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| Yazar | Mesaj |
Akillis
Nereden: United States Kentucky - Seattle |
#153082
2006-10-07 20:01 GMT
Bunu yabanci sitelerde gezerken buldum. Ingilizce ama napalim turkcelestirmek bayagi uzun zaman alir. Umarim yardimci olur hepinize...
Kod: ********************************TRIGGER ADDITIONS/CHANGES SINCE 55i******************************************************** ***********************May be Inaccurate/Outdated (Purely Informational as Quoted From Revisions)************************** @CallGuards as a propper trigger, "return 1" cancels guards being called @ShowSkills for when user asks for the skills window. "return 1" cancels the standard skill list. @DClick is now triggered on NPCs BEFORE attempting to mount, paperdoll or open backpack ("return 1" cancels) @EquipTest and @ItemEquipTest (return 1 cancels equiping). @SkillItemMake so that "return 1" only deletes the item if it's container hasn't been set. @Effect trigger to spells, triggered after @SpellEffect @color,font in SYSMESSAGE and MESSAGE. font ranges from 0 to 9 @NPCFollow trigger, called when an NPC is following someone. @UserSkills so that is the number of the skill being updated, or -1 for the skill list. This allows one to stop sending of skill updates to the client. @Step on items returning 1 will now cancel movement to that area. Still, for coherence, all other items in that location are still activated. @GetHit, ARGN1 is the damage being apllied, ARGN2 the damage type (as usual, but now writeable). @Hit, ARGN1 is now the raw damage being applied, prior to armour (writeable). ARGO is the weapon (if any). @PersonalSpace, ARGN1 is the stamina required to move (writeable). "return 1" stops the movement, "return 0" allows the movement but shows none of the hard-coded messages. Plain "return" or no return, works as standard. @Hit, @HitTry and @HitMiss were also changed so that ARGO is the weapon being used (handy so you don't have to be looking at layers n stuff). @Fail is now only triggered when failure occured due to normal circumstances (eg, failed difficulty). @Abort is called when failure occurs due to a situation that aborts the skill, such as using a new skill before finishing the previous one or an invalid circumstance. @NPCLookAtChar and @NPCLookAtItem triggers (check the manual). Do not abuse of these triggers, as they will affect the CPU usage. @Login If Set to ARGN1=1 will not to show MOTD scroll. @DropOn_Self and @ItemDropOn_Self, activated when an item is dropped on the item with the trigger (something was dropped on self). @DropOn_Char and @ItemDropOn_Char. - If these triggers fail, will only bounce the item if it's still being dragged. That allows the scripts in the triggers to define a new place for item. @SkillGain and @Gain triggers. Check MANUAL.TXT for more info. @Targon_Cancel for items. @Create trigger for items works as any other item trigger - it can be fully scripted. After a LOT of work, you can now also check for SRC under item's @Create. There are situations where an item can be created without an SRC, but in most cases, there will be one. @ResourceTest to REGIONRESOURCE sections, called once for each resource in the region that the character is able to find. @ResourceFound, triggered after a resource has been selected (@ResourceTest has been called for all resources available). ARGO is the resource bit to be placed at the location. "return 1" keeps the resource bit, but sets it to be empty. *********Now Back To Original List*************** Altiara had a lot to do with this list... Doofus //////}}> ****Original Authors of this Post! Death~ /////} .serv.shutdown # SRC.FINDLAYER(1).REMOVE (EQUIP/UNEQUIP/ID) SRC.FINDLAYER(2).REMOVE SRC.FINDLAYER(3).REMOVE \ -=Layers=- // NONE = 0 HAND1 = 1 HAND2 = 2 SHOES = 3 PANTS = 4 SHIRT = 5 HELM = 6 GLOVES = 7 RING = 8 UNUSED = 9 COLLAR = 10 HAIR = 11 HALF_APRON = 12 CHEST = 13 WRIST = 14 PACK2 = 15 BEARD = 16 TUNIC = 17 EARS = 18 ARMS = 19 CAPE = 20 PACK = 21 ROBE = 22 SKIRT = 23 LEGS = 24 HORSE = 25 VENDOR_STOCK = 26 VENDOR_EXTRA = 27 VENDOR_BUYS = 28 BANKBOX = 29 SRC.ACT.EQUIP SRC.ACT.DCLICK %GUILDABBREV% and %TOWNABBREV% SRC.ANIM=17 SRC.EFFECT=1,03709,6,15,1 SRC.SOUND=SPELL_LIGHTNING SRC.EFFECT=3,03728,6,15,1 Types ---------------------------------------- # Description Type 0 Normal item ITEM_NORMAL 1 Container item ITEM_CONTAINER 2 Locked container ITEM CONTAINER_LOCKED 3 Door ITEM_DOOR 4 Locked door ITEM_DOOR_LOCKED 5 Key ITEM_KEY 6 Local light giving object ITEM_LIGHT_LIT 7 Object that can be lit ITEM_LIGHT_OUT 8 Edible food ITEM_FOOD 9 Raw food that must be cooked ITEM_FOOD_RAW 10 Armor-no real action ITEM_ARMOR 11 Maceweapons ITEM_WEAPON_MACE 12 Sharp maceweapons ITEM_WEAPON_MACE_SHARP 13 Swordweapons ITEM_WEAPON_SWORD 14 Fencingweapons ITEM_WEAPON_FENCE 15 Bowweapons ITEM_WEAPON_BOW 16 Wands-magic storage items ITEM_WAND 17 Walk on teleporter ITEM_TELEPAD 18 Switchobject which affects some other object in the world ITEM_SWITCH 19 Book ITEM_BOOK 20 Rune-can be marked and renamed as a recallrune ITEM_RUNE 21 Booze ITEM_BOOZE 22 Potion ITEM_POTION 23 Object that will burn you ITEM_FIRE 24 Clock or a wristwatch ITEM_CLOCK 25 Walk on trap ITEM_TRAP 26 Animated trapI TEM_TRAP_ACTIVE 27 Musical instrument ITEM_MUSICAL 28 Magic spell effect ITEM_SPELL 29 Gem-no use yet ITEM_GEM 30 Fishable water ITEM_WATER 31 Cloth based wearble items ITEM_CLOTHING 32 Magic scroll ITEM_SCROLL 33 Carpentry tool ITEM_CARPENTRY 34 Spawnobject ITEM_SPAWN 35 Gamepiece-cant be removed from game ITEM_GAME_PIECE 36 Z-delta moving gate ITEM_GATE 37 Magic figurine that turns into a creature when activated ITEM_FIGURINE 38 Shrine-permits ressurection ITEM_SHRINE 39 Moongate-linked to other moongates -hardcoded locations ITEM_MOONGATE 40 Chairs ITEM_CHAIR 41 Forge ITEM_FORGE 42 Ore ITEM_ORE 43 Logs ITEM_LOG 44 Tree that can be chopped ITEM_TREE 45 Rock that can be mined ITEM_ROCK 46 Tool ITEM_CARPENTRY_CHOP 47 Multiobject-like houses or ships ITEM_MULTI 48 Reagent ITEM_REAGENT 49 Ship-multiobject ITEM_SHIP 50 Shipplank ITEM_SHIP_PLANK 51 Shipside ITEM_SHIP_SIDE 52 Locked shipside ITEM_SHIP_SIDE_LOCKED 53 Tillerman on the ship ITEM_SHIP_TILLER 54 Container for tradewindow ITEM_TRADE_WINDOW 55 Fish ITEM_FISH 56 Gravestones and sign plaques ITEM_SIGN_GUMP 57 Guild/town stones ITEM_STONE_GUILD 58 Active animation-will recycle when done ITEM_ANIM_ACTIVE 59 Advancement gate ITEM_ADVANCE_GATE 60 Bolt or folded cloth ITEM_CLOTH 61 Hair ITEM_HAIR 62 Beard ITEM_BEARD 63 Ingot ITEM_INGOT 64 Coins of some sort ITEM_COIN 65 Plant that will