Well, for support, probably the official distro. But I hear a lot of people using the ZH script base. It seems to be a good one.
There is some thread or forum here which has a lot of script bases. Take a look at it.
Search found 129 matches
- Tue Jul 12, 2011 10:15 am
- Forum: General Discussion
- Topic: Choose POL
- Replies: 1
- Views: 2523
- Wed Jul 06, 2011 8:24 am
- Forum: Rants
- Topic: RUNUO vs Pol
- Replies: 25
- Views: 16269
Re: RUNUO vs Pol
Ahhhhhhh!!! Too much to read. All I say is that the best shards I've seen are in POL, not RunUO (even the few OSI like I've seen in POL, T2A ones). I've seen you telling some lies here. Bad bad you! How many of you would use a product like, oh... Linux or Open Office if say, Linux simply error'd out...
- Sat Apr 02, 2011 12:01 pm
- Forum: Contributed Scripts & Packages
- Topic: chat system through text commands
- Replies: 5
- Views: 7032
Re: chat system through text commands
For some reason I don't know, htmlmessage.src is missing from all the tar files I uploaded, except the one for the 2.0 version of the chat system. It's here, to use with the latest vestion (2.1). use uo; include "sys"; program htmlmessage(args) var player := SystemFindObjectBySerial(args.p...
- Mon Jan 17, 2011 7:03 pm
- Forum: Scripting Help
- Topic: Possible eScript scope related bug
- Replies: 6
- Views: 4464
Re: Possible eScript scope related bug
You must write the brackets next to "sfx" to be considered a function, even if that function need no arguments. If you don´t, it will think it´s a variable. as I said before, change: function shot_sfx(attacker, defender, hit, sfx, miss_sfx) to function shot_sfx(attacker, defender, hit, sf...
- Sun Jan 16, 2011 3:29 pm
- Forum: Scripting Help
- Topic: Possible eScript scope related bug
- Replies: 6
- Views: 4464
Re: Possible eScript scope related bug
When you first call a function in your script, you must also include the arguments: program Example( who ) Playmusic( who ); endprogram function Playmusic( who ) PlaySoundEffect( who, 0x19 ); endfunction When you call the core function PlaySoundEffect( who, sfx ) the ecompile thinks sfx is a variab...
- Sun Jan 16, 2011 3:02 pm
- Forum: Scripting Help
- Topic: Possible eScript scope related bug
- Replies: 6
- Views: 4464
Re: Possible eScript scope related bug
Line 46, which is the line of the error, is the first line of that function you mentioned (it's one line below the line you talked about). It's this line: PlaySoundEffect(attacker, sfx); ecompile tells "expected ( after sfx" because it's thinking sfx is the global function and not the para...
- Sun Jan 16, 2011 3:12 am
- Forum: Scripting Help
- Topic: Possible eScript scope related bug
- Replies: 6
- Views: 4464
Possible eScript scope related bug
I was working on this code, and after getting this first version complete, I went to compile it, for the first time. Here is the code: http://pastie.org/pastes/1466209/text Note that there is a function called sfx . But other functions also have sfx as the name of an argument . function shot_sfx(att...
- Tue Jan 11, 2011 10:33 am
- Forum: General Discussion
- Topic: Greetings and Salutations
- Replies: 3
- Views: 3076
Re: Greetings and Salutations
The thing about POL is that POL has two separated parts (the "separated" is good). The CORE and the DISTRO. The CORE is good. It's up to date. I never did anything that required support for any expansion of UO that goes further than UOML, but I've heard people doing UOSA. The core handles ...
- Tue Jan 11, 2011 10:20 am
- Forum: Current stable release (099)
- Topic: function pointers/references
- Replies: 15
- Views: 8754
Re: function pointers/references
Shell-scripts and escript should not be compared because they have a non-overlapping areas of application. I hardly see any relevance. The suggestion to program the core doesn't make any sense: Whenever the new core is out my changes are lost. Comes with no containers or lists but low level data st...
- Mon Jan 10, 2011 8:35 pm
- Forum: General Discussion
- Topic: Greetings and Salutations
- Replies: 3
- Views: 3076
Re: Greetings and Salutations
will runUO based C# scripts work with POL? > no -- POL Core is written in C++ and you customize using eScript. are any other languages able to be integrated into the POL engine such as c++ or py? > POL Core is written in C++, and you can customize with a simpler language called eScript (It's pretty ...
- Mon Jan 10, 2011 11:35 am
- Forum: Current stable release (099)
- Topic: function pointers/references
- Replies: 15
- Views: 8754
Re: function pointers/references
You remind me of an old friend, he always thought he was right even if he was wrong. He was always offensive even saying “Ho, I don’t wanna be!” He always thought everything was easy and never had problems to understand anything. I ask myself how can anybody know so much and have such a mediocre li...
- Mon Jan 10, 2011 4:50 am
- Forum: Current stable release (099)
- Topic: function pointers/references
- Replies: 15
- Views: 8754
Re: function pointers/references
First, your friend is not making a mistake. he is just a more experienced coder. Having a general approach to a problem is one of the toughest and desirable traits for a CS person. My experience tells me that code duplication is the utter-evil, unfortunately employed by many novices. Second, I wasn...
- Sat Jan 08, 2011 3:17 am
- Forum: Current stable release (099)
- Topic: function pointers/references
- Replies: 15
- Views: 8754
Re: function pointers/references
I think you're making the mistake a friend of mine is doing. He often tells me how big, complicated, and generic the systems he's planning to do are. I believe the name eScript tells us something. eScript is not an interpreted language, so the code written in eScript isn't, by definition, an actual ...
