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Mumbles

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  1. Mumbles's post in One Pokemon Ball catch all types of pokemon monsters? was marked as the answer   
    You would simply have to set the taming item ID for the same item for all Pokemon; in this example, the taming item is 619 (Unripe Apple).
     
    2002,BULBASAUR,Bulbasaur,619,9001,10013,531,80,20,50,100,250,20,2000,400,1,0,350,400,800,{ petloot 10; } 2003,IVYSAUR,Ivysaur,619,9001,10013,531,80,20,50,100,250,20,2000,400,1,0,350,400,800,{ petloot 10; } 2004,VENUSAUR,Venusaur,619,9001,10013,531,80,20,50,100,250,20,2000,400,1,0,350,400,800,{ petloot 10; }
  2. Mumbles's post in Give Item NPC was marked as the answer   
    I think you're looking for this?
     
    Download: Latheesan's Itemizer Script
  3. Mumbles's post in need explanation of this script was marked as the answer   
    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.
  4. Mumbles's post in sg skills help was marked as the answer   
    In conf/battle/skill.conf, you can edit this line:
     
    // Allow use of SG skills without proper day (Sun/Moon/Star) ? allow_skill_without_day: no

    If you're adding this change on a live server, @reloadbattleconf will apply the new setting.
  5. Mumbles's post in Changing maps background music was marked as the answer   
    If you want to change the music entirely, you could simply replace the corresponding .mp3 file in your client folder's BGM directory. Doing this would change the music on every single map that uses the new file. For example, replacing 87.mp3 client-side would change any map's background music that has the 87.mp3 defined in data/mp3nametable.txt.
     
    If you wanted to add a new .mp3 file and change a specific map, you would change the map's file definition in data/mp3nametable.txt.
     
     
        gef_fild02.rsw#bgm\\35.mp3#     gef_fild03.rsw#bgm\\35.mp3#     gef_fild10.rsw#bgm\\35.mp3#     in_orcs01.rsw#bgm\\35.mp3#  
    Here, we can see that multiple maps use 35.mp3. Instead of changing the song for all four maps that use it, we could change a specific map by adding a new file to the BGM folder and defining it. For example, if I added a new .mp3 and called it 1001.mp3, I could then change:
     
     
    in_orcs01.rsw#bgm\\35.mp3#  
    to:
     
     
    in_orcs01.rsw#bgm\\1001.mp3#  
    This will change the background music on in_orcs01 instead of changing it for the other field maps that use 35.mp3. This is particularly useful when adding custom maps or just getting a different feel for an existing one.
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