Aşağıdaki silahın hasar durumunu göstermek istiyorum ancak şarj sisteminden dolayı sanırım %200 şeklinde gösteriyor
yani more1 = hitpoints şeklinde alıyor. bunu yapmanın başka bir yolu varmıdır?

[ITEMDEF i_spear_parablow]
ID=i_spear
TYPE=t_weapon_fence
NAME=Parablow Spear
FLIP=0
WEIGHT=6

SKILL=Fencing
TWOHANDS=Y
REQSTR=50
DAM=8,33

ON=@Create
	MOREY=200.0
	ATTR=attr_magic
	COLOR=0480
	HITPOINTS=50
	MORE1=100

ON=@Click
MESSAGE [Sarj: <EVAL(<MORE1>)>]
MESSAGE <NAME>
MESSAGE [%<eval (<hitpointsl> * 2)> yeni]
RETURN 1
hitpointsl
ERROR:(para_spear.scp,17)Undefined keyword 'hitpointsl'
ERROR:(para_spear.scp,23)Can't resolve <hitpointsl>
1 var adada 1'i yok et önce.
on=@click
message @0481,,1 [%<eval (100 - ((<more1l> * 100) / <more1h>)> eski]
more1 ve more2 nin yerlerini değiştirerek sorunu hallettim ancak sitede gördüğüm bir eksik var ingilizcede olsa şu dökümanın eklenmesi taraftarıyım. more ve tdata ile ilgili.


More & Tdata
Index

    * More & Tdata

More & Tdata

Before we go into a full discourse on MORE (MORE1), 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, MORE1 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.

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.

MORE values can be changed in-game, per script or trigger. TDATA values can only be edited in the scriptfiles and are updated when you restart or resync the server.
A
advancement gate

MORE1: creature template to use
MORE2: Plotflags to set
animated tiles

MORE1: Next ID
armour

MORE1L is the current amount of hitpoints the item has
MORE1H 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)

TDATA2 Required Strength
TDATA3 Light ID
TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object).
archery butte

MORE1 contains the type of ammo currently stuck in it
MORE2 contains the amount of items stuck in it, amount of ammo
B
bank box

MORE1 is the amount of gold in the account
MORE2 is the amount to restock to (for NPCs)
MOREP is the point (x, y, and z) is the point in the world where the bank box was opened.

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size.
bed

type: t_bed

TDATA1 is the direction it occupies
beehive

MORE1 contains the amount of honey which has accumulated
blood: see leather
 
bones: see leather
 
book or a message

[MORE1 is the book ID from RES_BOOKtime stamp for the book/message if MORE1 | 0x80000000). ]

MORE1L book ID
MORE1H:
      0c00: Scripted book
      0800: Editable book
      08000: ? time stamp ?
NPC script book

MORE1 is the same as for other books
MORE2L is the current script page
MORE2H is the current offset
MOREZ is the priority for this script (% chance they want to do this).
booze

type: t_booze

TDATA1 is a flag that indicates whether the container is empty or not.
bow

type: t_weapon_bow

TDATA1 is the sound effect
TDATA2 is the required strength
TDATA3 is required ammo base ID
TDATA4 is the Ammo effect animation ID
bulletin boards

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size.
C
cannon

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

MORE1L is the current amount of hitpoints the item has
MORE1H 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)

TDATA2 Required Strength
TDATA3 Light ID
TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object).
container

MORE1 is the key UID
MORE2 is the lock complexity (how hard to pick)
MOREX is the trap type (not used yet)

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size.
 
corpse:

MORE1 - Time Of Death
MORE2 - Killer UID
MOREX & MOREY - make up a single DWORD which specifies what type of creature this is
MOREZ - is the direction it is facing

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size.
crops or foliage

types: t_crops, t_foliage

MORE1 is the respawn time
MORE2 is the fruit ID for when this is reaped
MOREX is the number of additional stages until this becomes ripe

TDATA1 is the item ID it will be reset to regrow from (0=nothing)
T DATA2 is the item ID it will further grow into (0=fully mature)
TDATA3 is the item ID it can be reaped for (0=immature - can't be reaped)
crossbow

see bow

 
D
deed

MORE1 is the itemID that will be generated
MORE2 is the previous key ID (e.g. for a drydocked ship deed).
doors

type: t_door, t_door_open

MORE1 is the key UID
MORE2 is the lock complexity (how hard to pick)
MOREX is the trap type (not used yet)

TDATA1 is the sound ID it makes
drink

type: t_drink

TATA1 is a flag that indicates whether the container is empty or not.
E
explosion

MOREX is the damage from the explosion
MOREY is the type of damage ( fire, magic, etc)
MOREZ is the distance range for the damage.
F
feathers: see leather
 
figurines

type: t_figurine

MORE1 is the creature ID
MORE2 is the UID of the offline creature (in stablemaster inventory)

TDATA2 is the required strength to mount it
TDATA3 is the base creature ID.
foliage: see crops
 
food

type: t_food_raw

MORE1 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
MOREZ is the poison skill applied.

