Search found 7 matches

by drath
Sat Jul 08, 2006 10:59 am
Forum: General Help (095)
Topic: A Few Problems
Replies: 1
Views: 3284

Re: A Few Problems

Alright, i've had people testing a few things, and here is what i'm trying to do:
:arrow: Take off the dexterity minus when wearing armor
:arrow: Allow mages to cast spells while wearing staves
:arrow: Make the best armor equiped while being able to cast bone armor (Leather, studded leather, bone ...
by drath
Sun Jun 04, 2006 4:12 pm
Forum: Scripting Help
Topic: Runaway Script Help
Replies: 9
Views: 8462

first: it's a warning and not an error
second: nobody has said u have 20.000 accounts... but runned script cycles

Shinigami

An annoying warning at that. Danielle mentioned I "must have a lot of accounts". I was just saying that I don't have up to the threshold in accounts.

If you generate ...
by drath
Sun Jun 04, 2006 5:52 am
Forum: General Help (095)
Topic: Pol95 Merchant Nodes
Replies: 0
Views: 2971

Pol95 Merchant Nodes

Here's the situation. I have made three new vendors. All defined properly in npcdesc.cfg. All defined properly mrcspawn.cfg. When spawned ingame with the merchant nodes, they have nothing in their stock. I have tried respawning and restocking them through the node controls. Nothing works.

I am not ...
by drath
Sat Jun 03, 2006 10:45 pm
Forum: General Help (095)
Topic: Includes
Replies: 3
Views: 4246

Hmmm... I am guessing that ecompile.exe won't do this for me? Thanks for the help.
by drath
Sat Jun 03, 2006 10:41 pm
Forum: Scripting Help
Topic: Runaway Script Help
Replies: 9
Views: 8462

Well there has to be another problem, because my threshold is at 20,000, and I know I don't have 20,000 accounts :P. But anyways, your suggestion did work for whatever reason. Thanks :).
by drath
Sat Jun 03, 2006 5:22 pm
Forum: Scripting Help
Topic: Runaway Script Help
Replies: 9
Views: 8462

Runaway Script Help

Hello, i've been using the following structure to do a lot of things including displaying my players kills in the following example.


foreach acctname in ListAccounts()
acct := FindAccount(acctname);
for i:=1 to 5
getcharname := acct.GetCharacter(i);
if(kills <= CInt(GetObjProperty ...
by drath
Sat Jun 03, 2006 5:14 pm
Forum: General Help (095)
Topic: Includes
Replies: 3
Views: 4246

Includes

Alright, so I've been working on my new monster AI again, and I just realized that it isn't accepting anything i've edited in the include files? Is there something I am missing about editing include files? You just edit, save, and reboot shard no?