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Minning Skill

 
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Dark / Omen
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PostPosted: Sun Apr 13, 2003 4:49 pm    Post subject: Minning Skill Reply with quote

How about a minning skill for we can mine for jems or mine for something else and get a %age to get a Jem. Like for exp lets say we haft to mine for clay to make pot for we can cook a certain food like say the stew where our minning lvl would go up. Or we could mine for other metals to make our own weapons. Then take the metal to like smithy where we pay him to make the weapon. And then take it to a wizard where we have to pay him to add plus's to weapon. then this way this gives the little guy a chance to get the better gems and make some better money. And it gives us more time to RP and not always hafting to Hack & Slash becuase theres nothing else to do. And also we could do the same with a fishing skill where we haft to buy a net or a fishing pole or even a lobster crate and fish for our food . I would have it where at different lvls you can only mine for or fish for certain things. and have like certain food where they full you hunger lvl more or less than others.
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ShadowCore
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PostPosted: Sun Apr 13, 2003 5:04 pm    Post subject: Reply with quote

Omen, in case you didn't know yet, tradeskills are being made but nobody knows if and when they will be implemented. Mining will be a part of the Tradeskills, but so will many other things. Just wait them out...
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PostPosted: Sun Apr 13, 2003 5:54 pm    Post subject: Reply with quote

Mining sounds good...

how does being sent to a work camp as a punishment in Naratyr sound? icon_twisted.gif
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Norrec
PostSun 04/13/03 10:24pm
Arm the Dwarves! Picaxes and shovels for all!  Reply with quote
 
Glorin
PostSun 04/13/03 11:00pm
I think there shuld be a Mining Camp in Central Jeshan looked over by Hashmeer Industries and associates.  Reply with quote
 
Dark / Omen
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PostPosted: Sun Apr 13, 2003 11:49 pm    Post subject: Reply with quote

Ok kewl i heard rumor about the trade skill but wasnt sure . Hmmm something looked over by Hashmeer whos going to be looking over Hashmeer looking over the camp icon_lol.gif
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PostPosted: Mon Apr 14, 2003 1:58 am    Post subject: Reply with quote

I suggest that since cash was lowered to "Phatetic" levels because of the introduction of Tradeskills into 3.x (which were then scratched), that we now have our normal amount of cash again, since this currently sucks icon_sad.gif

oh, and screw mining
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PostPosted: Mon Apr 14, 2003 3:11 am    Post subject: Reply with quote

Hmm... I don't think that the buy-back rating should be raised THAT much, but a little bit. I mean, afterall, the trading is taking good occurence in dysotopia now.
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PostPosted: Mon Apr 14, 2003 4:10 pm    Post subject: Reply with quote

I think the trading is slowing down alot everyone has pretty much gotten everything you can get from the monsters. If the trade value went up i really dont see the trading going down. I think people would still trade maybe even more then we could aford newer stuff. I would atleast bump the value to the trade items to atleaste 10% for something thats worth 20k you atleaste get 2k for it better than 168 gold. then that way trade will still be an option. Like now have you tryed trading FullPlate +3 or even Morning Star +3 no one wants or needs it becuase they already have 5 of em their self. and its not worth the time to trade it back into the merchant or even worth the walk back. Its like now the only way to make gold is on jems which is ok for a the fighter type. But i think 10% of the sale is good enough on the trade ins. Then that way both sides would be happy i would still give stuff to a lower lvl charactor to help them . And take some stuff back the merchants to by.
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M-K
PostMon 04/14/03 4:16pm
As yet trading skils havent been dumped I believe delayed yes dumped no  Reply with quote
 
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PostPosted: Tue Apr 15, 2003 7:40 am    Post subject: Reply with quote

Wouldn't you think that wizards and spellcasters would be the richer ones? I mean, fighters are sent to fight for the spellcasters, who pay them well... maybe this is not true for a lot of you out there because I just described a mercenary... but in the movies (not including LotR) its always wizards and wise men that hire knights and rogues and barbarians etc. So I think that the buy back prices should be modified with an inteligence modifier or charisma modifier... or better yet both. Think about it, a smart person would use his brains into tricking the person into buying for more, while a charismatic person would walk into a shop and almost immediatly be noticed in a good way by the owner or clerk.
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PostPosted: Tue Apr 15, 2003 4:12 pm    Post subject: Reply with quote

Omen,

When I was young I was forced to work in the mines of Kyrin. It was boring as hell. I dreamed of a life of adventure and freedom from the task of mining.

