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Topics - VanillaSky

1
Hi people!

I try to get PK8's SelfData Script to run, but it won't work..
This is the Error that I get..



The scripts that I use are:

- the SDK
- a Event Clone Script
Spoiler: ShowHide
#==============================================================================
# ** Events klonen V1.1
# EventsKlonen.rb von Abt Ploutôn, Monsta (07.08.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/51
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=9900
# http://www.rmxp.de/forum/rmxp-de-technik/rgss-skript-datenbank/programmierhilfen/p227129-events-klonen/#post227129
#==============================================================================

#--------------------------------------------------------------------------
# Events klonen V1 @ Abt Ploutôn
#--------------------------------------------------------------------------

# Monsta Edit: 1.0 05.06.07

# Aufruf:
# $game_map.add_event(map_id,id,x,y)
# ...weitere Events...
# $scene.spriteset.refresh

# Neuerungen vom Monsta Edit
# - Man kann sich die ID des neuen Events zurückgeben lassen (@id = $game_map.add...)
# - Bug mit Self Switches bei geklonten Events behoben
# - Die Zeile "$game_map.need_refresh = true" brauch nicht mehr ins Call Skript
# - ID's werden richtig ersetzt (siehe Post SLB)

class Spriteset_Map
  #--------------------------------------------------------------------------
  def refresh
    $game_map.need_refresh = true
    unless @character_sprites == nil
      for sprite in @character_sprites
        sprite.dispose
      end
    end
    @character_sprites = []
    for i in $game_map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
  @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
end

class Game_Map
  #--------------------------------------------------------------------------
  def add_event(map_id,id,x,y)
    s = 1
    (1..@events.size + 1).each{|s|break unless @events.keys.include?(s)}
    map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
    ev = map.events[id]
    ev.id = s
    @events[s] = Game_Event.new(@map_id, ev)
    @events[s].moveto(x, y)
    return @events[s].id
  end
  #--------------------------------------------------------------------------
end

class Scene_Map
  #--------------------------------------------------------------------------
  attr_accessor :spriteset
  #--------------------------------------------------------------------------
end
#==============================================================================
# ** Events klonen V1.1
# EventsKlonen.rb von Abt Ploutôn, Monsta (07.08.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/51
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=9900
# http://www.rmxp.de/forum/rmxp-de-technik/rgss-skript-datenbank/programmierhilfen/p227129-events-klonen/#post227129
#==============================================================================

#--------------------------------------------------------------------------
# Events klonen V1 @ Abt Ploutôn
#--------------------------------------------------------------------------

# Monsta Edit: 1.0 05.06.07

# Aufruf:
# $game_map.add_event(map_id,id,x,y)
# ...weitere Events...
# $scene.spriteset.refresh

# Neuerungen vom Monsta Edit
# - Man kann sich die ID des neuen Events zurückgeben lassen (@id = $game_map.add...)
# - Bug mit Self Switches bei geklonten Events behoben
# - Die Zeile "$game_map.need_refresh = true" brauch nicht mehr ins Call Skript
# - ID's werden richtig ersetzt (siehe Post SLB)

class Spriteset_Map
  #--------------------------------------------------------------------------
  def refresh
    $game_map.need_refresh = true
    unless @character_sprites == nil
      for sprite in @character_sprites
        sprite.dispose
      end
    end
    @character_sprites = []
    for i in $game_map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
  @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
end

class Game_Map
  #--------------------------------------------------------------------------
  def add_event(map_id,id,x,y)
    s = 1
    (1..@events.size + 1).each{|s|break unless @events.keys.include?(s)}
    map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
    ev = map.events[id]
    ev.id = s
    @events[s] = Game_Event.new(@map_id, ev)
    @events[s].moveto(x, y)
    return @events[s].id
  end
  #--------------------------------------------------------------------------
end

class Scene_Map
  #--------------------------------------------------------------------------
  attr_accessor :spriteset
  #--------------------------------------------------------------------------
end

- a Anti Lag script
Spoiler: ShowHide
#===============================================================================
# ** AntiLag Script
#-------------------------------------------------------------------------------
#
# f0tz!baerchen
# 0.71
# 06.01.2007
#
#-------------------------------------------------------------------------------
#
# Credits:
# Chaosg1 (for testing ;) )
# NearFantastica (for the Event AntiLag I used and improved)
#
#-------------------------------------------------------------------------------
#
# Features:
# - Event AntiLag: Event (and their Sprites) which are not on the screen are
#   not updated except they run on "Autostart" or "Parallel Process" or they
#   have an empty comment in the first line
# - High Priority: Game can be run on high priority
# - Smooth Antilag: the Event AntiLag does only work fine if the events are
#   distributed over the whole map, but when there are many events at the same
#   place it lags again. If the script notices that the CPU utilization
#   gets higher than $antilag.max_cpu_utilization it will slow down the game and
#   reduce the framerate as long as needed.
#
#-------------------------------------------------------------------------------
#
# Settings:
# can be changed anytime during the game. They are found at the end of the
# script.
#
#===============================================================================

