Release of Scripts v1.1

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Exara

There is NO Guarantee that these work, they are just a beta version and i will be fixing them at my own pace.
____________________________________________________________________________________________________________________________________

Last Updated 8/1/14 // 01/08/14 (I think i did that right >.>)

v1.0 Initial release, coming with all the current scripts. (PHP, Module Scripts were Released)
v1.1 Few Bug fixes for left out code (Loading for with PHP was Updated, Module Scripts were updated)

Current Features
  • Item Saving & Loading
  • Position Saving & Loading
  • Armor Saving & Loading
  • Food Saving & Loading
  • Kills & Death Saving & Loading
  • Faction Saving & Loading (currently being worked on)
  • Troop Saving & Loading


Planned Features
  • Banks
  • Bank Caps (can be increased)
  • Custom Housing

Source Code (if you need help leave reply)

I have replaced and added a few parts of the source code so first find game_receive_url_response and add

Code:
    ("game_receive_url_response", # called by the game when a response is received from a web server, if used
   [(store_script_param, ":integer_count", 1),
    (store_script_param, ":string_count", 2),
    (assign, "$g_name_server_enabled", 1),
    
    (try_begin),
      (ge, ":integer_count", 1),
      (assign, ":return_code", reg0),
      (try_begin), # negative return codes are internal or configuration errors, not requiring action
        (lt, ":return_code", 0),
        (server_add_message_to_log, "str_name_server_error_code_reg0"),
      (else_try), # return code 0 is success, don't kick the player
        (eq, ":return_code", 0),
        (this_or_next|lt, ":integer_count", 4), # admin permissions not received
        (eq, reg3, -1), # admin permissions not set
      (else_try),
        (ge, ":integer_count", 3),
        (ge, ":string_count", 1),
        (assign, ":player_id", reg1),
        (assign, ":unique_id", reg2),
        (player_is_active, ":player_id"),
        (player_get_unique_id, ":player_unique_id", ":player_id"),
        (eq, ":player_unique_id", ":unique_id"),
        (try_begin), # positive return codes are for rejecting the player
          (gt, ":return_code", 0),
          (try_begin),
            (eq, ":return_code", 4),
            (assign, ":rejection_string_id", "str_kicked_not_registered"),
          (else_try),
            (eq, ":return_code", 3),
            (assign, ":rejection_string_id", "str_kicked_using_invalid_name"),
          (else_try),
            (eq, ":return_code", 2),
            (assign, ":rejection_string_id", "str_kicked_using_other_clan_tag"),
          (else_try),
            (assign, ":rejection_string_id", "str_kicked_using_other_players_name"),
          (try_end),
          (multiplayer_send_2_int_to_player, ":player_id", server_event_preset_message, ":rejection_string_id", preset_message_error|preset_message_log),
          (store_mission_timer_a, ":time"), # kick the player after a short delay to try ensure they see the rejection message
          (val_add, ":time", name_server_kick_delay_interval),
          (player_set_slot, ":player_id", slot_player_kick_at_time, ":time"),
          (str_store_string, s10, ":rejection_string_id"),
          (server_add_message_to_log, "str_name_server_log_s10"),
