I have some questions.... about repsys.cfg
1) how work to change character gumo to red, criminal and blue?
2) //PartyHelpFullCountsAsCriminal 0 I dont know how this work....
3) And the //HookList the big question is when this run theses exports?
I know about int return for status color but when its occur?
example:
//PartyHelpFullCountsAsCriminal 0 <=== what is this?
//HookList
//{
// NameColor (string exported_func_name)
// HighLightColor (string exported_func_name)
// OnAttack (string exported_func_name)
// OnDamage (string exported_func_name)
// OnHelp (string exported_func_name)
//}
And if a player help other with healing?
HighLightColor i dont know how work...
someone have idea about OnDamage?
Sorry for theses alot of questions... Thanks for any help...
cya,
repsys.cfg
Re: repsys.cfg
03-12-2009 Turley:
Added: repsys.cfg General section "PartyHelpFullCountsAsCriminal 1/0" default 0 if 0 OnHelp does not set
mobile to criminal if helped char is criminal/murderer when they are in the same party
08-19 Austin
Added: Three more hooks to repsys.cfg's HookList elem.
OnAttack Run when a mobile attacks another.
- Target with the TGTOPT_HARMFUL flag set.
- Mobile goes into warmode and double clicks another.
OnDamage Run when a mobile damages another.
- ApplyDamage() or ApplyRawDamage() is used.
OnHelp Run when a mobile helps another.
- Target with TGTOPT_HELPFUL is used.
08-17 Austin
Added: repsys.cfg
New elem called 'HookList' which will support syste hook scripts for the reputation system.
Currently name (single click) and highlight (health bar) colors are hookable.
Example:
repsys.cfg
HookList HookList
{
NameColor :repsys:hookScript:NameColor
HighLightColor :repsys:hookScript:HighLightColor
}
:repsys:hookScript.src
exported function NameColor(mobile, visible_to)
return CInt(GetObjProperty(mobile, "NameColor"));
endfunction
exported function HighLightColor(mobile, visible_to)
return CInt(GetObjProperty(mobile, "HighLightColor"));
endfunction
HighLightColor note: The client seems to only accept the following numbers
0 - None, 1 - Innocent, 2 - Friend, 3 - Attackable,
4 - Criminal, 5 - Enemy, 6 - Murderer, 7 - Invulnerable
8 - Unknown (blue gump, pure black mobile)
Added: repsys.cfg General section "PartyHelpFullCountsAsCriminal 1/0" default 0 if 0 OnHelp does not set
mobile to criminal if helped char is criminal/murderer when they are in the same party
08-19 Austin
Added: Three more hooks to repsys.cfg's HookList elem.
OnAttack Run when a mobile attacks another.
- Target with the TGTOPT_HARMFUL flag set.
- Mobile goes into warmode and double clicks another.
OnDamage Run when a mobile damages another.
- ApplyDamage() or ApplyRawDamage() is used.
OnHelp Run when a mobile helps another.
- Target with TGTOPT_HELPFUL is used.
08-17 Austin
Added: repsys.cfg
New elem called 'HookList' which will support syste hook scripts for the reputation system.
Currently name (single click) and highlight (health bar) colors are hookable.
Example:
repsys.cfg
HookList HookList
{
NameColor :repsys:hookScript:NameColor
HighLightColor :repsys:hookScript:HighLightColor
}
:repsys:hookScript.src
exported function NameColor(mobile, visible_to)
return CInt(GetObjProperty(mobile, "NameColor"));
endfunction
exported function HighLightColor(mobile, visible_to)
return CInt(GetObjProperty(mobile, "HighLightColor"));
endfunction
HighLightColor note: The client seems to only accept the following numbers
0 - None, 1 - Innocent, 2 - Friend, 3 - Attackable,
4 - Criminal, 5 - Enemy, 6 - Murderer, 7 - Invulnerable
8 - Unknown (blue gump, pure black mobile)