From: Subject: TheLys Forums -> Teleport disable/trap and banishment script ideas Date: Mon, 29 Aug 2005 09:46:45 +0200 MIME-Version: 1.0 Content-Type: multipart/related; boundary="----=_NextPart_000_0000_01C5AC7E.919EFE20"; type="text/html" X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1506 This is a multi-part message in MIME format. ------=_NextPart_000_0000_01C5AC7E.919EFE20 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Content-Location: http://www.thelys.org/forums/index.php?showtopic=796 TheLys Forums -> Teleport disable/trap and = banishment script ideas
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DinkumThinkum
3Dpost Nov 6 2004, 12:24 AM
Post #1=20


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
This is from a thread in the old Bethesda=20 Construction Set forum (before the change to the new forum = software).=20 Thought this might be a good new home for it.

I've = finished=20 recreating the original thread; I don't have any more to add (for = the time=20 being).
DinkumThinkum
3Dpost Nov 6 2004, 12:41 AM
Post #2=20


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
DinkumThinkum = posted:

There've been=20 some recent threads asking how to disable teleporting in a mod, = and most=20 of the responses have pointed out that the 'DisableTeleporting' = function=20 won't block teleporting using amulets, etc.

Not sure if = I've just=20 reinvented the wheel , but it might be possible to simulate a = total block=20 on all teleports from an area by using a global script.=20 =

-----------------------------------------------------------------= -----------=20

Use GetPCCell to check the player's current location. =

As=20 long as they're in one of the mod cells, nothing happens. =

If=20 they're not where they're supposed to be, then the script = teleports them=20 back into the correct area: back to the initial entry point for = the mod,=20 for example.

This wouldn't be exactly the same as blocking = the=20 teleports, but it should (unless I've overlooked something) make = the area=20 totally inescapeable until you've fulfilled the modder's = conditions for=20 getting out legitimately.=20 =

-----------------------------------------------------------------= -----------=20

Something like this:

1. When the player is = teleported (or=20 whatever) to the 'No teleporting out' area, use StartScript to = start the=20 global 'Teleport blocker' script.

2. The script = continuously (once=20 a minute?) uses GetPCCell to see if the PC is still where he's = supposed to=20 be.

a. If the PC is in the right place, the script returns = without=20 doing anything.
b. If the PC isn't in one of the designated = cells,=20 then the global script uses Position or PositionCell to teleport = them back=20 to the starting location for the mod.

3. Once the player=20 successfully completes the mod quest (or whatever is necessary to = get free=20 of the area), then use StopScript to stop the 'Teleport blocker' = script=20 and teleports start working normally.=20 =

-----------------------------------------------------------------= -----------=20

Not exactly the same as disabling teleports, but it would = have the=20 same end result: the player can't leave the mod's area until he = meets the=20 conditions set by the modder.

If I'm not overlooking = something,=20 this should completely block use of teleport rings, Emma's travel = agency=20 mod, 'coc' from the console, and any other possible means of = escape. The=20 only way to get out of the area early would be to use the console = to=20 StopScript the teleport blocker script (or reload a saved game = before you=20 started the mod).=20 =

-----------------------------------------------------------------= -----------=20

Thinking more:

If it's a big mod, with several = different=20 areas, you could use Journal entries to keep track of which parts = of the=20 mod the player has completed. Then the global script could use the = Journal=20 entries to teleport the player back to the right area if he tries = to=20 leave.

For example: If you don't have the journal entry = for=20 completing Lost Island 1, then you get teleported back to Lost = Island 1.=20 If you've completed Lost Island 1 and 2, but not 3, then you'd get = teleported back to Lost Island=20 = 3.

---------------------------------------------------------------= -------------

If=20 I just reinvented the wheel, somebody please let me know! I don't = remember=20 seeing this suggested in the recent threads on disabling = teleports, but my=20 creaky brain and memory may have missed something!

Anyway, = I just=20 tried a quick and dirty test=20 = script:

----------------------------------------------------------= ------------------

CODE


Begin=20 DT_Test_BalmoraTrap



If ( GetPCCell, "Balmora" = =3D=3D 1=20 )

  =  Return

Endif



MessageBox "Off=20 to Balmora with you!"



Player->PositionCell, = -21278,=20 -17613, 534, 0, "Balmora (-3, -3)"



End=20 = DT_Test_BalmoraTrap



-------------= ---------------------------------------------------------------

Wo= rked=20 perfectly!

Ran the script (with the console) in Seyda = Neen, and my=20 character was immediately teleported to Balmora.

Once = there, my=20 character could not leave Balmora. Tried walking out, guild guide, = silt=20 strider, and 'coc' from the console. As soon as I entered a = non-Balmora=20 cell I was teleported immediately back to Balmora.

