activate ML-sized map #0 uncomment the next line (don't forget to uncomment // sphere_map0_ml.scp and sphere_map_points0_ml.scp in spheretables.scp if you want // to use the default areas) //MAP0=7168,4096,-1,-1 // To activate ML-sized map #1 uncomment the next line //MAP1=7168,4096,-1,-1 // To enable the use of MapDif*.mul and StaDif*.mul files, set this to 1. USEMAPDIFFS=0 /////////////////////////////////////////////////////////////// //////// World Save Information /////////////////////////////////////////////////////////////// // How often for Sphere to save your world (minutes) SavePeriod=5 // How many backup levels to keep. Each level means 7 backups done for it. // So, 10*7 = 70 backup saves will be storied. BackupLevels=10 // On would save in the background quietly over a longer period of time, and not interrupt the game // Off would notify "World save has been initiated" and save faster, but pause the game momentarily SaveBackground=0 /////////////////////////////////////////////////////////////// //////// Account Management /////////////////////////////////////////////////////////////// //Code for servers account application process // 0=Closed, // Closed. Not accepting more. // 2=Free, // Anyone can just log in and create a full account. // 3=GuestAuto, // You get to be a guest and are automatically sent email with u're new password. // 4=GuestTrial, // You get to be a guest til u're accepted for full by an Admin. // 6=Unspecified, // Not specified. // To enable auto account you must set this to 2 AccApp=2 // Store password hashed with MD5 Md5Passwords=1 // local ip is assumed to be the admin LocalIPAdmin=1 // Number of chars allowed per account MaxCharsPerAccount=3 // Min time for a char to exist before delete allowed (in seconds) MinCharDeleteTime=3*24*60 // Max number of Guest accounts allowed GuestsMax=0 /////////////////////////////////////////////////////////////// //////// Client Management /////////////////////////////////////////////////////////////// // What client protocol version used // Comment out the ClientVersion line to allow any client that is supported. //ClientVersion=2.0.3 // Set this to 0 to allow login to encrypted clients UseCrypt=1 // Set this to 1 to allow login to unencrypted clients UseNoCrypt=0 // Maximum total open connections to server ClientMax=256 // Maximum open connections to server per IP ClientMaxIP=16 // Maximum total (not-in-game) connections to server ConnectingMax=32 // Maximum total simultaneous (not-in-game) connections to server per IP ConnectingMaxIp=8 // How long logged out clients linger in seconds ClientLinger=15 // Walk limiting code: buffer size (in tenths of second) WalkBuffer=75 // Walk limiting code: regen speed (%) WalkRegen=25 // Only commands issued by this plevel and higher will be logged CommandLog=0 // Prefix for ingame commands CommandPrefix=. // Function to call if client is executing a command to override the default. CommandTrigger=f_oncommand // Use the built in http server // 0 - disable http server and webpage generation // 1 - disable http server and enable webpage generation // 2 - enable http server and webpage generation (default) UseHttp=2 // Use the OSI AuthID to avoid possible hijack to game server. UseAuthID=0 // Default setting for all accounts specifying default resdisp. AutoResDisp=1 // Default setting for new accounts specifying default priv level //AutoPrivFlags=010 /////////////////////////////////////////////////////////////// //////// Game Mechanics /////////////////////////////////////////////////////////////// // Do not allow entering under roof being on horse? MountHeight=0 // Archery does not work if too close (0 = not checked) ArcheryMinDist=2 // Maximum Distance for Archery ArcheryMaxDist=15 // Speed scale factor for weapons SpeedScaleFactor=15000 // This is the percent of max weight at which stamina is lost half the time // (200 = no effect) StaminaLossAtWeight=200 // Weight penalty for running +N% of max carry weight (0 = no effect) RunningPenalty=50 // Show people joining/leaving the server. 