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Emistry

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Everything posted by Emistry

  1. try this ? prontera,155,181,5 script Sample 757,5,5,{ OnTouch: if( Class == 0 ){ jobchange 4060; set BaseLevel,99; set JobLevel,70; resetskill; resetstatus; } end; }
  2. Emistry

    script

    what about using @request
  3. please use @warp velika_town to go there to ensure this "velika_town" name is installed correctly.. otherwise double check they way you add this map ...
  4. thx for reporting....anyway about the variable..i have fixed it not long ago ..just i didnt post a notice about it.. however, after seeing your post...i recheck the script..and seem like there are some mistake also.. so, about the fixing way..erm..i think i will not provide it yet coz i am busy with homework recently and also i am thinking to improve it into a better version later on. If anyone free to help then just post out the solution here. Sorry for any inconvenience.
  5. change mes "Cost : ^FF0000"+( 20000000 * .@Rune )+"^000000 Zeny"; next; if( select("Confirm:Cancel") == 1 ){ if( Zeny < ( 20000000 * .@Rune ) ){ mes "You required "+( 20000000 * .@Rune )+" Zeny."; }else{ set Zeny,Zeny - ( 20000000 * .@Rune ); delitem .EquipID[.@Equip],1; into this mes "Cost : ^FF0000"+( 20000000 * ( .@Rune + 1 ) )+"^000000 Zeny"; next; if( Zeny < ( 20000000 * ( .@Rune + 1 ) ) ){ mes "You required "+( 20000000 * ( .@Rune + 1 ) )+" Zeny."; }else{ set Zeny,Zeny - ( 20000000 * ( .@Rune + 1 ) ); delitem .EquipID[.@Equip],1;
  6. try this http://upaste.me/5c4a305aa3ec50e
  7. erm ya....everything still the same..just the character cannot move around...@command still work
  8. Emistry

    PVP Ladder

    http://rathena.org/board/topic/58222-ghosts-scripts-latest-ghosts-pvp-system-v13/
  9. in rathena... group_id inside the SQL is the GM Level
  10. try this http://pastebin.com/raw.php?i=3YRE82tq added moving blocking. character gm wont be able to move if he try to bypass this .
  11. you mean this ? *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 'datawav', but where the other numbers will read from is unclear. You can add your own effects this way, naturally.
  12. double check your code.... if(Weight < 0){ your weight will never below 0 you want it to check whether it is 0 or not...but you only check the number below 0 and not 0 itself.. so the correct 1 should be if(Weight <= 0){
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