recursal/Fanatic-Fandom huggingface dataset:
Cloaking Script

*Created by 7Kings*

```
Using "RC_Core.rcm"

; Define entry function 'Main'

Function Main()

         ; Change player's clothes

         SetActorClothes(Actor(), 2)

         DoEvents(150)

         SetActorClothes(Actor(), 3)

         DoEvents(150)

         SetActorClothes(Actor(), 4)

         DoEvents(150)

         SetActorClothes(Actor(), 5)

      ;   Return()

      ;BubbleOutput(Actor,"CLOAK ENGAGED!",255,255,255)

      DoEvents(30000)

      ;BubbleOutput(Actor,"CLOAK DIS-ENGAGED!",255,255,255))

      SetActorClothes(Actor(), 4)

      DoEvents(150)

      SetActorClothes(Actor(), 3)

      DoEvents(150)

      SetActorClothes(Actor(), 2)

      DoEvents(150)

      SetActorClothes(Actor(), 1)

      End Function

```
Starcraft/Solucja, Kampania BroodWar - Terran, Poziom 8

**To Chain the Beast**

Finałowy poziom terrańskiej kampanii zaczniemy od zrobienia porządków w bazie. Od razu ewakuujemy Marine stacjonujące w bunkrach kawałek na wschód od naszej bazy głównej. Początek etapu to natychmiastowa budowa minimum 2 Factory i odkrycie Siege Mode. Nasze zadanie polega na produkcji na potęgę Siege Tanków. Do pokonania mamy trzech Zergów, z których każdy ma Cerebrate. Jego istotność nadaje im unikatowe cechy. Czerwony Zerg ma nieśmiertelne Sunken Colony, z troski właśnie o to jako pierwszy ulepszamy pancerz piechoty, by Sunken Colony zabijał Marine dopiero po 3 trafieniach; brązowy Zerg od 15 minuty gry wytwarza Torrasque – jest on już sporo trudniejszy do zabicia w porównaniu do identycznego potwora, którego pokonywaliśmy w finale kampanii *Enslavers*; pomarańczowy Zerg natomiast zalicza debiut zarażonymi CC, co pozwala mu na produkowanie zarażonych Terran. Jednak, jeżeli dany wrogi gracz straci Cerebrate – staje się dla nas neutralny, dlatego te budynki traktujemy z najwyższym możliwym priorytetem. Ogółem jako pierwszy należy zniszczyć czerwonego koloru Cerebrate, bo jest najbliżej. Po przygotowaniu solidnej obrony (**#50**), możemy budować Starport, a potem Dropshipy, które eskortują taki oddział – Siege Tanki oraz piechota z medykami. Tym sposobem czerwony Zerg nie jest już dla nas zagrożeniem...

Screen **#50**
Wkrótce musimy zainstalować dwie nowe bazy wydobywcze, ale Torrasque skutecznie może nas do tego zniechęcić. Czerwoną bazę niedziałającego już Zerga rozwalamy oddziałem dodatkowym i najlepiej takim, który obroni też założoną przez nas bazę. Priorytetem tym razem nie są już Siege Tanki. Z nich jeszcze nie rezygnujemy, musimy teraz skupić się na produkcji Battlecruiserów. Potrzebne będą nam 3-4 Starporty, po ich zbudowaniu zaczynamy budować krążowniki, oddział dziesięciu z nich plus Vessel jako pułapka na Defilery powinny rozprawić się z brązowym Zergiem (**#51**). Jeżeli Defiler nie potraktował nas plagą, to równie dobrze każda ścieżka nadaje się do eksterminacji. Po wyeliminowaniu z gry brązowego Zerga możemy zmniejszyć znaczenie czołgów w defensywie, najlepiej niepotrzebne od razu wysłać do walki z pomarańczowym Zergiem. Tym samym można sobie dorobić Battlecruisery do ataku na pomarańczowego Zerga, ocalałe naprawiamy za pomocą SCV. Najlepiej pomarańczowe Cerebrate zlikwidować, atakując flotą od wschodu (**#52**) i uważając ponownie na wrogie Defilery. Gdy Zerg przestanie nas nękać, niezwłocznie posyłamy czwórkę Medyków do Overminda.

Screen **#51**Screen **#52**

 Kompendium
PVP Organizer Starter Script

*Created by Taz.*

```
Using "RC_Core.rcm"
; Morgance Online 0.1
; Date/Time: 9:24:12 PM on 8/1/2012
; By Dan Seguin on TAZCO-PC
;Pvp organizer to start player in the right battle ground
Function Main()
Player = Actor()
Target = ContextActor()

    Chatbox$ = OpenDialog(Player, Target, "Pvp Organizer")

    DialogOutPut(Player, ChatBox, "Welcome, would you like to join a PvP BattleGround?", 200, 156, 23)
    POption$ = DialogInput(Player, Chatbox, "Close,Enter 1 vs 5 capture the flag,Enter hold the flag")

         If (POption = 1) ; close dialog
             CloseDialog(Player, ChatBox)
            ; OutPut(Player, "NOTE super global is being changed back to 0 here for testing", 255, 0, 0)
            ; SetSuperGlobal(2, 0) ;using for debuging
             Return

         EndIf

     CloseDialog(Player, Chatbox)

    If (POption = 2) ;send player to 1 vs 5 capture the flag
        ThreadExecute("Pvp_Battle_Organizer", "Main", Player, Target)
    Endif

 If (POption = 3) ;send player to 1 vs 5 capture the flag
 ;send to function HoldFlag
ThreadExecute("Pvp_Battle_Organizer", "HoldFlag", Player, Target)
Endif

Return
End Function

```
Taz's Login Script

*Created by Taz.*

```
Using "RC_Core.rcm"
; Default player login script
; You may alter this script however you like

; The entry function for this script is always "Main"
; There is no context actor for this script
Function Main()
Player = Actor()
Target = ContextActor()
FirstLog% = HasItem(Player, "Sword")
			Player = Actor()
            PName$ = Name(Player)
            Target = ContextActor()

  ;first time login giving player sword change item if not wanting to use sword.
If (FirstLog = 0) ;check first time long in
	;Do first time login here
    GiveItem(Player, "Sword")

 EndIf

 End Function

```
Acı süt

Acı süt Burdur'un kültürel içeceklerinden biridir ve tarihi 5.Burdur İmparatoru Serkan Porçay'a dayanır. Hikaye şöyledir: Burdur imparatoru sarayına saldıran giant robottan kurtulmak için güçlü bir kara büyü kullanır ve kadim Burdur tanrısı Erkan kara büyü kullanmanın cezası olarak Burdur'u 7 yıl verimsiz geçirecekleri bir buzul çağına sokar. Mahsüller ölür, ağaçlar kurur ve köydeki tüm kadınlar sütten kesilir. Parçalı ay tutulması gününde Burdur imparatoru Serkan, kızı tam soğuktan ölmek üzereyken kaledeki tüm baharatları ellerinde bulunan son süt ile karıştırarak kızına içirir ve kızının hayatını kurtarır. Ancak kendisi son Burdur imparatoru olarak soğuktan ölür. O günden beri Burdur halkı bu olayı her parçalı ay tutulması sırasında acı süt içip "Baba sütün çok acı!" diye bağırarak anarlar. Erkan kim?

