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Emistry

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Everything posted by Emistry

  1. Emistry

    request npc

    use the client with date 2011 above if not mistaken
  2. if ( Zeny < getd(".group"+ .@group +"cost") * .@amount ) { if ( Zeny < getd(".group"+ .@group +"cost") * .@amount ) end;
  3. then just simply change / create a new the variable name..
  4. .......{},{ atcommand "@killable"; },{ atcommand "@killable"; } or i think you also also try the karma system...but the karma system required both player to have negative karma in order to be able to hit each others...
  5. just an npc to inform gm ?? https://rathena.org/board/index.php?/files/file/2498-%7B?%7D/
  6. https://rathena.org/board/index.php?/files/file/2821-%7B?%7D/ Exchanger [ Cashpoint to Coins ] Exchanger [ Poring Coin - Zeny ] Exchanger [ Points to Tickets ] Exchanger [ Item to Item ] Exchanger [ Item to Item ] Exchanger [ Multi Item to 1 Item ]
  7. OnInit: setarray .message$, "Hello", "Good Morning"; set .message_size,getarraysize( .message$ ); while( .message_size ){ delwaitingroom; waitingroom ""+.message$[ rand( .message_size ) ],0; sleep 60000; } end;
  8. - script Sample -1,{ OnInit: bindatcmd "order",strnpcinfo(3)+"::OnAtCommand"; end; OnAtCommand: .@guild_id = getcharid(2); if( .@guild_id && getcharid(0) == getguildmasterid( .@guild_id ) ){ .@name$ = strcharinfo(0); .@message$ = implode( .@atcmd_parameters$," " ); .@size = query_sql( "SELECT `account_id`,`char_id` FROM `guild_member` WHERE `guild_id` = "+.@guild_id+" AND `online` = 1 ORDER BY `position` ASC",.@aid,.@cid ); while( .@i < .@size ){ if( isloggedin( .@aid[.@i],.@cid[.@i] ) ) if( attachrid( .@aid[.@i] ) ){ announce .@name$+": "+.@message$,bc_self; .@received++; } .@i++; } attachrid( .@aid[0] ); dispbottom "Message sent.."+.@received+" received"; } end; } @order <messages>
  9. /me wants a lv2 badge . Nooo...you should grab lv3 ... aim for lv3 ...
  10. ishhh.. DE is back for release his godly sprite again ....
  11. Case 1: soundeffect "1234567890123456789.wav",0; sc_start SC_INCATKRATE,( .Duration * 1000 ),100; sc_start SC_INCMATKRATE,( .Duration * 1000 ),100; break;
  12. not every single client support up to 12 slot by default ...
  13. that script command also do what you want..there is nothing you have to add or change =='' and...please refrain from creating multiple topic just for one problem...
  14. just add the script command at every case ....
  15. change if ( zeny < getd(".group"+ .@group +"cost") * .@amount ) { if ( zeny < getd(".group"+ .@group +"cost") * .@amount ) end; if ( zeny < getvariableofnpc(.rentcost, "MVP Summoner") ) { if ( zeny < getvariableofnpc(.rentcost, "MVP Summoner") ) end; to if ( #CASHPOINTS < getd(".group"+ .@group +"cost") * .@amount ) { if ( #CASHPOINTS < getd(".group"+ .@group +"cost") * .@amount ) end; if ( #CASHPOINTS < getvariableofnpc(.rentcost, "MVP Summoner") ) { if ( #CASHPOINTS < getvariableofnpc(.rentcost, "MVP Summoner") ) end; then set your cost here set .rentcost, 1000000;
  16. .@time_new = atoi( gettimestr("%Y%m%d",21) ); you can do like this ....
  17. i dont think this kind of script can simply done using npc script .... suppose done through src mod .. when you using defpattern in a npc ... a player must be near to the NPC so that the defpattern can trigger the events given.. using a floating npc..it wont work..because it has no location...mean..the player cant be near to the npc ...
  18. *soundeffect "<effect filename>",<type>; *soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>}; These two commands will play a sound effect to either the invoking character only ('soundeffect') or multiple characters ('soundeffectall'). If the running code does not have an object ID (a 'floating' NPC) or is not running from an NPC object at all (an item script) the sound will be centered on the character who's RID got attached to the script, if any. If it does, it will be centered on that object. (an NPC sprite) Effect filename is the filename in a GRF. It must have the .wav extension. It's not quite certain what the 'type' actually does, it is sent to the client directly. It probably determines which directory to play the effect from. It's certain that giving 0 for the number will play sound files from '\data\wav\', but where the other numbers will read from is unclear. The sound files themselves must be in the PCM format, and file names should also have a maximum length of 23 characters including the .wav extension: soundeffect "1234567890123456789.wav", 0; // this will play the soundeffect soundeffect "12345678901234567890.wav", 0; // throw gravity error You can add your own effects this way, naturally.
  19. if it's bug...post it in http://rathena.org/board/tracker/
  20. inside trunk/src/map/pc.c , find these... base_penalty = (unsigned int) ((double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000); base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000); base_penalty = (unsigned int) ((double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000); base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000); just edit these 4 line by adding another IF-ELSE condition to check for GM Level / Group ID for different penalty..
  21. i see ....haha thx for it.. now it work perfectly...
  22. edit this part.. OnKilled: mes "You will be punished upon killing these Monsters and interupt the Game."; set @Spam,30;
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