Jump to content

ewanjeli

Members
  • Posts

    41
  • Joined

  • Last visited

Posts posted by ewanjeli

  1. - script invasion -1,{
    OnInit:
    setarray .Map$[0],"prontera","payon","izlude","dicastes01";
    end;
    //OnMinute00:
    OnWhisperGlobal:
    set .RandMap,rand( getarraysize( .Map$ ) );
    set .mvp1,1658;
    set .mvp2,1648;
    set .mvp3,1751;
    set .mvp4,1312;
    set .boss,2600;
    set .ItemID,12484;
    announce "[ Rune-Midgard Guard ]: We have trouble here in the town " + .Map$[.RandMap] +"!", bc_all;
    sleep2 5000;
    announce "[ Rune-Midgard Guard ]: Everyone, we need your help to get rid of these monsters!", bc_all;
    monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp1,10,"::OnKilled";
    monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp2,10,"::OnKilled";
    monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp3,10,"::OnKilled";
    monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp4,10,"::OnKilled";
    end;
    OnKilled:
    if( mobcount( .Map$[.RandMap],strnpcinfo(0)+"::OnKilled" ) > 0 ){
    mes "^008000 The Invasion Soldier is still alive! ^000000";
    }
    else {
    announce "[ Rune-Midgard Guard ]: The " + strmobinfo(1,.boss) + " has spawned in " + .Map$[.RandMap] + "!", bc_all;
    monster .Map$[ .RandMap ],0,0,"Invasion Boss",.boss,1,strnpcinfo(0)+"::OnSpecialMobDead:";
    }
    OnSpecialMobDead:
    announce strcharinfo(0)+" has fought off the Invasion and has been awarded a worthy prize!", bc_all;
    getitem .ItemID,3;
    end;
    }
    

    like this??. but it still spawn many boss..

    Capture.png

    and error

    Capture.png

  2. how to make boss spawn only 1 after all the mvp is kill??

    thank in advance

    here my script

    - script invasion -1,{
    
    OnInit:
    setarray .Map$[0],"prontera","payon","izlude","dicastes01";
    end;
    //OnMinute00:
    OnWhisperGlobal:
    set .RandMap,rand( getarraysize( .Map$ ) );
    set .mvp1,1658;
    set .mvp2,1648;
    set .mvp3,1751;
    set .mvp4,1312;
    set .boss,2600;
    set .ItemID,12484;
    announce "[ Rune-Midgard Guard ]: We have trouble here in the town " + .Map$[.RandMap] +"!", bc_all;
    sleep2 5000;
    announce "[ Rune-Midgard Guard ]: Everyone, we need your help to get rid of these monsters!", bc_all;
    monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp1,10,;
    monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp2,10,;
    monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp3,10,;
    monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp4,10,"::OnKilled";
    end;
    
    OnKilled:
    if (mobcount("+.Map$[.RandMap]+", "Invasion Soldier") > 0) {
    mes "^008000 The Invasion Soldier is still alive! ^000000";
    }
    else {
    announce "[ Rune-Midgard Guard ]: The " + strmobinfo(1,.boss) + " has spawned in " + .Map$[.RandMap] + "!", bc_all;
    monster .Map$[ .RandMap ],0,0,"Invasion Boss",.boss,1,strnpcinfo(0)+"::OnSpecialMobDead:";
    }
    OnSpecialMobDead:
    announce strcharinfo(0)+" has fought off the Invasion and has been awarded a worthy prize!", bc_all;
    getitem .ItemID,3;
    end;
    }
    

  3. i got error

    Capture.png

    here my mob_db2.txt

    2600,Extreme_Monter,Extreme Monster,Extreme Monster,1000,800000000000,800000000000,1000000000,1000000000,1,100000,10000000,120,120,500,500,100,500,500,500,1,1,1000,1,2,80,181,70,30,1,14171,1000,13590,1000,12927,1000,13589,1000,7086,1000,14171,1000,13590,1000,12927,1000,13589,1000,25052,1000,1000,0,0,0,0,0,0
    //ID,Sprite_Name   ,kROName	    ,iROName	    ,LV  ,HP		  ,SP		  ,EXP	    ,JEXP	  ,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Mode,Speed,aDelay,aMotion,dMotion,MEXP,MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per,Drop1id,Drop1per,Drop2id,Drop2per,Drop3id,Drop3per,Drop4id,Drop4per,Drop5id,Drop5per,Drop6id,Drop6per,Drop7id,Drop7per,Drop8id,Drop8per,Drop9id,Drop9per,DropCardid,DropCardper
    