This was = a new=20 character, straight off the ship, so I didn't have spells or items = for=20 Recall, Intervention, etc. But the above script should work as = well=20 against those as it did for the travel methods I tested. =


--------------------
Modder = resources:

PotionSaver script for Companions and other=20 NPCs

Teleport disable/trap and banishment=20 scripts
DinkumThinkum
3Dpost Nov 6 2004, 12:44 AM
Post #3=20


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
Mode_Locrian posted:

Hey, = that's=20 pretty cool. I've never heard of anyone coming up with a solution = to the=20 'teleportation via scripts isn't blocked by disable teleportation" = problem=20 before. You didn't reinvent the wheel, as far as I know... if = someone=20 invented the wheel before you, I didn't hear about it.=20 =

-----------------------------------------------------------------= -----------=20

Nigedo posted:

I reckon that's pretty sharp = Thinkum. Now you point it out, it's sort of obvious, but I've = never heard=20 anyone suggest it before and it wouldn't have occurred to me to = look for a=20 workaround to that issue.

Thanks. =
DinkumThinkum
3Dpost Nov 6 2004, 12:49 AM
Post #4=20


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
DinkumThinkum posted: =

One^H^H^H two=20 minor weaknesses I just thought of:

1. If the player has a = companion, the companion would be left behind if the player tried = to=20 travel out of the area: the teleport blocker script would bring = the player=20 back but not the companion.

Wouldn't be a problem if the = companion=20 was part of the mod using the script, since they could just be = added into=20 the script. But companions from other mods would get separated = from the=20 player's character.

But I don't see that as a major issue; = can't=20 expect all mods to be 100% companion friendly.

2. The = teleport=20 blocker script will only block attempts to teleport out of the = designated=20 area. The player would still be able to use Mark and Recall within = that=20 area; he just wouldn't be able to Recall out of the area. =

I don't=20 see that as likely to be a major problem, as long as modders are = aware of=20 it; I think that keeping somebody in an area is probably the main = reason=20 modders want to block teleports.

And if anybody else spots = glitches in this, post away!=20 =

-----------------------------------------------------------------= -----------=20

Some thought for any modders who might use this: =

1.=20 'GetPCCell' accepts partial matches, so 'Balmora', 'Balmora, Guild = of=20 Mages', and 'Balmora, Lucky Lockup' are all considered part of = Balmora and=20 don't trigger the teleport blocking.

So if the mod = involves=20 several cells, just name them so they're identified as part of the = same=20 region and the PC should be able to move around the area without = being=20 unexpectedly teleported.

2. I didn't do a lot of testing = on this,=20 but it's so simple I can't really think of any way to stress test = it. My=20 guess is that it might be completely bulletproof: either the = player does=20 what's needed to stop the script from running, or he's trapped in = Balmora=20 for the rest of eternity. :twisted:

So, I strongly = recommend being=20 very very sure to thoroughly debug any mod that uses the teleport = blocker=20 script. And including a failsafe way to stop the script and exit = the mod's=20 area even if the player totally fouls up any quests, etc. would = probably=20 be a good idea.
DinkumThinkum
3Dpost Nov 6 2004, 12:53 AM
Post #5=20


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
ManaUser posted:

I've got a = glitch.=20 What if two mods do this at once? Not too likely, but suppose in = one of=20 the mods, the "trap" area is entered by a teleport amulet.=20

DinkumThinkum posted:

Good point! I hadn't = even=20 thought about the possibilities of two mods with this being = installed at=20 the same time.

Hmmm.... With a little care, conflicts like = this=20 should be avoidable. (I think...)

1. Don't trigger the = teleport=20 blocker script by simply entering the trap area; the PC has to = actually=20 interact with something: NPC, a door, whatever. That prevents the = PC from=20 triggering a second trap area by trying to travel out of one he's = already=20 in.

2. The activator that triggers the script can't be = portable.=20 That way the player can't use it to trigger a second trap script = while=20 he's already under the influence of another one.

That = should=20 prevent triggering more traps once one trap script is already = running,=20 unless a modder screws up and has a trigger for one trap area = inside an=20 area trapped by another trap script in his own mod...

3. = To reduce=20 the chance of conflicts even more: only set a teleport blocker = script to=20 trap areas that are added by your mod: a dungeon, island, new = continent,=20 etc. Don't put traps around areas that are already part of the = game.=20

That way, you don't have to worry about another modder = putting his=20 trap activator inside the area you've put a trap around.

I = think=20 those restrictions would stop most possibilities of conflicts = between mods=20 using this technique, and shouldn't be very limiting for modders.=20

From what I've seen, I think most modders want to block = teleports=20 for things like trapping somebody in a dungeon or a deserted = island, and=20 making them stay there until they've solved a quest, fought their = way=20 clear, or something along those lines.

I could think of = neat=20 quests where you'd be trapped in an existing city until you = completed a=20 quest, but those would have too much chance of conflicting with = other mods=20 using the same type of teleport blocking script.=20 =

-----------------------------------------------------------------= -----------=20

Finally:

Keep in mind that people have been = beating their=20 heads over this as far back as I can remember; I just had this = brainstorm=20 a little over 12 hours ago!

