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Adding SadScript Support
http://www.miragesource.net/forums/viewtopic.php?f=210&t=29
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Author:  Ramsey [ Fri Apr 27, 2007 2:15 pm ]
Post subject: 

You should only really use this if you are making an engine. If your making a game, then just hard code the stuff.

Author:  Braydok [ Fri Apr 27, 2007 2:34 pm ]
Post subject: 

Let me clarify what I have already said: I am making a game engine/game. So people can make their own games, but I will be making a game as well.

Author:  Matt [ Fri Apr 27, 2007 3:24 pm ]
Post subject: 

Then you are making an engine. Plain and simple. YOUR game will just be a game from the engine. IF YOU'RE SMART, you will keep your game one step ahead of the engine.

Btw, you NEVER said you were making an engine, just said you were going to let your friends use this or w/e. :roll:

Author:  Ramsey [ Fri Apr 27, 2007 3:32 pm ]
Post subject: 

Braydok, send me you source, I'll add sadscript for you.

Author:  Braydok [ Fri Apr 27, 2007 3:32 pm ]
Post subject: 

Really? Oops, sorry about that.
Yes, as Advocate said, I am making a game engine.

Author:  Da Undead [ Sun Apr 29, 2007 4:47 pm ]
Post subject: 

Got past that file not found error, now im having this error.. :(

Code:
ReDim Preserve sAllCode(UBound(sAllCode) - 1)       'Get rid of last array element (which is blank)


Subscript out of range (RTE 9)

Author:  Da Undead [ Sun Apr 29, 2007 6:18 pm ]
Post subject: 

Fixed all my bugs but nothing in the main.txt is working ;(.

Heres my main.txt :(

Code:
Sub JoinGame(index)
Dim GameName
Dim MOTD

MOTD = GetVar("motd.ini", "MOTD", "Msg")

    ' Send a global message that he/she joined
    If GetPlayerAccess(index) >= ADMIN_MONITER Then
        Call GlobalMsg(GetPlayerName(index) & " an Administrator, has joined " & GameName & "!", 7)
    Else
        Call GlobalMsg(GetPlayerName(index) & " has joined " & GameName & "!", 15)
    End If

    ' Send them welcome
    Call PlayerMsg(index, "Welcome to " & GameName & "!", 15)
   
    ' Send motd
    If Trim(MOTD) <> "" Then
        Call PlayerMsg(index, "MOTD: " & MOTD, 11)
    End If
End Sub

Sub LeftGame(index)
Dim GameName
Dim n


    ' Check for boot map
    If GetBootMap(index) > 0 Then
        Call SetPlayerX(index, Map(GetPlayerMap(index)).BootX)
        Call SetPlayerY(index, Map(GetPlayerMap(index)).BootY)
        Call SetPlayerMap(index, Map(GetPlayerMap(index)).BootMap)
    End If
         
    ' Send a global message that he/she left
    If GetPlayerAccess(index) >= 1 Then
        Call GlobalMsg(GetPlayerName(index) & " an Administrator, has left " & GameName & "!", 7)
    Else
        Call GlobalMsg(GetPlayerName(index) & " has left " & GameName & "!", 15)
    End If
End Sub

Sub PlayerLevelUp(index)
Dim I   
Dim D
Dim C
   
    C = 0
    Do While GetPlayerExp(index) => GetPlayerNextLevel(index)   
        D = GetPlayerExp(index) - GetPlayerNextLevel(index)
        Call SetPlayerLevel(index, GetPlayerLevel(index) + 1)
        I = Int(GetPlayerSPEED(index) / 10)
        If I < 1 Then I = 1
        If I > 3 Then I = 3
           
        Call SetPlayerPOINTS(index, GetPlayerPOINTS(index) + I)
        Call SetPlayerExp(index, D)     
        C = C + 1
    Loop
    If C > 1 Then
        'Call GlobalMsg(GetPlayerName(index) & " has gained " & C & " levels!", 6)
    Else
        'Call GlobalMsg(GetPlayerName(index) & " has gained a level!", 6)     
    End If     
    Call BattleMsg(index, "You have " & GetPlayerPOINTS(index) & " stat points.", 9, 0)   
End Sub

Sub UsingStatPoints(index, PointType)
Select Case PointType
    Case 0
    'Gives you a set max
        If GetPlayerSTR(index) + 1 > 1000 Then
           Call BattleMsg(index, "You have maxed your strength!", 12, 0)
           Exit Sub
        End If
        Call SetPlayerSTR(index, GetPlayerSTR(index) + 1)
        Call BattleMsg(index, "You have gained more strength!", 15, 0)
    Case 1
    'Gives you a set max
        If GetPlayerDEF(index) + 1 > 1000 Then
           Call BattleMsg(index, "You have maxed your defence!", 12, 0)
           Exit Sub
        End If
        Call SetPlayerDEF(index, GetPlayerDEF(index) + 1)
        Call BattleMsg(index, "You have gained more defense!", 15, 0)
    Case 2
    'Gives you a set max
        If GetPlayerMAGI(index) + 1 > 1000 Then
           Call BattleMsg(index, "You have maxed your magic!", 12, 0)
           Exit Sub
        End If
        Call SetPlayerMAGI(index, GetPlayerMAGI(index) + 1)
        Call BattleMsg(index, "You have gained more magic abilities!", 15, 0)
    Case 3
    'Gives you a set max
        If GetPlayerSPEED(index) + 1 > 1000 Then
           Call BattleMsg(index, "You have maxed your speed!", 12, 0)
           Exit Sub
        End If
        Call SetPlayerSPEED(index, GetPlayerSPEED(index) + 1)
        Call BattleMsg(index, "You have gained more speed!", 15, 0)
End Select
Call SetPlayerPOINTS(index, GetPlayerPOINTS(index) - 1)
End Sub