0 disables, 2 enables staff only. ArriveDepartMsg=0 // Are house and boat keys newbied automatically AutoNewbieKeys=1 // Maximum number of items allowed in bank BankMaxItems=9999 // Maximum weight in stones allowed in bank BankMaxWeight=9999 // If 1 vendors will take gold only from backpack PayFromPackOnly=0 // Disable weather effects? NoWeather=1 // Default light level in dungeons DungeonLight=19 // Day light level 0-30 LightDay=0 // Night light level 0-30 LightNight=19 // Allow manual sector light override? //AllowLightOverride=1 // Wool Regen Time (in minutes) WoolGrowthTime=30 packet2=f_on_Move // Suppress player speech with 75% of capital letters SuppressCapitals=0 // Extra combat flags to control the fight (default:0, 0.55i compatible) // COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a) // COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended) // COMBAT_PREHIT 00004 // allow prehit for close combat. first hit is instant (delay 0.1sec) // COMBAT_USE_RESISTANCE 00008 // use character props RES* against oldfashioned damage types // COMBAT_SPECIALDAMAGE 00010 // use character tags TAG.*DAMAGE to apply additional damage // COMBAT_DCLICKSELF_UNMOUNTS 00020 // unmount horse when dclicking self while in warmode // COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships // COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account) // COMBAT_ARCHERYCANMOVE 00100 // firing bow while moving CombatFlags=0 // Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible) // MAGICF_NODIRCHANGE = 0x0000001 // Not rotate player when casting/targeting // MAGICF_PRECAST = 0x0000002 // Precasting // MAGICF_IGNOREAR = 0x0000004 // Magic damage ignore ar // MAGICF_CANHARMSELF = 0x0000008 // Magic can do damage on self // MAGICF_STACKSTATS = 0x0000010 // Different stat spells don't cancel each other out MagicFlags=0 // Zero point for sextant coordinates counting //ZeroPoint=1323,1624,0 /////////////////////////////////////////////////////////////// //////// NPC/Item/Player Management /////////////////////////////////////////////////////////////// // Distance in tiles before an NPC that's wandered too far from it's home will teleport back LostNPCTeleport=50 // Wether PCs get a resurrection robe when they get resurrected. NoResRobe=0 // Time for a NPC corpse to decay mins CorpseNPCDecay=2 // Time for a playercorpse to decay mins CorpsePlayerDecay=5 // Base decay time in minutes for items DecayTimer=1 // Put [NPC] tags over chars CharTags=0 // Flip dropped items FlipDroppedItems=0 // Monsters run when scared of death MonsterFear=1 // Monsters may fight each other MonsterFight=0 // Percent setting of the all NPC move rate, default 100 MoveRate=100 // Do players receive sounds GenericSounds=1 // Max number of items to sell to one person at once VendorMaxSell=255 // Max level npc trainers can go NPCTrainMax=300 // Percent of own ability npcs can train to NPCTrainPercent=30 // Max level of skill trainable on dummies, archery butte ecc.. SkillPracticeMax=300 // Max skill player's will start with on skills they haven't chosen during // character creation MaxBaseSkill=0 // If set to 0, the MaxBaseSkill will only apply to skills that the client // can see in their menu (based on Feature* settings, ResDisp and Client // Version). If this is set to 1 then players to start with all the skills // that have been defined. InitHiddenSkills=0 // Time in seconds for hitpoint regeneration Regen0=40 // Time in seconds for mana regeneration Regen1=30 // Time in seconds for stamina regeneration Regen2=10 // Time in minutes for food regeneration // 1*60*24 = 1 day of real life time Regen3=1*60*24 // Speech block associated to players SpeechSelf=spk_player // Speech block associated to pets SpeechPet=spk_pet //Events related to all NPCs EventsPet=e_genelbinek //Events related to all players EventsPlayer=fix //Events related to all regions //EventsRegion=your_event // When player skills/stats goes this times more than skillclass allowed, drop // them to skillclass level. Setting this to 0 disables the action. OverSkillMultiply=2 // NPC AI settings // NPC_AI_PATH 0001 NPC pathfinding // NPC_AI_FOOD 0002 NPC food search (objects + grass) // NPC_AI_EXTRA 0004 NPC magics, etc // NPC_AI_ALWAYSINT 0008 Always be as smart as possible with pathfinding // NPC_AI_INTFOOD 0010 NPC food search (more intelligent and trusworthy) // NPC_AI_COMBAT 0040 Look for friends in combat // NPC_AI_VEND_TIME 0080 vendors closing their shops at nighttime // NPC_AI_LOOTING 0100 loot corpses an the way // NPC_AI_MOVEOBSTACLES 0200 if moveable items block my way, try to move them NPCAI=445 /////////////////////////////////////////////////////////////// //////// Crime/Murder/Karma/Fame/Guard Settings /////////////////////////////////////////////////////////////// // Karma when player goes from good to neutral (from -10000 to 10000) PlayerNeutral=-2000 // How many minutes are criminals flagged for CriminalTimer=3 // Times a player can snoop before becoming a criminal SnoopCriminal=20 // Seconds time to decay a murder count (default 8*60*60 is 8 hours) MurderDecayTime=8*60*60 // Amount of murders before we get title MurderMinCount=1 // Looting or carving a blue player is a crime LootingIsaCrime=1 // Flag players criminal for helping criminals? HelpingCriminalsIsaCrime=1 // How long do guards linger about in minutes GuardLinger=0 // Will guards kill instantly or follow normal combat rules GuardsInstantKill=0 // Limits the MAXHITS/MAXMANA/MAXSTAM changes // STAT_FLAG_NORMAL 0x00 // MAX* status allowed (default) // STAT_FLAG_DENYMAX 0x01 // MAX* denied // STAT_FLAG_DENYMAXP 0x02 // .. for players // STAT_FLAG_DENYMAXN 0x04 // .. for npcs StatsFlags=0 // Uses the new LoS algorithm // ADVANCEDLOS_DISABLED 0x00 // Disabled, use the old method // ADVANCEDLOS_PLAYER 0x01 // Enabled only for players // ADVANCEDLOS_NPC 0x02 // Enabled only for NPCs AdvancedLos=0 // Default color settings for characters (name, speech) //ColorNotoGood=063 // blue //ColorNotoGuildSame=044 // green //ColorNotoCriminal=03b2 // grey (criminal) //ColorNotoNeutral=03b2 // grey (can be attacked) //ColorNotoEvil=026 // red //ColorNotoGuildWar=02b // orange (enemy guild) //ColorNotoDefault=03b2 // grey (if not any other) /////////////////////////////////////////////////////////////// //////// Server Mechanics /////////////////////////////////////////////////////////////// // Experimental flags // Flags for options that affect server behaviour and which might affect compatibility // See the revisions.txt file for more details on this // EF_DiagonalWalkCheck = 00000001 // EF_UNICODE = 00000002 // No on Linux // EF_New_Triggers = 00000008 // EF_Intrinsic_Locals = 00000020 // EF_Item_Strict_Comparison = 00000040 // EF_NewPositionChecks = 00000080 // Do not set while server is running !!! // EF_WalkCheck = 00000100 // EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well // EF_Script_Profiler = 00000400 // EF_Size_Optimise = 00000800 // EF_Minimize_Triggers = 00001000 // Minimize trigger calls (use only 0.51 triggers) // EF_Specific = 01000000 // Specific behaviour, not completly tested // EF_DamageTools = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking // EF_UsePingServer = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000) Experimental=00000 // Option flags // Flags for options that affect server behaviour but not compatibility // See the revisions.txt file for more details on this // OF_Command_Sysmsgs = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them // OF_OSIMultiSight = 00000020 // OF_Items_AutoName = 00000040 // OF_FileCommands = 00000080 // OF_NoItemNaming = 00000100 // OF_NoHouseMuteSpeech = 00000200 // OF_Flood_Protection = 00001000 // OF_Buffs = 00002000 // OF_NoPrefix = 00004000 // Add prefix "A" and "An" to itemnames or not // OF_DyeType = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub // OF_DrinkIsFood = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD // OF_Specific = 01000000 // Specific behaviour, not completly tested OptionFlags=08|0200|080 // FeatureT2A, used to control T2A expansion features ( default 03 ) // FEATURE_T2A_UPDATE 01 // Monster and Lost lands // FEATURE_T2A_CHAT 02 // In game chat FeatureT2A = 03 // FeatureLBR, used