-Cevap:Erkan Senin Anandır.
Ban After Life Points Are Gone (Perma-Death System)

*Created by Stragothemad.*

Here is a new script i wrote for terrier its a ban after life points are gone.

```
Function Main()

    DeathPlvl= Attribute(Actor, "LifeP")

   ; Death animation

   Output(Actor(), "You have died...")

   Death = Rand(1, 3)

   If (Death = 1)

      AnimateActor(Actor(), "Death 1", 0.2, 0)

   ElseIf (Death = 2)

      AnimateActor(Actor(), "Death 2", 0.2, 0)

   Else

      AnimateActor(Actor(), "Death 3", 0.2, 0)

   EndIf

   ; Wait

   DoEvents(1000)

   ; Remove Life points after death forgot to add respawn point for LP 1-4(or however many points you have)

   SetAttribute(Actor(), "LifeP", - 1)

   OutPut(Actor(), "You Have Lost 1 Life Point", 255, 0, 0)

   If (DeathPlvl <=  1 )

   ThreadExecute("Death_Ban", "Main", Actor, 0)

   EndIf

   ; Done

   Return

End Function

```

Here is the ban part.

```
Function Main() ;ban player (Name)

;Usage /ban "name" then enter a reason.

;Should be added to your In-game commands.rsl script.n player (Name)

;Usage /ban "name" then enter a reason.

;Should be added to your In-game commands.rsl script.

Player = Actor()

;--------------------------------

;Check if player is still alive

;-------------------------------

OutPut(PlayerToBan, "You have been banned!!.", 255, 0, 0)

OutPut(PlayerToBan, "Banned reason ", 255, 210, 220)

OutPut(PlayerToBan,  + GmInput, 255, 0, 0)

DoEvents(10000)

BanPlayer(Player) ; Ban the players account

KickPlayer(Player) ; Kick the player off the server

OutPut(Actor(), "Player [" + PlayerName$ + "] Successfully BANNED!")

SaveState()

OutPut(Actor(), "Unable to find " + PlayerName$ + " in Player Database.")

Return

```
Loot Script

*Created by Taz*

```
Using "RC_Core.rcm"
; Date/Time: 7:19:49 PM on 10/7/2010
; By Naddaz on TAZCO
;Basic loot script, giving items to player.
;Change give item to items that you have in your editor.

Function Main()

 ItemID% = Rand(1, 5) ; change the second # if you want to have more possible items to drop

If(ItemID = 1)

		GiveItem(Player, "Bear Meat")
		OutPut(Player, "You have recived Bear Meat", 0, 200, 45)

ElseIf(ItemID = 2)
     Itemchance% = Rand(1, 2) ;Chance to recive item, player gets bones if number does not match

	If (Itemchance = 2)
		GiveItem(Player, "Bear Fang")
		OutPut(Player, "You have recived a Bear Fang", 0, 200, 45)
	Else
		GiveItem(Player, "Bear Hide")
		OutPut(Player, "You have recived a Bear Hide ", 0, 200, 45)
      Endif

 Elseif(ItemID = 3)
      Itemchance% = Rand(1, 4) ;Chance to recive item, player gets bones if number does not match

	If (Itemchance = 2)
		GiveItem(Player, "Bear Meat")
		OutPut(Player, "You have recived a Bear Meat", 0, 200, 45)
	Else
		GiveItem(Player, "Bear Hide")
		OutPut(Player, "You have recived a Bear Hide ", 0, 200, 45)
      Endif

 Elseif(ItemID = 4)
       Itemchance% = Rand(1, 4) ;Chance to recive item, player gets bones if number does not match

	If (Itemchance = 3)
		GiveItem(Player, "Bear Hide")
		OutPut(Player, "You have recived a Bear Hide ", 0, 200, 45)
	Else
		GiveItem(Player, "Health Potion")
		OutPut(Player, "You have recived a Health Potion", 0, 200, 45)
      Endif

 Elseif(ItemID = 5)
       Itemchance% = Rand(1, 55) ;Chance to recive item, player gets bones if number does not match

	If (Itemchance = 3)
		GiveItem(Player, "Bear Hide")
		OutPut(Player, "You have recived Bear Hide", 0, 200, 45)
	Else
		GiveItem(Player, "Bear Meat")
		OutPut(Player, "You have recived Bear Meat", 0, 200, 45)
      Endif

 EndIf

    G = Rand(5414,5620) ; minimum and maximum amount of gold that can be dropped
   Output(Player, "Obtained " + G + " Copper")
   ChangeMoney(Player, G)

DoEvents (2000)

End Function

```
AOE Spell

*Created by Piysta on the RealmCrafte: Community Edition forum.*

```
Using "RC_Core.rcm"

; Shards of Antharia

; Date/Time: 10:24:53 AM on 3/5/2012

; By Dillan Cobb on COBB-PC

Function Main()

; AOE spell test!

Player = Actor()

Target = NextActorInZone(Player)

CreateEmitter(Player, "Aoe", 10, 500)

If Target <> Player

    Repeat

        Dmgtrue% = 0

        DistCheck# = ActorDistance(Player, Target)

        If DistCheck < 13.5

            Dmgtrue% = 1

        EndIf

        TargetFaction$ = HomeFaction(Target)

        FactionRate% = FactionRating(Player, TargetFaction)

        If FactionRate > 0

            DmgTrue% = 0

        EndIf

        If DmgTrue = 1

            EnemyHealth% = Attribute(Target, "Health")

            DamageAmount% = Rand (1, 40) + 500

            DamageDealt% = EnemyHealth - DamageAmount

            TargetsTarget = ActorTarget(Target)

            If TargetsTarget > 0

                AggroCal = Rand (1, 4)

                If AggroCal = 1

                    SetActorTarget(Target, Player)

                    SetActorAIState(Target, 3)

                EndIf

            EndIf

            If TargetsTarget = 0

                SetActorTarget(Target, Player)

                SetActorAIState(Target, 3)

            EndIf

            If DamageAmount < EnemyHealth

                SetAttribute(Target, "Health", DamageDealt)

                EnemyName$ = Name(Target)

                Output(Player, EnemyName + " received " + DamageAmount + " damage.", 255, 255, 255)

            Else

                KillActor(Target, Player)

                Target = NextActorInZone(Player)

            EndIf

        EndIf

        Target = NextActorInZone(Target)

    Until Player = Target

EndIf

End Function