#-------------------------------------------------------------------------------
# * SDK Log Script
#-------------------------------------------------------------------------------
SDK.log('AntiLag', 'f0tz!baerchen', 0.71, '06.01.07')

#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.state('AntiLag') == true
 
#===============================================================================
# Class for Antilag Settings
#===============================================================================
class Antilag_Settings
 
  attr_accessor :event
  attr_accessor :max_cpu_utilization
  attr_accessor :cpu_tolerance
 
  #-----------------------------------------------------------------------------
  # initializes default settings
  #-----------------------------------------------------------------------------
  def initialize
    @event = true
    @high_priority = true
    @max_cpu_utilization = 100
    @cpu_tolerance = 20
    @SetPriorityClass = Win32API.new('kernel32', 'SetPriorityClass',
                                     ['p', 'i'], 'i')
    @GetProcessTimes = Win32API.new('kernel32', 'GetProcessTimes',
                                    ['i','p','p','p','p'], 'i')
  end
   
  #-----------------------------------------------------------------------------
  # turns high priority on/off
  #-----------------------------------------------------------------------------
  def high_priority=(value)
    @high_priority = value
   
    if @high_priority
      @SetPriorityClass.call(-1, 0x00000080) # High Priority
    else
      @SetPriorityClass.call(-1, 0x00000020) # Normal Priority
    end
  end
 
  #-----------------------------------------------------------------------------
  # returns the current CPU Utilization
  #-----------------------------------------------------------------------------
  def get_cpu_utilization
   
    # uses API Call to get the Kernel and User Time
    creation_time = '0' * 10
    exit_time = '0' * 10
    kernel_time = '0' * 10
    user_time = '0' * 10
    @GetProcessTimes.call(-1, creation_time, exit_time, kernel_time, user_time)
       
    # converts times into integer (in 100ns)
    kernel_time = kernel_time.unpack('l2')
    user_time = user_time.unpack('l2')
    kernel_time = kernel_time[0] + kernel_time[1]
    user_time = user_time[0] + user_time[1]
   
    # takes differences to calculate cpu utilization
    if @old_time != nil
      timer_difference = Time.new - @old_timer
      time_difference = kernel_time + user_time - @old_time
      result = time_difference / timer_difference / 100000
    else
      result = $antilag.max_cpu_utilization
    end
   
    # saves values (to calculate the differences, s.a.)
    @old_timer = Time.new
    @old_time = kernel_time + user_time
   
    return result
   
  end
 
end

$antilag = Antilag_Settings.new

#===============================================================================
# Scene_Map class
#===============================================================================
class Scene_Map
 
  #-----------------------------------------------------------------------------
  # update method, smooth antilag has been added
  #-----------------------------------------------------------------------------
  alias f0tzis_anti_lag_scene_map_update update
  def update
   
    f0tzis_anti_lag_scene_map_update
   
    if Graphics.frame_count % 20 == 0 and $antilag.max_cpu_utilization <= 100
   
      # calculates difference between max utilization and current utilization
      abs = $antilag.max_cpu_utilization - $antilag.get_cpu_utilization
   
      # changes Frame Rate if difference is bigger than the tolerance
      if abs.abs >= $antilag.max_cpu_utilization * $antilag.cpu_tolerance/100.0
        Graphics.frame_rate = [[10, Graphics.frame_rate + abs / 2].max, 40].min
      end
     
    end
       
  end
 
end


#===============================================================================
# Game_Event Class
#===============================================================================
class Game_Event
 
  #-----------------------------------------------------------------------------
  # for AntiLag, decides, if an event is on the screen or not.
  #-----------------------------------------------------------------------------
  def in_range?
       
