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Messages - Nexy Recordsmith

Pages: [1] 2 3 ... 47
1
Creative Features / Re: Skill Doors using Scripts?
« on: May 22, 2015, 06:52:09 PM »
Is there anyway I can use a script like this but for all of the skills? Instead of Health >= 20, have something like Total >= 750.
Total level and combat level are not recognized by the HasSkill command. I suggested for that to be changed a while back.

There's a way to have a script check for combat level but it would take quite some time to write and an absurd amount of lines in that script lol

Basically, that's about what it would look like:

History [total level] [delete] [player]
...
//repeat 2625 times to ensure the player doesn't have any total level history marks left XD

If
HasSkill [health] [=] [1]
Then
History [total level] [player]
ElseIf
HasSkill [health] [=] [2]
Then
History [total level] [player]
History [total level] [player]
ElseIf
HasSkill [health] [=] [3]
Then
History [total level] [player]
History [total level] [player]
History [total level] [player]
...

Now that would have to be repeated for every level until 175 and then that would have to be repeated for every skill. At the end of the script, have it check if the player has at least 750 total level history marks and teleport them if they do. As you can see, this script would be many thousands of lines long ^-^

2
Introductions / Re: xTokioBeatlex Introduction
« on: May 19, 2015, 03:03:08 PM »
Hey TokioBeatle, welcome to the forums, where death himself could be waiting around any corner ::)

3
Introductions / Re: New member
« on: May 19, 2015, 02:59:28 PM »
Welcome, RAINA. :)

4
Ideas / Re: InvaderLord
« on: May 19, 2015, 02:48:38 PM »
Invaderman is already regarded as one of the hardest avatars to unlock; the majority of people does not have it, and a portion of the people that do have it, unlocked it via illegitimate means. This isn't really a problem though, as a score of 20 000 is still within the range that most people can reach if they give it enough time. Most people that have Invaderman did not cheat for it.

With an unlockable that requires over 40k score, the amount of people that unlock it legitimately would be far far lower than the amount of people who cheat it (I'm talking 99.9+%) and it would turn into an avatar that is viewed as "only unlockable through cheating", and the people who actually earn it would be regarded as cheaters. Yes, some might say that if you unlock it legimately, you will know that you earned it and what others think should not affect you blah blah xD, but of course you'd want to show off if you went through all the trouble of unlocking it (which would be many many hours of trying) and get recognition for it, which you won't get, because, as I said before, you will be called a cheater.

TL,DR: Different unlock method please.

5
Ideas / Re: Edit zones
« on: May 16, 2015, 01:53:04 PM »
Yes, it was changed a while ago. A zone with less strict (edit, in this case) settings will take priority over a zone with stricter settings (no-edit) as long as it is fully contained within the stricter zone.

6
Ideas / Re: Idea for a Script
« on: May 15, 2015, 10:16:58 AM »
I'm struggling to see a use for this that can not already be achieved with existing scripts.

7
Total Miner Discussion / Re: Please don't jump to conclusions
« on: May 09, 2015, 01:23:12 PM »
With local XP, this was kind of bound to happen in one way or another. Well, not exactly bound to happen but I always had a bad feeling about it and thought that there might be a bug connected to that. Oh well.

8
Ideas / Re: Random mobs from spawn mob script
« on: May 08, 2015, 11:25:20 AM »
Although an option for this could make it a lot easier and quicker, this can be done with IsRandom
Example: (with passive mobs because it makes for the easiest percentages and I'm lazy :P)
Code: [Select]
If
IsRandom [1,5]
Then
SpawnMob [x,y,z] [sheep]
ElseIf
IsRandom [25,100]
Then
SpawnMob [x,y,z] [alpaca]
ElseIf
IsRandom [1,3]
Then
SpawnMob [x,y,z] [duck]
ElseIf
IsRandom [1,2]
Then
SpawnMob [x,y,z] [ayrshirecow]
Else
SpawnMob [x,y,z] [highllandcow]
This will give all passive mobs an equal (20%) chance of spawning, of course with this you could vary the percentages to make, let's say, ducks spawn more often, while with the random script you suggested I assume you would not be able to.

9
Total Miner Discussion / Re: Congrats Jack of Shades on Tester
« on: May 06, 2015, 11:51:30 AM »
Congrats Mr. Shades :3
The bugs sure won't stand a chance against your wizard powahs. :D

10
Total Miner Discussion / Re: Congrats Jeff Mcnewmen on Tester
« on: May 06, 2015, 11:13:19 AM »
..and to this day, you still owe me cookies.

Congrats. :)

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