```
Life Regen Buff

*Created by Taz.*

```
Using "RC_Core.rcm"
; testingrc1 1.26
; Date/Time: 4:13:41 PM on 4/10/2010
; By Naddaz on TAZCO
;Life regen
 ;Heals life every 4 secs, for 78 ticks. About 5.2 mins
;last updated june 09 2010
Function Main()
Player% = Actor()
Target% = ContextActor()
Pname$ = Name(Player)
Prayerlvl% = Attribute(Player, "Prayer")
MaxPrayerlvl% = MaxAttribute(Player, "Prayer")
PlayerLevel% = ActorLevel(Player)
BuffLevel% = AbilityLevel(Player, "Life Regen")
Buffamount% = Prayerlvl * PlayerLevel / 8 + Bufflevel * 7 / 25 ; buff amount seems to work just needs some tweaking

ScriptLog("Life regen running by " + Pname)

If (Prayerlvl <= 6)
    OutPut(Player, "You need to recharge your prayer, to use this buff, you need 7 prayer points.", 245, 123, 123)
    Return
 EndIf

 Buffcost% = Attribute(Player, "Prayer") - 7 ;amount of paryer cost
 SetAttribute(Player, "Prayer", Buffcost)  ; take 7 prayer from player for buff cost

 If (BuffAmount > 175) ;set max amount that buff can be
     Buffamount% = 175
EndIf

Doevents(500)
If (MaxPrayerlvl >= 9) ; set prayer level required to use ability

     AddActorEffect(Player, "Buff Life Regen", "Health", Buffamount, 10400, 235) ; add buff icon should last 1 hour
    OutPut(Player, "You have buffed yourself with Life Regen ", 110, 54, 43)
    Ticks% = 78
     Repeat

     PlayerHp% = Attribute(Player, "Health")
    healAmount% = Rand(62, 75) + PlayerLevel + MaxPrayerlvl
    Tothealamount% = PlayerHp + HealAmount
    SetAttribute(Player, "Health", Tothealamount)
    Ticks% = Ticks - 1
    DoEvents(4000) ;Every 2 sec give play health
    CreateFloatingNumber(Target, healAmount, 0, 255, 5) ;show blue for crit

    ;Output(player, "Recived health" + healAmount, 125, 32, 43) ;Debug
            If (PlayerHp <= 0)
             Ticks% = 0
            EndIf
    Until (Ticks = 0)

     DeleteActorEffect(Player, "Buff Life Regen") ;take regen buff away
Else
OutPut(Player, "You need a prayer level of 9 to use this Prayer ability", 125, 32, 43)
Return
EndIf

End Function

```
Relica Online

Relica Online was an MMORPG in development by RealmCrafter: Standard forum user Nathan.

## Story

According to the steam page, "UO and Morrowind inspired Relica Online is a online Rpg that has been developed by a Indie Developer known as Nathan Hemstock
For the duration of 5 years. I have done my utmost best with this project.

It tells a tale of a Ancient book that has been lost for thousands of years only to be found by a King who has been drawn to the book for its ancient powers. The book was first created by a evil wizard known only as Zendra to consume the souls and life energies of the lost and gullible people of Relica. This was to help extend his own life.

The world and surrounding are fantasy based both colourful and atmospheric. With the players ability to take control of a avatar learning various different skills, combat and none combat based to help the player progress with up to 12 various skills to master from fishing to elemental magic’s.

The game will be fully updateable. From quests to new environments and more unique items. Players can team up and complete quests together or work alone. PvP is also available with a keep what you kill system. Make friends from around the globe and restore the order and stability of the Relican Isles."

## Features

>No!! microtransactions or members. Its just a online rpg.

> Main story

> 12 various skills to master.

> PvP.

> 30 differant game zones with more to come.

> various side quests, more to come.

> over 100 in game items, more to come.

> lots of weapons and armour, which i will further expand.

> Great monsters to do battle with from Great Ogers to Dragons and much more.

> Boss monsters which i will further expand.

> Mini games. Do battle in the arena!.

> Rare items and armour sets to find.
Taz's Custom Attack Script

*Custom attack script, part of Taz's free script pack.*

## The Script

Using "RC\_Core.rcm"

; Date/Time: 12:36:30 AM on 10/7/2010

; By Naddaz on TAZCO

; Attack script, used if you set the combat damage formula to "advanced"

; The actor is the attacker, and the context actor is the actor being attacked. in this case the target.

;This basic attack script is for melee combat only.

Function Main()

Player = Actor()

Target = ContextActor()

;Name check

PName$ = Name(Player)

TName$ = Name(Target)

;Level Check

PLvl% = ActorLevel(Player)

TLvl% = ActorLevel(Taget)

;Stat Check

;Health

PHealth% = Attribute(Player, "Health") ;Player Hp

THealth% = Attribute(Target, "Health") ;Target HP

;Strength

PStr% = Attribute(Player, "Strength") ;Player str

TStr% = Attribute(Target, "Strength") ;Target Str

;Dexterity

PDex% = Attribute(Player, "Dexterity") ;Player Dexterity

TDex% = Attribute(Target, "Dexterity") ;Target Dexterity

;Magic

PMag% = Attribute(Player, "Magic") ;Player Magic

TMag% = Attribute(Target, "Magic") ;Target Magic

;Toughness

PTou% = Attribute(Player, "Toughness") ;Player Tou

TTou% = Attribute(Target, "Toughness") ;Target Tou

    SetActorTarget(Target, Player) ; make npc attack

    SetActorTarget(Player, Target) ; make npc attack

;Start Melee

;Target Defence.

;get armor amount from target.

TArmor% = ItemArmor(ActorChest(Target)) + ItemArmor(ActorHat(Target)) + ItemArmor(ActorFeet(Target)) + ItemArmor(ActorBelt(Target)) + ItemArmor(ActorLegs(Target)) + ItemArmor(ActorHands(Target)) + ItemArmor(ActorShield(Target)) ;defenders total armor

TotTarArmor% = TArmor + TTou / 8  ;target armor + target Tou divided by 8

;Melee Damage

WepDmg% = ItemDamage(ActorWeapon(Player)) ;Player weapon damage

Dmg% = WepDmg + PStr + PTou + Rand(5, 9)

ToDoDmg% = Dmg - TotTarArmor ;take damage from target defence and do the rest as damage.