to control LBR expansion features ( default 0 ) // FEATURE_LBR_UPDATE 01 // Lbr Monsters // FEATURE_LBR_SOUND 02 // MP3 instead of MIDI FeatureLBR = 0 // FeatureAOS, used to control AOS expansion features ( default 0 ) // FEATURE_AOS_UPDATE_A 0x01 // AOS Monsters, Map // FEATURE_AOS_UPDATE_B 0x02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support // FEATURE_AOS_POPUP 0x04 // PopUp Menus // FEATURE_AOS_DAMAGE 0x08 FeatureAOS = 0 // FeatureSE, used to control SE expansion features ( default 0 ) // FEATURE_SE_UPDATE 01 // Basic SE features // FEATURE_SE_NINJASAM 02 // Ninja and Samurai FeatureSE = 0 // FeatureML, used to control ML expansion features ( default 0 ) // FEATURE_ML_UPDATE 01 // Basic ML features FeatureML = 0 // In game effects to turn on and off // Messages echoed to the server console while in debug mode // DEBUGF_NPC_EMOTE = 00001 // DEBUGF_ADVANCE_STATS = 00002 // DEBUGF_WALKCODES = 00080 // try the new walk code checking stuff // DEBUGF_EXP = 00200 // experience gain/loss // DEBUGF_LEVEL = 00400 // experience level changes // DEBUGF_SCRIPTS = 00800 // debug flag for scripts // DEBUGF_LOS = 01000 // debug flag for AdvancedLOS // DEBUGF_WALK = 02000 // debug flag for new walking check stuff //DebugFlags=00 // Allow rapid Buy/Sell through Buy/Sell agent AllowBuySellAgent=0 // Console Hears all that is said on the server HearAll=0 // Secure mode attempts to ignore errors, protect from accidently shutdowns Secure=1 // Value from 1 to 32, set sectors inactive when unused to conserve resources SectorSleep=10 // Disconnect inactive socket in x min DeadSocketTime=5 // Always force a full garbage collection on save ForceGarbageCollect=0 // Time before restarting when server appears hung (in seconds) FreezeRestartTime=1 // Length of the game world minute in real world in seconds GameMinuteLength=60 // Bit Mask of the subjects you want to log when logging is on // LOGM_ACCOUNTS 0x00080 // LOGM_SAVE 0x00200 // world save status. // LOGM_CLIENTS_LOG 0x00400 // all clients as they log in and out. // LOGM_GM_PAGE 0x00800 // player gm pages. // LOGM_PLAYER_SPEAK 0x01000 // All that the players say. // LOGM_GM_CMDS 0x02000 // Log all GM commands. // LOGM_CHEAT 0x04000 // Probably an exploit ! // LOGM_KILLS 0x08000 // Log player combat results. // LOGM_HTTP 0x10000 // 01ffff log everything LogMask=00200 // Amount of time to keep map data cached in sec MapCacheTime=120 // Max NPC chars for a sector to prevent lag MaxComplexity=99 // Amount of items in one tile so start showing "too many items here" MaxItemComplexity=999 // Amount of items in one sector to start showing "x items too complex" MaxSectorComplexity=1024 // Limit the number of cycles the while/for loop can proceed. Setting this to // zero disables the limitation MaxLoopTimes=0 // Amount of minutes to call f_onserver_timer (0 disables this, default) TimerCall=1 // Should sphere record the time it takes to do actions like treating npcs, scripts, clients and such? // Can be viewed by right clicking the mouse on sphere screen. PROFILE=0 /////////////////////////////////////////////////////////////// //////// Magic/Effects Settings /////////////////////////////////////////////////////////////// // Allow casting while equipped EquippedCast=1 // Words of power for player using magic WOPPlayer=0 // Words of power for staff using magic WOPStaff=0 // Reagents lost if magic fails ReagentLossFail=0 // Magic requires reagents ReagentsRequired=0 // What % of hitpoints players will resurrect with. Note, that if you set this // too low, people with little STR will have problems resurrecting. HitPointPercentOnRez=33 // How many % of hits will the character loose when starving. 