General MD Script Discussion
Any Announcements or general MDScript discussion can go here
27 topics in this forum
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All MDscripts need a Location setting to define where they can run properly. Otherwise, they will toss an error. See here: http://magicduel.invisionzone.com/topic/6799-location-setting/ [log='General Info'] Storage Data Can use functions, or call as a Variable directly once defined as in: @vs = mds_storage("foo","aoau"); echo @storage[@vs] mds_storage_load(); mds_storage_add(); mds_storage_read(); mds_storage($name, $type); type = keyword that determines the scope and sharing level of the storage totu: shared only for this object and this user toau: shared only for this object but for all users accessing it aoau: shared across all object and…
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Since the announcements say that the clickable objects are being worked on, I guess it's a good time to bring up this subject. What feature do you want to see available in the clickable objects? Personally, I'd love to see a full implementation of the keys feature, and possibly no limit to the amount of keys someone can have from a single player. Functions that can return and print the name of a person/alliance/land/tag would be cool as well. And, a function that can check whether a player has a certain item or creature type. I can imagine that these will help make interesting, fully integrated and automated quests that might still be available long after the maker is g…
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I used to have code that read: @vm=date(i); which ran fine 8 years ago. At some point, this started giving an error message, that while the letter i was assumed to be the text string 'i', this would no longer be supported in future versions of php. Changing it to @vm=date('i'); fixed the problem.
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For many people who want to make a quest coding is a big hurdle. This tutorial is made to teach all needed to make simple quests in an easily understandable way. The tutorial covers displaying text, reading out user input and saving progress using keys. The result of the tutorial can be seen at the signs at the MBP and at Willow's shop using the keyword secret pass word. In order to make a clicky quest you need to have unlocked the ability to edit clickies. This can be purchased using your third WP, but is also occasionally given out to those deemed worthy. Step 1: Displaying text You can edit a clicky by opening it and clicking on the "edit own" button. Now you …
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So I've been fiddling with this for a while. If you add the following line to your JS, it will send the user back to the navigation page as if they had clicked on the compass icon. This reloads the iframe, and does not change the page content (which is much better and smoother than reloading the whole page). window.top.document.getElementById('pagecontent').src = '/ifrm/ifrm.navigation.php'; There is of course ways to redirect to any page internally. Just fire up the console and pay attention to the network and see what those respective links are. -Awi
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So the watering can was coded by me a long time ago. But now when I try to use it I get this: [b][color="#CC0000"]There was a problem in using this item[/color][/b] #Reloaded use page, please press use from the inventory page Any ideas Awi
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Here is a collection of comments made about the new item scripting while i was helping him, and he wished me to post the ideas on the forum. Item Scripts will be used for anything from quest items to anything cool that you want to add something onto your item. But they have to fit in with the current item, so the effect of the item must be believable based on its description. Multiple Items per Script Some items will all be linked to one script so that each item will behave similarly. This group of items will be editable by one person and when the script is edited all of these items will change. However depending on the scripting each item can do something slightly d…
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Every script I try to run gives the typical incorrect location error ("#Add (locations COORD) on the first line of your script, replace COORD with the location where the clickable is. You can specify multiple locations that can run this script by adding whem with comma") despite the correct location setting [(locations 1_2x1_1) for the brick at Wind's Game, for example] being present in each. I've tried this on several clickables, RPC and Grade 4, as well as browser fixes (cleared cache/cookies, updated Flash), none of which made a difference. I'm probably overlooking something obvious, just can't figure out what that might be.. EDIT: This seems to be working now, bu…
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With the addition of more 'physical' resources, shared tools, and such, would it be possible to adapt the same sort of functionality that mds_is_ctc() uses, to get the info from an ITC code? The CTC checker is nice to confirm trades, and rewards of quest sponsors, and I'd like to have the ability to confirm items sponsored as well, before actually trading the items. (and on a more personal note, I have a basic @storage for my own quest rewards, that ensures the CTC is still valid for things I saved in it a while ago... it would be awesome to validate ITC as well, so folks can save their own sponsored rewards via my "clickie treasury" ) Thoughts?
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What is HTML? HTML is a way of formatting "stuff" on the web. It allows you to format and display text and images in wonderful ways. There are many wonderful websites dedicated to learning HTML, so i wont cover that here, but recommeded reading is looking at W3Schools HTML Tutorial [url="http://www.w3schools.com/html/default.asp"]here[/url] For MDScript you only need to type the content between the [CODE]<body></body>[/CODE] tags so dont worry about anything above or below it. However knowing about it might be helpful if you want to write your own HTML pages. Some useful HTML tags are listed below: [CODE] <b>This is Bold</b> <i>M…
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MD Script is the custom scripting language written for MD by Murry and Rendril. It is in essence PHP and shares most of the sytax and functions that PHP can use. If you know PHP, then you probably should skip to this post (not yet written) which has a list of notes and differences between PHP and MDScript If you know some programming already but not PHP, you should probably look at this post for a quick overview of PHP and MDScript (not yet written) MDScript allows you to do a lot with the clickables around, the most used application is for quests and games. Also at higher levels you can script code onto items. Each Tutorial post is designed to be kept small, and …
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Im will be doing some MDscript tutorials on how to use and program in MDscript as several have requested them. Currently i am trying to decide what level i would be pitching these tutorials at. [b]Please complete the poll only if you are interested in using MDscript at some time in the future, Thanks[/b]
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If anybody wants this code for their own quests, I've formatted a trimmed version for Seig. Past winners only, or I'll have to edit out the text and then it will be sorta hard to follow....
