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Posts posted by Skorm
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12 hours ago, driver said:
Sir @Skorm, please, as soon as you can, could you re-post the script on another server?
Reason: The 'upaste' server has been under maintenance for weeks. Constantly unstable and off.
Thank you very much, sir!
https://pastebin.com/pX5nFgdp
I'll update the original post.-
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22 hours ago, M a p l e said:
You are just making it easy to showcase script in order to PM sales.

PMing someone to soliciting sales is against the forums rules and would result in infractions, but someone else contacting you because they've seen your work isn't.
So yeah, I don't think this is necessary a bad thing. I'd also like to reiterate that the Graphic Section has had this since 2011. But, I respect your input all the same. -
Yeah ok this is my first attempt it's completely untested and probably not going to work. Also it's horrendous this is probably better done with source tbh.
- script CardHolderThing -1,{ OnPCStatCalcEvent: OnPCLoadMapEvent: [email protected] = true; if(inarray(.maps$,strcharinfo(3)) != -1) { for([email protected] = 0; [email protected] < .slotlen; [email protected]++) [email protected] &= !getequipcardcnt(.slots[[email protected]]); if([email protected]) end; for([email protected] = 0; [email protected] < .slotlen; [email protected]++) { if(inarray([email protected],getequipid(.slots[[email protected]])) == -1) { [email protected][getarraysize([email protected])] = getequipid(.slots[[email protected]]); for([email protected] = 0; [email protected] < 4; [email protected]++) { [email protected] = getequipcardid(.slots[[email protected]],[email protected]); if([email protected] >= 4000) { getmapunits(BL_PC,strcharinfo(3),[email protected][0]); // Add player to ongoing list. for([email protected] = 0; [email protected] < getarraysize([email protected]); [email protected]++) { if(inarray(getd("."+strcharinfo(3)+"_mapusers"), [email protected][[email protected]]) != -1) { setd "."+strcharinfo(3)+"_mapusers["+getarraysize(getd("."+strcharinfo(3)+"_mapusers"))+"]", [email protected][[email protected]]; } } for([email protected] = 0; [email protected] < getarraysize(getd("."+strcharinfo(3)+"_mapusers")); [email protected]++) { // Remove player and item list. if(inarray([email protected], getd("."+strcharinfo(3)+"_mapusers["[email protected]+"]")) != -1) { deletearray "."+strcharinfo(3)+"_"+getd("."+strcharinfo(3)+"_mapusers["[email protected]+"]")+"_mapitems"; deletearray getd("."+strcharinfo(3)+"_mapusers["[email protected]+"]"), 1; } // Searching through lists of map players cards... else if(getcharid(3) != getd("."+strcharinfo(3)+"_mapusers["[email protected]+"]")) { if(inarray(getd("."+strcharinfo(3)+"_"+getd("."+strcharinfo(3)+"_mapusers["[email protected]+"]")+"_mapitems"), [email protected]) != -1) { warp "prontera",0,0; dispbottom "You've been removed from the map because someone else is already using "+getitemname([email protected])+"."; end; } } } // Adding card to the current players list. setd "."+strcharinfo(3)+"_"+getcharid(3)+"_mapitems["+getarraysize(getd("."+strcharinfo(3)+"_"+getcharid(3)+"_mapitems"))+"]", [email protected]; } } } } } end; OnInit: setarray .slots, EQI_ACC_L, EQI_ACC_R, EQI_GARMENT, EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_SHOES; setarray .maps$, "alde_gld", "aru_gld", "gef_fild13"; .slotlen = getarraysize(.slots); for([email protected] = 0; [email protected] < getarraysize(.maps$); [email protected]++) setmapflag .maps$[[email protected]], mf_loadevent; } -
38 minutes ago, Rynbef said:
I've never read about a for loop like who ends with [email protected]
I've changed to [email protected]++
Rynbef~
[email protected]Is incremented before evaluation.
Example:
if([email protected] == 1) //Trueif([email protected]++ == 1) //False -
9 hours ago, worn said:
in this case it would be for all maps correct? I would like to put on some maps just not all
example in pay_dun04 I want to drop x item on any monster that is killed on the map native monsters even on the map already in lhz I want another item to drop in all monsters on the map and so on with a percentage at the time of the drop, in addition to gaining the standard mob drops
Ahh topic title is misleading then.