Also: I am not at all one of = the=20 scripting gurus here!

This is very much an idea in the = earliest=20 stages; I'm sure there are other glitches to be discovered, but I = think=20 this is at least a decent start to solving the problem of blocking = item,=20 console, and script teleports.

That wasn't meant to be = defensive,=20 but just to remind everybody this idea is still an extremely new = idea, and=20 I don't have all the answers! Which is why I asked for any = glitches that=20 people think of: so maybe we can work together and see if this can = be=20 shaped up into a solid technique for general modding use. =
DinkumThinkum
3Dpost Nov 6 2004, 01:09 AM
Post #6=20


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
Neko posted:

not bad, not = bad at=20 all... of course many players will hate you but hey, it'd be nice = to make=20 an escape-proof jail for once.

coupla things i'd like to = say,=20

1. you'll have to to the warping to a fixed location (as = in your=20 demo script). variable teleporting in morrowind just has so many = issues=20 trust me you don't wanna open that hornet's nest.

2. yes = it is=20 kinda sucky for companions. how about a little warning before they = get=20 teleported? like a "if you don't return to crassius curio's = quarters, you=20 will be returned there by force!" sorta message. that at least = gives the=20 player the chance to turn around and head back.

3. i'd = advise=20 adding a



condition at the top there... = perhaps=20 i'm being needlessly superstitious when it comes to morrowind = scripting,=20 but then again, perhaps there is good reason to be superstitious = around=20 morrowind scripting *cough*Random, 256*cough*

-Neko=20

DinkumThinkum posted:

Neko, =

Excellent=20 suggestions! I particularly like your idea about a message, so the = player=20 has a chance to go back on their own first.

As I've said = before,=20 I'm not one of the scripting gurus here: sometimes I get a bright = idea,=20 but I don't do much in the way of actual scripting.

The = scripts=20 I'm posting here are just meant as quick and dirty proof of = concept=20 demo scripts: they'd need more work before being used in an actual = mod.
CODE


if ( MenuMode =3D=3D 1=20 = )

 Return

endif

DinkumThinkum
3Dpost Nov 6 2004, 01:17 AM
Post #7=20


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
Limorkil posted:

Just = extending this=20 idea a little ....

I am working on a script that detects = whether=20 the player is 'as good as dead' and teleports him/her to the = nearest safe=20 location. (I actually wanted to detect when the player dies, but = this does=20 not work.)

Seems to me that the weakness of your teleport = trap=20 idea, if any, is that you always come back to the same location. = That is=20 not a problem if the trap area is small, but it could be an issue = if the=20 area is large, like a huge dungeon. One way around this could be = to use=20 the same method that I am employing in my death teleport mod:=20

Create a global variable, e.g. SafeLoc
Attach scripts = to=20 objects (e.g. light fixtures) in various locations. Each script = checks for=20 the player being nearby. When the player is in range the global = gets set=20 to a unique number for that area.
When the player teleports = out, the=20 script that teleports him back checks the value of the global in = order to=20 teleport the player back to an area near where he/she was last.=20

This way you have more than one location that the player = can be=20 sent back to.
DinkumThinkum
3Dpost Nov 6 2004, 01:26 AM
Post #8=20


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
Curmudgeon posted:

Have been = doing=20 some experimenting with Dinkum Thinkum's "Disabling teleport = amulets in=20 specific areas" script idea for a mod I'm making and have some = information=20 that might be useful. If nothing at all is of use, please forgive = this=20 neophyte scripter. This is just one example of a script which has = a lot of=20 potential. THANK YOU, Dinkum Thinkum, who also helped me in a = couple of=20 detailed PMs.

1. The cells created for the mod should have = a=20 "parent cell", like DinkumThinkum's Balmora example. The other = cells in=20 the mod need only have that cell's name followed by a comma and = the rest=20 of the name. Without this "parent" cell (which doesn't even need = anything=20 in it) you have to string the cell names together in an if ... = elseif ...=20 elseif construction, though that works, too. I used "Mephala's = Web" for=20 this and have another five cells or so with the same prefix. Works = just=20 fine.

2. If you want to grab players and send them = somewhere if=20 they try to escape using Almsivi Intervention or Divine = Intervention, the=20 new cells in your mod have to be connected to the original MW = world by=20 doors, rather than activators with scripts teleporting the player = into=20 them. And for some inscrutable reason these doors must be = functioning ones=20 that you actually use to travel in the mod -- doors placed in the = void=20 invisible to the player don't seem to do the trick, even if you = assign a=20 teleport location to them. If this door condition is not met, the = two=20 Interventions just fizzle out where the player is standing and no=20 teleporting takes place -- the NoEscape script doesn't kick in = either. If=20 this condition is met, no problem -- you have the player right = where you=20 want him.