    please help me

  4. rathena, this is my job changer

    //===== rAthena Script =======================================
    //= Job Master
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.3
    //===== Compatible With: =====================================
    //= rAthena SVN r16114+
    //===== Description: =========================================
    //= A fully functional job changer.
    //===== Additional Comments: =================================
    //= 1.1 Fixed reset on Baby job change. [Euphy]
    //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
    //= 1.3 Kagerou/Oboro added. [Euphy]
    //============================================================
    dicastes01,188,183,6 script Job Master 123,{
    mes "[Job Master]";
    Lzero:
    if(Class >= 4054 && Class <= 4085) goto L_max;
    if(SkillPoint != 0) goto L_stats;
    if(Upper == 1 && Class >= Job_Lord_Knight && Class <= Job_Paladin2) goto L_Third;
    if(JobLevel < 10) goto L_LvError;
    switch(Class){
     case Job_Novice_High:
     case Job_Baby:
     case Job_Novice:
      skill 142,1,0;
      skill 143,1,0;
      mes "Welcome, please select the job you wish to change into";
      if(lastJob != 0 && Class == Job_Novice_High){
    switch(lastJob){
     case Job_Knight:
     case Job_Crusader:
      set @target_job, Job_Swordman_High;
      break;
     case Job_Monk:
     case Job_Priest:
      set @target_job, Job_Acolyte_High;
      break;
     case Job_Alchemist:
     case Job_Blacksmith:
      set @target_job, Job_Merchant_High;
      break;
     case Job_Rogue:
     case Job_Assassin:
      set @target_job, Job_Thief_High;
      break;
     case Job_Wizard:
     case Job_Sage:
      set @target_job, Job_Mage_High;
      break;
     case Job_Hunter:
     case Job_Bard:
     case Job_Dancer:
      set @target_job, Job_Archer_High;
      break;
       }
      } else {
    switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief",
     "Super Novice","Taekwon","Gunslinger","Ninja")){
      case 7:
       if(Class == Job_Novice_High) goto L_noReq;
       if($@JC_SupNovM > BaseLevel) goto L_BvError;
       if(Upper == 2)
    	set @target_job, Job_Super_Baby;
       else
    	set @target_job, Job_SuperNovice;
       break;
      case 8:
       if(Class == Job_Novice_High) goto L_noReq;
       if(Upper == 2) goto L_noReq;
       set @target_job, Job_Taekwon;
       break;
      case 9:
      case 10:
       if(Class == Job_Novice_High || Upper == 2) goto L_noReq;
       set @target_job, @menu + 15;
       break;
      default:
       set @target_job, @menu;
       if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
       break;
     }
      }
      mes "Are you sure you want to change to " + JobName(@target_job) + "?";
      if(select("No","Yes") == 2){
    callfunc "Job_Change", @target_job;
    if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
     callfunc "F_ClearJobVar";
    } else {
     if($@JC_Plat) goto L_GivePlat;
    }
      }
      close;
      break;
     default:
      if(JobLevel < $@JC_MinimumJB) goto L_LvError;
      deletearray @job_opt, getarraysize(@job_opt);
      if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){
    if(lastJob != 0){
     set @target_job, lastJob + 4001;
    } else {
     switch(Class){
      case Job_Swordman_High:
      case Job_Baby_Swordman:
      case Job_Swordman:
       set @job_opt[0], Job_Knight;
       set @job_opt[1], Job_Crusader;
       break;
      case Job_Mage_High:
      case Job_Baby_Mage:
      case Job_Mage:
       set @job_opt[0], Job_Wizard;
       set @job_opt[1], Job_Sage;
       break;
      case Job_Archer_High:
      case Job_Baby_Archer:
      case Job_Archer:
       set @job_opt[0], Job_Hunter;
       if(Sex == 0)
    	set @job_opt[1], Job_Dancer;
       else
    	set @job_opt[1], Job_Bard;
       break;
      case Job_Acolyte_High:
      case Job_Baby_Acolyte:
      case Job_Acolyte:
       set @job_opt[0], Job_Priest;
       set @job_opt[1], Job_Monk;
       break;
      case Job_Merchant_High:
      case Job_Baby_Merchant:
      case Job_Merchant:
       set @job_opt[0], Job_Blacksmith;
       set @job_opt[1], Job_Alchemist;
       break;
