[GUIDE] Teoretical and Pracitce usage of TIME type of action!

01/05/2010 21:53 SoulNecturn#1
Ok I will describe additionally here rules under action type "123" - which is responsible for time ;)

As I noticed this was never explained totally and I was asked in time few times for details considering this usage .... So here we go ;)

IN GENERAL:
Code:
ACTION_CHKTIME = 123, / / 
data for the time to type 
0 - check the details of the current server time "% d-% d-% d% d:% d% d-% d-% d% d:% d"; 
1 - check in One day time "% d-% d% d:% d% d-% d% d:% d", 
2 - to check the time on one day "% d% d:% d% d% d:% d", 
3 - check  days "% d% d:% d% d% d:% d", 
4 - to check on time "% d:% d% d:% d", 
5 - check the hours "% d % d "(the first few minutes of each hour in the end a few minutes)
IN PRACTICE

ok we have type "123" and "data" and "param"

(DATA =0)

Param: 2010-01-15 00:00 2011-02-23 23:59

START checking time
End checking time
2010 = year start
01 = month (01 = January) start
15 = day start

2010 - year finish
02 - month (02 = February)
23 - day


(DATA =1)

type: 123
data: 1
param: 10-31 00:00 11-9 23:59

meaning
Start time:
month number = 10 (September)
day number
Hour (its 24 clock, meaning you if you wish to setup like 1 pm just put 13:00)

Finishing time - rules like under starting -> month, day, hour


Now NEXT (DATA =2):


type: 123
data: 1
param: 1 00:00 1 23:59

Day number (1 = Monday, 2=Tuesday..... 7= Sunday)
Time (start - finish) at 00:00 will start and will finish at 23:59



(DATA =3)

this one is under similar rules like DATA = 2 !!
Its like data 2 is checking all for one certain day but data 3 is doing this during all days ... (I didnt find usage of different for both yet but I am suspecting that data 2 is just working only for within 1 day like from 1 to 1 ... but data 3 will can be used for checking dats within range 1-7 even ...)


(DATA =4)

Param: 21:10 21:12

Start time
End time


(DATA =5)

Param: 43 44

this one is most tricky :)
It will check minutes of certain hour on server
so if you wish to something last must happen between 43 and 44 minute of every hour you must use it ;)

EXAMPLES:

Code:
id    id_next    id_nextfail    [COLOR="Red"]type[/COLOR]    [COLOR="SeaGreen"]data[/COLOR]    [COLOR="Orange"]param[/COLOR]
Code:
[COLOR="RoyalBlue"]10000    10001    10002[/COLOR]    [COLOR="Red"]0123[/COLOR]    [COLOR="SeaGreen"]0[/COLOR]    [COLOR="Orange"]2010-01-15 00:00 2011-02-23 23:59[/COLOR]
Code:
[COLOR="RoyalBlue"]10000    10001    10002[/COLOR]    [COLOR="Red"]0123[/COLOR]    [COLOR="SeaGreen"]1 [/COLOR]   [COLOR="Orange"]10-31 00:00 11-9 23:59[/COLOR]
Code:
[COLOR="RoyalBlue"]10000    10001    10002[/COLOR]    [COLOR="Red"]0123[/COLOR]    [COLOR="SeaGreen"]2[/COLOR]    [COLOR="Orange"]1 00:00 1 23:59[/COLOR]
Code:
[COLOR="RoyalBlue"]10000    10001    10002[/COLOR]    [COLOR="Red"]0123[/COLOR]    [COLOR="SeaGreen"]3[/COLOR]    [COLOR="Orange"]1 00:00 1 23:59[/COLOR]
Code:
[COLOR="RoyalBlue"]10000    10001    10002[/COLOR]    [COLOR="Red"]0123[/COLOR]    [COLOR="SeaGreen"]4[/COLOR]    [COLOR="Orange"]21:10 21:12[/COLOR]
Code:
[COLOR="RoyalBlue"]10000    10001    10002[/COLOR]    [COLOR="Red"]0123[/COLOR]    [COLOR="SeaGreen"]5[/COLOR]    [COLOR="Orange"]19 19[/COLOR]



Remember: this is not automatic checking! meaning - you always must be aware of get this action to life by other action ;)

Regards
01/05/2010 21:57 forcer#2
not something that would be unknown to me, just think it's nice effort to inform kids how it's done..
01/05/2010 22:04 catface2345#3
um since u brought this up um soulerman can u teach us people at ELIEPVP what the types are for Cq_action and Cq_npc? like which is composer and what does 120 in cq action mean etc. :P tyvm
01/06/2010 07:08 matrix89#4
Soulerman ..
whether this is only to NPC ..
if we can not enter the beast invasion??..
01/06/2010 08:37 funhacker#5
Only thing I am lost on is... what does Teoretical[ mean? did you mean Theoretical?

