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Xikini's Free Scripting Service. [0.3.7 & (0.3.6/0.4)]

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Xikini

I whore myself out for likes
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Doing quick (30 min or less) scripts for [0.3.7 & (0.3.6/0.4)]
I am not here to fix your broken scripts, although I will give advice if requested.
I am here for script requests of scripts not already available on the forum.
If you require support for your scripting issues please make a thread in the support section.

For clarity's sake,
I will script actionscripts, creaturescripts, globalevents, talkactions, movements, npcs for you.
I will not script spells, weapons, raids or monster scripts.
Additionally, source editing, websites and database queries are a no go as well.

Code:
How to make shorter links to posts.
https://otland.net/threads/234306/page-14#post-2330703
 
Last edited:
Hey Xikini is there a page with like 90% of your scripts or tutorials that i could use? i want to learn how to script but i also want the basics and stuff too because i tried scripting once and failed :(
You could also request simple scripts, and see how I create them. ;)

-- Edit

iam looking for " Guild War Event "
starts every friday at xx time
Once you enter the event search for the "xxx" your goal is destroying it, if you or someone else in your guild destroyed the "xxx" or even took the last hit of it, your guild will be the winnner of the event.
xxx - is a monster
*5 points reward for each online member in the winners guild.
* winner guild have effect " top guild " until next friday.
* if you died during the event you will not lose any levels/items you will just be teleported to the temple and the killer will not take a frag.

Other then the ' *5 points rewarded ' part, (which I assume requires a database query..) everything else is easy enough.

The ' if died during event '.. you simply map in the area using pvp tiles, which automatically sends you to temple, and nobody get's skulls while in that area.

The xxx monster will need to be a custom monster only available for that event..
And I'd add in a randomised location for xxx to spawn, so people can't just rush for the boss location, they would need to search for it a bit.
-----

Added to list.
(Note: the 'list' will be updated/maintained in the first post, so you can just check if it's been completed, since I usually have 1-20 script requests going at the same time, with additional script requests for Titan Kingdoms, that usually take priority.
But don't worry, once it's been added to the list, it will be completed somewhat soon.)
 
Last edited:
It's already in source.

Here's an example of it being used.
https://otland.net/threads/script-for-exhausted-for-moving.104676/

Here is code from source.
Code:
    case CREATURE_EVENT_DIRECTION:
       return "onDirection";
Code:
uint32_t CreatureEvent::executeDirection(Creature* creature, Direction old, Direction current)
{
   //onDirection(cid, old, current)
   if(m_interface->reserveEnv())
   {
     ScriptEnviroment* env = m_interface->getEnv();
     if(m_scripted == EVENT_SCRIPT_BUFFER)
     {
       env->setRealPos(creature->getPosition());
       std::stringstream scriptstream;
       scriptstream << "local cid = " << env->addThing(creature) << std::endl;

       scriptstream << "local old = " << old << std::endl;
       scriptstream << "local current = " << current << std::endl;

       if(m_scriptData)
         scriptstream << *m_scriptData;

       bool result = true;
       if(m_interface->loadBuffer(scriptstream.str()))
       {
         lua_State* L = m_interface->getState();
         result = m_interface->getGlobalBool(L, "_result", true);
       }

       m_interface->releaseEnv();
       return result;
     }
     else
     {
       #ifdef __DEBUG_LUASCRIPTS__
       char desc[30];
       sprintf(desc, "%s", creature->getName().c_str());
       env->setEvent(desc);
       #endif

       env->setScriptId(m_scriptId, m_interface);
       env->setRealPos(creature->getPosition());

       lua_State* L = m_interface->getState();
       m_interface->pushFunction(m_scriptId);

       lua_pushnumber(L, env->addThing(creature));
       lua_pushnumber(L, old);
       lua_pushnumber(L, current);

       bool result = m_interface->callFunction(3);
       m_interface->releaseEnv();
       return result;
     }
   }
   else
   {
     std::clog << "[Error - CreatureEvent::executeDirection] Call stack overflow." << std::endl;
     return 0;
   }
}

Where is the script?
 
Hey Xikini is there a page with like 90% of your scripts or tutorials that i could use? i want to learn how to script but i also want the basics and stuff too because i tried scripting once and failed :(
You Failed Because you tried only once.
 