regrow ITEM_PLANT_COTTON 66 Drink-non-booze ITEM_DRINK 67 Anvil-for repair ITEM_ANVIL 68 Hay ITEM_PLANT_HAY 69 Spawn other Items 70 big telescope pic ITEM_TELESCOPE 71 EW facing bed ITEM_BED_EW 72 NS facing bed ITEM_BED_NS 73 Map object with pins ITEM_MAP 74 I am fighting with someone. This records the fight ITEM_FIGHT_EVENT 75 staff type of mace. or just other type of mace ITEM_WEAPON_MACE_STAFF 76 equipped horse object represents a riding horse to the client ITEM_HORSE 77 communication crystal ITEM_COMM_CRYSTAL 78 this is a container of pieces TEM_GAME_BOARD 79 delete any object dropped on it ITEM_TRASH 80 cannon muzzle. NOT the other cannon parts TEM_CANNON_MUZZLE 81 the reset of the cannon ITEM_CANNON 82 cannon ball ITEM_CANNON_BALL 83 fruit can be picked off this TEM_PLANT_FRUITING 84 can't be picked yet ITEM_PLANT_IMATURE 85 ring of reagents ITEM_RING_REAGENTS 86 Crystal Ball ITEM_CRYSTAL_BALL 87 represents large amounts of money ITEM_OLD_CASHIERS_CHECK 88 user written message item ITEM_MESSAGE 89 Freshly grown reagents...not processed yet ITEM_REAGENT_RAW 90 Change player to NPC for a while ITEM_EQ_CLIENT_LINGER 91 Push you to another server (no items transferred client instantly logged out) ITEM_DREAM_GATE 92 Double click for items ITEM_ITEM_STONE 93 ticks once every n secs ITEM_METRONOME 94 async explosion ITEM_EXPLOSION 95 Script npc actions in the form of a book ITEM_EQ_NPC_SCRIPT 96 walk on this and transform into some other object ITEM_WEB 97 an be eaten by grazing animals ITEM_GRASS 98 a rock or boulder. can be thrown ITEM_AROCK 99 points to a linked object ITEM_TRACKER 100 this is a sound source ITEM_SOUND 101 Town stones. everyone free to join ITEM_STONE_TOWN 102 ITEM_WEAPON_MACE_CROOK 103 ITEM_WEAPON_MACE_PICK 104 Leather or skins of some sort ITEM_LEATHER 105 some other part of a ship ITEM_SHIP_OTHER 1000 Create custom new script trigger types ITEM_TRIGGER #define STATF_INVUL 0x00000001 // Invulnerability #define STATF_DEAD 0x00000002 #define STATF_Freeze 0x00000004 // Paralyzed. (spell) #define STATF_Invisible 0x00000008 // Invisible (spell). #define STATF_Sleeping 0x00000010 // You look like a corpse ? #define STATF_War 0x00000020 // War mode on ? #define STATF_Reactive 0x00000040 // have reactive armor on. #define STATF_Poisoned 0x00000080 // Poison level is in the poison object #define STATF_NightSight 0x00000100 // All a light to you #define STATF_Reflection 0x00000200 // Magic reflect on. #define STATF_Polymorph 0x00000400 // We have polymorphed to another form. #define STATF_Incognito 0x00000800 // Dont show skill titles #define STATF_SpiritSpeak 0x00001000 // I can hear ghosts clearly. #define STATF_Insubstantial 0x00002000 // Ghost has not manifest. or GM hidden #define STATF_EmoteAction 0x00004000 // The creature will emote its actions to it's owners. #define STATF_HasShield 0x00010000 // Using a shield #define STATF_Script_Play 0x00020000 // Playing a Script. (book script) #define STATF_Stone 0x00040000 // turned to stone. #define STATF_Script_Rec 0x00080000 // Recording a script. #define STATF_Fly 0x00100000 // Flying or running ? (anim) #define STATF_StatEffect 0x00200000 // Some stat effecting spell. #define STATF_Hallucinating 0x00400000 // eat 'shrooms or bad food. #define STATF_Hidden 0x00800000 // Hidden (non-magical) #define STATF_InDoors 0x01000000 // we are covered from the rain. #define STATF_Criminal 0x02000000 // The guards will attack me. (someone has called guards) #define STATF_Conjured 0x04000000 // This creature is conjured and will expire. (leave no corpse or loot) #define STATF_Pet 0x08000000 // I am a pet/hirling. check for my owner memory. #define STATF_Spawned 0x10000000 // I am spawned by a spawn item. #define STATF_SaveParity 0x20000000 // Has this char been saved or not ? #define STATF_Ridden 0x40000000 // This is the horse. (don't display me) I am being ridden #define STATF_OnHorse 0x80000000 // Mounted on horseback. Yep, in sphere.ini you can change rate of gain (per sec), you can add the following: REGEN0= // hitpoints - default is 6 REGEN1= // mana - default is 5 REGEN2= // stamina - default i 3 REGEN3= // Food - default is 1800 All of these values are in seconds. /// PLOTITEM/PLOT1 (bit) 0/ 01 Unassigned player 1/ 02 human/ 2/ 04 Elf/ 3/ 08 Dwarf/------------------------------ 4/ 010 Gnome/was troll 5/ 020 Halfling/was orc 6/ 040 Half-Elf/was lizzard 7/ 080 Vampire/was drag-------------------- 8/ 0100 Fighter/was Bard 9/ 0200 Cleric/ 10/ 0400 Mage/ 11/ 0800 Rouge/Was Ranger-------------------- 12/ 01000 Merchant/ 13/ 02000 Ranger/was Theif 14/ 04000 Necro/was nothing 15/ 08000 Paladin/was nothing----------------- 16/ 010000 FTR-MAG 17/ 020000 18/ 040000 19/ 080000 --------empty----------------------- 20/ 0100000 Quest bit 21/ 0200000 " " 22/ 0400000 " " 23/ 0800000 ''' POSSABLE?? 24/01000000 ''' 25/02000000 ''' 26/04000000 ''' 27/08000000 ''' NOTHING FOLLOWS FTR-MAG 010000 FTR-MAG-ROG 010800 FTR-MER 01100 FTR-MER-ROG 021000 CLR-MER 01200 Soft set------SRC.PLOT1=|0100000 Soft Reset----SRC.PLOT1=&~0100000 Check---------IF (&0F00000)==0100000 or Check---------IF (&0100000) SRC.PLOT1=|(<<1-27) A few SRC commands: SRC.ACT SRC.ADD SRC.ADDITEM SRC.ANIM SRC.ATTR SRC.BODY SRC.CAST SRC.COLOR SRC.DAMAGE SRC.DEF SRC.DEX SRC.STR SRC.INT SRC.MANA SRC.STAMINA SRC.EMOTE SRC.FAME SRC.FINDPLAYER SRC.FLAGS SRC.GO xxxx,xxxx,xx SRC.ACT.BOUNCE SRC.AMOUNT SRC.NEWITEM SRC.RESTEST aa 0xxxx SRC.CONSUME aa 0xxxx SRC.MESSAGE SRC.SYSMESSAGE SRC.NUDGEUP SRC.NUDGEDOWN SRC.CREATE SRC.KILL SRC.REMOVE SRC.(not to mention all 64 skills) SRC.NAME SRC.FINDLAYER(x).aaaaaaaa // SRC.xxx // Refer to or Set an attribute on the char that caused this. // TRIGGER DCLICK 1001 // Call another trigger function // RETURN 1 // cancel normal usage flow. // RETURN 0 // allow normal default item usage. // IF ELSE ENDIF ELSEIF // inside brackets are replaced with the value of the attribute name. // VAR xxx=123 // Create/Set a system variable to hold this value. --------------NEW FOR .53+ SCRIPTING------------- "@AcceptItem", // NPC i've been given an item i like (according to DESIRES) "@Click", "@Create", "@DClick", "@Death", // I just got killed. "@Destroy", "@EnvironChange", // My environment changed somehow. (light, weather, region, season) "@FearOfDeath", // I'm not healthy. "@FightSwing", // randomly choose to speak while fighting. "@GetHit", // I just got hit. "@HearGreeting", // NPC i have been spoken to for the first time. (no memory of previous hearing) "@HearNeed", // NPC heard you mention something they want. "@HearUnknown", // NPC I heard something i don't