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  1. #1
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    Magers Script Archive


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    Magers Script Archive

    C++ Scripts

    Donator Commands

    Code:
    #AddItem <ItemId>
    #Announce <Message>
    #Teleport <PlayerName>
    #Port <mapid> <x> <y> <z>

    Code:
    #include "StdAfx.h"
    #include "Setup.h"
    #include <string>
    
    /*
    ###############################
    #####Created by Mager1794######
    ######Donator Commands#########
    ###############################
    
    Command List
    
    #AddItem <ItemId>
    #Announce <Message>
    #Teleport <PlayerName>
    #Port <mapid> <x> <y> <z>
    
    */
    
    bool FindCommand(string Message, string Command)
    {
        int i = Message.find(Command);
        if(i != string::npos)
        {
            return true;
        }else{
            return false;
        }
    }
    
    bool IsDonator(Player * pPlayer)
    {
        QueryResult * qres = CharacterDatabase.Query("SELECT * FROM `accounts` WHERE `acct` = '%s' and `gm` = 'Donator';", pPlayer->GetSession()->GetAccountId());
        if(!qres == NULL)
            return true;
        else
            return false;
    }
    
    bool CommandCheck(const char * Message)
    {
        if(Message[0]=='#')
            return true;
        else
            return false;
    }
    
    void DonorAnnounceCommand(const char* Message, Player * pPlayer)
    {
        string commandname = "#Announce";
        string command = Message;
        if(!FindCommand(command, commandname))
            return;
        string Variable = command.replace(command.find(command),commandname.size()+1,"");
        const char * announce = (const char *)Variable.c_str();
        if(announce == NULL)
            return;
    
        char * msg;
        sprintf(msg, "[Donator]%s: %s", pPlayer->GetName(), announce);
    
        sWorld.SendWorldText(msg);
    }
    
    void DonorPort(const char* Message, Player * pPlayer)
    {
        string commandname = "#Port";
    
        string command = Message;
        if(!FindCommand(command, commandname))
            return;
        string Variable = command.replace(command.find(command),commandname.size()+1,"");
        const char * args = (const char *)Variable.c_str();
        float x, y, z;
        uint32 mapid;
        if(sscanf(args, "%u %f %f %f", (unsigned int*)&mapid, &x, &y, &z) != 4)
            return;
        if(x >= _maxX || x <= _minX || y <= _minY || y >= _maxY)
            return;
    
        LocationVector vec(x, y, z);
        pPlayer->SafeTeleport(mapid, 0, vec);
    }
    
    void TeleportToFriendCommand(const char* Message, Player * pPlayer)
    {
        string commandname = "#Teleport";
        string command = Message;
        if(!FindCommand(command, commandname))
            return;
        string Variable = command.replace(command.find(command),commandname.size()+1,"");
        const char * charname = (const char *)Variable.c_str();
    
        Player * Target = objmgr.GetPlayer(charname, false);
        if(!Target)
        {
            pPlayer->BroadcastMessage("Player doesn't exist");
            return;
        }
        if(pPlayer->GetTeam() != Target->GetTeam())
        {
            pPlayer->BroadcastMessage("That player is not the same faction as you");
            return;
        }
        if(Target->GetSession()->HasGMPermissions())
        {
            pPlayer->BroadcastMessage("You cannot teleport to a GM");
            return;
        }
        if(Target->GetName() == pPlayer->GetName())
        {
            pPlayer->BroadcastMessage("You cannot teleport to yourself");
            return;
        }
        float nx = pPlayer->GetPositionX();
        float ny = pPlayer->GetPositionY();
        float nz = pPlayer->GetPositionZ();
        Target->BroadcastMessage("%s is teleporting to you...", pPlayer->GetName());
        pPlayer->EventTeleport(Target->GetMapId(), Target->GetPositionX(), Target->GetPositionY(), Target->GetPositionZ());
        if(nx == pPlayer->GetPositionX()|| ny == pPlayer->GetPositionY()|| nz == pPlayer->GetPositionZ())
        {
            pPlayer->BroadcastMessage("Teleportation failed...");
        }
    }
    