3. This script prevents mod-made teleporting = items from=20 allowing players to escape the restricted area. I did a lot of=20 experimenting with this and the script was always successful in = grabbing=20 the player by the collar and putting him back where he belonged. = Here=20 Neko's suggestion is a sound one as you are in MenuMode when you = equip=20 such an item. Once a player leaves MenuMode, your MessageBox pops = up and=20 he is sent back to the place that the NoEscape script specifies.=20

4. Tested Mark and Recall. As Dinkum Thinkum observes = these can be=20 used effectively within the restricted area, but if an escape = attempt is=20 made, the player is teleported right back where you want him. =

5. I=20 have the NoEscape script starting when the player passes through = the first=20 door into the new cells created for my quest mod and stopping when = he=20 passes through the last door and back into the original MW world. = Works=20 just fine in repeated in-game testing and didn't muck up anything, = though=20 I wasn't playing with any other mods activated. You would probably = have to=20 be very careful using this script on cells in the original MW = world.=20

6. Haven't tested this at all with companions. =

Hope this=20 proved to be useful. Here's the code. Not much to it, but it = really does=20 the job.

=
CODE


Begin=20 WMephalaNoEscape



if ( MenuMode =3D=3D 1 = )

 =20  return

endif



if ( GetPCCell, = "Mephala's=20 Web" =3D=3D 1 )

return

else

MessageBox, = "Fool! ...=20 (a nasty message from Mephala)", "OK"

player -> = (Some=20 really awful stuff that results in the player's death and = which=20 works just fine.)

player -> PositionCell, -64, = -64, -128,=20 45 "Mephala's Web, = Decay"

endif



End

DinkumThinkum
3Dpost Nov 6 2004, 02:05 AM
Post #9=20


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
DinkumThinkum posted: =

Curmudgeon,=20

Thanks for the detailed report on this! It should be = helpful for=20 anybody else tackling a project that involves trapping the player=20 character in specific area.

When I came up with the idea, = I did=20 some testing (in Balmora) to see if it worked, but never went any = further=20 with it. I've thought of one or two mod ideas that I could use it = for, but=20 I haven't had time to do anything.


One thing in your = script:=20
...
player -> (Some really awful stuff that results in = the=20 player's death and which works just fine.)
player -> = PositionCell,=20 -64, -64, -128, 45 "Mephala's Web, Decay"
...

If the = first=20 line above really does kill off the player, the second line won't = do=20 anything because the player is now dead.

The second line = is useful=20 if you want to keep the player alive but trapped. If you just want = to kill=20 them horribly if they try to leave the dungeon without permission, = you=20 don't need the PositionCell line.


Thanks again for the = feedback. I'm glad somebody's found a use for the script and that = it's=20 working OK for you.

Curmudgeon posted: =

Thanks, as=20 always. DinkumThinkum.

I need the PositionCell line in the = script=20 because that's where the player actually dies, eaten by piranha. = The line=20 above just weakens him a whole lot.

DinkumThinkum = posted:=20

Ok; that makes sense now.

Boy, you are one mean, = nasty=20 modder!

Curmudgeon posted:

Thanks. =

I'm=20 posting because the information I provided in Condition #2 above = needs to=20 be corrected. The group of new cells in a mod which uses this = script must=20 each contain a doormarker from another cell and a functioning door = which=20 connects it to another cell. The door may be in the void which the = player=20 can not see, but it must have its teleport set to another cell. = The parent=20 cell, however, doesn't need this unless the player will actually = go to it.=20 If you satisfy this condition the two Interventions will be dealt = with by=20 the script. If not they will just fizzle out. Put another way, = depending=20 on teleporting through the use of activators rather than doors = will=20 disable the Interventions whether you use this script or not.=20 =

-----------------------------------------------------------------= -----------=20

Something I didn't post in the original thread:=20

Adding to Curmudgeon's last comments:

The two = Intervention=20 spells both transport a character to the nearest temple or = cult=20 altar. In an exterior cell, that's just a matter of calculating = distance=20 based on the character's current position on the exterior map. =

But=20 interior cells are not on the exterior map: each interior = cell is=20 in its own private universe. So, to come up with a current = location on the=20 exterior map, the game needs to be able to follow a chain of = teleport=20 (travel, door, etc.) markers from the current interior cell until = it finds=20 a marker on the exterior map.

I haven't used it, but, = according to=20 the Help file, one of the 'World Testing' options in the = Construction Set=20 checks for interior cells that aren't linked to the rest of the = game world=20 by teleport markers.

(I have no idea how the game chooses = an=20 Intervention destination when an interior cell has travel markers = leading=20 to more than one part of the extior map, but I would guess that it = just=20 uses whichever one it finds first.) =
DinkumThinkum
3Dpost Nov 6 2004, 02:22 AM
Post #10 =


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
DinkumThinkum posted:

Just = had another=20 brainstorm, triggered by something I saw in another thread. =

Not=20 only do we sometimes get requests from people who want to disable=20 teleports so they can trap the player character in an area, but we = also=20 get occasional requests from people who want to keep the player = character=20 out of a certain area until they meet some condition.

