System NPC I think some idiot added gs2 in here with gs1

[CODE]GRAWP001
REALNAME -Server Sys
IMAGE ball16.gif
SCRIPT
if (playerenters) {
hidelocal;
}
if (timeout) {
showimg 701,@Server@#s(client.status),screenwidth-52,50;
changeimgzoom 701,.6;
changeimgvis 701,4;
changeimgcolors 701,.1,.1,.1,.1;
if (playerhearts<=(playerfullhearts)/3) {
setstring client.status,Damaged;
}
if (playerhearts>(playerfullhearts)/3&&(!strequals(#s(client.status),Burned)||!strequals(#s(client.status),Frozen))) {
setstring client.status,Normal;
}
timeout=0.05;
if (strequals(#s(client.status),Damaged)) {
showimg 700,hurted.png,screenwidth-47,22.5;
changeimgpart 700,0,0,32,32;
changeimgvis 700,6;
} else { hideimg 700;
}
}
timeout=0.05;
if (playerenters&&isweapon) {reMap();timeout=.05;showstats 1024;}
if (playerenters&&!isweapon) {toweapons -Server Sys;showstats 1024;setstring client.ep,0;
setstring client.mxep,100;
setstring client.eplvl,1;
setstring client.epmaxlvl,99;}
if (timeout&&isweapon) {

this.ep = strtofloat(#s(client.ep));
this.mxep = strtofloat(#s(client.mxep));

reMap();
timeout=.05;
}
function reMap() {
this.x1 = screenwidth-210;
this.y1 = 4;

showimg 500,statusbar2.png,this.x1,this.y1;
changeimgvis 500,4;

showimg 501,statusbar2_1.png,this.x1+56,this.y1+12;
changeimgvis 501,5;

showimg 502,statusbar2_1.png,this.x1+56,this.y1+27;
changeimgvis 502,5;

showimg 503,statusbar2_1.png,this.x1+56,this.y1+42;
changeimgvis 503,5;

showimg 504,expbar.gif,this.x1-115,this.y1+5;
changeimgvis 504,5;

showimg 505,expbar2.gif,this.x1-85,this.y1+15;
changeimgvis 505,5;

showimg 506,#W(selectedweapon),this.x1+120,this.y1+15;
changeimgvis 506,5;
changeimgpart 506,0,0,32,32;
showimg 507,weaponb.png,this.x1+120,this.y1+15;
changeimgvis 507,6;

showimg 508,@#v(playerdarts),this.x1+155,this.y1+65;
changeimgvis 508,5;
changeimgzoom 508,.75;
changeimgcolors 508,0,0,0,1;

showimg 509,@#v(playerbombs),this.x1+155,this.y1+83;
changeimgvis 509,5;
changeimgzoom 509,.75;
changeimgcolors 509,0,0,0,1;

showimg 510,@#v(playerrupees),this.x1+155,this.y1+102;
changeimgvis 510,5;
changeimgzoom 510,1-(strlen(#v(playerrupees))/15);
changeimgcolors 510,0,0,0,1;