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.
fruit

type: t_fruit

MOREX is the magic effect when eaten
MOREY is the spell strength
MOREZ is the poison skill applied.

TDATA1 is the itemID it grows from
TDATA2 is the itemID to use for the seed (copper coin is the default).
fur: see leather
G
game boards

MORE1 is the type of pieces to use ( 0 = chess, 1 = checkers, 2 = none )

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size
game piece

type: t_game_piece

TDATA1 is the starting x position
TDATA2 is the starting y position.
trees, rocks, water and grass

MORE1 is the resource ID (RES_REGIONRESOURCE).
guildstone, townstone or roomstone

MORE1 is the alignment
MORE2 is the gold in the account.
H
mounted horses

type: t_eq_horse

MORE1 is the creature ID
MORE2 is the UID of the offline creature (in stablemaster inventory)

TDATA2 is the required strength to mount it
TDATA3 is the base creature ID
 
I
ingot

type: t_ingot

TDATA1 is the skill required to smelt this
TDATA2 is the skill required to get the maximum yield when smelting
item hitpoints (by Rastaf)

MORE1L The number of current hitpoints
MORE1H The number of max hitpoints times 010000 (65536)

If you set the hitpoints-value of an item, you set at once the maximum hitpoints and the current hitpoints. So, if, in a script you use HITPOINTS=<HITPOINTS>-1 the item can never be repaired to its original value, since the max value is now -1 as well.
To selectively set the max amount of hitpoints and the current hitpoints, use MORE1 instead.

So if the current hitpoints are 35 (025) and the max hitpoints 77 (04D), the MORE1 value is 04D0025.
If you set the item's MORE1 to that number, the HITPOINTS value is automatically updated.
But if you set the HITPOINTS value to 35, the new MORE1 value will be changed to 0250025.
magic item

MORE2 Number of charges
item spawn point: see spawn point
 
item stone

MORE1 contains the item or template ID to generate
MORE2 is the price, Plotflags to set
MOREX is the regen time (0 = instant)
MOREY is the total amount to deliver (0 = infinite, 0xFFFF = none left).
J
jewelry

MORE1L is the current amount of hitpoints the item has
MORE1H 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)

TDATA2 Required Strength
TDATA3 Light ID
TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object)
 
K
keyring

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size.
L
leather, feathers, fur, wool, blood, and bones

MORE2 is the creature ID type this came from.
lightsource

MOREX maximum number of charges
MOREY is how many charges the light has before it will burn out
MOREZ is the light pattern

TDATA2 Required Strength
TDATA3 Light ID
TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object)
locks of containers, doors, ships, and ship holds

MORE1 is the key UID
MORE2 is the lock complexity (how hard to pick)
MOREX is the trap type (not used yet)
loom

MORE1 is the cloth type currently loaded here. Type of item (wool or cotton/flax) being used
MORE2 contains the amount of cloth/resources currently in the loom.

 
M
map

MORE1L is the top coordinate
MORE1H is the left coordinate
MORE2L is the bottom coordinate
MORE2H is the right coordinate)
MOREZ indicates whether the map has pins or not
MOREX and MOREY are the coordinates of the pin (I think).
meat

type: t_meat_raw

MORE1 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
MOREZ is the poison skill applied.

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.
 
memory objects

MORE1L is the action type this is a memory for
MORE1H is the skill involved
MORE2 is the start time of the memory
MOREP contains the coordinates at which the memory occurred.
 
message: see book
 
moongates: see telepads

type: t_moongate
 
mounted horses: see figurines
 
multi or ship

MORE1 is the UID of the player that created/owns the multi
murder flag

MORE1 contains the amount of time before it expires.
musical instrument

type: t_musical

TDATA1 is the sound ID to be played if successful
TDATA2 is the sound ID to be played if not successful.
N
NPC script

TDATA2 Required Strength
TDATA3 Light ID
TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object)
NPC script book: see book
 
 
NPC spawn point: see spawn point
 
O
ore

type: t_ore

TDATA1 is the itemID of the ingot this will smelt into
P
pitcher

types: t_pitcher, t_pitcher_empty

TDATA1 is a flag that indicates whether the container is empty or not.
For a portculis

MORE1 is the z height at the lowest setting
MORE2 is the z height at the highest setting.
potion

type: t_potion

MORE1 is the potion effect type
MORE2 is the strength of the potion (0-1000), ticks until explosion
MOREX is the countdown to explosion (for purple potions)

TDATA1 is a flag that indicates whether the container is empty or not.
 
