Bleach Eternity

by Falacy
Bleach Eternity
MMORPG Styled Game, Loosely Based on Bleach.
ID:288148
 
there are some plp on the game that wish to help code and help out with the game they asked me to talk ot you guys about updating bleach eternity 2 accually finish the game so can you please come on the game and finish cuz many plp play the game and they want to keep playing instead of fighting lvl 74 which i have uit fighting ever since i go to lvl 80 so can you please come and help us.
Noone of that game has any potential in coding.
I'm not at all interested in coding help.
If you noobs want to make (ie: not steal) the 30,000 icons I need, and they don't completely suck, then I may go through the trouble of coding the stuff for them.
In response to Drehdog7
Im a pretty good coder.....i can help.
In response to Falacy
Falacy wrote:
I'm not at all interested in coding help.
If you noobs want to make (ie: not steal) the 30,000 icons I need, and they don't completely suck, then I may go through the trouble of coding the stuff for them.

ill keep looking as long as possible for skills or someone else to do it for me i want the game updated so bad i want to check out the rest of each class and i want all classes
In response to Razor321
Can you even code a simple OOC verb? Do it right now and I might say your a coder.
In response to Drehdog7
Drehdog7 wrote:
Can you even code a simple OOC verb? Do it right now and I might say your a coder.

<big>
mob/verb/OCC(t as text)
world<<"[src]: [t]"
</big>

Your a noob if you cant do this. (I know you can Dreh)
In response to The Great Sabin
How bout a complex channel based OOC with custom emoticons =P
In response to The Great Sabin
I heard they need you make game 100%
In response to Falacy
I think i can icon a lot of it....i havent iconned in so long so it may be a little rusty but i think u'll like it...
In response to Pyrox68
would you send me icon files to know what to base these others on though? i play BE 24/7 but i need to observe them....
In response to Pyrox68
Heres my ooc verb

mob/var
tmp
LastMessage = null
MsgSpam = 0
Spam = 0
Mute = 0
fontcolor = 0
namecolor = 0
mob/verb
OOC(t as text)//OOC Verb
set desc = "What would you like to say to other players?"//A description
if(!t)//this shows there is no text and they shouldn't be able to talk
return//they return them
if(usr.Mute)//If they are muted they shouldn't be able to talk either
usr<<"<font color=red><b>You cannot do this while muted</b></font color>"//my fancy Can't talk message
return//return again
if(CheckSpam() == 1)//this is the proc checkspam it checks spam
usr<<"Please wait a few seconds before talking again"//tells them to wait a couple of seconds
return//once again return
if(findtext(t,LastMessage))//this remembers their last message
usr.MsgSpam+=1//adds one to msg spam
else//else
usr.MsgSpam = 0//if they didnt say anything set message spam to 0
if(usr.MsgSpam > 6)//if the person does this 6 times
usr<<"<font color=red><b>Please do not try to spam on this game</b></font color>"//THEY GET DESTORYED
Mute = 1//they are muted and can't talk
world<<"<font color=green><b>GM Info:</b> </font color>[usr] ([usr.key]) has been auto-muted for trying to spam"//Now every other player sees they got muted
return//Return
t = "[html_encode(copytext(t,1,500))]"//HTML Encode
world<<"<font color = white><font color = [namecolor]>[usr]:<font color = [fontcolor]>[t]"//when they talk this is what it says it includes the font and name color verbs below
usr.CheckSpam()
usr.LastMessage = t//remember their last message
mob/proc
CheckSpam()//Checks Spam, make sure that they are stopped in their tracks
if(src.Spam >= 6)//If the spam is greater than 6...
return 1//It will return 1, and stop them in their tracks
else//If it isn't greater than 3 it just adds and removes Spam
src.Spam += 1//Add Spam
spawn(20)//Wait a 2 seconds
src.Spam -= 1//Then Remove the spam
FilterText(T as text, var/list/L)//You need to filter the text, such as the "ADList" above, so they cannot spam and ruin everyones good time :P
for(var/O in L)//Basic for() call
if(findtext(T,O))//Finds the message in a filter, if it is found, it will return a 1
return 1//^|^
mob/verb
NameColor(c as color)//Name of the verb c as color
set category = "Commands"//set category
namecolor = c//here is the good part
FontColor(c as color)//same thing
set category = "Commands"//same
fontcolor = c//same again

