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Peopleperson49

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Posts posted by Peopleperson49

  1. That rank info error is not actually an error. Go to the bottom of the script and you will see a table to put in your PHPMyAdminin. If you have the current script then their is an option to disable the rank stuff. As for the missing item 40737, that is my custom super blue gemstone. You need to use your own item or the default reset stone that the official version uses. It really sounds like your using an old version as I made the later version uses the official reset stone item and disabled the rank script by default.

     

    Also if you do have an issue please specify which version you are using. Thank you.

     

    On 9/9/2020 at 12:01 PM, fzxree1010 said:

    Hi, is this file include together with all the quest_db for gramps?

    This gramps is completely custom and is way beyond the normal quests. With it you don't even need the quest boards.

    Peopleperson49

  2. This function is very easy and I have used it for sometime, however, I need cannot seem to get it to detect when an item already has an extra enchantment such as a crimson weapon. Is that even possible with this command, but right now I have my doubts...

    Peopleperson49

    Never mind, figured it out and it seems so simple now...

    Peopleperson49

  3. Six pages and I still didn't see my issue. It's been quite some time for me but trying to update this client for a friend and it is really irritating me. I can nemo it but most patches say they can't find the path, but besides that when I try to run the new client I get the error entry point not found. I will include the popup box below. Thanks.

    P.S. clients were never my strong suit so all of you that they are, mad props!

    Peopleperson49

     

    586437118_ClientError.png.e272c8312ce5cb2376f458e858716377.png

  4. All 3 are downloading for me in the first post of the topic that I started. You really should read from the beginning, lol. Have a nice day.

    Peopleperson49

     

    Quote

    @Mabuhay Although these modifications are great., it is less likely to be implemented in official rathena since it is not officially in any official ragnarok (iro, kro, etc..) if i am not mistaken.

    I would like to point out that if you look at the script and item type commands doc, most stuff there never came from the official servers. Someone along the way said that would be something useful and they added it. This isn't anything different. Their is no negatives to adding them in anyway except the few minutes time of already overworked DEVs... They are quite powerful commands that have a lot of versatility. Once added they would only make rA stronger overall. Since they are simple items type commands their isn't much difficulty adding them to the git. As I said before it just takes a few minutes for someone with DEV access to add them. Once added they are there forever.

    Peopleperson49

    • Upvote 1
  5. This is completely possible they the have been adapted in some way under another name. OnAtkCast was simple and wasn't based on an attack chance that the server had to calculate with each attack. It does it with every attack flawlessly and the speed was based on the players attack speed. With bAutoSpell the player still has to physically attack, but that attack is limited by the range of the weapon they hold. For example that wizard has bAutoSpeed set to 100% cast of fireball it would be trying to cast it at the wands physical attack at the range of 1-3. The wizard will get pummeled. With OnAtkCast the range would be what ever it is for that skill so something like magic crasher or fire ball gives them considerable distance. I have played with bAutoSpell before... The command AspdLimitIncrease is also great for servers... Anyways thanks for the reply.

    Peopleperson49

  6. Indy made some awesome script commands that even to this day are very helpful. It wouldn't take much to add them permanently so that they could be used by all. OnAtkCast is freaking awesome in its own right. For example, I made all my wands magic crasher when the wearer of any wand physically attacks. Other things can be done like making a wand attack with a fireball every physical attack. It allowed me to give healer and wizard classes an actual magical based physical attack similar to many other games out their.

    Peopleperson49

    • bIndOnAtkCast
    • bIndMatkEvasion
    • bIndDispellResist
    • bIndSelfDmgOnSpell
    • bIndAnkleSnareImmunity
    • bIndNoNinjaOrbReq
    • bIndDispellDeflect
    • bIndHealMaxHPBoost
    • bIndPerfectDodgeIgnore
    • bIndAtkElemBoost
    • bIndAspdLimitIncrease

    IndBonusPack1.patch

    IndBonusPack2.patch

    IndOnAtkCast.patch

    • Upvote 1
  7. This was made in the period of time when I wasn't doing anything with RO. I am in the military and my deployment got extended multiple times so I had to leave my server to be managed by others must longer than expected. They ran it into the ground and when I got back it was dead. Before I left for deployment it had almost 1200 regular players (which costs me out the butt for hosting). I had got lucky a couple times and absorbed a couple big servers that went down and it was still growing. After the official shut down I just didn't have the heart to restart again as long as I am in the military. I am still looking for a good mid rate server to share all my custom stuff with, but so far nothing has presented itself. Long story short, sorry I don't have it.