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Where does @die not work?
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I want a place to showcase scripts and mini-games and instances that I've made but not necessary release them. A place that I can get comments and feedback. We have that for graphics things but I think a "Script Showcase" section under scripts could be useful. Thoughts?
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@worn I think a more practical way to do this would be...
https://github.com/rathena/rathena/blob/master/doc/script_commands.txt#L6663
- script AllMobDrop -1,{ OnInit: query_sql("SELECT `ID` FROM `mob_db_re` UNION SELECT `ID` FROM `mob_db2_re`;", [email protected]_ids); [email protected] = getarraysize([email protected]_ids); for([email protected] = 0; [email protected] < [email protected]; [email protected]++) { addmonsterdrop [email protected]_ids[[email protected]],501,100; //Red Potion at 1% drop. } end; }or...
https://github.com/rathena/rathena/blob/master/doc/item_bonus.txt#L465- script AllMobDrop -1,{ OnPCLoginEvent: bonus_script "bonus2 bAddMonsterDropItem,501,100;",86400,8,0; //Red Potion at 1% drop for 24 hours. end; } -
Best way I can think of to do this would to be to query the SQL database in player inventories and carts and storage/guild storage and check for the card item id ranges in a distinct fashion.
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I think this is a better approach because the latter will still trigger on normal spawning MVPS.
Change the Bloody Branch item script to...
monster "this",-1,-1,"--ja--",-3,1,"BB_MVP_Announce::OnBBMVPDeath";And then add this npc...
- script BB_MVP_Announce -1,{ OnBBMVPDeath: announce "'"+ strcharinfo(0) +"' has killed ("+ getmonsterinfo(killedrid,MOB_NAME) +").",bc_yellow|bc_all; end; } -
There are quite a few out there. Many of them are pretty easy to modify and get the results you're looking for. Have you tried this one?
Also searching for them on the forums might be your best bet.
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Yeah just set a npc variable for it.
prontera,100,200,3 script Picky 78,{ if(!.one_at_a_time) { .one_at_a_time = 1; mes "Hello"; next; .one_at_a_time = 0; } else { mes "Do you mind I'm talking to someone here!"; } close; }Edit --
I thought about it a little more and this method might not always work for example if a player gets disconnected while talking with the npc and never resets the variable. So instead maybe it would be better to use an npctimer there might still be some conditions where the player leaves the npc and is still attached but I think overall it's a better approach.prontera,100,200,3 script Picky 78,{ if(!.one_at_a_time) { attachnpctimer; initnpctimer; mes "Hello"; next; } else { mes "Do you mind I'm talking to someone here!"; } close; Ontimer0: .one_at_a_time = 1; OnTimer5000: if(getattachedrid()) { attachnpctimer; initnpctimer; } OnTimerQuit: .one_at_a_time = 0; stopnpctimer; detachnpctimer; } -
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@reloadmobdb something like that I can't exactly remember if that refreshes the mobs on a map though.
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@ViewtifulNinja Good to see you're back at it have you tried like reloading mobs after setting the value just to see if there is a change?
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Countitem
rathena/script_commands.txt at master · rathena/rathena · GitHub
Delitem
rathena/script_commands.txt at master · rathena/rathena · GitHub
Useable items have scripts that are run when they are used from within your database. In those scripts check for the existence of the other boxes when one of them is open. If they exist delete them. -
It could be interesting way of not actually distributing scripts. Perhaps for the purpose of dynamic updates or some kind of reseller prevention (even though they're being cached).
Yeah I'm for it.
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On 7/11/2020 at 3:10 AM, Adel said:
Amazing work Adel, it's great to see fantastic project like this still being made in 2021.
I will always be a support and your work just keeps getting better.
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On 8/20/2021 at 11:59 AM, Emistry said:
actually can, using the unitwarp(...) script command, but it create unnecessary error when you do reloadscript
back to the topics,
this NPC script cant be done without the create/duplicate/clone NPC.
The NPC need to be allow to support concurrent triggered by users. There could be more than one players use the item to generate the NPC which only they can see it.
If you use only one or specific few NPC, it cant support the demand.
it need to clone the NPC then do cloakon to display the NPC, then delete the NPC upon done.
