Jump to content

Peopleperson49

Members
  • Posts

    1181
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Peopleperson49

  1. This potion will do what you wanted. Enjoy. Peopleperson49 IDNUMBER,Protection_Potion,Protection Potion,0,0,,70,,,,,0xFFFFFFFF,63,2,,,,,,{ specialeffect2 204; bonus_script "{ bonus2 bSubRace,RC_DemiHuman,10; }",300; },{},{}
  2. Why not just let it go as long as people keep guessing until somebody gets the number correct? Every guess is two potions and some people will pick the same number as others so the pot will actually build. I suggest elimiating the 6 hour requirment and let it start another as soon somebody wins the pot. Anyways I don't have time to script it, but whoever does I offer those suggestions. Peopleperson49
  3. I made a dynamic mall script that give the player the items and then they take them to the counter to pay for them. Its very cool however it is a major exploit until I can prevent any items available there from being used, dropped, or stored in any way. If there was a mapflag to prevent any item from being used, dropped, traded, stored, or anything else it would be awesome. Or if the item restriction limited trading and dropping also. Thanks. Peopleperson49
  4. You have to modify the src/map/pet.h and recompile. I'm not sure what the upper limit is for the number of pets is. Peopleperson49 // Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _PET_H_ #define _PET_H_ #define MAX_PET_DB 300 #define MAX_PETLOOT_SIZE 30 struct s_pet_db { short class_;
  5. Just a thought but why ask about an eAthena error on rA? The src files are different between the two emulators. Peopleperson49
  6. I mean more info like is it in a custom script such as King Of Emperium or is it with the normal WoE script? Peopleperson49
  7. Your question is very vague! You don't mention what skill, what script, your revision number, when you have this issue, or anything else... Unless I just missed something somewhere. Peopleperson49
  8. Is there a way to prevent an item from being used, dropped, traded, stored, or anything else on a specific map? I understand how item_treade, item_noequip, and item_nouse works, but they don't quite do what I need. I want a way that prevents a player from doing anything with an item on a specific map only. Like a mapflag or something. Thanks. Peopleperson49
  9. I see what your saying, but that leads me to ask one question? Why do we have to remove that check? Can't we just modify to check for two conditons at the same time. I know src modification is different, but its seems kind of like scripting where you would use, if(one==1 || two==1) { }. Anyways, yea I wouldn't want to do anything to possibly overwork the server. Peopleperson49
  10. The checks don't seem like they would be that much. There is no sql table for skill_tree that I know of. I was proposing making a way to nullfys an entry in the skill_tree. Peopleperson49 Original Code 4049,468,7,453,1,0,0,0,0,0,0,0,0 //SL_STUN#Estern# 4049,469,10,467,7,468,7,0,0,0,0,0,0 //SL_SMA#Esma# 4049,470,7,454,1,0,0,0,0,0,0,0,0 //SL_SWOO#Esu# Db reads this to remove a code for esma the same way it updates the skill tree for the import. 4049,469,-1
  11. I downloaded TortoiseGIT and installed it. I however can't figure out how commit the git files using it. I can right click on a new folder and go to GIT Clone. But it pops up with a dialog box that says Git for Windows (http://code.google.com/p/msysgit/) not found. I have tried the options for Set Git path with no success. Is there a config files I missed for it or something I'm doing wrong? Thanks. Peopleperson49
  12. I thought the point of the import files was to all you to import your server modifications without touching the original files in anyway. That is how it saves time with updating. Whether its adding, modifying, or even removing items, its still importing. I was going to say that there are probably other files that you should be able to removed entries such as mob_branch, lol. Peopleperson49 Can we import custom items added to groups such as item_bluebox, item_cardalbum, item_giftbox, item_misc, item_violetbox, or etc...? There are not import template for them? Peopleperson49
  13. With the skill_tree import it seems like you can easily add or override skills from a class, but is it possible to make it so you can remove a skill from a class? Same with guild/homun skill trees? Peopleperson49
  14. I'm not sure what a pull request is. Peopleperson49
  15. I think all files that have an import frature should be there to eliminate confusion or were setting ourselves up for more questions later like I asked. I had no idea. That is also how you do it inthe conf import and it seems to be working. Thanks. Peopleperson49
  16. I understand not using the re or pre. I didn't realize those other files were there to import. Which files would I use for those, or do I need to make my own file there? I saw the 7 files you currently have in the import folder. I look foward to using this feature from here out!!! Peopleperson49
  17. The import db addition is awesome. Is that all that will be or are you going to make additonal files there? The idea behind import files was always to make updating easier and faster. That makes the person doing the update happy and also is good for the emulator because easier updates mean users do more frequent updates and therefore find more bugs especially in newer stuff. Peopleperson49 db/import/castle_db db/import/create_arrow_db db/import/map_index db/import/mob_avail db/import/produce_db There probably should also be an import for the files that are split between pre and re. db/import/re/item_combo_db db/import/re/item_delay db/import/re/item_noequip db/import/re/item_trade db/import/re/skill_cast_db db/import/re/skill_castnodex_db db/import/re/skill_db db/import/re/skill_nocast_db db/import/re/skill_require_db db/import/re/skill_unit_db
  18. Thanks iraciz that was exactly what I was looking for. Peopleperson49
  19. Thanks Annie that looks great. I never considered going that route with it. Peopleperson49 If I want to add the flags and stuff is this correct? Your version works fine, however trying to use the flag, type, status icon wont work. The command will still change the property type but doesn't end on death or show the icon. Thanks. Peopleperson49 bonus_script "{ bonus bDefEle,Ele_Fire; }",300,15,0,SI_FIREWEAPON;
  20. I guess I'm having a stupid moment, but I figure I would post so somebody could make me feel even more dumb, lol. I want to make items that when used change my armor to another element type for a period of time. Is there an actual sc_? effect that can do that? I understant that SC_ARMOR_ELEMENT works to a point, but its only limited to fire, water, earth, and wind type elements. It also only reduces damage from those type of attacks. I want the actual armor type to change when the item is used for a specified period of time. Thanks. Peopleperson49
  21. I'm using the a latest version of rA as of now which is git 11819 and I have the same issue. If you use @jobchange with a valid job number or name it works fine. But if you dont specify or put an incorrect one it crahses the map server instead of showing the list of which jobs are what. I have also noticed that some of the alias's dont work either such as job, spawn, battleignore, joblvlup, etc... You have to use the actually commands like @monster instead. Peopleperson49
  22. Anybody know what conf or src setting make all characters immediatly warp back to their save point when they die no matter where they are. I can use @die in the middle of prontera and I just teleport back to my save point like I was in a WoE map. Haves to every character not matter if its a dungeon, town, pvp map, etc... Thanks. Peopleperson49
  23. You have to install the KoE patch I provide. I don't have an updated version so you will have to add it manually, but its not an issue with my script. Peopleperson49
  24. Unfortunately I don't know how to open anything about how do actually use the vnc. If it wasn't for the applications AsuraHosting provided I would probably be lost. Peopleperson49
  25. Really the easiest way to show you Lighta is if you have teamviewer. Anyways, I use CentOS accessed through VNC. I understand that the svn version number but I'm not sure how to get the actual version number anymore. I'm still learning the git stuff. The console in map_athena is set to off, should that be changed? Through VNC I have the option to recompile and start server on the desktop. Up until now it has worked fine. Thanks for your reply. Peopleperson49
×
×
  • Create New...