        (try_end),
        (try_begin), # admin permissions were received
          (ge, ":integer_count", 4),
          (player_is_admin, ":player_id"),
          (assign, ":admin_permissions", reg3),
          (val_max, ":admin_permissions", 0),
          (call_script, "script_player_set_admin_permissions", ":player_id", ":admin_permissions"),
          (multiplayer_send_int_to_player, ":player_id", server_event_admin_set_permissions, ":admin_permissions"),
        (try_end),
      (else_try),
        (server_add_message_to_log, "str_name_server_invalid_response"),
      (try_end),
	      (try_begin),
      (eq, ":integer_count", 0),
      (eq, ":string_count", 1),
        (display_message, s0),#error will display in console window
    (else_try),
      (gt, ":integer_count", 0),#just in case
        (assign, ":event", reg0),
        (try_begin),
          (eq, ":event", -1),#could not connect to mysql server
            (display_message, "@Could not connect to the database!"),
		(else_try),
		(eq, ":event", 1),#Loads Items and Sets them
        (try_begin),
		### Gets Username and Agent ID ###
            (player_get_unique_id, ":uid", ":unique_id"),
            (eq, ":uid", ":unique_id"),
			(player_get_agent_id, ":agent_id", ":uid"),
		### Assigns everything it received from the URL ###
            (assign, ":uid", reg0),
            (assign, ":head", reg1),
            (assign, ":body", reg2),
            (assign, ":foot", reg3),
            (assign, ":gloves", reg4),
            (assign, ":item0", reg5),
            (assign, ":item1", reg6),
            (assign, ":item2", reg7),
            (assign, ":item3", reg8),
            (assign, ":kills", reg9),
            (assign, ":deaths", reg10),
            (assign, ":CoordinateX", reg11),
            (assign, ":CoordinateY", reg12),
            (assign, ":CoordinateZ", reg13),
			(assign, ":food", reg14),
			(assign, ":hp", reg15),
			(assign, ":gold", reg3),
		### Sets Players Gold ###
		    (player_is_active, ":local_id"),
		    (player_set_gold, ":local_id", ":gold"),
		### Makes sure the Agent is Active. ###
			(agent_is_active, ":agent_id"),
		### Loads Players Kills & Deaths ###
            (player_set_death_count, ":uid", ":deaths"),
            (player_set_kill_count, ":uid", ":kills"),
		### Loads Players Gear ###
            (call_script, "script_change_armor", ":agent_id", ":head"),
            (call_script, "script_change_armor", ":agent_id", ":body"),
            (call_script, "script_change_armor", ":agent_id", ":foot"),
            (call_script, "script_change_armor", ":agent_id", ":gloves"),
		### Loads Players Items ###
			(player_set_slot, ":uid", ek_item_0, ":item0"),
			(player_set_slot, ":uid", ek_item_1, ":item1"),
			(player_set_slot, ":uid", ek_item_2, ":item2"),
			(player_set_slot, ":uid", ek_item_3, ":item3"),
		### Loads Players Position ###
            (position_set_x, pos1, ":CoordinateX"),
            (position_set_y, pos1, "::CoordinateY"),
            (position_set_z, pos1, ":CoordinateZ"),
 			(set_spawn_position, pos1)
		### Loads Players Food ###
			(player_set_slot, ":uid", ek_food, ":food"),
		### Loads Players HP(Health/Hit Points) ###
			(agent_set_hit_points,":agent_id" , ":hp",1),
            (try_end),
            (try_end),           
        (try_end),
    (try_end),

