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Everything posted by Emistry
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Queue System - Scripting knowledge required
Emistry replied to plankt's topic in Utility Script Releases
Wow..a Queue System ~ This is nice ~ Great Idea ^^ -
try using a GM Level 80 or Above to answer.... and answer the Questions using the Answer Provided by the NPC... after you answered....and it still continue counting... or not working as it should have.. try check is there any error and post here if you cant solve it.. so far, i have tested it several times...i didnt facing this problems.
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well...you can try this Job Class Helper but since you are looking for NPC type instead of Item type... you need to do some modifications.... find this change it to this header...with coordinate and npc sprite prontera,155,181,5 script ClassHelper 718,{ for the ChatRoom above NPC... at the very bottom of the script...add this OnInit: waitingroom " Job Changer",0; end;
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erm..ya i know..but...seem that he is requesting a Menu type...i guess it would be a bit different ? not sure... however, i just cant understand...... coz.. he say..when players use @go...no town.... ..LOL ?? i mean ...we use @go to warp to town right usually... but in his case...he dont want it warp to town ? but gm is okay with the town warp... and this is inside the Warp Menu... so, i was thinking to build a simple npc with menu to choose the warp place... and use @command to call the script perhap this might fit what he want...but of course not using @go unless he really decide to remove the original one..
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yeah...same opinion as you..xD i think it is easier with npc scripting since i have a way to do it..( cant confirm it work well ) but i had some issue with your requests.... If Players do @go ---> No Town ??? i though @go usually warp to Town ??
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All Goddameit's Script is listed under his Signature there with a link to his own site...
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=='' because you didnt explain your request very well.... this things happen when you dont want to spend your time to try explain / elaborate your requests.. so, next time please remember to elaborate it...
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in my script...if you want name only...then find this change to set .Mode,0; the 30 seconds too long.....? then find this
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Haha..Holiday ~~ but it will end after next week in my country ~ xD
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mind to show us the error message ==''
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Merry Xmas too ~ ^^
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prontera,155,181,5 script Sample 718,{ switch( select("Mardol:Viblainn") ){ Case 1: warp "aru_gld",161,267; break; Case 2: warp "sch_gld",97,193; break; } end; }
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prontera,155,181,5 script Sample 718,{ set SkillPoint,0; dispbottom "Skill Point Removed."; end; }
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i forget to close the array... setarray .Map$[0],"prt_gld","pay_gld","alde_gld","sch_gld","aru_gld";
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try this prontera,155,181,5 script Sample 718,{ setarray .Map$[0],"prt_gld","pay_gld","alde_gld","sch_gld","aru_gld"; mes "Where you want to go ?"; for( set .@i,0; .@i < getarraysize( .Map$ ); set .@i,.@i + 1 ){ set .@Menu$,.@Menu$ + .Map$[.@i] +":"; } set .@i,select( .@Menu$ ) - 1; warp .Map$[.@i],0,0; end; } prontera,155,181,5 duplicate(Sample) Sample#1 742 prontera,155,181,5 duplicate(Sample) Sample#2 742 prontera,155,181,5 duplicate(Sample) Sample#3 742 prontera,155,181,5 duplicate(Sample) Sample#4 742 prontera,155,181,5 duplicate(Sample) Sample#5 742 next time...please spend some time elaborate what you want in detail =='' Edit : Fixed Array and Menu Repeating Problems
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change to OnClock0300: OnClock0600: OnClock0900: OnClock1200: OnClock1500: etc... and next time please use codebox to wrap your long script or else upload as attachment
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find this then replace with this OnMinute00: announce "Poring Catcher : Enter the warp portal now if you want to join.",0; enablenpc "poringevent"; OnTimer30000: announce "Poring Catcher : Last 30 seconds.",0;
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BaseClass doesnt Exist... but BaseJob Exist ~ BaseJob - This is sneaky, apparently meant for baby class support. This will supposedly equal Job_Acolyte regardless of whether the character is an acolyte or a baby acolyte, for example. to check current Class..we use.. Class - Current job
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Battlefield Official Server or Private Server ?
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an example inside the doc files... Example: set @nb, query_sql("select name,fame from `char` ORDER BY fame DESC LIMIT 5", @name$, @fame); mes "Hall Of Fame: TOP5"; mes "1."+@name$[0]+"("+@fame[0]+")"; // Will return a person with the biggest fame value. mes "2."+@name$[1]+"("+@fame[1]+")"; mes "3."+@name$[2]+"("+@fame[2]+")"; mes "4."+@name$[3]+"("+@fame[3]+")"; mes "5."+@name$[4]+"("+@fame[4]+")";
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in your case.... OnMinute00: add this at above then the portal should have open for 30 seconds before the game start...
