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Showing content with the highest reputation on 10/15/24 in all areas

  1. It would save you the trouble if you would just use the quest_db and make those quest reset at midnight.
    1 point
  2. hi.. i want this dice event to trigger on this time of hours only.. 6am 10am 2pm 6pm 10pm 2am //########################################################################## //By: ____ _ __ __ ____ _____ # // | \ ___ __ __ _ | | \ \ / /_ _ _ / ___\ / ____| # // | || | / _ \\ \ / /| || | \ \ / /| || \ | || | ___ | (___ # // | || || __/ \ \/ / | || |__ \ \/\/ / | || \| || |___|\ \___ \ # // __|____/__\___|__\__/__|_||____|_____\_/\_/__|_||_|\__|_\_____/_____) | # //|_____________________________________________________________________/ # // # //########################################################################## // # //== Dice Event # // # //########################################################################## // # //== Automatically starts a dice event every 30 minutes of every hour # // # //== Prize- Change 13723 to any item ID you want the winner to recieved # // # // Code Modify by : WordsUp // Credit still for mAisakaTaiga //########################################################################## - script Dice#announcer -1,{ OnInit: disablenpc "prtevent"; hideonnpc "Dice#evnt1"; end; OnHour08: announce "BriceRO Dice: We are going to have a Dice event.",0; sleep2 10000; announce "BriceRO Dice: For those who wants to join, Please proceed to the center of El Dicastes and enter the Warp Portal.",0; sleep2 10000; announce "BriceRO Dice: After 1 Minute the Portal will close.",0; sleep2 10000; announce "BriceRO Dice: So please go to the middle of El Dicastes and enter the Warp Portal now if you want to join.",0; enablenpc "prtevent"; initnpctimer; end; OnTimer30000: announce "BriceRO Dice: Last 30 seconds.",0; sleep2 5000; announce "BriceRO Dice: If you want to join please enter the Warp Portal beside me here in El Dicastes.",0; end; OnTimer50000: announce "BriceRO Dice: Last 10 seconds.",0; end; OnTimer55000: announce "BriceRO Dice: 5.",0; end; OnTimer56000: announce "BriceRO Dice: 4.",0; end; OnTimer57000: announce "BriceRO Dice: 3.",0; end; OnTimer58000: announce "BriceRO Dice: 2.",0; end; OnTimer59000: announce "BriceRO Dice: 1.",0; end; OnTimer60000: announce "BriceRO Dice: Time's up.",0; end; OnTimer61000: disablenpc "prtevent"; donpcevent "Dice#evnt1::OnEnable"; stopnpctimer; end; OnTimer62000: announce "Dice: The next Dice event will begin after 30 minutes.",0; end; } //-------------------------------------------------- dicastes01,198,178,0 warp prtevent 2,2,quiz_01,204,90 //-------------------------------------------------- quiz_01,204,93,6 script Dice#evnt1 715,{ //-------------------------------------------------- mes "[briceRO Dice]"; mes "Please tell me your name"; next; input .@name$; if(.@name$ != strcharinfo(0)) { mes "[briceRO Dice]"; mes "Are you sure thats your character name?"; close; } mes "[briceRO Dice]"; mes "Congrats. You've won."; close2; announce "BriceRO Dice: We have a winner, "+.@name$+".",0; getitem 6153,200; getitem 675,5; warp "que_moon",99,35; hideonnpc "Dice#evnt1"; end; OnEnable: mapannounce "quiz_01","BriceRO Dice: We are about to start the Dice event.",0; sleep2 10000; mapannounce "quiz_01","BriceRO Dice: But before we start the event here's how to play the game. . .",0; sleep2 10000; mapannounce "quiz_01","BriceRO Dice: I'm only gonna say this once so read carefully.",0; sleep2 10000; mapannounce "quiz_01","BriceRO Dice: I'm going to pick a number, 1 to 4. Then I'll do a count down from 5 to 0.",0; sleep2 10000; mapannounce "quiz_01","BriceRO Dice: All you have to do is go to the box of the number you want.",0; sleep2 10000; mapannounce "quiz_01","BriceRO Dice: Example, If I get the number of 4, All the players standing on numbers 1 to 3 will be warped back to town.",0; sleep2 10000; mapannounce "quiz_01","BriceRO Dice: We will do it again and again until we only have 1 player left on the map.",0; sleep2 10000; mapannounce "quiz_01","BriceRO Dice: Oh yeah! Before I forget you MUST GO INSIDE THE BOX, because if you're caught standing on the stairs you'll be automatically disqualified.",0; sleep2 10000; mapannounce "quiz_01","BriceRO Dice: That's that.. Now let's play...",0; sleep2 10000; goto L_Start; end; L_Start: if(getmapusers("quiz_01") == 1) goto L_Champ; if(getmapusers("quiz_01") == 0) goto L_None; if(getmapusers("quiz_01") > 1) { announce "BriceRO Dice: . . . . .",0; set $@number, rand(1,4); sleep2 10000; announce "BriceRO Dice: I have a number now. Please go to the box of the number you want.... GO!",0; sleep2 10000; announce "BriceRO Dice: 5",0; sleep2 5000; announce "BriceRO Dice: 4",0; sleep2 4000; announce "BriceRO Dice: 3",0; sleep2 3000; announce "BriceRO Dice: 2",0; sleep2 2000; announce "BriceRO Dice: 1",0; sleep2 1000; announce "BriceRO Dice: Time's up.",0; donpcevent "evnt#1::OnEnable"; announce "BriceRO Dice: Winning number "+$@number+".",0; if(($@number != 1) && ($@number != 2) && ($@number != 3)) goto L_Lose1; if(($@number != 1) && ($@number != 2) && ($@number != 4)) goto L_Lose2; if(($@number != 1) && ($@number != 3) && ($@number != 4)) goto L_Lose3; if(($@number != 2) && ($@number != 3) && ($@number != 4)) goto L_Lose4; end; } L_Lose1: areawarp "quiz_01",183,81,191,59,"que_moon",99,35; areawarp "quiz_01",195,81,203,59,"que_moon",99,35; areawarp "quiz_01",207,81,215,59,"que_moon",99,35; goto L_Start; end; L_Lose2: areawarp "quiz_01",183,81,191,59,"que_moon",99,35; areawarp "quiz_01",195,81,203,59,"que_moon",99,35; areawarp "quiz_01",219,81,227,59,"que_moon",99,35; goto L_Start; end; L_Lose3: areawarp "quiz_01",183,81,191,59,"que_moon",99,35; areawarp "quiz_01",207,81,215,59,"que_moon",99,35; areawarp "quiz_01",219,81,227,59,"que_moon",99,35; goto L_Start; end; L_Lose4: areawarp "quiz_01",195,81,203,59,"que_moon",99,35; areawarp "quiz_01",207,81,215,59,"que_moon",99,35; areawarp "quiz_01",219,81,227,59,"que_moon",99,35; goto L_Start; end; L_Champ: mapannounce "quiz_01","BriceRO Dice: Come to me and tell me your name.",0; hideoffnpc "Dice#evnt1"; end; L_None: announce "No One Wins the Dice Event ewww!. Closed",0; hideonnpc "Dice#evnt1"; end; } - script evnt#1 -1,{ OnEnable: areawarp "quiz_01",182,94,228,88,"prontera",155,182; areawarp "quiz_01",185,87,188,82,"prontera",155,182; areawarp "quiz_01",197,87,200,82,"prontera",155,182; areawarp "quiz_01",209,87,212,82,"prontera",155,182; areawarp "quiz_01",221,87,224,82,"prontera",155,182; end; } // -- Mapflags quiz_01 mapflag nowarp quiz_01 mapflag nowarpto quiz_01 mapflag noteleport quiz_01 mapflag nosave quiz_01 mapflag nomemo quiz_01 mapflag nobranch quiz_01 mapflag noloot quiz_01 mapflag noskill quiz_01 mapflag nopenalty
    1 point
  3. Find OnInit and add these lines below it: setmapflag "guild_vs1", mf_loadevent; $@KoE_limit = 12; //how many guild members can participate Then add this anywhere: OnPCLoadMapEvent: if (strcharinfo(3) == "guild_vs1") { .@joined = getMapGuildUsers("guild_vs1",getcharid(2)); if (.@joined > $@KoE_limit) { dispbottom "Sorry. Your Guild has reached the limit of " + $@KoE_limit + " people on KoE."; dispbottom "Teleporting you out now."; warp "SavePoint",0,0; } } end; The OnPCLoadMapEvent will trigger when anyone enters the map, do a check on how many guild members are participating and then warp the player out if reached the limit. Find: if ( !getvariableofnpc( .start, "KoE" ) ) close; And add below it: .@joined = getMapGuildUsers("guild_vs1",getcharid(2)); if (.@joined >= $@KoE_limit) { clear; mes "[The King]"; mes "^FF0000Sorry. Your Guild has reached the limit of " + $@KoE_limit + " people on KoE.^000000"; close; } This will make the entrance NPC also do the same check.
    1 point
  4. A very small post, but I wanted to share something in case anyone else ever runs across it. As I've mentioned previously, my server contains the maps from the alpha, albeit with new monsters and warp points and such. However, there's a strange problem on one of the alpha maps. On pro_fild01, there's this bizarre culling issue where parts of the map will sometimes disappear while you're walking through it (look at the top part) It flickers on and off while you walk through the map and is generally very annoying. But what's going on? No other map in the game does this. I decided to try to investigate it in the map editor. Everything looks normal enough. There's nothing in the map to indicate any "culling zones" or anything strange like that. I even tried replacing the rsw with one from another map of the same size and the problem persists. The one thing I noticed is that if you look at the map boundary, the map is actually sunk below it (notice how the yellow walls are above the map rather than below), which is a bit weird. Actually, most of this map is sunk pretty far into the ground, with many parts having Y values in the 30s and 40s. I decided to try moving the entirety of the map up by 50 units, to see if the height of the map was the problem. Note that the map now sits above the yellow wall. This is not too hard using the "global height edit" function, which also thankfully adjusts the GAT tiles. However, it was also necessary to manually adjust the height of each object, which was moderately time consuming but not difficult using the object list. And surprisingly, it works! The weird culling effect is eliminated and the map displays normally now. So it seems like the game has issues if map geometry goes too far below the ground, though this isn't an issue on any other official maps that I've seen. I wonder if this bug existed in the alpha? My guess is that the client worked slightly differently back then so this issue didn't occur, but who knows.
    1 point
  5. Version 4.0