Exactly that's why I mentioned doing it instead with a stationary monster something that could just be spawned on demand then do the checks on the mobs death. Also I didn't know that about unitwarp makes sense though since NPCs and Mobs are very similar and the latter can move between maps.
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On 8/17/2021 at 8:50 AM, DemonChuck said:
Monster drop zeny for a low chance and can edit by monster?
poring = 1% chance of dropping zeny
poporing = 2% chance of dropping zeny
ThanksAnother way that's a little more involved but probably better for the server. Would be to just add an item that the mob could drop which when consumed increases the players zeny by a specific amount. You could make an item for each amount like 1k 10k 100k etc.
- script sampledrop -1,{ OnInit: addmonsterdrop 1002,90000,100; // 1% Poring Zeny Bag }Example item_db_usable
- Id: 90000 AegisName: Zeny Bag Name: Zeny Bag Type: Cash Buy: 10 Weight: 10 EquipLevelMin: 1 Script: | Zeny += 10000;-----------------------------------------------------------
Again another way that you might accomplish this would be to enable:
// Zeny from mobs zeny_from_mobs: yesIn monster.conf
And then edit the formula in mob.cpp to follow some kind of curve based on mob level.
if(battle_config.zeny_from_mobs && md->level) { // zeny calculation moblv + random moblv [Valaris] zeny=(int) ((md->level+rnd()%md->level)*per*bonus/100.); if(md->db->mexp > 0) zeny*=rnd()%250; }
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9 hours ago, zDUREXz said:
how to write it.
So as far as I know NPCs cannot travel between maps which means there would need to be a duplicate of that hidden npc on every map that you wanted this to work on. With that said there are other ways that this could work with a monster spawning instead but that's not what I've created... I made three versions that work slightly different and have their own unique drawbacks.
// This one will throw a Error/Debug if you're on a map where the npc does not exist. prontera,0,0,5 script Hidden NPC#prontera HIDDEN_WARP_NPC,{ if ( strcharinfo(0) == .character$ ) { mes "Blah"; close2; movenpc strnpcinfo(0),0,0; setnpcdisplay(strnpcinfo(0), HIDDEN_WARP_NPC); } end; OnMoveNPC: .character$ = strcharinfo(0); getmapxy([email protected]$,[email protected],[email protected]); setnpcdisplay(strnpcinfo(0), 4_TREASURE_BOX); movenpc strnpcinfo(0),[email protected],[email protected]; } geffen,0,0,0 duplicate(Hidden NPC#prontera) Hidden NPC#geffen HIDDEN_WARP_NPCItem Script:
doevent "Hidden NPC#"+strcharinfo(3)+"::OnMoveNPC";----------------------------
// This one will not but is hardcoded specific to the character. prontera,0,0,5 script Hidden NPC#1 HIDDEN_WARP_NPC,{ if ( strcharinfo(0) == "AnnieRuru" ) { mes "Blah"; close2; movenpc strnpcinfo(0),0,0; setnpcdisplay(strnpcinfo(0), HIDDEN_WARP_NPC); } end; OnMoveSpecialNPC: getmapxy([email protected]$,[email protected],[email protected],BL_PC,"AnnieRuru"); if( [email protected]$ == strnpcinfo(4) ) { setnpcdisplay(strnpcinfo(0), 4_TREASURE_BOX); movenpc strnpcinfo(0),[email protected],[email protected]; } } geffen,0,0,0 duplicate(Hidden NPC#1) Hidden NPC#2 HIDDEN_WARP_NPCItem Script:
donpcevent "::OnMoveSpecialNPC";---------------------------
// This one might not work from an item I've had problems with functions in items before. // But if it does work should fail silently. prontera,0,0,5 script Hidden NPC#prontera HIDDEN_WARP_NPC,{ if ( strcharinfo(0) == .character$ ) { mes "Blah"; close2; movenpc strnpcinfo(0),0,0; setnpcdisplay(strnpcinfo(0), HIDDEN_WARP_NPC); } end; OnMoveNPC: .character$ = strcharinfo(0); getmapxy([email protected]$,[email protected],[email protected]); setnpcdisplay(strnpcinfo(0), 4_TREASURE_BOX); movenpc strnpcinfo(0),[email protected],[email protected]; } function script Hidden NPC Func { if(getnpcid(0,"Hidden NPC#"+strcharinfo(3))) { doevent "Hidden NPC#"+strcharinfo(3)+"::OnMoveNPC"; } } geffen,0,0,0 duplicate(Hidden NPC#1) Hidden NPC#geffen HIDDEN_WARP_NPCItem Script:
callfunc "Hidden NPC Func";I think @mihaamiharu was really close in sharing @AnnieRuru's original script. Just wish they had done so with code brackets.
