Author Topic: [Help Needed] Scripting in dig deep  (Read 7544 times)

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Dryym

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[Help Needed] Re: Scripting in dig deep
« Reply #90 on: October 10, 2016, 07:32:05 PM »
var [time] = [clock:]
SetText [x,y,z] [[time:2]] // x,y,z should be the coordinate of a sign.
loop [100]
That's awesome!

Keep in mind that if you want game minutes to be displayed properly, You'll need to do

Var [Time] = [clock:]
Var [Min] = [Time] % [1]
Var [Min] = [Min] * [100] / [1.6666]
SetText [x,y,z] [[Time:0]:[Min:0]]


You can divide by 1.66 if you have no plans of using game seconds.

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Rev Elevenclaw

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Re: Scripting in dig deep
« Reply #91 on: October 10, 2016, 09:49:33 PM »
var [time] = [clock:]
SetText [x,y,z] [[time:2]] // x,y,z should be the coordinate of a sign.
loop [100]
That's awesome!

Keep in mind that if you want game minutes to be displayed properly, You'll need to do

Var [Time] = [clock:]
Var [Min] = [Time] % [1]
Var [Min] = [Min] * [100] / [1.6666]
SetText [x,y,z] [[Time:0]:[Min:0]]


You can divide by 1.66 if you have no plans of using game seconds.
Yeah. I noticed it counting in .100's. I'll make the adjustment. Totally cool script!
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Rev Elevenclaw

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Re: Scripting in dig deep
« Reply #92 on: October 10, 2016, 10:14:14 PM »
It's displaying time properly. But it changes hour at 30 seconds, not 60. Also doesn't read 01, 02, 03 minutes etc. Just says 1, 2, 3, ... 10, 11.
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Rev Elevenclaw

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Re: Scripting in dig deep
« Reply #93 on: October 19, 2016, 03:22:36 AM »
Some people believe scripting cannot be done in DD. This is untrue! You have only to find the script block blueprint.  Or possibly get a script block from a mob drop. Then, script away!
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Rev Elevenclaw

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Re: Scripting in dig deep
« Reply #94 on: January 19, 2018, 09:03:44 PM »
Does anyone know how to script a history gain for 'punching' water?
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Rev Elevenclaw

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Re: Scripting in dig deep
« Reply #95 on: January 25, 2018, 03:30:38 PM »
... See above...
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Rev Elevenclaw

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Re: Scripting in dig deep
« Reply #96 on: January 26, 2018, 02:10:53 PM »
Here is an awesome script, not sure who originated it. It was handed down to me. I renamed and expanded it for my purposes.

Script 1, Mark.

If
HasHistory [mana] [player] [>=] [50]
Then
History [tp\x] [player] [delete]
History [tp\y] [player] [delete]
History [tp\z] [player] [delete]
Var
  • = [pos:x]

Var [y] = [pos:x]
Var [z] = [pos:x]
History [tp\x] [player]

History [tp\y] [player] [y]
History [tp\z] [player] [z]
Script [particle\teleswitch2]
History [mana] [-50]
Notify [A magical mark has been placed.] [local] [0,0,0]
Else
Notify [You don't have enough mana.] [local] [0,0,0]
End if

Script 2, Recall.

If
HasHistory [mana] [player] [>=] [50]
Then
Var
  • = [history:tp\x]

Var [y] = [history:tp\y]
Var [z] = [history:tp\z]
Script [particle\teleswitch2]
History [mana] [player] [-50]
Teleport [player] [x,y,z]
Notify [You return to your magical mark.] [local] [0,0,0]
Else
Notify [You need more mana.] [local] [0,0,0]
End If

That's it...

Edit; this script is screwed up by the forum text changing stuff. What ever it's called... IDK.
« Last Edit: February 04, 2018, 05:30:02 PM by Rev Elevenclaw »
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Rev Elevenclaw

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Re: Scripting in dig deep
« Reply #97 on: February 09, 2018, 05:59:36 PM »
Does giving a player a HUD bar, fill said bar?
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