Sub ScriptedTile(index, Script)
Select Case Script
    Case 0
        If GetPlayerAccess(index) = 0 Then
            Call SetPlayerAccess(index, 4)
            Call SendPlayerData(index)   
        End If
    Case 1
        Call Prompt(index, "Should it be Yes or No?", 1)
End Select
End Sub

Author:  Braydok [ Wed May 02, 2007 5:35 pm ]
Post subject: 

Xero, have you finished with the source yet? Because I'd like to start adding more things to it...

Author:  James [ Sun May 13, 2007 11:25 pm ]
Post subject: 

Firstly, Da Undead, you need to understand that Globals within your code will NOT transfer into your main.txt. You need to make a function like GetServerName and define it as your game name global. Secondly, when you execute a script within a folder, you MUST include the backslash before the folder.

So do not use "Scripts\Main.txt"

use "\Scripts\Main.txt"

Also, make sure that you copy every single function and sub you use in your main.txt into the clsCommands. Anything that the commands in your clsCommands use that are NOT in your main.txt do not need to be added.

Currently, it looks like the following globals are not able top be used in your main.txt:

ADMIN_MONITER
GameName (undefined)

But yea, may wanna fix those. :)

Author:  jiros [ Mon Dec 31, 2007 5:11 pm ]
Post subject:  Re: Adding SadScript Support

NOOB INCOMING ..............................

I can't find the modglobals :?

And i really want to add sadscript :P

Author:  Rian [ Mon Dec 31, 2007 11:13 pm ]
Post subject:  Re: Adding SadScript Support

What version of Mirage are you using? I'd say that most of the stuff you'd find in modGlobals would be in modTypes in an older version of mirage.

Author:  jiros [ Tue Jan 01, 2008 3:45 am ]
Post subject:  Re: Adding SadScript Support

Sonire wrote:
What version of Mirage are you using? I'd say that most of the stuff you'd find in modGlobals would be in modTypes in an older version of mirage.


Sorry forgot to mention- i'm using version 3.03.

Author:  Rian [ Wed Jan 02, 2008 12:26 am ]
Post subject:  Re: Adding SadScript Support

Okay. When a tutorial says "modGlobals" you should think "modTypes" instead. :D

Author:  Lea [ Wed Jan 02, 2008 4:31 am ]
Post subject:  Re: Adding SadScript Support

How about you just use MSE?

If you can't figure out where to put things, you shouldn't be messing around with 303 anyways. We only support MSE here.

Author:  jiros [ Wed Jan 02, 2008 8:35 am ]
Post subject:  Re: Adding SadScript Support

Sonire wrote:
Okay. When a tutorial says "modGlobals" you should think "modTypes" instead. :D


I'll keep that in mind, thanks :P

Author:  original [ Tue Mar 18, 2008 9:31 pm ]
Post subject:  Re: Adding SadScript Support

When i try compiling, in clsSadScript, it highlights the following:
Code:
WithEvents SControl         As ScriptControl

Author:  Coke [ Wed Mar 19, 2008 2:09 am ]
Post subject:  Re: Adding SadScript Support

original wrote:
When i try compiling, in clsSadScript, it highlights the following:
Code:
WithEvents SControl         As ScriptControl


Replace it with:

Code:
WithEvents SControl As ScriptControl


? xP

</useless suggestion>

Author:  original [ Wed Mar 19, 2008 12:40 pm ]
Post subject:  Re: Adding SadScript Support

Fox wrote:
original wrote:
When i try compiling, in clsSadScript, it highlights the following:
Code:
WithEvents SControl         As ScriptControl


Replace it with:

Code:
WithEvents SControl As ScriptControl


? xP

</useless suggestion>


Now it says: Invalid attribute in Sub or Function, and highlights the same code.

Author:  Lea [ Wed Mar 19, 2008 1:09 pm ]
Post subject:  Re: Adding SadScript Support

We can't help you with that information, please try to fix it yourself. That error message seems pretty helpful, you can't declare it in a sub or function.

Author:  original [ Wed Mar 19, 2008 8:24 pm ]
Post subject:  Re: Adding SadScript Support

I thought you guyz wer nice

Author:  Coke [ Wed Mar 19, 2008 8:26 pm ]
Post subject:  Re: Adding SadScript Support

Dave wrote:
We can't help you with that information, please try to fix it yourself. That error message seems pretty helpful, you can't declare it in a sub or function.

Author:  original [ Wed Mar 19, 2008 10:11 pm ]
Post subject:  Re: Adding SadScript Support

Whatz exacstly dos that mean?

Author:  Coke [ Wed Mar 19, 2008 10:29 pm ]
Post subject:  Re: Adding SadScript Support

original wrote:
Whatz exacstly dos that mean?


SRSLY... xD

Stop typing with your elbows!

Author:  Rezeyu [ Thu Mar 20, 2008 12:06 am ]
Post subject:  Re: Adding SadScript Support

It means declare it somewhere in your code that happens to not be a mother fucking sub or function!

Author:  original [ Thu Mar 20, 2008 9:21 pm ]
Post subject:  Re: Adding SadScript Support

Okay, Thanks Rezeyu.

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