Although I wish you well in your quest to mine gems I have no desire to ever raise a pick axe against rock again.

Coral Reef.
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PostPosted: Tue Apr 15, 2003 11:54 pm    Post subject: Reply with quote

Wizards and Sorcs are already richer, cause they don't have as much to buy. (except scrolls, cause we can't make and trade them amongst ourselves yet)
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Grusk
PostWed 04/16/03 12:02am
If Wizards are so much richer, then I need alot of gold.

I haven't seen 5k in over a week.
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WingZero
PostWed 04/16/03 3:38am
Ya me too... I only have like 200 gold right now...  Reply with quote
 
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PostPosted: Wed Apr 16, 2003 7:51 pm    Post subject: Reply with quote

Listen up,as far as i know,trade skills such as ATS and so have a great mine system,and dyso will have as well with time,the trade skills are not as simple as you think,let me show you a script from the ATS and just to let you know,ATS has over 50 scripts twice time then this icon_neutral.gif ,and dyso TS are gonna be better! why? since its dyso? duh? any way the script:
//Dependencies: ats_inc_common, ats_inc_skill, ats_inc_material, ats_inc_cr_get,
// ats_inc_menu, ats_inc_menu_mat

#include "ats_const_menu"

/////////////////////////////////////////////////////
// ATS_CheckCraftMakeable //
// Checks to see if a crafted item is craftable//
// a player. It returns the difficuly range //
// of the item or CINT_CRAFTLEVEL_NONE //
// if the player cannot make the item //
// Returns: int - difficuly range of the item //
/////////////////////////////////////////////////////

int ATS_CheckCraftMakeable
(
object oPlayer, // player to check against
string sCraftTag, // craft tag of the item
string sCraftType, // craft type of the item
int iMaterialType, // material type of the item
)
{
int iSkillLevel = 0;

string sTradeskillName = ATS_GetTradeSkillFromCraftTag(sCraftTag);

// gets the appropriate trade skill value of the player
iSkillLevel = ATS_GetTradeskill(oPlayer, sTradeskillName);

int iMinSkill = ATS_GetCraftMinSkill(sCraftTag) + ATS_GetMaterialMinBonus(iMaterialType);
int iMaxSkill = ATS_GetCraftMaxSkill(sCraftTag) + ATS_GetMaterialMaxBonus(iMaterialType);


int iThirdRange = (iMaxSkill - iMinSkill)/3;

if( (iSkillLevel < (iMinSkill + iThirdRange)) &&
(iSkillLevel >= iMinSkill) )
return CINT_CRAFTLEVEL_HARD;
else if( (iSkillLevel < (iMaxSkill - iThirdRange)) &&
(iSkillLevel >= (iMinSkill + iThirdRange)) )
return CINT_CRAFTLEVEL_MEDIUM;

else if( (iSkillLevel >= (iMaxSkill - iThirdRange)) &&
(iSkillLevel < iMaxSkill) )
return CINT_CRAFTLEVEL_EASY;

else if( iSkillLevel >= iMaxSkill )
return CINT_CRAFTLEVEL_TRIVIAL;

else
return CINT_CRAFTLEVEL_NONE;

}
/////////////////////////////////////////////////////
// ATS_CheckCraftItemExistence //
// Checks to see if a crafted item exists by //
// checking it's tag with items in the game //
// If none are found, then it uses //
// CreateItemOnObject to see if the item is //
// valid //
// Returns: int(boolean) - TRUE if the item exists //
// FALSE if not //
/////////////////////////////////////////////////////
int ATS_CheckCraftItemExistence
(
string sCraftTag, // Craft tag of the item being crafted
int iQuality, // The quality of the item
int iMaterialType, // The material type of the item
int bIsSingleType = FALSE
)
{
string sItemTag;

if(bIsSingleType == TRUE)
sItemTag = ATS_GetCraftSingleTypeTag(sCraftTag);
else
{
sItemTag = GetStringLeft(sCraftTag, 10);