;Chance to hit/miss

MissC% = Rand(45, 150)

PDexC% = PDex + Rand(5, 175)

    If (MissC > PDexC) ;if miss is greater then target dex then player misses

        OutPut(Player, "You have Miss " + TName, 230, 145, 23)

        DoEvents(1500)

        Return

    Endif

DoEvents(1000)

;Do Animations and extras

AnimateActor(Player, "Right Hand Attack", 1.7)

TotDoDmg% = Attribute(Target, "Health")- ToDoDmg ; take damage from target health.

    If (TotDoDmg% <= 0)

        ;Target is dead set xp and end attack.

        Output(Player, "You have killed " + TName, 255, 0, 0)

       Output(Target, "You have been killed by " + PName, 255, 0, 0)

        KillActor(Target, Player)

        Return

    Endif

;Continue and do Damage

CreateFloatingNumber(Target, ToDoDmg, 255, 0, 0) ;Red normal attack do damage above player.

SetAttribute(Target, "Health", TotDoDmg) ;set targets health

;OutPut(Player, "You have done " + ToDoDmg+ " to " + TName, 230, 45, 45) ;uncomment both if you want the text for damage to show.

;OutPut(Target, + PName + " has done " + ToDoDmg+ " to you!!", 230, 45, 45)

;End Basic Attack script

End Function
PVP Flag Right Click Script

*Created by Taz.*

```
Using "RC_Core.rcm"
; testingrc1 1.26
; Date/Time: 11:46:13 PM on 11/11/2011
; By Naddaz on NADCO
;Intended to run and repeat till flag is lost or turned in, so it can be respawned.
;SuperGlobal 11 Used to max players health and mana when the pvp flag ring gets equiped.
;Ring max out will be done in regen but only if super global 11 is 5 or more.

Function Main()
Player = Actor()
Target = Contextactor()

HasFlag% = HasItem(Player, "Pvp Flag")

;Remove flag before giving one if player has one already.
If (HasFlag >= 1) ;if amount of flags is 1 or more more take them and give only 1.
GiveItem(Player, "Pvp Flag", - 10) ;take 10 in case player has multible
GiveItem(Player, "Pvp Flag", 1) ;give one to insure player has one
OutPut(Player, "You have recived the Pvp flag, and your power grows!!", 190, 67, 123) ;output message to player
SetAttribute(Target, "Health", 0) ;kill target pvp flag.

Endif

If (HasFlag = 0) ;player does not have item give one to them.
GiveItem(Player, "Pvp Flag")
OutPut(Player, "You have recived the Pvp flag, and your power grows!!", 190, 67, 123) ;output message to player
SetAttribute(Target, "Health", 0) ;kill target pvp flag.

Endif

;set the super global max hp and mp will be incressed for ring equip.
SetSuperGlobal(11, 5)

;DoEvents(500)

  ThreadExecute("Pvp_Battle_Check", "Main", Player, 0)

 End Function

```
Building an MMORPG with RealmCrafter

A video series created by cysis. Although the video series was on RealmCrafter: Community Edition, the tutorial can still be applied to RealmCrafter Standard since they have the same editors and the same features (with Community Edition having a few extra ones, none of which are particularly detailed in the video series).
PVP Kill Tracker Script

*Created by Taz.*

```
Using "RC_Core.rcm"
; Morgance Online 0.1
; Date/Time: 4:00:18 AM on 7/30/2012
; By Dan Seguin on TAZCO-PC
; Keep track of pvp kills, will have this keep track of over all kills as well.
Function Main()
Player = Actor()
Target = Parameter(1)
PvpZone$ = "pvp zone"
PvpZoneHolFlag$ = "PvpHoldFlag"
PZone$ = ActorZone(Player)
Doevents(1000)
;OutPut(Player, "Running PvP Kill tracker")
;check if player is in battale ground

 IfHumanTar% = ActorIsHuman(Target)
 If (IfHumanTar = 1)

        ;Add 1 kill to total amount of pvp kills
TotPvpkills% = Split(ActorGlobal(Player, 3), 19, "|") ;players total kill amount
AddKillPvp% = TotPvpkills + 1

 DoEvents(2000)

        If (PZone = PvpZone)
            PvpBgKill% = Split(ActorGlobal(Player, 3), 20, "|")
            AddKillBg% = PvpBgKill% + 1

         Endif

        If (PZone = PvpZoneHolFlag)
            PvpBgKill% = Split(ActorGlobal(Player, 3), 20, "|")
            AddKillBg% = PvpBgKill% + 1

        Endif
 ;-----------------------------------------------------------------------------------------------------------
    ;Set changes to delimiter

             HealthStat% = Split(ActorGlobal(Player, 3), 1, "|")
            ManaStat% = Split(ActorGlobal(Player, 3), 2, "|")
            StrStat% = Split(ActorGlobal(Player, 3), 3, "|")
            TouStat% = Split(ActorGlobal(Player, 3), 4, "|")
            DefStat% = Split(ActorGlobal(Player, 3), 5, "|")
            AgiStat% = Split(ActorGlobal(Player, 3), 6, "|")
            WizStat% = Split(ActorGlobal(Player, 3), 7, "|")
            StatsCurr% = Split(ActorGlobal(Player, 3), 8, "|")
            StBak% = Split(ActorGlobal(Player, 3), 9, "|")
            RepCurr% = Split(ActorGlobal(Player, 3), 10, "|")     ;player rep
            Gamble% = Split(ActorGlobal(Player, 3), 11, "|")      ;used in gambling
            ClassStored% = Split(ActorGlobal(Player, 3), 12, "|") ;stores melee, ranging and magic
            InOutCombat% = Split(ActorGlobal(Player, 3), 13, "|")  ;use in tracker in and out of combat
            ;extra delimters for things that mybe needed later.
            Extra1% = Split(ActorGlobal(Player, 3), 14, "|")
            Extra2% = Split(ActorGlobal(Player, 3), 15, "|")
            Extra3% = Split(ActorGlobal(Player, 3), 16, "|")
            Extra4% = Split(ActorGlobal(Player, 3), 17, "|")
            Extra5% = Split(ActorGlobal(Player, 3), 18, "|")
            Extra6% = AddKillPvp
            If (PZone = PvpZone) ;if in pvp zone set this aswell
                Extra7% = AddKillBg
            Else ;not in pvp zone keep it current
                Extra7% = Split(ActorGlobal(Player, 3), 20, "|")
            Endif
            Extra8% = Split(ActorGlobal(Player, 3), 21, "|")

        SetActorGlobal(Player, 3, OtherThingsToStore) ;set dilimiter to actor global 3

                 OutPut(Player, "You have " + Extra6 + " Total PvP kills.")
 ;-----------------------------------------------------------------------------------------------------------

Endif
Return
End Function

```
Range Finding Script

*Created by Piysta on the RealmCrafter: Community Edition forums.*

This script will find the range of the target, I used to use it in a spell. Afterwards, on another script, i made it a ingame command.

