Jump to content

Peopleperson49

Members
  • Posts

    1181
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Peopleperson49

  1. Does setarray support names as shown below? I have tried add the " marks in the setarray and monster command. With or without them the name comes up as a '0' when the monster is spawned. I need a way to get it to work for the script I'm making. For example: case 1: setarray .@GuardianType[0],"Sniper Guardian",2730,1,5; break; ... ... monster "pvp_n_1-1",0,0,.@GuardianType[0],.@GuardianType[1],.@GuardianType[2],$KRVictors,"Guardian::OnHWGuardianKill"; Peopleperson49
  2. When you register it says: Your account has been created, but unfortunately we failed to send an e-mail due to technical difficulties. Please contact a staff member and request for assistance. I'm sure there is a setting somewhere that I am missng. Peopleperosn49
  3. I put the folder and document inside of the modules folder like this: modules\custompages\assistant.php. Thanks for reply. I also have an issue with the email confirmation. When you register it says: Your account has been created, but unfortunately we failed to send an e-mail due to technical difficulties. Please contact a staff member and request for assistance. I'm sure there is a setting somewhere that I am missng. Peopleperson49
  4. Thanks, I got that stuff to update like a charm. However, now I can't seem to add anything new to the config/application.php. I added the custompages folder and assistant.php just fine, but when you try to go to the page it says: Page Not Found The page you have requested was not found on our server. Please check the address and make sure it is correct, and try again. /?module=custompages&action=assistant Peopleperson49
  5. What document actually modified what is in the sidebar on the CP? If you go to themes/default/main/sidebar.php you can see the bar for it. If you delete everything it will remove the sidebar. However, inside the document leads to multiple $menuItem that specify what to actually put there. I have searched for it all over and tried to tinker with stuff to see what it does. I can't seem to get it. I'm specifically trying to remove the Who's Online and Map Statstics from it. I also want to add more pages to it as I need them. How do I get it to require e-mail confirmation to activate the account? That is a nice feature for ensuring that people have a valid e-mail address. I also want to all it to let more than one of the same email address be used when making seperate accounts. I had more questions but I can't think of them right now. Peopleperson49
  6. Would anybody be interested in coding a new script command? It would work sorta like the normal guardian command, but not be tied into any getcastledata. It will spawn a monster with the monsters normal health/strength that supports only the specified guild. The monster moves around freely and won't attack or damage guild members, but is aggressive to anybody else. Basically mod the monster command similar to the summon command to use a guildID instead of a playerID. I looked at the script src files and it didn't seem all that bad, but I don't know enough about how things work together to do this myself. It needs to have: no time limit until mob disappears, able to spawn more than one mob at a time, allow variables within in the command structure, and support event labels, allow -1 to be placed to spawn random monster, do not respawn upon being killed, and possibly show guild name/emblem on the mob (like in WoE guardian monsters). guildmonster "<MapName>",<x>,<y>,"<GuildID>","<NameToShow>",<MobID>,<Amount>,"<NPCNAME::OnLabel>"; Basically I'm trying to merge these two commands. There also stuff in the guild src file also you have to adjust. So far every attempt results in a crash of some kind. BUILDIN_FUNC(monster) { const char* mapn = script_getstr(st,2); int x = script_getnum(st,3); int y = script_getnum(st,4); const char* str = script_getstr(st,5); int class_ = script_getnum(st,6); int amount = script_getnum(st,7); const char* event = ""; struct map_session_data* sd; int m; if( script_hasdata(st,8) ) { event = script_getstr(st,8); check_event(st, event); } if (class_ >= 0 && !mobdb_checkid(class_)) { ShowWarning("buildin_monster: Attempted to spawn non-existing monster class %d\n", class_); return 1; } sd = map_id2sd(st->rid); if( sd && strcmp(mapn,"this") == 0 ) m = sd->bl.m; else { m = map_mapname2mapid(mapn); if( map[m].flag.src4instance && st->instance_id ) { // Try to redirect to the instance map, not the src map if( (m = instance_mapid2imapid(m, st->instance_id)) < 0 ) { ShowError("buildin_monster: Trying to spawn monster (%d) on instance map (%s) without instance attached.\n", class_, mapn); return 1; } } } mob_once_spawn(sd,m,x,y,str,class_,amount,event); return 0; } BUILDIN_FUNC(guardian) { int class_=0,x=0,y=0,guardian=0; const char *str,*map,*evt=""; struct script_data *data; bool has_index = false; map =script_getstr(st,2); x =script_getnum(st,3); y =script_getnum(st,4); str =script_getstr(st,5); class_=script_getnum(st,6); if( script_hasdata(st,8) ) {// "<event label>",<guardian index> evt=script_getstr(st,7); guardian=script_getnum(st,8); has_index = true; } else if( script_hasdata(st,7) ){ data=script_getdata(st,7); get_val(st,data); if( data_isstring(data) ) {// "<event label>" evt=script_getstr(st,7); } else if( data_isint(data) ) {// <guardian index> guardian=script_getnum(st,7); has_index = true; } else { ShowError("script:guardian: invalid data type for argument #6 (from 1)\n"); script_reportdata(data); return 1; } } check_event(st, evt); script_pushint(st, mob_spawn_guardian(map,x,y,str,class_,evt,guardian,has_index)); return 0; }