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This is the condensed version of a conversation thread that I felt needed preserving. ============================= The real basics for beginners, before trying to understand the forum examples... Once you have clickie access via your 3rd wp, when you look at a clickie, you see a new button "edit own". Clicking on "edit own" you have 4 fields: Title, Password, Content, and Code. Normally a visitor sees everybody's work that has no password. These expire every 14 days, however, and become invisible (not gone) until they are refreshed. This is what is going on with the MDA books. If you put up a password (which must be unique to that clickie), then your work is visi…
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While working on Darigan's guestbook today i noticed severe differences in the functions an item fulfills depending on whether you are in the coder's screen (after you click save&compile as person coding the stuffs) and the viewer's screen (where everybody else has access to read the things on it). For example, a plain and simple button structure wouldn't do the trick on the coder's view, which kinda drove me nuts while testing, because i knew the button was right and still didn't do what it was supposed to do... It did the stuff on the viewer's screen, though. I also noticed that the storage contains different things for coder and viewer, another part that drove me …
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I'm envisioning something akin to a multi-player game of chess at a clickie. I need a reality check on data structures possible within MD before I embark on this big project, and teaching myself the coding details. Am I correct that we are allowed ONE and only one variable to be universally stored and accessible through a clickie regardless of which player accesses it(using store and retrieve functions)? But that one variable can be an array? In the punch-card days, an Array was a numbered list of finite pre-defined length. In MD script it is of variable length, theoretically unlimited, the index number the computer might use is hidden, and an entry is 2-part con…
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SORRY PLEASE MOVE TO CORRECT PLACE IN FORUM, :S i would like to create a diary to run along side a quest,the quest will be run through clickables only. I want the diary to be activated with the word "Personal study pages" which will display information depending on which clickables have been clicked so far. way i was thinking of doing it Asterdai clicks on alche's alley clickable, script gives character "asterdai-quest1" key then is prompted in the clickable information that he can now refer to his Personal study pages for further information. the script when Personal study pages code word is given, will display information regarding which key/keys have been giv…
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I am imagining creating functions that store "MundaneItemKey"."XXX" where XXX is basically anything we want. This could even be created off input by the players -- walk up the Willow's Shop, tell the clerk you want a "widget" and you get the key for that (probably need to review requests to stock new items in the store -- that's better). A person's role-playing would be defined/focussed by their choices. Coders could require certain mundane items to complete quests.... "rope", "bucket" etc. Lot of book-keeping of course. Magic Mirror to show you what you have, and storage functions of all keys that have been defined. Some sort of total encumberance limit (like MP l…
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Functionality restrictions of items [size="5"]PLEASE READ, IT IS IMPORTANT. Pretending you had no idea of this won't be a valid excuse when i will erase your items and remove your editing ability. [/size] This announcement refers mainly to the astral plane, private chats, private messages, quests revealing game locations you are not actually in, scripts that alter the interface to allow functionality that is available in other forms through the shop or partialy available, and so on, but applies also on other similar situations, if any. [b]Rule 1[/b] [color="#FF0000"]- MD Scripts should not be used to duplicate game features, enhance already existing features or al…
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Heat storage on items is not (or should not) be influence-able by the editor or the user of the script. The heat is taken automatically and once stored on the item its value can't be altered. only the amount taken can be decided by the editor. It drops 1 per second same as user heat. This could be a potential "currency" or "power" indicator for future functions that can alter user stats. Items could do damage, improve stats, heal, and more, based on the amount of heat stored on them. Any editor coult take advantage of the loaded heat on an item so maybe these functions should be available only on items (mdsi_ not mds_). What could be in your opinion the equivalents in he…
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I think it is best to split this from the main discussion about MDscripting. [quote]Kafuuka, you raise a very important point. The cleanup is sorely lacking for both keys and storage. Yes, the empty storage removes itself but things like "tests" with data in them stay behind, I think a storage list which shows the names of your storages would be useful (even if you just get them in an array)[/quote] The problem is simple. Every time a new variable or key is created, it increases the server load a tinsy bit. Memory/harddisk space and possibly processor time are eaten. cpu time? Imagine a query on all keys a player has. I have only one reason I can think of to make such …
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I think that the md avatar funciton should have the ability to return a path to be used in specific image layouts This would allow better customisation of showing the avatars without using javascript to modify it Examples would be to have it as a table or div background
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Since it looks like people have been using my Angiens Taint detector to test and check creature info for transfers, trades, and other reasons, I have updated the script. New Additions: User Id: Next to the user id the name of the player is now shown. Creature type: Next to the number is the creature type name Make sure you only enter (or giveaway) a partial CTC so your creature cannot be stolen from you. This script resides at the Angiens signpost in MB. Cheers, Cutler
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Hello again! Another question for the Oak Log. I was wondering if it would be possible to add a visitor counter (and I don't mean one of those horrendous neon colored ones usually offered online. Something more classy, and MD fitting? Tan toned) and an active visitor notifier? So essentially at the bottom of the main page you would be able to see how many people are reading it, or how many people have read it. Does that make sense? Thank you. Awi
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So as I continually increase the amount of pure text that the Oak Log holds, I'm starting to realize that in a few months it could become quite a bit to load, especially on a slow computer. So to bide someone's time, does anybody know how to create a preloader? Something of the sort? I'd be willing to pay. Awi
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