I = just=20 realized that my 'Teleport Trap' script can do this too. All it = takes is a=20 minor modification to the original script, and we now have a = 'Banishment'=20 demo script:

CODE


Begin=20 DT_BanishedFromVivec


;start this script from the = console to=20 keep player character out of Vivec.



If ( GetPCCell, = "Vivec"=20 =3D=3D 1 )

   MessageBox "You have been banished! =  Begone, foul one!"

   Player -> = PositionCell,=20 -21278, -17613, 534, 0, "Balmora (-3,=20 -3)"



EndIf



End = DT_BanishedFromVivec



Just tested = this in the game, and it worked fine: tried entering Vivec by Silt = Strider, Gondola, Teleport, and flying in on my own. I was = immediately=20 banished to Balmora as soon as a Vivec cell loaded.

If this = script=20 is used to banish a player from an area added by the mod it's used = in,=20 there should be very little chance of conflicts with any other = mods using=20 the same type of banishment script.

I would not recommend = using=20 this to banish the player character from any areas already in the = game:=20 too many chances of breaking something in the game, interfering = with other=20 mods, etc. (I used Vivec for my demo because it was convenient, = but I=20 wouldn't banish the player from Vivec in a real mod.)

But = if you=20 just want to keep the player from landing on your 'Secret Island' = or from=20 entering your 'Dungeon of Hideous Monstrosities' until he's met = your=20 conditions, this technique shouldn't interfere with anything else = in the=20 game. Start the script to keep the PC out of the area, and stop it = (from=20 dialogue, for example) when you're ready to let him = in.

Added=20 today:

The 'Banishment' script is also just a proof = of=20 concept demo script. The comments in previous posts about menu = mode=20 checks, companion issues, etc. also apply to this script. =


--------------------
Modder = resources:

PotionSaver script for Companions and other=20 NPCs

Teleport disable/trap and banishment=20 scripts
DinkumThinkum
3Dpost Nov 6 2004, 03:04 AM
Post #11 =


Hireling


Group: = Members
Posts:=20 17
Joined: 5-November 04
From: Luna Penal Colony
Member = No.: 692=20


3D""=20
A couple of recent thoughts on these = scripts and=20 their possibilities:

The 'teleport disable/trap' script = almost has=20 to be a global script, since the script needs to be able to grab = the=20 player and drag them back no matter where they go on the map. You = probably=20 could also attach the script to a cursed item that the = player can't=20 get rid of until they fulfill some condition.

However, the = banishment script does not need to be a global script: it = could be=20 attached to an activator in the off-limits area, and it would only = run=20 when the activator's cell was loaded.

Keep in mind that = the local=20 script will stop running as soon as the character is teleported = away from=20 the cell with the activator.

For example:

To = prevent the=20 player from reaching your 'Secret Island' until they completed a = quest,=20 you could just put an activator with a banishment script on the = island. As=20 long as the player hadn't finished the quest, the script would = teleport=20 the player away anytime they tried to enter the island's cell or = one of=20 the adjacent cells (nine cells total).

You could just dump = the=20 player into the ocean near the island, and have a message box pop = up with=20 "Strong winds drive you from the island and hurl you into the = sea!".=20 =

-----------------------------------------------------------------= -----------=20

You could use the two scripts in conjuction with one = another:=20

First, a banishment script keeps you out of the 'Awful = Dungeon of=20 Horrible Torment" until you complete one quest.

Once you = complete=20 the quest and reach the 'Awful Dungeon...', a trap script keeps = you there=20 until you complete a second quest.=20 =

-----------------------------------------------------------------= -----------=20

And that's all I have to say on the subject for the = moment! :!:
Regan
3Dpost Dec 5 2004, 12:53 AM
Post #12 =


Hireling


Group: = Members
Posts:=20 1
Joined: 5-December 04
From: France
Member No.: 721=20


3D""=20
Can anybody help?

I'm trying to = remove all=20 intervention scrolls from the PC's inventory using a script. =
How=20 should I do this, using GetItemCount, or is there another way? =

Any=20 suggestions would be appreciated. =
=AB=20 Next Oldest Scripting=20 Library Next=20 Newest =BB

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Lo-= Fi=20 Version
Time is now: 29th = August 2005 -=20 07:45 AM