0 disables //HitsHungerLoss=0 // Amount of skill of lock picking needed to unlock a magically locked door MagicUnlockDoor=900 // Teleport effect for GMs and players. Setting 0 disables the effect TeleportEffectNPC=0372a TeleportEffectPlayers=0372a TeleportEffectStaff=03709 TeleportSoundNPC=01fe TeleportSoundPlayers=01fe TeleportSoundStaff=01f3 /////////////////////////////////////////////////////////////// //////// Experience and Level system /////////////////////////////////////////////////////////////// // Enable experience system //ExperienceSystem=0 // Experience system settings: // 0001 gain experience in combat // 0002 gain experience in crafts // 0004 allow experience to go down // 0008 limit experience decrease by a range witheen a current level // 0010 auto-init EXP/LEVEL for NPCs if not set in @Create // 0020 allow trigger @ExpChange // 0040 allow trigger @ExpLevelChange //ExperienceMode=0 // If combat experience gain is allowed, use these percents for gaining exp in // Player versus Monster and Player versus Player combats. Value 0 disables gain. //ExperienceKoefPVM=100 //ExperienceKoefPVP=100 // Enable levels system (as a part of experience system) //LevelSystem=0 // Level system settings: // linear = 0 (each NextLevelAt exp will give a level up) // double = 1 (you need (NextLevelAt * (level+1)) to get a level up) //LevelMode=1 // Amount of experience to raise to the next level //LevelNextAt=0 /////////////////////////////////////////////////////////////// //////// external program support /////////////////////////////////////////////////////////////// // TNG // on Linux do sth like "/srv/www/" // on Windows do sth. like "C:\foo\bar\" StripPath=web\ /////////////////////////////////////////////////////////////// //////// Webpage Settings /////////////////////////////////////////////////////////////// // Note, that you can catch error codes by creating sphere404.htm and so on // for all HTTP error codes sphere support. [WEBPAGE 1] // Determines what html file is used as base for the status page //WebPageSrc=\web\spherestatusbase.html // Determines where the status page is saved //WebPageFile=\web\status.html // In seconds, how often the status file is updated //WebPageUpdate=60 // Required PLevel to view this page (0 = anyone, 6 = admins only) //PLevel=0 /////////////////////////////////////////////////////////////// //////// Abuse Control /////////////////////////////////////////////////////////////// // Block these ips from the server // 255 is a wildcard, so 255.255.255.255 disables anyone connecting. [BlockIP] //123.34.45.56 //123.45.56.78 /////////////////////////////////////////////////////////////// //////// Connection Information /////////////////////////////////////////////////////////////// //First line should be the name of your shard (this is what people see when they connect) //Second line should be the IP of your shard (this is almost always 127.0.0.1) //Third line should be the port of your shard (this should be whatever ServPort is set to) //Uncomment next 3 lines below this if you have a router //First line should be a name different than your shard name above this //Second line should be your real/external IP (www.whatismyip.com) //Third line should be the shard port (this should be whatever ServPort is set to) [SERVERS] Ultima Strike 127.0.0.1 2593 //External //my.ip.goes.here //2593 [EOF]
Robellious || Midas || www.midasuo.net Midas Ultima Onlline.. |
Ch4cKi3
Nereden: Turkey yaLofa |
#317330
2008-08-29 20:28 GMT
Teşekkürler robellious
|
Marlock
Nereden: Turkey |
#317334
2008-08-29 21:48 GMT
yinemi denizinki demeyin siz yapın görelim ?
Doktora Dedim Beyim Ben Deliyim Deyim Yerindeyse Bu Beyin Yerinde Değil Elim Yaralarla Dolu Canımı Sıkarsa Yaralarlar Onu. www.ozurdilemiyoruz.biz |
Xantier
Nereden: Turkey İzmir |
#317400
2008-08-30 06:15 GMT
sadece sen mi yaparsın diyenlerde yapamıyor ::P
Ultima Online'da Role Play'ı canlandırmak adına... yakında geliyorum. Eski Erador'da unutulmaz Capture the flag sahnesi. http://img122.imageshack.us/img122/5013/er1sp4.jpg |
Marlock
Nereden: Turkey |
#319163
2008-09-06 08:30 GMT
Doktora Dedim Beyim Ben Deliyim Deyim Yerindeyse Bu Beyin Yerinde Değil Elim Yaralarla Dolu Canımı Sıkarsa Yaralarlar Onu. www.ozurdilemiyoruz.biz |
axuare
Nereden: Turkey İstanbul |
Cok Sacma Bir Sistem.Ultima Online Demek Eski Zamanlari Konu Alan bir 2D Smilasyon Oyunu Demek.Sizce Eski Zamanlarda Adamlar Futbol Oynuyormuydu ?
Devam ..
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