Good for debugging ranges from player to target, can also be used to do min/max range of spells and attacks.

```
Using "RC_Core.rcm"

; Ithis Online

; Date/Time: 7:13:52 PM on 12/3/2010

; By Dillan Cobb on COBB-PC

Function Main()

Player = Actor()

Target = ContextActor()

Distance# = ActorDistance(Player, Target)

If Target = 1

    Output(Player, "Distance is: " + Distance#)

Else

    Output(Player, "You need a target.")

EndIf

Return

End Function

```
Farmer's Meal Script

*Created by Taz.*

```
Using "RC_Core.rcm"
; testingrc1 1.26
; Date/Time: 6:24:39 PM on 5/21/2009
; By Tazco on NADDAZ

Function Main()
Player = Actor()
PlayerMaxHP% = MaxAttribute(Player, "Health")
PlayerHP% = Attribute(Player, "Health")

 CurrPHunger% = Attribute(Player, "Hunger")
 CurrMaxPHunger% = MaxAttribute(Player, "Hunger")

 If (PlayerHP >= PlayerMaxHP) And (CurrPHunger >= CurrMaxPHunger)

      OutPut(Player, "You dont need that right now", 200, 45, 32)
    Return

 EndIf

         If (PlayerHP >= PlayerMaxHP) And (CurrPHunger <= CurrMaxPHunger)
        ;Give player hunger incress.
        CurrPHunger% = Attribute(Player, "Hunger")
        TotHungerToGive% = CurrPHunger + 250
        SetAttribute(Player, "Hunger", TotHungerToGive)
        Return
         EndIf

 If (PlayerHP <= PlayerMaxHP) And (CurrPHunger >= CurrMaxPHunger)
 OutPut(Player, "You sit and eat a Farmers Meal", 0, 200, 40)
 GiveItem(Player, "Farmers Meal", - 1)

 AnimateActor(Player, "Sit down", 1.7)

 Ticks% = 6 ;total ticks of health

 Repeat

 Tothealth% = Attribute(Player, "Health")
 totPlayerMaxHP% = MaxAttribute(Player, "Health")
 DoEvents(1)

 NewHp% = Attribute(Player, "Health") + 65 ;tick health amount

 AnimateActor(Player, "Sit idle", .05, 1)

 TickChance% = Rnd(1, 32)

 If (TickChance = 1)
 NewHp% = Attribute(Player, "Health") + Rnd(3, 5) ;tick health amount
 TotalHp% = NewHp
 SetAttribute(Player, "Health", TotalHp) ;give player health per tick
 EndIf

 If (Tothealth >= totPlayermaxhp)
     AnimateActor(Player, "Standup", 1)
    Ticks% = 0
 EndIf

 Until (Tothealth = totPlayermaxhp)

 AddActorEffect(Player, "Well Fed + 3 Strength", "Strength", 3, 20000, 257)

 Return
 EndIf

 End Function

```
Cure Darkness

Cure Darkness is ture name is Darian Luis Kent

the love Inters to Cure Aphrodite and one of the male Cure

of the PreCure Academy

His  Precure alter ego is **Cure Darkness.**

## Personality

Darian is a nice guy he is a very

good guy he so nice to anna

## Appearance

Darian has short neat brown  hair and blue eyes. Sametimes has glasses and Sunglasses.

#### **School uniform**

Is a gold jack and pants with a black shirt and his shoes are black boots like shoes same time he has is glasses on and same time he has his contacts.

1. His School uniform is a gold outfit and the shirt is black a
2. and his shoes are dress shoes and black he also has a black chan with his tersforming itam

#### **Weekend outfit**

He has a white shirt and a black jack and black pants and he has black shoes on

With his sunglasses and a black small bercelite and a watch and in the summer time he as blue pants and gym shoes.

#### **Cure Darkness**

His hair is a light brown mast up and a little

longer and his eyes are a light blue

the outfit as cure Darkness is black and dark gray and he has sherap on the outfit and he has brown wings and has

musk of red and the bakles are Silver and he has white and red in his outfit

## History

When he was six years old, Darian's parent's died in a house fair when he was at his grandmother and Grandfather  house.
Instancing

*Taken from the RealmCrafter: Standard documentation.*

Instanced Zones is a new feature as of 108 to Realm Crafter
and for those who are unfamiliar with what instancing does or actually what it
is, simply instancing is a zone (any zone) that is a copy of an original zone.
This is for single groups and guilds to adventure alone or to control population
in a zone so that the zone never becomes too laggy or over populated and
unplayable.

To use instanced zones you should be very familiar with the
Realm Crafter scripting language.  This is important because you must script
when the zone is created, and when you use them.

There are new instanced scripting commands as well that will
help with this.

## In-Game Commands

**In-game Commands.rcscript** and **Startup.rcscript** are the example scripts
you would replace your scripts with in your project, they show an example of how
to create a instanced zone.

**These two**
scripts do the following:
1. They
create an instance of the darklands area. and
2. They allow you to type: ***/transfera*** or
***/transferb*** to switch between instances while in
game.
Pet Ability Template

*Created by Taz.*

```
Using "RC_Core.rcm"
; By Tazco
 ;Pet test ability
Function Main()

Player = Actor()
Target = ContextActor()

PName$ = Name(Player)
TName$ = Name(Target)

PetID$ = ActorID("Gremlin", "") ;pet id
Petname$ = "Gremlin"  ;Pet Name
PetFound% = 0 ;Used for repeat if = 1 end repeat

;--------------------------------------------------------------------------------------------------------

   If (Target = 0) ; Check target is valid

  		Output(Player, "Select a target for your pet to attack!")
 		Return
    EndIf
 ;--------------------------------------------------------------------------------------------------------

;Look for actor pet
;Repeat

 PetToFind# = FindActor(Petname, 2) ;type 2 search through NPCs
 NpcName$ = Name(PetToFind) ;found actor name

 	If (NpcName = Petname) ;If npc found is a gremlin pet

 			Result% = ActorDistance(PetToFind, Target)
 			 If (Result > 30)  ;check distance of target.
 					Output(Player, "Your pet is to far away!")
 					PetFound = 1
 					Return

 			 EndIf

 		PetOwnerName$ = ActorGlobal(PetToFind, 1) ;check for pet owner name.

 		If (PetOwnerName = PName) ;see if pet found is players pet. Check stored name to player name.

 		     PetFound = 1
 		     BubbleOutPut(PetToFind, "CHARGE!!")
 			 SetActorAIState(PetToFind, 5) ;set pet attack

 		EndIf

 	EndIf
 DoEvents(10)

 	If (PetOwnerName = "")
 		OutPut(Player, "You must have a summoned pet, to use this ability.")
 		PetFound = 1
 		Return
 	EndIf

 ;Until (PetFound = 1)

End Function