Powered by Invision Power=20 Board(Trial) v2.0.0 PF 3 =A9 2005  IPS, = Inc.
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=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Set up=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= // Sniffer based on = http://www.mozilla.org/docs/web-developer/sniffer/browser_type.html=0A= =0A= var uagent =3D navigator.userAgent.toLowerCase();=0A= var is_safari =3D ( (uagent.indexOf('safari') !=3D -1) || = (navigator.vendor =3D=3D "Apple Computer, Inc.") );=0A= var is_ie =3D ( (uagent.indexOf('msie') !=3D -1) && (!is_opera) && = (!is_safari) && (!is_webtv) );=0A= var is_ie4 =3D ( (is_ie) && (uagent.indexOf("msie 4.") !=3D -1) );=0A= var is_moz =3D (navigator.product =3D=3D 'Gecko');=0A= var is_ns =3D ( (uagent.indexOf('compatible') =3D=3D -1) && = (uagent.indexOf('mozilla') !=3D -1) && (!is_opera) && (!is_webtv) && = (!is_safari) );=0A= var is_ns4 =3D ( (is_ns) && (parseInt(navigator.appVersion) =3D=3D 4) = );=0A= var is_opera =3D (uagent.indexOf('opera') !=3D -1);=0A= 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document.cookie.length;=0A= }=0A= =0A= return unescape( document.cookie.substring(cstart, cend) );=0A= }=0A= =0A= return null;=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Set cookie=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function my_setcookie( name, value, sticky )=0A= {=0A= expire =3D "";=0A= domain =3D "";=0A= path =3D "/";=0A= =0A= if ( sticky )=0A= {=0A= expire =3D "; expires=3DWed, 1 Jan 2020 00:00:00 GMT";=0A= }=0A= =0A= if ( ipb_var_cookie_domain !=3D "" )=0A= {=0A= domain =3D '; domain=3D' + ipb_var_cookie_domain;=0A= }=0A= =0A= if ( ipb_var_cookie_path !=3D "" )=0A= {=0A= path =3D ipb_var_cookie_path;=0A= }=0A= =0A= document.cookie =3D ipb_var_cookieid + name + "=3D" + value + "; = path=3D" + path + expire + domain + ';';=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Pop up MyAssistant window=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function buddy_pop()=0A= {=0A= = window.open('index.'+ipb_var_phpext+'?act=3Dbuddy&s=3D'+ipb_var_s,'Browse= rBuddy','width=3D250,height=3D500,resizable=3Dyes,scrollbars=3Dyes');=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Pop up chat window=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function chat_pop(cw,ch)=0A= {=0A= = window.open('index.'+ipb_var_phpext+'?s=3D'+ipb_var_s+'&act=3Dchat&pop=3D= 1','Chat','width=3D'+cw+',height=3D'+ch+',resizable=3Dyes,scrollbars=3Dye= s');=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Multi Page jumps=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function multi_page_jump( url_bit, total_posts, per_page )=0A= {=0A= pages =3D 1;=0A= cur_st =3D ipb_var_st;=0A= cur_page =3D 1;=0A= =0A= if ( total_posts % per_page =3D=3D 0 )=0A= {=0A= pages =3D total_posts / per_page;=0A= }=0A= else=0A= {=0A= pages =3D Math.ceil( total_posts / per_page );=0A= }=0A= =0A= msg =3D ipb_lang_tpl_q1 + " " + pages;=0A= =0A= if ( cur_st > 0 )=0A= {=0A= cur_page =3D cur_st / per_page; cur_page =3D cur_page -1;=0A= }=0A= =0A= show_page =3D 1;=0A= =0A= if ( cur_page < pages )=0A= {=0A= show_page =3D cur_page + 1;=0A= }=0A= =0A= if ( cur_page >=3D pages )=0A= {=0A= show_page =3D cur_page - 1;=0A= }=0A= else=0A= {=0A= show_page =3D cur_page + 1;=0A= }=0A= =0A= userPage =3D prompt( msg, show_page );=0A= =0A= if ( userPage > 0 )=0A= {=0A= if ( userPage < 1 ) { userPage =3D 1; }=0A= if ( userPage > pages ) { userPage =3D pages; }=0A= if ( userPage =3D=3D 1 ) { start =3D 0; }=0A= else { start =3D (userPage - 1) * per_page; }=0A= =0A= window.location =3D url_bit + "&st=3D" + start;=0A= }=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Hide / Unhide menu elements=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function ShowHide(id1, id2)=0A= {=0A= if (id1 !=3D '') toggleview(id1);=0A= if (id2 !=3D '') toggleview(id2);=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Get element by id=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function my_getbyid(id)=0A= {=0A= itm =3D null;=0A= =0A= if (document.getElementById)=0A= {=0A= itm =3D document.getElementById(id);=0A= }=0A= else if (document.all)=0A= {=0A= itm =3D document.all[id];=0A= }=0A= else if (document.layers)=0A= {=0A= itm =3D document.layers[id];=0A= }=0A= =0A= return itm;=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Show/hide toggle=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function toggleview(id)=0A= {=0A= if ( ! id ) return;=0A= =0A= if ( itm =3D my_getbyid(id) )=0A= {=0A= if (itm.style.display =3D=3D "none")=0A= {=0A= my_show_div(itm);=0A= }=0A= else=0A= {=0A= my_hide_div(itm);=0A= }=0A= }=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Set DIV ID to hide=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function my_hide_div(itm)=0A= {=0A= if ( ! itm ) return;=0A= =0A= itm.style.display =3D "none";=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Set DIV ID to show=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function my_show_div(itm)=0A= {=0A= if ( ! itm ) return;=0A= =0A= itm.style.display =3D "";=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Change cell colour=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function change_cell_color( id, cl )=0A= {=0A= itm =3D my_getbyid(id);=0A= =0A= if ( itm )=0A= {=0A= itm.className =3D cl;=0A= }=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Toggle category=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function togglecategory( fid, add )=0A= {=0A= saved =3D new Array();=0A= clean =3D new Array();=0A= =0A= //-----------------------------------=0A= // Get any saved info=0A= //-----------------------------------=0A= =0A= if ( tmp =3D my_getcookie('collapseprefs') )=0A= {=0A= saved =3D tmp.split(",");=0A= }=0A= =0A= //-----------------------------------=0A= // Remove bit if exists=0A= //-----------------------------------=0A= =0A= for( i =3D 0 ; i < saved.length; i++ )=0A= {=0A= if ( saved[i] !=3D fid && saved[i] !=3D "" )=0A= {=0A= clean[clean.length] =3D saved[i];=0A= }=0A= }=0A= =0A= //-----------------------------------=0A= // Add?=0A= //-----------------------------------=0A= =0A= if ( add )=0A= {=0A= clean[ clean.length ] =3D fid;=0A= my_show_div( my_getbyid( 'fc_'+fid ) );=0A= my_hide_div( my_getbyid( 'fo_'+fid ) );=0A= }=0A= else=0A= {=0A= my_show_div( my_getbyid( 'fo_'+fid ) );=0A= my_hide_div( my_getbyid( 'fc_'+fid ) );=0A= }=0A= =0A= my_setcookie( 'collapseprefs', clean.join(','), 1 );=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // locationjump=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function locationjump(url)=0A= {=0A= window.location =3D ipb_var_base_url + url;=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // CHOOSE SKIN=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function chooseskin(obj)=0A= {=0A= choosebox =3D obj.options[obj.selectedIndex].value;=0A= extravars =3D '';=0A= =0A= if ( choosebox !=3D -1 && ! isNaN( choosebox ) )=0A= {=0A= if ( document.skinselectorbox.skinurlbits.value )=0A= {=0A= extravars =3D '&' + document.skinselectorbox.skinurlbits.value;=0A= }=0A= =0A= locationjump( 'setskin=3D1&skinid=3D' + choosebox + extravars );=0A= }=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // CHOOSE LANG=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function chooselang(obj)=0A= {=0A= choosebox =3D obj.options[obj.selectedIndex].value;=0A= extravars =3D '';=0A= =0A= if ( document.langselectorbox.langurlbits.value )=0A= {=0A= extravars =3D '&' + document.langselectorbox.langurlbits.value;=0A= }=0A= =0A= locationjump( 'setlanguage=3D1&langid=3D' + choosebox + extravars );=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // pop up window=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function PopUp(url, name, = width,height,center,resize,scroll,posleft,postop)=0A= {=0A= showx =3D "";=0A= showy =3D "";=0A= =0A= if (posleft !=3D 0) { X =3D posleft }=0A= if (postop !=3D 0) { Y =3D postop }=0A= =0A= if (!scroll) { scroll =3D 1 }=0A= if (!resize) { resize =3D 1 }=0A= =0A= if ((parseInt (navigator.appVersion) >=3D 4 ) && (center))=0A= {=0A= X =3D (screen.width - width ) / 2;=0A= Y =3D (screen.height - height) / 2;=0A= }=0A= =0A= if ( X > 0 )=0A= {=0A= showx =3D ',left=3D'+X;=0A= }=0A= =0A= if ( Y > 0 )=0A= {=0A= showy =3D ',top=3D'+Y;=0A= }=0A= =0A= if (scroll !=3D 0) { scroll =3D 1 }=0A= =0A= var Win =3D window.open( url, name, = 'width=3D'+width+',height=3D'+height+ showx + showy + = ',resizable=3D'+resize+',scrollbars=3D'+scroll+',location=3Dno,directorie= s=3Dno,status=3Dno,menubar=3Dno,toolbar=3Dno');=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Array: Get stack size=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function stacksize(thearray)=0A= {=0A= for (i =3D 0 ; i < thearray.length; i++ )=0A= {=0A= if ( (thearray[i] =3D=3D "") || (thearray[i] =3D=3D null) || (thearray = =3D=3D 'undefined') )=0A= {=0A= return i;=0A= }=0A= }=0A= =0A= return thearray.length;=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Array: Push stack=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function pushstack(thearray, newval)=0A= {=0A= arraysize =3D stacksize(thearray);=0A= thearray[arraysize] =3D newval;=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Array: Pop stack=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function popstack(thearray)=0A= {=0A= arraysize =3D stacksize(thearray);=0A= theval =3D thearray[arraysize - 1];=0A= delete thearray[arraysize - 1];=0A= return theval;=0A= } ------=_NextPart_000_0000_01C5AC7E.919EFE20 Content-Type: application/octet-stream Content-Transfer-Encoding: quoted-printable Content-Location: http://www.thelys.org/forums/jscripts/ipb_topic.js //------------------------------------------=0A= // Invision Power Board v2.0=0A= // Topics JS File=0A= // (c) 2003 Invision Power Services, Inc.