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  #1  
Old 02-02-2004, 01:15 PM
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Howto Hitpoint System

I have attached a little documentation about scripting an custom hitpoint system, I hope it is usefull.
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  #2  
Old 02-02-2004, 03:04 PM
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Nice stefan. I never knew you could actualy do it with an npcs server.
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Old 02-02-2004, 03:15 PM
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I'm going back to school later, I've downloaded and will read it later
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  #4  
Old 02-02-2004, 05:39 PM
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It's excellent.

Although I wonder how much the npcserver will like it when 100 players are all hacking away at eachother? It best not get overwhelmed.
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Old 02-02-2004, 05:43 PM
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Nice.
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  #6  
Old 02-02-2004, 08:38 PM
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Re: Howto Hitpoint System

Quote:
Originally posted by Stefan
I have attached a little documentation about scripting an custom hitpoint system, I hope it is usefull.
Im not very well understanding why it would be so required to put all that stress on the npcserver if you have a substancial amount of people playing, its possibile to do most if not all of that clientside.

To my understanding as well people who use "string hackers" to hack the client. strings of the game need to know the string name.

Why would you not be able to make a similar system only with more clientside refrence?
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  #7  
Old 02-02-2004, 10:47 PM
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Shouldn't this go to scripting forum?

lol i thought this had been posted in playerworlds forum. Looks nice Stefan, probably is very useful ^_~
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Old 02-02-2004, 11:36 PM
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Re: Re: Howto Hitpoint System

Quote:
Originally posted by Blue_Dragn

Im not very well understanding why it would be so required to put all that stress on the npcserver if you have a substancial amount of people playing, its possibile to do most if not all of that clientside.

To my understanding as well people who use "string hackers" to hack the client. strings of the game need to know the string name.

Why would you not be able to make a similar system only with more clientside refrence?
In the examples Stefan used clientr. flags, which is read-only to the client. So unless the person has access to the RC or makes a serverside NPC change it, its pretty much secure from that. Hence the reason for serverside calling.
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Old 02-03-2004, 01:02 AM
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Re: Re: Howto Hitpoint System

Quote:
Originally posted by Blue_Dragn


Im not very well understanding why it would be so required to put all that stress on the npcserver if you have a substancial amount of people playing, its possibile to do most if not all of that clientside.

To my understanding as well people who use "string hackers" to hack the client. strings of the game need to know the string name.

Why would you not be able to make a similar system only with more clientside refrence?
Fool. Security should be a necessity
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  #10  
Old 02-03-2004, 02:52 AM
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Very nice Stefan. I learned 2 new functions from that, getnearestplayers, and getareanpcs. =D
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Old 02-03-2004, 03:27 AM
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Quote:
Originally posted by Duwul
Very nice Stefan. I learned 2 new functions from that, getnearestplayers, and getareanpcs. =D
What? oh, shoot, well whatever, updated the thingy... Hey stefan, when are you gonna upadate the commands .rtf? or atleast add mine to the main download? huh huh *nuchdge* *nudge* sorry about the types, my keyboard wont enter or backspance right
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  #12  
Old 02-03-2004, 03:49 AM
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I can possibly add yours. There will be more documentation for v3.1 scripting engine once it is released.

About clientside-system: a hitpoint-system should be secure and easy to use. On serverside you can build a database of objects which you can use to influence the hitpoint system, e.g. weapon strength and armour. If you don't script bad stuff into the hp functions then speed shouldn't be a problem at all. With 100 players playing on Graal Kingdoms the HP system uses less than 1% of the cpu time, although it's doing quite complicated hitpoint calculations.
On most Graal servers the clientside scripts are a much bigger speed problem (I have seen servers with quite slow clientside weapon scripts which then lag the players while the npcserver is bored)
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  #13  
Old 02-03-2004, 03:59 AM
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Aight, I'll take your word for it.

Thank you for the input.
...

How about compiled particle engine??
Want to use my script as a refrence
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<Dustyshouri> no, RogueShadow is always talking about scripts lol
<Dustyshouri> in fact, he pretty much brought Graal back as a topic single-handedly
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  #14  
Old 02-03-2004, 07:23 PM
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Quote:
Originally posted by Stefan
I can possibly add yours. There will be more documentation for v3.1 scripting engine once it is released.
Don't forget i was to first one to a release an updated commands.rtf for public
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  #15  
Old 02-03-2004, 11:38 PM
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Quote:
Originally posted by GoZelda

Don't forget i was to first one to a release an updated commands.rtf for public
Don't flatter yourself, Dach/Chad released one before you even came to the forums.
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  #16  
Old 02-03-2004, 11:40 PM
ZeLpH_MyStiK ZeLpH_MyStiK is offline
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Quote:
Originally posted by GoZelda

Don't forget i was to first one to a release an updated commands.rtf for public
...pointless in arguing, im sure a lot of people update it themselves...
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  #17  
Old 02-04-2004, 01:34 AM
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Jagen seems in a very black mood, what happen? someone set him up the bomb?
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Old 02-04-2004, 05:26 AM
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Quote:
Originally posted by Python523


