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Showing content with the highest reputation on 10/12/15 in all areas

  1. Hey Guys! I know you haven't heard from me for a bit on the Map showcase forums but I have a free release that I finished today If you know my maps then you might know my OLD Novice Garden map Link to the OLD map : https://rathena.org/board/files/file/2967-novice-garden/ [ Think eA days when I FIRST Started mapping ] Today I present to you a similar styled map, only better models and whatnot. I really hope you guys enjoy it, it's something I wanted to do in my free time. Hopefully in the near future I can present another free release, maybe something for Christmas. Download Link: https://rathena.org/board/files/file/3408-cherry-blossom-field/
    2 points
  2. Chem it looks good, glad you redid it.
    1 point
  3. Well, let's me see. Desperado is not counted as a real 'Multiple Hits' because, as far as I know, it does actually damage in 'Multiple Targets', so, it's correct the 1 on skill_db. This line only defines the Success Rate: case GS_DESPERADO: if (rand()%100 < src->val1) skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; You may comment the If line to get rid of the failure chance. Well, finally, I believe that the number of Targets is defined on the mysterious Duration field on skill_cast_db.txt. 516,0,1000,1000,1000,0,0 You can try change it to different values, but, If I recall correctly, you will get what you want (5 targets) with 400 or 500. 516,0,1000,1000,500,0,0 It's not reeeally untested, but neither totally tested, tell me if you get any progress. It's also possible to make the Skill Level to define that. 516,0,1000,1000,100:100:200:200:300:300:400:400:500:500,0,0 I guess that will make Desperado Lv. 9 or 10 to cast the 5 hits, If I'm correct about all of this (you may also try 400...).
    1 point
  4. You've been talking about it all week and I had a rough image of the original in my mind, but I guess I didn't realize how much better this version is. Superb. I think it might use it myself for something cute or fun. Welcome back to the mapping scene- we've missed you. Regards, ~Azura Skyy
    1 point
  5. File Name: Cherry Blossom Field File Submitter: Chemical Crush File Submitted: 11 Oct 2015 File Category: Maps & 3D Resources Content Author: Chemical Crush Hey guys! This is basically a 'renewed' version of my old novice grounds map. OLD MAP: https://rathena.org/board/files/file/2967-novice-garden/ I hope you guys enjoy this newer version, included is a mini map as well as a music file that you can use. If you have any issues please contact me. Also please do not claim my works as your own, out of respect. Thanks. Click here to download this file
    1 point
  6. 1. I'm not sure, but, as far as I know, the website is only opnened once the link is clicked on a message box. 2. The easiest way to do it is by Labels, Labels ------ Within executable script code, some lines can be labels: <label name>: Labels are points of reference in your script, which can be used to route execution with 'goto', 'menu' and 'jump_zero' commands, invoked with 'doevent' and 'donpcevent' commands and are otherwise essential. A label's name may not be longer than 22 characters. (23rd is the ':'.) There is some confusion in the source about whether it's 22, 23 or 24 all over the place, so keeping labels under 22 characters could be wise. It may only contain alphanumeric characters and underscore. In addition to labels you name yourself, there are also some special labels which the script engine will start execution from if a special event happens: OnClock<hour><minute>: OnMinute<minute>: OnHour<hour>: On<weekday><hour><minute>: OnDay<month><day>: This will execute when the server clock hits the specified date or time. Hours and minutes are given in military time. ('0105' will mean 01:05 AM). Weekdays are Sun,Mon,Tue,Wed,Thu,Fri,Sat. Months are 01 to 12, days are 01 to 31. Remember the zero. OnInit: OnInterIfInit: OnInterIfInitOnce: OnInit will execute every time the scripts loading is complete, including when they are reloaded with @reloadscript command. OnInterIfInit will execute when the map server connects to a char server, OnInterIfInitOnce will only execute once and will not execute if the map server reconnects to the char server later. OnAgitStart: OnAgitEnd: OnAgitInit: OnAgitStart2: OnAgitEnd2: OnAgitInit2: OnAgitStart will run whenever the server shifts into WoE mode, whether it is done with @agitstart GM command or with 'AgitStart' script command. OnAgitEnd will do likewise for the end of WoE. OnAgitInit will run when data for all castles and all guilds that hold a castle is received by map-server from the char-server after initial connect. No RID will be attached while any of the above mentioned labels are triggered, so no character or account-based variables will be accessible, until you attach a RID with 'attachrid' (see below). The above also applies to, the last three labels, the only difference is that these labels are used exclusively for WoE SE, and are called