//This thingy is owned by drehdog7. Any copyright infringment i will fucking sue you. No i wont but that doesn't matter.
In response to Drehdog7
Falacy, I have finished a Senbonzakura Kageyoshi icon now also, and need the base icons or all the icons from BE to continue making them for you to code in please.
In response to Drehdog7
Drehdog7 wrote:
Noone of that game has any potential in coding.

Huuge lie, all Falacys game's are REALLY good but he doesnt finish them...
In response to Dj-Anselo
Well if you had the mindset to comprehend what i said. I stated that everyone on the game has no potential in coding. Read before you come on trying to proof me wrong.
In response to Pyrox68
Lol, nice dreh :P

Heres mine,

<BIG>
var/smiley/S=new

mob/verb/OCC(msg as text)
msg=S.ParseHTML(msg)
if(!msg) return
if(usr.Ismuted==1)
return
src<<"You are Muted!"
world << "[src.guild_name] <font color = [namecolor]>[usr]:<font color = [fontcolor]> [msg]"
msg = "[html_encode(copytext(msg,1,500))]"

mob/verb/Say(msg as text)
msg=S.ParseHTML(msg)
if(!msg) return
if(usr.Ismuted==1)
return
src<<"You are Muted!"
view() << "<font color = [namecolor]>[usr]:<font color = [fontcolor]> [msg]"
msg = "[html_encode(copytext(msg,1,500))]"

mob/verb/Whisper(mob/M in world,message as message)
message=S.ParseHTML(message)
if(!message) return
if(usr.Ismuted==1)
return
src<<"You are Muted!"
M<<"<font color = [namecolor]>[usr]</font color = [namecolor]> whispers:<font color = [fontcolor]> [message]"
message = "[html_encode(copytext(message,1,500))]"

mob/verb/NameColor(c as color)//Name of the verb c as color
set category = "Commands"//set category
namecolor = c//here is the good part
mob/verb/FontColor(c as color)//same thing
set category = "Commands"//same
fontcolor = c//same again

mob/var
tmp
fontcolor = 0
namecolor = 0

smiley
var
tmp/before
tmp/after
tmp/smileystate

basefile = 'base.dmi'
smilefile = 'smileys.dmi'

list/leadchars

list/legalsegments=list(\
list( /* smiley type :) */ \
list(":",";",">:","<:","/:",":,","<:,",">;","<;","%"),
list("-","o"),
list(")","(","D","o","|","/","S","P","p","d","v")),
list( /* smiley type ^_^ */\
list("^","o","O","-","<",">"),
list("_","."),
list("^","o","O","-","<",">")))
list/subsegments=list(\
list( /* smiley type :) */\
list("="=":","\\"="/","'"=",","}"=">"),
list("^"="-","O"="o","0"="o"),
list("]"=")","\["="(",">"=")","<"="(","\\"="/","O"="o","0"="o","*"="o","s"="S","b"="p","þ"="p","q"="d","V"="v")),
list( /* smiley type ^_^ */\
list("0"="O"),
list("*"="."),
list("0"="O")))
list/segmentnames=list(list("eyes",null,"mouth"),list("weyes","wmouth","weyes"))