R
rocks: see grass
 
roomstone: see guildstone
rune

MORE1 is the number of uses left before it wears out
MOREP contains the coordinates of the marked location.
S
seed

type: t_seed

TDATA1 is the itemID it grows from
TDATA2 is the itemID to use for the seed (copper coin is the default).
shields

MORE1L is the current amount of hitpoints the item has
MORE1H 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)
 
ship

MORE2 contains the speed, anchor flag, direction of movement, and facing direction in each byte respectively

see also: multi or locks
ship holds

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size.
ship planks and ship sides

type: t_ship_plank, t_ship_side, t_ship_side_locked

TDATA1 is the itemID of the next open/closed state.
sign gumps

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size.
equipped spell effects, fire, scrolls, comm crystals, campfires, and lava

MORE1L is the polymorph effect on STR
MORE1H 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)
MOREZ is the light pattern.
spellbook

MORE1 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)

TDATA2 Required Strength
TDATA3 Light ID
TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object)

see also: spell flags
sound

MORE1 is the sound ID
MORE2 is a flag to indicate repetition.
item spawn point

MORE1 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)
MOREZ is the max distance away from the spawn to create the spawned item(s).
For an NPC spawn point

MORE1 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)
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.
switch

MORE1 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.
T
trap

MORE1 is the animation ID
MORE2 is the damage
MOREX is the time to animate
MOREY is the time to idle until reset
MOREZ is a flag to indicate if the trap simply idles from active to inactive.
trash can

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size.
trees: see grass
telepads

MORE1 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, Quiet (no sound/animation) flag
MOREP contains the coordinates of the destination.
townstone: see guildstone
V
Vendor box

TDATA2 is the gumpID
TDATA3 is the minimum gump size
TDATA4 is the maximum gump size.
W
wands (t_wand)

MORE1L is the current amount of hitpoints the item has
MORE1H 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)
MOREZ is the poison skill applied (0-100)

TDATA2 Required Strength
TDATA3 Light ID
TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object).
wash water (t_water_wash)

TDATA1 is a flag that indicates whether the container is empty or not
 
weapons

MORE1L is the current amount of hitpoints the item has
MORE1H 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)
MOREZ is the poison skill applied (0-100)

TDATA2 Required Strength
TDATA3 Light ID
TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object).
water: see grass
 
web

MORE1 is the amount of hits the web can take.
 
window

MOREZ is the light pattern
 
wool: see leather
 
 
 
MOREP (WORD WORD BYTE) (MOREZ,MOREY,MOREZ,MOREM)

Creature information for raw meat.
NPC Script info (start time, stop time, priority level)
MORE2 (DWORD)

NPC Script info (page, offset)
Gump ID for this sign
 
Spellbook:

MORE1 (1-4 Circle):

Clumsy: 01
CreateFood: 02
Feeblemind: 04
Heal: 08
MagicArrow: 010
Nightsight: 020
Reactive Armour: 040
Weaken: 080
Agility: 0100
Cunning: 0200
Cure: 0400
Harm: 0800
MagicTrap: 01000
MagicUntrap: 02000
Protection: 04000
Strenght: 08000
Bless: 010000
Fireball: 020000
MagicLock: 040000
Poison: 080000
Telekinese: 0100000
Teleport: 0200000
Unlock: 0400000
WallOfStone: 0800000
ArchCure: 01000000
ArchProtect: 02000000
Curse: 04000000
Firefield: 08000000
Greaterheal: 010000000
Lightning: 020000000
ManaDrain: 040000000
Recall: 080000000

MORE2 (5-8 Circle):

BladeSpirit: 01
Dispel Field: 02
Incognito: 04
MagicReflection: 08
MindBlast: 010
Paralyze: 020
PoisonField: 040
SummonCreature: 080
Dispel: 0100
EnergyBolt: 0200
Explosion: 0400
Invisibliy: 0800
Mark: 01000
MassCurse: 02000
ParaField: 04000
Reveal: 08000
ChainLightning: 010000
EnergyField: 020000
Flamestrike: 040000
Gate: 080000
ManaVampire: 0100000
MassDispel: 0200000
MeteorSwarm: 0400000
Polymorph: 0800000
EarthQuake: 01000000
EnergyVortex: 02000000
Resurrection: 04000000
AirElement: 08000000
SummonDeamon: 010000000
EarthElement: 020000000
FireElement: 040000000
WaterElement: 080000000
Master
59.2997
bunlar ile uğraşmak yerine direk olarak hitpoints üzerinde daha sağlıklı bir verim alınabilir. hitpoints olarak değerini verirsiniz create triggerı altında.

hasarı gösterirken de;

on=@click
if <hits> < <maxhits>
message <eval (100 - <muldiv <hits>,<maxhits>,100>)>
endif

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