independently. OnInstanceInit: This label will be executed when an instance is created and initialized through the 'instance_create' command. It will run again if @reloadscript is used while an instance is in progress. OnTouch: This label will be executed if a trigger area is defined for the NPC object it's in. If it isn't present, the execution will start from the beginning of the NPC code. The RID of the triggering character object will be attached. OnTouch_: Similar to OnTouch, but will only run one instance. Another character is chosen once the triggering character leaves the area. OnTouchNPC: Similar to OnTouch, but will only trigger for monsters. For this case, by using 'getattachedrid' will returns GID (ID that returned when use 'monster'). OnPCLoginEvent: OnPCLogoutEvent: OnPCBaseLvUpEvent: OnPCJobLvUpEvent: It's pretty obvious when these four special labels will be invoked. OnPCDieEvent: This special label triggers when a player dies. The variable 'killerrid' is set to the ID of the killer. OnPCKillEvent: This special label triggers when a player kills another player. The variable 'killedrid' is set to the ID of the player killed. OnNPCKillEvent: This special label triggers when a player kills a monster. The variable 'killedrid' is set to the Class (mob ID) of the monster killed. OnPCLoadMapEvent: This special label triggers when a player steps in a map marked with the 'loadevent' mapflag and attaches its RID. The fact that this label requires a mapflag for it to work is because, otherwise, it'd be server-wide and trigger every time a player would change maps. Imagine the server load with 1,000 players (oh the pain...) OnPCStatCalcEvent: This special label triggers when a player's stats are recalculated, such as when changing stats, equipment, or maps, as well as when logging in, leveling up, and mounting a job mount. This can be used to grant additional item bonuses to certain player groups, for instance. OnWhisperGlobal: This special label triggers when a player whispers the NPC, and will run with the player's RID attached. It can accept up to ten parameters, which will be stored into separate temporary character string variables @whispervar0$ to @whispervar9$. See 'doc/whisper_sys.txt' for further documentation. Only the special labels which are not associated with any script command are listed here. There are other kinds of labels which may be triggered in a similar manner, but they are described with their associated commands. On<label name>: These special labels are used with Mob scripts mostly, and script commands that requires you to point/link a command to a mob or another NPC, giving a label name to start from. The label name can be any of your liking, but must be Example: monster "prontera",123,42,"Poringz0rd",2341,23,"Master::OnThisMobDeath"; amatsu,13,152,4 script Master 767,{ mes "Hi there"; close; OnThisMobDeath: announce "Hey, "+strcharinfo(0)+" just killed a Poringz0rd!",bc_blue|bc_all; end; } Each time you kill one, that announce will appear in blue to everyone. "Global" labels There's a catch with labels and doevent. If you call a label (using doevent) and called label is in NPC that has trigger area, that label must end with "Global" to work globally (i.e. if RID is outside of the trigger area, which usually happens since otherwise there would be no point calling the label with doevent, because OnTouch would do the job). For further reference look for npc_event in npc.c. 3. You may use the Cutin command to get that kind of result: *cutin "<filename>",<position>; This command will display a picture, usually an NPC illustration, also called cutin, for the currently attached client. The position parameter determines the placement of the illustration and takes following values: 0 - bottom left corner 1 - bottom middle 2 - bottom right corner 3 - middle of screen in a movable window with an empty title bar 4 - middle of screen without the window header, but still movable The picture is read from data\texture\유저인터페이스\illust, from both the GRF archive and data folder, and is required to be a bitmap. The file extension .bmp can be omitted. Magenta color (#ff00ff) is considered transparent. There is no limit placed on the size of the illustrations by the client, although loading of large pictures (about 700x700 and larger) causes the client to freeze shortly (lag). Typically the size is about 320x480. New illustrations can be added by just putting the new file into the location above. The client is able to display only one cutin at the same time and each new one will cause the old one to disappear. To delete the currently displayed illustration without displaying a new one, an empty file name and position 255 must be used. // Displays the Comodo Kafra illustration in lower right corner. cutin "kafra_07",2; // Typical way to end a script, which displayed an illustration during a // dialog with a player. mes "See you."; close2; cutin "",255; end;
    1 point
  7. I have added hungarian translation. This google docs thing was an excellent idea
    1 point
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