      case Job_Thief_High:
      case Job_Baby_Thief:
      case Job_Thief:
       set @job_opt[0], Job_Assassin;
       set @job_opt[1], Job_Rogue;
       break;	
      default:
       set @job_opt[0], Job_Star_Gladiator;
       set @job_opt[1], Job_Soul_Linker;
       break;
     }
     mes "Welcome, please select the job you wish to change into";
     set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1];
     if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001;
    }
    mes "Are you sure you want to change to " + JobName(@target_job) + "?";
    if(select("No","Yes")==2){
     callfunc "Job_Change", @target_job;
     if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) {
      callfunc "F_ClearJobVar";
     } else {
      if($@JC_Plat) goto L_GivePlat;
     }
    }
    close;
      }
      if(checkfalcon() || checkcart() || checkriding()) goto L_remove;
      if((Class >=Job_Knight) && (Class <=Job_Crusader2)){
    mes "Choose your next step";
    if(select("Reborn","Become a 3rd Class")==1){
     if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
     set lastJob, Class;
     if(Class == Job_Knight2){
      set lastJob, Job_Knight;
     } else {
      if(Class == Job_Crusader2){
       set lastJob, Job_Crusader;
      }
     }
     jobchange Job_Novice_High;
     resetlvl(1);
     skill 142,1,0;
     skill 143,1,0;
     close;
    }
    switch(Class){
     case Job_Knight:
      set @target_job, 4054;
      break;
     case Job_Crusader:
      set @target_job, 4066;
      break;
     case Job_Monk:
      set @target_job, 4070;
      break;
     case Job_Priest:
      set @target_job, 4057;
      break;
     case Job_Alchemist:
      set @target_job, 4071;
      break;
     case Job_Blacksmith:
      set @target_job, 4058;
      break;
     case Job_Rogue:
      set @target_job, 4072;
      break;
     case Job_Assassin:
      set @target_job, 4059;
      break;
     case Job_Wizard:
      set @target_job, 4055;
      break;
     case Job_Sage:
      set @target_job, 4067;
      break;
     case Job_Hunter:
      set @target_job, 4056;
      break;
     case Job_Bard:
      set @target_job, 4068;
      break;
     case Job_Dancer:
      set @target_job, 4069;
      break;
       }
      mes "Are you sure you want to change to " + JobName(@target_job) + "?";
    if(select("No","Yes")==2){
    if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
    callfunc "Job_Change", @target_job;
    specialeffect2 514;
    specialeffect2 381;
    setlook 7,0;
      }
    close;
      }
    mes "I'm sorry, there are no further classes for your job.";
    close;
    }
    L_Third:
    if(checkfalcon() || checkcart() || checkriding()) goto L_remove;
    mes "Are you sure you want to change to 3rd Class?";
    if(select("Yes","No")==1){
     if(BaseLevel < 99 || JobLevel < 70) goto L_cantCh;
    switch(Class){
     case Job_Lord_Knight:
      set @target_job, 4060;
      break;
     case Job_Paladin:
      set @target_job, 4073;
      break;
     case Job_Champion:
      set @target_job, 4077;
      break;
     case Job_High_Priest:
      set @target_job, 4063;
      break;
     case Job_Creator:
      set @target_job, 4078;
      break;
     case Job_Whitesmith:
      set @target_job, 4064;
      break;
     case Job_Stalker:
      set @target_job, 4079;
      break;
     case Job_Assassin_Cross:
      set @target_job, 4065;
      break;
     case Job_High_Wizard:
      set @target_job, 4061;
      break;
     case Job_Professor:
      set @target_job, 4074;
      break;
     case Job_Sniper:
      set @target_job, 4062;
      break;
     case Job_Clown:
      set @target_job, 4075;
      break;
     case Job_Gypsy:
      set @target_job, 4076;
      break;
      }
      mes "Are you sure you want to change to " + JobName(@target_job) + "?";
      if(select("No","Yes") == 2){
    callfunc "Job_Change", @target_job;
    specialeffect2 514;
    specialeffect2 381;
    setlook 7,0;
    skill 142,1,0; // First Aid
    if (BaseClass == Job_Novice) {
     skill 143,1,0; // Play Dead
    } else if (BaseClass == Job_Swordman) {
     skill 144,1,0; // Moving HP-Recovery
     skill 145,1,0; // Fatal Blow
     skill 146,1,0; // Auto Berserk
