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File Name: Equilibrium Wings File Submitter: mindstream File Submitted: 30 Sep 2012 File Category: Wings Content Author: Lriy Haz, MindstreaM (Fixes and merging) This is a fixed up version of the equilibrium wings (aka union wings/ gemini wings) sprite. Issues fixed : 1) When you change from left to right the white and black wing switch sides. 2) Some issues in the act file (there were some frames where the sprite literally jumped off into the air) 3) There were a lot of spots in the Black wings The pack contains the sprites, drop bmp as well as collection bmp all ready to use Enjoy Original Base Sprites made by : Lriy Haz Cleanup and Re - merging : Me Click here to download this file1 point
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I'll see what can be done about it. While I personally do not like that "if it's not there, try the other", but I get your point. I'd probably go the "if it's not in 악세사리/<gender> try 악세사리/ instead" way, then.1 point
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Yes that is true, but don't mess yourself up with the rand numbers. If you just use rand(100) it is not 1 to 100. Its actually 0 to 99. It is a common misconception I see people make (see below). For your second question if you use rand(1,10) it is still a 10% chance because 1 is 10% of 10. You still have to make it something like if(rand(1,10)==1). So seem less confusing to me to just use if(rand(1,100)<=10). I hope this teaches you something, feel free to ask if you need more information. Peopleperson49 *rand(<number>{,<number>}); This function returns a number ... (if you specify one) ... randomly positioned between 0 and the number you specify -1. (if you specify two) ... randomly positioned between the two numbers you specify. rand(10) would result in 0,1,2,3,4,5,6,7,8 or 9 rand(0,9) would result in 0,1,2,3,4,5,6,7,8 or 9 rand(2,5) would result in 2,3,4 or 51 point
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Follow the template of ones already there. groups: ( { id: 0 /* group 0 is the default group for every new account */ name: "Player" level: 0 inherit: ( /*empty list*/ ) commands: { /* no commands by default */ } permissions: { /* without this basic permissions regular players could not trade or party */ can_trade: true can_party: true } }, You're missing a few brackets.1 point
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zXoOm I'm going to give you the best help I can ever give you! And that is to look it up in the doc/script_commands.txt. Doing that is very easy for me, and once you learn it will be very easy for you! From there I will help you all I can with it. Peopleperson49 Announce Command: *announce "<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}; This command will broadcast a message to all or most players, similar to @kami/@kamib GM commands. announce "This will be shown to everyone at all in yellow.",0; The region the broadcast is heard in (target), source of the broadcast and the color the message will come up as is determined by the flags. The flag values are coded as constants in db/const.txt to make them easier to use. Target flags: - bc_all: Broadcast message is sent server-wide (default). - bc_map: Message is sent to everyone in the same map as the source of the broadcast (see below). - bc_area: Message is sent to players in the vicinity of the source. - bc_self: Message is sent only to current player. You cannot use more than one target flag. Source flags: - bc_pc: Broadcast source is the attached player (default). - bc_npc: Broadcast source is the NPC, not the player attached to the script (useful when a player is not attached or the message should be sent to those nearby the NPC). You cannot use more than one source flag. Special flags: - bc_yellow: Broadcast will be displayed in yellow color (default). - bc_blue: Broadcast will be displayed in blue color. - bc_woe: Indicates that this broadcast is 'WoE Information' that can be disabled client-side. Due to the way client handles broadcasts, it is impossible to set both bc_blue and bc_woe. The optional parameters allow usage of broadcasts in custom colors, font-weights, sizes etc. If any of the optional parameters is used, special flag is ignored. Optional parameters may not work well (or at all) depending on a game client used. The color parameter is a single number which can be in hexadecimal notation. For example: announce "This will be shown to everyone at all in green.",bc_all,0x00FF00; Will display a global announce in green. The color format is in RGB (0xRRGGBB). In official scripts only two font-weights (types) are used: - normal (FW_NORMAL = 400, default), - bold (FW_BOLD = 700). Default font size is 12. Using this for private messages to players is probably not that good an idea, but it can be used instead