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PhantomHorizon

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Everything posted by PhantomHorizon

  1. I read through your request and it makes total sense—encouraging party play with a bonus EXP system is a great idea to keep players active and engaged. I put together a sample script that follows your logic: scaling EXP bonuses based on the number of party members, capping at 100% once you hit 5+ people in the party. It also includes the dispbottom message you asked for, so players will be notified of the bonus they're getting. I also added random number generation to make it more interesting. The script randomly gives an extra 5–15% EXP bonus, so there's a bit of luck involved when grinding in a party. It uses rand(5, 15), which generates a random number in that range and adds it to the base party bonus. I actually first looked into how these random number mechanics work while reading some reviews here, and for this script, it fits perfectly since it adds an element of unpredictability and excitement—kind of like a little gambling aspect in EXP gain. So if you’re in a full party getting 100% bonus EXP, you might get an extra 7%, 12%, or even 15% depending on the random roll. Just a little something to keep things fun. Here’s the script: // Party Bonus EXP Script function script PartyEXP_Bonus { .@Count_Party = getpartymembercount(getcharid(1), 1); if (.@Count_Party <= 1) { .@Exp_Party = 0; } else if (.@Count_Party == 2) { .@Exp_Party = 50; } else if (.@Count_Party <= 3) { .@Exp_Party = 75; } else if (.@Count_Party <= 5) { .@Exp_Party = 100; } else { .@Exp_Party = 100; } .@Random_Bonus = rand(5, 15); .@Total_EXP_Bonus = .@Exp_Party + .@Random_Bonus; dispbottom "[Party System]: You have gained " + .@Random_Bonus + "% extra bonus EXP for being in a party of " + .@Count_Party + ". Total EXP Gain: " + .@Total_EXP_Bonus + "% — Happy Leveling!"; return .@Total_EXP_Bonus; }
  2. I've been thinking about how a party EXP system like this could really motivate players to group up more often. The scaling makes sense, and I like the idea of giving clear feedback through a message. I might try putting something together based on this structure.
  3. Yes, it's possible, but it depends on your setup. If the application runs on the same server, you can use a SQL table and a cronjob to trigger it, as Rynbef mentioned. If you're looking for a client-side solution, using a custom launcher like rgzlauncher that communicates with the server could work, as Skorm suggested. What exactly are you trying to achieve?
  4. As mentioned above, it's hard to help without knowing the exact issue. Are there any error messages in the console? Did you check if the changes in skill_damage_db.yml were applied correctly and reloaded properly? Providing more details will make troubleshooting easier.
  5. If you've removed cards from item_cardalbum.txt but they still appear, check if you're using an older emulator. On the latest rAthena, card drops are controlled by item_group_db.yml (pre-re or re). Update and modify the correct file, then use @reloaditemdb.
  6. To set up a public DBRoom, you can create an NPC in Prontera that warps players to prt_are01, where another NPC sells DBs. If you want multiple arenas, duplicate prt_are01 with unique warpers. Do you need a script example for the NPC setup?
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