    Peopleperson49

  8. I'm glad they could be of service. I would like to stress that you will have to update them as files change or get restructured over time. You might be able to pay someone a few dollars to update them for you and maybe share them here again to give back. Either way if I need them then I will just update them myself, but others might appreciate it.

    Peopleperson49

  9. I never delete anything, lol. But, I don't know where the OnAtkCast went. I will post it if I find it. It was a real shame when they choose not to add these to the svn back in the day. I used the OnAtkCast on every one of my wands to allow players to do ranged magic damage when they were equipped. Ironically it's exactly how Ragnarok M does it now, years later. Since I always added back with each update it probably got lost somewhere.

    Peopleperson49

    Edited: I said I never delete anything... Since these were originally paid items I wouldn't normally give them out, but Ind gave them out several years back in the one of the posts above and his links are now broken. Keep in mind that these patches WILL WILL WILL need to be updated or manually installed to work correctly! However, I recently installed the OnAtkCast on a test server and it worked fine manually doing it. OR BETTER YET PLEASE ADD THEM TO THE GITHUB FOREVER!!!

    IndBonusPack1.patch

    IndBonusPack2.patch

    IndOnAtkCast.patch

    • Upvote 1
  10. Zombie Tag


    Zombie tag is a pvp script that spawns a number of custom zombies mobs every minute. The goal is for players to survive for the full 10 minutes. When a player gets killed they respawn as a zombie. Once a zombie they are unkillable, but can still kill any other surviving players.


     

    • Upvote 1
  11. Secret Laboratory Ray


    Based on the secret laboratory ray on www.neopets.com. Once players collect all nine map pieces they can make a complete map that teleports them to the NPC. It can be collected once per day. You choose how you want to distribute them, but I added them to my giftboxes, old blue boxes, and old purple boxes. This also includes custom items created to support the script.


     

    • Upvote 1
  12. Gramps


    Created custom Gramps script following the set conditions of the official iRO version based on the wiki. Some modifications have been made based on player suggestions such as allowing the player to collect a partial reward after killing at least 150 of the monster (to minimize players getting bored). Players can perform one mission every 23 hours (timer starts when the player accepts a quest). Each monster will give their normal experience in the wild, but the reward equals (normal Base/Job Exp*400). Players can reset the 23 hour cooldown with a Super Blue Gemstone (or other Reset Stone item of choice) once every 3 hours. Kills from party members count toward your mission total if you see the kill on your screen and they are less than 30 levels higher than the quest player. If they level up to the next mission range before they complete the current mission they can still collect their reward. If their a VIP Member at the time of completion they have the option to collect  the normal amount of Base/Job Experience or double either one of them. Also have a low chance of earning the associated monsters card. This is actually slightly higher for players assisting others.


     

  13. My Ragnarok Underground server was up for over four years and I never accepted a single donation, so the use of vip status never really appealed to me. But I'm writing a script for someone and they want certain features to be enable for it. I verified that VIP was enabled in the src/config/core.h, but it still won't allow me to actually get it to work even when using the @vip +30d "NAME" command. It will indicate that I have 30 days remaining, but when you to into any script it is like it's not enabled. What is the trick I'm missing here? The only thing that I didn't touch that might affect it is the: #define VIP_SCRIPT 0. Thanks.

    Peopleperson49

    if(vip_status(1)) { dispbottom "VIP Status Test";  }

     

  14. I played the jitterbug on my test server and it took me about 30 minutes to beat it by myself, but it took around 20 more minutes before it finally told me that memorial dungeon had closed. This was pointed out by another server that I was working on. But five minutes isn't all that long unless you have a line of players hoping to get into an instance for some reason, lol. Anyways, thanks for the reply.