// Adds the quality to the tag
if(iQuality == CINT_QUALITY_NORMAL)
sItemTag += "_N_";
else if(iQuality == CINT_QUALITY_EXCEPTIONAL)
sItemTag += "_E_";
else
return FALSE;

// Adds the material type to the tag
sItemTag += ATS_GetMaterialTag(iMaterialType);
}
sItemTag = GetStringUpperCase(sItemTag);
// Finds an item with the same tag
if(GetIsObjectValid(GetObjectByTag(sItemTag)) == TRUE)
return TRUE;

if(GetLocalString(GetModule(), sItemTag) != "")
{
sItemTag = GetLocalString(GetModule(), sItemTag);
if(GetIsObjectValid(GetObjectByTag(sItemTag)) == TRUE)
return TRUE;
}
string sItemResRef = ATS_GetResRefFromTag(sItemTag);
// If none is found, create an item in the reserved chest for future
// reference and to check it the item exists to make
object oCreatedItem = CreateItemOnObject(sItemResRef, GetObjectByTag("ATS_CHEST_RESERVED"));
if(oCreatedItem != OBJECT_INVALID)
{
if(GetTag(oCreatedItem) != sItemTag)
SetLocalString(GetModule(), sItemTag, GetTag(oCreatedItem));
return TRUE;
}
else
return FALSE;
}
int ATS_CheckIsCraftableByDifficulty(object oPlayer, string sCraftTag)
{
int iIsCraftableDifficulty = FALSE;
int iDifficultyResult;
string sCraftType = ATS_GetCurrentCraftType(oPlayer);
int iCraftPart = ATS_GetCurrentCraftPart(oPlayer);

if(ATS_IsCraftSingleType(sCraftTag) == TRUE)
{
if( ATS_CheckCraftItemExistence(sCraftTag, CINT_QUALITY_NORMAL, 0, TRUE) == TRUE)
iIsCraftableDifficulty = ATS_CheckCraftMakeable(oPlayer, sCraftTag, sCraftType, 0);
}

else if(sCraftType == ATS_CRAFT_TYPE_ARMOR || sCraftType == ATS_CRAFT_TYPE_WEAPON)
{
int i;
for(i = CINT_MATERIAL_COPPER; i <= CINT_MATERIAL_MYRKANDITE; ++i)
{
if( ATS_CheckCraftItemExistence(sCraftTag, CINT_QUALITY_NORMAL, i) == TRUE)
{
iDifficultyResult = ATS_CheckCraftMakeable(oPlayer, sCraftTag, sCraftType, i);
if(iDifficultyResult > iIsCraftableDifficulty)
iIsCraftableDifficulty = iDifficultyResult;
}
}
}
else if(sCraftType == ATS_CRAFT_TYPE_JEWELCRAFT)
{
int i;
for(i = CINT_MATERIAL_MALACHITE; i <= CINT_MATERIAL_DIAMOND; ++i)
{
if( ATS_CheckCraftItemExistence(sCraftTag, CINT_QUALITY_NORMAL, i) == TRUE)
{
iDifficultyResult = ATS_CheckCraftMakeable(oPlayer, sCraftTag, sCraftType, i);
if(iDifficultyResult > iIsCraftableDifficulty)
iIsCraftableDifficulty = iDifficultyResult;
}
}
}
else
{
int i;
for(i = 1; i < CINT_MATERIAL_COUNT; ++i)
{
if( ATS_CheckCraftItemExistence(sCraftTag, CINT_QUALITY_NORMAL, i) == TRUE)
{
iDifficultyResult = ATS_CheckCraftMakeable(oPlayer, sCraftTag, sCraftType, i);
if(iDifficultyResult > iIsCraftableDifficulty)
iIsCraftableDifficulty = iDifficultyResult;
}
}


