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chriser

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Everything posted by chriser

  1. chriser

    Item Heal

    are you really too lazy to read the wiki? How hard is that to understand?
  2. chriser

    adding AFK!

    http://rathena.org/board/topic/71389-afk-with-afk-hat/
  3. i think what he means it that you could rename the ro.exe to ro.dll, and in the patcher conf (where you can set which file to start when clicking play) set to open ro.dll
  4. dude, you are using chrome, how can it be a hard time to search for that? just right click on the elements, then click the last option (something like analyze element) and look at that element. should be easy to determine where this stuff is (e.g. search for the class or the id of the element in the source)
  5. Are you having pre-re? because bFixCastrate is only renewal.
  6. chriser

    Item Heal

    http://rathena.org/wiki/Percentheal percentheal rand(30,50),rand(30,50);
  7. http://rathena.org/wiki/Compare Edit: The documentation is really confusing. The examples tells when compare is true that the substring was found, false otherwise, but the documentation tells the opposite... got fixed in the wiki
  8. http://rathena.org/wiki/Setwall
  9. you have to continue the cases for each bag function script coinbag { swtich(getarg(0,0)) //default to 0 to prevent errors { case 0: //For B Grade e.g. setarray .@coins[0],<id>,<amt>,<id>,<amt>,...; break; case 1: //C Grade setarray .@coins[0],<id>,<amt>,<id>,<amt>,...; break; //etc... case 2: //D Grade setarray .@coins[0],<id>,<amt>,<id>,<amt>,...; break; //etc... } .@rnd = rand(getarraysize(.@coins)) / 2; getitem .@coins[(.@rnd*2)],.@coins[((.@rnd*2)+1)] } what i am doing here: depending with which parameter you call the function, the array is filled with other values, e.g. callfunc "coinbag",1 calls the case for the C Grade Bag, callfunc "coinbag",2 the case for the D Grade Bag. you just have to fill the array with the right ids and values. after filling the array, all coin bags do the same: getting your item. What i am then doing is a bit tricky. I am dividing the random number I got by 2, then multiplied it by 2 again so that i have the even number, e.g: rand(getarraysize)) returns 3, divided by 2 equals 1 (because of rounding), then mult by 2 again is 2, which would be .@coins[2] which is the ID. the next element is .@coins[3], which is the amount of the item. then you just get the item with getitem.
  10. 16019#°­È­¸ÞÀ̽º# take this for example. everything should be right now idnum2itemdesctable: Quote idnum2itemdisplaynametable: Quote idnum2itemresnametable: itemslotcounttable: Quote
  11. i am not good in math, but 10/100 seems to be 0,1...
  12. open a trade window with an npc is not possible i think
  13. http://rathena.org/wiki/Getnameditem
  14. Or make tests with higher damage numbers, where the effect will be stonger. attacks have a random value, so test it with like 20000 str and then tell the results again.
  15. okay, if you want to copy the exact behavior of the script, you have to add the coin bag here: http://svn.code.sf.net/p/rathena/svn/trunk/db/const.txt (after "IG_CardAlbum_Garment") increase the maximum MAX_ITEMGROUP here: http://svn.code.sf.net/p/rathena/svn/trunk/src/map/itemdb.h (set it 1 higher then the last id in 1.) add the items which are in the bag here: http://svn.code.sf.net/p/rathena/svn/trunk/db/re/item_misc.txt (format is described at the top, the groupid equals what you have set in const.txt, e.g IG_B_Grade_Coin_Bag 70, then your groupid is 70 and so on...) in the itemscript: getrandgroupitem(IG_B_Grade_Coin_Bag),1, so exactly what is in the script of the A Grade Bag. If you dont care about the exact implementation: function script coinbag { swtich(getarg(0,0)) //default to 0 to prevent errors { case 0: //For B Grade e.g. setarray .@coins[0],<id>,<amt>,<id>,<amt>,...; break; case 1: //C Grade ... break; //etc... } .@rnd = rand(getarraysize(.@coins)) / 2; getitem .@coins[(.@rnd*2)],.@coins[((.@rnd*2)+1)] } then just call the function coinbag in the script (btw: not tested) { callfunc "coinbag",<id>; }
  16. ah okay, i see, then this is very useful. I hope we will have a mvp spawn table somewhen so that server crashes don't matter anymore.
  17. for example, but that has nothing to do with the sprite shown when attacking. The sprites shown when attacking depends only on the ID (and the viewID i think). So if 16027 is in the mace ids (which is 16000 to 16050 i think), you should see a sprite when attacking. the entry in resnametable is only for displaying the item image in you inventory and in the item preview (with the description), when laying the item on the floor on when dragging the item somewhere.
  18. do not set the view id in the accessory to 8,you don't need that, just delete it. and the idnum2resnametable, you either have to copy a existing resource (e.g. look for a mace, search that id in the resnametable and copy the stuff after the id to 16026#<here>#) or you have a custom one (which i do not assume, so just copy one).
  19. The view ID determine the kind of the weapon, so a mace would be view id 8. its the real item id that matters for weapons when wanting to have sprites. your ID needs to be a free id for maces, the view id has to be 8
  20. where is the difference? it does not matter if the mobs gets spawned when the map is not empty anymore or when mvps get spawned immediately. as you said, only a matter of ressources.
  21. Do you want all the coin bags to behave as the Grade A Coin Bag? Or do you want to have another script on the coin bags? (so with the announce stuff?)
  22. The view of the Thor Patcher is based on IE, so it caches it. You either have to STRG+F5 reload it, or rename the file to .php. I don't know if you have to echo the whole stuff or if you can use just html, but i think you can just write html as long as the file is a .php file (which IE won't cache)
  23. for equip_job you could use this beautifuly tool http://myzter.com/downloads/ro-bitmask.htm
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