understand. "@Hit", // I just hit someone. (TARG) "@itemDAMAGE", "@itemDCLICK", "@itemDROP", // I dropped an item on the ground. "@itemEQUIP", "@itemPICKUP_GROUND", // i picked up an item "@itemPICKUP_PACK", "@itemUNEQUIP", "@LogIn", "@LogOut", // client logged out "@PersonalSpace", // i just got stepped on. "@Profile", // someone is looking at my profile. "@ReceiveItem", // I was just handed an item (Not yet checked if i want it) "@RefuseItem", // NPC i've been given an item i don't want. "@SeeNewPlayer", // NPC i see u for the first time. (in 30 minutes) (check memory time) "@SeeWantItem", // NPC i see something good. "@SpellCast", // Char is casting a spell. "@SpellEffect", // A spell just hit me. "@ToolTip", item triggers : "@Click", "@Create", "@DAMAGE", // I have been damaged in some way "@DCLICK", // I have been dclicked. "@Destroy", "@DROPON_CHAR", // I have been dropped on this char "@DROPON_GROUND",// I have been dropped on the ground here "@DROPON_ITEM", // I have been dropped on this item "@EQUIP", // I have been unequipped "@Fire", // The bow was fired. "@PICKUP_GROUND", // I was picked up off the ground. "@PICKUP_PACK", // picked up from inside some container. "@SPELL", // cast some spell on me. "@STACKON", // Something was stacked on top of me. "@STEP", // I have been walked on. "@TARGON_CHAR", "@TARGON_GROUND", "@TARGON_ITEM", // I am being combined with an item "@TIMER", // My timer has expired. "@ToolTip", "@UNEQUIP", // i have been unequipped (or try to unequip) area triggers: "@CLIPERIODIC" "@ENTER" "@EXIT" "@REGPERIODIC" "@STEP" %sCLASS %sEVENTS %sFLAGS %x:HTTP Page Request '%s', alive=%d @ABORT @Click @CLIPERIODIC @Create @DAMAGE @DClick @Death @Destroy @DROPON_CHAR @DROPON_GROUND @DROPON_ITEM @ENTER @EnvironChange @EQUIP @EXIT @FAIL @FearOfDeath @FightSwing @itemClick @itemCreate_UNUSED @itemDAMAGE @itemDCLICK @itemDestroy_UNUSED @itemDROPON_CHAR @itemDROPON_GROUND @itemDROPON_ITEM @itemEQUIP @itemPICKUP_GROUND @itemPICKUP_PACK @itemSPELL @itemSTACKON @itemSTEP @itemTARGON_CHAR @itemTARGON_GROUND @itemTARGON_ITEM @itemTIMER_UNUSED @itemToolTip @itemUNEQUIP @NPCAcceptItem @NPCHearGreeting @NPCHearNeed @NPCHearUnknown @NPCRefuseItem @NPCRestock @NPCSeeNewPlayer @NPCSeeWantItem @PersonalSpace @PICKUP_GROUND @PICKUP_PACK @Profile @ReceiveItem @REGPERIODIC @SELECT @SkillAbort @SkillSelect @SkillStart @SkillStroke @SkillSuccess @SpellEffect @STACKON @START @STEP @STROKE @SUCCESS @TARGON_CHAR @TARGON_GROUND @TARGON_ITEM @TIMER @UNEQUIP [CHARDEF [ITEMDEF 0%x] // %s //New 1 ABBREV ACCAPP ACCAPPS ACCEPTCANDIDATE ACCOUNT ACCOUNT %s ACCOUNT_SECURITY ACCOUNTS ACCTFILES ACTARG1 ACTARG2 ACTARG3 ACTION ACTPRI ADDITEM ADDMAIL ADDNPC ADDSPELL ADMIN ADMIN_HOST_MASK ADMIN_IP_OR_HOST_MASK ADMIN_PASSWORD ADMIN_USER ADMINEMAIL ADMINLINE ADV_RATE ADVANCE ALCHEMY ALIGN ALLCLIENTS ALLKICK ALLMOVE ALLOCS ALLSHOW ALLSKILLS AMOUNT AMOUNT %d AMOUNT_HI AMOUNT_LO ANATOMY ANIM ANIMALLORE ANNOUNCE ANNOUNCEMENT ANONYMOUS ANSI APPLYTOJOIN ARCHERY ARCHERYMINDIST AREA ARENA ARGCHK ARGTXT ARMOR ARMSLORE ARRIVEDEPARTMSG ARROWQUEST ATTACK AUTHOR AUTOCONECT AUTONEWBIEKEYS AVERSIONS AWAY BACKUPLEVELS BANK bankbalance BANKMAXITEMS BANKMAXWEIGHT BANKSELF BARK BASEID BCALL BEGGING BEGIN BELLIGERENT BLACKSMITHING BLOCK BLOCKEMAIL BLOODCOLOR BODY BODY.%d BODYPARTS BONUS_DEX BONUS_INT BONUS_STATS BONUS_STR BOUGHT BOUNCE BOWCRAFT BRAIN BUILDABLE BURST BUYPRICE CAMPING cancast canmake CARPENTRY CARTOGRAPHY CASH CAST CAST_TIME CATEGORY CHANGEALIGN CHAR CHAR. CHARDEF CHARLIST CHARS CHARTAGS CHARTER CHARTER%i CHARUID CHARUID 0%x (%s) not attached to account '%s' CHATNAME CHATSOK CLASS CLEARIGNORE CLIENTLINGER CLIENTLIST CLIENTMAX CLIENTS CLIENTSAVG CLIENTVER CLIENTVERSION CLIVER CLOSE CLOSED CNOTICE COLDCHANCE COLOR COLOR %d COME COMMENT COMP( COMPLEXITY COMPONENT CONNECT CONSUME CONT CONT %d CONT. CONTAINER CONTROL COOKING CORPSENPCDECAY CORPSEPLAYERDECAY CPRIVMSG CREATE CRIMINAL CRIMINALTIMER CRYSTALBALL CURRENT DAILYDUES DAMAGE DCLICK DEADSOCKETTIME DEATHS DEBUG DEBUGFLAGS DECAY DECAYTIMER DECLAREFEALTY DECLAREPEACE DECLAREWAR DEFAULTITEM DEFEND ME DEFNAME DEFNAME= DEFNAME2 DELAY DELETE DESCRIPTION DESIRES DETAIL DETECTINGHIDDEN DEXTERITY DIALOG DISCONNECT DISCONNECTED DISMISS DISMISSMEMBER DISPID dispiddec DORAND DOSWITCH DOWN DRAWMAP DROP DROP ALL DUMPKEYS DUMPVERBS DUNGEONLIGHT DUPE DUPEITEM DUPEITEM= DUPELIST DURATION DYEABLE ECONOMY EDIT EFFECT EFFECT_ID ELIF ELSE ELSEIF EMAILFAIL EMAILLINK EMAILMSG EMAILQ EMOTE EMOTEACT EMPTY END_OF_BURST ENDFOR ENDIF ENDRAND ENTICEMENT EQUIP EQUIP ALL EQUIPARMOR EQUIPHALO EQUIPLIGHT EQUIPPEDCAST EQUIPWEAPON ERASE EVALUATINGINTEL EVENT EVENTS EVERBTARG EXPORT EXPORT name [flags] [area distance] EXTRACT FACE FAME FAMOUS FENCING FETCH FILES FINDCONT FINDEQUIP FINDID FINDLAYER FINDTYPE FIRSTCONNECTDATE FIRSTIP FISHING FIXWEIGHT FLAGS FLIP FLIPDROPPEDITEMS FOLLOW FOLLOW ME FOLLOWED FONT FOODTYPE FOR Loop trigger on non-world object '%s' FORCEGARBAGECOLLECT FORCHARS FORENSICS FORGIVE FORITEMS FOROBJS FREEZERESTARTTIME FRIEND FRUIT FUNCTION GAMEMINUTELENGTH GATE GET DRESSED GHOST GLINE GM Page has invalid account '%s' GMPAGE GMPAGE %s GMPAGELIST GMPAGEP GOCHAR GOCHARID GOCLI GOITEMID GONAME GOODHEARTED GOPLACE GOSOCK GOTARG GOTYPE GOUID GRANTTITLE GUARD GUARD ME GUARDED GUARDID GUARDLINGER GUARDOWNER GUARDS GUARDSINSTANTKILL GUEST GUESTSMAX GUILDABBREV GUILDLIST GUILDS HAND HASH HEALING HEAR HEARALL HEIGHT HELO %s HELP HELPINGCRIMINALSISACRIME HERDING HIDING HIGH HIRE HIREDAYWAGE HITPOINTPERCENTONREZ HITPOINTS HITS HOME HOMEDIST HOST_MASK HOST_OR_IP HUNGRY ICON IDLE IMPORT IMPORT name [flags] [area distance] INFAMOUS INFO INFORMATION INPDLG INSCRIPTION INSTANCES INTELLIGENCE INVENTORY INVIS INVISIBLE INVITE INVUL INVULNERABLE IRC_CNLINE IRC_GLINE IRC_KLINE IRC_LOCALSERVER IRC_MOTD ISBIT ISDARK ISEVENT ISGM ISMYPET ISNIGHTTIME ISON ISVENDOR ITEM ITEMDEF ITEMDEF %s ITEMDEF 0%x ITEMID ITEMMENU ITEMNEWBIE ITEMS JAIL JOIN JOINASMEMBER KARMA KICK KILLCHATS KINDLY KNOWLEDGE KNOWN LANG LAST LASTCHARUID LASTCONNECTDATE LASTCONNECTTIME LASTIP LASTNEW LASTPOLLTIME LASTUSED LASTVALIDDATE LASTVALIDTIME LAYER LEAVE LEVEL LIGHT LIGHTDAY LIGHTNIGHT LINK LINK. LINKS LIST Listcol LISTEN LOAD LOCALIPADMIN LOCALLIGHT LOCALTIME LOCALTOD LOCATION LOCK LOCKPICKING LOGIN LOGMASK LOGOUT LOOTINGISACRIME LUMBERJACKING LUSERS MACEFIGHTING MAGERY MAGIC MAGICDAMAGE MAGICRESISTANCE MAGICUNLOCKDOOR MAIL FROM: <%s> MAINLOGSERVER MAKEITEM MAKEITEM '%s' is a DUPEITEM! MANAUSE MAPCACHETIME MAPPLANE MARK MASK MASTERMENU MATERIAL MAXBASESKILL MAXCHARSPERACCOUNT MAXCOMPLEXITY MAXFOOD MEDITATION MEDIUM MEMBER