```
Mark Of Bears Buff

*Created by Taz.*

```
Using "RC_Core.rcm"
; testingrc1 1.26
; Date/Time: 10:09:59 PM on 7/9/2009
; By Tazco on NADDAZ
; Mark of bears
 ;allow to be placed on target and player
Function Main()
Player% = Actor()
Target% = ContextActor()
Pname$ = Name(Player)
Prayerlvl% = Attribute(Player, "Prayer")
PlayerLevel% = ActorLevel(Player)
BuffLevel% = AbilityLevel(Player, "Buff mark of bears")
Buffamount% = Prayerlvl + PlayerLevel + Bufflevel * 4 / 27 ; buff amount seems to work just needs some tweaking

ScriptLog("Mark of bears running by " + Pname)

If (Prayerlvl <= 2)
    OutPut(Player, "You need to recharge your prayer, to use this buff, you need 2 prayer points.", 245, 123, 123)
    Return
 EndIf

 Buffcost% = Attribute(Player, "Prayer") - 2
 SetAttribute(Player, "Prayer", Buffcost)  ; take 1 prayer from player for buff cost

 If (BuffAmount > 75) ;set max amount that buff can be
     Buffamount% = 75
EndIf

Doevents(500)
If (Prayerlvl >= 5) ; set prayer level required to use ability

     AddActorEffect(Player, "Mark of bears + Str", "Strength", Buffamount, 3600, 246) ; add buff icon should last 1 hour
    OutPut(Player, "You have buffed yourself with mark of bears for " + BuffAmount, 110, 54, 43)

Else
OutPut(Player, "You need a prayer level of 5 to use this Prayer ability", 125, 32, 43)
Return
EndIf

End Function

```
How To Add In A EULA

To have an optional EULA (End User License Agreement) for
your game you have to edit the EULA.txt file and enter your own EULA (It is
highly recommended you speak with a lawyer that specializes in gaming
agreements). Leave the EULA.txt blank (at 0 bytes) if you do not want to use it.

The EULA.txt is located at ….\Projects\ProjectName\Data\Game
Data
Gambler Speech Trigger

*Created by Taz.*

```
Using "RC_Core.rcm"
; Define entry function 'Main'

Function Main()

Player = Actor()
Target = ContextActor()

SoundPlaying% = 0
CounttoPlaySound% = 0
Repeat
Trig1% = ActorInTrigger(Player, 0)
CounttoPlaySound% = CounttoPlaySound + 1

 	If (Trig1 = 1) ;player is in triger
 	  If (SoundPlaying = 0)
 	;Player Random speech when player is in triger
 		RandSpeech% = Rand(1, 7)

 			If (RandSpeech = 1)
 				PlaySound(Player, 22)
 				SoundPlaying% = 1
 			EndIf

 			If (RandSpeech = 7)
 				PlaySound(Player, 23)
 				SoundPlaying% = 1
 			EndIf

 			If (RandSpeech = 4)
 				PlaySound(Player, 27)
 				SoundPlaying% = 1
 			EndIf

 	  EndIf

 	;25 26

 	DoEvents(900) ; change to higher after testing
 	EndIf

 		If (Trig1 = 0)  ;player out of trigger do random bye
 		  If (SoundPlaying = 0)
 				RandByeSpeech% = Rand(1, 7)

 			If (RandByeSpeech = 1)
 				PlaySound(Player, 25)
 				SoundPlaying% = 1
 			EndIf

 			If (RandByeSpeech = 7)
 				PlaySound(Player, 26)
 				SoundPlaying% = 1
 			EndIf
 	      EndIf

 		EndIf

 If (CounttoPlaySound >= 125) ;restart counter and sound start
 CounttoPlaySound% = 0
 SoundPlaying% = 0
 EndIf

 Until (Trig1 = 0)

 End Function

```
Vamp Invisibility Ability Script

*Created by Taz.*

```
Using "RC_Core.rcm"
; Morgance Online 0.1
; Date/Time: 7:32:27 AM on 7/13/2012
; By Dan Seguin on TAZCO-PC

;i got it figured out, becouse in the attack if player texture = 5
;they must be invisable give 100% chance at crit do alittle extra damage
;and then make them visable again. :) ok had to tell you that. lol

;Change vampie texture to 5 to turn them invisable.

;when a necro skill is added could add a different invisable texture, if level is higher then amount make them harder to see.
Function Main()
Player = Actor()
Target = ContextActor()
VampBlood% = Attribute(Player, "Blood")
AbilityCost% = 25

TotBloodCost% = VampBlood - AbilityCost
;--------------------------------Vampire Check----------------------------------------------------------------------------------
 ;If vamp dont tell player they cant use a pet in this form
                IsVamp% = ActorId("Vampire", "Form")
                PRace$ = Race(Player)
                PClass$ = Class(Player)
                PlayerID% =ActorID(PRace, PClass)

                           IsVampfly% = ActorHasEffect(Player, "Vampire Fly")

                            If (IsVampfly = 1) ; if vamp flying allow ability couse they are still a vampire.
                                PlayerID% = ActorId("Vampire", "Form")
                            EndIf

                If Not (IsVamp = PlayerID) ;if player is not a vampire
                    ;check what form they are in.
                IsSaber% = ActorHasEffect(Player, "Saber")
                IsSAberCat% = ActorHasEffect(Player, "Saber Cat")

                    If (IsSaber = 1) ;in saber form tell player.
                    ;player is in saber form used in speed check

                    OutPut(Player, "You can not use a vampire abiility in saber form.", 255, 34, 12)
                    Return
                    ElseIf (IsSAberCat = 1)
                        ;player is in saber cat form used in speed check

                        OutPut(Player, "You can not use a vampire abiility in saber cat form.", 255, 34, 12)
                        Return
                    Else ;until other fors are added player must be human so tell them.

                            OutPut(Player, "You can not use a vampire abiility in human form.", 255, 34, 12)
                            Return
                    EndIf

                EndIf
;----------------------------End Vampire Check----------------------------------------------------------------------------------

    If ActorHasEffect(Player, "Attacking")
        OutPut(Player, "You can not go invisable if your in combat.")
        Return
     EndIf

 IfVisable% = ActorClothes(Player)

     If (IfVisable = 5)
        SetActorClothes(Player, 1) ;make vamp visable again
    Else
       If (VampBlood < AbilityCost)
        OutPut(Player, "You do not have enough blood for that.", 255, 0, 0)
        Return
       EndIf
         SetActorClothes(Player, 5) ; put vampire invisable
        SetAttribute(Player, "Blood", TotBloodCost)
    EndIf

 End Function

```
Project Vexillum

Vexillum was a RealmCrafter Standard project created by original forum user Darkest\_Elite posted on Febuary 28th 2007 and was officially scrapped in Febuary 2008.

