Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 04/22/13 in all areas

  1. Slight Script Engine Update r17280 applies a handful of changes that are just barely worth mentioning. 'close' vs. 'end' Prior to this update, the 'close' command could be used to used to end scripts without having a dialogue window open. This is bad practice, since 'end' is the proper command; now the map-server will output a reminder to edit those scripts: [Warning]: Incorrect use of 'close' command! (source:Example NPC / path:npc/custom/Example.txt)Some of you may have also noticed that, before this change, only 'close' could end a script with a menu open ('select', 'prompt', 'menu'). This has been corrected; now 'end' is able to terminate these scripts.// Before: select("Choice 1:Choice 2"); close; // After: select("Choice 1:Choice 2"); end; NPC TimeoutThe more noticeable change is the completion of the "Secure NPC Timeout" feature, turned on by default (as it is on official servers). With this change, NPCs will automatically terminate if the attached player is idle for a given period of time: /** * Optional NPC Dialog Timer * When enabled all npcs dialog will 'timeout' if user is on idle for longer than the amount of seconds allowed * - On 'timeout' the npc dialog window changes its next/menu to a 'close' button * Comment to disable the timer. **/ #define SECURE_NPCTIMEOUT /** + * Number of seconds after an 'input' field is displayed before invoking an idle timeout. + * Default: 180 **/ #define NPC_SECURE_TIMEOUT_INPUT 180 /** + * Number of seconds after a 'menu' is displayed before invoking an idle timeout. + * Default: 60 **/ #define NPC_SECURE_TIMEOUT_MENU 60 /** + * Number of seconds after a 'next' button is displayed before invoking an idle timeout. + * Default: 60 **/ #define NPC_SECURE_TIMEOUT_NEXT 60 For instance, a "next" button will automatically turn into "close" after 60 seconds have passed.So what? if (QuestVariable == 4) { /* Section 1 */ mes "You've completed the quest."; set QuestVariable,5; next; /* --------- */ mes "Here's your reward!"; getitem 512,1; close; } else if (QuestVariable == 5) { mes "You've already claimed a prize!"; close; } In the snippet above, idling in the first section (marked off by *) will end the script before the player can receive a reward. While this may be a stretch, less-obvious cases certainly do exist.The point: Make sure to check that these changes do not cause any errors or exploits in your custom scripts. They shouldn't, for the most part, but they will break poorly-written NPCs. Thanks for reading!~ :>
    5 points
  2. Recently i was facing an issue with newer clients that doesn't allow space in guild names. With ollydbg, I figure out how to allow space and I'm sharing: Open your hexed with a hex editor and search for this hex: Replace for: The 20 hex above is the space string (" ") , I changed it to "!" and If you want change to another just put the hex code in that position. Note: Tested in 2012-05-25-RagexeRE.
    3 points
  3. All headgear official bRO, cRO, euRO, fRO, idRO, iRO, jRO mysgRO, twRO, tRO Update November 2022 Headgear November 2022.7z Iclude list and miss headgear
    1 point
  4. Hello everyone!!! may I request for a guide on how to add a custom card and the files to edit?? THX
    1 point
  5. You have Statusup command if you don't want to see this @com in atcommandlog
    1 point
  6. SA_LIGHTNINGLOADER or SA_FLAMELAUNCHER are not sc_const, you should use SC_FIREWEAPON SC_WATERWEAPON SC_WINDWEAPON SC_EARTHWEAPON
    1 point
  7. try these.... {},{ sc_start4 SA_LIGHTNINGLOADER,60000,5,0,0,1; },{ sc_end SA_LIGHTNINGLOADER; } {},{ sc_start4 SA_FLAMELAUNCHER,60000,5,0,0,1; },{ sc_end SA_FLAMELAUNCHER; } hope its what you need...
    1 point
  8. if((skill=pc_checkskill(sd,MO_DODGE))>0) status->flee += skill*3;
    1 point
  9. for the chat. simple double click on it and rename it. for inventory window. just change it inside the msgstringtable.txt
    1 point
  10. oh sorry. here it is. https://github.com/Swadon/Client-Translation/
    1 point
  11. update your svn to latest revision
    1 point
  12. u mean iraciz's ? idnum2itemdesctable.txt
    1 point
  13. in my opinion, counting non-idle players on the server is usually used by event, so its counted map-wide, not server-wide I suggest if implementing this, might as well add this idea into getmapusers as well ...
    1 point
  14. OnPCDIeEvent: will also trigger when you are killed by monster - script fghk -1,{ OnPCKillEvent: message strcharinfo(0), "You killed "+ rid2name(killedrid) ; message rid2name(killedrid), "You have been killed by "+ strcharinfo(0) ; end; }
    1 point
  15. Original script: {},{ set eff877,1; while(eff877==1){specialeffect2 877; sleep2 6000;} },{set eff877,0;} . This appears to be a part of an item script. If so, then when the item is equipped, this will run: set eff877,1; while(eff877==1){specialeffect2 877; sleep2 6000;} . When the item is unequipped, this will run: set eff877,0; . Let's break it down: set eff877,1; // This defines the permanent player variable 'eff877' as 1. while(eff877 == 1){ // This runs a loop, which checks if the attached player's eff877 variable is 1. specialeffect2 877; // This runs the special effect 877 (@effect 877) on the attached player. sleep2 6000; // This pauses the script for 6 seconds, adding a delay when it loops. } . Since the variable eff877 is set to 0 when the player unequips the item, the loop will no longer run; thus, the contained script will not be invoked either.
    1 point
  16. Hi, does anyone has a working auction system? I'm using the rAthena auction system but it is not working.
    1 point
  17. or it is possible to make point without killing? Solved
    1 point
  18. Here http://www.mediafire.com/?2ce82xov8pbo88z ------------------------------------------------- Please click the green button in the right side if i helped
    1 point
  19. update October 2012++ If post reputation 50++ i will share lot of new Headgear
    1 point
×
×
  • Create New...