You Failed Because you tried only once.
I'm a horrible scripter :( I cant remember all the functions and ifs and elseifs I have to look on the functions list to script :(
Code:
function onUse (cid,item,fromPosition,itemEx,toPosition)
local storage = 4037
if item.itemid == 1945 and getPlayerLevel(cid) > 490 then
doPlayerAddLevel(cid, 10, round)
    doPlayerRemoveItem(cid, 12619, 1[, subtype])
        doPlayerSendTextMessage(cid,21,"Gained 10 Levels!")
end
return TRUE
end
I tried to script but It doesn't work
 
I'm a horrible scripter :( I cant remember all the functions and ifs and elseifs I have to look on the functions list to script :(
Code:
function onUse (cid,item,fromPosition,itemEx,toPosition)
local storage = 4037
if item.itemid == 1945 and getPlayerLevel(cid) > 490 then
doPlayerAddLevel(cid, 10, round)
    doPlayerRemoveItem(cid, 12619, 1[, subtype])
        doPlayerSendTextMessage(cid,21,"Gained 10 Levels!")
end
return TRUE
end
I tried to script but It doesn't work
it is called documentation..even i have to look at them .. we arent memory cards lol you cant remember and reserve all the functions.. i keep luascript.cpp as a documentation for me.. keep trying and trying until you get the script to work or ask for help but dont give up

I'm a horrible scripter :( I cant remember all the functions and ifs and elseifs I have to look on the functions list to script :(
Code:
function onUse (cid,item,fromPosition,itemEx,toPosition)
local storage = 4037
if item.itemid == 1945 and getPlayerLevel(cid) > 490 then
doPlayerAddLevel(cid, 10, round)
    doPlayerRemoveItem(cid, 12619, 1[, subtype])
        doPlayerSendTextMessage(cid,21,"Gained 10 Levels!")
end
return TRUE
end
I tried to script but It doesn't work

i will also remake your script to look better.. you might learn something from it
Code:
function onUse(cid,item,fromPosition,itemEx,toPosition)
   local storage = 4037
   if item.itemid == 1945 and getPlayerLevel(cid) > 490 then -- item is a class that have type,itemid,aid,uid,subType..
     -- you can do if item.itemid == or item.aid == or item.uid or item.type == or item.subType ==
     --item.type = count..
     --item.subType is for fluid
     doPlayerAddLevel(cid, 10, false) -- doPlayerAddLevel(cid, amount, round) it will add levels to the player.. rounding will just make it to the nearest level.. either up or down
     doPlayerRemoveItem(cid, 12619, 1) -- doPlayerRemoveItem(cid, itemid, count[, subtype]) cid = player, it is used to remove item from player.. you dont have to put anything in subtype part.. subtype is for fluid btw
  doPlayerSendTextMessage(cid,21,"Gained 10 Levels!") -- doPlayerSendTextMessage(cid, msgcolor,msg) just to send message.. always use CONST_ instead of numbers
   end
   return true
end

Tabbing your Script is more important than the functions themselves

A Tabbed Script
0d3bbdb9ef1d26276480104510074428.png


You see those lines.. each if must have an end on the same line.. so a scripter can quickly find the mistake and fix your code.. and to make your code shape better

--This is a function of mine..
 
Last edited by a moderator:
Where is the script?
Follow the hyperlink.
I'm a horrible scripter :( I cant remember all the functions and ifs and elseifs I have to look on the functions list to script :(
Code:
function onUse (cid,item,fromPosition,itemEx,toPosition)
local storage = 4037
if item.itemid == 1945 and getPlayerLevel(cid) > 490 then
doPlayerAddLevel(cid, 10, round)
    doPlayerRemoveItem(cid, 12619, 1[, subtype])
        doPlayerSendTextMessage(cid,21,"Gained 10 Levels!")
end
return TRUE
end
I tried to script but It doesn't work
Give yourself a clear understanding of what you want to do.

