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Showing content with the highest reputation on 10/12/13 in all areas

  1. Well, nobody wants to read every single line and check it for syntax errors nor check your logic. Give us an error message or decribe the unwanted behaviour.
    1 point
  2. - Using harmony grf encryptor (which is easily bypassed and doesn't works for anything actually) - Or buying a nodelay server side system (Which I know only 2 developers of two different systems) One is: @KamiShi
    1 point
  3. At first sight it will not work, the switch has one case twice. At the moment: case 1: -something- case 1: - something else- I guess your idea is something like this: case 1: if (monter>monsterlimit){ - do something } else { -do something else } Also, I suggest to define a temporal character variable to spawn the monster inside in each case: case 1: monster =monsterid; case 2: monster=monsterid2; case n: monster=monsteridn; Then you just need to spawn with one line may be at the end of the script : (I did not use the correct variable definition, this is just the idea) monster "this", 49, 49, "--ja--",monsterid,1; The way you have scripted the npc, it is a little repetitive (this is just my opinion), I also suggest something like this: keep everithing until the first "case 1 :" (line 7, more or less). There, define a variable I told you and after the switch use the confirmation and filters. Something like this (I stink to write pseudocode, I hope you understand the idea): [your previous code] case 1: monster=monterid1; case 2: monster=monterid2; case 3: monster=monterid3; ... if(zeny<price) {//zeny filter mesages -> you are poor close; } if (monsters in map with a certain event< monster allowed){//amount of monsters mesages -> your are great, here is your monster! action -> spawn the monster giving a certain event [the event is important or it will count the slaves, as far as I know] } else{ //therefore the maximum amount reached mesage-> there is already the maximum amount of monsters close; } About to use close or end I am not sure, rathena uses other standard (if I am not wrong, eA user). If you use this optimization your script will do the same in less lines.
    1 point
  4. The very first map I made and first released a couple of years ago I just recently made some changes. This is my Hyrule Town v2.0 based on The Legend of Zelda: Minish Cap game. Overview Center (Lower, Mid, Upper) The Dragon Dojo Church Place Legendary Mana Tree The Statue Tropical Palace The Legendary Four Sword Airship Picori Mushroom Floating Island Water Mill Changelog: v1.0 - 1st release (April 17, 2011) v1.3 - Added some visual effects, fixed few gat tiles, modified the lightmap (April 22, 2011) v2.0 - added more and replaced some objects, added a visual effect (January 5, 2013) Thanks and credits: Nintendo & Capcom for the original concept of the map. Kenedos for inspiring me to try RO mapping You may redistribute but you may NOT alter this file, and please don't forget to give me credits if you want to share this to other sites. Also hit if you downloaded this map. Thanks This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. Hyrule.rar
    1 point
  5. hi, what was the solution for this problem if you don't mind? xD I am having the exact same problem with my server.
    1 point
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