    void AddItemCommand(const char * Message, Player * pPlayer)
    {
        string commandname = "#AddItem";
        string command = Message;
        if(!FindCommand(command, commandname))
            return;
        string Variable = command.replace(command.find(command),commandname.size()+1,"");
        const char * strid = (const char *)Variable.c_str();
        uint32 id = strlen(strid);
    
        pPlayer->GetItemInterface()->AddItemToFreeSlot(objmgr.CreateItem(id, pPlayer));
    }
    
    void DonatorCommands(Player * pPlayer, uint32 Type, uint32 Lang, const char * Message, const char * Misc)
    {
        if(CommandCheck(Message))
        {
        if(IsDonator(pPlayer) || pPlayer->GetSession()->HasGMPermissions())
        {
        if(Config.MainConfig.GetBoolDefault("DonatorCommands", "AddItem", true))
        {
            AddItemCommand(Message, pPlayer);
        }
        if(Config.MainConfig.GetBoolDefault("DonatorCommands", "Tele2Friend", true))
        {
            TeleportToFriendCommand(Message, pPlayer);
        }
        if(Config.MainConfig.GetBoolDefault("DonatorCommands", "Announce", true))
        {
            DonorAnnounceCommand(Message,pPlayer);
        }
        if(Config.MainConfig.GetBoolDefault("DonatorCommands", "Port", true))
        {
            DonorPort(Message,pPlayer);
        }
        }
        else
        {
            pPlayer->BroadcastMessage("You must be a donator to use this command");
        }
        }
    }
    
    void SetupDonatorCommands(ScriptMgr * mgr)
    {
        mgr->register_hook(SERVER_HOOK_EVENT_ON_CHAT, &DonatorCommands);
    }
    Config

    Code:
    #-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
    # Donator Command Settings
    #
    #    AddItem    
    #        Set to 1 if you wish to allow donators to 
    #        use the '#AddItem' command and to 0 if
    #        if you don't want them to.
    #                Default: 1    
    #
    #    Tele2Friend
    #        Set to 1 if you wish to allow donators to 
    #        use the '#Teleport' command and to 0 if
    #        if you don't want them to.
    #                Default: 1
    #
    #
    #    Announce    
    #        Set to 1 if you wish to allow donators to 
    #        use the '#Announce' command and to 0 if
    #        if you don't want them to.
    #                Default: 1    
    #
    #    Port    
    #        Set to 1 if you wish to allow donators to 
    #        use the '#Port' command and to 0 if
    #        if you don't want them to.
    #                Default: 1            
    #
    #
    #-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
    
    <DonatorCommands AddItem = "1"
             Tele2Friend = "1"
             Announce = "1"
              Port = "1">

    Game Master Message Of The Day


    Code:
    #include "StdAfx.h"
    #include "Setup.h"
    
    
    
    void GMMotd(Player * pPlayer)
    {
        if(pPlayer->GetSession()->HasGMPermissions())
        {    
                pPlayer->BroadcastMessage((Config.MainConfig.GetStringDefault("Custom", "GMMotd", "Welcome to [Server Name]").c_str()));
        }
    };
    
    void SetupGameMasterMotd(ScriptMgr * mgr)
    {
        mgr->register_hook(SERVER_HOOK_EVENT_ON_ENTER_WORLD, &GMMotd);
    }
    Config File
    Code:
    #-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
    # Custom Settings
    #
    #    GMMotd
    #        This is a GM Message of the day works the same 
    #        exact way as a normal Motd - Mager1794
    #
    #        Default: "No Game Master Motd Specified"
    #
    #    GMMotd Activated
    #        Set to 1 to turn on Game master message of the day
    #
    #        Default: "0"
    #
    #-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
    
    <Custom GMMotd="No Game Master Motd Specified" GMMotdActivated="1">
    Advanced Mob

    Code:
    /********************************************
    **********Created By Mager*******************
    ********Advanced Mob Script******************
    ********Created for *************************
    ********************************************/
    