list/rules=list(\
"eyes::,"="mouth:( mouth:o mouth:S",
"eyes:<:,"="mouth:( mouth:o mouth:S",
"eyes:;"="mouth:) mouth:D mouth:p",
"eyes:>;"="mouth:) mouth:( mouth:D mouth:P mouth:p mouth:d",
"eyes:<;"="mouth:) mouth:( mouth:D mouth:P mouth:p",
"eyes:/:"="mouth:| mouth:/ mouth:S",
"mouth:v"="eyes:: eyes:>: eyes:%",
"mouth:D"="eyes:: eyes:>: eyes:<: eyes:; eyes:>; eyes:<; eyes:%",
"mouth:p"="eyes:: eyes:>: eyes:<: eyes:; eyes:>; eyes:<; eyes:%",
"mouth:d"="eyes:: eyes:>: eyes:<: eyes:; eyes:>; eyes:%",
"wmouth:."="weyes:^^",
"weyes:^^"="wmouth:) wmouth:.",
"weyes:<<"="wmouth:_",
"weyes:>>"="wmouth:_",
"wmouth:)"="weyes:^^")
list/defaults=list(\
"eyes::,"="mouth:(",
"eyes:<:,"="mouth:(",
"eyes:;"="mouth:)",
"eyes:>;"="mouth:)",
"eyes:<;"="mouth:(",
"eyes:/:"="mouth:|",
"mouth:v"="eyes:>:",
"mouth:D"="eyes::",
"mouth:p"="eyes::",
"mouth:d"="eyes::",
"wmouth:."="wmouth:_",
"weyes:^^"="wmouth:)",
"weyes:<<"="wmouth:_",
"weyes:>>"="wmouth:_",
"wmouth:)"="weyes:^^")

list/replacements=list("oo_"=":|","OO_"="<:o","-o_"=";)","Oo_"="%|")

list/basesmileys
list/legalsmileys

// this is a working value
tmp/list/segments

New()
if(!basesmileys) basesmileys=icon_states(basefile)
if(!leadchars)
leadchars = new
var/i,j
for(i in legalsegments)
for(j in i[1])
if(j) leadchars[copytext(j,1,2)]=1
for(i in subsegments)
for(j in i[1])
if(j) leadchars[j]=1

proc/GenerateSmileys(client/C)
legalsmileys=new
var/list/stack=new
var/list/tsegs=new
var/i=0,j,k=1,s=""
var/icon/I = new(basefile, pick(icon_states(basefile)))
var/list/done=new
for(var/tp=1,tp<=legalsegments.len,++tp)
i=0; k=1; stack.Cut()
while(1)
if(++i>length(legalsegments[tp][k]))
if(--k<=0) break
i=stack[stack.len]
--tsegs.len
--stack.len
continue
if(k==length(legalsegments[tp]))
if(!segmentnames[tp][k])
if(--k<=0) break
i=stack[stack.len]
--tsegs.len
--stack.len
continue
sleep()
tsegs+=legalsegments[tp][k][i]
segments=GetSegmentList(tp,tsegs)
--tsegs.len
if(!segments) continue
s=""
for(j in segments) s+=segments[j]
if(done[s]) continue
done[s]=1
var/icon/J = new(basefile,segments[segments.len]+":"+segments[segments[segments.len]])
for(j=segments.len-1,j>0,--j)
if(!segments[segments[j]]) continue
J.Blend(new/icon(basefile,segments[j]+":"+segments[segments[j]]),ICON_OVERLAY)
I.Insert(J,s)
if(done.len==1) I.Insert(J,"")
continue
tsegs+=legalsegments[tp][k][i]
if(!segmentnames[tp][k])
i=length(legalsegments[tp][k])
stack+=i
sleep()
i=0; ++k; continue
C << ftp(fcopy_rsc(I),"output.dmi")

proc/IsFinished(tp,segment)
if(segment<1 || segment>length(legalsegments[tp])) return 0
if(!segments) segments=new
if(segment>segments.len)
if(!segments) segments=new
var/j=segments.len
for(var/i=segments.len+1,i<=segment,++i)
segments+=null
// required segment
if(segmentnames[tp][i] && !(null in legalsegments[tp][i]))
segments.len=j
return 0
if(!segments[segment] && !segmentnames[tp][segment]) return 1
if(segments[segment] in legalsegments[tp][segment]) return 1

