[55i]Les more

 
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Voila j'ai des objets de type arme et armure auxquels ils faut que j'attribue des variables constantes, donc comme les tag ca marchera pas, il faut que j'utiliser des more.

Seulement, a part les trucs du genre moreP pour un t_telepad, j'y connais pas grand chose, donc si quelqu'un a un tutorial qui explique ca précisément, et qui définit quels more sont libres/occupés, ca me serait utile.
Tu as comme valeurs disponibles :

Les more normaux :

MORE1
MORE2

et les more de "position"

MOREX
MOREY
MOREZ
MOREM

Qui constituent à elles 4 MOREP

La plus grande sécurité pour vérifier qu'ils ne sont pas utilisés, c'est de spawner l'item de base que tu souhaites modifier et regarder si déjà c'est utilisé. Il est évident qu'avec le .info de base de Sphère tu ne verras pas pas tout ca, si tu en as un plus évolué ca devrait pas poser de soucis.

Sinon je te conseille pour être vraiment sûr de consulter la liste des différents TYPE et regarder si ces variables sont utilisées.

Enfin tu peux utiliser les TDATA pour fixer des statiques, c'est déjà ca de gagné
J'ai retrouvé ça sur mon pc, et je sais plus sur quel site c'était, mais l'auteur est =<Khron>= (désolé si c'est en anglais ^^)

Citation :
Q: What do the values MORE, MORE2, and MOREP stand for?
A: Before we go into a full discourse on MORE, MORE2, and MOREP, we need to define a few terms. A DWORD is a Double-Word, which is a 32 bit unsigned integer value. It can range from 0 to 4294967295. In hex, that would be 0 to FFFFFFFF. A WORD is a single-Word, which is a 16 bit unsigned integer value. It can range from 0 to 65535, or 0 to FFFF. A BYTE is a 8 bit integer, which ranges from 0 to 255, or 0 to FF.

With that in mind, MORE and MORE2 are DWORD values, while MOREP is a structure containing a WORD, a WORD, and a BYTE. The three components of MOREP are often referred to as MOREX, MOREY and MOREZ, respectively.

Occasionally, a DWORD value is used as a combination of two WORD values, with the high order WORD storing one piece of data, and the low order WORD storing another.

The meanings of MORE, MORE2, and MOREP depends on the type of item in question. Here's what I could pull out of the source code as of 0.55c:

For containers, doors, ships, and ship holds, MORE is the key UID, MORE2 is the lock complexity (how hard to pick), and MOREX is the trap type (not used yet).

For ship tillermen, keys, and signs, MORE is the lock UID.

For a bank box, MORE is the amount of gold in the account, MORE2 is the amount to restock to (for NPCs), and MOREP is the point (x, y, and z) is the point in the world where the bank box was opened.

For game boards, MORE is the type of pieces to use ( 0 = chess, 1 = checkers, 2 = none )

For wands and weapons, MORE (low) is the current amount of hitpoints the item has, MORE (high) is the maximum hitpoints for the item, MORE2 is the number of remaining charges (if magical), MOREX is the spell type (if magical), MOREY is the spell strength (0-1000), and MOREZ is the poison skill applied (0-100).

For armour, shields, clothing and jewelry, the values are the same as for weapons (above) with the exception that MOREZ is not used.

For equipped spell effects, fire, scrolls, comm crystals, campfires, and lava, MORE (low) is the polymorph effect on STR, MORE (high) is the polymorph effect on DEX, MORE2 is the number of charges left, MOREX is the spell type, MOREY is the spell strength (0-1000), and MOREZ is the light pattern.

For a spellbook, MORE is a mask of available spells in circles 0-4, MORE2 is a mask of available spells in circles 5-8, MOREX, MOREY, and MOREZ are additional spells (necro, etc).

For a map, MORE (low) is the top coordinate, MORE (high) is the left coordinate, MORE2 (low) is the bottom coordinate, MORE2 (high) is the right coordinate), MOREZ indicates whether the map has pins or not. MOREX and MOREY are the coordinates of the pin (I think).

For fruit, food, and meat, MORE is the ItemID that will be result from cooking this, MORE2 is the creature ID that this came from, MOREX is the magic effect when eaten, MOREY is the spell strength, and MOREZ is the poison skill applied.

For a corpse, MORE is the time of death, MORE2 is the UID of the killer, MOREX and MOREY make up a single DWORD which specifies what type of creature this is, and MOREZ is the direction it is facing.

For a window or a lightsource, MOREY is how many charges the light has before it will burn out, and MOREZ is the light pattern.

For an item spawn point, MORE is the itemid or template id that will be spawned, MORE2 is the max # of items to spawn per interval (if 0, then spawn a random number up to total amount), MOREX is the min time between spawns (in minutes), MOREY is the max time between spawns (in minutes), and MOREZ is the max distance away from the spawn to create the spawned item(s).

For an NPC spawn point, MORE is the creature ID or group ID that will be spawned, MORE2 is the current number of creatures spawned from here, MOREX is the min time between spawns (in minutes), MOREY is the max time between spawns (in minutes), and MOREZ is the max distance away from the spawn to create the spawned NPC -- this will also be the maximum wander distance for the NPC.

For an explosion, MOREX is the damage from the explosion, MOREY is the type of damage ( fire, magic, etc), and MOREZ is the distance range for the damage.

For a book or a message, MORE is either the book ID from RES_BOOK, or the time stamp for the book/message if MORE | 0x80000000).

For an NPC script book, MORE is the same as for other books, MORE2 (low) is the current script page, MORE2 (high) is the current offset, and MOREZ is the priority for this script (% chance they want to do this).