Don't flatter yourself, Dach/Chad released one before you even came to the forums.
I did? I don't even remember... ohwell, not that it matters anywho, I think I added some of GoZelda's lists to mine since they were a much neater method of including the info than what I did
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  #19  
Old 02-04-2004, 06:16 AM
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um... i should really do something ive been planning for a long time.

a website with the commands in a list like commands rtf, with a search, examples, and people can log in and register and add things, and with me as the evil overlord deleting fake things and spam!
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Old 02-04-2004, 02:48 PM
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Quote:
Originally posted by R0bin
um... i should really do something ive been planning for a long time.

a website with the commands in a list like commands rtf, with a search, examples, and people can log in and register and add things, and with me as the evil overlord deleting fake things and spam!
I like that idea
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Old 02-04-2004, 02:52 PM
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Quote:
Originally posted by ZeLpH_MyStiK

...pointless in arguing, im sure a lot of people update it themselves...
Note is said release to public x-x
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Old 02-04-2004, 04:57 PM
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Quote:
Originally posted by WanDaMan

I like that idea
Im pretty sure i stole the idea from riot :P

I think he was going to do it on his website but his website is never updated.
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  #23  
Old 02-04-2004, 10:03 PM
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Quote:
Originally posted by R0bin


Im pretty sure i stole the idea from riot :P

I think he was going to do it on his website but his website is never updated.
Lack of staff = lack of updates.

Site is being reprogrammed as i disliked how i coded it before, then all i gotta do is add the commands to it.
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Old 02-04-2004, 10:16 PM
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well you already got the domain and stuff, need help?
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Old 02-04-2004, 10:32 PM
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well you already got the domain and stuff, need help?
I always need help
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Old 02-04-2004, 10:48 PM
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I meant help with gscript,us, not mental help
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Old 02-04-2004, 10:55 PM
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I meant help with gscript,us, not mental help
Fine whatever
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Old 02-05-2004, 09:38 PM
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I didnt understand where in the stuff you could pass variables for attack damage

so from clientside to actionserverxxx i want to pass 5, i did
NPC Code:

...
this.xxx = 5;
...
triggeraction 0,0,actionxxx,#v(this.xxx);


if (actionserverxxx) {
thiso.xxx = strtofloat(#s(clientr.xxx)) - strtofloat(#p(0));
setstring clientr.xxx,#v(thiso.xxx);
}



The Above is a short example of what im trying to get at, but i cant seem to get it to work.
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Old 02-05-2004, 11:34 PM
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There's no such thing as a thiso var...yet
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Old 02-06-2004, 01:22 AM
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Quote:
Originally posted by Python523
There's no such thing as a thiso var...yet
Erm, there is? =o

When I want to pass strings and variables from one npc to a DB npc, I use thiso. vars and they work..
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Old 02-06-2004, 01:29 AM
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yeah jagen, what do you mean?
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Old 02-06-2004, 01:44 AM
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yeah jagen, what do you mean?
They were non existant last time I used them... ages ago anyway
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Old 02-06-2004, 03:30 AM
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Quote:
Originally posted by Duwul
Erm, there is? =o

When I want to pass strings and variables from one npc to a DB npc, I use thiso. vars and they work..
I just use strings/variables without prefixes, which works fine.
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  #34  
Old 02-06-2004, 03:33 AM
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thiso.strings exist. Haven't had any luck with thiso.vars yet though
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  #35  
Old 02-06-2004, 03:54 AM
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They both work.
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  #36  
Old 02-06-2004, 04:13 AM
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Angry Still messed up

Stefan, I did what your doc said about the actionprojectile and it still doesn't work. I did the serverside one. Also, clientside doesnt work either. Only actionprojectile2 works. Is there something wrong with my server or something? Name of my server is Altair. Please reply as soon as possible. I want to make cool bows
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  #37  
Old 02-06-2004, 05:54 AM
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Is your actionprojectile in the Control-NPC?
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Old 02-06-2004, 04:16 PM
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Unhappy Yes

Yes it is in the Control-NPC. I also tried putting it a DB npc as clientside and serverside. And only actionprojectile2 works. There has to be a problem somewhere. It's messed up that just because i take away the 2 from actionprojectile, it doesn't work and when i add the 2 to actionprojectile it works. And i know there is a difference between both statements. But I did what stefan put in his docu and it still only works with actionprojectile2!!!
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  #39  
Old 02-06-2004, 04:32 PM
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Arrow Posting Script

Here is the script for my bow, control-npc and class. Help me find the problem!!!!!
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File Type: txt projectile.txt (1.8 KB, 272 views)
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  #40  
Old 02-06-2004, 06:05 PM
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Re: Posting Script

Quote:
Originally posted by Value
Here is the script for my bow, control-npc and class. Help me find the problem!!!!!
perhaps to be putting the join commands at the top of the script?
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