    2679 downloads

    This is an archive of all 'item' and 'collection' .bmp's in data.grf and rdata.grf - extracted and converted from upto-date GRF's. Images extracted, converted to .png and replaced #FF00FF with transparency, then saved as their item ID e.g: File for apple image »¡°£Æ÷¼Ç.bmp converted and renamed to 501.png. Ideal for uploading to websites/control panel shop pages. Please note: This is a .7z file. You will need 7-Zip or a capable version of (Win/un)RAR to unpack it.
    Free
    1 point
  6. Version 1.0

    1569 downloads

    Skin Thor Patcher Hi there, I'm sharing a skin for thor patcher made by me. The configurations of skin, is up to you. If you like the skin, please rate this topic and my profile with 5 stars to continue my work and send more beautiful skins for free... Enjoy. Brainsteal.
    Free
    1 point
  7. Hey guys, I'm pretty familiar with variables (I use them in almost every script I make), but quite honestly, my knowledge of variables is somewhat of a piecemeal of seeing them used in other scripts and simply copying what I see. I know where and when to use certain variables, but I don't know why I'm using them. I understand the basic jist of how variables work, but what I'm not understanding is the difference between, say, "$var$" and $@var$. Is this basically a combining of variables, such that the variable applies to more than one thing? At this point, all I really understand about variables is that they allow you to store values very easily, and depending on which variable you use, the value will be linked to a different function like an account ID, player ID, etc. But I'm not understanding the underlying complexities of variables and how multiple variables can be combined to achieve different effects. Any help would be greatly appreciated.
    1 point
  8. $var$ stored value globally can be access by any NPCs any time. value persistent even after you reboot or reloaded server. $@var$ stored value globally can be access by any NPCs any time. value ISN'T persistent if you reboot or reloaded server.
    1 point
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