Jump to content

Peopleperson49

Members
  • Posts

    1181
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Peopleperson49

  1. Are you wanting it every hour instead of every day? Peopleperson49
  2. This will allow you to check if the player can hold the coins they recieve. Also I was wondering why you have "if(.@Calculation) {"? What is it comparing it to? Peopleperson49 if(#Points>=.Rate ) { input .@Amount,0,#Points; set .@Calculation,(.@Amount / .Rate ); if(.@Calculation) { set #Points,#Points - ( .@Calculation * .Rate ); if(checkweight(.CoinID,.@Calculation)==0) { mes "You cannot hold that many "+getitemname(.CoinID)+"."; close; } getitem 673,.@Calculation; mes "Gained "+.@Calculation+" x "+getitemname(.CoinID);
  3. It's just a suggestion but you can also change the economy of the agit_main script to limite investing. This will limited the number treasure boxes for all castles also. I made the change for you if you want to use it. Peopleperson49 For example: case 2: set .@Economy,GetCastleData(strnpcinfo(2),2); if (.@Economy < 6) { set .@eco_invest,5000; } else if ((.@Economy >= 9) && (.@Economy <= 11)) { set .@eco_invest,10000; } else if ((.@Economy >= 12) && (.@Economy <= 14)) { set .@eco_invest,20000; } else if ((.@Economy >= 15) && (.@Economy <= 17)) { set .@eco_invest,35000; } else if ((.@Economy >= 18) && (.@Economy <= 19)) { set .@eco_invest,55000; } else if ((.@Economy >= 20) && (.@Economy <= 21)) { set .@eco_invest,80000; } else if ((.@Economy >= 22) && (.@Economy <= 23)) { set .@eco_invest,110000; } else if ((.@Economy >= 24) && (.@Economy <= 25)) { set .@eco_invest,145000; } else if ((.@Economy >= 26) && (.@Economy <= 27)) { set .@eco_invest,185000; } else if ((.@Economy >= 28) && (.@Economy <= 29)) { set .@eco_invest,230000; } else if ((.@Economy >= 30) && (.@Economy <= 31)) { set .@eco_invest,280000; } else if ((.@Economy >= 32) && (.@Economy <= 33)) { set .@eco_invest,335000; } else if ((.@Economy >= 34) && (.@Economy <= 35)) { set .@eco_invest,395000; } else if ((.@Economy >= 36) && (.@Economy <= 37)) { set .@eco_invest,460000; } else if ((.@Economy >= 38) && (.@Economy <= 39)) { set .@eco_invest,530000; } else if ((.@Economy >= 40) && (.@Economy <= 41)) { set .@eco_invest,605000; } else if ((.@Economy >= 42) && (.@Economy <= 43)) { set .@eco_invest,685000; } else if ((.@Economy >= 44) && (.@Economy <= 45)) { set .@eco_invest,770000; } else if ((.@Economy >= 46) && (.@Economy <= 47)) { set .@eco_invest,860000; } else if ((.@Economy >= 48) && (.@Economy <= 50)) { set .@eco_invest,955000; } //Quadruple the cost of investing if you've already invested once. if (GetCastleData(strnpcinfo(2),4)) { set .@eco_invest,.@eco_invest*4; } mes "["+strnpcinfo(1)+"]"; mes "If you invest in commercial growth, the quantity of goods made by the guild will increase. Therfore, if you consider our future, investments will be a necessity."; mes " "; mes "Initially, you are able to invest just once but if you pay more money, you will be able to invest twice."; if (.@Economy >= 50) { mes " "; mes "^ff0000The commercial growth level of our Castle is at it's highest, 50%. No more investments are needed. Just as I have expected from a great economist like you, Master.^000000"; close; }
  4. Don't forget you need to reset the @monstercount or after the 30th monster you will get this box every time! You can do this at the end of the OnNPCKillEvent as I have shown below or just put it as part of your Check Bot script. Peopleperson49 <header>,{ OnNPCKillEvent: set @monstercount,@monstercount+1; if (@monstercount >= 30) { // Check Bot} set @monstercount,0; end; }
  5. XkAcy- there is a document called trunk/doc/script_comands.txt that breaks down all the script commands for you! If you just search the for whatever you need it should help out. In your case just search for refine and you will see all the commands that relate to refining. Peopleperson49
  6. bVersatile just as a suggestion (that has nothing to do with your post) you should use the prompt command instead of select incase they click the cancel button. If you don't know what prompt is use the script_commands.txt in the doc folder. Peopleperson49
  7. You can use this to prevent that error: if(getmapusers("pvp_n_1-5")>0) { mapwarp "pvp_n_1-5","prontera",155,173; }. Peopleperson49
  8. I might have read it wrong but is SkyPirate asking for it to increase by 6% each time you attack? Therefore after 6 hits you would now be doing 36% more damage. Using bonus2 bAddRace would only increase it by 6% once against the designated race. Peopleperson49
  9. I can nolonger patch with my Thor patcher and start my client. It will load the patcher and indicate finished patching, but when you click start game the client stops working. It doesn't matter what I patch or anything. I am on my 58th patch and I have done everything just as I have done 57 times before. Any ideas. Also the background to my thor patcher where is all white now, however, the background picture is still located in the proper place. Peopleperson49 I have figured out the source of the client stopping, atleast for me. One of my data files had a "##" in it. As soon as I removed teh second # and readed the file to my grf it worked just fine. Peopleperson49