    
    #define CN_ADVANCEDMOB 100015
    #define FIRECAST 38692///Choose a normal firespell
    #define FIREAOE 27086///Choose a AoE Firespell
    #define FROSTCAST 38697//Choose a normal frostspell
    #define FROSTAOE 27384//Choose a AoE frostspell
    #define SHADOWCAST 27209//Choose a normal Shadow Spell
    #define SHADOWAOE 30414// Choose a shadow AoE spell
    #define FIRESHIELD 30663//Choose a firebased mage-shield ex."Molten Armor"
    #define FROSTSHIELD 27124//Choose a frostbased mage-shield ex. "Ice Armor"
    #define SHADOWSHIELD 27260//Choose a shadowbased mage-shield ex. "Demon Skin" p.s. yes i know its warlock but you get the point
    #define FIRESUMMON 40133//Choose a fire pet to summon (shammy spells have fire elements)
    #define FROSTSUMMON 45067//Choose a frost pet to summon, "Summon Water Elemental" is good
    #define SHADOWSUMMON 34237//Choose a shadow pet to summon, usually a warlocks demon
    //Start talking to people about how awesome mager is and how much you know it XD
    
    class AdvancedMobAI : CreatureAIScript
    {
    public:
        ADD_CREATURE_FACTORY_FUNCTION(MafiaSpellWeaverAI);
        MafiaSpellWeaverAI(Creature* pCreature) : CreatureAIScript(pCreature)
        {
            m_fire = m_frost = m_shadow = false;
            m_cast = m_aoe = m_shield = m_summon = true;
            ChooseSpec();
        }
        
        void ChooseSpec()
        {
            int RandType;
                RandType=rand()%3;
                switch (RandType)
                {
                case 0:
                m_fire = true;
                infocast = dbcSpell.LookupEntry(FIRECAST);
                infoaoe = dbcSpell.LookupEntry(FIREAOE);
                infoshield = dbcSpell.LookupEntry(FIRESHIELD);
                infosummon = dbcSpell.LookupEntry(FIRESUMMON);
                break;
                case 1:
                m_frost = true;
                infocast = dbcSpell.LookupEntry(FROSTCAST);
                infoaoe = dbcSpell.LookupEntry(FROSTAOE);
                infoshield = dbcSpell.LookupEntry(FROSTSHIELD);
                infosummon = dbcSpell.LookupEntry(FROSTSUMMON);
                break;
                case 2:
                m_shadow = true;
                infocast = dbcSpell.LookupEntry(SHADOWCAST);
                infoaoe = dbcSpell.LookupEntry(SHADOWAOE);
                infoshield = dbcSpell.LookupEntry(SHADOWSHIELD);
                infosummon = dbcSpell.LookupEntry(SHADOWSUMMON);
                break;
                }
        }
        
        void OnCombatStart(Unit* mTarget)
        {
            RegisterAIUpdateEvent(_unit->GetUInt32Value(UNIT_FIELD_BASEATTACKTIME));
            _unit->CastSpell(_unit, infoshield, false);
            m_shield = false;
            
            int RandType;
                RandType=rand()%3;
                switch (RandType)
                {
                case 0:
                    _unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "Stop them they threaten our plans!!");
                
                break;
                }
                
        }
        
        void OnCombatStop(Unit *mTarget)
        {
    
            _unit->GetAIInterface()->setCurrentAgent(AGENT_NULL);
            _unit->GetAIInterface()->SetAIState(STATE_IDLE);
            RemoveAIUpdateEvent();
        }
        
        void OnDied(Unit * mKiller)
        {
           RemoveAIUpdateEvent();
        }
        
         void AIUpdate()
        {
            uint32 val = RandomUInt(1000);
            SpellCast(val);
        }
        
        void SpellCast(uint32 val)
        {
            if(_unit->GetCurrentSpell() == NULL && _unit->GetAIInterface()->GetNextTarget())//_unit->getAttackTarget())
            {
                if(m_cast)
                {
                    _unit->CastSpell(_unit->GetAIInterface()->GetNextTarget(), infocast, false);
                    m_cast = false;
                    return;
                }
                