  7. You can but it all starts with coding and scripting man. A dream and An idea is great but you have to learn the basics of how stuff works. Even if that means your bored out of your mind learning and researching exactly how to do that! Peopleperson49
  8. Its fine for a draft I guess. I was just wondering if that was what you tried to use. Weird way to do a draft by partial scripting it, lol. Peopleperson49
  9. Is this the actual script you tried to use or a draft of what you want it to be? If you want to make a NPC display a message you have to format like: mes "it's Looked!!!"; I don't have time to clean it up now though. Peopleperson49
  10. I knwe that command wouldnt work which is why I posted. I knew there was something. Thanks I will give it a try. Peopleperson49 The SQL is not necessery. If(playerattached)==0) { end; } works
  11. I created a script that spawns mobs on a map and it executes a script upon there death. It works fine when a player kills them, but I need a command to detects when a non-player attached mob (bomb poring) kills the mob. Otherwise I get [Error]: script:op_2: invalid data for operator C_EQ. I just want it to execute an action when a mob is killed by the bombs also. Peopleperson49 OnMobKill: if(getcharid(2)==0) { } if($GName==getcharid(2)) { } if($GName!=getcharid(2)) { } end;
  12. There are several things that most people update from time to time through source edit. However, is it really necessary? The battle conf files are a collection of source edits that are placed in easy to reload documents. Why not do the same thing with stuff like max guild size, max vending, max party size, max party size, max produce list, etc... I just picked random stuff, but theres around 30 that are commonly modified. I'm sure theres a reason that you have to update the source files and recompile, but since I have made some of the edits myself and they work fine, I don't see why it can be done on the rAthena scale. Peopleperson49
  13. My config files is fine, I am able to patch some stuff with any issues. Peopleperson49
  14. I use the thor patch generator and it will patch item data, lua files, etc just fine to my grf, but when I try to patch sprites and bmp files to my grf it's like I didn't patch at all. It will patch just fine when logging in, but no update actually happens. I need to be able to patch anything to my grf and not into my actual data folder. I will try to use GRF Builder when I get home to create the gpf, but how do I get thor to patch to the grf or what is a program that will patch like I need it to? Thanks. Peopleperson49
  15. Thank you for taking the time to post that. I will give it a try as soon as I get the chance. Peopleperson49 I did all that and uploaded it to the thorpatcher. However, when it trys to patch it just says "Saving Resource..." I let it sit that way for about 5 minutes. I read the instructions is just to have the patcher upload the gpf only, but would I still need to generate a thor patch and upload that? Peopleperson49
  16. So just taking the sprite and adding it to the grf isn't enough? I have never messed with gpf files. I don't actually know what your talking about, which is probably why I can't get it to work. I miss xray!!! Peopleperson49
  17. Updating my files works fine if I manually put the custom sprite for it in my data folder, but for patching it doesn't work. Any ideas there. I'm using a thor patcher. Peopleperson49
  18. I have added a custom mob to the correct sprite folder in my grf, but how do I make so people see it when the mob appears? I'm using the rAthena client. I have looked through my LUA files, mob_avail, and added it to the sprite_id tab in the mob_db2. The LUA files didn't have anything even close except for npcidentity, which I'm not sure if that is where to add it or where it would go if I wanted to use a mob as a npc. Thanks. Peopleperson49
  19. Changing the OnEquip worked for the autospell ones, thanks. As for the other ones I know why they don't work now. Theres a note at the bottom of the item_bonus doc. It says: // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored. I wish they would make any of them work, but for now I can't use them. Peopleperson49
  20. Thanks I will give that a try! Peopleperson49 Update. I tried changing the arrows and still they don't work. If you have other ideas please let me know this arrow situation is very annoying! Thanks. Peopleperson49
  21. Sorry for the slow reply, been busy lately. Below is whats causing it. I have narrowed it down and if I take out the strcharinfo(2) it works just fine without the error. However I need it to verify if a person is actually in a guild. What about using getskilllv to check for the guild approval skill instead? If the guild has it would it register on the individual person? Thanks. Peopleperson49 Sorry the answer was so simple and it came to me just after writing this message. Use getcharid(2)! It will tell me if there in a guild or not! Thanks for your time. Peopleperson49
  22. I would hope that the script moderators can be trusted since they are put in that place. But I guess you really never know. Peopleperson49
  23. I have looked all through the npc to see where the mapindex error is, however, I can't seem to find it. Any tricks to getting its little head to peak out of the its hole? I know which script causing it and I have gone through that script over and over again. Thanks. Peopleperson49 [Debug]: mapindex_name2id: Map "" not found in index list! [status]: NPC_Event:[OnAgitStart] Run (22) Events by @AgitStart. [Debug]: mapindex_name2id: Map "" not found in index list!
  24. Yep that post was dead in Febraury. http://rathena.org/b...ing-contest-20/ Peopleperson49
  25. Cancelled due to lack of interest at this time. Peopleperson49
×
×
  • Create New...