I want a player to use an item, and gain 10 levels.
Alright, so in this function there is an additional parameter, so let's find out what that means.
Code:
function onUse(cid, item, fromPosition, itemEx, toPosition)
     doPlayerAddLevel(cid, 10) -- gives 10 levels
     -- level 90 with 73% TO level 100 with 73%
  
     -- doPlayerAddLevel(cid, 10, true) -- gives levels ignoring players current percent
     -- level 90 with 73% TO level 100 with 0%
     return true
end
I don't want to confuse players, so I won't use the additional parameter.
Code:
function onUse(cid, item, fromPosition, itemEx, toPosition)
     doPlayerAddLevel(cid, 10)
     return true
end
Alright.. now I want the item to be removed after it's been used.
Code:
function onUse(cid, item, fromPosition, itemEx, toPosition)
     doPlayerAddLevel(cid, 10)
     doRemoveItem(item.uid, 1) -- we use '1' so if the item is stackable it only removes 1 item.
     return true
end
Alright, now I want the item to only be used once.
I know this can be accomplished using storage values.
Code:
function onUse(cid, item, fromPosition, itemEx, toPosition)
     if getPlayerStorageValue(cid, 11111) == 1 then -- if players storage value is equal to one
         return true -- end script
     end -- end if statement
     doPlayerAddLevel(cid, 10)
     doRemoveItem(item.uid, 1)
     setPlayerStorageValue(cid, 11111, 1) -- set player storage to one
     return true
end
Now we want to make the script easier to use in the future, so we add a couple local statements
Code:
local storage = 11111
local levels_given = 10

function onUse(cid, item, fromPosition, itemEx, toPosition)
     if getPlayerStorageValue(cid, storage) == 1 then
         return true
     end
     doPlayerAddLevel(cid, levels_given)
     doRemoveItem(item.uid, 1)
     setPlayerStorageValue(cid, storage, 1)
     return true
end
And now we want to add some text and effects, so it's easier for the player to know what it going on
(To find out where text appears, simply trial and error, then remember for future)
Code:
local storage = 11111
local levels_given = 10

function onUse(cid, item, fromPosition, itemEx, toPosition)
     if getPlayerStorageValue(cid, storage) == 1 then
         doSendMagicEffect(getThingPos(cid), CONST_ME_POFF) -- send a white puff cloud
         doPlayerSendCancel(cid, "You have already obtained this reward.") -- send small white text to bottom of screen
         return true
     end
     doPlayerAddLevel(cid, levels_given)
     doRemoveItem(item.uid, 1)
     setPlayerStorageValue(cid, storage, 1)
     doSendMagicEffect(cid, CONST_ME_HOLYAREA) -- send large holy cross
     doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You have gained 10 levels!") -- send bold green text to middle of screen
     return true
end
Now we clean up the code (I like to separate separate parts of the script for easier reading later on. This is strictly personal preference)
And we also add it into actions.xml
(Finished code.)
Code:
<action itemid="11111" event="script" value="give_ten_levels_item.lua"/>
Code:
local storage = 11111
local levels_given = 10

function onUse(cid, item, fromPosition, itemEx, toPosition)

     if getPlayerStorageValue(cid, storage) == 1 then
         doSendMagicEffect(getThingPos(cid), CONST_ME_POFF)
         doPlayerSendCancel(cid, "You have already obtained this reward.")
         return true
     end
    
     doPlayerAddLevel(cid, levels_given)
     doRemoveItem(item.uid, 1)
     setPlayerStorageValue(cid, storage, 1)
     doSendMagicEffect(cid, CONST_ME_HOLYAREA)
     doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You have gained 10 levels!")
    
     return true
end

And that is literally how I code a script.
 
I have finished scripting this at work, however I need to test it at home for bugs before I post it here.
iam looking for " Guild War Event "
starts every friday at xx time
Once you enter the event search for the "xxx" your goal is destroying it, if you or someone else in your guild destroyed the "xxx" or even took the last hit of it, your guild will be the winnner of the event.
xxx - is a monster
*5 points reward for each online member in the winners guild.
* winner guild have effect " top guild " until next friday.
* if you died during the event you will not lose any levels/items you will just be teleported to the temple and the killer will not take a frag.
I'm not sure what you mean by 'top guild effect'.
I'll probably just make it rain confetti on all the guild members. xD
 
I have finished scripting this at work, however I need to test it at home for bugs before I post it here.

I'm not sure what you mean by 'top guild effect'.
I'll probably just make it rain confetti on all the guild members. xD
I mean that i want an effect with TOP GUILD appear on guild winners members like VIP Effect.
 
