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aadritch2

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  1. This is my script : bonus_script "{ bonus bHealPower,100; bonus bAddItemHealRate,100; skill \"NV_FIRSTAID\",1; bonus2 bSkillCooldown,\"NV_FIRSTAID\",5000; autobonus3 \"{}\",1000,5001,142,\"{ specialeffect2 7; sc_start2 SC_L_LIFEPOTION,5000,-1,1; }\"; }",3600,9,1,SI_BLANK; Everything up to the increased cooldown works, but the autobonus doesnt seem to take effect whenever I use "NV_FIRSTAID". I tried using the autobonus3 part in an item to test it and as expected, it works fine in an item. But if I use bonus_script to add the autobonus3 to a player, nothing happens.
  2. I tried using and testing bonus2 bDropAddRace,RC_All,5; and also tried googling stuff only to discover that it is not working. Anyone knows how and can help me fix this issue? Just a quick fix on drop rate calculation, I don't need it to reflect using @monsterinfo as I can just wait for the official fix for that. I really just need bDropAdd to function. Thanks in advance.
  3. Is it possible to specify which items were sold when using OnSellItem:? Similar to how normal NPC Shops know which items to delete when you sell items normally. OnSellItem: only gives general data like item id, refine leve, etc. but it cannot pin point which items in the character's inventory were actually dragged to the sell window and were sold. Please help, really need this. Wrong thread, my bad
  4. Thanks for the reply. The thing im not sure about delitem3 is how many random options can it take in consideration. I tried using delitem3 but i got disconnected from serve EDIT: Got it working now, I set the @sold_option1 to another variable first, and using that variable for delitem3 param instead of using @sold_option1 directly. I can now differentiate item with random options, but only the first random options. Still cannot differentiate two items with two or more random option with the first option being the same. It seems like delitem3 shows an error when I use it to delete an item without random options, but then, I use delitem2, there's a possibilty that it will delete another same item with random option.
  5. Is it possible to delete those items that were specifically "sold"? For example, I have three +10 Example_Sword in my inventory, each of them has 3 Random Options, all of them has 'Holy Property' as their first random option, while their other two random options are all different from each other. If I sold 1 Example_Sword, how can I delete only that specific sword and keep the others intact? If i use delitem2 it's possible that it will delete the wrong item. But what about delitem3, can it take into factor the last two random options of the items? EDIT: I noticed that items in inventory have unique id like GID in the database, is it possible to get this value like a @sold_gid[] array when using OnSellItem: and also delete the item using its "gid"?
  6. 1.) Is it possible to detect when it is cancelled via moving or taking damage? 2.) Real problem: Character gets stuck when interrupting progressbar, can't move (but can still use items) until character select. Realls makes me think because I made a previous script that uses progressbar, but that one I can cancel without getting stuck. This one, which I literally just copied and paste from the first one and made adjustments, makes the character stuck when cancelled. The difference is Previous script: a custom function called upon item use. Second script: from an "invisible" NPC (example: - script NPCNAME -,{ } )
  7. unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>,<casttime>}; Is it possible to get the <target id> of a target when using a skill? Also, is <target id> GID or just charid?
  8. I am working on something like a mob hunting npc. So I kind of want that when that particular summoned monster dies, it finishes the quest for the player who "owns" the monster. I cant really on mob class because it is possible for 2 players to have to spawn/hunt the same mob in the same map.... EDIT: an example of what i want to do: a.) A character ABC summons an mvp via NPC. b.) The mvp mob dies c.) How can I trace back character ABC, regardless of who killed the mob? I sense, what I want is to "attach" the character's id to the "summoned mob" only. So when it dies, I use a variable to refer to "summoner" not the killer. EDIT: Nevermind, figured out a way to detect which monster died. Thanks!
  9. It was as you said! Thanks!
  10. Hello, is this possible in the current rathena or do I need to source edit. My question is this, for example i summoned a monster: monster .@map$,.@mapx,.@mapy,getmonsterinfo(mobid,MOB_NAME),mobid,1,"Mob Spawner::OnMobDeath"; If I am right, upon the mob's death, it will trigger OnMobDeath label from the Mob Spawner NPC. Now I want to know if its possible that upon the execution OnMobDeath label, i will refer to the dying monster specifically, not just its id from killedid. I know that it will be possible once I can get hold of its GID, so is there any way to do it? (for example like getmobGID() but this function doesnt exist) I've already encounter this get_monster_gid but the way I see it, I can only use its GID after I summon it, not when it dies. TL;DR: Get a monster GID upon its death
  11. Players keep getting "the limit of players has been reached" whenever they try to use @accept command when invited by other players. Why? Please help.
  12. [SOLVED] i changed the DPI of the icons to 96.
  13. Hello, I just want to ask how do you get custom icons to work in signboardlist.lub. I've added the bmp files in information folder but I still get resource errors. Any idea where I got it wrong?
  14. Yes I've tried that. My value was -8868/100, but the result i get is still from -88% rather than -88.68% which are 3410 and 3214 respectively. Its a little difference in percentage but it can be a large gap in bigger numbers. It seems to it keeps rounding off the decimals. Thanks for answering.
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