MEMORY MEMORYFIND MEMORYFINDTYPE MENU MENU_ADDITEM MENU_GUILD_ALIGN MENU_GUILD_MASTER MENU_GUILD_MASTERFUNC MENU_GUILD_MEMBER MENU_GUILD_NON MENU_TOWN_MAYOR MENU_TOWN_MAYORFUNC MENU_TOWN_MEMBER MENU_TOWN_NON MESSAGE MIDILIST MINCHARDELETETIME MINING MODE MODE +l MONSTERFEAR MONSTERFIGHT MOONGATES MORE MORE1 more1h more1l MORE2 more2h more2l MOREM MOREP MOREX MOREY MOREZ MOTD MOUNTHEIGHT MOVABLE MOVE MOVETO MULFILE MULFILES MULTIREGION MURDERDECAYTIME MURDERMINCOUNT MUSIC MUSICIANSHIP NAME NAME %s NAMES NECROMANCY NEEDNAME NETWORK_RX NETWORK_TX NEUTRAL NEWBIE NEWBIESKILL NEWDUPE NEWITEM NEWNPC NEWPASSWORD NICK NIGHTSIGHT NOBUILD NOCHATS NODECAY NOINDEX NOPVP NOTES NOTICE NOTOTITLES NOWEATHER NPCAITYPE NPCTRAINMAX NPCTRAINPERCENT NTSERVICE NUDGE NUDGEDOWN NUDGEUP NUKE NUKECHAR OBODY OBSCENE OCK OFFLINE ONECLICK ONOPTION ONTRIGGER OPEN OPER ORIGIN OSKIN OUTLAW OVERHEAD PACK PAGE PAGES PARDON PARRYING PART PASSWORD PATH PEACEMAKING PETRETRIEVE PETSTABLE PILE PING PLAYER PLAYERGHOSTSOUNDS PLAYERNEUTRAL PLEVEL PLOT1 PLOT2 PLOTITEM POISON POISONING POLLSERVERS POLY PONG PORT POST POST / PRICE PRIV PRIVHIDE PRIVMSG PRIVSET PRIVSHOW PROFILE PROMPT_MSG PROPS PROVOCATION QUALITY QUEST QUIT RACECLASS RAIN RAINCHANCE RAND RANDBELL RCLOCK RCPT TO: <%s> REAGENTLOSSFAIL REAGENTSREQUIRED REAP REASON REASON_PATH RECALL RECALLIN RECALLOUT RECIEVED RECRUIT RECT REFUSECANDIDATE REGEN REGION REGION. REGIONFLAGS REGIONRESOURCE REGIONTYPE REGISTERFLAG REGISTERSERVER REGPASS REGSTATUS REHASH RELEASE REMOVE REMOVEFROMVIEW REMOVETRAP REPAIR REPLICATE REQSTR REQUIREEMAIL RESCOUNT RESEND RESIGN RESMAKE RESOURCES RESOURCES2 RESOURCES3 RESPAWN RESTART RESTEST RESTOCK RESTORE RESURRECT RESYNC RETURN RETURNMAINMENU RPING RPONG RTIME RTIMETEXT RUNE_ITEM RUNES RUNNINGPENALTY SACCOUNT SAFE SALUTE SAMPLES SAVE SAVEBACKGROUND SAVECOUNT SAVEINI SAVEPERIOD SAYU SAYUA SCHEDULE SCPFILES SCPINBOXDIR SCRIPT SCROLL SCROLL_GUEST SCROLL_ITEM SCROLL_MOTD SEASON SECTION CHARACTER SECTION WORLDITEM SECTION WORLDITEM %d Sector SECTOR %d,%d SECTOR. SECTORS SECTORSLEEP SECURE SELF SELLPRICE SELLVALUE SERIAL SERIAL %d SERV. SERVER SERVERS SERVIP SERVLIST SERVLIST1 SERVLIST2 SERVLIST3 SERVLIST4 SERVLIST5 SERVLIST6 SERVNAME SERVPORT SERVSET SETABBREVIATION SETCHARTER SETGMTITLE SETNAME SETTIME SHELTER SHIPANCHORDROP SHIPANCHORRAISE SHIPBACK SHIPBACKLEFT SHIPBACKRIGHT SHIPDOWN SHIPDRIFTLEFT SHIPDRIFTRIGHT SHIPFACE SHIPFORE SHIPFORELEFT SHIPFORERIGHT SHIPGATE SHIPLAND SHIPMOVE SHIPSTOP SHIPTURN SHIPTURNLEFT SHIPTURNRIGHT SHIPUP SHOW SHOWSKILLS SHRINK SHUTDOWN SILENCE SKILL SKILL_HI SKILL_LO SKILLBEST SKILLCHECK SKILLCLASS SKILLMAKE SKILLMENU SKILLREQ SKILLSUM SKILLTOTAL SKIN SNOOPCRIMINAL SNOOPING SNOW SOUND SPAWN SPEAK SPEAKU SPEAKUA SPEECH SPEECHCOLOR SPELL SPELLEFFECT SPHERE SPIRITSPEAK SQUERY SQUIT STAM STAMINA STAMINALOSSATWEIGHT STARTS STATACCOUNTS STATCLIENTS STATGUILDS STATIC STATITEMS STATMEMORY STATNPCS STATS STATSUM STATUS STAY STAY HERE STEALING STEALTH STOCK STONE STOP STRCMP STRCMPI STRENGTH StrFirstCap StrIndexOf STRLEN STRMATCH StrRight StrToLower StrToUpper SUBSECTION SUICIDE SUIT UP SUMMON SUMMONCAGE SUMMONTO SWING SWORDSMANSHIP SYNC SYSMESSAGE SYSMSG SYSTEM TACTICS TAGLIST TAILORING TAMING TARG TARGET TARGETG TARGP TARGPROP TARGPRV TARGTXT TASTEID TDATA1 TDATA2 TDATA3 TDATA4 TELEPORTERS TEMPLATE TERRAIN=0%x TEVENT TEVENTS TILE TIME TIMED TIMER TIMERD TIMEUP TIMEZONE TINKERING TITLE TOGGLEABBREVIATION TOPIC TOPOBJ. TOTALCONNECTTIME TOTALPOLLEDACCOUNTS TOTALPOLLEDCLIENTS TOTALPOLLEDSERVERS TOWNABBREV TPROP TPRV TRACE TRACKING TRAIN TRANSFER TRIGGER TRYP TSPEECH TWEAK TWOHANDS TYPE TYPE %d TYPEDEF TYPEDEF. TYPEDEFS UNBLOCKIP UNDERGROUND UNDERWEAR UNDO UNEQUIP UNEXTRACT UNUSED UPDATE UPDATEX UPING URLLINK USEIRC USEITEM USER USERHOST USERIP VALID Valstr VALUE VALUES VENDCAP VENDGOLD VENDOR VENDORMARKUP VENDORMAXSELL VERBOSE VERSION VETERINARY VIEWCANDIDATES VIEWCHARTER VIEWENEMYS VIEWROSTER VIEWTHREATS WALK WALLCHOPS WALLOPS WEBCLIENTLISTFORM WEBLINK WEBPAGE WEBPAGEDST WEBPAGEFILE WEBPAGELOG WEBPAGESRC WEBPAGEUPDATE WEBSERVERLISTFORM WEIGHT WEIGHTMAX WHERE WHEREIS WHOIS WHOWAS WICKED WIPE WOPPLAYER WOPSTAFF WORLDCHAR WORLDITEM WORLDITEM %s WORLDSAVE WRESTLING WRITENUMIDS XBODY XSKIN ON=@NPCAcceptItem // (NPC only) i've been given an item i like (according to DESIRES) SAY char @NPCAcceptItem ON=@NPCHearGreeting // (NPC only) i have been spoken to for the first time. (no memory of previous hearing) SAY char @NPCHearGreeting ON=@NPCHearNeed // (NPC only) i heard someone mention something i need. (11) SAY char @NPCHearNeed ON=@NPCHearUnknown //+(NPC only) I heard something i don't understand. SAY char @NPCSeeNewPlayer ON=@NPCRefuseItem // (NPC only) i've been given an item i don't want. SAY char @NPCSeeNewPlayer ON=@NPCSeeNewPlayer //+(NPC only) i see u for the first time. (in 20 minutes) (check memory time) SAY char @NPCSeeNewPlayer ON=@NPCSeeWantItem // (NPC only) i see something good. SAY char @NPCSeeWantItem ON=@PersonalSpace //+i just got stepped on. SAY char @PersonalSpace ------------------------------------------------- IT_WAND IT_WEAPON_* IT_ARMOR IT_ARMOR_LEATHER IT_SHIELD IT_CLOTHING IT_LIGHT_OUT IT_LIGHT_LIT IT_SPELLBOOK IT_JEWELRY IT_EQ_SCRIPT TDATA2 is the required strength TDATA3 is the light ID TDATA4 is the light burnout flag (1 = delete item, 0 = do nothing) For these: IT_WEAPON_BOW IT_WEAPON_XBOW TDATA1 is the sound effect TDATA2 is the required strength TDATA3 is the Ammo ID TDATA4 is the Ammo effect animation ID. For these: IT_CONTAINER IT_SIGN_GUMP IT_SHIP_HOLD IT_BBOARD IT_CORPSE IT_TRASH_CAN IT_GAME_BOARD IT_EQ_BANK_BOX IT_EQ_VENDOR_BOX IT_KEYRING TDATA2 is the gump the is used when the container is opened TDATA3 is the gump size For these: IT_FIGURINE IT_EQ_HORSE TDATA2 is the required strength to mount it TDATA3 is the CreatureID For these: IT_FOOD_RAW IT_MEAT_RAW TDATA1 is the ID of the item this will cook to TDATA2 is the creature type ID that this came from TDATA3 is the skill required to cook it. For IT_MUSICAL TDATA1 is the sound ID if played well TDATA2 is the sound ID if played poorly For IT_ORE TDATA1 is the ingot this will smelt to For IT_INGOT TDATA1 is the min skill required to smelt TDATA2 is the skill required for maximum yield For IT_DOOR and IT_DOOR_OPEN TDATA1 is the sound to open or close For IT_GAME_PIECE TDATA1 is the starting X position TDATA2 is the starting y position For IT_BED TDATA1 is the direction of the bed For IT_FOLIAGE and IT_CROPS TDATA1 is the item ID it will be reset to regrow from (0=nothing) TDATA2 is the item ID it will further grow into (0=fully mature) TDATA3 