    # returns true if $event_antilag is false or the event is an
    # Autostart/Parallel Process event or it has an empty
    # comment in the first line
    if not $antilag.event or (@trigger == 3 or @trigger == 4 or
    (@list != nil and @list[0].code == 108 and @list[0].parameters == ['']))
      return true
    end
         
    screne_x = $game_map.display_x
    screne_x -= 256
    screne_y = $game_map.display_y
    screne_y -= 256
    screne_width = $game_map.display_x
    screne_width += 2816
    screne_height = $game_map.display_y
    screne_height += 2176
   
    return false if @real_x <= screne_x
    return false if @real_x >= screne_width
    return false if @real_y <= screne_y
    return false if @real_y >= screne_height
    return true
           
  end
 
  #-----------------------------------------------------------------------------
  # update method
  #-----------------------------------------------------------------------------
  alias f0tzis_anti_lag_game_event_update update
  def update
    return if not self.in_range?     
    f0tzis_anti_lag_game_event_update
  end
 
end


#===============================================================================
# Sprite_Character Class
#===============================================================================
class Sprite_Character < RPG::Sprite
 
  #-----------------------------------------------------------------------------
  # update method, parameters added for Loop_Map, rebuild for 8dirs
  #-----------------------------------------------------------------------------
  alias f0tzis_anti_lag_sprite_char_update update
  def update
    return if @character.is_a?(Game_Event) and not @character.in_range?
    f0tzis_anti_lag_sprite_char_update
  end
 
end

end

#===============================================================================
# Settings
#===============================================================================

$antilag.max_cpu_utilization = 95 # the maximum CPU utilization, the script
                                  # try to stay under this value during changing
                                  # changing the frame rate. The lower this
                                  # value the higher will be the lag reduction
                                  # (and the smoothness, too), a value > 100
                                  # will disable this feature completely

$antilag.cpu_tolerance = 20       # this value tells the script how many % of
                                  # the CPU utilization change should be ignored
                                  # If you change it too a higher value you,
                                  # your Frame Rate will be more constant but
                                  # smaller lags will be ignored.

$antilag.high_priority = true     # set this to true if you want the game to run
                                  # on high priority

$antilag.event = true             # set this to true to enable normal anti-lag

- Title Skip Script
Spoiler: ShowHide
#==============================================================================
# Xenres' Title Skip
# Version 1.0
# 2010-11-24
#------------------------------------------------------------------------------
#  Loads necessary objects and skips to the start map to use as a title screen
#  or whatever.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # Make system object
    $game_system = Game_System.new   
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
   
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # go to REAL title screen
    $scene = Scene_Map.new
  end
end

- Change Tileset script
Spoiler: ShowHide
#====================================
#  Phylomortis Script, Ryethe.  Rewrite: Leon_Westbrooke
#------------------------------------------------------------------------
#  Game_Map and Spriteset_Map are aliased
#  To call $game_map.replace_tileset(x), where x is the ID number of the new tileset.
#====================================

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Game_Map
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Game_Map
  attr_accessor :new_tileset
 
  alias leon_gm_tileset_setup setup
 
  def setup(map_id)
        @new_tileset = false
        leon_gm_tileset_setup(map_id)
  end
 
  def replace_tileset(new_tiles)
        tileset = $data_tilesets[new_tiles]
        @tileset_name = tileset.tileset_name
        @autotile_names = tileset.autotile_names
        @panorama_name = tileset.panorama_name
        @panorama_hue = tileset.panorama_hue
        @battleback_name = tileset.battleback_name
        @passages = tileset.passages
        @priorities = tileset.priorities
        @terrain_tags = tileset.terrain_tags
        $game_map.new_tileset = true
  end
end

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  Spriteset_Map
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Spriteset_Map
 
  alias leon_sm_tileset_update update
 
  def update 
        if $game_map.new_tileset == true
          @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
          @tilemap.priorities = $game_map.priorities
          for i in 0..6
                autotile_name = $game_map.autotile_names[i]
                @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
          end
          $game_map.new_tileset = false
        end
        leon_sm_tileset_update
  end
end

