Author Topic: Blockscape-Bringing medieval times today!  (Read 2465 times)

BlockScape

Bringing medieval times today!
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Objectives, a varible system.
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Scripts
We need a script to show level in Prefix and class in Suffix
We need a money system.
We need a Tree/Ore system.
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Weapons
We need a Sword set, Axe set, Bow set.-(For now we can use RPG axe)
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We are accepting all scripters, modelers, and builders.
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Workers
ChocoboPah-scripter-builder
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NEWS
12:16AM est wed 14: ChocoboPah just made the 1st world!
« Last Edit: October 14, 2009, 12:14:46 AM by Pah1023 »

Tree/Ore system use resource mod. Money system use cash mod and ask if you can edit it to be compatible wit the Tree/Ore system. Sword set and bow set use the Medieval RPG weapons. As for spells if you want, I have them but I found it NOT in the blockland forums nor RTB.

What do you mean by 1st world?

I built the first world, but i will still update it, and i may can make the Magic and stuff, and i can swear i have a set, also i have a weapon set but i would like custom models, i was thing of the using the resource and cash mod.
EDIT: I got Weapon_OmegaSpells.
But i may be able to script it out,
Logs we need are
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Pine
Oak
Willow
Maple
Normal
Old
Hollow
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Ore/metals
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Copper
Iron
Tin
Steel
that's bout it...
For the level system
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this is how players name gonna be.
[Level: ClientsLevel]ClientsName[Rank: ClientsRank]: Msg
« Last Edit: October 14, 2009, 08:26:40 AM by Pah1023 »

I would swap the rank and level, so you  first know which rank someone is.
And I could try to script that part

I just thought up an idea for the level thing something like this

if(%client.Exp >= (%client.Level+1)*$Pref::Blockscape::Multiply)
{
 %client.level + 1;
}

And somehow make $pref::blockscape::multiply changable RTB prefences.
For an example
If a player is like level 50 then if $pref::blockoscape::multiply is 2 then he needs 102 Exp to gain a level.

Code: [Select]
if(%client.Exp >= (%client.Level+1)*$Pref::Blockscape::Multiply)
{
 %client.level + 1;
}

Line 3 won't actually do anything; that expression does evaluate to one higher than their current level variable, but you'll need to store it back in the object.

Use any of the following to do so:

Code: [Select]
%client.level = %client.level + 1;
Code: [Select]
%client.level += 1;
Code: [Select]
%client.level++;

so would this work for a Level up system?
but i still will need a way to make Trees and Mining give Experince.
Code: (Level Up System.) [Select]
package BlockScapeLevels
{
$pref::blockscape::multiply = 2;
function LevelTick(%client)
{
if(%client.excp >= (%client.Level+1)*$pref::Blockscape::multiply)
{
%client.level +=1;
%client.clanPrefix=("\c0[Level: :@%client.level@"]");
}
schedule(100,0,LevelTick);
}
}
AcivatePackage("BlockScapeLevels");
Echo("Thank you for using BlockScape mod, have a nice day.");

Wait, why is there a package when you are writing the script?

LevelTick could be called by an event you make.

Why would you do it as a loop when you can just check after being given EXP?

Also, you can't declare variables outside a function inside a package.

Another "look at me I'm starting a project" page that will likely go nowhere.

Rule of thumb: never announce something before you have a considerable amount of it done.

Why would you do it as a loop when you can just check after being given EXP?

Also, you can't declare variables outside a function inside a package.
Well im not that good at scripting; so i didn't knew that.

Sorry for double post, i might be gone for awhile so i will stop this till i get back; if anyone wanted to help just send me a pm.