is the item ID it can be reaped for (0=immature - can't be reaped) For IT_SEED and IT_FRUIT TDATA1 is the item ID it will regrow from TDATA2 is the item ID the seed looks like For these: IT_DRINK IT_BOOZE IT_POTION IT_PITCHER IT_WATER_WASH TDATA1 is the item ID of the empty container For these: IT_SHIP_PLANK IT_SHIP_SIDE IT_SHIP_SIDE_LOCKED TDATA1 is the next state (open/closed) for the ship side. here is the how to on spelleffects =) src.effect=n1, n2, n3, n4, n5 n1 is the effect "key", so to speak. Set this to 1 and a lightning bolt is used. This is the only way to get the lightning bolt animation, btw. Set this to 2 and you get a "static" animation that stays on top of the player. Set this to 3 and get a "flying" animation.. like fireball, etc. n2 is the item id for the effect (only if n1 = 2 or 3) n3 is the speed n4 is the loop n5 is used if n1 = 3. If you notice with Energy bolt, it "explodes" when it hits you. To have a flying animation explode when it hits, set this to 1. If you just want it to fly and not explode, 0. Some examples to clarify. src.effect=2,i_fx_curse,5,1,0 will give the "curse" graphic on the src src.effect=3,i_fx_curse,5,1,1 will make the curse animation fly to the src and give a little explosion graphic when it hits Now on Multis! =) Multis are very simple. You simply create an item like normal, a single item (making it the center of the multi tends to help unless it's a large building). Set type to t_multi for a static multi and t_ship for a multi that responds like it is a ship. Next you need to set the MULTIREGION property, which defines the area which is part of the multi. This is especially important for ships, because everything in the MULTIREGION is moved. MULTIREGION=-7,-2,7,2 This would set up a multi region that extends 7 tiles left (the -7)from your center piece and 7 tiles right. This would also extend 2 tiles in both directions from your center piece. Next you need to set up the components of your multi, unless you want it to be a single item. You use this using the *Gasp* COMPONENT property. COMPONENT=03e4e,1,4,0 //item id, x offset, y offset, z offset (All offsets are from your center piece. This item would be placed 1 square east and 4 south of your item.) That's all there is to programming multis. Not that hard, was it? Then simply set the MORE of your deed to the item number of your new multi and ta da! You have just created a custom multi! And finally here goes my last post on gumps thats an old tutorial for 51 version but im sure you smart ppl can revert that to dialogs right? =) [GUMP #] // The number of the gump. (x),(y) // where the gump starts on the screen (0,0 starts it at top left corner)(can be in hex or dec - I would use dec.) resizepic (x pos) (y pos) (gump ID)(width) (height) // Gump ID value must be in dec. text(x pos) (y pos) (color) (text index) gumppic (x pos) (y pos) (gump id) // Gump value must be in dec. tilepic (x pos) (y pos) (tile id) // Tile value must be in dec. button (x pos) (y pos) (gump id) (depressed gump id) (group to call) (page to call) (button index) group (number) // Everything after this belongs in this group until another group is formed. page (number) // Everything after this belongs in this page until another page is formed. checkbox (x pos) (y pos) (gump id) (selected gump id) (0=unselected >0=selected) (some kind of return value?) radio (x pos) (y pos) (gump id) (selected gump id) (0=unselected >0=selected) (some kind of return value?) [GUMP # TEXT] // The text for the GUMP #. Text entered here // text index 0 Text line 1 // text index 1 Text line 2 etc // text index 2 [GUMP # BUTTON] // The text for the GUMP #. ONBUTTON=0 // The button index ONBUTTON=1 // Button index 1 ONBUTTON=2 // Button index 2 (the button index is like the text index) Actions that can go under buttons; GUMPDLG # // Where # is number of gump you want to call up TRYP (?) INPDLG=((caption as variable) (max chars)) // TRYP values - I think this is try Privilege // 255 restricted // 6 Gm // 4 Counselor // 3 ? The above information, you will have already seen on other pages if you've gone in search of gump help. It is just a guideline, it doesn't explain what to do, so I will make a test gump and explain it along the way... [GUMP 20] // Gump Test Menu 0,0 // This makes the gump start in the top left corner of the screen resizepic 0 0 2600 350 300 // (x) (y) (gump ID) (width) (height) This creates a curved grey background for your gump using the top left corner Gump ID for curved grey gumppic 117 104 1418 // (x) (y) (gump ID) This places a castle picture in the right bottom corner of the gump background text 168 85 126 0 // (x) (y) (color # in dec) (text index) This puts text in the top center of the gump - a Title button 90 135 210 211 1 0 0 // (x) (y) (gump ID) (depressed gump ID) (group to call) (page to call) (button index) This is Button 0 text 120 135 955 1 (x) (y) (color # in dec.) (text index) This puts text next to Button 0 button 90 255 210 211 1 0 1 // This is Button 1 (Notice (y) value is more than Button 0 (y) value - this is so that the button will move down the gump below Button 0. text 120 255 955 2 (x) (y) (color # in dec.) (text index) This puts text next to Button 1 [GUMP 20] - you have now created the basis for your simple Gump Test Menu. You are not finished yet, because [GUMP 20] needs information in text and button blocks, that tells the gump what you want to do when a button is pressed or what text to put in the gump menu [GUMP 20 TEXT] // Where the text for your gump goes in index order! Gump Test Menu // Text index 0 Click this button to see Server Information // Text index 1 Click this button to call up Gump Test Menu TWO // Text index 2 [GUMP 20 TEXT] is completed now. Don't forget to keep it in index order, and check to make sure you have an index number for your text in your [GUMP 20] - it is easy to forget or to make errors. Taking things slowly and double checking before moving on saves time later - you won't have to go thru a big script rechecking everything. Now, on to [GUMP 20 BUTTON]... [GUMP 20 BUTTON] // Tells [GUMP 20] what to do when a button is pressed ONBUTTON=0 // Button 0 SRC.INFORMATION ONBUTTON=1 // Button 1 GUMPDLG 21 // This calls up [GUMP 21] You have finished [GUMP 20]. Button 1 in your Gump Test Menu when clicked will call up another gump. You need to make [GUMP 21] for the second gump test menu to appear when Button 1 is clicked. By now, you should have a basic understanding of how to create simple gump menus and make them do things for you when buttons are clicked. Clarifying a few things; LOADING & SAVING GUMP FILES You must pause the server for resync first, before loading your gump scripts or saving recent changes to either SPHEREGump.scp or SPHEREGump2.scp, then complete the resync and test the gumps. TRIAL & ERROR You will be wondering... how can I work out what the x and y coords are for gump scripting? Width? Height? The best answer I can give you now is, trial and error. This is one of the reasons Gump Scripting is so time consuming. You have to make "well-educated" guesses! 