- Keyboard script
Spoiler: ShowHide
#===============================================================================
# Key.press?(key) keyboard Script
#===============================================================================
# Input Module written by Cybersam. Modified by Synthesize
# version 1.0.0
# May 11, 2008
#-------------------------------------------------------------------------------
module Key
  @keystatus = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
  #-----------------------------------------------------------------------------
  # Check if specified key is being pressed
  #-----------------------------------------------------------------------------
  def self.press?(key)
    return true if @keystatus.call(key) != 0
    return false
  end
  #-----------------------------------------------------------------------------
  # Create Letter Values
  #-----------------------------------------------------------------------------
  Key_A         = 0x41        # A key
  Key_B         = 0x42        # B key
  Key_C         = 0x43        # C key
  Key_D         = 0x44        # D key
  Key_E         = 0x45        # E key
  Key_F         = 0x46        # F key
  Key_G         = 0x47        # G key
  Key_H         = 0x48        # H key
  Key_I         = 0x49        # I key
  Key_J         = 0x4A        # J key
  Key_K         = 0x4B        # K key
  Key_L         = 0x4C        # L key
  Key_M         = 0x4D        # M key
  Key_N         = 0x4E        # N key
  Key_O         = 0x4F        # O key
  Key_P         = 0x50        # P key
  Key_Q         = 0x51        # Q key
  Key_R         = 0x52        # R key
  Key_S         = 0x53        # S key
  Key_T         = 0x54        # T key
  Key_U         = 0x55        # U key
  Key_V         = 0x56        # V key
  Key_W         = 0x57        # W key
  Key_X         = 0x58        # X key
  Key_Y         = 0x59        # Y key
  Key_Z         = 0x5A        # Z key
  #-----------------------------------------------------------------------------
  # Map Mouse
  #-----------------------------------------------------------------------------
  Mouse_L = 0x01        # left mouse button
  Mouse_R = 0x02        # right mouse button
  Mouse_M = 0x04        # middle mouse button
  Mouse_4 = 0x05        # 4th mouse button
  Mouse_5 = 0x06        # 5th mouse button
  #-----------------------------------------------------------------------------
  # Map Control Buttons
  #-----------------------------------------------------------------------------
  Key_Backspace      = 0x08        # BACKSPACE key
  Key_Tab       = 0x09        # TAB key
  Key_Return    = 0x0D        # ENTER key
  Key_Shift     = 0x10        # SHIFT key
  Key_Control      = 0x11        # CTLR key
  Key_Alt       = 0x12        # ALT key
  Key_Pause     = 0x13        # PAUSE key
  Key_Capslock   = 0x14        # CAPS LOCK key
  Key_Escape    = 0x1B        # ESC key
  Key_Space     = 0x20        # SPACEBAR
  Key_Prior     = 0x21        # PAGE UP key
  Key_Next      = 0x22        # PAGE DOWN key
  Key_End       = 0x23        # END key
  Key_Home      = 0x24        # HOME key
  Key_Left      = 0x25        # LEFT ARROW key
  Key_Up        = 0x26        # UP ARROW key
  Key_Right     = 0x27        # RIGHT ARROW key
  Key_Down      = 0x28        # DOWN ARROW key
  Key_Select    = 0x29        # SELECT key
  Key_Print     = 0x2A        # PRINT key
  Key_Snapshot  = 0x2C        # PRINT SCREEN key
  Key_Insert    = 0x2D        # INS key
  Key_Delete    = 0x2E        # DEL key
  #-----------------------------------------------------------------------------
  # Map Number Keys
  #-----------------------------------------------------------------------------
  Key_0         = 0x30        # 0 key
  Key_1         = 0x31        # 1 key
  Key_2         = 0x32        # 2 key
  Key_3         = 0x33        # 3 key
  Key_4         = 0x34        # 4 key
  Key_5         = 0x35        # 5 key
  Key_6         = 0x36        # 6 key
  Key_7         = 0x37        # 7 key
  Key_8         = 0x38        # 8 key
  #-----------------------------------------------------------------------------
  # Map Windows Key
  #-----------------------------------------------------------------------------
  Key_Lwin      = 0x5B        # Left Windows key (Microsoft Natural keyboard)
  Key_Rwin      = 0x5C        # Right Windows key (Natural keyboard)
  Key_Apps      = 0x5D        # Applications key (Natural keyboard)
  #-----------------------------------------------------------------------------
  # Map Numpad
  #-----------------------------------------------------------------------------
  Key_Numpad0   = 0x60        # Numeric keypad 0 key
  Key_Numpad1   = 0x61        # Numeric keypad 1 key
  Key_Numpad2   = 0x62        # Numeric keypad 2 key
  Key_Numpad3   = 0x63        # Numeric keypad 3 key
  Key_Numpad4   = 0x64        # Numeric keypad 4 key
  Key_Numpad5   = 0x65        # Numeric keypad 5 key
  Key_Numpad6   = 0x66        # Numeric keypad 6 key
  Key_Numpad7   = 0x67        # Numeric keypad 7 key
  Key_Numpad8   = 0x68        # Numeric keypad 8 key
  Key_Numpad9     = 0x69        # Numeric keypad 9 key
  Key_Multiply  = 0x6A        # Multiply key (*)
  Key_Add       = 0x6B        # Add key (+)
  Key_Seperator = 0x6C        # Separator key
  Key_Subtract  = 0x6D        # Subtract key (-)
  Key_Decimal   = 0x6E        # Decimal key
  Key_Divide    = 0x6F        # Divide key (/)
  #-----------------------------------------------------------------------------
  # Map F-keys
  #-----------------------------------------------------------------------------
  Key_F1        = 0x70        # F1 key
  Key_F2        = 0x71        # F2 key
  Key_F3        = 0x72        # F3 key
  Key_F4        = 0x73        # F4 key
  Key_F5        = 0x74        # F5 key
  Key_F6        = 0x75        # F6 key
  Key_F7        = 0x76        # F7 key
  Key_F8        = 0x77        # F8 key
  Key_F9        = 0x78        # F9 key
  Key_F10       = 0x79        # F10 key
  Key_F11       = 0x7A        # F11 key
  Key_F12       = 0x7B        # F12 key
  #-----------------------------------------------------------------------------
  # Map Numlock and Scroll keys
  #-----------------------------------------------------------------------------
  Key_Numlock   = 0x90        # NUM LOCK key
  Key_Scroll    = 0x91        # SCROLL LOCK key
  #-----------------------------------------------------------------------------
  # Map Control, Shift and Alt keys
  #-----------------------------------------------------------------------------
  Key_Lshift       = 0xA0        # Left SHIFT key
  Key_Rshift       = 0xA1        # Right SHIFT key
  Key_Lcontrol  = 0xA2        # Left CONTROL key
  Key_Rcontrol  = 0xA3        # Right CONTROL key
  Key_Lalt       = 0xA4        # Left ALT key
  Key_Ralt       = 0xA5        # Right ALT key
  #-----------------------------------------------------------------------------
  # Map seperator keys
  #-----------------------------------------------------------------------------
  Key_Comma         = 0xBC        # , key
  Key_Dash         = 0xBD        # - key
  Key_Period         = 0xBE        # . key   
end