    (try_end),
    ]),

And after that theres a new script line to add after the ]), of the above scripts

please do not forget to change (str_store_string, s20, "@(put security password here)<--- This

Code:
  ("load",
	   [(store_script_param, ":event", 1),
        (player_get_unique_id, reg1, reg0),
        (str_store_player_username, s0, reg0),
		(str_store_string, s20, "@(put security password here)"),
        (send_message_to_url, "@http://127.0.0.1/(change1).php?unique_id={reg1}&local_id={reg0}&event=2&name={s0}&security={s20)"),
    ]),

Now find cf_save_player_exit (i think the names pretty self explanitory), replace that with
Code:
   ("cf_save_player_exit", # server: when a player disconnects, save attributes to the inactive players list
   [(store_script_param, ":player_id", 1), # must be valid

   	   (player_get_agent_id, ":agent_id", ":player_id"),
	   
	   (neq, ":agent_id", -1),
	   (player_get_unique_id, ":unique_id", ":player_id"),
	   
	   (try_begin),
	    (assigh, ":unique_id", reg10),
	    (player_get_slot, ":item0", ":unique_id", ek_item_0),
		(player_get_slot, ":item1", ":unique_id", ek_item_1),
		(player_get_slot, ":item2", ":unique_id", ek_item_2),
		(player_get_slot, ":item3", ":unique_id", ek_item_3),
		(player_get_slot, ":head", ":unique_id", ek_head),
		(player_get_slot, ":body", ":unique_id", ek_body),
		(player_get_slot, ":foot", ":unique_id", ek_foot),
		(player_get_slot, ":gloves", ":unique_id", ek_gloves),
		(player_get_slot, ":food", ":unique_id", ek_food),
		(player_get_slot, ":horse", ":unique_id", ek_horse),
		(position_get_x, ":CoordinateX", ":unique_id"),
		(position_get_y, ":CoordinateY", ":unique_id"),
		(position_get_z, ":CoordinateZ", ":unique_id"),
		(player_get_kill_count, ":kills", ":unique_id"),
		(player_get_death_count, ":deaths", ":unique_id"),
		(assign, ":item0", reg0),
		(assign, ":item1", reg1),
		(assign, ":item2", reg2),
		(assign, ":item3", reg3),
		(assign, ":head", reg4),
		(assign, ":body", reg5),
		(assign, ":foot", reg6),
		(assign, ":gloves", reg7),
		(assign, ":food", reg8),
		(assign, ":horse", reg9),
		(assign, ":CoordinateX", reg11),
		(assign, ":CoordinateY", reg12),
		(assign, ":CoordinateZ", reg13),
		(assign, ":kills", reg14),
		(assign, ":deaths", reg15),
		(player_get_gold, reg16),
		(str_store_string, s20, "@(put security password here)"),
	(send_message_to_url, "@http://127.0.0.1/save.php?unique_id={reg10}&item0={reg0}&item1={reg1}&item2={reg2}&item3={reg3}&head={reg4}&body={reg5}&foot={reg6}&gloves={reg7}&food={reg8}&horse={reg9}&x={reg11}&y={reg12}&z={reg13}&kills={reg14}&deaths={reg15}&gold={reg16}&security={s20}"),
	(try_end),
    
   
    (player_get_troop_id, ":troop_id", ":player_id"),
    (is_between, ":troop_id", playable_troops_begin, playable_troops_end),
    (player_get_unique_id, ":player_unique_id", ":player_id"),
    (troop_get_slot, ":inactive_array_size", "trp_inactive_players_array", slot_player_array_size),
    (assign, ":loop_end", ":inactive_array_size"),
    (assign, ":inactive_index", slot_player_array_begin),
    (try_for_range, ":unused", 0, ":loop_end"),
      (this_or_next|troop_slot_eq, "trp_inactive_players_array", ":inactive_index", 0),
      (troop_slot_eq, "trp_inactive_players_array", ":inactive_index", ":player_unique_id"),
      (assign, ":loop_end", -1),
    (else_try),
      (val_add, ":inactive_index", player_array_entry_size),
    (try_end),
    (try_begin),
      (call_script, "script_cf_player_store_inactive", ":player_id", ":inactive_index"),
      (troop_set_slot, "trp_inactive_players_array", ":inactive_index", ":player_unique_id"),
      (player_set_slot, ":player_id", slot_player_inactive_index, ":inactive_index"),
      (neq, ":loop_end", -1),
      (val_add, ":inactive_array_size", 1),
      (troop_set_slot, "trp_inactive_players_array", slot_player_array_size, ":inactive_array_size"),
    (try_end),
    (assign, ":loop_end", factions_end),
    (try_for_range, ":faction_id", castle_factions_begin, ":loop_end"),
      (faction_get_slot, ":lord_player_uid", ":faction_id", slot_faction_lord_player_uid),
      (eq, ":lord_player_uid", ":player_unique_id"),
      (assign, ":loop_end", -1),
      (store_mission_timer_a, ":current_time"),
      (faction_set_slot, ":faction_id", slot_faction_lord_last_seen_time, ":current_time"),
    (try_end),
    ]),

