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 Post subject: POL 095 Scripts for TSSE (April 2005)
PostPosted: Thu Feb 02, 2006 11:45 am 
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Location: San Diego, California
The Sanctuary: Shadow's Exiles
The Sanctuary: Shadow's Edge
Thomas Scottish Sheep Exchange
(The names it went through while I owned it from 2001-2005)


Attachments:
TSSE-April-2005.zip [1.69 MiB]
Downloaded 524 times

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-Austin


Last edited by Austin on Thu Feb 02, 2006 8:11 pm, edited 2 times in total.
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 Post subject:
PostPosted: Thu Feb 02, 2006 1:07 pm 
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I could come up with some other interesting names based on those initials, too; but I'm thinking I might not be well-liked if I do! :wink:

I've downloaded the files you made available elsewhere, and I must say there is some very interesting stuff. I know you've not been involved with TSSE for a while, but it's clear they had someone at the scripting helm who was quite willing to break out of the mold, and do some very interesting things!


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 Post subject:
PostPosted: Thu Feb 02, 2006 8:15 pm 
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Joined: Thu Feb 02, 2006 4:05 pm
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It may be a little offtop, but at last I can log in and say it.
I saw a lot of your.. 'creation', and there is nothing more to say then:
respect!
And thank You, cuz i've learnt so much, since i've been analysing Your code.
And the 096 distro.. #1.

But, :AI:TreasureMaker.. what is this NPC for? I know what it does, but why like that?

Sorry if I made any mistakes.
Greetz.


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 Post subject: 096 conversion
PostPosted: Thu Feb 09, 2006 4:49 am 
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Posts: 382
Location: San Diego, California
A lot of people keep asking me "On a scale of 1-10 how hard would it be to update these scripts to 096"

Well, if you just have 1 map, you don't have to do a whole lot. Off hand, I don't know specifically what needs to be changed. I don't have all some 600 scripts memorized >_<

First.. compile them with the 096 compiler, and see what errors you get.
Fix accordingly.

Second update uo.em calls to properly support the realm parameter.

Third change any MoveItemToLocation(), MoveCharacterToLocation() calls to the new MoveObjectToLocation() function.

Fourth and the hardest. Its not required but will make the shard run better
Update to the new gumps system in the 096 distro. The old system used two global arrays, the new system is a lot nicer and more object oriented.

Fifth is to update to brain 5 (Krang). TSSE uses the old brain 4 system.

After that uhh really don't know! Its like 3 years old.



The smartest approach if you wanted to use this is to setup Tortoise SVN on your computer, get the 096 distro and then plug TSSE into it where it has parts you want to use.

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 Post subject: Re: 096 conversion
PostPosted: Thu Feb 09, 2006 7:41 am 
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Austin wrote:
... Fifth is to update to brain 5 (Krang). TSSE uses the old brain 4 system.


Hi Austin

Only small question ;-)
AI brain 5 lives in new POL distro ????


aargh


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 Post subject:
PostPosted: Thu Feb 09, 2006 8:57 am 
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Yeap! All the coding I do now is for the 096 distro.
Currently working on the documentation for the gumps stuff.

Check the sticky post on that board for how to set yourself up with tortoise SVN and get the 096 distro (its pretty spiffy but has a ways to go)

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 Post subject:
PostPosted: Fri Feb 10, 2006 10:21 am 
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Austin wrote:
Yeap! All the coding I do now is for the 096 distro.
Currently working on the documentation for the gumps stuff.

Check the sticky post on that board for how to set yourself up with tortoise SVN and get the 096 distro (its pretty spiffy but has a ways to go)

Ok thx


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 Post subject:
PostPosted: Mon Feb 13, 2006 5:38 pm 
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I know that these scripts arent really supported.. but I was wondering how you get the Race/Class selection to pop-up. Does anyone have an idea? thanks for reading :)


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 Post subject:
PostPosted: Wed Feb 15, 2006 4:14 am 
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Havoc wrote:
I know that these scripts arent really supported.. but I was wondering how you get the Race/Class selection to pop-up. Does anyone have an idea? thanks for reading :)


It starts in scripts/misc/oncreate.src which is the core script that runs when a new character is created. It starts up scripts inside of the new character package.

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 Post subject:
PostPosted: Wed Feb 15, 2006 11:28 pm 
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Thanks, I appreciate it!
Ecompile is being kinda.. crazy.
It just skips over some of the scripts.. any tips? :)


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 Post subject:
PostPosted: Thu Feb 16, 2006 1:11 am 
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Joined: Sat Feb 04, 2006 9:15 pm
Posts: 25
Make sure your pol folder is as close to the root of your drive as you can get it. If the path is too long, ecompile will not be able to compile the script.

Also make sure you list all of your pkg folders and such in your ecompile.cfg or it will miss them as well.


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 Post subject:
PostPosted: Fri Apr 21, 2006 6:50 pm 
Forgive my neophyte ways; I searched the forum and I have resorted to asking my question here.

I tried to compile these scripts, and most of them compile fine with two exceptions:

1. This is common:
Code:
Error compiling statement at c:/pol/scripts/include/skillcheck.inc, Line 305
Error in function 'CheckStatAdvancement', File: c:/pol/scripts/include/skillchec
k.inc, Line 305


2. This happens when the include file is in the package directory, but not always:
Code:
Compiling: C:\pol\pkg\water\bucket\methods.src
Unable to find package 'water'
Unable to read include file ':water:includes/buckets'
Compilation failed.
Execution aborted due to: Error compiling file


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 Post subject:
PostPosted: Sun Jan 27, 2008 12:55 am 
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Location: San Diego, California
bumped ¬_¬

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 Post subject:
PostPosted: Mon Apr 07, 2008 6:44 pm 
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Posts: 38
I know this isn't supported or anything, but can someone help me get it working? and I am not sure but isn't there a certain client you should use? if so, which version? ( I am wanting to look at how the shard runs and I am not very familiar with 095)


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 Post subject:
PostPosted: Fri Apr 11, 2008 2:26 am 
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Which script are you trying to compile when it gives you the errors?
If you can post your ecompile log, I can lend a hand.


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 Post subject:
PostPosted: Sat Apr 12, 2008 10:26 pm 
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Joined: Tue Jul 24, 2007 2:21 pm
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well.. to be truthful.. i can't get ecompile to work at all.. and it doesn't log it when i run it.. so i can't see where it stops...


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