proc/SplitHere(tp,segment,ch)
if(segment>segments.len) return 1
var/oldseg = segments[segment]
var/ach = ascii2text(ch)
if(subsegments[tp][segment][ach]) ach = subsegments[tp][segment][ach]
var/newseg = oldseg + ach
for(var/anyseg in legalsegments[tp][segment])
if(anyseg!=oldseg && findText(anyseg,newseg)==1) return 0
return 1

proc/FirstSegment(tp,ch)
if(!segments) segments=new
.=segments.len||1
while(.<=length(legalsegments[tp]))
if(.>segments.len)
segments+=null
if(!IsFinished(tp,segments.len) && SplitHere(tp,segments.len,ch)) return 0
continue
if(!SplitHere(tp,.,ch)) return
else if(!IsFinished(tp,.)) return 0
++.
if(.>length(legalsegments[tp])) return 0

proc/SmileyType(txt,i=1)
.=1
var/ch,ach,j,k,m
var/seg,subtxt
segments=null
if(!legalsmileys) legalsmileys=icon_states(smilefile)
while(.<=legalsegments.len)
ch=text2ascii(txt,i)
seg=FirstSegment(.,ch)
if(!seg)
++.; continue
j=i
while(seg)
while(seg>segments.len) segments+=null
ach=ascii2text(ch)
if(subsegments[.][seg][ach]) ach=subsegments[.][seg][ach]
if(!segments[seg]) segments[seg]=ach
else segments[seg]+=ach
if(++j>length(txt)) break
ch=text2ascii(txt,j)
seg=FirstSegment(.,ch)
k=length(legalsegments[.])
if((segments.len<k || !segments[k]) && segmentnames[.][k] && !(null in legalsegments[.][k]))
// move nose to mouth if no mouth specified (or what have you)
if(segments.len>=k-1 && (!segmentnames[.][k-1] || (null in legalsegments[.][k-1])))
if(segments.len>=k) segments.Cut(k)
segments+=segments[k-1]
segments[k-1]=null
else
segments.Cut()
++.; continue
subtxt=""
for(m=1,m<=k,++m)
subtxt+=segments[m]
subtxt = RedoSegments(.)
if(!subtxt)
segments.Cut()
++.; continue
if(subtxt in legalsmileys)
segments.Cut()
smileystate = subtxt
before = i
after = j
return
segments.Cut()
++.
segments.Cut()
if(.>legalsegments.len) return 0

proc/GetSegmentList(tp,list/segs)
var/i,j,k,s1,s2
var/list/seglist=new
segs=segs.Copy()
// first find any segments with the same name, and arrange them
for(i=1,i<segs.len,++i)
if(segs[i] && segmentnames[tp][i])
for(j=i+1,j<=segs.len,++j)
if(segs[j] && segmentnames[tp][j]==segmentnames[tp][i])
if(segs[i]>segs[j])
segs.Swap(i,j)
// now combine them
for(i=1,i<=segs.len,++i)
s1=segmentnames[tp][i]
if(segs[i] && s1)
if(seglist[s1]) seglist[s1]+=segs[i]
else seglist[s1]=segs[i]
// look for rules forcing substitutions
for(i in seglist)
s1=i+":"+seglist[i]
if(rules[s1])
for(j in seglist)
if(j==i) continue
s2=j+":"+seglist[j]
k=findText(rules[s1],s2)
while(k)
if(k>1 && text2ascii(rules[s1],k-1)>32)
k=findText(rules[s1],s2,k+1)
continue
if(k+length(s2)<=length(rules[s1]) && text2ascii(rules[s1],k+length(s2))>32)
k=findText(rules[s1],s2,k+1)
continue
break
if(!k)
// rule violation found; substitute a default or bail
s2=defaults[s1]
if(!s2) return
k=findText(s2,":")
seglist[copytext(s2,1,k)]=copytext(s2,k+1)
s1=""
for(i in seglist)
s1+=seglist[i]
// don't count smileys with replacements
if(s1 in replacements) return
// if this smiley can't actually be built, then it doesn't count!
for(i in seglist)
s2=i+":"+seglist[i]
if(!(s2 in basesmileys)) return
return seglist