I mean that i want an effect with TOP GUILD appear on guild winners members like VIP Effect.
I would love to do what your asking, but I have no clue what you want.
Explain it.
There is about 70 different VIP effects floating around the forum..
Do you want animated text?
 
I would love to do what your asking, but I have no clue what you want.
Explain it.
There is about 70 different VIP effects floating around the forum..
Do you want animated text?

He want a guild war event with details you already saw.
he means when the guild name kill the monster and win the players with guild name ~ should have "Top guild" effect.
 
Request by @Streks

This script allows you to go through multiple rooms, which requires items to go to the next room.
Once you've finished a room, the next room requires more items, and so on.., eventually allowing you to go to the reward area.
Your progress through the rooms is saved if you leave. When you come back, you'll be teleported to the room you last completed, or the reward area, if you've finished all rooms.

You can add or subtract rooms from the table, and you can add/subtract the amount of items required for each room.
Nothing is set in stone.

Here is how the script was requested.

For set-up, the Main Tile, and all Teleport Tiles require the same ActionID, from Movements.xml
Then you set-up the UniqueID on each tile the same as in the script.
Then you set-up a regular portal to get you back outside, if the player wants to quit.
Also, install this script. | https://otland.net/threads/241795/

Hope you enjoy it.
:oops: :D
By the way, if someone wants to post a screenshot or video of this script in action, I'll post a link to it here. :]
Notes: Depending on your distro, you may need to change item.uid to item.uniqueid throughout the script.


------------------------------------------------------------------------------------

hXeAexL.png

3oIk5GX.png

----------------------------------------------------------------------------------
data/movements/movements.xml

Code:
<movevent type="StepIn" actionid="45000" event="script" value="script_name.lua"/>
data/movements/scripts/script_name.lua
Code:
local config = {
     reset = false, -- For testing purposes only. true/false
     storage = 45001,
     quest_required = false, -- true/false (if true, quest should set storage to 1)
     give_hints = true, -- true/false

     -- MAIN TILE, MAKE SURE TO UPDATE LINES 72, 73 and 94 WITH THIS UNIQUE_ID
     [45000] = { teleport_positions = { --
             [1] = {x = 1000, y = 1000, z = 7}, -- to room 1
             [2] = {x = 1000, y = 1000, z = 7}, -- to room 2
             [3] = {x = 1000, y = 1000, z = 7},
             [4] = {x = 1000, y = 1000, z = 7},
             [5] = {x = 1000, y = 1000, z = 7},
             [6] = {x = 1000, y = 1000, z = 7}  -- to reward area
         }
     },
     [45001] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7}}
         }
     },
     [45002] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7} },
             [2] = { item_id = 2222, item_count = 2, position = {x = 2000, y = 2000, z = 7} }
         }
     },
     [45003] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7} },
             [2] = { item_id = 2222, item_count = 2, position = {x = 2000, y = 2000, z = 7} },
             [3] = { item_id = 3333, item_count = 3, position = {x = 3000, y = 3000, z = 7} }
         }
     },
     [45004] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7} },
             [2] = { item_id = 2222, item_count = 2, position = {x = 2000, y = 2000, z = 7} },
             [3] = { item_id = 3333, item_count = 3, position = {x = 3000, y = 3000, z = 7} },
             [4] = { item_id = 4444, item_count = 4, position = {x = 4000, y = 4000, z = 7} }
         }
     },
     [45005] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7} },
             [2] = { item_id = 2222, item_count = 2, position = {x = 2000, y = 2000, z = 7} },
             [3] = { item_id = 3333, item_count = 3, position = {x = 3000, y = 3000, z = 7} },
             [4] = { item_id = 4444, item_count = 4, position = {x = 4000, y = 4000, z = 7} },
             [5] = { item_id = 5555, item_count = 5, position = {x = 5000, y = 5000, z = 7} }
         }
     }
}

function onStepIn(cid, item, position, fromPosition)

     if not isPlayer(cid) then
         return false
     end

     if config.reset == true then
         setPlayerStorageValue(cid, config.storage, -1)
         doPlayerSendCancel(cid, "Quest storage set to -1.")
         doTeleportThing(cid, fromPosition)
         return true
     end