}
return iIsCraftableDifficulty;
}


/////////////////////////////////////////////////////
// ATS_BuildNextCraftTag //
// Fetches the next craft tag to display //
// from the array of possible tags. //
// Returns: string - current craft tag //
/////////////////////////////////////////////////////
string ATS_BuildNextCraftTag(object oPlayer)
{
string sCurrentCraftType = ATS_GetCurrentCraftType(oPlayer);
int iCurrentCraftPart = ATS_GetCurrentCraftPart(oPlayer);
int iArrayIndex = ATS_GetCraftArrayIndex(oPlayer) + 1;

// Get the size of the craft tag array
int iArraySize = ATS_GetCraftArraySize(sCurrentCraftType, iCurrentCraftPart);
if(iArrayIndex > iArraySize)
return "";

ATS_SetCraftArrayIndex(oPlayer, iArrayIndex);
string sCurrentCraftTag = ATS_GetCraftTagFromArray(sCurrentCraftType, iCurrentCraftPart, iArrayIndex);

return sCurrentCraftTag;
}

/////////////////////////////////////////////////////
// ATS_BuildCurrentCraftTag //
// Fetches the current craft tag to display //
// from the array of possible tags. //
// Returns: string - current craft tag //
/////////////////////////////////////////////////////
string ATS_BuildCurrentCraftTag(object oPlayer)
{
string sCurrentCraftType = ATS_GetCurrentCraftType(oPlayer);
int iCurrentCraftPart = ATS_GetCurrentCraftPart(oPlayer);
int iArrayIndex = ATS_GetCraftArrayIndex(oPlayer);

// Get the size of the craft tag array
int iArraySize = ATS_GetCraftArraySize(sCurrentCraftType, iCurrentCraftPart);
if(iArrayIndex > iArraySize)
return "";

string sCurrentCraftTag = ATS_GetCraftTagFromArray(sCurrentCraftType, iCurrentCraftPart, iArrayIndex);
return sCurrentCraftTag;
}

int ATS_CheckNextItemToDisplay(object oPlayer)
{
int iDisplayCount = ATS_GetDisplayCount(oPlayer);
string sCraftType = ATS_GetCurrentCraftType(oPlayer);
int iCraftPart = ATS_GetCurrentCraftPart(oPlayer);
int iRacialCount;
int iClassCount;
int iAlignmentGoodEvil;
int iAlignmentLawChaos;
int i;
string sCraftTag;
int bRestrictRace = FALSE;
int bRestrictClass = FALSE;
int bRestrictAlignment1 = FALSE;
int bRestrictAlignment2 = FALSE;

int iCraftDifficulty;
int iCurrentDifficulty = 4 - (iDisplayCount % 4);
if(iCurrentDifficulty == 4)
{
SetLocalInt(oPlayer, "ats_current_craftlevel", CINT_CRAFTLEVEL_NONE);
}

int iTokenIndex = CINT_CUSTOM_TOKEN_CRAFT_START + (iDisplayCount / 4) + 1;

int iFoundItem = FALSE;

if(GetLocalInt(oPlayer, "ats_current_craftlevel") == CINT_CRAFTLEVEL_NONE)
{
sCraftTag = ATS_BuildNextCraftTag(oPlayer);
while(sCraftTag != CSTR_INVALD_CRAFT_TAG)
{
//Check alignment
iAlignmentGoodEvil = GetAlignmentGoodEvil(oPlayer);
if(iAlignmentGoodEvil == ALIGNMENT_GOOD)
bRestrictAlignment1 = !(ATS_GetAlignmentGood(sCraftTag));
else if(iAlignmentGoodEvil == ALIGNMENT_EVIL)
bRestrictAlignment1 = !(ATS_GetAlignmentEvil(sCraftTag));

iAlignmentLawChaos = GetAlignmentLawChaos(oPlayer);
if(iAlignmentLawChaos == ALIGNMENT_LAWFUL)
bRestrictAlignment2 = !(ATS_GetAlignmentLawful(sCraftTag));
else if(iAlignmentLawChaos == ALIGNMENT_NEUTRAL)
bRestrictAlignment2 = !(ATS_GetAlignmentNeutral(sCraftTag));
else if(iAlignmentLawChaos == ALIGNMENT_CHAOTIC)
bRestrictAlignment2 = !(ATS_GetAlignmentChaotic(sCraftTag));