## Forum Post

This is the original forum post with no edits made:

Some of you may remember a project I had worked on solo known as Vexillum. Well I am here to tell you that as of 2 weeks ago, I had stopped working on it and went into a directly different direction. I decided the goal of a game is to be entertaining, not something with an intricate storyline. What good is a game if the story is good but the actual playing of the game is slow and boring. Well, that's the direction Vexillum was going and I have scrapped it. 2 weeks ago, I had started working on a new project, currently unnamed. A small icy zone was made with trees and with Architect I made a keep and a gate and from which I made a quick fast actioned arena type zone, perfect for PvP. I played the hell out of it, so did a buddy of mine and it is exciting and fast. As of right now, there are two main factions in the game, Humans and Liches.

The great thing about it is that there is very little structure. Get in the game, buy a weapon, and fight, die, and repeat. It's very bare right now as I have very little coding actually into it and there is only the melee class but it is showing great potential. I will be trying to release a public testing of the game soon if I can get it tested and worked out well. (I say public testing because saying "alpha" or "beta" is a huge understatement.)

Here are some screen shots though to tease ya'll. Also be nice, this stuff is all copyrighted to me.

Here are some of the different textures for the Liches I had made.

This here is a hidden merchant who sells stronger weapons. Eventually when killing a player it will be scripted so that you get a single gold, and eventually you can save up for better weapons and gear.

The first thing a Lich Player sees.

The protected Lich area.

First thing Human players see. Also a protected area.

Here is a keep towards the middle of the map. From the start it is controlled by Liches, but I will script so that a captain in the middle will be in charge of everything and if he falls, so does control of the fort. Also I will try and make it so that players can buy more guards with their own personal gold.

Anyways, Thoughts? Comments?
幸福節奏

## Album details

***"幸福節奏"*** is a song by Hong Kong recording artist Stephanie Ho. It was released on December 27, 2010.

## Lyrics

細聽幸福節奏 就算偶然吵架沒有隔夜仇

像塵埃給輕輕抹走

愛予人的富有 父母愛極深厚還~有

溫馨的一對手

由新可變舊 餐檯破舊會搬走

唯有情共愛 是永恆 在駐守

擋風也讓我避雨 在我失意時

為我吃苦也會樂意

從來在意 絕對也真摯

無止境的愛世上誰願意

細聽幸福節奏 就算眼前鋪滿著一堆污垢

亦能輕鬆將它抹走

你獻盡所~有 就算報酬恍似從沒有

始終都不放手

由新可變舊 餐檯破舊會搬走

唯有情共愛 是永恆 在駐守

擋風也讓我避雨 在我失意時

為我吃苦也會樂意

從來在意 絕對也真摯

無止境的愛世上誰願意

擋風也讓我避雨 在我失意時

為我吃苦也會樂意

從來在意 絕對也真摯

無止境的愛世上誰願意
Vamp Claw Strike Ability

*Created by Taz.*

```
Using "RC_Core.rcm"
; Define entry function 'Main'

Function Main()
Player = Actor()
Target = ContextActor()

PLevel = ActorLevel(Player)
TLevel = ActorLevel(Player)

THealth = Attribute(Player, "Health")

VampBlood% = Attribute(Player, "Blood")
AbilityCost% = 10

TotBloodCost% = VampBlood - AbilityCost

    If (VampBlood < AbilityCost)
        OutPut(Player, "You do not have enough blood for that.", 255, 0, 0)
        Return
     Endif

 ;------------------------------Damage Formula-----------------
Damage1% = PLevel + TLevel * 20
Damage2% = Plevel + TLevel * 20 + 10
Damage% = Rand(Damage1, Damage2)
FinalDamage% = THealth - Damage
;-----------------------------End Damage Formula--------------
AnimateActor(Player, "ClawStrike", .5, 2)
SetAttribute(Target, "Health", FinalDamage)
CreateFloatingNumber(Player, Damage, 0, 0, 0)

SetAttribute(Player, "Blood", TotBloodCost) ;take blood cost

Output(Player, "Spell done.")
Return
End Function

```
Animated Hair or Beard Attachment Source Edit

*Originally posted by Clan\_fd*
Demo video:
http://youtu.be/0UJnSQodNzM

This is a simple way to animate a hair attachment in a loop. The animation will continue to play even if character is dead.

In Client module, Animations.bb, add this

```
If AI\HatEN <> 0

      Animate(AI\HatEN)

   EndIf

```

below

```
Animate(AI\EN, Mode, Speed# * A\AnimSpeed#[Seq], AI\AnimSeqs[Seq], 1.0)

```

If you want the attachment to stop animating when character is dead, I supposed you could use the following, but I haven't tested it.

```
If AI\HatEN <> 0

   If Seq <> 127 Or Seq <> 128 Or Seq <> 129

      Animate(AI\HatEN, 0)

   Else

      Animate(AI\HatEN)

   EndIf

EndIf

```

If you want to animate beard attachment (imagine Davy Jone's tentacle beard from Pirates of the Caribbean), you must replace HatEN with BeardEN and go to Actors.bb and add

```
Field BeardEN

```

below

```
Type ActorInstance

```

For beard animation, then, in Actors3D.bb, you must replace all BeardEN with A\BeardEN.
Link(Breath of the Wild)

## Link

Link de Breath of the Wild

Link es descrito generalmente como un joven hyliano que habita en el reino de Hyrule. En sus inicios, aparecía como un simple espadachín, pero con el paso del tiempo y el lanzamiento de nuevos juegos, su edad (en un rango que oscila entre los diez y los diecinueve años), apariencia e identidad han sido objeto de variaciones constantes. No obstante, algunas características del personaje han permanecido inalterables: por ejemplo, siempre viste una túnica y un gorro de color verde, un par de botas, una espada y un escudo.