in NPCs to "preview" an announce. // This will be a private message to the player using the NPC that made the // announcement announce "This is my message just for you",bc_blue|bc_self; // This will be shown on everyones screen that is in sight of the NPC. announce "This is my message just for you people here",bc_npc|bc_area; Use rand to easiy calculate a percent. For example if(rand(1,100)<=10) it would be a 10%. *rand(<number>{,<number>}); This function returns a number ... (if you specify one) ... randomly positioned between 0 and the number you specify -1. (if you specify two) ... randomly positioned between the two numbers you specify. rand(10) would result in 0,1,2,3,4,5,6,7,8 or 9 rand(0,9) would result in 0,1,2,3,4,5,6,7,8 or 9 rand(2,5) would result in 2,3,4 or 51 point
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Natsu if you put // inside of a line it ignores the rest of the line so this entry wouldn't work: Here you go Natsu. I think this format will be easier for you since you don't seem very familiar with it yet. This is set up for you to give a way 10 items in each catigory. If you get the 10% it will also announce the item obtained. Just change each ITEM# to the itemID that you wish and remove any ITEM#s after that you didn't use. At the end of each set of ITEM#s theres is a .@RainbowArray[rand(1,10)]. Change to rand(1,10) sections to however many items you have in that array. Let me know if you need anymore assistance. Peopleperson49 ItemDB2: 200000,Rainbow Scroll,Rainbow Scroll,{ if(rand(100)<10) { setarray .@RainbowArray[1],ITEM1,ITEM2,ITEM3,ITEM4,ITEM5,ITEM6,ITEM7,ITEM8,ITEM9,ITEM10; set RainbowItem,.@RainbowArray[rand(1,10)]; announce ""+strcharinfo(0)+" has won "+getitemname(RainbowItem)+" from a Rainbow Scroll.",bc_all; } else { setarray .@RainbowArray[1],ITEM1,ITEM2,ITEM3,ITEM4,ITEM5,ITEM6,ITEM7,ITEM8,ITEM9,ITEM10; set RainbowItem,.@RainbowArray[rand(1,10)]; } getitem RainbowItem,1; },{},{}1 point
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i think here is the answer on your question. http://rathena.org/board/topic/71227-2012-06-18aragexere-icon-issue/#entry1404131 point
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Fixed both in 1.0.4 I've gone one better and allowed a "Preferred Name" to be used1 point
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Instead of installing gd2, you can also use reCAPTCHA. 'EnableReCaptcha' => false, // Enables the use of reCAPTCHA instead of Flux's native GD2 library (http://www.google.com/recaptcha) 'ReCaptchaPublicKey' => '...', // This is your reCAPTCHA public key [REQUIRED FOR RECAPTCHA] (sign up at http://www.google.com/recaptcha) 'ReCaptchaPrivateKey' => '...', // This is your reCAPTCHA private key [REQUIRED FOR RECAPTCHA] (sign up at http://www.google.com/recaptcha) (sign up for reCAPTCHA, then paste your PublicKey and PrivateKey in the next 2 configs)1 point
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There are plenty of reasons to have offline copies to work with, though (ex. on a laptop without wifi, or if the wiki is ever offline). The files aren't out of date; there just isn't much information in them. It's no big deal to update them once a month.1 point
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i suggestion :> When using enchantment system theres 3 type of changes • when using enchant system gives a mid percent (50%) negative effect like Str - 3 instead of Positive effect. • Enchant can remove but needed to pay ( i think it is possible :> ) • Low chance to get the highest effect, 50%/Mid chance to get the negative Highest effect.1 point
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or call a label from within the source.. Index: pc.c =================================================================== --- pc.c (revision 16138) +++ pc.c (working copy) @@ -8399,6 +8399,7 @@ night_flag = 0; // 0=day, 1=night [Yor] map_foreachpc(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived! + npc_event_doall("OnDay"); intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0); return 0; } @@ -8420,6 +8421,7 @@ night_flag = 1; // 0=day, 1=night [Yor] map_foreachpc(pc_daynight_timer_sub); strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen... + npc_event_doall("OnNight"); intif_broadcast(tmp_soutput, strlen(tmp_soutput) + 1, 0); return 0; } then based on Euphy's script, you can use.. OnDay: disablenpc "Your NPC"; end; OnNight: enablenpc "Your NPC"; end;1 point
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Modification added in r15520. Some originally requested features are not included as they would unnecessarily increase complexity and duplicate other features. Please note that the new db file does not define absolute drop rates (like 0.1% or 50%), but rather a drop rate multiplier (eg 1x) which is applied to base drop rates found in mob_db.1 point