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[ Update ] : Added Emperium Breaker Script : Description : A Simple Emperium Breaker Scripts that come along with Ladder Scripts. Easily Customize. Player will be send to a room to test his/her Emperium Breaking Time. The Result will be announce upon the Breaking of Emperium. The Top / Highest Time Breaker Holder will be Recorded. This Script will be able to answer / solve those below problems. Anonymous said: and etc.... Emperium Breaker [ Version 1 ] Changelog : Scripts : View ♥ Download It is Christmas Eve !!!! Let's Party !!!!
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doc/script_commands.txt * The Pet AI commands These commands will only work if the invoking character has a pet, and are meant to be executed from pet scripts. They will modify the pet AI decision-making for the current pet of the invoking character, and will NOT have any independent effect by themselves, which is why only one of them each may be in effect at any time for a specific pet. A pet may have 'petloot', 'petskillbonus', 'petskillattack' OR 'petpetskillattack2' and 'petskillsupport' OR 'petheal' at the same time. 'petheal' is deprecated and is no longer used in the default pet scripts. *petskillbonus <bonus type>,<value>,<duration>,<delay>; This command will make the pet give a bonus to the owner's stat (bonus type - bInt,bVit,bDex,bAgi,bLuk,bStr,bSpeedRate - for a full list, see the values starting with 'b' in 'db/const.txt') *petrecovery <status type>,<delay>; This command will make the pet cure a specified status condition. The curing actions will occur once every Delay seconds. For a full list of status conditions that can be cured, see the list of 'SC_' status condition constants in 'db/const.txt' *petloot <max items>; This command will turn on pet looting, with a maximum number of items to loot specified. Pet will store items and return them when the maximum is reached or when pet performance is activated. *petskillsupport <skill id>,<skill level>,<delay>,<percent hp>,<percent sp>; *petskillsupport "<skill name>",<skill level>,<delay>,<percent hp>,<percent sp>; *petheal <level>,<delay>,<percent hp>,<percent sp>; This will make the pet use a specified support skill on the owner whenever the HP and SP are below the given percent values, with a specified delay time between activations. The skill numbers are as per 'db/skill_db.txt'. 'petheal' works the same as 'petskillsupport' but has the skill ID hard-coded to 28 (Heal). This command is deprecated. It's not quite certain who's stats will be used for the skills cast, the character's or the pets. Probably, Skotlex can answer that question. *petskillattack <skill id>,<skill level>,<rate>,<bonusrate>; *petskillattack "<skill name>",<skill level>,<rate>,<bonusrate>; *petskillattack2 <skill id>,<damage>,<number of attacks>,<rate>,<bonusrate>; *petskillattack2 "<skill name>",<damage>,<number of attacks>,<rate>,<bonusrate>; These two commands will make the pet cast an attack skill on the enemy the pet's owner is currently fighting. Skill IDs and levels are as per 'petskillsupport'. 'petskillattack2' will make the pet cast the skill with a fixed amount of damage inflicted and the specified number of attacks. All commands with delays and durations will only make the behavior active for the specified duration of seconds, with a delay of the specified number of seconds between activations. Rates are a chance of the effect occurring and are given in percent. 'bonusrate' is added to the normal rate if the pet intimacy is at the maximum possible. The behavior modified with the above mentioned commands will only be exhibited if the pet is loyal and appropriate configuration options are set in 'battle_athena.conf'. Pet scripts in the database normally run whenever a pet of that type hatches from the egg. Other commands usable in item scripts (see 'bonus') will also happily run from pet scripts. Apparently, the pet-specific commands will also work in NPC scripts and modify the behavior of the current pet up until the pet is hatched again. (Which will also occur when the character is logged in again with the pet still out of the egg.) It is not certain for how long the effect of such command running from an NPC script will eventually persist, but apparently, it is possible to usefully employ them in usable item scripts to create pet buffing items. Nobody tried this before, so you're essentially on your own here. ---------------------------------------
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it is inside the src/common/map/atcommand.c { "autoloot", 10,10, atcommand_autoloot }, ----> { "alootid", 10,10, atcommand_autolootitem },
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change' into this case 1: pvpon "prontera"; setmapflag "prontera",mf_nowarpto; setmapflag "prontera",mf_nowarp; setmapflag "prontera",mf_nowarpreturn; setmapflag "prontera",mf_nosave; setmapflag "prontera",mf_nocommand,50; mapannounce "prontera","PvP has been enabled in Prontera by an GM!",bc_map; break; case 2: pvpoff "prontera"; removemapflag "prontera",mf_nowarpto; removemapflag "prontera",mf_nowarp; removemapflag "prontera",mf_nowarpreturn; removemapflag "prontera",mf_nosave; removemapflag "prontera",mf_nocommand; mapannounce "prontera","PvP has been disabled in Prontera by an GM!",bc_map; break;