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Warn system
http://miragesource.net/forums/viewtopic.php?f=201&t=4601
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Author:  Nean [ Tue Oct 21, 2008 12:11 am ]
Post subject:  Warn system

So, I know how to make a warning system out of getvars and putvars, however, without INI files, how would I do this? With Elysium's, sadscripting, it's easy enough. Anyone care to post a short example, or possibly explain it? Like I said, i think I could do it with putvars and getvars from an .ini file....

Author:  Lea [ Tue Oct 21, 2008 1:56 am ]
Post subject:  Re: Warn system

getvar and putvar write to ini files, so if you dont want to use ini files you wont be using those functions.

Author:  Nean [ Tue Oct 21, 2008 2:30 am ]
Post subject:  Re: Warn system

Lea wrote:
getvar and putvar write to ini files, so if you dont want to use ini files you wont be using those functions.


Gah. You're right. It's just that in Elysium, all the chars are stored in an .ini file, so that it's easy to make a warn system. So how would I make one, without the getvar and putvar?

Author:  Rian [ Tue Oct 21, 2008 3:06 am ]
Post subject:  Re: Warn system

Use these functions to Set and Retrieve a players warning level.

Code:
Function GetPlayerWarning(ByVal Index As Long) As Long
    GetPlayerWarning = Player(Index).Char(TempPlayer(Index).CharNum).Warning
End Function

Sub SetPlayerWarning(ByVal Index As Long, ByVal Warning As Byte)
    Player(Index).Char(TempPlayer(Index).CharNum).Warning = Warning
End Sub


Use a text command or something client side to warn a player. The server side packet should have something like:

Code:
Call SetPlayerWarning(Index, GetPlayerWarning(Index) + 1)


Then after that you could use a select case:

Code:
Select Case GetPlayerWarning(Index)
    Case 1
    ' Send them a message alerting them of their first warning

    Case 2
    ' They're second warning, kick them

    Case 3
    ' They're third warning, ban them
End Select


Don't forget to add the proper checks to the packet making sure the player giving the warning is an admin.

Author:  Nean [ Tue Oct 21, 2008 3:30 am ]
Post subject:  Re: Warn system

Sonire wrote:
Use these functions to Set and Retrieve a players warning level.

Code:
Function GetPlayerWarning(ByVal Index As Long) As Long
    GetPlayerWarning = Player(Index).Char(TempPlayer(Index).CharNum).Warning
End Function

Sub SetPlayerWarning(ByVal Index As Long, ByVal Warning As Byte)
    Player(Index).Char(TempPlayer(Index).CharNum).Warning = Warning
End Sub


Use a text command or something client side to warn a player. The server side packet should have something like:

Code:
Call SetPlayerWarning(Index, GetPlayerWarning(Index) + 1)


Then after that you could use a select case:

Code:
Select Case GetPlayerWarning(Index)
    Case 1
    ' Send them a message alerting them of their first warning

    Case 2
    ' They're second warning, kick them

    Case 3
    ' They're third warning, ban them
End Select


Don't forget to add the proper checks to the packet making sure the player giving the warning is an admin.



Awesome thanks. I'll start working on this tomorrow, and see what I can do.

Author:  Nean [ Tue Oct 21, 2008 7:13 am ]
Post subject:  Re: Warn system

I have everything done server side, except for the select case. Where would I put the select case in?

Author:  deathknight [ Tue Oct 21, 2008 10:10 am ]
Post subject:  Re: Warn system

If i added something like this, I'd need to delete my account and remake it so it would have a .warning in the account, correct? Is there any way around this?

Code:
Code: Select all
Function GetPlayerWarning(ByVal Index As Long) As Long
    GetPlayerWarning = Player(Index).Char(TempPlayer(Index).CharNum).Warning
End Function

Sub SetPlayerWarning(ByVal Index As Long, ByVal Warning As Byte)
    Player(Index).Char(TempPlayer(Index).CharNum).Warning = Warning
End Sub

Author:  Forte [ Tue Oct 21, 2008 11:11 am ]
Post subject:  Re: Warn system

you'd either have to delete accounts and remake them, or go into the ini and manually put in the 'warning = '

Author:  deathknight [ Tue Oct 21, 2008 12:54 pm ]
Post subject:  Re: Warn system

Well, the big problem for me is I plan on using MS4 (eventually) so I'm trying to build the codes now so I can switch it over to the final version, whatever it happens to be, that I decide to use for my game, and MS4 saves in a .bin format. I'm clueless at how I'd make an editor. I could probably figure out how to edit it myself if i had the source for an editor for a vanilla MS4, but I doubt anyone has that or would be willing to get it.

So I figured it may be easier (if possible) to and an if statement on the sub that logs in the player to check to see if a certain part is in there, and if not add it. I haven't studied to much into the binary system, so I wouldn't know how to add this at all.

Author:  Nean [ Tue Oct 21, 2008 2:00 pm ]
Post subject:  Re: Warn system

I now have Server and Client side done, but no Select Case. Still dunno where to put it. :|, should I put that in the packet itself?

Author:  Rian [ Tue Oct 21, 2008 3:08 pm ]
Post subject:  Re: Warn system

Well, you don't exactly need the select case, I was just saying that's how I would do it.

Pseudo Code
Code:
Client side:

Text Command:
/WarnPlayer
Packet = "WARN" & SEP_CHAR & END_CHAR
Call SendData(Packet)

Server Side:

If LCase(Parse(0)) = "warn" Then

Select Case



So basically, I was talking about placing the Select Case in the server side packet that handles warning a player.