  10. I'm having the same problem right now. I fixed it by removing the last patch from the plist and then restoring my backup grf. Well doesn't actually fix it, but people can log on. What number patch are you? Mine errored at 58. Peopleperson49 I have figured out the source of the client stopping, atleast for me. One of my data files had a ## in it. As soon as I fixed that readed the file to my grf it worked fine. Verify all you documents are correct. Peopleperson49
  11. I didn't find anything there for previous problems with SP. I do need to get more familiar with it! Peopleperson49
  12. My method just uses the produce_db to produce potions they way the game already intended it to be. It takes the old type of potion and then "refines" it to the next one using the potion creation success rate. It was less work than doing an actual source mod and once created you don't have to put it back in the source files everytime you do an update! A red potion would refine to +1 Red Potion, etc... Since it is already named +1 Red Potion it will produce a potions called CreatorsName's +1 Red Potion just as if it was refined. My method uses the produce_db for a potion refine gives the correct beaker success/fail action effect instead of Upgrade Weapon effect with the other version. Also since it uses the potion creation skill it uses the proper success rates instead of the weapon upgrade success rates. I added the source mod attempted to fix the + not showing up, I found that after the potion gets vended it sometimes looses the + and you can't tell its refined. Peopleperson49
  13. No I havn't tried any fixes to it yet, I would like to know why it's acting that way. If I just fix it now and ignore it the next time I do an update I will have to fix it all over again! I would perfer not to do that. What is in the battle.c that I should look at? Peopleperson49
  14. When I character dies and returns back their save point their SP bar is refilled instead of being at 1SP per the conf/battle/player.conf. I have tested this over and over again with the same result and had non-gm players do the same. I could just adjust this in the source files, however, I would like actually to fix it instead of just putting a band-aid on it! My version is 16600. Peopleperson49 // The amount of SP a player will respawn with, 0 is default. // (Unit is in percentage of total SP, 100 is full heal of SP, 0 is respawn with 1SP total.) restart_sp_rate: 0
  15. But the emperium is not spost to be there anyway while WoE is off, so the bigger question is why is it in the first place? Better to fix the problem then to bypass it! Peopleperson49
  16. Thats good to know thanks. I checked the script_commands.txt and even the item_bonus.txt, but where do I read about this command? Peopleperson49
  17. I can't remember what its called but theres a debug program that you run to tell you exactly what script and line number the error is coming from. Try looking for it and maybe you will get lucky. Peopleperson49
  18. I personally think that its some kind of bug if the emperium doesn't go away when WoE ends! However, if you are a okay scripter you can just make the warps for castles appear/disappear (instead of using fixed warps) when WoE starts/ends if nobody owns the castle. Just a thought! Peopleperson49
  19. I'm not sure if this will help you, but I wrote it for you anyways. It will prevent anybody not in a guild from entering the map, even if a GM warped/recalled them there. - script GuildProtection -1,{ OnInit: end; OnPCLoadMapEvent: if(getgmlevel()<20&&getcharid(2)==0&&strcharinfo(3)=="PUTCASTLEMAPHERE") { announce "You must be in a guild to be on this map!",bc_self; warp "SavePoint",0,0; end; } end; } PUTCASTLEMAPHERE<TAB>mapflag<TAB>gvg_castle Peopleperson49
  20. What errors did you get on your console control panel when you click on it? Please paste them also. Peopleperson49
  21. Search for the part that says, "FailedRefItem .@part;" and commet that out. I suggest you change the line: mes "Your equipment broke during the refining process. I had told you earlier this might happen!";. Also various places refer to it destroying the item also, might want to change them also. Peopleperson49
  22. Why not just modifiy the source codes to only allow them to do it? Then you wouldn't even need the script to do @go. Peopleperson49
  23. Yes that is correct. Always check the doc/item_bonus.txt: bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc) e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding Peopleperson49
  24. Thanks that helps alot. The cancel button was causing problems with some of my players that are "slower" to catch on! Peopleperson49
×
×
  • Create New...