proc/RedoSegments(tp,parsing)
var/i,j,k,s1,s2
var/list/seglist=new
// first find any segments with the same name, and arrange them
for(i=1,i<segments.len,++i)
if(segments[i] && segmentnames[tp][i])
for(j=i+1,j<=segments.len,++j)
if(segments[j] && segmentnames[tp][j]==segmentnames[tp][i])
if(segments[i]>segments[j])
segments.Swap(i,j)
// now combine them
for(i=1,i<=segments.len,++i)
s1=segmentnames[tp][i]
if(segments[i] && s1)
if(seglist[s1]) seglist[s1]+=segments[i]
else seglist[s1]=segments[i]
// look for rules forcing substitutions
for(i in seglist)
s1=i+":"+seglist[i]
if(rules[s1])
for(j in seglist)
if(j==i) continue
s2=j+":"+seglist[j]
k=findText(rules[s1],s2)
while(k)
if(k>1 && text2ascii(rules[s1],k-1)>32)
k=findText(rules[s1],s2,k+1)
continue
if(k+length(s2)<=length(rules[s1]) && text2ascii(rules[s1],k+length(s2))>32)
k=findText(rules[s1],s2,k+1)
continue
break
if(!k)
// rule violation found; substitute a default or bail
s2=defaults[s1]
if(!s2) return 0
k=findText(s2,":")
seglist[copytext(s2,1,k)]=copytext(s2,k+1)
s1=""
for(i in seglist) s1+=seglist[i]
if(s1 in replacements)
// if the parsing flag is set, we need to remake this smiley
// otherwise, we just need to confirm it's valid
if(parsing) Parse(replacements[s1])
return replacements[s1]
// if this smiley can't actually be built, then it doesn't count!
for(i in seglist)
s2=i+":"+seglist[i]
if(!(s2 in basesmileys)) return 0
return s1

proc/Parse(txt,start=1,replace)
var/ch,i=start,tp
var/subtxt
segments=null
if(!legalsmileys) legalsmileys=icon_states(smilefile)
before=0; after=0; smileystate=null
while(i<=length(txt))
ch=text2ascii(txt,i)
if(ch>32)
if(leadchars[ascii2text(ch)])
tp=SmileyType(txt,i)
if(tp)
segments=null
if(!replace) return smileystate
subtxt=ReplacementImg()
txt=copytext(txt,1,before)+subtxt+copytext(txt,after)
after=before+length(subtxt)
segments=null
continue
segments=null
++i
if(!replace) return 0
return txt

proc/ReplacementImg(s=smileystate,f=smilefile)
return "<IMG SRC=\ref[f] CLASS=icon ICONSTATE='[s]'>"

proc/ParseHTML(txt)
.=""
var/i=1
while(txt)
if(Parse(txt,i))
if(before>1) .+=html_encode(copytext(txt,1,before))
.+=ReplacementImg()
txt=copytext(txt,after)
continue
else
.+=html_encode(txt)
break
</BIG>

:)
In response to Drehdog7
usr abuse.
In response to The Great Sabin
Why take that long to do something Lmao.
In response to The Great Sabin
Way too long!
In response to Falacy
Greeting Falacy, I've come across your post here and came up with a thought. If you can provide me with a actual list for the 30,000 icons. I will manage to help, not saying I can do them all just like that, because where you find good orginal work you've also found that it took some time. Now I see that alot of player wish you were to update even though that is possibly a close to none chance, but I'm here to help as much as possible seeing as me & alot other see high potiental in this game.If you want to reach me you can easy just add my key or add me to MSN "[email protected]".Thanks for reading my post, I hope you can take this into consideration. To : Falacy
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