After you do all of this find cf_player_store_inactive and replace it with

Code:
  ("cf_player_store_inactive", # server: store player attributes starting at a specified index in a list
   [(store_script_param, ":player_id", 1), # must be valid
    (store_script_param, ":inactive_index", 2),

    (player_get_troop_id, ":troop_id", ":player_id"),
    (is_between, ":troop_id", playable_troops_begin, playable_troops_end),
    (try_begin),
      (neq, "$g_game_type", "mt_permanent_death"),
      (player_get_slot, ":faction_id", ":player_id", slot_player_faction_id),
      (player_get_gold, ":gold_value", ":player_id"),
    (else_try),
      (assign, ":troop_id", playable_troops_begin),
      (assign, ":faction_id", factions_begin),
      (assign, ":gold_value", 0),
	  (assign, ":troop_id", reg16),
	  (assign, ":faction_id", reg17),
	  (player_get_unique_id, ":unique_id", ":player_id"),
	  (assign, ":unique_id", reg10),
	  (send_message_to_url, "@http://127.0.0.1/save.php?unique_id={reg10}&troop={reg16}&faction={reg17}"),

    (try_end),
    (store_add, ":temp_index", ":inactive_index", player_array_troop_id),
    (troop_set_slot, "trp_inactive_players_array", ":temp_index", ":troop_id"),
    (store_add, ":temp_index", ":inactive_index", player_array_faction_id),
    (troop_set_slot, "trp_inactive_players_array", ":temp_index", ":faction_id"),
    (store_add, ":temp_index", ":inactive_index", player_array_gold_value),
    (troop_set_slot, "trp_inactive_players_array", ":temp_index", ":gold_value"),
    (player_get_slot, ":outlaw_rating", ":player_id", slot_player_outlaw_rating),
    (store_add, ":temp_index", ":inactive_index", player_array_outlaw_rating),
    (troop_set_slot, "trp_inactive_players_array", ":temp_index", ":outlaw_rating"),
    ]),

PHP Source Code (credit to The_Dragon for these great PHP part of scripts (With my modifications) click here for his tutorial

This is (change1) in the scripts so you can have the .php file name you want.

Code:
<?php
header_remove();
      function set_content_length($output)
      {
         header("Content-Length: ".strlen($output));
         return $output;
      }
      ob_start("set_content_length");
//the above part is for fixing a warband reading headers error
   if(isset($_GET['event']) && isset($_GET['unique_id']) && isset($_GET['local_id'])&& isset($_GET['name'])&& isset($_GET['security']) && $_GET['security'] == '(change this for security)')
   {
         $unique_id=$_GET["unique_id"];
         $local_id=$_GET["local_id"];//for feedback only
         $name=$_GET["name"];
		 
      $db_handle = mysqli_connect("ip(usually localhost)", "root", "password", "database") or die("|-1");
      if($db_handle)
        if($_GET['event'] == 1)//loads players gold
        {
          $sql_result = mysqli_query($db_handle, "SELECT Gold FROM playerdata WHERE Unique_Id = '$unique_id'" ); 
          $result = mysqli_fetch_row($sql_result); 
          
          if(!isSet($result)) {//the player is not in the database, so we will insert it
            mysqli_query($db_handle, "INSERT INTO playerdata (Unique_Id,Name,Gold) VALUES($unique_id, '$name', 5000)");
            echo "4|$unique_id|$local_id|5000|";//and we will echo gold as 0
          }else{
                  $fetch = mysqli_query($db_handle, "SELECT Gold FROM playerdata WHERE Unique_Id = '$unique_id'" );
                  $row = mysqli_fetch_array($fetch);
          echo "4|$unique_id|$local_id|$row[Gold]|";
		  }
        }	else if($_GET['event'] == 2)//loads players everything
        {
                $fetch = mysqli_query($db_handle, "SELECT Item0, Item1, Item2, Item3, Head, Body, Gloves, Foot, Troop, CoordinateX, CoordinateY, CoordinateZ, Horse, Kills, Deaths, Food FROM playerdata WHERE Unique_Id = '$unique_id'" );
                $row = mysqli_fetch_assoc($fetch);
          echo "1|$unique_id|$local_id|$row[Item0]|$row[Item1]|$row[Item2]|$row[Item3]|$row[Head]|$row[Body]|$row[Gloves]|$row[Foot]|$row[Troop]|$row[CoordinateX]|$row[CoordinateY]|$row[CoordinateZ]|$row[Horse]|$row[Faction]|$row[Kills]|$row[Deaths]|$row[Food]|";
          