     

    Also that getmapusers check only happens after a player warps out. If their are still more players on the map it does nothing. So it really uses less resources by ending an empty instance than allowing it to keep running for even 5 minutes. Also setting the IdleTimeOut to 5 seconds would use much more resources as every time the instance runs it is essentially doing the getmapusers check, well, every 5 seconds...

    Peopleperson49

  15. I covered that above, but I guess in not enough detail. Most servers don't modify their max number of instance from 10 so on larger servers if you have several instances running somebody may hit the limit and be rejected. Assume you had a run of players doing instances and they all quit or finish them before the timer expires. Until the remainder of the time (up to an hour in most cases) nobody else can do any instances. It is as simple as doing a check to still see who is in that instance and destroy it and boom no more server resources are wasted for nothing and new instances are freed up. We optimize scripts to use less resources for the same result, so why would this be any different. This post was a result of another server having this issue so I figured I would post it here for all to see, but their are several instances that just finish out the clock for no reason. Again, this would be more for larger servers or those servers not quite paying for the fastest hardware...

    Peopleperson49

    Quote

    On a larger server this would be important to not using up all the free instances available to players.

     

  16. This is kind of a two part post since I can't seem to find out where to submit bug reports, so if anybody can tell me where to do that it would be great. But really I suggest that somebody update the Nightmarish Jitterbug instance to destroy the script after it is beat so you don't have to wait for it to time out. On a larger server this would be important to not using up all the free instances available to players. It really also needs this check in various places throughout the script as it is very long and will keep running even if all the players quit or logout.

    Peopleperson49

    Modify this:

    1@jtb,391,30,0	script	24 Door 1	WARPNPC,3,3,{
    	end;
    OnTouch_:
    	if (isbegin_quest(13181) == 1)
    		completequest 13181;
    	warp "moc_para01",30,88;
    	end;
    }

    To this:

    1@jtb,391,30,0	script	24 Door 1	WARPNPC,3,3,{
    	end;
    OnTouch_:
    	if (isbegin_quest(13181) == 1)
    		completequest 13181;
    	warp "moc_para01",30,88;
    	sleep 5000;
    	if(getmapusers(instance_mapname("1@jtb"))<1) { instance_destroy(); }
    	end;
    }

     

  17. That is what I did. OnPCDieEvent only works from scripts and for some reason it doesn't see instances as scripts. When you try to use it you get a nice warning telling just that... Using strcharinfo(3) will render the actual mapname only not the instance mapname. For example: it will show 1@map but your characters are in 0001@map. What I noticed is that when the last player leaves the instance such as respawning or disconnecting it wont destroy the instance until the timer runs out. Thanks for the reply.

    Peopleperson49

  18. I like the youtube video, but that setup seems exactly like what I remember playing from Kurama back in 2014 or 15. It was shared with me after I released my original monster hunter script. He called it Hunt da monster. I have it backed up somewhere, but it has been a log time so probably just my poor memory. Nice script man.

    Peopleperson49

  19. I might need to play around with instances more, but I have a couple questions.

    1) Is their a way to get the actual instance_id for an instance. Their are several cases where i want to use instance_destroy, but it tells me instance 0 is invalid. The script_commands tells me that it needs the instance_id to work. For example, if I want to use the OnPCDieEvent event to warp a character out of the map when he dies I need it to destory the instance if he was the last player on the map or it will keep it open until the timer ends.

    2) Getmapusers when called from OnPCDieEvent does not render the proper map. Using strcharinfo(3) will the proper instanced map name such as 0011@gf, but instance_mapname nolonger does so they never match. Without the check it would warp players on anymap.

    Peopleperson49

    Quote

    *instance_destroy {<instance id>};

    Destroys instance with the ID <instance id>. If no ID is specified, the instance
    the script is attached to is used. If the script is not attached to an instance,
    the instance of the currently attached player's party is used. If that fails,
    the script will come to a halt.

    Quote

    OnPCDieEvent:

    if(playerattached()==0) { end; }

    if(strcharinfo(3)!=getmapusers(instance_mapname("1@gf"))) { end; }

    warp "SavePoint",0,0;

    if(getmapusers(instance_mapname("1@gf"))<0) {  instance_destroy(); }

    end;

     

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