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Gidz Cross

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Everything posted by Gidz Cross

  1. I did already on the previous thread. In clif.c if(!pc_isinvisible(sd) && mapdata->flag[MF_PVP]) { //if(!battle_config.pk_mode) { // remove pvp stuff for pk_mode [Valaris] if (!mapdata->flag[MF_PVP_NOCALCRANK]) sd->pvp_timer = add_timer(gettick()+200, pc_calc_pvprank_timer, sd->bl.id, 0); sd->pvp_rank = 0; sd->pvp_lastusers = 0; sd->pvp_point = 5; sd->pvp_won = 0; sd->pvp_lost = 0; //} in pc.c // disable certain pvp functions on pk_mode [Valaris] //if( !battle_config.pk_mode && mapdata->flag[MF_PVP] && !mapdata->flag[MF_PVP_NOCALCRANK] ) { sd->pvp_point -= 5; sd->pvp_lost++; if( src && src->type == BL_PC ) { struct map_session_data *ssd = (struct map_session_data *)src; ssd->pvp_point++; ssd->pvp_won++; } //if( sd->pvp_point < 0 ) { //sd->respawn_tid = add_timer(tick+1000, pc_respawn_timer,sd->bl.id,0); //return 1|8; //} //} This will enable the timers, ranking when server is set to pk mode: 1 and doesn't warp out players when died twice.
  2. WOW. Maybe add remarks to sellers like "Character already completed Kiel Hyre Quest. Already completed LHZ quest etc etc."
  3. For this one, you can simply make new group id with guildrecall/partyrecall restriction. This can be set in groups.conf if your rA is old and groups.yml if latest. This mod is simply created to not recall/recallall players that are on special maps (example: mining map, fishing map). On the contrary. This should applied in guildrecall and partyrecall since they behave like recall and recallall. So thank you @Dev j. But this doesn't prevent GMs to use guildrecall and partyrecall. A new version of this file is waiting for approval.
  4. It works. Can you further enhance this like configurable via in game like your promo code script? Lets talk.
  5. My rA is much older than this i guess. I dont have this But i got this instead // Remember the skill request from the client while walking to the next cell if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle_check_range(src, target, range-1)) { ud->stepaction = true; ud->target_to = target_id; ud->stepskill_id = skill_id; ud->stepskill_lv = skill_lv; return 0; // Attacking will be handled by unit_walktoxy_timer in this case } and // Remember the skill request from the client while walking to the next cell if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle_check_range(src, &bl, range-1)) { struct map_data *md = &map[src->m]; // Convert coordinates to target_to so we can use it as target later ud->stepaction = true; ud->target_to = (skill_x + skill_y*md->xs); ud->stepskill_id = skill_id; ud->stepskill_lv = skill_lv; return 0; // Attacking will be handled by unit_walktoxy_timer in this case } and finally // Remember the attack request from the client while walking to the next cell if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle_check_range(src, target, range-1)) { ud->stepaction = true; ud->target_to = ud->target; ud->stepskill_id = 0; ud->stepskill_lv = 0; return 0; // Attacking will be handled by unit_walktoxy_timer in this case } Thanks!
  6. View File MF_NORECALL (Custom Mapflag) MF_NORECALL a custom mapflag that restrict players being recalled via @recall / @recallall command when in special maps. In response to: Submitter Gidz Cross Submitted 01/05/24 Category Source Modifications Video https://i.imgur.com/7Hrggym.mp4 Content Author Gidz  
  7. Version 1.2