- Flat Events
Spoiler: ShowHide
#========Flat-Events Script=======#
#===========by Monsta==========#
#=====Version 1.1=== 12.1.2007 ===#
#=======www.Monsta.aw3.de======#

# Benutzung:
# 1. Dieses Skript über Main einfügen
# 2. Sich einen oder mehrere Namen für die untersten Events aussuchen
# 3. Diesen Namen hier bei "FLAT_EVENTS" eintragen (Array)
# 4. Events im Spiel mit diesem Namen benennen
# 5. Sich freuen und mich in die Credits schreiben ;-)

# Anmerkung:
# Man kann diese Einstellung auch noch während des Spiels ändern.
# Einfach in ein Eventskript folgenden Code eingeben:
# $game_map.events[*id*].flat = true
# Das "*id*" muss durch die ID des Events ersetzt werden.
# Soll das Event nicht mehr Flach sein muss man das "true"
# im oberen Code durch ein "false" ersetzen

class Game_Map
attr_reader :map
FLAT_EVENTS = ["Speicherpunkt", "Blood", "Flach"]
alias original_setup setup
def setup(map_id)
  original_setup(map_id)
  for ev in $game_map.events.values
    $game_map.events[ev.id].flat = FLAT_EVENTS.include?($game_map.map.events[ev.id].name)
  end
end
end

class Game_Character
attr_accessor :flat
alias original_screen_z screen_z
def screen_z(height = 0)
    return 0 if @flat
    original_screen_z(height)
  end
end


I tried this line of code as Script command

self_variable([@map_id, @event_id, @id], 50, 0)

But like I said, it won't work. I hope someone can help me :)
2
Hi there!

I want to include a fully functional account system into my game. The player should be able to login into his account, and all achieved scores or "gamerpoints" should be sent to a online webpage.
I know that there is no way around PHP and stuff, but this would be a really great feature and I wonder if there is something like it. Note that I might plan to make commercial use of my project, so I hope that there are brave souls out there who can help with suggestions.

To sum up: the player is able to login ingame and on a website. His highscores are sent from the game to the MySQL database and show up on his profile page.
3
Script Requests / Deleting an Event completely
March 10, 2012, 04:17:34 pm
Hi CP,

is there any script to delete an Event completely? I don't mean that the event should be deactivated with self switchtes or the "Erase event" command, I mean literally DELETED - REMOVED - DISPOSED from the map so that there is one event less on the map.
Can you give me any help?