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Showing content with the highest reputation on 12/25/18 in Posts

  1. As of now, there isn't a script command to retrieve the timer or the hunted amount of a given mob in a quest. There's only checkquest(<id>,PLAYTIME) or checkquest(<id>,HUNTING) which only retrieves if the timer has been reached, or if the amount has been hunted. It'd be useful to have a command which returns the sd->quest_log[id].time parameter or sd->quest_log.count[j] This way there wouldn't be a need for variables like etower_timer, and this would be useful to retrieve this info instantly for multiple specified quests. Here's what I propose: *getquestinfo(<quest>,<type>{,<mob id>{,<char_id>}) Returns the quest information of the given character. Valid info types: PLAYTIME: returns the internal timer of the quest. HUNTING: returns the amount of <mob id> already hunted. Examples: mes "You've hunted "+getquestinfo(60301,HUNTING,1155)+" Petit."; .@timer = getquestinfo(60200,PLAYTIME); mes "You still have to wait "+Time2Str(.@wait)+" to enter Endless Tower again."; And here's a little snippet to check instance timers easily, which would be one of the main uses of this type of command I think. setarray .@instance$[0],"Endless Tower","Sealed Catacomb"; setarray .@quest_id[0],60200,3040; setarray .@status$[0],"Unavaiaible","990000","Avaiaible","009900"; for(.@size = getarraysize(.@instance$);.@i < .@size;.@i++) { .@time$ = ""; .@status = checkquest(.@quest_id[.@i],PLAYTIME); .@status = .@status == -1 || .@status == 2; if(.@status) { .@timer = getquestinfo(.@quest_id[.@i],PLAYTIME); .@time$ = Time2Str(.@timer); } dispbottom .@instance$[.@i]+": "+.@status$[.@status*2]+" "+.@time$+".","0x"+.@status$[.@status*2 + 1]; } end;
    5 points
  2. let the EQI_SHADOW_WEAPON slot can equip any special weapon you want and cover the your EQI_HAND_R weapon view ID. Its showcase only.
    2 points
  3. As you can see in video, mobs will show up in center area, and the NPC will announce how many "XXX" in the area, you will get the score as high as quickly if you answer it right.
    2 points
  4. View File Runeterra Skin Here is a kinda RO2 Skin I made long time ago. Free Submitter K e o u g h Submitted 12/05/2018 Category Skins Video https://www.youtube.com/watch?v=qe_D8lJY5rM Content Author Keough  
    1 point
  5. You can't with that mapflag, but if you know how to recompile then you can do this. pc.cpp, change: if( !battle_config.pk_mode && mapdata->flag[MF_PVP] && !mapdata->flag[MF_PVP_NOCALCRANK] ) { sd->pvp_point -= 5; sd->pvp_lost++; if( src && src->type == BL_PC ) { struct map_session_data *ssd = (struct map_session_data *)src; ssd->pvp_point++; ssd->pvp_won++; } if( sd->pvp_point < 0 ) { add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0); return 1|8; } } to: if( !battle_config.pk_mode && mapdata->flag[MF_PVP] && !mapdata->flag[MF_PVP_NOCALCRANK] ) { sd->pvp_point -= 5; sd->pvp_lost++; if( src && src->type == BL_PC ) { struct map_session_data *ssd = (struct map_session_data *)src; ssd->pvp_point++; ssd->pvp_won++; } } With this change you can just use pvp mapflag instead of pvp_nocalcrank and players won't be respawned. The counter will also remain.
    1 point
  6. Yeah, with pvp_nocalcrank mapflag you'll avoid that.
    1 point
  7. Use pvp_nocalcrank mapflag.
    1 point
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