changeimgpart 501,0,0,(playerhearts/playerfullhearts)*49,6;
changeimgpart 502,0,0,(playerap/100)*49,6;
changeimgpart 503,0,0,(playermp/100)*49,6;
changeimgpart 504,0,0,107,35;
changeimgpart 505,0,0,(this.ep/this.mxep)72,12;
return;
}
if (playerap<=2) {
hideimg 502;
}
if (playermp<=2) {
hideimg 503;
}
if (strequals(#v(strtofloat(#s(client.ep))),0)) {
hideimg 505;
}
timeout=0.05;
if (timeout) {
showimg 511,#3,screenwidth-50,20;
changeimgpart 511,0,63,50,33;
changeimgvis 511,5;
}
if (playerenters || created) {
this.bcount=compuscount;
timeout=.05;
}
if (timeout) {
if (compuscount <= this.bcount-1) {
setstring client.ep,#v(strtofloat(#s(client.ep))+.33);
this.bcount=compuscount;
}
if (compuscount > this.bcount) this.bcount=compuscount;
timeout=.05;
}
if (timeout) {
showimg 600,@b@Server@EXP: #s(client.ep),this.x1-115,this.y1+40;
showimg 601,@b@Server@Level: #s(client.eplvl),this.x1-115,this.y+60;
changeimgvis 600,5;
changeimgvis 601,5;
changeimgzoom 600,.7;
changeimgzoom 601,.7;
changeimgcolors 600,.1,.1,.1,.1;
changeimgcolors 601,.1,.1,.1,.1;
}
if (timeout) {
if (strequals(#v(strtofloat(#s(client.ep))),100)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))+1);
setstring client.ep,0;
play chest.wav;
}
if (strequals(#v(strtofloat(#s(client.ep))),101)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))+1);
setstring client.ep,0;
play chest.wav;
}
if (strequals(#v(strtofloat(#s(client.ep))),102)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))+1);
setstring client.ep,0;
play chest.wav;
}
if (strequals(#v(strtofloat(#s(client.ep))),103)) {
setstring client.ep,#v(strtofloat(#s(client.eplvl))+1);
setstring client.ep,0;
play chest.wav;
}
if (strequals(#v(strtofloat(#s(client.ep))),104)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))+1);
setstring client.ep,0;
play chest.wav;
}
if (strequals(#v(strtofloat(#s(client.ep))),105)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))+1);
setstring client.ep,0;
play chest.wav;
}
if (strequals(#v(strtofloat(#s(client.eplvl))),100)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))99);
}
if (strequals(#v(strtofloat(#s(client.eplvl))),101)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))99);
}
if (strequals(#v(strtofloat(#s(client.eplvl))),102)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))99);
}
if (strequals(#v(strtofloat(#s(client.eplvl))),103)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))99);
}
if (strequals(#v(strtofloat(#s(client.eplvl))),104)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))99);
}
if (strequals(#v(strtofloat(#s(client.eplvl))),105)) {
setstring client.eplvl,#v(strtofloat(#s(client.eplvl))99);
}
if (strlen(#w(selectedweapon))<10) {
showimg 650,@#w(selectedweapon),screenwidth-100,52;
changeimgvis 650,4;
changeimgzoom 650,.6;
changeimgcolors 650,0,0,0,200;
}
}
if (!isweapon&&playerenters) {
toweapons -timesys;
}
if (isweapon && (playerenters || timeout)){
if (disabledaynight==true){
seteffect 0,0,0,0;
} else {
mytimevar=timevar;
daymins=(mytimevar%720);
days=int(mytimevar/720);
months=int(days/24);
daysinmonth=days%24;
cyclus=int(months/32);
monthincyclus=months%32;
setstring month,#v(monthincyclus);
years=cyclus
2+(monthincyclus>15 ? 1 : 0);
if (daynighticonshidden){
} else {
drawTime();
setstring red,#v(redness);
setstring green,#v(greenness);
setstring blue,#v(blueness);
setstring dark,#v(darkness);
}
}
timeout=.05;
}
function drawTime() {
setarray count,2;
drawx = screenwidth-600;
drawy = 43;

showimg 1000,state.png,drawx+7,drawy;
changeimgpart 1000,162,60,14,14;
changeimgvis 1000,4;

dayhour = int(daymins/60);
count[0] = int(dayhour/10);
count[1] = dayhour%10;
for (i=0; i<=1; i++) {
if (i==0 && count[i]==0) {
hideimg 1001+i;
continue;
}
showimg 1001+i,state.png,drawx+16+i*12,drawy;
changeimgpart 1001+i,count[i]*14,81,14,16;
changeimgvis 1001+i,4;
}

showimg 1003,state.png,drawx+40,drawy;
changeimgpart 1003,154,81,14,16;
changeimgvis 1003,4;

mins = daymins%60;
count[0] = int(mins/10);
count[1] = mins%10;
for (i=0; i<=1; i++) {
showimg 1004+i,state.png,drawx+52+i*12,drawy;
changeimgpart 1004+i,count[i]*14,81,14,16;
changeimgvis 1004+i,4;
}
}
if (playerenters || created) {
if (!isweapon) toweapons -Invenory;
if (isweapon) {
disableselectweapons;
timeout=.05;
}
}
if (timeout) {
getkeys();
if (this.active=1) {
freezeplayer .05;
viewwep();
getpos();
drawmenu();
}
else for (i=0;i<this.weaponscount+2;i++) hideimg 201+i;
timeout=.05;
}
function viewwep() {
this.weaponscount=0;