=0A= //=0A= // http://www.invisionboard.com=0A= //------------------------------------------=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Link to a post=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function link_to_post(pid)=0A= {=0A= temp =3D prompt( ipb_lang_tt_prompt, ipb_var_base_url + "showtopic=3D" = + ipb_input_t + "&view=3Dfindpost&p=3D" + pid );=0A= return false;=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Delete post=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function delete_post(theURL)=0A= {=0A= if (confirm( ipb_lang_js_del_1 ))=0A= {=0A= window.location.href=3DtheURL;=0A= }=0A= else=0A= {=0A= alert ( ipb_lang_js_del_2 );=0A= } =0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Multi quote=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function multiquote_add(id)=0A= {=0A= saved =3D new Array();=0A= clean =3D new Array();=0A= add =3D 1;=0A= =0A= //-----------------------------------=0A= // Get any saved info=0A= //-----------------------------------=0A= =0A= if ( tmp =3D my_getcookie('mqtids') )=0A= {=0A= saved =3D tmp.split(",");=0A= }=0A= =0A= //-----------------------------------=0A= // Remove bit if exists=0A= //-----------------------------------=0A= =0A= for( i =3D 0 ; i < saved.length; i++ )=0A= {=0A= if ( saved[i] !=3D "" )=0A= {=0A= if ( saved[i] =3D=3D id )=0A= {=0A= add =3D 0;=0A= }=0A= else=0A= {=0A= clean[clean.length] =3D saved[i];=0A= }=0A= }=0A= }=0A= =0A= //-----------------------------------=0A= // Add?=0A= //-----------------------------------=0A= =0A= if ( add )=0A= {=0A= clean[ clean.length ] =3D id;=0A= eval("document.mad_"+id+".src=3Dremovequotebutton");=0A= }=0A= else=0A= {=0A= eval(" document.mad_"+id+".src=3Daddquotebutton");=0A= }=0A= =0A= my_setcookie( 'mqtids', clean.join(','), 0 );=0A= =0A= return false;=0A= }=0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Check delete=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function checkdelete()=0A= {=0A= if ( ! document.modform.selectedpids.value )=0A= {=0A= return false;=0A= }=0A= =0A= isDelete =3D = document.modform.tact.options[document.modform.tact.selectedIndex].value;=0A= =0A= if (isDelete =3D=3D 'delete')=0A= {=0A= formCheck =3D confirm( lang_suredelete );=0A= =0A= if (formCheck =3D=3D true)=0A= {=0A= return true;=0A= }=0A= else=0A= {=0A= return false;=0A= }=0A= }=0A= }=0A= =0A= =0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= // Toggle selection=0A= //=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A= =0A= function topic_toggle_pid( pid )=0A= {=0A= //-----------------------------------=0A= // Got a number?=0A= //-----------------------------------=0A= =0A= if ( isNaN( pid ) )=0A= {=0A= return false;=0A= }=0A= =0A= saved =3D new Array();=0A= clean =3D new Array();=0A= add =3D 1;=0A= =0A= //-----------------------------------=0A= // Get form info=0A= //-----------------------------------=0A= =0A= tmp =3D document.modform.selectedpids.value;=0A= =0A= saved =3D tmp.split(",");=0A= =0A= //-----------------------------------=0A= // Remove bit if exists=0A= //-----------------------------------=0A= =0A= for( i =3D 0 ; i < saved.length; i++ )=0A= {=0A= if ( saved[i] !=3D "" )=0A= {=0A= if ( saved[i] =3D=3D pid )=0A= {=0A= add =3D 0;=0A= }=0A= else=0A= {=0A= clean[clean.length] =3D saved[i];=0A= }=0A= }=0A= }=0A= =0A= //-----------------------------------=0A= // Add?=0A= //-----------------------------------=0A= =0A= if ( add )=0A= {=0A= clean[ clean.length ] =3D pid;=0A= eval("document.img"+pid+".src=3Dselectedbutton");=0A= }=0A= else=0A= {=0A= eval(" document.img"+pid+".src=3Dunselectedbutton");=0A= }=0A= =0A= newvalue =3D clean.join(',');=0A= =0A= my_setcookie( 'modpids', newvalue, 0 );=0A= =0A= document.modform.selectedpids.value =3D newvalue;=0A= =0A= newcount =3D stacksize(clean);=0A= =0A= document.modform.gobutton.value =3D lang_gobutton + ' (' + newcount + = ')';=0A= =0A= return false;=0A= } ------=_NextPart_000_0000_01C5AC7E.919EFE20--