Good guide for those that don't understand it :)
01/06/2010 09:07 SoulNecturn#6
Quote:
Originally Posted by funhacker View Post
Only thing I am lost on is... what does Teoretical[ mean? did you mean Theoretical?

Good guide for those that don't understand it :)
yes like always I had to put some words to fast from keyboard and didnt check :/
of course it should be like even:

Theoretical and Practical usage - this is truly what I meant :/ hehe and funinenest - I DIDNT EVEN ONCE READ MY OWN TITLE AFTER MAKE IT .... LOOOOL bahha


Quote:
um since u brought this up um soulerman can u teach us people at ELIEPVP what the types are for Cq_action and Cq_npc? like which is composer and what does 120 in cq action mean etc. :P tyvm
cataface well heh
all cq_action basic types was explaiend LONG time ago by forcer ;) Check it is somwhere ;)

about cq_npc explaining types - I see no bigger need ehehee give me one example for what you need cq_npc types ??? :P


Quote:
Soulerman ..
whether this is only to NPC ..
if we can not enter the beast invasion??..
Matrix not exactly .... this Time actions you can use in many other ways :)
Just use little imagination and you will see that it can be very useful in many other ideas ;)

Regards
01/06/2010 11:51 rexes13#7
Grats Soulerman...very useful guide...although i think it's easy to understand it through the time set of legion war....
01/06/2010 12:19 hio77#8
@soul Awesome guide :) will help a lot of people


Quote:
Originally Posted by catface2345 View Post
um since u brought this up um soulerman can u teach us people at ELIEPVP what the types are for Cq_action and Cq_npc? like which is composer and what does 120 in cq action mean etc. :P tyvm
as soul said forcer did explane this .... ill post the translated actions out of the eo source - SOME OF THESE DONT WORK but it helps ALOT when you confused on something

ild recommend viewing it in notepad++ on C++ mode because that will make it easyer to read and work out the types from text etc

btw soul sorry if this is kinda offtopic to your topic and if ya want ill remove it opon request :)
01/06/2010 12:21 catface2345#9
like composer for NPC would be 29, while wrhouse type is 3, do you know of any others? forcer released a section on NPc type humm i forgot thanks
01/06/2010 12:22 catface2345#10
thanks hio i appreciated it
01/06/2010 12:33 hio77#11
Quote:
Originally Posted by catface2345 View Post
like composer for NPC would be 29, while wrhouse type is 3, do you know of any others? forcer released a section on NPc type humm i forgot thanks
idk what your getting at but its late lol

Quote:
Originally Posted by catface2345 View Post
thanks hio i appreciated it
no double posting and np .... though this is what the [Only registered and activated users can see links. Click Here To Register...] button is for :P
01/06/2010 14:24 funhacker#12
Catface all this kind of information can be found in the source codes (not up to date to currently added features though.