Author:  Nean [ Tue Oct 21, 2008 3:13 pm ]
Post subject:  Re: Warn system

Sonire wrote:
Well, you don't exactly need the select case, I was just saying that's how I would do it.

Pseudo Code
Code:
Client side:

Text Command:
/WarnPlayer
Packet = "WARN" & SEP_CHAR & END_CHAR
Call SendData(Packet)

Server Side:

If LCase(Parse(0)) = "warn" Then

Select Case



So basically, I was talking about placing the Select Case in the server side packet that handles warning a player.

Ohhh, I see. Sounds good. Thanks. I'll try it out. :)

Author:  Nean [ Tue Oct 21, 2008 3:26 pm ]
Post subject:  Re: Warn system

Hmmm :/

Method or data member not found

Code:
Function GetPlayerWarning(ByVal Index As Long) As Long
    GetPlayerWarning = Player(Index).Char(TempPlayer(Index).CharNum).Warning
End Function


Here's my code:
SPOILER: (click to show)
Server Side
Code:
Function GetPlayerWarning(ByVal Index As Long) As Long
    GetPlayerWarning = Player(Index).Char(TempPlayer(Index).CharNum).Warning
End Function

Sub SetPlayerWarning(ByVal Index As Long, ByVal Warning As Byte)
    Player(Index).Char(TempPlayer(Index).CharNum).Warning = Warning
End Sub


Code:
        Case CWarnPlayer
            HandleWarnPlayer Index, Parse


Code:
' ::::::::::::::::::::::::
' :: Warn player packet ::
' ::::::::::::::::::::::::
Sub HandleWarnPlayer(ByVal Index As Long, ByRef Parse() As String)
Dim n As Long

    ' Prevent hacking
    If GetPlayerAccess(Index) <= 0 Then
        Call HackingAttempt(Index, "Admin Cloning")
        Exit Sub
    End If
   
    ' The player index
    n = FindPlayer(Parse(1))
   
        Select Case GetPlayerWarning(n)
        Case 1
        ' Send them a message alerting them of their first warning
    Call PlayerMsg(n, "You have been warned by: " & GetPlayerName(Index), BrightRed)
        Case 2
        ' They're second warning, kick them
    Call AlertMsg(n, "This is your second warning. Next will result in a ban")
        Case 3
       
    End Select
    End Sub


Code:
CWarnPlayer


Client Side
Code:
Function GetPlayerWarning(ByVal Index As Long) As Long
    GetPlayerWarning = Player(Index).Char(TempPlayer(Index).CharNum).Warning
End Function

Sub SetPlayerWarning(ByVal Index As Long, ByVal Warning As Byte)
    Player(Index).Char(TempPlayer(Index).CharNum).Warning = Warning
End Sub


Code:
CWarnPlayer


Code:
' Warning a player
                Case "/warn"
                    If GetPlayerAccess(MyIndex) > 0 Then
                        If UBound(Command) >= 1 Then
                            SendWarn Command(1)
                        End If
                    End If


Code:
Sub SendWarn(ByVal Name As String)
Dim Packet As String

    Packet = CWarnPlayer & SEP_CHAR & Name & END_CHAR
    Call SendData(Packet)
End Sub

Author:  GIAKEN [ Tue Oct 21, 2008 3:39 pm ]
Post subject:  Re: Warn system

Go to PlayerRec and at the bottom add "Warning As Byte" then you need to delete your accounts.

Author:  Nean [ Tue Oct 21, 2008 3:49 pm ]
Post subject:  Re: Warn system

RTE 9 on
Code:
GetPlayerWarning = Player(Index).Char(TempPlayer(Index).CharNum).Warning


I'm getting closer... :|. Thanks for bearing with my inability to get anything right ;)

I thought I'd have to add something to the player rec, I added that to both the client and server side

Author:  Nean [ Tue Oct 21, 2008 4:40 pm ]
Post subject:  Re: Warn system

DFA wrote:
Neon, find all the confirmed bugs on the forum for the latest version of MS4, test em out make sure its actually a bug, then link that thread into
viewtopic.php?f=120&t=4549

when we got a hefty "to-do" list and these lazy fuckers wont help, i'll get to it eventually.


Done. =)

Author:  Nean [ Wed Oct 22, 2008 2:13 am ]
Post subject:  Re: Warn system

With Giaken's help, I managed to get this working. I'll write a tutorial, when the new MS4 comes out.

Author:  wanai [ Mon Dec 13, 2021 7:49 pm ]
Post subject:  Re: Warn system

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Author:  wanai [ Thu Feb 10, 2022 12:30 am ]
Post subject:  Re: Warn system

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Author:  wanai [ Sat Mar 12, 2022 11:54 am ]
Post subject:  Re: Warn system

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Author:  wanai [ Wed Jun 15, 2022 1:02 pm ]
Post subject:  Re: Warn system

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Author:  wanai [ Sat Sep 10, 2022 6:36 am ]
Post subject:  Re: Warn system

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Author:  wanai [ Fri Dec 09, 2022 6:14 pm ]
Post subject:  Re: Warn system

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Author:  wanai [ Sat Feb 04, 2023 5:20 am ]
Post subject:  Re: Warn system

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Author:  wanai [ Tue Mar 07, 2023 2:27 pm ]
Post subject:  Re: Warn system

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