                if(m_aoe)
                {
                    _unit->CastSpell(_unit->GetAIInterface()->GetNextTarget(), infoaoe, false);
                    m_aoe = false;
                    
                    return;
                }
                if(m_summon)
                {
                    _unit->CastSpell(_unit->GetAIInterface()->GetNextTarget(), infosummon, false);
                    m_summon = false;
                    return;
                }
    
                if(val >= 1 && val <= 499)
                {
                    _unit->setAttackTimer(2000, false);
                    m_cast = true;
                }
                
                if(val >= 500 && val <= 700)
                {
                    _unit->setAttackTimer(3000, false);
                    m_summon = true;
                }
                
                if(val >= 701 && val <= 1000)
                {
                    _unit->setAttackTimer(4000, false);
                    m_aoe = true;
                }
            }
        }
    
    protected:
    
       bool m_cast;
       bool m_aoe;
       bool m_fire;
       bool m_frost;
       bool m_shadow;
       bool m_summon;
       bool m_shield;
       SpellEntry *infocast, *infoaoe, *infoshield, *infosummon;
    };
    
    void SetupAdvancedMobScriptMgr * mgr)
    {
        mgr->register_creature_script(CN_ADVANCEDMOB, &AdvancedMobAI::Create);
    }

    Walk Through Portal


    Code:
    /*
        Walk Through Teleporter
    This is a portal created for easy editing of everything in it.
    All you have to do is change the variables at the top of the script.
    
    Script Created by Mager1794
    */
    
    #include "StdAfx.h"
    #include "Setup.h"
    //Change these/////
    #define GAMEOBJECT_ID 69999//change the number '699999' to what ever your game objects id is
    #define REQUIRED_LEVEL 0//leave at 0 for no required level
    #define QUEST_ID 0//leave at 0 for no required quest, or change to quest id
    #define AREA_OF_PORTAL 2.0f//How far you need to be standing from the portal for it to actually port you default: 2
    //cordinates
    #define MAPID 1
    #define X -2717.848877f//change the number to your teleport coords X value
    #define Y -4971.158203f//change the number to your teleport coords Y value
    #define Z 49.0f//change the number to your teleport coords Z value
    #define O 0.592975f//change the number to your teleport coords Orientation value
    
    class WalkThroughPortalName : public GameObjectAIScript
    {
    public:
    WalkThroughPortalName(GameObject* goinstance) : GameObjectAIScript( goinstance ) {}
    static GameObjectAIScript *Create(GameObject * GO)
    {
    return new WalkThroughPortalName(GO);
    }
    
    void OnSpawn()
    {
    RegisterAIUpdateEvent(1);
    }
    
    void AIUpdate()
    {
    Player * plr = _gameobject->GetMapMgr()->GetInterface()->GetPlayerNearestCoords(_gameobject->GetPositionX(), _gameobject->GetPositionY(), _gameobject->GetPositionZ());
    if(!plr)
    return;
    if(plr->getLevel() >= REQUIRED_LEVEL|| REQUIRED_LEVEL == 0)
    {
    if(plr->HasFinishedQuest(QUEST_ID) || QUEST_ID == 0)
    {
    if(_gameobject->CalcDistance( _gameobject, plr ) <= AREA_OF_PORTAL) // You need to standing 2 meters from the actual center of the pink ring
    {
    plr->SafeTeleport(MAPID, plr->GetInstanceID(), X, Y, X, O);
    }
    }
    else
    {
        plr->BroadcastMessage("You must have completed quest with quest id %s", QUEST_ID);
    }
    }
    else
    {
        plr->BroadcastMessage("You must be level %s to teleport here", REQUIRED_LEVEL);
    }
    }
    };
    
    void SetupWalkThroughTeleport(ScriptMgr * mgr)
    {
    mgr->register_gameobject_script(GAMEOBJECT_ID, &WalkThroughPortalName::Create);
    }
    LevelCast (Level Yell)

    Code:
    #include "StdAfx.h"
    #include "Setup.h"
    