- Thu Jan 06, 2011 6:06 pm
- Forum: Scripting Help
- Topic: which privileges are granted by default to a player?
- Replies: 1
- Views: 2084
which privileges are granted by default to a player?
which privileges are granted by default to a player (not gm, not admin, not anything but a player)?
I'm talking about these: http://docs.polserver.com/pol099/privileges.php
I'm talking about these: http://docs.polserver.com/pol099/privileges.php
- Thu Jan 06, 2011 5:39 pm
- Forum: General Discussion
- Topic: Is there a CERTAIN guide ?
- Replies: 2
- Views: 2751
Re: Is there a CERTAIN guide ?
Regardless of which POL CORE you choose of the three (097, 098 or 099), the scripts for POL 097 will work. I say, pick 098, which seems to be the latest version considered stable. There is this guide on getting POL to work. http://forums.polserver.com/viewtopic.php?f=12&t=1178 To learn how to ac...
- Sun Jan 02, 2011 5:04 am
- Forum: General Discussion
- Topic: Can someone post a thread on "current" best files?
- Replies: 3
- Views: 3293
Re: Can someone post a thread on "current" best files?
I honestly don't believe you're read the ones that are already there, or you're a terrible reader, and you should read some more times (don't worry, happens to me to). Strangely enough, when I read them, and I use the most current version of POL, I was able to get pol installed and working. Now I'm ...
- Sat Dec 25, 2010 2:37 am
- Forum: General Help (098)
- Topic: "Turning run away script off
- Replies: 16
- Views: 12778
Re: "Turning run away script off
Another suggestion would be to create a ForceBlockPoint(), to force one of those block points, like you mentioned, without wasting miliseconds or having to add those constructions to sleep once each 100, or anyother number, repetitions. But I prefer the configuration in pol.cfg file.
- Fri Dec 24, 2010 12:29 pm
- Forum: General Help (098)
- Topic: "Turning run away script off
- Replies: 16
- Views: 12778
Re: "Turning run away script off
Before posting this thread, I was testing stuff about this, and I actually tried this solution you suggested. Don't you think this could be added to the core? Maybe to be set on/off on pol.cfg... I mean, "CallSleep1Every=100" would do what you just described, but for all loops in all scrip...
- Fri Dec 24, 2010 3:12 am
- Forum: General Help (098)
- Topic: "Turning run away script off
- Replies: 16
- Views: 12778
Re: "Turning run away script off
Aren't new scripts started on their own threads, so each thread runs a different script?
I wasn't expecting POL to implement its own threads.
--
And, I don't need to sleepms(1) then... I could just wait_for_event(0) then, and I'd not waste any aditional time. Right?
I wasn't expecting POL to implement its own threads.
--
And, I don't need to sleepms(1) then... I could just wait_for_event(0) then, and I'd not waste any aditional time. Right?
- Fri Dec 24, 2010 3:06 am
- Forum: General Help (098)
- Topic: Can someone post an updated guide on how to start a server?
- Replies: 1
- Views: 3693
Re: Can someone post an updated guide on how to start a serv
Use this one http://forums.polserver.com/viewtopic.php?f=12&t=1178 I believe this is the pol097 one you were talking about. I used it for pol097, pol098 and pol099. The difference is that I wasn't using Distro 097 Scripts, but 097 Basic Files. But I believe you could use the DIstr 097 Scripts, b...
- Wed Dec 22, 2010 6:23 am
- Forum: General Help (098)
- Topic: "Turning run away script off
- Replies: 16
- Views: 12778
Re: "Turning run away script off
Talking to kevin, on the IRC channel, I found out that the script is not stopped if it's spotted as runaway. This whole thing is just a warning. I thought that the script was actually killed if it got marked as runaway. It's not. Now I see the point in the whole thing. I still don't get why they are...
- Wed Dec 22, 2010 4:42 am
- Forum: Scripting Help
- Topic: Classes
- Replies: 1
- Views: 2188
Re: Classes
If you wanna get the maximum possible value for a skill, having its id, you can write that maximum value in the attributes.cfg file. Then, you could read it back using cfgfile.em functions. You don't need to actually use attributes.cfg. You could make your own cfg file, but I think that'd strange. T...
- Wed Dec 22, 2010 4:10 am
- Forum: General Help (098)
- Topic: "Turning run away script off
- Replies: 16
- Views: 12778
Re: "Turning run away script off
Sorry. I still don't see why that is a bad thing.
And, I thought that if a script is spotted as runaway, it'd stop executing. Is that right?
And, I thought that if a script is spotted as runaway, it'd stop executing. Is that right?
- Wed Dec 22, 2010 3:42 am
- Forum: General Help (098)
- Topic: "Turning run away script off
- Replies: 16
- Views: 12778
Re: "Turning run away script off
From the POL Performance Guide . If your scripts go runaway like this, it means something is wrong. If you have to perform very long loops, you should add some sleeps. Let me repeat, there is never a good reason to let scripts go runaway. The funny thing is that, as you didn't, the guide doesn't tel...
- Tue Dec 21, 2010 6:18 am
- Forum: General Help (098)
- Topic: "Turning run away script off
- Replies: 16
- Views: 12778
Re: "Turning run away script off
Why is it a bad practice, specifically for the run away script configuration?