For a deed, MORE is the itemID that will be generated, and MORE2 is the previous key ID (e.g. for a drydocked ship deed).

For a potion, MORE is the potion effect type, MORE2 is the strength of the potion (0-1000), and MOREX is the countdown to explosion (for purple potions).

For crops or foliage, MORE is the respawn time, MORE2 is the fruit ID for when this is reaped, and MOREX is the number of additional stages until this becomes ripe.

For trees, rocks, water and grass, MORE is the resource ID (RES_REGIONRESOURCE).

For figurines and mounted horses, MORE is the creature ID, and MORE2 is the UID of the offline creature.

For a rune, MORE is the number of uses left before it wears out, and MOREP contains the coordinates of the marked location.

For telepads and moongates, MORE is a flag for whether it only works for players and pets, MORE2 is a flag for whether the teleport animation is triggered or not, and MOREP contains the coordinates of the destination.

For memory objects, MORE (low) is the action type this is a memory for, MORE (high) is the skill involved, MORE2 is the start time of the memory, and MOREP contains the coordinates at which the memory occurred.

For a multi or a ship, MORE is the UID of the player that created/owns the multi, MORE2 contains the speed, anchor flag, direction of movement, and facing direction in each byte respectively.

For a portculis, MORE is the z height at the lowest setting, and MORE2 is the z height at the highest setting.

For an advancement gate, MORE is the creature template to use.

For a beehive, MORE contains the amount of honey which has accumulated.

For a loom, MORE is the cloth type currently loaded here, and MORE2 contains the amount of cloth currently in the loom.

For an archery butte, MORE contains the type of ammo currently stuck in it, MORE2 contains the amount of items stuck in it.

For a cannon, MORE2 contains a mask of what is currently loaded in it. (0 = none, 1=powder, 2=shot)

For a murder flag, MORE contains the amount of time before it expires.

For an item stone, MORE contains the item or template ID to generate, MORE2 is the price, MOREX is the regen time (0 = instant), MOREY is the total amount to deliver (0 = infinite, 0xFFFF = none left).

For a web, MORE is the amount of hits the web can take.

For a trap, MORE is the animation ID, MORE2 is the damage, MOREX is the time to animate, MOREY is the time to idle until reset, and MOREZ is a flag to indicate if the trap simply idles from active to inactive.

For a switch, MORE is the item ID of the next state of the switch, and MOREX is a flag to indicate if this is activated by stepping on it.

For a sound, MORE is the sound ID, and MORE2 is a flag to indicate repetition.

For a guildstone, townstone or roomstone, MORE is the alignment, MORE2 is the gold in the account.

For leather, feathers, fur, wool, blood, and bones, MORE2 is the creature ID type this came from.

Q: Alot of items have something called TDATA. What is this?
A: TDATA is really type-specific data. Much like the MORE values, the meaning of the 4 TDATA fields depends entirely on the item type in question. Each of the fields is a DWORD. They are designated by TDATAn, where n is either 1, 2, 3, or 4. Not all TDATA fields are used by each item type.

For wands, weapons, armour, clothing, lights, spellbooks, jewelry, and NPC scripts, TDATA2 is the required strength, TDATA3 is the light ID, and TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object).

For bows and crossbows, TDATA2 is the required strength, TDATA3 is required ammo base ID, and TDATA4 is the fired ammo graphic ID.

For containers, sign gumps, ship holds, bulliten boards, corpses, trash cans, game boards, bank boxes, vendor boxes and keyrings, TDATA2 is the gumpID, TDATA3 is the minimum gump size, and TDATA4 is the maximum gump size.

For figurines and equipped horses, TDATA2 is the required strength and TDATA3 is the base creature ID.

For raw food and raw meat, TDATA1 is the item ID this cooks into, TDATA2 is the creature ID type that the meat came from, and TDATA3 is the skill required to cook it.

For musical instruments, TDATA1 is the sound ID to be played if successful, and TDATA2 is the sound ID to be played if not successful.

For ore, TDATA1 is the itemID of the ingot this will smelt into.

For ingots, TDATA1 is the skill required to smelt this, and TDATA2 is the skill required to get the maximum yield when smelting.

For doors, TDATA1 is the sound ID it makes.

For game pieces, TDATA1 is the starting x position, and TDATA2 is the starting y position.

For a bed, TDATA1 is the direction it occupies.

For foliage and crops, TDATA1 is the itemID it grows from, TDATA2 is itemID it will grow into, and TDATA3 is the itemID of the fruit that can be reaped from it.

For seeds and fruit, TDATA1 is the itemID it grows from, and TDATA2 is the itemID to use for the seed (copper coin is the default).

For drinks, booze, potions, pitchers, and wash water, TDATA1 is a flag that indicates whether the container is empty or not.

For ship planks and ship sides, TDATA1 is the itemID of the next open/closed state.
(On voit que les sources de Sphere ont tourné quand meme)
For wands and weapons, MORE (low) is the current amount of hitpoints the item has, MORE (high) is the maximum hitpoints for the item, MORE2 is the number of remaining charges (if magical), MOREX is the spell type (if magical), MOREY is the spell strength (0-1000), and MOREZ is the poison skill applied (0-100).

For armour, shields, clothing and jewelry, the values are the same as for weapons (above) with the exception that MOREZ is not used.

Donc more2, moreX, moreY et moreM sont utilisables.

C'est tout ce qu'il me fallait

Et a la place du .info il y a le .xshow blabla
le "show" est tres pratique et y a pas bcp de monde qui y pense, par exemple pour faire comme un .xtaglist mais pour les events, un .xshow events
Ca sert dans plein de cas comme ca, et c'est plus rapide que le .info
 

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