MegaRPG NPC Module
mIRC Code
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| Average Score | 0.0 |
| Scores Submitted | 0 |
| Date Added | Jul 23, 2008 |
| Last Updated | Jul 25, 2008 |
| Tags | bot mega module npc rpg |
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Introduction
Use With MegaRPG Base Code v2.0 and Rank Module v2.0
Making NPC's:
- Load This Script into Bot
- Replace 2 Parts of Base Code and Ranks Module
- In Bot Window type: /auser 500 <YOURNICK>
- To Save from Readini Problem Please Also type in bot window: /writeini Admins.ini Admin <YourNick> Yes
Commands:
/msg <BOT> `NPC Add <NPC-Name> <NPC-Level>
/msg <BOT> `NPC Del <NPC-Name>
Adding an NPC will automatically give it HP/MHP, Attack and Defence stats depending on the Level you give it.
When someone typed `Entered they will see Who is entered including NPC's but there will be 3 different colors.
Normal: Player
Red: NPC
Blue: Admin
mIRC Snippet:
MegaRPG NPC Module
Posted on Jul 23, 2008 6:59 am
Posted on Jul 23, 2008 6:59 am
Just out of curiosity, why are you releasing your game in peices that cannot be used as standalones? It seems like it would be a lot more appropriate to release it as a complete addon instead of multiple snippets.
Just wondering.
It looks like youve put a lot of work nto this tho and your code at a glance looks very clean. I especially like how I noticed in one of the other ones that you use aliases as if they were a variable and doing that had never crossed my mind before. That could come in handy.
Just wondering.
It looks like youve put a lot of work nto this tho and your code at a glance looks very clean. I especially like how I noticed in one of the other ones that you use aliases as if they were a variable and doing that had never crossed my mind before. That could come in handy.
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MegaRPG NPC Module
Posted on Jul 23, 2008 4:54 pm
Posted on Jul 23, 2008 4:54 pm
Im releasing them individually for 3 reasons:
1. The code if they were put together is too big and difficult to manage
2. When editing its easy to find different parts
3. Users dont HAVE to use the modules (even tho base code is upgraded for them if they request and pm me i will send them unedited base code)
1. The code if they were put together is too big and difficult to manage
2. When editing its easy to find different parts
3. Users dont HAVE to use the modules (even tho base code is upgraded for them if they request and pm me i will send them unedited base code)
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MegaRPG NPC Module
Posted on Jul 25, 2008 3:18 pm
Posted on Jul 25, 2008 3:18 pm
Update: Edited how long each different NPC takes to revive (now depends on level)
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Posted on Jul 26, 2008 7:43 pm
Posted on Jul 26, 2008 7:43 pm
is there a way to choose what npcs are fighting? it doesn't have a "fighting" thing in the NPC.ini, changing the variable won't work, and i can't find where to set that...
edit: I tested it on my admin account, and all the attacks work except for `magic and `fairydust
whenever i tried to use those attacks, it told me that the npc that i directed it at wasn't fighting, even though it was in the arena
edit: I tested it on my admin account, and all the attacks work except for `magic and `fairydust
whenever i tried to use those attacks, it told me that the npc that i directed it at wasn't fighting, even though it was in the arena
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MegaRPG NPC Module
Posted on Jul 30, 2008 6:03 am
Posted on Jul 30, 2008 6:03 am
hmm Yeh i found tht bug im updating the base code Now.
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Posted on Aug 4, 2008 5:47 pm
Posted on Aug 4, 2008 5:47 pm
Would you mind fixing the "NPC is not fighting" thing with magic and fairydust?
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Posted on Aug 5, 2008 8:20 am
Posted on Aug 5, 2008 8:20 am
keep up that got done ages ago -.-
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MegaRPG NPC Module
Posted on Aug 5, 2008 3:47 pm
Posted on Aug 5, 2008 3:47 pm
Using the latest basecode and all the latest modules I get that problem, though.
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Posted on Aug 5, 2008 5:40 pm
Posted on Aug 5, 2008 5:40 pm
:/ sheesh hold i'l redo the base code cos its only tht tht has those attacks
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Posted on Aug 6, 2008 7:43 pm
Posted on Aug 6, 2008 7:43 pm
Alright, I appreciate it. Great job btw, lol.
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Posted on Aug 8, 2008 9:35 am
Posted on Aug 8, 2008 9:35 am
i also just got that too lol
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Posted on Aug 8, 2008 10:03 am
Posted on Aug 8, 2008 10:03 am
imo you should put these in a zip and make this an addon =/
all the diff snippets you uploaded for one code.
`-.-´
all the diff snippets you uploaded for one code.
`-.-´
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Posted on Aug 8, 2008 12:45 pm
Posted on Aug 8, 2008 12:45 pm
Y0 you gunna me the npc fighting module LuC?.`-.-´
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MegaRPG NPC Module
Posted on Aug 9, 2008 7:48 am
Posted on Aug 9, 2008 7:48 am
@Eugenio: That means u gotta wait till like all the modules are done. I prob will once i actually stop doing MegaRPG ;p
@EL Um yeh i'l do it when i get a chance. im a bit busy getting ready to go on holiday and stuff just now so it might have to wait at least a week.
@EL Um yeh i'l do it when i get a chance. im a bit busy getting ready to go on holiday and stuff just now so it might have to wait at least a week.
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MegaRPG NPC Module
Posted on Aug 9, 2008 9:03 am
Posted on Aug 9, 2008 9:03 am
cool beanz coz its abit weird having 5+ snippets all for one code, and I think the max amount of lines allowed for a snippet is 1500 so obv. all these snippets combined are more than that therefore I think you should zip it up and shove it in the addon section.
`-.-´
`-.-´
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MegaRPG NPC Module
Posted on Aug 10, 2008 4:00 pm
Posted on Aug 10, 2008 4:00 pm
i looked at mine and it had a extra line for magic
if ($readini(Players.ini,$2,Fighting) != Yes) { notice $nick $Left $2 is not Fighting. Try !entered $Right | halt }
if ($readini(Players.ini,$2,Fighting) != Yes) { notice $nick $Left $2 is not Fighting. Try !entered $Right | halt }
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MegaRPG NPC Module
Posted on Aug 11, 2008 12:55 pm
Posted on Aug 11, 2008 12:55 pm
yeh because ive added the NPC's and admin as colours in the `Entered, You have to replace the base code with what is on the base code list =]