    } else if (BaseClass == Job_Mage) {
     skill 157,1,0; // Energy Coat
    } else if (BaseClass == Job_Archer) {
     skill 147,1,0; // Arrow Crafting
     skill 148,1,0; // Arrow Repel
    } else if (BaseClass == Job_Merchant) {
     skill 153,1,0; // Cart Revolution
     skill 154,1,0; // Change Cart
     skill 155,1,0; // Crazy Uproar
    } else if (BaseClass == Job_Thief) {
     skill 149,1,0; // Sand Attack
     skill 150,1,0; // Back Slide
     skill 151,1,0; // Find Stone
     skill 152,1,0; // Stone Fling
    } else if (BaseClass == Job_Acolyte) {
     skill 156,1,0; // Holy Light
    }
    if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Rune_Knight2 || Class == Job_Rune_Knight_T2 || Class ==Job_Baby_Rune || Class == Job_Baby_Rune2) {
     skill 1001,1,0; // Charge Attack
     skill 144,1,0; // Moving HP-Recovery
     skill 145,1,0; // Fatal Blow
     skill 146,1,0; // Auto Berserk
    } else if (Class == Job_Crusader || Class == Job_Paladin || Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Royal_Guard2 || Class == Job_Royal_Guard_T2 || Class == Job_Baby_Guard || Class == Job_Baby_Guard2) {
     skill 1002,1,0; // Shrink
     skill 144,1,0; // Moving HP-Recovery
     skill 145,1,0; // Fatal Blow
     skill 146,1,0; // Auto Berserk
    } else if (Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock) {
     skill 1006,1,0; // Sight Blaster
     skill 157,1,0; // Energy Coat
    } else if (Class == Job_Sage || Class == Job_Professor || Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer) {
     skill 1007,1,0; // Create Elemental Converter
     skill 1008,1,0; // Elemental Change Water
     skill 1017,1,0; // Elemental Change Earth
     skill 1018,1,0; // Elemental Change Fire
     skill 1019,1,0; // Elemental Change Wind
     skill 157,1,0; // Energy Coat
    } else if (Class == Job_Hunter || Class == Job_Sniper || Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Ranger2 || Class == Job_Ranger_T2 || Class == Job_Baby_Ranger || Class == Job_Baby_Ranger2) {
     skill 1009,1,0; // Phantasmic Arrow
     skill 147,1,0; // Arrow Crafting
     skill 148,1,0; // Arrow Repel
    } else if (Class == Job_Bard || Class == Job_Clown || Class == Job_Minstrel || Class == Job_Minstrel_T || Class == Job_Baby_Minstrel) {
     skill 1010,1,0; // Pang Voice
     skill 147,1,0; // Arrow Crafting
     skill 148,1,0; // Arrow Repel
    } else if (Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Wanderer || Class == Job_Baby_Wanderer) {
     skill 1011,1,0; // Wink of Charm
    } else if (Class == Job_Blacksmith || Class == Job_Whitesmith || Class == Job_Mechanic || Class == Job_Mechanic_T || Class ==Job_Mechanic2 || Class == Job_Mechanic_T2 || Class == Job_Baby_Mechanic || Class == Job_Baby_Mechanic2) {
     skill 1012,1,0; // Unfair Trick
     skill 1013,1,0; // Greed
     skill 153,1,0; // Cart Revolution
     skill 154,1,0; // Change Cart
     skill 155,1,0; // Crazy Uproar
    } else if (Class == Job_Alchemist || Class == Job_Creator || Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) {
     skill 238,1,0; // Bioethics
     skill 153,1,0; // Cart Revolution
     skill 154,1,0; // Change Cart
     skill 155,1,0; // Crazy Uproar
    } else if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
     skill 1003,1,0; // Sonic Acceleration
     skill 1004,1,0; // Throw Venom Knife
     skill 149,1,0; // Sand Attack
     skill 150,1,0; // Back Slide
     skill 151,1,0; // Find Stone
     skill 152,1,0; // Stone Fling
    } else if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
     skill 1005,1,0; // Close Confine
     skill 149,1,0; // Sand Attack
     skill 150,1,0; // Back Slide
     skill 151,1,0; // Find Stone
     skill 152,1,0; // Stone Fling
    } else if (Class == Job_Priest || Class == Job_High_Priest || Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
     skill 1014,1,0; // Redemption
    } else if (Class == Job_Monk || Class == Job_Champion || Class == Job_Sura || Class == Job_Sura_T || Class == Job_Baby_Sura) {
     skill 1015,1,0; // Ki Translation
     skill 1016,1,0; // Ki Explosion
     skill 156,1,0; // Holy Light
    }
    close;
    }
    }
    close;
    
