@Keyworld..
Owh..thank for pointing that...
somehow i have forgotten / didnt think about this scenario...
@Dastgir
oh..no worry on this...
because i got this..
OnAtCommand:
if( getgmlevel() >= .GMLevel ){;
but yeah..your method would be better ...i forgotten the bindatcmd have Account Level Parameter..xD
and...there is 1 thing i forgot....there is SQL to do this also... hahaha ~
erm...i dont think it's a good way to do it using npc script if you want to limit all player with 3 skull..
because it will required to create / save alot data using variable for each player he/she killed ..
imagine if your server everyday having 100 player killing each other...about 20,000 ( AID + Count ) variable is needed ...O.O
anyway you can try this..
http://pastebin.com/raw.php?i=1pBA4HBM
by default only limited to 3 players....
Edit :
LOL...again...Annie is faster >.<
1st
if( isequipped( 4128 ) ) end;
refer isequipped
2nd
how you want the timer being attach ? and what is the purpose to add the timer ? more elaboraton please...
if base on what you said in above situation...we gonna make a script that loop through all player in server and attach them to give the timer..
3rd
use setmapflag then give proper mapflag for weathers..
4th
trunk/db/re/skill_nocast_db.txt
and give a correspond mapflag to each map you specified..
get yourself a translated data folder
http://subversion.assembla.com/svn/ClientSide/Translation_Project/data/
for the inventory tab issue..refer this
Favorite_tab
query_sql("SELECT `points` FROM `cp_v4p_voters` WHERE account_id="+.@account_id+" LIMIT 1",.@points);
then it's stored in..
.@points
there is 1 way you can do it...
OnPCLoginEvent:
query_sql("SELECT `points` FROM `cp_v4p_voters` WHERE account_id="+getcharid(3)+" LIMIT 1",.@points);
#Vote_Points += .@points;
query_sql("UPDATE `cp_v4p_voters` SET `points`= 0 WHERE account_id="+getcharid(3)+" LIMIT 1" );
end;
and the vote point is stored inside
#Vote_Points
erm.. i think mapcache.dat isnt the only file required during adding a new map...some other file still have to reload ..like..
trunk/conf/maps_athena.conf
trunk/db/map_index.txt
and if i was right...these file are not run together with map-server ? not sure.. >.<
@Annie
thx for remind to remove the candy before they enter the event...
for the event .... there might be a small possibilities that several players might have same amount of candy when they "win" the event
so i just loop through to find the highest amount of candy holder ... and the loop again and give reward for those player who gained most candy than others....
the second suggestion that store the winner that annie suggest only work for 1 winner...it would be unfair to give only 1 player reward while there is more than 1 winner...
or maybe annie was refer another method for this ? currently didnt know if there is any other better method ....
http://pastebin.com/raw.php?i=KRpvRfNE
@Orange..
i think you have edited the script ....
my script doesnt use globalmes to display message .. ( i think you are using this ... )
my script wont include NPC name during broadcast the messages
if not...the elaborate more..or provide your script here to debug or etc .....
there is no way we can reproduce your problem with just an image......
we dont know what you did with the script..
for monster sprite you can do it by edit this file..
trunk/db/mob_avail.txt
for allowing the Emperium to Move... you have to edit the monster mode... inside this file
trunk/db/re/mob_db.txt
refer this for edit monster database..
Custom_Mobs
what you mean by this
you can simply edit the drop rate in
trunk/db/re/mob_db.txt
this drop rate is still affected by your server drop rate settings...
trunk/db/mob_item_ratio.txt
this can override above drop rate ......
you havent decompile your LUB to LUA "completely" .....
refer the video / guide that you follow and re-do again / continue where you have stopped...
anyway...this is the default npcidentity.lua we got..
http://subversion.assembla.com/svn/ClientSide/Lua_Project/lua%20files/datainfo/npcidentity.lua