     if config.quest_required == true and getPlayerStorageValue(cid, config.storage) < 1 then
         doTeleportThing(cid, fromPosition)
         if config.give_hints == true then
             doPlayerSendCancel(cid, "You require a quest to enter this area.")
         end
         return true
     elseif config.quest_required ~= true and getPlayerStorageValue(cid, config.storage) < 1 then
         setPlayerStorageValue(cid, config.storage, 1)
     end

     if item.uid == 45000 then
         doTeleportThing(cid, config[45000].teleport_positions[(getPlayerStorageValue(cid, config.storage))])
         return true
     end

     if config[item.uid] then
         local x = config[item.uid].items_required
         for i = 1, #x do
             if getItemCountFromPosition(x[i].item_id, x[i].position) < x[i].item_count then
                 doTeleportThing(cid, fromPosition)
                 if config.give_hints == true then
                     doPlayerSendCancel(cid, "Item on altar " .. i .. " is either incorrect or is not enough!")
                 end
                 return true
             end
         end
         for i = 1, #x do
             for n = 1, x[i].item_count do
                 doRemoveItem(getTileItemById(x[i].position, x[i].item_id).uid, 1)
             end
         end
         setPlayerStorageValue(cid, config.storage, getPlayerStorageValue(cid, config.storage) + 1)
         doTeleportThing(cid, config[45000].teleport_positions[(getPlayerStorageValue(cid, config.storage))])
     end

     return true
end
 
Last edited:
Request by @Streks

This script allows you to go through multiple rooms, which requires items to go to the next room.
Once you've finished a room, the next room requires more items, and so on.., eventually allowing you to go to the reward area.
Your progress through the rooms is saved if you leave. When you come back, you'll be teleported to the room you last completed, or the reward area, if you've finished all rooms.

You can add or subtract rooms from the table, and you can add/subtract the amount of items required for each room.
Nothing is set in stone.

Here is how the script was requested.

For set-up, the Main Tile, and all Teleport Tiles require the same ActionID, from Movements.xml
Then you set-up the UniqueID on each tile the same as in the script.
Then you set-up a regular portal to get you back outside, if the player wants to quit.

Hope you enjoy it.
:oops: :D
By the way, if someone wants to post a screenshot or video of this script in action, I'll post a link to it here. :]
Notes: Depending on your distro, you may need to change item.uid to item.uniqueid throughout the script.


------------------------------------------------------------------------------------

hXeAexL.png

3oIk5GX.png

----------------------------------------------------------------------------------
data/movements/movements.xml

Code:
<movevent type="StepIn" actionid="45000" event="script" value="script_name.lua"/>
data/movements/scripts/script_name.lua
Code:
local config = {
     reset = false, -- For testing purposes only. true/false
     storage = 45001,
     quest_required = false, -- true/false (if true, quest should set storage to 1)
     give_hints = true, -- true/false

     -- MAIN TILE, MAKE SURE TO UPDATE LINES 72, 73 and 94 WITH THIS UNIQUE_ID
     [45000] = { teleport_positions = { --
             [1] = {x = 1000, y = 1000, z = 7}, -- to room 1
             [2] = {x = 1000, y = 1000, z = 7}, -- to room 2
             [3] = {x = 1000, y = 1000, z = 7},
             [4] = {x = 1000, y = 1000, z = 7},
             [5] = {x = 1000, y = 1000, z = 7},
             [6] = {x = 1000, y = 1000, z = 7}  -- to reward area
         }
     },
     [45001] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7}}
         }
     },
     [45002] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7} },
             [2] = { item_id = 2222, item_count = 2, position = {x = 2000, y = 2000, z = 7} }
         }
     },
     [45003] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7} },
             [2] = { item_id = 2222, item_count = 2, position = {x = 2000, y = 2000, z = 7} },
             [3] = { item_id = 3333, item_count = 3, position = {x = 3000, y = 3000, z = 7} }
         }
     },
     [45004] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7} },
             [2] = { item_id = 2222, item_count = 2, position = {x = 2000, y = 2000, z = 7} },
             [3] = { item_id = 3333, item_count = 3, position = {x = 3000, y = 3000, z = 7} },
             [4] = { item_id = 4444, item_count = 4, position = {x = 4000, y = 4000, z = 7} }
         }
     },
     [45005] = { items_required = {
             [1] = { item_id = 1111, item_count = 1, position = {x = 1000, y = 1000, z = 7} },
             [2] = { item_id = 2222, item_count = 2, position = {x = 2000, y = 2000, z = 7} },
             [3] = { item_id = 3333, item_count = 3, position = {x = 3000, y = 3000, z = 7} },
             [4] = { item_id = 4444, item_count = 4, position = {x = 4000, y = 4000, z = 7} },
             [5] = { item_id = 5555, item_count = 5, position = {x = 5000, y = 5000, z = 7} }
         }
     }
}

