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Exportforce

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Posts posted by Exportforce

  1. DeadlySilence, read my own text ;) I know that.

    But I do not need any variables where I do my coding from the SQL. Thats why I asked if there is a way, like in PHP with @, to have one line where I know that this will produce a warning that is not wanted because it is intended, to block those warnings from that line. ;)

     

    But if not, I seem to just to fill in a never used variable... :/ useless server impact.

  2. No, this warning comes in the debug console when the SQL is running.

    All in all that warning is good and for other scripts really wanted (even better if it would read the exact line and/or the sql which is having this problem).

    Just here not ,since I don't need to use those variables ingame directly since I just do a check if 2 variables exist, if yes -> script does something else.

  3. [Warning]: script:query_sql: Too many columns, discarding last 2 columns.
    

    I googled a bit and found out, that this just counts my queries and tells me how much of these fetched values I did not take into variables.

    Since they won't be used as variables but only, in that script, for sql itself, this warning seems useless to me.

    So is there a way to "block" this warning ? In php you can just add @ infront of the line that never may spread an error/warning.

    Is there something here too ?

  4. Really funny idea.

    From READING (Didn't test it yet) I would be missing the following features:

     

    1. Monsters unkillable

    On a more crowded server, you have allways some griefplayers that like to "disturb". So either the monsters should be unkillable, which would be the best way, or the killer of the monster should be jailed instantly.

    2. Maybe as a second "version". The Monsters are shown for X seconds (Config) and after that all participants get a input box with the info what monster they have to count (yes afterwards). So every player only has ONE chance to answer. This limit is 5 seconds and the script will also remember the times the player needed.

    3. Multiple Rounds

    Players have like 15 Minutes to "check-in". After that the game starts, as described in 2.

    The rounds are going as song as more than 1 player is active and not giving up. After 3 Rounds the game gets evil and the monsters summoned won't be in a square but randomly on the screen and every round after that one more monster is summoned. After every round everyone that did not guess right is out. If more than XX players guessed right (config) only the XX fastest ones stay. This gets narrowed down this way until only the big winner stays. Optional Rank 2-5 will get a small bonus too. Maybe after Round 10 always the slowest gets kicked.

    4. Minimum Players

    To prevent abuse, there has to be a minimum of 10 players.

  5. Hello,

     

    long time not active and going to redo my old scripts.

    So I got a few small questions...

     

    1. How do I do a script which does X on every single mob kill?

    Like saving a kill of a mob into a database incl. account id, char id ?

    (Yes I do know that I will need an extra table for that info)

     

    2. Is it still possible to use PHP for Scripting ?

    If yes, how did that work ?

     

    Sorry but being away for 3 years lets you forget a lot =/

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