//Check racial restriction of player
iRacialCount = ATS_GetRacialRestrictionCount(sCraftTag);
if(iRacialCount == 0)
bRestrictRace = FALSE;
else
bRestrictRace = TRUE;
for(i = 0; i < iRacialCount; ++i)
{
if(GetRacialType(oPlayer) == ATS_GetRacialRestriction(sCraftTag, i))
bRestrictRace = FALSE;
}
// Check class restrictions
iClassCount = ATS_GetClassRestrictionCount(sCraftTag);
if(iClassCount == 0)
bRestrictClass = FALSE;
else
bRestrictClass = TRUE;
for(i = 0; i < iClassCount; ++i)
{
if(GetClassByPosition(1, oPlayer) == ATS_GetClassRestriction(sCraftTag, i))
{
bRestrictClass = FALSE;
break;
}
else if(GetClassByPosition(2, oPlayer) == ATS_GetClassRestriction(sCraftTag, i))
{
bRestrictClass = FALSE;
break;
}
else if(GetClassByPosition(3, oPlayer) == ATS_GetClassRestriction(sCraftTag, i))
{
bRestrictClass = FALSE;
break;
}
}

if( bRestrictRace == FALSE && bRestrictClass == FALSE && bRestrictAlignment1 == FALSE
&& bRestrictAlignment2 == FALSE)
{
iCraftDifficulty = ATS_CheckIsCraftableByDifficulty(oPlayer, sCraftTag);
if(iCraftDifficulty != CINT_CRAFTLEVEL_NONE)
{
SetLocalInt(oPlayer, "ats_current_craftlevel", iCraftDifficulty);
iFoundItem == TRUE;
ATS_IncrementMakeableCount(oPlayer);
break;
}

}
sCraftTag = ATS_BuildNextCraftTag(oPlayer);
}
}

ATS_IncrementDisplayCount(oPlayer);
if(GetLocalInt(oPlayer, "ats_current_craftlevel") == iCurrentDifficulty)
{
sCraftTag = ATS_BuildCurrentCraftTag(oPlayer);
ATS_AddToCraftItemDisplayList(oPlayer, sCraftTag);
SetCustomToken(iTokenIndex, ATS_GetCraftName(sCraftTag));
return TRUE;
}
return FALSE;
}
/////////////////////////////////////////////////////
// ATS_GetNextMaterialIndex //
// Fetches the next material index to display //
// from the list of possible materials. //
// Returns: int - current material index //
/////////////////////////////////////////////////////
int ATS_GetNextMaterialIndex(object oPlayer)
{
int iArrayIndex = ATS_GetMaterialArrayIndex(oPlayer) + 1;

// Get the total amount of material types
int iArraySize = ATS_GetMaterialArraySize(oPlayer);
if(iArrayIndex > iArraySize)
return 0;

ATS_SetMaterialArrayIndex(oPlayer, iArrayIndex);

return iArrayIndex;
}

/////////////////////////////////////////////////////
// ATS_GetCurrentMaterialIndex //
// Fetches the current material index to //
// display from the list of possible materials//
// Returns: int - current material index //
/////////////////////////////////////////////////////
int ATS_GetCurrentMaterialIndex(object oPlayer)
{
int iArrayIndex = ATS_GetMaterialArrayIndex(oPlayer);