          if(!isSet($result)) {//the player is not in the database, so we will insert it
            mysqli_query($db_handle, "INSERT INTO playerdata (Item0, Item1, Item2, Item3, Head, Body, Gloves, Foot, Troop, CoordinateX, CoordinateY, CoordinateZ, Horse, Kills, Deaths, Food) VALUES($unique_id, '$name', 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50)");
          echo "1|$unique_id|$local_id|$row[Item0]|$row[Item1]|$row[Item2]|$row[Item3]|$row[Head]|$row[Body]|$row[Gloves]|$row[Foot]|$row[Troop]|$row[CoordinateX]|$row[CoordinateY]|$row[CoordinateZ]|$row[Horse]|$row[Faction]|$row[Kills]|$row[Deaths]|$row[Food]|";
          }else{
                $fetch = mysqli_query($db_handle, "SELECT Item0, Item1, Item2, Item3, Head, Body, Gloves, Foot, Troop, CoordinateX, CoordinateY, CoordinateZ, Horse, Kills, Deaths, Food FROM playerdata WHERE Unique_Id = '$unique_id'" );
                $row = mysqli_fetch_assoc($fetch);
          echo "1|$unique_id|$local_id|$row[Item0]|$row[Item1]|$row[Item2]|$row[Item3]|$row[Head]|$row[Body]|$row[Gloves]|$row[Foot]|$row[Troop]|$row[CoordinateX]|$row[CoordinateY]|$row[CoordinateZ]|$row[Horse]|$row[Faction]|$row[Kills]|$row[Deaths]|$row[Food]|";
		  }
        }
      mysqli_close($db_handle);
    }
    
?>

This is save.php which ofc, saves :razz:

Code:
<?php
header_remove();
      function set_content_length($output)
      {
         header("Content-Length: ".strlen($output));
         return $output;
      }
      ob_start("set_content_length");
//the above part is for fixing a warband reading headers error
   if(isset($_GET['event']) && isset($_GET['unique_id']) && isset($_GET['name'])&& isset($_GET['security']) && $_GET['security'] == '(change this for security)')
    {
         $unique_id=$_GET["unique_id"];
      
      $db_handle = mysqli_connect("ip(usually localhost)", "root", "password", "database") or die("|-1");
      if($db_handle)
        if($_GET['event'] == 1){//Saves Item, Armor, Horse and Food to Database
		$item0=$_GET['item0'];
		  $item1=$_GET['item1'];
		  $item2=$_GET['item2'];
		  $item3=$_GET['item3'];
		  $head=$_GET['head'];
		  $body=$_GET['body'];
		  $gloves=$_GET['gloves'];
		  $foot=$_GET['foot'];
		  $horse=$_GET['horse'];
		  $food=$_GET['food'];
		  $x=$_GET['x'];
		  $y=$_GET['y'];
		  $z=$_GET['z'];
		  $kills=$_GET['kills'];
		  $deaths=$_GET['deaths'];
		  $hp=$_GET['hp']
		  
           mysqli_query($db_handle, "UPDATE playerdata SET head = '$head', body = '$body', gloves = '$gloves', foot = '$foot', offline = 1,item0 = '$item0', item1 = '$item1', item2 = '$item2', item3 = '$item3', horse = '$horse', food = '$food', CoordinateX = '$x', CoordinateY = '$y', CoordinateZ = '$z', kills = '$kills', deaths = '$deaths', hp = '$hp'  WHERE Unique_Id = '$unique_id'");
        }
        }else if($_GET['event'] == 2){//Saves Armor to Database
		  $faction=$_GET['faction'];
		  $troop=$_GET['troop'];
           mysqli_query($db_handle, "UPDATE playerdata SET faction = '$faction', troop ='$troop' WHERE Unique_Id = '$unique_id'");
        }