    L_GivePlat:
    if (BaseClass==Job_SuperNovice) goto L_sSuperN;
    if (BaseClass==Job_Swordman) goto L_sSword;
    if (BaseClass==Job_Mage) goto L_sMage;
    if (BaseClass==Job_Archer) goto L_sArcher;
    if (BaseClass==Job_Acolyte) goto L_sAcolyte;
    if (BaseClass==Job_Merchant) goto L_sMerchant;
    if (BaseClass==Job_Thief) goto L_sThief;
    if (BaseClass==Job_Knight) goto L_sKnigh;
    if (BaseClass==Job_Crusader) goto L_sCrusader;
    if (BaseClass==Job_Assassin) goto L_sAssassin;
    if (BaseClass==Job_Rogue) goto L_sRogue;
    if (BaseClass==Job_Wizard) goto L_sWizard;
    if (BaseClass==Job_Sage) goto L_sSage;
    if (BaseClass==Job_Hunter) goto L_sHunter;
    if (BaseClass==Job_Bard) goto L_sBard;
    if (BaseClass==Job_Dancer) goto L_sDancer;
    if (BaseClass==Job_BlackSmith) goto L_sBlackSmith;
    if (BaseClass==Job_Priest) goto L_sPriest;
    if (BaseClass==Job_Monk) goto L_sMonk;
    close;
    L_sSuperN:
    skill 142,1,0;
    close;
    L_sSword:
    skill 142,1,0;
    skill 144,1,0;
    skill 145,1,0;
    skill 146,1,0;
    close;
    L_sMage:
    skill 142,1,0;
    skill 157,1,0;
    close;
    L_sArcher:
    skill 142,1,0;
    skill 147,1,0;
    skill 148,1,0;
    close;
    L_sAcolyte:
    skill 142,1,0;
    skill 156,1,0;
    close;
    L_sMerchant:
    skill 142,1,0;
    skill 153,1,0;
    skill 154,1,0;
    skill 155,1,0;
    close;
    L_sThief:
    skill 142,1,0;
    skill 149,1,0;
    skill 150,1,0;
    skill 151,1,0;
    skill 152,1,0;
    close;
    L_sKnight:
    skill 1001,1,0;
    close;
    L_sCrusader:
    skill 1002,1,0;
    close;
    L_sAssassin:
    skill 1003,1,0;
    skill 1004,1,0;
    close;
    L_sRogue:
    skill 1005,1,0;
    close;
    L_sWizard:
    skill 1006,1,0;
    close;
    L_sSage:
    skill 1007,1,0;
    close;
    L_sHunter:
    skill 1009,1,0;
    close;
    L_sBard:
    skill 1010,1,0;
    close;
    L_sDancer:
    skill 1011,1,0;
    close;
    L_sBlackSmith:
    skill 1012,1,0;
    skill 1013,1,0;
    close;
    L_sPriest:
    skill 1014,1,0;
    close;
    L_sMonk:
    skill 1015,1,0;
    skill 1016,1,0;
    close;
    L_cantCh:
    mes "I'm sorry, you do not meet the requirements to change";
    mes "Please come again soon!";
    close;
    L_LvError:
    mes "I'm sorry, you do not seem to have enough Job Levels";
    mes "Please come again soon!";
    close;
    L_BvError:
    mes "I'm sorry, you do not seem to have enough Base Levels";
    mes "Please come again soon!";
    close;
    L_noReq:
    mes "I'm sorry, you do not meet the requirements to change";
    mes "Please come again soon!";
    close;
    L_max:
    mes "I'm sorry, there are no further classes for your job.";
    close;
    L_stats:
    mes "I'm sorry, please use up all your skill points before changing jobs";
    mes "Would you like to remove all remaining skill point?!";
    menu "Yes.",Lystat,"No.",LNstat;
    close;
    Lystat:
    set SkillPoint, 0;
    goto Lzero;
    LNstat:
    end;
    L_remove:
    mes "Please remove your cart,falcon or peco";
    mes "Please come again soon!";
    close;
    
    
    OnInit:
    // Variable Setup
    set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40)
    set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes)
    set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45)
    end;
    }
    

  5. thx it Emistry work but i change something else too

    setarray .@dx[0], -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1;
    setarray .@dy[0], -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2;
    

    to

    setarray .@dx[0], -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7;
    setarray .@dy[0], -7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7;
    

    it done

  6. sorry Emistry,

    but i dont understand what you mean by this?

    but i need jus to expand this array to 15x15 cell

    setarray .@dx[0], -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1;
    setarray .@dy[0], -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2;
    

×
×
  • Create New...