El objetivo primordial del protagonista de *The Legend of Zelda* es viajar a través de Hyrule para derrotar a criaturas y fuerzas malignas, incluyendo al antagonista principal de la franquicia, Ganondorf, buscando al mismo tiempo ayudar a la Princesa Zelda a salvar su hogar.

## Breath of the Wild

Despierta despues de 100 años.Sin recordar nada, en el santuario del Despertar, por la voz de Zelda.

Este al salir del Santuario encuentra un mundo nuevo y desconocido el cual ya a sus quintos pasos encuentra a un Anciano que estara en una Hoguera con unas Manzana Asadas y este le guiara en su comienzo por el nuevo mundo haciendle encontrar una Torre Sheikah y cuatro Santuarios y entonces le regalara la
TVB

**Television Broadcasts Limited**, commonly known as **TVB**, was the first wireless commercial television station in Hong Kong and commenced broadcasting on 19 November 1967. The company was registered on 26 July 1965  and was co-founded by Sir Run Run Shaw who was chairman from 1980 to 2011. It has a staff of about 4,200 and TVB's headquarters (Hong Kong TVB City) is Asia's largest commercial television production centre. TVB currently runs five free-to-air television channels in Hong Kong and is one of the largest commercial Chinese programme producers in the world.

When TVB first began broadcasting it was commonly known as "Wireless Television" (無綫電視 Cantonese: mou4 sin3 din6 si6) in Chinese to distinguish it from the then cable television broadcaster, Rediffusion Television 麗的呼聲, which later became ATV. It is still usually referred to with that name, although ATV later switched to "wireless" broadcasting as well and now there are other "wireless" broadcasters in Hong Kong.

TVB currently operates five free channels in Hong Kong: **TVB Jade** (Cantonese) and **TVB Pearl** (English) are TVB's flagship television channels, and both are available on analogue and digital. **J2**, **TVB News Channel** and **TVB Finance Channel** are digital-only channels.

TVB also operates **myTV SUPER** as its pay-tv service, and has a package of channels known as **TVB Network Vision**, which are carried by PCCW's NowTV service.

TVB reaches out to the Overseas Chinese communities. Its productions are available in Mainland China, Taiwan, Macau, the United States, United Kingdom, Canada, Australia, Ireland, New Zealand, Thailand, Malaysia, and Singapore, among others, on channels such as TVB's own TVB-Europe [1] subscription satellite service. In Taiwan, TVB operates through its TVBS subsidiary.

Many of Hong Kong's film and pop stars started their careers at the station through drama series produced by TVB. Special TVB events such as the annual *TVB Anniversary Celebration* are broadcast to planetary audience. TVB also runs talent programmes such as the annual Miss Hong Kong and Miss Chinese International beauty pageants. Successful contestants may be offered TVB's contracts and represent Hong Kong to take part at world-class beauty contests, including the Miss World Pageant.

## References

1. ↑  C.R. No:0011781（Television Broadcasts Limited）—The Cyber Search Centre of the Integrated Companies Registry Information System
2. ↑ "Corporate Info". TVBI Company Limited. 2007. http://www.tvb.com/tvbi/corpinfo.htm. Retrieved 6 November 2007.
Real Estate Tutorial

*This tutorial was created by noahfullerton on the original RealmCrafter forums.*

1. Open the zone editor

 2. Make your zone

 3. Export it

4. Click save native terrain

 5. Quit the zone editor

 6. Open the GE

7. Open the zones tab and go to New Zone (make sure you have deleted our
zone in the zones tab)

8. Click on scenery

9. Click on Change

10. Go to RCTE and click on our zone

11. Right click to place it in the blackness
12. Click the box Scenery can be Owned

That will create your zone compatible for real estate. I will soon have the
scripting ready. For the scripting part, your going to need to notice that my
zone is called "Malwood" so where you see Malwood, you will need to change it to
your zone name.

Your script should look like this:

```
Function Main() ;This tells the computer to start reading the script. All of
your scripts will start with that or Function (Whatever its supposed to do) i.e. Function Call

    P = Actor() ;This states that we want to use Player, as opposed to writing Actor()

    C = ContextActor() ; This states the same thing but for the NPC

    D =  OpenDialog(P, C, "Gorgo's Real Estate") ; This is making it so you don't have to write this whole entire line again about 400 times, instead you just use a variable: D for dialog

    DialogOutput(P, D, "Welcome to my shop, Gorgo's Real Estate. What do yer want mate?", 255, 255, 255) ; This will show up in text on the screen

    Result = DialogInput(P, D, "Malwood Estate Please|Nothing","|") ; This is where the player can actually choose what they buy

    If Result = 1 ; Checks that player clicked the first option

        SetOwner(P, "Malwood") ; Lets them own the Scenery.

        CloseDialog(P, D)

    Elseif Result = 2

CloseDialog(P, D)

    EndIf

End Function

```
The Sims of Calin Wiki

## Families Within Calin

DALTON

WARSAW

SWEET

HAMIL

RENTON

BRANTON

HEMMING

HARIERRE

MACOB

BARTOLE

TARBOX

TOUZEL

FEET

PATCHETT

ALVEY

## Royal Houses

RACKSTON

GRIFFITH

LOCLAIM

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Growth Script

*Created by Taz*

```
Using "RC_Core.rcm"
; Define entry function 'Main'
; Created by: Ed420
 ; Check Plant Growth for directions. LOL

Function Main()
Player = Actor()
PlayerRace$ = Race(Player)

; this is to just clarify plant is a variable

Plant$ = "Plant"

; list of plants

Wht$ = "Wheat"
RTom$ = "Ripe Tomato"
Bas$ = "Basil"
Ctnp$ = "CatNip"
Cham$ = "Chamomile"
Chi$ = "Chives"

; If StateMents

 If(PlayerRace = Wht)
 	Plant = Wht
 ElseIf(PlayerRace = Rtom)
 	Plant = Rtom
 ElseIf(PlayerRace = Bas)
 	Plant = Bas
 ElseIf(PlayerRace = Ctnp)
 	Plant = Ctnp
 ElseIf(PlayerRace = Cham)
 	Plant = Cham
 ElseIf(PlayerRace = Chi)
 	Plant = Chi
 EndIf

 ; Phase Changes

 PlantPhase2 = ActorID(Plant, "Phase2")
 PlantPhase3 = ActorID(Plant, "Phase3")
 PlantPhase4 = ActorID(Plant, "Herb")

 DoEvents(10000)

 ChangeActor(Player, PlantPhase2)

 DoEvents(10000)

 ChangeActor(Player, PlantPhase3)

 DoEvents(10000)

 ChangeActor(Player, PlantPhase4)

 OutPut(Player, "Ready to Pick")

 Return
 End Function

```