function onStepIn(cid, item, position, fromPosition)

     if not isPlayer(cid) then
         return false
     end

     if config.reset == true then
         setPlayerStorageValue(cid, config.storage, -1)
         doPlayerSendCancel(cid, "Quest storage set to -1.")
         doTeleportThing(cid, fromPosition)
         return true
     end

     if config.quest_required == true and getPlayerStorageValue(cid, config.storage) < 1 then
         doTeleportThing(cid, fromPosition)
         if config.give_hints == true then
             doPlayerSendCancel(cid, "You require a quest to enter this area.")
         end
         return true
     elseif config.quest_required ~= true and getPlayerStorageValue(cid, config.storage) < 1 then
         setPlayerStorageValue(cid, config.storage, 1)
     end

     if item.uid == 45000 then
         doTeleportThing(cid, config[45000].teleport_positions[(getPlayerStorageValue(cid, config.storage))])
         return true
     end

     if config[item.uid] then
         local x = config[item.uid].items_required
         for i = 1, #x do
             if getItemCountFromPosition(x[i].item_id, x[i].position) < x[i].item_count then
                 doTeleportThing(cid, fromPosition)
                 if config.give_hints == true then
                     doPlayerSendCancel(cid, "Item on altar " .. i .. " is either incorrect or is not enough!")
                 end
                 return true
             end
         end
         for i = 1, #x do
             for n = 1, x[i].item_count do
                 doRemoveItem(getTileItemById(x[i].position, x[i].item_id).uid, 1)
             end
         end
         setPlayerStorageValue(cid, config.storage, getPlayerStorageValue(cid, config.storage) + 1)
         doTeleportThing(cid, config[45000].teleport_positions[(getPlayerStorageValue(cid, config.storage))])
     end

     return true
end
Shouldn't the exit portal be inside reward area? :rolleyes:
 
I've added this msg to lua,
Code:
local global_storage = 11111

function onStepIn(cid, item, position, fromPosition)
     if getGlobalStorageValue(global_storage) < 1 then
         doTeleportThing(cid, fromPosition, false)
        doPlayerSendTextMessage(cid,27,"event not started yet.")
     end
     return true
end

when the event start it says the same Massage can i've some help? :)
can you help me when the teleport is open too its writing effect "Ruuning"
 
Last edited:
I've added this msg to lua,
Code:
local global_storage = 11111

function onStepIn(cid, item, position, fromPosition)
     if getGlobalStorageValue(global_storage) < 1 then
         doTeleportThing(cid, fromPosition, false)
        doPlayerSendTextMessage(cid,27,"event not started yet.")
     end
     return true
end

when the event start it says the same Massage can i've some help? :)
can you help me when the teleport is open too its writing effect "Ruuning"
Again, I don't know how your event works.
I can only guess.
And if that's the script your using.. you need to change the global_storage to the correct global_storage your event uses.

As for the 'Ruuning' in console.. search your event for
Code:
print("Ruuning")
And green-text / remove it.
 
Hello.
Can you make a script which gives items for killing a player.
And that does not work in the arena pvp, only normal killing.
 
Hello.
Can you make a script which gives items for killing a player.
And that does not work in the arena pvp, only normal killing.
You can use any of the regular scripts around the forum for this.
When a player dies on a pvp tile they are not killed, instead they are teleported to temple.
If for some reason this is not the case, check what tile they are on.
Code:
if not getTileInfo(getThingPos(cid)).pvp then -- might be 'hardcore' instead of 'pvp', haven't tested (although I doubt it)
    return true
end
 
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