// Get the total amount of material types
int iArraySize = ATS_GetMaterialArraySize(oPlayer);
if(iArrayIndex > iArraySize)
return 0;

return iArrayIndex;
}

int ATS_CheckNextMaterialToDisplay(object oPlayer)
{
int iDisplayCount = ATS_GetDisplayCount(oPlayer);
string sCraftType = ATS_GetCurrentCraftType(oPlayer);
int iCraftPart = ATS_GetCurrentCraftPart(oPlayer);
string sCraftTag = ATS_GetCurrentCraftTag(oPlayer);
int iMaterialType;

int iCraftDifficulty;
int iCurrentDifficulty = 4 - (iDisplayCount % 4);
if(iCurrentDifficulty == 4)
{
SetLocalInt(oPlayer, "ats_current_craftlevel", CINT_CRAFTLEVEL_NONE);
}

int iTokenIndex = CINT_CUSTOM_TOKEN_MATERIAL_START + (iDisplayCount / 4) + 1;

int iFoundItem = FALSE;

if(GetLocalInt(oPlayer, "ats_current_craftlevel") == CINT_CRAFTLEVEL_NONE)
{
iMaterialType = ATS_GetMaterialArray(oPlayer, ATS_GetNextMaterialIndex(oPlayer));
while(iMaterialType != 0)
{
iCraftDifficulty = ATS_CheckCraftMakeable(oPlayer, sCraftTag, sCraftType, iMaterialType);
if(iCraftDifficulty != CINT_CRAFTLEVEL_NONE)
{
SetLocalInt(oPlayer, "ats_current_craftlevel", iCraftDifficulty);
iFoundItem == TRUE;
ATS_IncrementMaterialMakeableCount(oPlayer);
break;
}

iMaterialType = ATS_GetMaterialArray(oPlayer, ATS_GetNextMaterialIndex(oPlayer));
}
}

ATS_IncrementDisplayCount(oPlayer);
if(GetLocalInt(oPlayer, "ats_current_craftlevel") == iCurrentDifficulty)
{
iMaterialType = ATS_GetMaterialArray(oPlayer, ATS_GetCurrentMaterialIndex(oPlayer));
ATS_AddToMaterialDisplayList(oPlayer, iMaterialType);
SetCustomToken(iTokenIndex, ATS_CapitalizeString(ATS_GetMaterialName(iMaterialType)));
return TRUE;
}
return FALSE;
}
/////////////////////////////////////////////////////
// ATS_BuildMaterialList //
// Cycles through all the material types //
// and creates a list of materials that an //
// item is made of. //
// Returns: none //
/////////////////////////////////////////////////////
void ATS_BuildMaterialList(object oPlayer) // player doing the crafting
{
string sCraftTag = ATS_GetCurrentCraftTag(oPlayer);

int i;

ATS_ResetMaterialArray(oPlayer);

// cycle through all materials
for(i = 1; i <= CINT_MATERIAL_COUNT; ++i)
{
// if the item blueprint exists for the normal quality
if(ATS_CheckCraftItemExistence(sCraftTag, CINT_QUALITY_NORMAL, i) == TRUE)
{
// add the material type to the array
ATS_AddMaterialToArray(oPlayer, i);
}
}

}
----------------------------------
all the time my internet was off i was learning scripts from the ATS system,and now im a novice in it,i must say Mojo did a great job in the ATS trade skills,i hope dyso will have better!,well i know!
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Shin2k
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PostPosted: Wed Apr 16, 2003 8:45 pm    Post subject: Reply with quote

omfg.... sick.... anyone ever gonna think of reading that all? lol oh wait was only supposed to copy emot-yum.gif
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Dark / Omen
PostThu 04/17/03 12:53pm
anyone understand that or you just as lost as me  Reply with quote
 
RedStorm
PostThu 04/17/03 1:03pm
Im learning it,or at least trying,but now you see how hard it is to make tradeskills,end of topic!  Reply with quote
 
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PostPosted: Thu Apr 17, 2003 5:10 pm    Post subject: Reply with quote

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Dude I'm trying to learn it aswell but from this spaghetti script "I" cant make anything lol some //Comment at each line would be great icon_wink.gif

Then again I found a striptease script somewhere but can't get it to work icon_wink.gif

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ShadowCore
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Joined: 25 Nov 2002
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PostPosted: Thu Apr 17, 2003 5:13 pm    Post subject: Reply with quote

Actually, the script isn't even that complicated, it's just an insane amount of typing.
Spoken technically, this script isn't hard, it's just LONG, and that makes it irritating to make. Also, with such a long script, you'd have to do quite some debugging before getting it right.
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