      mysqli_close($db_handle);
    }
    
?>

Code:
CREATE TABLE IF NOT EXISTS `playerdata` (
  `Unique_Id` int(11) NOT NULL,
  `Name` text NOT NULL,
`Id` int(11) NOT NULL,
  `Gold` int(11) NOT NULL,
  `Bank` int(11) NOT NULL,
  `Troop` int(11) NOT NULL,
  `Head` int(11) NOT NULL,
  `Body` int(11) NOT NULL,
  `Gloves` int(11) NOT NULL,
  `Foot` int(11) NOT NULL,
  `CombatLog` int(11) NOT NULL,
  `Item0` int(11) NOT NULL,
  `Item1` int(11) NOT NULL,
  `Item2` int(11) NOT NULL,
  `Item3` int(11) NOT NULL,
  `CoordinateX` int(11) NOT NULL,
  `CoordinateY` int(11) NOT NULL,
  `CoordinateZ` int(11) NOT NULL,
  `Horse` int(11) NOT NULL,
  `Hp` int(11) NOT NULL,
  `Faction` int(11) NOT NULL,
  `Food` int(11) NOT NULL,
  `Online` int(11) NOT NULL,
  `Offline` int(11) NOT NULL,
  `Kills` int(11) NOT NULL,
  `Deaths` int(11) NOT NULL
) ENGINE=InnoDB  DEFAULT CHARSET=latin1 AUTO_INCREMENT=4 ;
 
:sad: i plan on adding as many restrictings to cause RP as possible. :sad:.. K/D will make players not want to die then having to role play may make a extra panel to lower a players kill or death if they get randomed or random.
 
Exara said:
:sad: i plan on adding as many restrictings to cause RP as possible. :sad:.. K/D will make players not want to die then having to role play may make a extra panel to lower a players kill or death if they get randomed or random.

I think at the opposit it would encourage them to get the best K/D ratio, to do so, they would have to kill a lot of players.
Why do you say there is no guarentee these works ? Have you made it all by yourself ?

Will have a look to your code, it's in my opinion RP killer, but at least, it could be a minimum instructive...
 
Yes, i have made all the code. I want to make the most RP required with them too.
 
Ra'Jiska said:
Exara said:
:sad: i plan on adding as many restrictings to cause RP as possible. :sad:.. K/D will make players not want to die then having to role play may make a extra panel to lower a players kill or death if they get randomed or random.

I think at the opposit it would encourage them to get the best K/D ratio, to do so, they would have to kill a lot of players.
Why do you say there is no guarentee these works ? Have you made it all by yourself ?

Will have a look to your code, it's in my opinion RP killer, but at least, it could be a minimum instructive...

I was wondering to but anyway the module code itself looks very unorganized anyway :smile:
 
glenn500 said:
Ra'Jiska said:
Exara said:
:sad: i plan on adding as many restrictings to cause RP as possible. :sad:.. K/D will make players not want to die then having to role play may make a extra panel to lower a players kill or death if they get randomed or random.

I think at the opposit it would encourage them to get the best K/D ratio, to do so, they would have to kill a lot of players.
Why do you say there is no guarentee these works ? Have you made it all by yourself ?

Will have a look to your code, it's in my opinion RP killer, but at least, it could be a minimum instructive...

I was wondering to but anyway the module code itself looks very unorganized anyway :smile:

Ill Organize it later.
 
I never liked these scripts for PW, they completely ruined it, however I would rather see someone post this than see people making money on selling scripts, which should be illegal.
 
Heroes_Witch_King said:
I never liked these scripts for PW, they completely ruined it, however I would rather see someone post this than see people making money on selling scripts, which should be illegal.

