Author Topic: TotalRPG - Full featured RPG event system (HUD Extension support)  (Read 27997 times)

This is really good, I am using it for a Fallout RPG server, and people are loving it!
You mother forgeter

I was just creating this



Still need that event tho



My server crashes every time I try to plant something I can't afford to plant

Super happy to see an add-on like this. Good job!

Super happy to see an add-on like this. Good job!
Thanks. If you have any suggestions, feel free to tell me. I think I've fulfilled pretty much every reasonable request on this thread. Bump.
« Last Edit: August 29, 2015, 01:46:51 PM by Pecon »

Update. Added some extra features to the 'pay to build' system, and fixed some grammar issues and stuff. All available via the updater.

Can you add class events to this?

What I mean is you can make classes and then you have to be a specific class to get certain items.

Can you add class events to this?

What I mean is you can make classes and then you have to be a specific class to get certain items.

You can use VCE for this really easily.

onActivate > player > ifVariable [class] = classname
onVariableTrue > client > addRPGItem
onVariableFalse > client > centerPrint "You're not the proper class! You're a <var:pl:class>, not an X!"

You can use VCE for this really easily.

onActivate > player > ifVariable [class] = classname
onVariableTrue > client > addRPGItem
onVariableFalse > client > centerPrint "You're not the proper class! You're a <var:pl:class>, not an X!"
Too complicated for me

Can you add class events to this?

What I mean is you can make classes and then you have to be a specific class to get certain items.
You can use key items to do this.

onActivate -> Client -> addRPGKeyItem -> "Mage Class Stone"
onActivate -> Client -> chatMessage -> "You are now a mage."

onActivate -> Self -> checkHasKeyItem -> "Mage Class Stone"
onHasSufficientItem -> Player -> addItem -> stuff
onHasInsufficientItem -> Client -> ChatMessage -> "You are not the correct class."

You can use key items to do this.

onActivate -> Client -> addRPGKeyItem -> "Mage Class Stone"
onActivate -> Client -> chatMessage -> "You are now a mage."

onActivate -> Self -> checkHasKeyItem -> "Mage Class Stone"
onHasSufficientItem -> Player -> addItem -> stuff
onHasInsufficientItem -> Client -> ChatMessage -> "You are not the correct class."
But how would I put buying in there?

But how would I put buying in there?
onActivate -> Self -> checkHasKeyItem -> "Mage Class Stone"
onHasInsufficientItem -> Client -> ChatMessage -> "You are not the correct class."
onHasSufficientItem -> Self -> CheckGoldMoreThan -> 25
onHasSufficientGold -> Player -> AddItem -> Thing
onHasInsufficientGold -> Client -> ChatMessage -> "Not enough gold."

About the same way you'd layer any set of outputs.