0,0 is top right corner, 70,70 is approx the centre of the UO screen. Just play around until you get it to what you want. The x value increases from left to right, while y increases in value from the top of the screen to the bottom. Duh, just sayin that in case HAVE FUN! =) I cant add everything i have on gumps so ill add a little bit of help...nothing that big but it helps Gump Command Document ===================== NOTE: All values *must* be in decimal! Hex values can NOTE: (and usually will) crash the gump! page # - Sets the "page number" to '#' - Page 0 = Background page -- this is ALWAYS showing (and is MANDATORY!) - Page 1+ = Foreground pages -- these overlap page-0 (also see "button") noclose - Won't let the gump be closed with a right-click nodispose - Won't let the gump be closed by clicking ESCAPE - YOU MUST HAVE THIS!!!! This is NOT an option! nomove - Disallows dragging of the gump. gumppic X Y GUMPID - Displays a single "art gump" at [X,Y] - (Uses "Gump" art from InsideUO) resizepic X Y GUMPID W H - Resized "gump" made up of art from 'GUMPID' to 'GUMPID+8' - Top-left is at [X,Y]. W and H specify Width and Height. - (Uses "Gump" art from InsideUO) tilepic X Y TILEID - Displays a single "tile" graphic at [X,Y] on the gump - (Uses "Static Tiles" from InsideUO [under Artwork]) text X Y COLOR DATAIDX - Display a line of text on the gump at [X,Y] in colour 'COLOR' - DATAIDX is the position of the text in the data[] array - NOTE: DATAIDX goes from 0-xxx ... data[] goes from 1-(xxx+1)... - I.E.: DATAIDX=0 -> data[1]; DATAIDX=12 -> data[13]; etc... croppedtext X Y W H COLOR DATAIDX - Display a line of text on the gump at [X,Y] in colour 'COLOR' - W and H are the width and height of the croppedtext's bounding box - DATAIDX is the position of the text in the data[] array - NOTE: See 'text' for info on DATAIDX - If the text exceeds the bounding box, it is truncated with an ellipsis (...) textentry X Y W H COLOR KEYID DATAIDX - Display a text-entry control on the gump at [X,Y] in colour 'COLOR' - W and H are the width and height of the textentry's bounding box - KEYID is the Key Value that the text is returned in [from SendDialogGump()] - DATAIDX is the position of the text in the data[] array (see "text") 1) button X Y UPID DOWNID 0 PAGE 2) button X Y UPID DOWNID 1 0 KEYID - Display a button on the gump at [X,Y] - 1) Changes which page is shown on-top to 'PAGE' (using "page X", above) - 2) A button that closes the gump, returning KEYID. - UPID is the 'gump art' that shows in it's normal (unpressed) state - DOWNID is the 'gump art' that is shown when you press it. checkbox X Y OFFID ONID STATE KEYID - Displays a check-box (can be off/on) on the gump at [X,Y] - OFFID is the 'gump art' shown when the checkbox is 'OFF' (or 'FALSE') - ONID is the 'gump art' shown when the checkbox is 'ON' (or 'TRUE') - STATE specifies the checkbox's initial state (1=ON , 0=OFF) - KEYID is the checkbox's return value - This is ONLY returned when set to ON! radio X Y OFFID ONID STATE KEYID - Displays a radio-button (can be off/on) on the gump at [X,Y] - OFFID is the 'gump art' shown when the button is 'OFF' (unselected) - ONID is the 'gump art' shown when the button is 'ON' (selected) - STATE specifies the button's initial state (1=selected , 0=unselected) - KEYID is the button's return value - This is ONLY returned when set to ON! - Only ONE radio button can be selected in a group. - New groups can be specified by using the "GROUP #" command. group # - Sets the group number for radio buttons - Must be used before the radio-buttons are created ///////////////////////////////////////////// Q: What do the values MORE, MORE2, and MOREP stand for? A: Before we go into a full discourse on MORE, MORE2, and MOREP, we need to define a few terms. A DWORD is a Double-Word, which is a 32 bit unsigned integer value. It can range from 0 to 4294967295. In hex, that would be 0 to FFFFFFFF. A WORD is a single-Word, which is a 16 bit unsigned integer value. It can range from 0 to 65535, or 0 to FFFF. A BYTE is a 8 bit integer, which ranges from 0 to 255, or 0 to FF. With that in mind, MORE and MORE2 are DWORD values, while MOREP is a structure containing a WORD, a WORD, and a BYTE. The three components of MOREP are often referred to as MOREX, MOREY and MOREZ, respectively. Occasionally, a DWORD value is used as a combination of two WORD values, with the high order WORD storing one piece of data, and the low order WORD storing another. The meanings of MORE, MORE2, and MOREP depends on the type of item in question. Here's what I could pull out of the source code as of 0.55c: For containers, doors, ships, and ship holds, MORE is the key UID, MORE2 is the lock complexity (how hard to pick), and MOREX is the trap type (not used yet). For ship tillermen, keys, and signs, MORE is the lock UID. For a bank box, MORE is the amount of gold in the account, MORE2 is the amount to restock to (for NPCs), and MOREP is the point (x, y, and z) is the point in the world where the bank box was opened. For game boards, MORE is the type of pieces to use ( 0 = chess, 1 = checkers, 2 = none ) For wands and weapons, MORE (low) is the current amount of hitpoints the item has, MORE (high) is the maximum hitpoints for the item, MORE2 is the number of remaining charges (if magical), MOREX is the spell type (if magical), MOREY is the spell strength (0-1000), and MOREZ is the poison skill applied (0-100). For armour, shields, clothing and jewelry, the values are the same as for weapons (above) with the exception that MOREZ is not used. For equipped spell effects, fire, scrolls, comm crystals, campfires, and lava, MORE (low) is the polymorph effect on STR, MORE (high) is the polymorph effect on DEX, MORE2 is the number of charges left, MOREX is the spell type, MOREY is the spell strength (0-1000), and MOREZ is the light pattern. For a spellbook, MORE is a mask of available spells in circles 0-4, MORE2 is a mask of available spells in circles 5-8, MOREX, MOREY, and MOREZ are additional spells (necro, etc). For a map, MORE (low) is the top