    55 downloads

    MF_NORECALL a custom mapflag that restrict players being recalled via @recall / @recallall command when in special maps. In response to:
    Free
  8. Find OnJoinEvent: add before sc_end SC_ALL; if(getcharid(1)) { dispbottom("Players with a party can't enter!"); end; } It should be like: OnJoinEvent: mes "[ Event Status ]"; mes "Event are as follows : "; next; switch(select( "Dice Event - "+ ((getvariableofnpc(.start,"Event_Dice") == 1) ? "^0000ffJoin Event":((getvariableofnpc(.start,"Event_Dice") == 2) ? "^0000ffEvent On-Going":"^ff0000Not Available"))+"^000000", "Last Man Standing - "+ ((getvariableofnpc(.start,"Event_LMS") == 1) ? "^0000ffJoin Event":((getvariableofnpc(.start,"Event_LMS") == 2) ? "^0000ffEvent On-Going":"^ff0000Not Available"))+"^000000", "Poring Catcher - "+ ((getvariableofnpc(.start,"Poring_Catcher") == 1) ? "^0000ffJoin Event":((getvariableofnpc(.start,"Poring_Catcher") == 2) ? "^0000ffEvent On-Going":"^ff0000Not Available"))+"^000000" )) { case 1: .@start = getvariableofnpc(.start,"Event_Dice"); .@map$ = "quiz_02"; .@x = 55; .@y = 87; break; case 2: .@start = getvariableofnpc(.start,"Event_LMS"); .@map$ = "06guild_01"; .@x = 0; .@y = 0; break; case 3: .@start = getvariableofnpc(.start,"Poring_Catcher"); .@map$ = "poring_w01"; .@x = 100; .@y = 100; break; } if ( !.@start ) { mes "Event is not available."; close; } else if ( .@start == 2 ) { mes "Event is on-going"; close; } if(getcharid(1)) { dispbottom("Players with a party can't enter!"); end; } sc_end SC_ALL; percentheal 100,100; warp .@map$, .@x, .@y; end;
  9. Oh yeah LMS (last man standing) I thought its NVZ (novice vs zombie) hahahaha! Winterfox is correct. On your script there is already mf_partylock in the Oninit area. Where is the script when the players use @eventjoin? That is where you need to add this if(getcharid(1)) { dispbottom("Players with a party can't enter!"); end; } warp("izlude", 155, 155); }
  10. -1 means the value set in the database. If you want to sell it less the original value is to declare it manually. But there are workaround with this. check the discount skill as an idea.
  11. What happens if those LMS players have party? I don't see any exploits there.
  12. You can make script base for this. If you are familiar with 2-max deadly combo restriction then it should be similar.
  13. better yet direct message emistry.
  14. The author of this script is @Emistry
  15. Heya. I have this script and it works. But can be abuse by creating multiple accounts and re claim it. I wanted to add unique id features in it that resets each day. prontera,164,169,3 script Daily Supply#1 647,{ set .@supplytoday,atoi( gettimestr( "%Y%m%d",21 ) ); if ( Weight >= (MaxWeight/2) ) { dispbottom "Please free some space from your inventory to get the Daily Supplies."; end; } if( #DailySupply != .@supplytoday ){ set #DailySupply,.@supplytoday; getitembound 11503,100,Bound_Account; getitembound 11504,50,Bound_Account; end; } else { dispbottom "Daily Supply can only be claimed once per day. Resets at 12am."; end; } }
  16. Wow. Thank you for keeping this tool alive!
  17. for Earthquake to wizards check this https://rathena.org/board/files/file/4332-unimplemented-official-skills/
  18. Some menus are hidden because of the /* script_here */. Those are comments. Try to remove those /* */ P.S and this script is for Herc. We don't have tradershop in rA.
  19. You need others views for the sprite. Use actor.
  20. It is because of the OnPCLoginEvent: fakeIcon(getcharid(0),.rotdicon[.today_rotd],.timer,1); end; Every time you login its getting the icon. Its better to create custom SC for this.
  21. Hi @joecalis Turns out i want item linking in @whodrops. Can't seems to understand how to do it. Haha! NVM. I already solved it.
  22. You need to declare your unique item number. Let's based it on your medal thingy. - Id: 30000 AegisName: Medal_Thingy Name: Medal Thingy Type: Etc Buy: 100000 Weight: 400 Put this into your import folder. In this way you wont have to touch the original item_db_etc.yml. Once done go to your server and type @reload item. You may now @item 30000 to generate your Medal Thingy. You will be getting an Unknown Item(apple) since its not yet on your iteminfo.lua. You may put this in your iteminfo (Client/System/iteminfo.lub/lua [30000] = { unidentifiedDisplayName = "Medal Thingy", unidentifiedResourceName = "Æ÷ÀåÁö", unidentifiedDescriptionName = { "..." }, identifiedDisplayName = "Medal Thingy", identifiedResourceName = "Æ÷ÀåÁö", identifiedDescriptionName = { "A custom Medal", "^FFFFFF_^000000", "Weight:^009900 1^000000" }, slotCount = 0, ClassNum = 0, costume = false }, That's it! Restart your client. P.S the Æ÷ÀåÁö is taken from the item # 7175 which uses the pic below
  23. What is the best way to remove the icon when the timer ends? Can this be done in src?
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