2.0
Bunu yabanci sitelerde gezerken buldum. Ingilizce ama napalim turkcelestirmek bayagi uzun zaman alir. Umarim yardimci olur hepinize...

********************************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SINCE 55i******************************************************** ***********************May be Inaccurate/Outdated (Purely Informational as Quoted From Revisions)**************************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
EMAIL
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

Silindi
0.0
Aki, sen hazırlan ben geliyorum açarız bi server:)

2.0
:) Sagol canimda var Allah sukur 1 tane... Calis calis ustunde olduk hayirlisiyla Pazartesi insallah acicaz.

bende 56b ye geçirdim :D 8 saat sonunda bitti :D Ulayn ne kasıntı iştir bea :D

42 Scp tekrar yazıldı iyimi..:(

SphereWiki çok güzel bir kaynaktır. Çok shey(!) öğretir iyi kurcalayın siteyi. :p

Ula o site bu site :D bi yandan mp3 çalar :D kafa kalmadı :D

Her bişey war en gralı for döngülerini kaldırdım topunu :D herşeyin triggerı war :D forchar foritem sildim hepsini :D

türkçeleştirilirse yardımcı olabılır...

beyler ben runuo krumaya çalıştım olmadı spherede neyi nereye atcaz sölermisnizi zeusuo@hotmail.com lütfen yardım edin

herşey güselde bir kaynak veriyorsanız siteyi de verinde adamlar yaralansın :=)

teşekkür ettim...

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.

amuhaha

Spheretables ile tanıtabilirsin. Ya da konsola load xxx\xxx.scp diye yapabilirsin

U-Ser
0.0
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:(

:kikirik:kikirik

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