coordinate, MORE (high) is the left coordinate, MORE2 (low) is the bottom coordinate, MORE2 (high) is the right coordinate), MOREZ indicates whether the map has pins or not. MOREX and MOREY are the coordinates of the pin (I think). For fruit, food, and meat, MORE is the ItemID that will be result from cooking this, MORE2 is the creature ID that this came from, MOREX is the magic effect when eaten, MOREY is the spell strength, and MOREZ is the poison skill applied. For a corpse, MORE is the time of death, MORE2 is the UID of the killer, MOREX and MOREY make up a single DWORD which specifies what type of creature this is, and MOREZ is the direction it is facing. For a window or a lightsource, MOREY is how many charges the light has before it will burn out, and MOREZ is the light pattern. For an item spawn point, MORE is the itemid or template id that will be spawned, MORE2 is the max # of items to spawn per interval (if 0, then spawn a random number up to total amount), MOREX is the min time between spawns (in minutes), MOREY is the max time between spawns (in minutes), and MOREZ is the max distance away from the spawn to create the spawned item(s). For an NPC spawn point, MORE is the creature ID or group ID that will be spawned, MORE2 is the current number of creatures spawned from here, MOREX is the min time between spawns (in minutes), MOREY is the max time between spawns (in minutes), and MOREZ is the max distance away from the spawn to create the spawned NPC -- this will also be the maximum wander distance for the NPC. For an explosion, MOREX is the damage from the explosion, MOREY is the type of damage ( fire, magic, etc), and MOREZ is the distance range for the damage. For a book or a message, MORE is either the book ID from RES_BOOK, or the time stamp for the book/message if MORE | 0x80000000). For an NPC script book, MORE is the same as for other books, MORE2 (low) is the current script page, MORE2 (high) is the current offset, and MOREZ is the priority for this script (% chance they want to do this). For a deed, MORE is the itemID that will be generated, and MORE2 is the previous key ID (e.g. for a drydocked ship deed). For a potion, MORE is the potion effect type, MORE2 is the strength of the potion (0-1000), and MOREX is the countdown to explosion (for purple potions). For crops or foliage, MORE is the respawn time, MORE2 is the fruit ID for when this is reaped, and MOREX is the number of additional stages until this becomes ripe. For trees, rocks, water and grass, MORE is the resource ID (RES_REGIONRESOURCE). For figurines and mounted horses, MORE is the creature ID, and MORE2 is the UID of the offline creature. For a rune, MORE is the number of uses left before it wears out, and MOREP contains the coordinates of the marked location. For telepads and moongates, MORE is a flag for whether it only works for players and pets, MORE2 is a flag for whether the teleport animation is triggered or not, and MOREP contains the coordinates of the destination. For memory objects, MORE (low) is the action type this is a memory for, MORE (high) is the skill involved, MORE2 is the start time of the memory, and MOREP contains the coordinates at which the memory occurred. For a multi or a ship, MORE is the UID of the player that created/owns the multi, MORE2 contains the speed, anchor flag, direction of movement, and facing direction in each byte respectively. For a portculis, MORE is the z height at the lowest setting, and MORE2 is the z height at the highest setting. For an advancement gate, MORE is the creature template to use. For a beehive, MORE contains the amount of honey which has accumulated. For a loom, MORE is the cloth type currently loaded here, and MORE2 contains the amount of cloth currently in the loom. For an archery butte, MORE contains the type of ammo currently stuck in it, MORE2 contains the amount of items stuck in it. For a cannon, MORE2 contains a mask of what is currently loaded in it. (0 = none, 1=powder, 2=shot) For a murder flag, MORE contains the amount of time before it expires. For an item stone, MORE contains the item or template ID to generate, MORE2 is the price, MOREX is the regen time (0 = instant), MOREY is the total amount to deliver (0 = infinite, 0xFFFF = none left). For a web, MORE is the amount of hits the web can take. For a trap, MORE is the animation ID, MORE2 is the damage, MOREX is the time to animate, MOREY is the time to idle until reset, and MOREZ is a flag to indicate if the trap simply idles from active to inactive. For a switch, MORE is the item ID of the next state of the switch, and MOREX is a flag to indicate if this is activated by stepping on it. For a sound, MORE is the sound ID, and MORE2 is a flag to indicate repetition. For a guildstone, townstone or roomstone, MORE is the alignment, MORE2 is the gold in the account. For leather, feathers, fur, wool, blood, and bones, MORE2 is the creature ID type this came from. Q: Alot of items have something called TDATA. What is this? A: TDATA is really type-specific data. Much like the MORE values, the meaning of the 4 TDATA fields depends entirely on the item type in question. Each of the fields is a DWORD. They are designated by TDATAn, where n is either 1, 2, 3, or 4. Not all TDATA fields are used by each item type. For wands, weapons, armour, clothing, lights, spellbooks, jewelry, and NPC scripts, TDATA2 is the required strength, TDATA3 is the light ID, and TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object). For bows and crossbows, TDATA2 is the required strength, TDATA3 is required ammo base ID, and TDATA4 is the fired ammo graphic ID. For containers, sign gumps, ship holds, bulliten boards, corpses, trash cans, game boards, bank boxes, vendor boxes and keyrings, TDATA2 is the gumpID, TDATA3 is the minimum gump size, and TDATA4 is the maximum gump size. For figurines and equipped horses, TDATA2 is the required strength and TDATA3 is the base creature ID. For raw food and raw meat, TDATA1 is the item ID this cooks into, TDATA2 is the creature ID type that the meat came from, and TDATA3 is the skill required to cook it. For musical instruments, TDATA1 is the sound ID to be played if successful, and TDATA2 is the sound ID to be played if not successful. For ore, TDATA1 is the itemID of the ingot this will smelt into. For ingots, TDATA1 is the skill required to smelt this, and TDATA2 is the skill required to get the maximum yield when smelting. For doors, TDATA1 is the sound ID it makes. For game pieces, TDATA1 is the starting x position, and TDATA2 is the starting y