Here is the NPC types Sorts and Owners

Code:
#ownertype: 0: system, 1: user, 2: syndicate, 3: npc
#type - 
enum NPCTYPE{
_NPC_NONE= 0,	// 通用NPC
_SHOPKEEPER_NPC	= 1,	// 商店NPC
_TASK_NPC= 2,	// 任务NPC
_STORAGE_NPC= 3,	// 寄存处NPC
_TRUNCK_NPC= 4,	// 箱子NPC
_FACE_NPC= 5,	// 变头像NPC
_FORGE_NPC= 6,	// 锻造NPC
_STATUARY_NPC= 7,	// 雕像NPC
_WEAPONGOAL_NPC= 8,	// 武器靶子NPC
_MAGICGOAL_NPC= 9,	// 武器靶子NPC
_BOWGOAL_NPC= 10,	// 武器靶子NPC
_SYNFLAG_NPC= 11,	// 帮派标记NPC
};
#sort - 
enum NPCSORT{
NPCSORT_TASK= 1,			// 任务类
NPCSORT_RECYCLE= 2,			// 可回收类
NPCSORT_SCENE= 4,			// 场景类(带地图物件,LookFace为地图物件的TYPE)
NPCSORT_LINKMAP	= 8,			// 挂地图类(使用LINKID,与其它使用LINKID的互斥)
NPCSORT_DIEACTION= 16,			// 带死亡任务(使用LINKID,与其它使用LINKID的互斥)
NPCSORT_DELENABLE= 32,			// 可以手动删除(不是指通过任务)
};
01/06/2010 20:24 catface2345#13
thanks man
01/06/2010 22:48 hio77#14
Quote:
Originally Posted by funhacker View Post
Catface all this kind of information can be found in the source codes (not up to date to currently added features though.

Here is the NPC types Sorts and Owners
heres a quickly translated copy of the stuff funhacker posted ... all credits to funhacker for putting it here i just copy and pasted :P

Code:
# ownertype: 0: system, 1: user, 2: syndicate, 3: npc
# type --
enum NPCTYPE (
_NPC_NONE = 0, / / generic NPC
_SHOPKEEPER_NPC = 1, / / store NPC
_TASK_NPC = 2, / / task NPC
_STORAGE_NPC = 3, / / storage NPC
_TRUNCK_NPC = 4, / / box NPC
_FACE_NPC = 5, / / change picture NPC
_FORGE_NPC = 6, / / Forging NPC
_STATUARY_NPC = 7, / / statue NPC
_WEAPONGOAL_NPC = 8, / / target NPC weapons
_MAGICGOAL_NPC = 9, / / target NPC weapons
_BOWGOAL_NPC = 10, / / target NPC weapons
_SYNFLAG_NPC = 11, / / gang tags NPC
);
# sort --
enum NPCSORT (
NPCSORT_TASK = 1, / / task class
NPCSORT_RECYCLE = 2, / / recyclable categories
NPCSORT_SCENE = 4, / / scene classes (with map objects, LookFace for map object TYPE)
NPCSORT_LINKMAP = 8, / / linked map class (using LINKID, and other use of LINKID mutually exclusive)
NPCSORT_DIEACTION = 16, / / with a dead tasks (using LINKID, and other use of LINKID mutually exclusive)
NPCSORT_DELENABLE = 32, / / can be deleted manually (not through the task)
);
01/07/2010 12:22 rexes13#15
Quote:
Originally Posted by funhacker View Post
Catface all this kind of information can be found in the source codes (not up to date to currently added features though.

Here is the NPC types Sorts and Owners

Code:
#ownertype: 0: system, 1: user, 2: syndicate, 3: npc
#type - 
enum NPCTYPE{
_NPC_NONE= 0,	// 通用NPC
_SHOPKEEPER_NPC	= 1,	// 商店NPC
_TASK_NPC= 2,	// 任务NPC
_STORAGE_NPC= 3,	// 寄存处NPC
_TRUNCK_NPC= 4,	// 箱子NPC
_FACE_NPC= 5,	// 变头像NPC
_FORGE_NPC= 6,	// 锻造NPC
_STATUARY_NPC= 7,	// 雕像NPC
_WEAPONGOAL_NPC= 8,	// 武器靶子NPC
_MAGICGOAL_NPC= 9,	// 武器靶子NPC
_BOWGOAL_NPC= 10,	// 武器靶子NPC
_SYNFLAG_NPC= 11,	// 帮派标记NPC
};
#sort - 
enum NPCSORT{
NPCSORT_TASK= 1,			// 任务类
NPCSORT_RECYCLE= 2,			// 可回收类
NPCSORT_SCENE= 4,			// 场景类(带地图物件,LookFace为地图物件的TYPE)
NPCSORT_LINKMAP	= 8,			// 挂地图类(使用LINKID,与其它使用LINKID的互斥)
NPCSORT_DIEACTION= 16,			// 带死亡任务(使用LINKID,与其它使用LINKID的互斥)
NPCSORT_DELENABLE= 32,			// 可以手动删除(不是指通过任务)
};
May i ask how do u get the source code??