I dont plan on selling them, only releasing them for free.
 
Heroes_Witch_King said:
however I would rather see someone post this than see people making money on selling scripts
Pay attention: I never said you would sell them, I'm simply saying that it's better for you to make a topic for the scripts than let someone get money for selling them.
 
Heroes_Witch_King said:
Heroes_Witch_King said:
however I would rather see someone post this than see people making money on selling scripts
Pay attention: I never said you would sell them, I'm simply saying that it's better for you to make a topic for the scripts than let someone get money for selling them.

Ahh, I dont see why its allowed to sell scripts when all they are, is a tad bit advanced features which doesnt take very long to put in based off of vornnes scripts.
 
Hmmm, I've just noticed now that you have as one of the features Custom Housing.
I'm interested in what this feature does and how does it work in-game?
Could you explain it in detail please?
Maybe even upload a video of it...
 
Heroes_Witch_King said:
Could you atleast explain if you have an idea on what this feature would do?
Player is able to buy a house for an amount of money by holding F on the little person standing outside of it.  You are the only one who can open and close the door to the house, you can store money in it, weapons, armor, hide out in it, etc.  You own the house for a set amount of time set by the server owner, or whoever is doing the scripts.  I've never bought a house on a PW server myself, but this is what I've been told.
 
Im sorry im a noob at hosting PW servers. Made one for my gaming community yesterday. But quick question. Were do you put these scripts? The script folder??
 
In short,

They don't work because they are intentionally ****ed up.

This thread is a waste of time. Do not try to install unless you want to spend hours trying to rebuild this system from scratch.
 
Code:
	    (assigh, ":unique_id", reg10),
	    (player_get_slot, ":item0", ":unique_id", ek_item_0),
		(player_get_slot, ":item1", ":unique_id", ek_item_1),
		(player_get_slot, ":item2", ":unique_id", ek_item_2),
		(player_get_slot, ":item3", ":unique_id", ek_item_3),
		(player_get_slot, ":head", ":unique_id", ek_head),
		(player_get_slot, ":body", ":unique_id", ek_body),
		(player_get_slot, ":foot", ":unique_id", ek_foot),
		(player_get_slot, ":gloves", ":unique_id", ek_gloves),
		(player_get_slot, ":food", ":unique_id", ek_food),
		(player_get_slot, ":horse", ":unique_id", ek_horse),
		(position_get_x, ":CoordinateX", ":unique_id"),
		(position_get_y, ":CoordinateY", ":unique_id"),
		(position_get_z, ":CoordinateZ", ":unique_id"),
		(player_get_kill_count, ":kills", ":unique_id"),
		(player_get_death_count, ":deaths", ":unique_id"),
		(assign, ":item0", reg0),
		(assign, ":item1", reg1),
		(assign, ":item2", reg2),
		(assign, ":item3", reg3),
		(assign, ":head", reg4),
		(assign, ":body", reg5),
		(assign, ":foot", reg6),
		(assign, ":gloves", reg7),
		(assign, ":food", reg8),
		(assign, ":horse", reg9),
		(assign, ":CoordinateX", reg11),
		(assign, ":CoordinateY", reg12),
		(assign, ":CoordinateZ", reg13),
		(assign, ":kills", reg14),
		(assign, ":deaths", reg15),
		(player_get_gold, reg16),
		(str_store_string, s20, "@(put security password here)"),
	(send_message_to_url, "@http://127.0.0.1/save.php?unique_id={reg10}&item0={reg0}&item1={reg1}&item2={reg2}&item3={reg3}&head={reg4}&body={reg5}&foot={reg6}&gloves={reg7}&food={reg8}&horse={reg9}&x={reg11}&y={reg12}&z={reg13}&kills={reg14}&deaths={reg15}&gold={reg16}&security={s20}"),
	(try_end),
this seems to be backwards, you should be assigning the reg(x) registers as the variables, not the other way arround
 
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