    ///////////////////////GM Chat Commands//////////////////////
    static string lvlon = "#levelyell";
    static bool b_lvlon = true;
    
    void LevelCommands(Player * pPlayer, uint32 Type, uint32 Lang, const char * Message, const char * Misc)
    {
       if(Message == lvlon && pPlayer->GetSession()->HasGMPermissions())
       {
           char message[200];
           if(b_lvlon = true)
           {
               b_lvlon = false;
               sprintf(message,"[LevelCast] GM %s has disabled LevelCast", pPlayer->GetName());
               pPlayer->BroadcastMessage("You have turned off LevelCast");
           }
           else if(b_lvlon = false)
           {
               b_lvlon = true;
               sprintf(message,"[LevelCast] GM %s has enabled LevelCast", pPlayer->GetName());
               pPlayer->BroadcastMessage("You have turned on LevelCast");
           }
    
          sWorld.SendWorldWideScreenText(message);
       }
    };
    
    
    void Level(Player * pPlayer)
    {
        if(b_lvlon = true)
        {
        char * message;
        sprintf(message, "DING!!!, Yay i've reached level %s.", pPlayer->getLevel());
        pPlayer->SendChatMessage(CHAT_MSG_YELL,LANG_UNIVERSAL, message);
        }
    }
    
    void SetupLevelUp(ScriptMgr * mgr)
    {
        mgr->register_hook(SERVER_HOOK_EVENT_ON_POST_LEVELUP, &Level);
        mgr->register_hook(SERVER_HOOK_EVENT_ON_CHAT, &LevelCommands);
    }
    Free For All Pvp

    Code:
    #include "StdAfx.h"
    #include "Setup.h" 
    
    void FirstLogin(Player* plr)
    {
        plr->SetFlag(PLAYER_FLAGS, PLAYER_FLAG_FREE_FOR_ALL_PVP);
    };
    
    
        
    void SetupLogin(ScriptMgr * mgr)
    {
        mgr->register_hook(SERVER_HOOK_EVENT_ON_FIRST_ENTER_WORLD, (void*)FirstLogin);
    }
    Guild Wars

    Code
    Code:
    //===============
    // Guild Wars
    //  by Mager1794
    // Transcendent Scripting
    //===============
    #include "StdAfx.h"
    #include "Setup.h"
    
    class SCRIPT_DECL GuildWar : public GossipScript
    {
    public:
        void GossipHello(Object * pObject, Player* Plr, bool AutoSend);
        void GossipSelectOption(Object * pObject, Player* Plr, uint32 Id, uint32 IntId, const char * Code);
        void GossipEnd(Object * pObject, Player* Plr);
        void Destroy()
        {
            delete this;
        }
    };
    
    bool ChecksPassed(Player * pPlayer, uint32 guilda, uint32 guildb, bool war)
    {
        if(!pPlayer)
        {
            return false;
        }
        else if(pPlayer->GetGuild()->GetGuildLeader() == pPlayer->GetGUID())
        {
            pPlayer->BroadcastMessage("You must be the guild leader in order to use this function");
            return false;
        }
        else if(!guilda)
        {
            pPlayer->BroadcastMessage("You are not in a guild");
            return false;
        }
        else if(!guildb)
        {
            pPlayer->BroadcastMessage("You did not specify a guild");
            return false;
        }
        else if(guilda == guildb)
        {
            pPlayer->BroadcastMessage("You cannot declare war on your own guild");
            return false;
        }
        else
        {
            const char * guildA = objmgr.GetGuild(guilda)->GetGuildName();
            const char * guildB = objmgr.GetGuild(guildb)->GetGuildName();
            char * message;
            if(war)
            {
                sprintf(message, "[Guild Wars] %s has declared war on %s", guildA,guildB);
            }
            else
            {
                sprintf(message, "[Guild Wars] %s has declared peace with %s", guildA,guildB);
            }
            sWorld.SendWorldWideScreenText(message);
            return true;
        }
    };
    
