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  • | 04000efad || An item's serial number ...tion for a piece of gold. Don't worry about understanding it. I'll explain item scripts in full in the next section! You can find this script in the file s
    34 KB (5,840 words) - 21:40, 19 August 2022
  • Item files should be loaded before template files, and finally character files. //////// World Save Information<br />
    45 KB (6,806 words) - 22:12, 26 March 2014
  • :ITEM=i_expcoin,3<br /> :ITEM=i_shirt_plain<br />
    27 KB (4,554 words) - 16:08, 30 May 2013
  • Otras variables depende del valor TYPE que tenga dicho item, lo que nos lleva a.. ...en el se obtiene el famoso mensaje "You cannot think of a way to use that item" . Hay una lista completa de los tipos, y cómo configurarlas. Todo lo que
    37 KB (6,180 words) - 14:13, 12 January 2013
  • ...r damaged it. If a player is hit, the SRC is whoever hit the player. If an item is double-clicked, the SRC is the player who double-clicked it. The ONLY ev ...renced character, for example on that char trigger @ItemDclick, ACT is the item the player double-clicked.
    17 KB (3,003 words) - 23:11, 19 August 2022
  • ...p. Let's say we want to make a function that executes SRC.SYSMESSAGE Hello World 35 times. Here would be an example of how one could do this: SYSMESSAGE Hello World
    24 KB (4,072 words) - 05:12, 13 March 2023
  • ...reality, it's just a series of events, which occur depending on which menu item the user picks. Here's the part of the rest of the alchemy script: ...tt>&lt;RESMAKE&gt;</tt> is a string which tells what it takes to make that item. Both of those are specified in the script for i_potion_HealLess (which is
    39 KB (6,412 words) - 14:07, 15 August 2022
  • ...ome basic behaviour of the item, and it's capabilities (for example, if an item is not of an equippable type, it cannot be equipped). ...s: As events are generally assortments of triggers what can be added to an item or character. You may also "hardcode" some trigger actions in the ITEMDEF/C
    36 KB (6,138 words) - 22:19, 26 November 2010
  • //////// World Save Information // How often for Sphere to save your world (minutes)
    31 KB (3,912 words) - 22:10, 26 March 2014
  • * Fixed many world art issues * Many map and world art fixes
    13 KB (2,023 words) - 13:22, 29 November 2011
  • x no loss of ar-value on unequipping armor or another item, but unequipping works correct with xedit ADD items directly into pack by targetting other item in pack.
    629 KB (101,881 words) - 23:09, 6 June 2018
  • ...ermines how much lag you experience. The packet which describes an object (item on the ground) to your client is between 15 and 21 bytes. You read that cor * Execute a "tick" on each item and each character. This decrements TIMERD on all objects.
    23 KB (3,940 words) - 23:11, 3 June 2009
  • ...pes code and then a program runs. That is absolutely nothing like the real world. But I won't get into that, because all we're dealing with is SPHERE script ..., and find that there is a command called BOUNCE which puts the referenced item into the backpack of the SRC (SRC is the person dclicking in this trigger),
    19 KB (3,433 words) - 00:09, 8 June 2009
  • ...r is different than the language spoken by your UO client. In the computer world, a language spoken between two programs is called a protocol. We use protoc * Which item is used in the effect
    21 KB (3,564 words) - 22:38, 26 November 2010
  • Ever wondered why you can't change for example 'TDATA' values on a per-item basis? Or some default values from Sphere.ini? ...again on each game object. Therefore for example a single crossbow in the world reads what items it needs as ammunition not from it's "WORLDITEM" data obje
    8 KB (1,270 words) - 01:47, 28 August 2022
  • ...yer is under the effects of a spell. Some [[Special Items|special types of item]] also have additional properties that can be accessed via scripts. The fol ...ce an item to be "in" a container and bypass @dropon triggers, or force an item to be equipped to a player and bypass @equiptest and @equip triggers -- but
    18 KB (3,030 words) - 00:37, 3 December 2023
  • | [[ACT]] || RW || Gets or sets the [[Characters|character]] or [[Items|item]] that is related to the action the character is performing. | [[FINDCONT]]''.n'' || R || Gets the nth [[Items|item]] equipped to the character. (zero-based)
    54 KB (8,359 words) - 22:13, 8 March 2023
  • ...y stored in the client's multi.mul file, but are only considered to be one item to both the server and client (so when you approach a castle, there is a si | [[ADDITEM]] ''item_id, dx, dy, dz'' || W || Adds an item to the house design.
    19 KB (2,986 words) - 01:07, 8 May 2022
  • An ITEMDEF block defines the basic properties of an [[Items|item]]. Here is a list of all item definition properties.
    8 KB (1,336 words) - 15:56, 16 January 2023
  • | [[ICON]] || RW || ?? || Gets or sets the item that can be used to represent the character in figurine form. ...CES]] || R || ?? || Returns the number of this character that exist in the world.
    10 KB (1,517 words) - 22:12, 8 March 2023

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