for (i=0;i<weaponscount;i++) {
if (!startswith(-,#w(i))) this.weaponscount++;
}
setarray this.wepindex,this.weaponscount;
this.runindex=0;

for (i=0;i<weaponscount;i++) {
if(!startswith(-,#w(i))) {
this.wepindex[this.runindex]=i;
this.runindex++;
}
}
setarray this.xy,this.weaponscount2;
}
function getkeys() {
if (!keydown(this.oldkey)) this.oldkey=(-1);
if (keydown(9) && this.oldkey==(-1)) {
if (this.active==0) this.active=1;
else this.active=0;
this.oldkey=9;
}
if(this.active==1) {
if (keydown(4)) {
selectedweapon = this.wepindex[this.pos];
this.active=0;
}
if(this.active==1) {
if (keydown(6)) {
removeweapon this.wepindex[this.pos];
this.active=0;
}
for (i=0;i<4;i++) {
if (keydown(i) && i in {1,3} && this.oldkey==(-1)) {
this.pos=(this.pos+vecx(i))%this.weaponscount;
this.oldkey=i;
}
}
}
}
}
function getpos() {
this.runindex=0;
this.angle=0;
this.angdis=6.3/this.weaponscount;
for (i=0;i<weaponscount;i++) {
if (!startswith(-,#w(i))) {
this.dis=(this.pos
this.angdis)(-1);
this.xy[this.runindex
2]=screenwidth/2+(((5+(this.weaponscount/2))*sin(this.angle+this.dis))16);
this.xy[this.runindex
2+1]=screenheight/2+(((5+(this.weaponscount/2))cos(this.angle+this.dis))16);
this.angle+=this.angdis;
this.runindex++;
}
}
}
function drawmenu() {
showimg 201,l_inv-pos.gif,this.xy[this.pos
2]-4,this.xy[this.pos
2+1]-4;
changeimgvis 201,4;
showimg 202,@#w(this.wepindex[this.pos]),screenwidth/2-((strlen(#w(this.wepindex[this.pos]))/8)*16),screenheight/2+16;
changeimgvis 202,4;
changeimgzoom 202,.1;
changeimgzoom 202,1;
changeimgcolors 202,0.1,0.1,0.1,0.1;
for (i=0;i<this.weaponscount;i++) {
showimg 203+i,#W(this.wepindex[i]),this.xy[i*2],this.xy[i*2+1];
changeimgpart 203+i,0,0,32,32;
changeimgvis 203+i,4;
changeimgcolors ,0.5,0.5,0.5,0.5;
}
}
if (timeout) {
if (issparringzone) {
showimg 551,state.png,screenwidth-106,70;
changeimgvis 551,5;
changeimgpart 551,176,60,14,15;
showimg 553,state.png,screenwidth-200,70;
changeimgpart 553,0,130,100,50;
changeimgvis 553,5;
} else { hideimg 551; hideimg 553;
}
showimg 552,timebar.gif,screenwidth-650,0;
changeimgvis 552,4;
}
addtiledef maloriatileset.png,;
SCRIPTEND[/CODE]

idk what to do i’ve fixed the tileset by adding tiledef is that okay but the rest don’t seem the work the day night system seems broke and the only images not showing i believe i’ve seen atm is the inventory. its just clear see through. it was .png i just renamed it to .gif to see if it will fix it but it didn’t clearly i restarted gr and still not showing there was clientside in it i just removed it didn’t add anything. if there is clientside anything that i can replace it with to make it work without bugging? also i have files arrays2.dat and arrays2.sig where do i put them? well nvm i noticed that image is squared its the select image but still the whole inventory is still see through blank

looks like gs1 to me

put your code in code blocks (or php for syntax highlighting)

[QUOTE=Joey;90389]put your code in code blocks (or php for syntax highlighting)[/QUOTE]

Sorry about that.
I could also be reading the script wrong as well but im pretty sure something in there is broken day night system doesn’t do a thing.
and
The inventory I think was made that way. its the tileset behind it when outside make it look like crap.
but can also isleader replace clientside?

That is all GS1.