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3 hours ago, DR4LUC0N said:
Also not sure if it's possible, I have it set the player speed with @speed 50, and then reset to base, is there a way to instead set a temp speed that gets removed after this is complete that doesn't interfere with the players cards/equipment speed buffs unles they log out?
You could make it a bonus that just runs out after an amount of time and resets when they relog.
https://github.com/rathena/rathena/blob/master/doc/script_commands.txt#L6026
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21 hours ago, DR4LUC0N said:
Okay let me try and re-explain this... with this script how do I make this happen? I've been trying to edit it so please excuse my comments.
prontera,157,176,5 script guide 650,1,1,{ setarray [email protected],156,156,156,153; setarray [email protected],170,161,153,150; setarray [email protected],0,0,1,0; .1a = ++ OnTouch: if(.guide == 0) { unitwalk getcharid(3),[email protected][.guide[.1a]],[email protected][.guide[.1a]]; set .guide,.1a; } if(.guide >= 1 && [email protected][.guide] == 0) { unitwalk getcharid(3),[email protected][.guide[.1a]],[email protected][.guide[.1a]]; set .guide, .guide++; } // if(.guide >= 1 && [email protected] >= 0 && [email protected][.guide] == 1) { // .guide++; // mes "Test complete"; // close; // unitwalk getcharid(3),[email protected][.guide],[email protected][.guide]; // end; // } // else if([email protected] >= 1) { // set .guide,0; // end; // } } prontera,157,170,6 duplicate(guide) guide#1 650,1,1 prontera,157,162,6 duplicate(guide) guide#2 650,1,1 prontera,157,153,6 duplicate(guide) guide#3 650,1,1 prontera,152,150,6 duplicate(guide) guide#4 650,1,1I want to basically run this script OnTouch and boost the player to the next NPC on .guidetype0, except on the guidetype 1, I want to stray away from that and move onto another block and have it talk to the player but then go back to the original OnTouch basically like this...
Except #3 it speaks to player and then moves back to the script to keep going until there's no more NPCs to move to.
Maybe something like this.
prontera,157,176,5 script guide 650,1,1,{ end; OnTouch: [email protected] = atoi(strnpcinfo(2)); if([email protected]+1 == getarraysize(.npc_pos_x)) { dispbottom "End"; } else { switch([email protected]) { case 0: npctalk "Hello I'm the first NPC!"; break; case 1: npctalk "Hello I'm the second NPC!"; break; default: npctalk "Hello I'm NPC #"[email protected]+"."; break; } unitwalk getcharid(3),.npc_pos_x[[email protected]+1],.npc_pos_y[[email protected]+1]; } end; OnInit: getmapxy([email protected]$,[email protected],[email protected],BL_NPC,strnpcinfo(0)); [email protected] = atoi(strnpcinfo(2)); .npc_pos_x[[email protected]] = [email protected]; .npc_pos_y[[email protected]] = [email protected]; } prontera,157,170,6 duplicate(guide) guide#1 650,1,1 prontera,157,162,6 duplicate(guide) guide#2 650,1,1 prontera,157,153,6 duplicate(guide) guide#3 650,1,1 prontera,152,150,6 duplicate(guide) guide#4 650,1,1 -
10 hours ago, Origami said:
I want to request for a script that will get all the total exp the player gained since the login
- script EXP_THING -1,{ OnPCLoginEvent: @base_exp = BaseExp; end; OnPCLogoutEvent: [email protected]_exp = BaseExp - @base_exp; }Maybe not completely reliable but I can't think of any other way todo it without individually tracking everything killed or a source mod.

How to make an npc speak automatically?
in Scripting Support
Posted
prontera,100,100,1 script WalkNearMe 100,10,10,{ end; OnTouch: npctalk "Hello world"; end; }It is activated by the presence of the character. The "10,10" after "100," in the NPC header refers to the x and y distance from the NPC with which a character can "bump" into the NPC and trigger the OnTouch: event.