    void GuildWar::GossipHello(Object * pObject, Player* Plr, bool AutoSend)
    {
        GossipMenu *Menu;
        objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 2593, Plr);
        Menu->AddItem(1, "Propose A Guild War", 1, 1);
        Menu->AddItem(1, "Propose A Guild Peace", 1, 2);
        Menu->AddItem(1, "Exit Menu", 1, 3);
        
        if(AutoSend)
            Menu->SendTo(Plr);
    }
    
    void GuildWar::GossipSelectOption(Object* pObject, Player* Plr, uint32 Id, uint32 IntId, const char * Code)
    {
        switch(IntId)
        {
            case 0:
            {
                GossipHello(pObject, Plr, true);
            }break;
            case 1:
                {
                    if(!Code)
                    {
                        Plr->BroadcastMessage("You must enter a guild a name");
                    }
                    uint32 enemy = objmgr.GetGuildByGuildName(Code)->GetGuildId();
                    uint32 friendly = Plr->GetGuildId();
                    if(ChecksPassed(Plr, friendly, enemy, true))
                    {
                    WorldDatabase.Query("INSERT INTO `guild_wars` VALUES('%s','%s');",friendly,enemy);
                    WorldDatabase.Query("INSERT INTO `guild_wars` VALUES('%s','%s');",enemy,friendly);
                    }
                }break;
            case 2:
                {
                    if(!Code)
                    {
                        Plr->BroadcastMessage("You must enter a guild a name");
                    }
                    uint32 enemy = objmgr.GetGuildByGuildName(Code)->GetGuildId();
                    uint32 friendly = Plr->GetGuildId();
                    if(ChecksPassed(Plr, friendly, enemy, false))
                    {
                    WorldDatabase.Query("DELETE FROM `guild_wars` WHERE `aguild ='%s' AND `bguild`='%s');",friendly,enemy);
                    WorldDatabase.Query("DELETE FROM `guild_wars` WHERE `aguild ='%s' AND `bguild`='%s';",enemy,friendly);
                    }
                }break;
            case 3:
                {
                    GossipEnd(pObject, Plr);
                }break;
        }
    };
    
    void GuildWar::GossipEnd(Object * pObject, Player* Plr)
    {
        GossipScript::GossipEnd(pObject, Plr);
    }
    
    bool IsGuildAtWar(uint32 aguild, uint32 vguild)
    {
        if(aguild = vguild)
            return false;
        QueryResult * res = WorldDatabase.Query("SELECT * FROM `guild_wars` WHERE `aguild` ='%s' AND `bguild` ='%s';", aguild, vguild);
        if(res == NULL)
            return false;
        Field * guilds = res->Fetch();
        if(guilds == NULL)
            return false;
        else
            return true;
    }
    
    void AddGold(uint32 gold, Player * Plr)
    {
        uint32 gamm = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE);
        uint32 goldammount = gamm + gold;
        Plr->SetUInt32Value(PLAYER_FIELD_COINAGE, gamm);
    }
    
    void TakeGold(uint32 gold, Player * Plr)
    {
        int32 gamm = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE);
        int32 goldammount;
        goldammount = gamm - gold;
        Plr->SetUInt32Value(PLAYER_FIELD_COINAGE, goldammount);
    }
    
    void GuildWarScript(Player* attacker, Player* victim)
    {
        uint32 aguild = attacker->GetGuildId();
        uint32 vguild = victim->GetGuildId();
        if(IsGuildAtWar(aguild, vguild))
        {
            AddGold(10000, attacker);
            TakeGold(5000, victim);
        }
    }
    
    
    void SetupGuildWars(ScriptMgr * mgr)
    {
        GossipScript * gs = (GossipScript*) new GuildWar();
        mgr->register_item_gossip_script(61000, gs);
        mgr->register_hook(SERVER_HOOK_EVENT_ON_KILL_PLAYER, (void*)GuildWarScript);
    }
    SQL
    Code:
    CREATE TABLE "guild_wars" (
      "aguild" text,
      "bguild" text
    );
    
    LOCK TABLES "guild_wars" WRITE;
    UNLOCK TABLES;
    Web Scripts

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    Thanks again lol. More examples to learn from

 

 

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