position. For a bed, TDATA1 is the direction it occupies. For foliage and crops, TDATA1 is the itemID it grows from, TDATA2 is itemID it will grow into, and TDATA3 is the itemID of the fruit that can be reaped from it. For seeds and fruit, TDATA1 is the itemID it grows from, and TDATA2 is the itemID to use for the seed (copper coin is the default). For drinks, booze, potions, pitchers, and wash water, TDATA1 is a flag that indicates whether the container is empty or not. For ship planks and ship sides, TDATA1 is the itemID of the next open/closed state. This list isn't exactly complete, and there's a lot of other kinds of errors to add, but this is all I can give you for now. Note that this list is thanks to ALTIARA, so next time you see him, be sure to thank him. For now, it's up to you to figure out where these errors can be found in the console and what, exactly, the error message listed here means. Later on, it'll be a more comprehensive setup. Item Errors: 2202 -- item is equipped, but the parent object isn't a character 2203 -- item is a cashier's check, but isn't in a bankbox 2205 -- bad link object 2206 -- object is a deathrobe or a gm robe, but it isn't on a character 2207 -- object is a deathshroud, but the character wearing it is alive 2208 -- object is a GM robe, but the character wearing it has a PLEVEL < PLEVEL_Counselor 2222 -- object is a memory, but it isn't equipped 2220 -- object is a Trade EQ Window type, but it isn't equipped 2221 -- object has a IT_EQ_CLIENT_LINGER type, but isn't equipped 2226 -- objects is a EQ_HORSE, but isn't equipped in LAYER_HORSE 2227 -- Hair or beard that is in a container that isn't a corpse or vendor box (and isn't equipped) 2228 -- hair or beard that is equipped on the wrong layer 2229 -- a game piece that isn't in a container 2230 -- an eqipped trade window object that is in the wrong layer. 2231 -- and object in LAYER_SPECIAL that isn't the correct type (MEMORY or SCRIPT) 2233 -- something that isn't a horse in LAYER_HORSE 2234 -- something that isn't EQ_CLIENT_LINGER in LAYER_Client_Linger 2235 -- something in the LAYER_MURDERS on an NPC or in a non-murderer PC. 2236 -- ATTR_DECAY is set, but TIMER==-1 Character Errors: 1103 -- an NPC that has STATF_Ridden set, but the active skill isn't NPCACT_RIDDEN 1104 -- a mounted NPC that doesn't have a mount item in the world 1105 -- a mounted NPC with a figurine UID that doesn't match its own UID 1106 -- a disconnected NPC that isn't dead 1107 -- a character that is neither an NPC or a PC 1108 -- a character whose top point isn't valid Yukarida verdiklerim 55i Rx serisi icindir... Bu verecegim link ise yeni triggerlari icermektedir, 56b icin... Buradan
MSN/ICQ/AIM gibi programlar aracılığı ile destek olmuyorum. UO için gelmeyiniz. SphereWiki - Acemilerin scriptera dönüştüğü site. |
Illusion
Nereden: Turkey |
#153087
2006-10-07 20:44 GMT
Aki, sen hazırlan ben geliyorum açarız bi server
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Akillis
Nereden: United States Kentucky - Seattle |
#153093
2006-10-07 21:19 GMT
Sagol canimda var Allah sukur 1 tane... Calis calis ustunde olduk hayirlisiyla Pazartesi insallah acicaz.
MSN/ICQ/AIM gibi programlar aracılığı ile destek olmuyorum. UO için gelmeyiniz. SphereWiki - Acemilerin scriptera dönüştüğü site. |
[Holygun]
Nereden: Turkey Karşıyaka |
#153120
2006-10-07 23:02 GMT
bende 56b ye geçirdim
8 saat sonunda bitti Ulayn ne kasıntı iştir bea ![]() 42 Scp tekrar yazıldı iyimi..
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suicide
Nereden: Turkey izmir |
#153122
2006-10-07 23:05 GMT
SphereWiki çok güzel bir kaynaktır. Çok shey(!) öğretir iyi kurcalayın siteyi.
I am just a sphere function. Like .suicide |
[Holygun]
Nereden: Turkey Karşıyaka |
#153128
2006-10-07 23:09 GMT
Ula o site bu site
bi yandan mp3 çalar kafa kalmadı ![]() Her bişey war en gralı for döngülerini kaldırdım topunu herşeyin triggerı war forchar foritem sildim hepsini
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SystemLogger
Nereden: Turkey Balıkesir-Çanakkale |
#173587
2007-01-25 15:55 GMT
türkçeleştirilirse yardımcı olabılır...
Ben bu işi en iyilerinin yapması gerektiği kanısındayım ve herkez en iyi yapabildiği işe yönelmeli. UO PLAYER |
zeusuo
Nereden: Turkey -- |
#174503
2007-01-29 12:29 GMT
beyler ben runuo krumaya çalıştım olmadı spherede neyi nereye atcaz sölermisnizi zeusuo@hotmail.com lütfen yardım edin
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Creteoun
Nereden: Turkey Ateşin Gövdesinden |
#178614
2007-02-12 11:20 GMT
herşey güselde bir kaynak veriyorsanız siteyi de verinde adamlar yaralansın :=)
Bir Kývýlcým Misali !!! |
borneon
Nereden: Turkey istanbul |
#179072
2007-02-14 13:20 GMT
teşekkür ettim...
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krischna
Nereden: Turkey |
#194451
2007-04-23 10:12 GMT
s.a arklar benbı server kurdum ewde ölesıne bı kac tane scrıpt buldum ekledım sphereye r enter r enter dedım ama scrıptı bır turlu gormedı 143 scrıpt dıyor baska bısı demıyor.scrıptlerı nasıl tanıtabılırım bıras bılgı verırsenız saolun.
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komanciro
Nereden: Turkey Karının Ustunden |
#194535
2007-04-23 14:06 GMT
amuhaha
Derbeder olmak zordur.. |
amadeus
Nereden: Antigua And Barbuda Nerelere? |
#209852
2007-06-10 11:32 GMT
Spheretables ile tanıtabilirsin. Ya da konsola load xxx\xxx.scp diye yapabilirsin
Ogün'lere, Yasin'lere kahraman demezler Karadenizde... |
cann2
Nereden: Turkey İstanbul |
#223487
2007-07-15 17:41 GMT
BEYLER S.a Ya ßénim Sphere'yi Online nasıl Yapıcas Yani Herkezin Baglana ßilicegi Srp'ini Soyliyeßilirmisinis ? Acaba Lütfen Can_Reewes@HoTMaiL.CoM Lütfen ekleyin yardımcı olun lütfen...
:O :O
Alayina Gidér...!!! |
Override
Nereden: Turkey Istanbul / Maltepe |
#223493
2007-07-15 17:49 GMT
![]()
UO STAFF O ||:::C:::::::: ||::::::C::::: ||:::C:::::::: || || || || ------ |
SubbZzero
Nereden: Turkey Bilinmiyor. |
#229728
2007-08-03 16:29 GMT
...
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PoliceXXX
Nereden: Turkey İstanbul |
#284642
2008-03-04 20:39 GMT
56b de serverda herşey siliniyor nasıl düzelticem??
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Gececi
Nereden: Britain Kopru Civarları |
#284644
2008-03-04 20:45 GMT
56b de serverda herşey siliniyor nasıl düzelticem??
Dua Et 56 b Silinmemiş
Bekleyiş İcindeyim |
PoliceXXX
Nereden: Turkey İstanbul |
#284648
2008-03-04 20:51 GMT
çok komik
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screen07
Nereden: Turkey diyarbakır |
Yha Ama HaRßiden Uo Herşeyi UnuttuRuo
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